<?xml version="1.0" encoding="UTF-8"?>
<?xml-stylesheet type="text/xsl" media="screen" href="/~d/styles/atom10full.xsl"?><?xml-stylesheet type="text/css" media="screen" href="http://feeds.feedburner.com/~d/styles/itemcontent.css"?><feed xmlns="http://www.w3.org/2005/Atom" xmlns:openSearch="http://a9.com/-/spec/opensearch/1.1/" xmlns:georss="http://www.georss.org/georss" xmlns:gd="http://schemas.google.com/g/2005" xmlns:thr="http://purl.org/syndication/thread/1.0" xmlns:feedburner="http://rssnamespace.org/feedburner/ext/1.0" gd:etag="W/&quot;DEQMR3Yyeyp7ImA9WhVTEEU.&quot;"><id>tag:blogger.com,1999:blog-1770260493194159847</id><updated>2012-02-24T22:26:26.893+10:00</updated><category term="Cheevos" /><category term="Princess Peach" /><category term="Lego Star Wars III: The Clone Wars" /><category term="XBLA" /><category term="Kid Icarus: Uprising" /><category term="Little Big Planet" /><category term="Mario Kart Wii" /><category term="Blockbuster" /><category term="Batman" /><category term="Cooking Mama 4" /><category term="Grand Theft Auto IV" /><category term="Owlboy" /><category term="Assassins Creed: Revelations" /><category term="Final Fantasy VII: Advent Children" /><category term="Bulletstorm" /><category term="High Horse Audit. 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term="Fallout 3" /><category term="achievement" /><category term="Batman Arkham City Lockdown" /><category term="Penny Arcade" /><category term="Final Fantasy XIII" /><category term="JB Hi-Fi" /><category term="Lego Star Wars" /><category term="Mojang" /><category term="Modern Warfare" /><category term="Frank Miller" /><category term="Sin City" /><category term="Gotham City Impostors" /><category term="Black and White" /><category term="robbery" /><category term="FIFA 12" /><category term="Grand Theft Auto" /><category term="Gears of War" /><category term="Capcom Vs SNK 2: Mark of the Millennium" /><category term="x360" /><category term="OFLC" /><category term="Black Ops" /><category term="Psychonauts 2" /><category term="Jamestown: Legend of the Lost Colony" /><category term="Resistance: Retribution" /><category term="3DS" /><category term="Madworld" /><category term="Dead or Alive 4" /><category term="Tekken" /><category term="Just Cause 2" /><category term="PlayStation Vita" /><category term="The Baconing" /><category term="Mortal Kombat Kollection" /><category term="Dissia 012: Duodecim Final Fantasy" /><category term="Fallout" /><category term="Dead Island" /><category term="Toy Soldiers: Cold War" /><category term="Mario Kart 7" /><category term="The Legend of Zelda: A Link to the Past" /><category term="Super Smash Bros" /><category term="Morally Bankrupt" /><category term="nihilism" /><category term="Bethesda" /><category term="iPad" /><category term="The Legend of Zelda" /><category term="Super Mario Land 2" /><category term="Mario" /><category term="Fallout: New Vegas" /><category term="Fragger" /><title>The Unbearable Lightness of Dutch</title><subtitle type="html" /><link rel="http://schemas.google.com/g/2005#feed" type="application/atom+xml" href="http://unbearabledutch.blogspot.com/feeds/posts/default" /><link rel="alternate" type="text/html" href="http://unbearabledutch.blogspot.com/" /><link rel="next" type="application/atom+xml" href="http://www.blogger.com/feeds/1770260493194159847/posts/default?start-index=26&amp;max-results=25&amp;redirect=false&amp;v=2" /><author><name>Tristan Damen</name><uri>https://profiles.google.com/102967493867633822487</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="32" height="32" src="//lh3.googleusercontent.com/-MIE2UOUC3Og/AAAAAAAAAAI/AAAAAAAAAMk/9V9Glqg3g2w/s512-c/photo.jpg" /></author><generator version="7.00" uri="http://www.blogger.com">Blogger</generator><openSearch:totalResults>305</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>25</openSearch:itemsPerPage><atom10:link xmlns:atom10="http://www.w3.org/2005/Atom" rel="self" type="application/atom+xml" href="http://feeds.feedburner.com/TheUnbearableLightnessOfDutch" /><feedburner:info uri="theunbearablelightnessofdutch" /><atom10:link xmlns:atom10="http://www.w3.org/2005/Atom" rel="hub" href="http://pubsubhubbub.appspot.com/" /><entry gd:etag="W/&quot;DEQMR3c_eip7ImA9WhVTEEU.&quot;"><id>tag:blogger.com,1999:blog-1770260493194159847.post-8025089205777404355</id><published>2012-02-24T22:26:00.000+10:00</published><updated>2012-02-24T22:26:26.942+10:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2012-02-24T22:26:26.942+10:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="Ridge Racer" /><category scheme="http://www.blogger.com/atom/ns#" term="PlayStation Vita" /><title>PlayStation Vita Launch: Unboxing videos</title><content type="html">I'll start with an apology: I had intended to post these videos last night but it has been a long week and I'll take what little free time I can get. It's a been a professionally fulfilling and - at times - deeply distressing week (on an unrelated, personal level) that I'm glad to see the back of.&lt;br /&gt;
&lt;br /&gt;
Now, onto the fun and frivolity. The PlayStation Vita has arrived! Everyone, you have full license to go nuts.&lt;br /&gt;
&lt;br /&gt;
I went with the Wi-Fi bundle that GAME offered. It was clearly the best deal with a free game (the so far, critically lambasted &lt;b&gt;Ridge Racer&lt;/b&gt;). Other retail outlets were more than happy to offer little more than the standard pre-order incentives: a discount voucher for a selected range of titles, early access to an app that I've yet to get my hands on, and some limited edition blue - wait for it! - headphones. I went with the 16gb memory card because I NEED that much storage capacity for games that I'll buy on a whim without need of leaving the house; well that and the fact that the 32gb card wasn't made available to Australian consumers (why I'll never know).&lt;br /&gt;
&lt;br /&gt;
Anyway, without further ado, my unboxing videos!&lt;br /&gt;
&lt;br /&gt;
&lt;div style="text-align: center;"&gt;
&lt;iframe allowfullscreen="" frameborder="0" height="315" src="http://www.youtube.com/embed/em4Q6mfYyEE" width="420"&gt;&lt;/iframe&gt;&lt;/div&gt;
&lt;br /&gt;
I should've left it there, but there were some tidbits that I was too excited to think of (and therefore, address) at first:&lt;br /&gt;
&lt;br /&gt;
&lt;div style="text-align: center;"&gt;
&lt;iframe allowfullscreen="" frameborder="0" height="315" src="http://www.youtube.com/embed/YyDcApvBtbY" width="420"&gt;&lt;/iframe&gt; &lt;/div&gt;
&lt;br /&gt;
I'll save the impressions for next week; primarily because I'm pretty frustrated with the UI at the moment, so I don't want to come off all trollish without giving myself some breathing space. I want to give this console as good a chance as I'm able.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1770260493194159847-8025089205777404355?l=unbearabledutch.blogspot.com' alt='' /&gt;&lt;/div&gt;
&lt;p&gt;&lt;a href="http://feedads.g.doubleclick.net/~a/b_rR42uMpxApJNRjeiQkYbbFOeg/0/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/b_rR42uMpxApJNRjeiQkYbbFOeg/0/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;br/&gt;
&lt;a href="http://feedads.g.doubleclick.net/~a/b_rR42uMpxApJNRjeiQkYbbFOeg/1/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/b_rR42uMpxApJNRjeiQkYbbFOeg/1/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/TheUnbearableLightnessOfDutch/~4/TP46KpTL47Q" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://unbearabledutch.blogspot.com/feeds/8025089205777404355/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://unbearabledutch.blogspot.com/2012/02/playstation-vita-launch-unboxing-videos.html#comment-form" title="0 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/1770260493194159847/posts/default/8025089205777404355?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/1770260493194159847/posts/default/8025089205777404355?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/TheUnbearableLightnessOfDutch/~3/TP46KpTL47Q/playstation-vita-launch-unboxing-videos.html" title="PlayStation Vita Launch: Unboxing videos" /><author><name>Tristan Damen</name><uri>https://profiles.google.com/102967493867633822487</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="32" height="32" src="//lh3.googleusercontent.com/-MIE2UOUC3Og/AAAAAAAAAAI/AAAAAAAAAMk/9V9Glqg3g2w/s512-c/photo.jpg" /></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://img.youtube.com/vi/em4Q6mfYyEE/default.jpg" height="72" width="72" /><thr:total>0</thr:total><feedburner:origLink>http://unbearabledutch.blogspot.com/2012/02/playstation-vita-launch-unboxing-videos.html</feedburner:origLink></entry><entry gd:etag="W/&quot;DUAESH8-cCp7ImA9WhRaGU0.&quot;"><id>tag:blogger.com,1999:blog-1770260493194159847.post-2781923964911534402</id><published>2012-02-22T15:56:00.001+10:00</published><updated>2012-02-22T20:48:29.158+10:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2012-02-22T20:48:29.158+10:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="First World Problems" /><category scheme="http://www.blogger.com/atom/ns#" term="Ridge Racer" /><category scheme="http://www.blogger.com/atom/ns#" term="Tom Clancy's Ghost Recon: Shadow Wars" /><category scheme="http://www.blogger.com/atom/ns#" term="PlayStation Vita" /><category scheme="http://www.blogger.com/atom/ns#" term="Super Street Fighter IV: 3D Edition" /><title>PlayStation Vita Launch: Once more unto the breach</title><content type="html">Ever since I've been earning real money, every console launch feels like an intense battle between my impulses and my near non-existent sense of self-control.&lt;br /&gt;
&lt;br /&gt;
Believe it or not, during the launch of the 3DS, Self-Control had some important victories. With the PlayStation Vita arriving tomorrow, however, Impulse is proving that those victories were due in great part to Nintendo not having their shit together when it came to day one releases for their new portable. Two games worth owning (&lt;b&gt;Super Street Fighter IV: 3D Edition &lt;/b&gt;and &lt;b&gt;Ghost Recon: Shadow Wars&lt;/b&gt; for those interested), with very little to look forward to until what would end up being the end of 2011. Sure, the 3DS' outlook is far rosier than it was in March/April last year; but I'll admit that I still look back with my fair share of bitterness at what was the most lacklustre console launch since that of the Nokia N-Gage.&lt;br /&gt;
&lt;br /&gt;
What I'm trying to say is: I've already spent so much money on the Vita and I don't even have one in my hands.&lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://2.bp.blogspot.com/-Q9ngwFrVUEA/T0SDR8zvQUI/AAAAAAAAAm0/1Y8bOEZujHo/s1600/vita.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="358" src="http://2.bp.blogspot.com/-Q9ngwFrVUEA/T0SDR8zvQUI/AAAAAAAAAm0/1Y8bOEZujHo/s640/vita.jpg" width="640" /&gt;\&lt;/a&gt;&lt;/div&gt;
It's crazy when you think about it. $350 for the console bundled with a copy of &lt;b&gt;Ridge Racer&lt;/b&gt; (a game that I wouldn't have thought to purchase on its own), $65 for a proprietary storage device, nearly $200 on five games in transit from the United Kingdom (thanks ozgameshop!), and what I'm sure will end up being about another 2 or 3 hundred dollars more when the PlayStation Store updates with all those wonderful digital downloads sometime in the next twenty-four hours. Will I end up playing these games enough to feel as though I've gotten my money's worth? No chance in hell. Will I fell like a big man for approximately 3.5 days? Abso-freaking-lutely!&lt;br /&gt;
&lt;br /&gt;
I know it's wrong to complain about being blessed with an overabundance, but I realise now - more than ever - that I have a serious problem. The appeal of a shiny new console tears away at my defenses and leaves my wallet open to larceny of Freddie Mac and Fannie Mae proportions. I could be saving this money and put it towards the dream of a pet-friendly apartment in Melbourne. But then again, if I did, how would I pay for all those launch titles?&lt;br /&gt;
&lt;br /&gt;
If this was a series of tweets, each would be marked with the hashtag #firstworldproblems. Please dismiss this post as the excited ramblings of a&amp;nbsp; twenty-something year old child.&lt;br /&gt;
&lt;br /&gt;
Who's picking up a Vita tomorrow? Don't tell mw I'm alone on this one?&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1770260493194159847-2781923964911534402?l=unbearabledutch.blogspot.com' alt='' /&gt;&lt;/div&gt;
&lt;p&gt;&lt;a href="http://feedads.g.doubleclick.net/~a/6zVGxR3Z_5RyrsY39Znz7w6deFo/0/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/6zVGxR3Z_5RyrsY39Znz7w6deFo/0/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;br/&gt;
&lt;a href="http://feedads.g.doubleclick.net/~a/6zVGxR3Z_5RyrsY39Znz7w6deFo/1/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/6zVGxR3Z_5RyrsY39Znz7w6deFo/1/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/TheUnbearableLightnessOfDutch/~4/Fbby7iaBzaQ" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://unbearabledutch.blogspot.com/feeds/2781923964911534402/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://unbearabledutch.blogspot.com/2012/02/once-more-into-breach.html#comment-form" title="0 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/1770260493194159847/posts/default/2781923964911534402?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/1770260493194159847/posts/default/2781923964911534402?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/TheUnbearableLightnessOfDutch/~3/Fbby7iaBzaQ/once-more-into-breach.html" title="PlayStation Vita Launch: Once more unto the breach" /><author><name>Tristan Damen</name><uri>https://profiles.google.com/102967493867633822487</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="32" height="32" src="//lh3.googleusercontent.com/-MIE2UOUC3Og/AAAAAAAAAAI/AAAAAAAAAMk/9V9Glqg3g2w/s512-c/photo.jpg" /></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://2.bp.blogspot.com/-Q9ngwFrVUEA/T0SDR8zvQUI/AAAAAAAAAm0/1Y8bOEZujHo/s72-c/vita.jpg" height="72" width="72" /><thr:total>0</thr:total><feedburner:origLink>http://unbearabledutch.blogspot.com/2012/02/once-more-into-breach.html</feedburner:origLink></entry><entry gd:etag="W/&quot;DkMHRn04eip7ImA9WhRaFkk.&quot;"><id>tag:blogger.com,1999:blog-1770260493194159847.post-62861335509949404</id><published>2012-02-19T19:36:00.000+10:00</published><updated>2012-02-19T19:40:37.332+10:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2012-02-19T19:40:37.332+10:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="Dissidia: Final Fantasy" /><category scheme="http://www.blogger.com/atom/ns#" term="Monster Hunter Freedom Unite" /><category scheme="http://www.blogger.com/atom/ns#" term="Half-Minute Hero" /><category scheme="http://www.blogger.com/atom/ns#" term="PSP" /><category scheme="http://www.blogger.com/atom/ns#" term="PlayStation Vita" /><category scheme="http://www.blogger.com/atom/ns#" term="Soul Calibur IV" /><category scheme="http://www.blogger.com/atom/ns#" term="Soul Calibur: Broken Destiny" /><category scheme="http://www.blogger.com/atom/ns#" term="God of War: Chains of Olympus" /><title>5 PSP games that you must download to your PlayStation Vita</title><content type="html">&lt;span style="font-size: 10pt;"&gt;Recently, Sony released a list of PSP
titles that are compatible with the incoming PlayStation Vita via the &lt;a href="http://blog.us.playstation.com/2012/02/09/how-to-download-psp-titles-to-ps-vita/"&gt;PlayStationBlog&lt;/a&gt;. There were some notable omissions (&lt;b style="mso-bidi-font-weight: normal;"&gt;Metal
Gear Solid: Peace Walker &lt;/b&gt;and &lt;b style="mso-bidi-font-weight: normal;"&gt;Grand
Theft Auto: Liberty City Stories &lt;/b&gt;causing the greatest distress) and the
promise of further additions down the line. While some of my favourites didn't
make the cut, here are five PSP games that will help Vita early adopters stave
off the post launch blues.&lt;/span&gt;&lt;br /&gt;
&lt;div class="Body1" style="tab-stops: 269.0pt;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class="Body1" style="tab-stops: 269.0pt;"&gt;
&lt;b style="mso-bidi-font-weight: normal;"&gt;&lt;span style="font-size: 10pt;"&gt;Note: &lt;/span&gt;&lt;/b&gt;&lt;span style="font-size: 10pt;"&gt;It took a
fair bit of restraint to pick anything other than fighting games. The PSP has some
quality JRPGs in its library, however, I found that the portable catered to
fighting fans best of all. &lt;/span&gt;&lt;span style="font-size: 10pt;"&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class="Body1" style="tab-stops: 269.0pt;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class="Body1" style="tab-stops: 269.0pt;"&gt;
&lt;b style="mso-bidi-font-weight: normal;"&gt;&lt;u&gt;&lt;span style="font-size: 10pt;"&gt;Soul Calibur:
Broken Destiny&lt;/span&gt;&lt;/u&gt;&lt;/b&gt;&lt;b style="mso-bidi-font-weight: normal;"&gt;&lt;u&gt;&lt;span style="font-size: 10pt;"&gt;&lt;/span&gt;&lt;/u&gt;&lt;/b&gt;&lt;/div&gt;
&lt;div class="Body1" style="tab-stops: 269.0pt;"&gt;
&lt;b style="mso-bidi-font-weight: normal;"&gt;&lt;span style="font-size: 10pt;"&gt;Soul Calibur
IV &lt;/span&gt;&lt;/b&gt;&lt;span style="font-size: 10pt;"&gt;in
the palm of your hand. Well, sans the questionably included &lt;b style="mso-bidi-font-weight: normal;"&gt;Star Wars &lt;/b&gt;characters and the ability to
fight online. &lt;b style="mso-bidi-font-weight: normal;"&gt;Broken Destiny &lt;/b&gt;may not
have been heavy on content, but its gorgeous, fluid visuals and novice friendly
approach are the perfect place to start the Tale of Souls and Swords. The
Gauntlet mode introduces all of the mechanics of the storied fighting series
and tells an interesting, though nonsensical story all the while. A full-bodied
character creation suite and the Trials mode will be sure to soak up as many
hours as you're willing to give, while Quick Battle mode is perfect for a few
fast fights on the go. That varied cast - which includes Sony mascot, Kratos
and humorous Dampierre - is probably the best the series has seen and this game
simply demands a spot on your memory card. &lt;/span&gt;&lt;span style="font-size: 10pt;"&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://3.bp.blogspot.com/-nmziUSJjZ4U/T0C82uDsbUI/AAAAAAAAAl4/pf5Ahzy5lH0/s1600/sc+broken+destiny.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="160" src="http://3.bp.blogspot.com/-nmziUSJjZ4U/T0C82uDsbUI/AAAAAAAAAl4/pf5Ahzy5lH0/s400/sc+broken+destiny.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div class="Body1" style="tab-stops: 269.0pt;"&gt;
&lt;br /&gt;
&lt;b&gt;&lt;span style="font-size: 10pt;"&gt;Note: &lt;/span&gt;&lt;/b&gt;&lt;span style="font-size: 10pt;"&gt;You can
currently purchase &lt;b style="mso-bidi-font-weight: normal;"&gt;Soul Calibur: Broken
Destiny &lt;/b&gt;and &lt;b style="mso-bidi-font-weight: normal;"&gt;Tekken 6 &lt;/b&gt;together in
a bundle on the Australian (and presumably, European) PlayStation Store. &lt;b style="mso-bidi-font-weight: normal;"&gt;Tekken 6 &lt;/b&gt;is well worth the extra twenty
bucks and it's just as good, if not better than its home console counterparts. &lt;/span&gt;&lt;span style="font-size: 10pt;"&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class="Body1" style="tab-stops: 269.0pt;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class="Body1" style="tab-stops: 269.0pt;"&gt;
&lt;b style="mso-bidi-font-weight: normal;"&gt;&lt;u&gt;&lt;span style="font-size: 10pt;"&gt;Half-Minute
Hero&lt;/span&gt;&lt;/u&gt;&lt;/b&gt;&lt;b style="mso-bidi-font-weight: normal;"&gt;&lt;u&gt;&lt;span style="font-size: 10pt;"&gt;&lt;/span&gt;&lt;/u&gt;&lt;/b&gt;&lt;/div&gt;
&lt;div class="Body1" style="tab-stops: 269.0pt;"&gt;
&lt;span style="font-size: 10pt;"&gt;On a system with several hardware
generations worth of &lt;b style="mso-bidi-font-weight: normal;"&gt;Final Fantasy&lt;/b&gt;
instalments, &lt;b style="mso-bidi-font-weight: normal;"&gt;Half-Minute Hero &lt;/b&gt;stands
apart - and at times above - this hallowed franchise with charm, humour and a
no nonsense approach to questing. There's also six legitimately different
experiences on offer in this game and - while some are more worthwhile than
others - I guarantee that you'll find something to love here. Hero 300 may just
be the greatest test of time management and budgeting skills ever seen in a
videogame, while other modes will present twists on real-time strategy,
dual-stick shooting and tower defence. The speed metal soundtrack and suitably
pixelated visuals are further reason for &lt;b style="mso-bidi-font-weight: normal;"&gt;Half-Minute
Hero &lt;/b&gt;to score a place your Vita's proprietary storage device. &lt;/span&gt;&lt;span style="font-size: 10pt;"&gt;&lt;/span&gt;&lt;/div&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://1.bp.blogspot.com/-CceUWJUEw6o/T0C99iKIxOI/AAAAAAAAAmQ/cRukTrHq1Og/s1600/half-m11.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="220" src="http://1.bp.blogspot.com/-CceUWJUEw6o/T0C99iKIxOI/AAAAAAAAAmQ/cRukTrHq1Og/s400/half-m11.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div class="Body1" style="text-align: center;"&gt;
&lt;span style="font-size: 10pt;"&gt;&lt;i&gt;This will all be over in a second&lt;/i&gt;&lt;/span&gt;&lt;br /&gt;
&lt;span style="font-size: 10pt;"&gt;&lt;i&gt;&amp;nbsp;&lt;/i&gt; &lt;/span&gt;&lt;/div&gt;
&lt;div class="Body1" style="tab-stops: 269.0pt;"&gt;
&lt;b style="mso-bidi-font-weight: normal;"&gt;&lt;u&gt;&lt;span style="font-size: 10pt;"&gt;God of War:
Chains of Olympus&lt;/span&gt;&lt;/u&gt;&lt;/b&gt;&lt;b style="mso-bidi-font-weight: normal;"&gt;&lt;u&gt;&lt;span style="font-size: 10pt;"&gt;&lt;/span&gt;&lt;/u&gt;&lt;/b&gt;&lt;/div&gt;
&lt;div class="Body1" style="tab-stops: 269.0pt;"&gt;
&lt;span style="font-size: 10pt;"&gt;Ready at Dawn provided no greater
proof that they were masters of Sony's handheld and its limitations than &lt;b style="mso-bidi-font-weight: normal;"&gt;God of War: Chains of Olympus&lt;/b&gt;.
Distilling all of the sex, beauty and gargantuan scale violence into the PSP's
smaller screen and limited control set up, &lt;b style="mso-bidi-font-weight: normal;"&gt;Chains
of Olympus &lt;/b&gt;is still my favourite installment in the popular action
adventure series. While some may argue that it was too easy and too short, I
found it to be infinitely replayable and it still impresses me to this day. &lt;/span&gt;&lt;span style="font-size: 10pt;"&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://4.bp.blogspot.com/-Dvw8Ibsdb-U/T0C-Toi8OyI/AAAAAAAAAmY/G13IthbwZh0/s1600/god-of-war-psp.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="226" src="http://4.bp.blogspot.com/-Dvw8Ibsdb-U/T0C-Toi8OyI/AAAAAAAAAmY/G13IthbwZh0/s400/god-of-war-psp.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div class="Body1" style="text-align: center;"&gt;
&lt;span style="font-size: 10pt;"&gt;&amp;nbsp;&lt;i&gt;A game to silence all trolls&lt;/i&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class="Body1"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class="Body1"&gt;
&lt;b style="mso-bidi-font-weight: normal;"&gt;&lt;u&gt;&lt;span style="font-size: 10pt;"&gt;Monster
Hunter Freedom Unite&lt;/span&gt;&lt;/u&gt;&lt;/b&gt;&lt;b style="mso-bidi-font-weight: normal;"&gt;&lt;u&gt;&lt;span style="font-size: 10pt;"&gt;&lt;/span&gt;&lt;/u&gt;&lt;/b&gt;&lt;/div&gt;
&lt;div class="Body1"&gt;
&lt;span style="font-size: 10pt;"&gt;Ever
worried that your latest purchase won't have enough meat on it to justify the
purchase price? Even if, like me, you picked it up at launch and paid the full
price, &lt;b style="mso-bidi-font-weight: normal;"&gt;Monster Hunter Freedom Unite &lt;/b&gt;will
keep giving until you're satisfied that you got your money's worth. Featuring
what are arguably the most technically-impressive visuals seen on the PSP and
enough depth to drown in, you will never conquer this game; even with the help
of three friends or your cat-like companions. Creatures great and small await
death by your blade, axe or ridiculously-large bow. It may not be the smoothest
experience, but it offers more questing than you could possibly hope for.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
&lt;div class="Body1"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://1.bp.blogspot.com/-qvIOd8wKpKA/T0C-o4urVtI/AAAAAAAAAmg/vjVmJhGKplg/s1600/monster+hunter.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="226" src="http://1.bp.blogspot.com/-qvIOd8wKpKA/T0C-o4urVtI/AAAAAAAAAmg/vjVmJhGKplg/s400/monster+hunter.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div class="Body1"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class="Body1"&gt;
&lt;b style="mso-bidi-font-weight: normal;"&gt;&lt;u&gt;&lt;span style="font-size: 10pt;"&gt;Dissidia:
Final Fantasy&lt;/span&gt;&lt;/u&gt;&lt;/b&gt;&lt;b style="mso-bidi-font-weight: normal;"&gt;&lt;u&gt;&lt;span style="font-size: 10pt;"&gt;&lt;/span&gt;&lt;/u&gt;&lt;/b&gt;&lt;/div&gt;
&lt;div class="Body1"&gt;
&lt;span style="font-size: 10pt;"&gt;The
final scenes of &lt;b style="mso-bidi-font-weight: normal;"&gt;Final Fantasy VII:
Advent Children&lt;/b&gt; present an airborne battle between protagonist Cloud Strife
and the reincarnation of much-loved villain, Sephiroth. It's a spectacular
confrontation that nearly makes up for a couple of hours of indecipherable
narrative. &lt;b style="mso-bidi-font-weight: normal;"&gt;Dissidia &lt;/b&gt;makes such
gravity-defying melees commonplace and even with your favourite &lt;b style="mso-bidi-font-weight: normal;"&gt;Final Fantasy &lt;/b&gt;characters careening
through columns and other structures, the frame rate never skips a beat. The
cast is composed of one good and one evil character from the first ten
instalments of the storied franchise with move sets that include each of these
characters' most memorable attacks, spells and Limit Breaks. It's not the
deepest fighter (or RPG for that matter), but it offers hours worth of
melodramatic pugilism in wonderfully rendered, destructible environments.
There's also a persistent reward system that encourages sustained and repeated
play, so free up some space for this addictive fighter.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
&lt;div class="Body1"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://1.bp.blogspot.com/-knLkSBflyDw/T0C_AkwF_yI/AAAAAAAAAmo/HBBmrt5iZu8/s1600/Dissidia+Final+Fantasy+Squall+Leonhart+Vs+Ultimecia.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="226" src="http://1.bp.blogspot.com/-knLkSBflyDw/T0C_AkwF_yI/AAAAAAAAAmo/HBBmrt5iZu8/s400/Dissidia+Final+Fantasy+Squall+Leonhart+Vs+Ultimecia.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div class="Body1" style="text-align: center;"&gt;
&lt;span style="font-size: 10pt;"&gt;&amp;nbsp;&lt;i&gt;Finally! A scenario in which I can actually defeat Ultimecia!&lt;/i&gt;&lt;/span&gt;&lt;span style="font-size: 10pt;"&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class="Body1"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class="Body1"&gt;
&lt;span style="font-size: 10pt;"&gt;Are
there games on the extensive list that you feel are more deserving of a
download? Is your favourite PSP game currently supported by the Vita?&lt;/span&gt;&lt;span style="font-size: 10pt;"&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1770260493194159847-62861335509949404?l=unbearabledutch.blogspot.com' alt='' /&gt;&lt;/div&gt;
&lt;p&gt;&lt;a href="http://feedads.g.doubleclick.net/~a/u0UaF34NPMGWtZgxtz8s1QnNmUc/0/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/u0UaF34NPMGWtZgxtz8s1QnNmUc/0/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;br/&gt;
&lt;a href="http://feedads.g.doubleclick.net/~a/u0UaF34NPMGWtZgxtz8s1QnNmUc/1/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/u0UaF34NPMGWtZgxtz8s1QnNmUc/1/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/TheUnbearableLightnessOfDutch/~4/u6B1qrjFm94" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://unbearabledutch.blogspot.com/feeds/62861335509949404/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://unbearabledutch.blogspot.com/2012/02/5-psp-games-that-you-must-download-to.html#comment-form" title="4 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/1770260493194159847/posts/default/62861335509949404?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/1770260493194159847/posts/default/62861335509949404?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/TheUnbearableLightnessOfDutch/~3/u6B1qrjFm94/5-psp-games-that-you-must-download-to.html" title="5 PSP games that you must download to your PlayStation Vita" /><author><name>Tristan Damen</name><uri>https://profiles.google.com/102967493867633822487</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="32" height="32" src="//lh3.googleusercontent.com/-MIE2UOUC3Og/AAAAAAAAAAI/AAAAAAAAAMk/9V9Glqg3g2w/s512-c/photo.jpg" /></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://3.bp.blogspot.com/-nmziUSJjZ4U/T0C82uDsbUI/AAAAAAAAAl4/pf5Ahzy5lH0/s72-c/sc+broken+destiny.jpg" height="72" width="72" /><thr:total>4</thr:total><feedburner:origLink>http://unbearabledutch.blogspot.com/2012/02/5-psp-games-that-you-must-download-to.html</feedburner:origLink></entry><entry gd:etag="W/&quot;DkIMQXY6fyp7ImA9WhRaFEU.&quot;"><id>tag:blogger.com,1999:blog-1770260493194159847.post-6736688744531604814</id><published>2012-02-17T23:16:00.000+10:00</published><updated>2012-02-17T23:16:20.817+10:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2012-02-17T23:16:20.817+10:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="PSP" /><category scheme="http://www.blogger.com/atom/ns#" term="PlayStation Vita" /><category scheme="http://www.blogger.com/atom/ns#" term="PSPgo" /><title>The PlayStation Vita will not survive in Australia</title><content type="html">Ever feel like something that you desperately want to succeed is destined to fail?
&lt;br /&gt;
&lt;br /&gt;
I have before, and now I do again. The PlayStation Vita hits Australian stores next Thursday, but it's already looking to be somewhat of a lost cause. Why? Because three of Australia's biggest retail chains are refusing to stock the dedicated gaming device on their shelves at launch or  - in the case of K-Mart - have ruled out stocking it altogether. 

&lt;br /&gt;
&lt;br /&gt;
The news first broke on &lt;a href="http://www.kotaku.com.au/2012/02/three-major-australian-retailers-will-not-be-stocking-the-playstation-vita/"&gt;Kotaku AU&lt;/a&gt;, with the normally Nintendo-focussed writer, Daniel Vukovic providing statements from representatives of Big W, Target and K-Mart. Sony seemed nonplussed by the announcement, claiming that they had identified the "active gamer" as  "the specific target market" for the Vita. As a result, Sony had "chosen to launch the console with a focussed retail channel strategy across national specialist game and specialist technology retailers".&lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://1.bp.blogspot.com/-URRxTG62Sas/Tz5SIv2flyI/AAAAAAAAAlw/eBJmwaF64vs/s1600/ps_vita_angle.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="392" src="http://1.bp.blogspot.com/-URRxTG62Sas/Tz5SIv2flyI/AAAAAAAAAlw/eBJmwaF64vs/s640/ps_vita_angle.jpg" width="640" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;
Now, not only does this effectively kill almost any competition for price, but it should serve to prevent the console from appealing to anything other than its - in my opinion - shallow target market. I say shallow because there's still something of a stigma associated with gaming in Australia; particularly that of "Teh h4Rdc0r3z" variety. You may have read one of my older posts entitled "&lt;a href="http://www.kotaku.com.au/2012/02/three-major-australian-retailers-will-not-be-stocking-the-playstation-vita/"&gt;Enough room to swing a gyroscopic cat&lt;/a&gt;" where I examined this phenomena in more frivolous detail. If you're short on time, however, the message contained within reads thusly: unless you're gaming on an Apple device, be prepared for the cold, judgmental stares of an at best casual gaming audience. 

&lt;br /&gt;
&lt;br /&gt;
So, Sony's dick move to bypass the country's biggest and most far-reaching network of retailers should mean two things: 
&lt;br /&gt;
&lt;ol&gt;
&lt;li&gt;The PlayStation Vita is doomed in Australia: granted it should survive longer than the PSPgo, but it won't enjoy the enduring, though limited shelf space that the PlayStation Portable (models 1000 through to 3000) still manages to occupy. 
&lt;/li&gt;
&lt;li&gt;The market for dedicated gaming portables in Australia shrinks even further. 

&lt;/li&gt;
&lt;/ol&gt;
Luckily enough, the Vita is region free; so the inevitable trickle of games to retail can be eschewed in favour of grey importing. The only trouble is for those who wanted to ride that digital marketplace wave, where I foresee publishers not even bothering to engage with Australia's costly and nonsensical rating system; which will in turn see less games arriving on the PlayStation Store (and at brick-and-mortar stores).

&lt;br /&gt;
&lt;br /&gt;
I'll still be there on day one. My Vita has been pre-ordered for months now, and I have every intention of experiencing more fulfilling gaming on the go. The only question is: how long will I be able to without having to look to purchase games and accessories abroad?

&lt;br /&gt;
&lt;br /&gt;
Are you picking up a PlayStation Vita at launch? Is the stigma associated with dedicated gaming devices perceived on my part, or have you felt it too?&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1770260493194159847-6736688744531604814?l=unbearabledutch.blogspot.com' alt='' /&gt;&lt;/div&gt;
&lt;p&gt;&lt;a href="http://feedads.g.doubleclick.net/~a/8haRmpvtuhSvNVaZatxNZxPJ-pE/0/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/8haRmpvtuhSvNVaZatxNZxPJ-pE/0/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;br/&gt;
&lt;a href="http://feedads.g.doubleclick.net/~a/8haRmpvtuhSvNVaZatxNZxPJ-pE/1/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/8haRmpvtuhSvNVaZatxNZxPJ-pE/1/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/TheUnbearableLightnessOfDutch/~4/u-jB8zCb7cg" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://unbearabledutch.blogspot.com/feeds/6736688744531604814/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://unbearabledutch.blogspot.com/2012/02/playstation-vita-will-not-survive-in.html#comment-form" title="0 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/1770260493194159847/posts/default/6736688744531604814?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/1770260493194159847/posts/default/6736688744531604814?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/TheUnbearableLightnessOfDutch/~3/u-jB8zCb7cg/playstation-vita-will-not-survive-in.html" title="The PlayStation Vita will not survive in Australia" /><author><name>Tristan Damen</name><uri>https://profiles.google.com/102967493867633822487</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="32" height="32" src="//lh3.googleusercontent.com/-MIE2UOUC3Og/AAAAAAAAAAI/AAAAAAAAAMk/9V9Glqg3g2w/s512-c/photo.jpg" /></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://1.bp.blogspot.com/-URRxTG62Sas/Tz5SIv2flyI/AAAAAAAAAlw/eBJmwaF64vs/s72-c/ps_vita_angle.jpg" height="72" width="72" /><thr:total>0</thr:total><feedburner:origLink>http://unbearabledutch.blogspot.com/2012/02/playstation-vita-will-not-survive-in.html</feedburner:origLink></entry><entry gd:etag="W/&quot;AkMDQXY8fip7ImA9WhRaEkg.&quot;"><id>tag:blogger.com,1999:blog-1770260493194159847.post-8943726281156572280</id><published>2012-02-15T08:00:00.000+10:00</published><updated>2012-02-15T08:27:50.876+10:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2012-02-15T08:27:50.876+10:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="The Dark Knight" /><category scheme="http://www.blogger.com/atom/ns#" term="iPhone" /><category scheme="http://www.blogger.com/atom/ns#" term="Batman Arkham City Lockdown" /><category scheme="http://www.blogger.com/atom/ns#" term="DC Comics" /><category scheme="http://www.blogger.com/atom/ns#" term="iOS" /><category scheme="http://www.blogger.com/atom/ns#" term="Batman" /><title>Batman Arkham City: Lockdown Review (iOS): The Five Ds of Dodgeball will help you survive this one</title><content type="html">While &lt;b&gt;Batman: Arkham City&lt;/b&gt; continues to wow gamers everywhere (yes Dutch, except for the ending), &lt;b&gt;Arkham City: Lockdown &lt;/b&gt;(&lt;b&gt;ACL&lt;/b&gt;) compliments the story  further with gamers taking control of The Dark Knight as he battles his way through goons and the toughest villains Gotham has to offer.&lt;br /&gt;
&lt;br /&gt;
&lt;a href="https://lh4.googleusercontent.com/-65-yDbKnpjw/TzrW9tU3loI/AAAAAAAAACo/o7SS03QbVsQ/s640/blogger-image--640897345.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"&gt;&lt;img border="0" height="266" src="https://lh4.googleusercontent.com/-65-yDbKnpjw/TzrW9tU3loI/AAAAAAAAACo/o7SS03QbVsQ/s400/blogger-image--640897345.jpg" width="400" /&gt;&lt;/a&gt;&lt;b&gt;The Good&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;ACL&lt;/b&gt;'s graphics really took me by surprise. I wasn't expecting anything more than defined cell animation but the HD visuals are really impressive. Although each level is essentially the same (backdrops and villains are identical with the exception of some shirt colours), the characters are well presented and fluent in motion. &lt;br /&gt;
&lt;br /&gt;
The added bonuses include a comic book reader for the &lt;i&gt;Arkham City&lt;/i&gt; series as well as wallpapers and the ability to purchase different Batman costumes. It's nothing more than an aesthetic change but it's cool none the less, especially when playing as campy 70s Batman and &lt;i&gt;Brave and the Bold&lt;/i&gt; Batman. &lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;The Bad&lt;/b&gt;&lt;br /&gt;
A key error for the game is it's concept - &lt;b&gt;ACL&lt;/b&gt; is literally one brawl after the other. You fight goon after goon with the same moves and once you master dodge, deflect, and punch you've mastered the game. The level bosses offer some sort of variety - Two Face allows use of the Batarang, Solomon Grundy changes views and battle design - but not enough to keep me addicted. &lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;The Ugly&lt;/b&gt;&lt;br /&gt;
There's nothing worse than faulty controls. Yes, I know, it's the first excuse of a poor gamer but this is just annoying. Throughout battles you can boost your health by clicking a HUD button but it only works at certain times. When? Beats me, but to add insult to injury if you get killed, despite clicking the button, the health meter increases. &lt;br /&gt;
&lt;br /&gt;
Additionally the fighting swipes could be better. When enemies are flashing red they are impervious to your attacks and all you can do is dodge them. Some of the smarter goons bring guns to the fight and no matter how quickly you tap-to-dodge, it doesn't always get you out of trouble, resulting in gunshot wounds and angry tapping. &lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;The Verdict&lt;/b&gt;&lt;br /&gt;
As an add-on for Batman fans, it's not a bad title; but unless you like your games as predictable as gravity, this one probably isn't for you. I enjoyed playing &lt;b&gt;Arkham City: Lockdown&lt;/b&gt; mainly for the key villains and extras but the constant repetition of the thug fights took its toll on my patience.&lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="https://lh5.googleusercontent.com/-d2TTniUCbAQ/TzrW-aDdbHI/AAAAAAAAACs/N_bANpCTOUE/s640/blogger-image--610498576.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="266" src="https://lh5.googleusercontent.com/-d2TTniUCbAQ/TzrW-aDdbHI/AAAAAAAAACs/N_bANpCTOUE/s400/blogger-image--610498576.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1770260493194159847-8943726281156572280?l=unbearabledutch.blogspot.com' alt='' /&gt;&lt;/div&gt;
&lt;p&gt;&lt;a href="http://feedads.g.doubleclick.net/~a/9kUUYa8MbXvdwCvTVcq0ChqjTA0/0/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/9kUUYa8MbXvdwCvTVcq0ChqjTA0/0/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;br/&gt;
&lt;a href="http://feedads.g.doubleclick.net/~a/9kUUYa8MbXvdwCvTVcq0ChqjTA0/1/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/9kUUYa8MbXvdwCvTVcq0ChqjTA0/1/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/TheUnbearableLightnessOfDutch/~4/xYGaNyD2DHk" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://unbearabledutch.blogspot.com/feeds/8943726281156572280/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://unbearabledutch.blogspot.com/2012/02/batman-arkham-city-lockdown-ios-review.html#comment-form" title="0 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/1770260493194159847/posts/default/8943726281156572280?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/1770260493194159847/posts/default/8943726281156572280?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/TheUnbearableLightnessOfDutch/~3/xYGaNyD2DHk/batman-arkham-city-lockdown-ios-review.html" title="Batman Arkham City: Lockdown Review (iOS): The Five Ds of Dodgeball will help you survive this one" /><author><name>Dawson</name><uri>http://www.blogger.com/profile/09447422889055619688</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="16" height="16" src="http://img2.blogblog.com/img/b16-rounded.gif" /></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://lh4.googleusercontent.com/-65-yDbKnpjw/TzrW9tU3loI/AAAAAAAAACo/o7SS03QbVsQ/s72-c/blogger-image--640897345.jpg" height="72" width="72" /><thr:total>0</thr:total><feedburner:origLink>http://unbearabledutch.blogspot.com/2012/02/batman-arkham-city-lockdown-ios-review.html</feedburner:origLink></entry><entry gd:etag="W/&quot;CkUAQXc4fyp7ImA9WhRaEEU.&quot;"><id>tag:blogger.com,1999:blog-1770260493194159847.post-1896795712159337901</id><published>2012-02-13T06:57:00.000+10:00</published><updated>2012-02-13T06:57:20.937+10:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2012-02-13T06:57:20.937+10:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="Soul Calibur V" /><category scheme="http://www.blogger.com/atom/ns#" term="ps3" /><category scheme="http://www.blogger.com/atom/ns#" term="Soul Calibur" /><category scheme="http://www.blogger.com/atom/ns#" term="Assassin's Creed" /><category scheme="http://www.blogger.com/atom/ns#" term="Tekken 6" /><category scheme="http://www.blogger.com/atom/ns#" term="Soul Calibur IV" /><category scheme="http://www.blogger.com/atom/ns#" term="review" /><category scheme="http://www.blogger.com/atom/ns#" term="Marvel Vs Capcom 3" /><title>Soul Calibur V Review (PS3): The soul giveth and the sword taketh away</title><content type="html">&lt;div class="OutlineElement Ltr SCX100456302" style="margin-left: 0px; text-indent: 0px;"&gt;
&lt;div class="Paragraph SCX100456302" style="background-color: transparent; color: black; font-family: 'Segoe UI',Tahoma,Verdana,'Sans-Serif'; font-size: 8pt; font-style: normal; font-weight: normal; text-align: left; text-indent: 0px; vertical-align: baseline;"&gt;
&lt;span class="TextRun SCX100456302" style="font-family: Helvetica,Sans-Serif; font-size: 10pt;"&gt;It was a bright Saturday afternoon when I'd first realised that I didn't like the direction that the &lt;/span&gt;&lt;span class="TextRun SCX100456302" style="font-family: Helvetica,Sans-Serif; font-size: 10pt; font-weight: bold;"&gt;Soul Calibur &lt;/span&gt;&lt;span class="TextRun SCX100456302" style="font-family: Helvetica,Sans-Serif; font-size: 10pt;"&gt;series
 had taken. I'd just finished an hour long session against a skilled 
opponent who'd bested me five times straight with Edge Master's feminine
 duplicate, Elysium. Cycling through a series of move sets - both old 
and new- and coupled with a near-unblockable Critical Edge attack, I had
 found my match for the day. I persisted, however: another five fights 
until a breakthrough - and not to mention, painfully-close - fifth round
 win. In spite of this achievement, I felt nothing but apathy for a 
series that I'd loved since my final years of High School. &lt;/span&gt;&lt;span class="EOP SCX100456302" style="font-family: Helvetica,Sans-Serif; font-size: 10pt;"&gt;&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
&lt;/div&gt;
&lt;div class="OutlineElement Ltr SCX100456302" style="margin-left: 0px; text-indent: 0px;"&gt;
&lt;div class="Paragraph SCX100456302" style="background-color: transparent; color: black; font-family: 'Segoe UI',Tahoma,Verdana,'Sans-Serif'; font-size: 8pt; font-style: normal; font-weight: normal; text-align: left; text-indent: 0px; vertical-align: baseline;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;/div&gt;
&lt;div class="OutlineElement Ltr SCX100456302" style="margin-left: 0px; text-indent: 0px;"&gt;
&lt;div class="Paragraph SCX100456302" style="background-color: transparent; color: black; font-family: 'Segoe UI',Tahoma,Verdana,'Sans-Serif'; font-size: 8pt; font-style: normal; font-weight: normal; text-align: left; text-indent: 0px; vertical-align: baseline;"&gt;
&lt;a href="http://2.bp.blogspot.com/-og4hJc7jsyI/TzdbmGOwaYI/AAAAAAAAAlI/ta72QaE86ck/s1600/Soul+Calibur+V+logo.png" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"&gt;&lt;img border="0" height="298" src="http://2.bp.blogspot.com/-og4hJc7jsyI/TzdbmGOwaYI/AAAAAAAAAlI/ta72QaE86ck/s400/Soul+Calibur+V+logo.png" width="400" /&gt;&lt;/a&gt;&lt;span class="TextRun SCX100456302" style="font-family: Helvetica,Sans-Serif; font-size: 10pt;"&gt;What was to blame? Was it just that my skills had failed to evolve across six iterations (remember &lt;/span&gt;&lt;span class="TextRun SCX100456302" style="font-family: Helvetica,Sans-Serif; font-size: 10pt; font-weight: bold;"&gt;Soul Edge&lt;/span&gt;&lt;span class="TextRun SCX100456302" style="font-family: Helvetica,Sans-Serif; font-size: 10pt;"&gt;/&lt;/span&gt;&lt;span class="TextRun SCX100456302" style="font-family: Helvetica,Sans-Serif; font-size: 10pt; font-weight: bold;"&gt;Soul Blade &lt;/span&gt;&lt;span class="TextRun SCX100456302" style="font-family: Helvetica,Sans-Serif; font-size: 10pt;"&gt;kids)? Had I come to rely too much on new features aimed at newcomers? Was it the lack of compelling single player content?&lt;/span&gt;&lt;span class="EOP SCX100456302" style="font-family: Helvetica,Sans-Serif; font-size: 10pt;"&gt;&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
&lt;/div&gt;
&lt;div class="OutlineElement Ltr SCX100456302" style="margin-left: 0px; text-indent: 0px;"&gt;
&lt;div class="Paragraph SCX100456302" style="background-color: transparent; color: black; font-family: 'Segoe UI',Tahoma,Verdana,'Sans-Serif'; font-size: 8pt; font-style: normal; font-weight: normal; text-align: left; text-indent: 0px; vertical-align: baseline;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;/div&gt;
&lt;div class="OutlineElement Ltr SCX100456302" style="margin-left: 0px; text-indent: 0px;"&gt;
&lt;div class="Paragraph SCX100456302" style="background-color: transparent; color: black; font-family: 'Segoe UI',Tahoma,Verdana,'Sans-Serif'; font-size: 8pt; font-style: normal; font-weight: normal; text-align: left; text-indent: 0px; vertical-align: baseline;"&gt;
&lt;span class="TextRun SCX100456302" style="font-family: Helvetica,Sans-Serif; font-size: 10pt;"&gt;It
 was a combination of all of the above, plus a few other minor 
annoyances that I had encountered throughout my twenty-something hours 
with Project Soul's latest weapon-based fighter. The overriding feeling I
 got was that what was added wasn't substantial enough to mask the 
features that were watered-down or taken away. &lt;/span&gt;&lt;span class="EOP SCX100456302" style="font-family: Helvetica,Sans-Serif; font-size: 10pt;"&gt;&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
&lt;/div&gt;
&lt;div class="OutlineElement Ltr SCX100456302" style="margin-left: 0px; text-indent: 0px;"&gt;
&lt;div class="Paragraph SCX100456302" style="background-color: transparent; color: black; font-family: 'Segoe UI',Tahoma,Verdana,'Sans-Serif'; font-size: 8pt; font-style: normal; font-weight: normal; text-align: left; text-indent: 0px; vertical-align: baseline;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;/div&gt;
&lt;div class="OutlineElement Ltr SCX100456302" style="margin-left: 0px; text-indent: 0px;"&gt;
&lt;div class="Paragraph SCX100456302" style="background-color: transparent; color: black; font-family: 'Segoe UI',Tahoma,Verdana,'Sans-Serif'; font-size: 8pt; font-style: normal; font-weight: normal; text-align: left; text-indent: 0px; vertical-align: baseline;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class="Paragraph SCX100456302" style="background-color: transparent; color: black; font-family: 'Segoe UI',Tahoma,Verdana,'Sans-Serif'; font-size: 8pt; font-style: normal; font-weight: normal; text-align: left; text-indent: 0px; vertical-align: baseline;"&gt;
&lt;span class="TextRun SCX100456302" style="font-family: Helvetica,Sans-Serif; font-size: 10pt;"&gt;As with &lt;/span&gt;&lt;span class="TextRun SCX100456302" style="font-family: Helvetica,Sans-Serif; font-size: 10pt; font-weight: bold;"&gt;Tekken 6&lt;/span&gt;&lt;span class="TextRun SCX100456302" style="font-family: Helvetica,Sans-Serif; font-size: 10pt;"&gt;,
 the first thing that your gaze will be thrust toward is the new Story 
mode. Set in 1607 A.D (seventeen years since the last instalment), 
players will control a handful of characters in a (roughly) four hour 
quest to destroy the cursed sword Soul Edge. You'll spend most of your 
time with protagonist, Patroklos (and his Alpha variant), but you'll 
also get some time with his whiny sister and the mysterious Z.W.E.I. 
Fights are tied together with hand-drawn stills overdubbed with 
melodramatic voice acting. All comments about the predictable, 
woefully-told story aside, it's odd that the developers opted to use a 
central character that is so difficult to use (this observation is true 
for his variant as well). Patroklos' attacks don't seem to flow like 
that of series veterans like Cervantes or Mitsurugi, so the later 
chapters are actually quite difficult. I would have much preferred a 
more traditional Edge Master mode or even &lt;/span&gt;&lt;span class="TextRun SCX100456302" style="font-family: Helvetica,Sans-Serif; font-size: 10pt; font-weight: bold;"&gt;Soul Calibur IV&lt;/span&gt;&lt;span class="TextRun SCX100456302" style="font-family: Helvetica,Sans-Serif; font-size: 10pt;"&gt;'s towers, as opposed to this narrative-driven mess. &lt;/span&gt;&lt;span class="EOP SCX100456302" style="font-family: Helvetica,Sans-Serif; font-size: 10pt;"&gt;&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
&lt;div class="Paragraph SCX100456302" style="background-color: transparent; color: black; font-family: 'Segoe UI',Tahoma,Verdana,'Sans-Serif'; font-size: 8pt; font-style: normal; font-weight: normal; text-align: left; text-indent: 0px; vertical-align: baseline;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://3.bp.blogspot.com/-X5sXn1ygB90/Tzdby7fe5ZI/AAAAAAAAAlQ/6bBRFcZRERA/s1600/soulcalibur-v-screenshot-02.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="225" src="http://3.bp.blogspot.com/-X5sXn1ygB90/Tzdby7fe5ZI/AAAAAAAAAlQ/6bBRFcZRERA/s400/soulcalibur-v-screenshot-02.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div class="Paragraph SCX100456302" style="background-color: transparent; color: black; font-family: 'Segoe UI',Tahoma,Verdana,'Sans-Serif'; font-size: 8pt; font-style: normal; font-weight: normal; text-align: center; text-indent: 0px; vertical-align: baseline;"&gt;
&lt;span class="EOP SCX100456302" style="font-family: Helvetica,Sans-Serif; font-size: 10pt;"&gt;&amp;nbsp;&lt;i&gt;Next time on &lt;b&gt;Soul Calibur V&lt;/b&gt;: Patroklos gets broody.. and even more self-indulgent&lt;/i&gt;&lt;/span&gt;&lt;/div&gt;
&lt;/div&gt;
&lt;div class="OutlineElement Ltr SCX100456302" style="margin-left: 0px; text-indent: 0px;"&gt;
&lt;div class="Paragraph SCX100456302" style="background-color: transparent; color: black; font-family: 'Segoe UI',Tahoma,Verdana,'Sans-Serif'; font-size: 8pt; font-style: normal; font-weight: normal; text-align: left; text-indent: 0px; vertical-align: baseline;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;/div&gt;
&lt;div class="OutlineElement Ltr SCX100456302" style="margin-left: 0px; text-indent: 0px;"&gt;
&lt;div class="Paragraph SCX100456302" style="background-color: transparent; color: black; font-family: 'Segoe UI',Tahoma,Verdana,'Sans-Serif'; font-size: 8pt; font-style: normal; font-weight: normal; text-align: left; text-indent: 0px; vertical-align: baseline;"&gt;
&lt;span class="TextRun SCX100456302" style="font-family: Helvetica,Sans-Serif; font-size: 10pt;"&gt;Apart
 from the aforementioned Story mode, there's very little else to keep 
solo players engaged for a sustained period of time. To their credit, 
Project Soul have implemented some practical elements to the genre 
staple Training mode; with the ability to enable prompts that offer 
advice as to when you should use specific attacks as well as the more 
common move lists. Quick Battle is very similar to Ghost Battle from the
 more recent &lt;/span&gt;&lt;span class="TextRun SCX100456302" style="font-family: Helvetica,Sans-Serif; font-size: 10pt; font-weight: bold;"&gt;Tekken &lt;/span&gt;&lt;span class="TextRun SCX100456302" style="font-family: Helvetica,Sans-Serif; font-size: 10pt;"&gt;games,
 with the exception that you can earn titles for the new License system 
(more on that later). Arcade mode follows the standard time attack 
formula and has no hints of story for those intrigued by the rest of the
 game's cast. Finally, there's Legendary Souls mode which will be a 
welcome addition for the more skilled players amongst you, as it sets 
the CPU difficulty to near unbeatable levels (read: be prepared to face 
off against perpetual combo machines). After about eight hours, you'll 
have seen all that &lt;/span&gt;&lt;span class="TextRun SCX100456302" style="font-family: Helvetica,Sans-Serif; font-size: 10pt; font-weight: bold;"&gt;Soul Calibur V &lt;/span&gt;&lt;span class="TextRun SCX100456302" style="font-family: Helvetica,Sans-Serif; font-size: 10pt;"&gt;can offer you without engaging in online competition. &lt;/span&gt;&lt;span class="EOP SCX100456302" style="font-family: Helvetica,Sans-Serif; font-size: 10pt;"&gt;&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
&lt;/div&gt;
&lt;div class="OutlineElement Ltr SCX100456302" style="margin-left: 0px; text-indent: 0px;"&gt;
&lt;div class="Paragraph SCX100456302" style="background-color: transparent; color: black; font-family: 'Segoe UI',Tahoma,Verdana,'Sans-Serif'; font-size: 8pt; font-style: normal; font-weight: normal; text-align: left; text-indent: 0px; vertical-align: baseline;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;/div&gt;
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&lt;span class="TextRun SCX100456302" style="font-family: Helvetica,Sans-Serif; font-size: 10pt;"&gt;Before I get to what the cruel world can do to a game like &lt;/span&gt;&lt;span class="TextRun SCX100456302" style="font-family: Helvetica,Sans-Serif; font-size: 10pt; font-weight: bold;"&gt;Soul Calibur V&lt;/span&gt;&lt;span class="TextRun SCX100456302" style="font-family: Helvetica,Sans-Serif; font-size: 10pt;"&gt;,
 it's worth going over the roster. There's quite a few new faces: front 
and centre being Patroklos and Pyrrha, series veteran Sophitia's 
children. Pyrrha handles similarly to her mother and her Omega variant's
 move set is nothing short of deadly.&amp;nbsp; Viola is an interesting addition,
 being able to place her weapon behind you to juggle and otherwise 
continue combos. Z.W.E.I is similar to Patroklos in that he's pretty 
hard to read, and even harder to use. Natsu, Leixia and Xiba are 
ring-ins for Taki, Xianghua and Kilik respectively, and handle somewhat 
like their predecessors. There are also several returning characters 
with minor tweaks; but some have stood to benefit more from the passage 
of time than others. Ezio Auditore - of &lt;/span&gt;&lt;span class="TextRun SCX100456302" style="font-family: Helvetica,Sans-Serif; font-size: 10pt; font-weight: bold;"&gt;Assassin's Creed &lt;/span&gt;&lt;span class="TextRun SCX100456302" style="font-family: Helvetica,Sans-Serif; font-size: 10pt;"&gt;fame
 - also makes an appearance, and he's a perfect fit for the series. 
Dampierre, the bumbling thief from the PSP instalment, Broken Destiny is
 present as&amp;nbsp; EBGames-exclusive DLC. It's a shame that this lively 
character is held to retail ransom, but I'm glad that he made it all the
 same. Puzzlingly, there's now three Edge Masters (read: characters that
 switch move set in every round) available in this instalment: Edge 
Master himself, Kilik and Elysium. Edge Master and Kilik inherit 
everything - including Critical Edge maneuvers - from the characters 
that they imitate. Elysium, however, has the edge (ha!) with a clutch 
move that can juggle airborne characters and even damage you while 
you're down. It may sound like sour grapes, but there's a distinct lack 
of balance in this roster and it's also missing some characters that 
have endeared themselves to the series faithful (Zelasamel and Talim are
 the most notable omissions). This is made worse when you consider that 
three characters perform what is essentially the same function. &lt;/span&gt;&lt;span class="EOP SCX100456302" style="font-family: Helvetica,Sans-Serif; font-size: 10pt;"&gt;&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
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&lt;span class="TextRun SCX100456302" style="font-family: Helvetica,Sans-Serif; font-size: 10pt;"&gt;It
 may not be apparent at first, but new mechanics inspired by (or derived
 from) Capcom's recent revival of the fighting game genre have 
significant implications for the &lt;/span&gt;&lt;span class="TextRun SCX100456302" style="font-family: Helvetica,Sans-Serif; font-size: 10pt; font-weight: bold;"&gt;Soul Calibur &lt;/span&gt;&lt;span class="TextRun SCX100456302" style="font-family: Helvetica,Sans-Serif; font-size: 10pt;"&gt;formula as we know it. Firstly, there's Critical Edge moves that act as your Ultra Combos (for those experienced with &lt;/span&gt;&lt;span class="TextRun SCX100456302" style="font-family: Helvetica,Sans-Serif; font-size: 10pt; font-weight: bold;"&gt;Street Fighter IV &lt;/span&gt;&lt;span class="TextRun SCX100456302" style="font-family: Helvetica,Sans-Serif; font-size: 10pt;"&gt;and
 its subsequent releases). Performing a double quarter circle motion in 
concert with pressing all three attack buttons will trigger a flashy, 
multi-hit attack that can either turn the tide of a match, or at least 
help you keep up depending on your choice of character. While all of 
these moves are expertly animated and awesome to behold, some of them 
are grossly overpowered. Characters like Yoshimitsu, Elysium and 
Siegfried can take - in some scenarios - more than fifty percent of 
their opponent's life with a carefully timed Critical Edge maneuver; 
turning what could have been a close contest into a series of one-sided 
affairs. I liked the concept initially: a last minute gambit that could 
help newcomers (or those like me with lesser skills) to get back into 
the match, but it's been poorly implemented across the board with some 
being neutered by range or lacking comparable power. Also new are Brave 
Edge attacks which serve to power up selected regular moves, much like 
EX Specials from &lt;/span&gt;&lt;span class="TextRun SCX100456302" style="font-family: Helvetica,Sans-Serif; font-size: 10pt; font-weight: bold;"&gt;Street Fighter IV&lt;/span&gt;&lt;span class="TextRun SCX100456302" style="font-family: Helvetica,Sans-Serif; font-size: 10pt;"&gt;.
 Brave Edge attacks and series staple Guard Impacts (read: parry) use 
energy from the same gauge that powers your Critical Edge attacks, so 
this does add an extra element of strategy to the formula. &lt;/span&gt;&lt;span class="EOP SCX100456302" style="font-family: Helvetica,Sans-Serif; font-size: 10pt;"&gt;&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
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&lt;a href="http://1.bp.blogspot.com/-ErSWot23njE/Tzdc9RbikCI/AAAAAAAAAlg/hOQd0uToPLI/s1600/ezio.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="253" src="http://1.bp.blogspot.com/-ErSWot23njE/Tzdc9RbikCI/AAAAAAAAAlg/hOQd0uToPLI/s400/ezio.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;
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&lt;span class="EOP SCX100456302" style="font-family: Helvetica,Sans-Serif; font-size: 10pt;"&gt;&amp;nbsp;&lt;i&gt;OMG! Where did you get that necklace? &lt;/i&gt;&lt;/span&gt;&lt;/div&gt;
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&lt;span class="TextRun SCX100456302" style="font-family: Helvetica,Sans-Serif; font-size: 10pt;"&gt;Project Soul have also lifted the License system from &lt;/span&gt;&lt;span class="TextRun SCX100456302" style="font-family: Helvetica,Sans-Serif; font-size: 10pt; font-weight: bold;"&gt;Marvel Vs Capcom 3 &lt;/span&gt;&lt;span class="TextRun SCX100456302" style="font-family: Helvetica,Sans-Serif; font-size: 10pt;"&gt;and
 have implemented it with similar aplomb. You can customize your license
 with titles that you've unlocked in Quick Battle and icons (pictures of
 the cast and your custom characters). Your license will also track your
 stats across single player and online activities and you can compare 
your accomplishments with any players that you encounter. The developers
 have also managed to put their own spin on this with the Rival system 
which allows players to compare vital stats (time played offline/online,
 best Arcade time, win/loss ratios and more) with up to three registered
 players. It's a great idea and it managed to ignite my competitive side
 for a few speedy playthroughs of Arcade at the very least. &lt;/span&gt;&lt;span class="TextRun SCX100456302" style="font-family: Helvetica,Sans-Serif; font-size: 10pt; font-weight: bold;"&gt;Soul Calibur V&amp;nbsp; &lt;/span&gt;&lt;span class="TextRun SCX100456302" style="font-family: Helvetica,Sans-Serif; font-size: 10pt;"&gt;benefits from the blend of old and new book-keeping techniques.&lt;/span&gt;&lt;span class="EOP SCX100456302" style="font-family: Helvetica,Sans-Serif; font-size: 10pt;"&gt;&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
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&lt;span class="TextRun SCX100456302" style="font-family: Helvetica,Sans-Serif; font-size: 10pt;"&gt;The
 shift to a more fully-featured online suite also appears to be inspired
 somewhat by Capcom's recent successes. There's the option to play 
Ranked and Player matches and join the Global Colosseo: a series of 
large lobbies sorted by region that allow players to converse, challenge
 each other, and partake in random fights and tournaments. I had great 
trouble finding Ranked matches, but the Player Match function allows you
 to host six players at a time: so you'll rarely be left wanting for 
competition. Global Colosseo is a great idea, but I encountered so many 
connection issues while in the Sydney-based lobby that I hesitate to 
partake any longer. One in every four matches ended in connection 
failure, and the shame of meeting your opponent in the lobby after being
 disconnected from a near thrashing is unbearable. I can't remember a 
single match - using either of the three matchmaking systems - where I 
got any more than zero bar connection quality. That may sound as though 
it would be unplayable, but the action itself holds up remarkably well 
in these conditions; I usually lost my opponents in the transition from a
 replay to the following round. Speaking of replays, you can upload 
replays of your own victories as well as view those of your rivals. All 
things considered, it's a far meatier offering than that of its 
predecessor; it's just a shame that this improvement has come at the 
expense of the single player component. &lt;/span&gt;&lt;span class="EOP SCX100456302" style="font-family: Helvetica,Sans-Serif; font-size: 10pt;"&gt;&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
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&lt;a href="http://2.bp.blogspot.com/--Niu4xg4Cg8/TzddL4Ypm3I/AAAAAAAAAlo/EmZX3yjm3vo/s1600/global+colosseo.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="225" src="http://2.bp.blogspot.com/--Niu4xg4Cg8/TzddL4Ypm3I/AAAAAAAAAlo/EmZX3yjm3vo/s400/global+colosseo.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;
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&lt;span class="EOP SCX100456302" style="font-family: Helvetica,Sans-Serif; font-size: 10pt;"&gt;&amp;nbsp;&lt;i&gt;COME AT ME BRO!!!&lt;/i&gt;&lt;/span&gt;&lt;/div&gt;
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&lt;span class="TextRun SCX100456302" style="font-family: Helvetica,Sans-Serif; font-size: 10pt;"&gt;The character creator returns in &lt;/span&gt;&lt;span class="TextRun SCX100456302" style="font-family: Helvetica,Sans-Serif; font-size: 10pt; font-weight: bold;"&gt;Soul Calibur V&lt;/span&gt;&lt;span class="TextRun SCX100456302" style="font-family: Helvetica,Sans-Serif; font-size: 10pt;"&gt;,
 with the ability to customize the look of your favourite fighters or 
deliver your own spawn to the dueling grounds. Gone from this instalment
 is the quasi RPG weapon and ability selection, this time it's all about
 looks. I've fought everything from provocatively-dressed lingerie 
models to pixel perfect likenesses of comic book heroes. I've also been 
tasked with defending myself against some more abhorrent creations, like
 a horse dressed in a pink g-string, sporting a conical dongle and 
bright white, spherical testicles. This is what you get when the default
 placement area for waist accessories is directly over a character's 
crotch. In any case, &lt;/span&gt;&lt;span class="TextRun SCX100456302" style="font-family: Helvetica,Sans-Serif; font-size: 10pt; font-weight: bold;"&gt;Soul Calibur V&lt;/span&gt;&lt;span class="TextRun SCX100456302" style="font-family: Helvetica,Sans-Serif; font-size: 10pt;"&gt;'s creation suite showcases the most creative and deviant elements of a fledgling fighting community. &lt;/span&gt;&lt;span class="EOP SCX100456302" style="font-family: Helvetica,Sans-Serif; font-size: 10pt;"&gt;&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
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&lt;span class="TextRun SCX100456302" style="font-family: Helvetica,Sans-Serif; font-size: 10pt;"&gt;In terms of presentation, &lt;/span&gt;&lt;span class="TextRun SCX100456302" style="font-family: Helvetica,Sans-Serif; font-size: 10pt; font-weight: bold;"&gt;Soul Calibur V &lt;/span&gt;&lt;span class="TextRun SCX100456302" style="font-family: Helvetica,Sans-Serif; font-size: 10pt;"&gt;features
 what are easily the most technically-impressive visuals in a fighter on
 this generation of hardware. Minor clipping issues through clothing 
aside, the game is achingly beautiful; even when showing duels between 
the most loathsome of cast members. It must be said that in this 
iteration more than any other, Project Soul has the camera squarely 
pointed up the skirts of the feminine cast members and this can be 
off-putting; particularly when you manage to break some of these 
characters' armour. I also found it odd that Mitsurugi is perhaps the 
only cast member - male or female - to show the effects of seventeen 
years away from the spotlight. Still, the game is truly wonderful to 
behold and a new standard-bearer for the genre at large. The soundtrack 
is also reminiscent of the series' high standards and features a 
wonderful rendition of the &lt;/span&gt;&lt;span class="TextRun SCX100456302" style="font-family: Helvetica,Sans-Serif; font-size: 10pt; font-weight: bold;"&gt;Assassin's Creed &lt;/span&gt;&lt;span class="TextRun SCX100456302" style="font-family: Helvetica,Sans-Serif; font-size: 10pt;"&gt;theme. &lt;/span&gt;&lt;span class="TextRun SCX100456302" style="font-family: Helvetica,Sans-Serif; font-size: 10pt; font-weight: bold;"&gt;Soul Calibur V &lt;/span&gt;&lt;span class="TextRun SCX100456302" style="font-family: Helvetica,Sans-Serif; font-size: 10pt;"&gt;truly is a feast for the senses!&lt;/span&gt;&lt;span class="EOP SCX100456302" style="font-family: Helvetica,Sans-Serif; font-size: 10pt;"&gt;&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
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&lt;a href="http://4.bp.blogspot.com/-jGkumTlWcus/TzdcjNxOIjI/AAAAAAAAAlY/m4vJu5PW3tE/s1600/Voldo.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="250" src="http://4.bp.blogspot.com/-jGkumTlWcus/TzdcjNxOIjI/AAAAAAAAAlY/m4vJu5PW3tE/s400/Voldo.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;
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&lt;span class="EOP SCX100456302" style="font-family: Helvetica,Sans-Serif; font-size: 10pt;"&gt;&amp;nbsp;&lt;i&gt;Behold! Voldo's puzzling crotch adornments in stunning HD!&lt;/i&gt;&lt;/span&gt;&lt;/div&gt;
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&lt;span class="TextRun SCX100456302" style="font-family: Helvetica,Sans-Serif; font-size: 10pt;"&gt;Despite
 the spirit of negativity that permeates throughout this review, you 
should know that the 8-Way Run system and weapon-based combat still 
holds up well after all these years. The new additions may cheapen some 
contentious battles, but &lt;/span&gt;&lt;span class="TextRun SCX100456302" style="font-family: Helvetica,Sans-Serif; font-size: 10pt; font-weight: bold;"&gt;Soul Calibur V &lt;/span&gt;&lt;span class="TextRun SCX100456302" style="font-family: Helvetica,Sans-Serif; font-size: 10pt;"&gt;is
 still a competent fighting game. It's just that the game has drifted so
 far from its point of difference that I yearn for the days of the 
Dreamcast original. The visuals are just as striking as any of its 
predecessors, the soundtrack rousing, the cast varied, but Project Soul 
have taken too much from the competition and omitted features and 
characters that endeared the series to me all those years ago. A great 
game, though merely a solid entry in an otherwise distinguished series.&amp;nbsp; &lt;/span&gt;&lt;span class="EOP SCX100456302" style="font-family: Helvetica,Sans-Serif; font-size: 10pt;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1770260493194159847-1896795712159337901?l=unbearabledutch.blogspot.com' alt='' /&gt;&lt;/div&gt;
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&lt;a href="http://feedads.g.doubleclick.net/~a/Z58n9Wawv7er24kykhBb-kQtEN0/1/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/Z58n9Wawv7er24kykhBb-kQtEN0/1/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/TheUnbearableLightnessOfDutch/~4/speLPXIhdPI" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://unbearabledutch.blogspot.com/feeds/1896795712159337901/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://unbearabledutch.blogspot.com/2012/02/soul-calibur-v-review-ps3-soul-giveth.html#comment-form" title="0 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/1770260493194159847/posts/default/1896795712159337901?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/1770260493194159847/posts/default/1896795712159337901?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/TheUnbearableLightnessOfDutch/~3/speLPXIhdPI/soul-calibur-v-review-ps3-soul-giveth.html" title="Soul Calibur V Review (PS3): The soul giveth and the sword taketh away" /><author><name>Tristan Damen</name><uri>https://profiles.google.com/102967493867633822487</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="32" height="32" src="//lh3.googleusercontent.com/-MIE2UOUC3Og/AAAAAAAAAAI/AAAAAAAAAMk/9V9Glqg3g2w/s512-c/photo.jpg" /></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://2.bp.blogspot.com/-og4hJc7jsyI/TzdbmGOwaYI/AAAAAAAAAlI/ta72QaE86ck/s72-c/Soul+Calibur+V+logo.png" height="72" width="72" /><thr:total>0</thr:total><feedburner:origLink>http://unbearabledutch.blogspot.com/2012/02/soul-calibur-v-review-ps3-soul-giveth.html</feedburner:origLink></entry><entry gd:etag="W/&quot;CEADRHo_fCp7ImA9WhRaEks.&quot;"><id>tag:blogger.com,1999:blog-1770260493194159847.post-1064350540424572934</id><published>2012-02-10T18:30:00.000+10:00</published><updated>2012-02-15T09:39:35.444+10:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2012-02-15T09:39:35.444+10:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="Jetpack Joyride" /><category scheme="http://www.blogger.com/atom/ns#" term="Havoc" /><category scheme="http://www.blogger.com/atom/ns#" term="iOS" /><category scheme="http://www.blogger.com/atom/ns#" term="review" /><category scheme="http://www.blogger.com/atom/ns#" term="Dinoroar" /><category scheme="http://www.blogger.com/atom/ns#" term="Real Racing 2 HD" /><title>Havoc (iOS) Review: Frustration in storybook form</title><content type="html">&lt;i&gt;Full disclosure: Dinoroar Interactive provided me with a copy of Havoc for the purpose of this review.&amp;nbsp;&lt;/i&gt; &lt;br /&gt;
&lt;br /&gt;
It's a question that keeps me up at night. How do you assert yourself (or your product) in a marketplace that is crowded with titles that have attained overnight success and - in some cases - reached multi-platinum status (in terms of either downloads or purchases) in mere months?&amp;nbsp; I'm pretty sure that Australian developer, Dinoraur Interactive is in the same boat, too; especially when it appears like some Australian-based competitors do it so effortlessly.&amp;nbsp; Studios like Firemint (&lt;a href="http://www.kotaku.com.au/2012/02/firemint-employees-lose-jobs-10-gone-so-far/" target="_blank"&gt;in spite of recent troubles&lt;/a&gt;) and &lt;a href="http://www.kotaku.com.au/2012/02/jetpack-joyride-reaches-14-million-downloads/" target="_blank"&gt;Halfbrick&lt;/a&gt; have seen great success and acclaim on the App Store and Android Market: commerce channels whose volume grows daily by literally hundreds of rival apps.&lt;br /&gt;
&lt;br /&gt;
How do they do it? Aesthetics may have something to do with it. Whether it's &lt;b&gt;Real Racing HD 2&lt;/b&gt;'s realistic visuals or &lt;b&gt;Jetpack Joyride&lt;/b&gt;'s pixelated approach, there's no denying that artistically and/or technically impressive graphics can bring in some customers. But you can't win in these highly competitive markets based on looks alone; you need some addictive play mechanics to have any chance at success. You don't need to create an experience that rivals what home consoles can offer in terms of depth and responsiveness, you just need something that's shallow enough to be enjoyed in short bursts with a scoring (or progression) system that can lure players back. That mantra is true for both of the apps I mentioned previously. &lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Havoc &lt;/b&gt;is a vertical-scrolling shooter with a children's book art style that tasks you with destroying almost everything in sight. As one of three characters - with no discernible difference other than appearance - you'll throw collectible stones at everything from giant grasshoppers to toilets. Sounds simple enough, but is the game's storybook charm enough to keep players coming back for more?&lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://2.bp.blogspot.com/-5F0xLF5F8A4/TzTSaE1HxiI/AAAAAAAAAkI/NK8KVVL-xgs/s1600/Havoc.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="116" src="http://2.bp.blogspot.com/-5F0xLF5F8A4/TzTSaE1HxiI/AAAAAAAAAkI/NK8KVVL-xgs/s320/Havoc.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;
The short answer is no. While the watercolour visuals were appealing at first, &lt;b&gt;Havoc &lt;/b&gt;suffers from a multitude of design and technical flaws that make it hard to recommend.&lt;br /&gt;
&lt;br /&gt;
The first thing I asked myself as I trudged though the game's first level was: what is the target market for this app? At first glance, you'd be forgiven for thinking that &lt;b&gt;Havoc &lt;/b&gt;was aimed at children with the visuals and simple gameplay premise seeming a perfect fit for the youngest of gamers. When I reached the finish line of the first level and noticed that I hadn't scored enough to progress, however, I immediately questioned my initial assumption. The four or five subsequent attempts after that were enough for me to abandon it altogether. Target scores aren't disclosed until you make it to the end of a level for the first time, and anything less than a near-perfect run will almost always end in failure.&lt;br /&gt;
&lt;br /&gt;
This wasn't a great concern to start off with, as the earlier levels are populated with a small array of immobile enemies (the only time an enemy moves is when you break or kill it) and you're afforded more stones than you'll possibly need. Enemies come in three variations: ones that require one, two or three hits to kill. Their appearance will differ from level to level, but there's never any variation to the action other than enemy numbers. You can make it through the first two (of five) levels without even hitting bonus rockets that grant you score multipliers or extra firepower. After that, however, things take a turn for the worst.&lt;br /&gt;
&lt;br /&gt;
&lt;a href="http://1.bp.blogspot.com/-hAme4V6XO8A/TzTSw1usayI/AAAAAAAAAkY/w1Sfc1BaNxk/s1600/havoc-screenshot.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"&gt;&lt;img border="0" height="320" src="http://1.bp.blogspot.com/-hAme4V6XO8A/TzTSw1usayI/AAAAAAAAAkY/w1Sfc1BaNxk/s320/havoc-screenshot.jpg" width="213" /&gt;&lt;/a&gt;With more targets, the broken touch controls turn from minor annoyance into an unbeatable foe (read: I couldn't unlock the final level). There's only a few more stones available for collection than a level's worth of enemies can take. More often than not, when I tapped a stone to collect it, I'd fire one by mistake. I tried hard, sharp taps, slow, smudgy taps, any kind of tap would almost inevitably send a precious stone hurtling towards the abyss instead of at my enemies, where I desperately needed them to go. To make matters worse, hit detection is spotty at best with many stones appearing to be on course - at times even passing through the enemy - but still being ineffective. I tried it on iPad and iPad 2 and the results were the same: broken, frustrating gameplay.&lt;br /&gt;
&lt;br /&gt;
Perhaps if the scoring system was a little more forgiving, I'd be able to suffer the complete lack of movement on the player's part. Your selected monster will trudge forward, but you can't dodge incoming enemies (that will still inexplicably damage you). Enemies don't attack you either, it's just that you'll lose health if they happen to be parallel to you. It was somewhat amusing: the preposterous notion of being killed by an outhouse or a bucket and spade that was nowhere near me; but after about five minutes and a few hundred grunts (that sound the same, regardless of your choice of character), you'll be done with &lt;b&gt;Havoc&lt;/b&gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://4.bp.blogspot.com/-Zf_DrRo-CnU/TzTSo3Hr9GI/AAAAAAAAAkQ/PUYonS1_nzI/s1600/havoc-screenshot.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"&gt;&lt;br /&gt;&lt;/a&gt;&lt;/div&gt;
There's also an ineffective tutorial that fails to warn players that objects outside of your path will still harm you, and a soundtrack that's either non-existent or glitches out as soon as the action starts (I haven't been able to determine the answer yet). But apart from that, &lt;b&gt;Havoc &lt;/b&gt;has very little else to offer apart from the odd humouous visual glitch (menus not disappearing when the action starts, freezes and other issues).&amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
While the game has a charming point of difference with regards to its storybook visuals, &lt;b&gt;Havoc &lt;/b&gt;fails to deliver addicitive gameplay and/or scoring mechanics to justify the purchase price ($1.99 as of time of publishing). The various glitches and repetitive sound design may incite a few cheap laughs, but I'd forgive you for wanting more given the quality free and premium competition available for your chosen Apple device. Buy a chocolate bar and download &lt;b&gt;Jetpack Joyride &lt;/b&gt;instead.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1770260493194159847-1064350540424572934?l=unbearabledutch.blogspot.com' alt='' /&gt;&lt;/div&gt;
&lt;p&gt;&lt;a href="http://feedads.g.doubleclick.net/~a/SU_kxoYwYx5YjweJGeEB8e5mHmg/0/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/SU_kxoYwYx5YjweJGeEB8e5mHmg/0/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;br/&gt;
&lt;a href="http://feedads.g.doubleclick.net/~a/SU_kxoYwYx5YjweJGeEB8e5mHmg/1/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/SU_kxoYwYx5YjweJGeEB8e5mHmg/1/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/TheUnbearableLightnessOfDutch/~4/De_CxFT0hEY" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://unbearabledutch.blogspot.com/feeds/1064350540424572934/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://unbearabledutch.blogspot.com/2012/02/havoc-ios-review-frustration-in.html#comment-form" title="0 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/1770260493194159847/posts/default/1064350540424572934?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/1770260493194159847/posts/default/1064350540424572934?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/TheUnbearableLightnessOfDutch/~3/De_CxFT0hEY/havoc-ios-review-frustration-in.html" title="Havoc (iOS) Review: Frustration in storybook form" /><author><name>Tristan Damen</name><uri>https://profiles.google.com/102967493867633822487</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="32" height="32" src="//lh3.googleusercontent.com/-MIE2UOUC3Og/AAAAAAAAAAI/AAAAAAAAAMk/9V9Glqg3g2w/s512-c/photo.jpg" /></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://2.bp.blogspot.com/-5F0xLF5F8A4/TzTSaE1HxiI/AAAAAAAAAkI/NK8KVVL-xgs/s72-c/Havoc.jpg" height="72" width="72" /><thr:total>0</thr:total><feedburner:origLink>http://unbearabledutch.blogspot.com/2012/02/havoc-ios-review-frustration-in.html</feedburner:origLink></entry><entry gd:etag="W/&quot;DkEGR3k6fyp7ImA9WhRbFkw.&quot;"><id>tag:blogger.com,1999:blog-1770260493194159847.post-8614169044067595444</id><published>2012-02-07T21:15:00.001+10:00</published><updated>2012-02-07T21:37:06.717+10:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2012-02-07T21:37:06.717+10:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="Psychonauts" /><category scheme="http://www.blogger.com/atom/ns#" term="Rock Paper Shotgun" /><category scheme="http://www.blogger.com/atom/ns#" term="Rumors" /><category scheme="http://www.blogger.com/atom/ns#" term="Unconfirmed" /><category scheme="http://www.blogger.com/atom/ns#" term="Mojang" /><category scheme="http://www.blogger.com/atom/ns#" term="Minecraft" /><category scheme="http://www.blogger.com/atom/ns#" term="Twitter" /><category scheme="http://www.blogger.com/atom/ns#" term="Psychonauts 2" /><category scheme="http://www.blogger.com/atom/ns#" term="Notch" /><category scheme="http://www.blogger.com/atom/ns#" term="Double Fine" /><category scheme="http://www.blogger.com/atom/ns#" term="Morally Bankrupt" /><category scheme="http://www.blogger.com/atom/ns#" term="Breaking News" /><title>BREAKING NEWS: Notch (kind of/sort of) agrees to fund Psychonauts 2!</title><content type="html">Fans of Psychonauts rejoice: Mojang (of &lt;b&gt;Minecraft&lt;/b&gt; fame) founder, Markus "Notch" Persson has expressed interest in funding a sequel to Double Fine's 2005 sleeper hit. It's all hearsay for now, but in case it turns true, you heard it here first!&lt;br /&gt;
(Source: Twitter) &lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://4.bp.blogspot.com/-DIdbG81txKA/TzEHW2WY17I/AAAAAAAAAjw/2C3u4JUqoxg/s1600/Notch+Twitter+1.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="280" src="http://4.bp.blogspot.com/-DIdbG81txKA/TzEHW2WY17I/AAAAAAAAAjw/2C3u4JUqoxg/s320/Notch+Twitter+1.png" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://4.bp.blogspot.com/-QCZidwZxUdE/TzEHa3pcOnI/AAAAAAAAAj4/VUnj7dkkcss/s1600/Notch+Twitter+2.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="131" src="http://4.bp.blogspot.com/-QCZidwZxUdE/TzEHa3pcOnI/AAAAAAAAAj4/VUnj7dkkcss/s320/Notch+Twitter+2.png" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;
Post-script: Still a while off, but it looks as though this may indeed become a reality. Let's hope that an agreement can be made and fans get the game they've been thirsting for. Good on Rock, Paper, Shotgun for lighting the fire here too!&lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://1.bp.blogspot.com/-ctm83E7Yuws/TzEKv0LfvbI/AAAAAAAAAkA/cC2zkALJsXQ/s1600/Notch+Twitter+3.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="189" src="http://1.bp.blogspot.com/-ctm83E7Yuws/TzEKv0LfvbI/AAAAAAAAAkA/cC2zkALJsXQ/s320/Notch+Twitter+3.png" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;
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&lt;p&gt;&lt;a href="http://feedads.g.doubleclick.net/~a/7-d38-5WpyU6ZwvlVkYyYffANTg/0/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/7-d38-5WpyU6ZwvlVkYyYffANTg/0/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;br/&gt;
&lt;a href="http://feedads.g.doubleclick.net/~a/7-d38-5WpyU6ZwvlVkYyYffANTg/1/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/7-d38-5WpyU6ZwvlVkYyYffANTg/1/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/TheUnbearableLightnessOfDutch/~4/2TJA9TiW9pc" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://unbearabledutch.blogspot.com/feeds/8614169044067595444/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://unbearabledutch.blogspot.com/2012/02/breaking-news-notch-kind-ofsort-of.html#comment-form" title="0 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/1770260493194159847/posts/default/8614169044067595444?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/1770260493194159847/posts/default/8614169044067595444?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/TheUnbearableLightnessOfDutch/~3/2TJA9TiW9pc/breaking-news-notch-kind-ofsort-of.html" title="BREAKING NEWS: Notch (kind of/sort of) agrees to fund Psychonauts 2!" /><author><name>Tristan Damen</name><uri>https://profiles.google.com/102967493867633822487</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="32" height="32" src="//lh3.googleusercontent.com/-MIE2UOUC3Og/AAAAAAAAAAI/AAAAAAAAAMk/9V9Glqg3g2w/s512-c/photo.jpg" /></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://4.bp.blogspot.com/-DIdbG81txKA/TzEHW2WY17I/AAAAAAAAAjw/2C3u4JUqoxg/s72-c/Notch+Twitter+1.png" height="72" width="72" /><thr:total>0</thr:total><feedburner:origLink>http://unbearabledutch.blogspot.com/2012/02/breaking-news-notch-kind-ofsort-of.html</feedburner:origLink></entry><entry gd:etag="W/&quot;A0MBR34_cCp7ImA9WhRbFUg.&quot;"><id>tag:blogger.com,1999:blog-1770260493194159847.post-3469140886051790390</id><published>2012-02-07T06:17:00.000+10:00</published><updated>2012-02-07T06:17:36.048+10:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2012-02-07T06:17:36.048+10:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="Mandalorian Wars" /><category scheme="http://www.blogger.com/atom/ns#" term="Batman: Arkham City" /><category scheme="http://www.blogger.com/atom/ns#" term="Dark Forces II: Jedi Knight" /><category scheme="http://www.blogger.com/atom/ns#" term="Call of Duty 4: Modern Warfare" /><category scheme="http://www.blogger.com/atom/ns#" term="Gotham City Impostors" /><title>Gotham City Impostors Beta Impressions (PS3): Soar like a chubby eagle</title><content type="html">Who would have thought that a first person shooter loosely based on the Batman license would have been any good? Despite my lack of faith, &lt;b&gt;Gotham City Impostors&lt;/b&gt; may just be the surprise of the year. You can dismiss this as hyperbole - it is early February after all - but the time that I've spent with the beta trial has me buzzing. Try this on for size: &lt;b&gt;Impostors &lt;/b&gt;has so far been more enjoyable than the entirety of &lt;b&gt;Batman: Arkham City&lt;/b&gt;.&lt;br /&gt;
&lt;br /&gt;
On the surface, this first person shooter looks like a &lt;b&gt;Call of Duty &lt;/b&gt;clone complete with perks (dubbed: Fun Facts), sidearms and kill streaks. Dig a little deeper and you'll find a shooter that puts an emphasis on movement. Jumping, sliding and soaring throughout the two available maps is a joy comparable to the &lt;b&gt;Mandalorian Wars&lt;/b&gt; mod for &lt;b&gt;Dark Forces II: Jedi Knight. &lt;/b&gt;For anyone who knows me and my habit well, this is high praise.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Impostors &lt;/b&gt;is a team-based shooter that pits the Bats against the Jokerz (no points for guessing who is the influence for each faction, or what moral orientation they follow). The premise doesn't sound too promising, but developer Monolith has given these vigilantes and criminals a believable purpose and rationale. During the tutorial, you're briefed by two Bats members who seem very much aware that their actions aren't sanctioned by the police or Batman himself: they just want to help. You aren't given much of an introduction to the Jokerz, but the first bleep-laden cutscene humorously paints these villains as murderous hell raisers: just as you'd expect. The presentation is unbelievably charming to anyone with an interest in the Dark Knight. &lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://4.bp.blogspot.com/-YTIBKRO8sSQ/Ty58IQOieDI/AAAAAAAAAjY/kmjZVMCTCSs/s1600/gotham-city-impostors-concept-art.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="225" src="http://4.bp.blogspot.com/-YTIBKRO8sSQ/Ty58IQOieDI/AAAAAAAAAjY/kmjZVMCTCSs/s400/gotham-city-impostors-concept-art.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;
As previously mentioned, there's a tutorial (dubbed: Initiation) and two match types available in the beta. I'd strongly suggest that you go through the training; if only to give yourself a taste of some of the methods of transportation that'll eventually be at your disposal:&lt;br /&gt;
&lt;ul&gt;
&lt;li&gt;Glider Rig: This is by far my favourite gadget. After propelling yourself into the air using trampolines, air vents or simply jumping, players can slow their descent and glide to points of interest below. You can also perform dive bomb attacks to kill your enemies or simply get about faster. Gliding over air vents will also allow you to regain altitude, meaning that you can buzz about between control points quickly and with a minimum of fuss. You can't fire while gliding, which is just as well, as any sense of balance would have been nullified if you could perform both vital actions concurrently.&amp;nbsp; &lt;/li&gt;
&lt;li&gt;Grapple Gun: I went with this for my first few matches because... well, it's a grappling hook gun. You can reach just about any point on any map with this device, however, it's slower going than with the glider. It's also worth noting that you can't hang from the hook and shoot like you could with the &lt;b&gt;Mandalorian Wars&lt;/b&gt; mod. It's unfair for me to expect as much, but it would have made the nostalgia complete. &lt;/li&gt;
&lt;li&gt;Rollerskates: Move faster at the expense of maneuverability. You can launch yourself a great distance by using ramps that are peppered across each map. I haven't used it outside of the tutorial, and I did note that I've seen very few opponents and teammates employing this gadget either. Fast strafing and being able to take to the skies are a key to victory in the matches I've played so far and skates don't help achieve either. For now, they'll stay in the closet.&amp;nbsp; &amp;nbsp; &lt;/li&gt;
&lt;li&gt;Spring Boots: Jump a two story building in a single bound! Apparently there is a cool-down time after each use, but this wasn't apparent from my experience in the tutorial environment. I'll opt to unlock these next for further testing. &lt;/li&gt;
&lt;li&gt;Inflatable Insoles: This gadget apparently allows players to double jump and grants a passive bonus to your jump height. I haven't had any time with these shoes, so I can't provide any further comment. I am keen to get my hands on them at some point, though. &lt;/li&gt;
&lt;li&gt;Targeting Goggles: With this gadget you can reveal enemy locations and tag them for your team. Any kills on tagged enemies will grant you assist points. Yet to try this as well. &lt;/li&gt;
&lt;li&gt;Ninja Smoke Bomb: This is very popular with the kids at the moment. The smoke bomb allows you to become virtually invisible provided that you don't open fire or use support items. You do emit a feint blue outline while using this device, so don't get too comfortable.&lt;/li&gt;
&lt;/ul&gt;
&lt;a href="http://3.bp.blogspot.com/-Tzyw-0ynFhI/Ty58wW5lTtI/AAAAAAAAAjg/3DPxznpfiqE/s1600/gotham-city-impostors.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"&gt;&lt;img border="0" height="199" src="http://3.bp.blogspot.com/-Tzyw-0ynFhI/Ty58wW5lTtI/AAAAAAAAAjg/3DPxznpfiqE/s320/gotham-city-impostors.jpg" width="320" /&gt;&lt;/a&gt;Joyous, game-changing movement mechanics won't mean much in the grand scheme of things if a first person shooter can't get the shooting right. Thankfully, &lt;b&gt;Gotham City Impostors &lt;/b&gt;delivers with solid gunplay and a vast arsenal of firearms and support items. Assault rifles, shotguns, LMGs, sniper rifles, even the humble bow and arrow are available to aid in dispatching your foes. You can carry two weapons of any size, however, this can slow you down depending on your weight class (more on that later). Weapons can be fitted with attachments that do anything from steadying your aim to detecting your opponent's body odor. Support items range from standard grenades to proximity mines and anti-air devices. Even with all of these wonderful toys, you won't feel overwhelmed: you'll do just fine by aiming and pulling the trigger if that's all you want to do. In my experience, players are more than willing to experiment with all the trappings available. No one weapon seems to be favoured by the community, and I seem to be the only person with a predilection for the Jackhammer (a LMG with a fair bit of kick). Hit detection seems about right, and I haven't suffered anything reminiscent of a cheap death yet. &lt;b&gt;Impostors' &lt;/b&gt;gunplay is a deft match for the movement-centric approach to the FPS. &lt;br /&gt;
&lt;br /&gt;
Choice of body type has tactical applications (speed, melee strength, how big a target you are, encumberment), but it also has implications for what may be &lt;b&gt;Impostors' &lt;/b&gt;biggest draw card: costume customization. Each body type has some unique hair styles, but the range of clothes available to those that I've unlocked doesn't appear to differ (presumably, women can't go topless?). You earn Costume Coins upon completing matches to buy more wares for your avatar, and this has proved to be an absorbing distraction to say the least. Those coins do not come cheaply either, each item of clothing you see on your opponents will have been the result of a substantial time investment. You'll have a hard time making a character that looks intimidating: best opt for as wacky as possible!&amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
Of the two match types available, Fumigation will probably allow for hardcore FPS players to feel most at home. Playing similar to your average game of Domination (from every &lt;b&gt;Call of Duty &lt;/b&gt;since &lt;b&gt;Modern Warfare 4&lt;/b&gt;), teams vie for three control points to increase their gas supply. Depending on your team, the gas has a different effect: if the Bats have control, a bat pheromone is released and all the Jokerz will be chased away; if the Jokerz win, a deadly toxin is released into the air effectively killing the do-gooders. Unlike your average game of Domination, Fumigation doesn't end when the match clock strikes zero: it's overtime until one side wins! Psych Warfare plays somewhat like Capture the Flag in that players must escort a battery to their mind control device and defend it until it's fully charged. This is where things get hilarious: the fully-charged device emits a track that disorients the opposing team and renders them unable to use their equipment. They can however slap for a one hit kill and disable the other team's device with repeated slaps. Slap kills grant you extra points, but lacking equipment also makes you easy prey for your enemies. Team scores are determined by how many times each side activates their device (you'll still score even if your device is disabled before your track finishes). I won't spoil the aural comedic surprises that each track delivers, but it should suffice to report that I was in stitches during my first few matches.&lt;br /&gt;
&lt;br /&gt;
Two maps are on rotation in the beta trial: Crime Alley and Amusement Mile. Crime Alley is probably the most balanced - primarily due to vent distribution and control point placement - but both offer up sufficiently different experiences. Amusement Mile offers a clear guide path between mind-control devices in Psych Warfare and the control points are far too close together in Fumigation. Crime Alley is more open and that means that attacking objectives carries greater risk. Matches tend to be more lopsided in Crime Alley, but wins on that map tend to be far more satisfying. I'm hoping that the maps in the full release encourage greater use of other gadgets (like the rollerskates, for example), but I still found what was on offer to be quite promising.&lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://2.bp.blogspot.com/-x7ImfyaJ-8E/Ty58-nNkO7I/AAAAAAAAAjo/TG57ywJV7Pg/s1600/Gotham_City_Imposters_2.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="225" src="http://2.bp.blogspot.com/-x7ImfyaJ-8E/Ty58-nNkO7I/AAAAAAAAAjo/TG57ywJV7Pg/s400/Gotham_City_Imposters_2.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;
I could go on about the experience and levelling system (which isn't at all dissimilar to that found in the &lt;b&gt;Call of Duty&lt;/b&gt; games), but I'll wait to see the finished product before I discuss that in any great detail. I will say, however, that it seems to reward those who play the objective far more than those with a higher kill count; which is very much appreciated and something that I wish was the norm. In any case, &lt;b&gt;Gotham City Impostors &lt;/b&gt;is shaping up to be one of the sleeper hits of this year. With the right community, this game may just have some staying power. It's worth playing solely on the strength of its unique movement mechanics, but the gunplay and progression system should act as a carrot for shooters fans to give it a go. I am very much looking forward to playing the full game towards the end of this week. Get excited, Batmen and Batwomen!&lt;br /&gt;
&lt;ul&gt;
&lt;/ul&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1770260493194159847-3469140886051790390?l=unbearabledutch.blogspot.com' alt='' /&gt;&lt;/div&gt;
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&lt;a href="http://feedads.g.doubleclick.net/~a/oqf_ZRZqpHcy2-fuiA5BS_pCeuU/1/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/oqf_ZRZqpHcy2-fuiA5BS_pCeuU/1/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/TheUnbearableLightnessOfDutch/~4/nRl456_O04Y" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://unbearabledutch.blogspot.com/feeds/3469140886051790390/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://unbearabledutch.blogspot.com/2012/02/gotham-city-impostors-beta-impressions.html#comment-form" title="2 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/1770260493194159847/posts/default/3469140886051790390?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/1770260493194159847/posts/default/3469140886051790390?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/TheUnbearableLightnessOfDutch/~3/nRl456_O04Y/gotham-city-impostors-beta-impressions.html" title="Gotham City Impostors Beta Impressions (PS3): Soar like a chubby eagle" /><author><name>Tristan Damen</name><uri>https://profiles.google.com/102967493867633822487</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="32" height="32" src="//lh3.googleusercontent.com/-MIE2UOUC3Og/AAAAAAAAAAI/AAAAAAAAAMk/9V9Glqg3g2w/s512-c/photo.jpg" /></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://4.bp.blogspot.com/-YTIBKRO8sSQ/Ty58IQOieDI/AAAAAAAAAjY/kmjZVMCTCSs/s72-c/gotham-city-impostors-concept-art.jpg" height="72" width="72" /><thr:total>2</thr:total><feedburner:origLink>http://unbearabledutch.blogspot.com/2012/02/gotham-city-impostors-beta-impressions.html</feedburner:origLink></entry><entry gd:etag="W/&quot;AkMFQnY-fCp7ImA9WhRbFUw.&quot;"><id>tag:blogger.com,1999:blog-1770260493194159847.post-7266524019417793921</id><published>2012-02-06T09:58:00.000+10:00</published><updated>2012-02-06T18:53:33.854+10:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2012-02-06T18:53:33.854+10:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="Assassins Creed: Revelations" /><category scheme="http://www.blogger.com/atom/ns#" term="dodgy reviews" /><title>That is a Bulls#!t Call, Ref!</title><content type="html">In the time I've contributed to this blog, I've waffled on about all sorts of crap. Sometimes I even reviewed games (shock horror). Maybe nowhere near as many as Dutch has, but there were a couple.  &lt;br /&gt;
&lt;br /&gt;
When I did these reviews, I like to think they were not biased in any way, shape or form. Sure, I only reviewed games I liked, but that's because I'm stingy on buying games and time poor with playing them. &lt;br /&gt;
&lt;br /&gt;
I recently opened my local rag to see what this week's rants were all about when I noticed a newish column about gaming. It was a review of Assassins Creed Revelations. His verdict: a ridiculous 10/10.&lt;br /&gt;
&lt;br /&gt;
At first, I thought that just because I have no interest in the game doesn't mean that it's crap, and therefore not worthy of a perfect score. Upon further investigation, however, metacritic gave it 80%. At best it was awarded 9/10 from an individual site. &lt;br /&gt;
&lt;br /&gt;
Thats a big difference between the aggregated and the delivered scores. While I'm sure that it's got decent graphics and a story that ties into the others in the series (and yes, personal opinions will provide a range of scores), I just can't help but be annoyed at this perfect score. &lt;br /&gt;
&lt;br /&gt;
If professional critics can find flaws, surely a fan can; surely a random player of games can. In my books, a game has to be pretty awesome on all levels to get that perfect score; not just be enjoyable and fit the theme of the rest of the series. &lt;br /&gt;
&lt;br /&gt;
Dutch has touched on this topic before, but I suppose it's never really hit a nerve until now. I'm not even sure why it's bothering me.&lt;br /&gt;
&lt;br /&gt;
What are your thoughts on games being inaccurately reviewed? Have you ever bought a game based on said review to find it was crap and the reviewer was clearly bias towards the franchise/publisher? Am I just as bad for not accepting the review due to my own bias towards the game?&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="https://lh3.googleusercontent.com/-fxt0-FMeRj4/Ty5MdZfPpUI/AAAAAAAAACg/TnMApTujrz8/s640/blogger-image-1530123997.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="https://lh3.googleusercontent.com/-fxt0-FMeRj4/Ty5MdZfPpUI/AAAAAAAAACg/TnMApTujrz8/s640/blogger-image-1530123997.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1770260493194159847-7266524019417793921?l=unbearabledutch.blogspot.com' alt='' /&gt;&lt;/div&gt;
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&lt;a href="http://feedads.g.doubleclick.net/~a/9XiL3weXx1-p9zA4H5PyMiey5y0/1/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/9XiL3weXx1-p9zA4H5PyMiey5y0/1/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/TheUnbearableLightnessOfDutch/~4/_NXCFrD7_L8" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://unbearabledutch.blogspot.com/feeds/7266524019417793921/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://unbearabledutch.blogspot.com/2012/02/that-bull-st-call-ref.html#comment-form" title="4 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/1770260493194159847/posts/default/7266524019417793921?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/1770260493194159847/posts/default/7266524019417793921?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/TheUnbearableLightnessOfDutch/~3/_NXCFrD7_L8/that-bull-st-call-ref.html" title="That is a Bulls#!t Call, Ref!" /><author><name>Dawson</name><uri>http://www.blogger.com/profile/09447422889055619688</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="16" height="16" src="http://img2.blogblog.com/img/b16-rounded.gif" /></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://lh3.googleusercontent.com/-fxt0-FMeRj4/Ty5MdZfPpUI/AAAAAAAAACg/TnMApTujrz8/s72-c/blogger-image-1530123997.jpg" height="72" width="72" /><thr:total>4</thr:total><feedburner:origLink>http://unbearabledutch.blogspot.com/2012/02/that-bull-st-call-ref.html</feedburner:origLink></entry><entry gd:etag="W/&quot;CEEDR3s8eyp7ImA9WhRbEks.&quot;"><id>tag:blogger.com,1999:blog-1770260493194159847.post-615931071089609611</id><published>2012-02-03T19:51:00.000+10:00</published><updated>2012-02-03T19:51:16.573+10:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2012-02-03T19:51:16.573+10:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="Bitmob" /><category scheme="http://www.blogger.com/atom/ns#" term="Metal Gear Solid: Peace Walker" /><category scheme="http://www.blogger.com/atom/ns#" term="Grand Theft Auto IV" /><category scheme="http://www.blogger.com/atom/ns#" term="Furniture" /><category scheme="http://www.blogger.com/atom/ns#" term="Street Fighter IV" /><title>Couch your feelings</title><content type="html">Tonight will be the last night that I spend on this couch. The "leather" has started peeling, there's hair from creatures of various species tucked between each cushion, and the armrests have started to cave in. I've never liked this couch, but my word have I had some memories on it. Some I won't share because, quite frankly, I don't know who's reading this; and others I'll gladly share... because I don't know who's reading this.&amp;nbsp;&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://3.bp.blogspot.com/-klzxUmSCGnQ/TyubPODqDlI/AAAAAAAAAjI/Z6a-B88Ipvc/s1600/living-leathercouch-resized-600.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="223" src="http://3.bp.blogspot.com/-klzxUmSCGnQ/TyubPODqDlI/AAAAAAAAAjI/Z6a-B88Ipvc/s400/living-leathercouch-resized-600.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div style="text-align: center;"&gt;
&amp;nbsp;&lt;i&gt;I love you.... but I hate you!&lt;/i&gt;&lt;/div&gt;
&lt;br /&gt;
Carly and I acquired this uncomfortable, though visually-inoffensive chair when we first moved in together in 2008. It supported me - literally - while I played games on my terminal Xbox 360 and eventually on my PlayStation 3 and healthy, more recently-acquired Xbox 360. I dragged it close to the entertainment unit when I had a mere nineteen inches of viewing space. I pushed it back when I upgraded to a larger display. I punched it when I lost hundreds of bouts of &lt;b&gt;Street Fighter IV&lt;/b&gt; online, and during the hair-tearingly frustrating final mission of &lt;b&gt;Grand Theft Auto IV&lt;/b&gt;. I curled up on it as I wept through the last boss fight in &lt;b&gt;Metal Gear Solid: Peace Walker&lt;/b&gt;.&lt;br /&gt;
&lt;br /&gt;
Almost everything I've written for consumption via my blog or Bitmob, was written on this couch. Every job application, every trolling comment, every counter-trolling comment, (almost) every email was written on this couch. The insincere back support made me write faster at times... if not, I'd have to lean forward to give my spine sweet, though ineffective respite. I've written enough words to form a dissertation or two on this couch, I guess I owe it some form of farewell.&lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://3.bp.blogspot.com/-kK_AFbng0dA/TyumaFUHzBI/AAAAAAAAAjQ/ZXRwSGoLSeE/s1600/salute2.gif" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="310" src="http://3.bp.blogspot.com/-kK_AFbng0dA/TyumaFUHzBI/AAAAAAAAAjQ/ZXRwSGoLSeE/s400/salute2.gif" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div style="text-align: center;"&gt;
&amp;nbsp;&lt;i&gt;You did the best you could, leathery soldier.&lt;/i&gt;&lt;/div&gt;
&lt;br /&gt;
Tomorrow its replacement will arrive: a stylish, modular suite with a reclining chair and infinitely-better back support. I will more than likely continue to write on this new piece of furniture and rest-assured I'll game from it as well... but it won't be the same. I won't have to battle back pain and discomfort while I climb or rapidly descend half a decade's worth of leaderboards. I'll be more comfortable then ever before, but will I be as determined? Probably. Shit, without having to shift every twenty minutes I may become a paid writer just yet!&lt;br /&gt;
&lt;br /&gt;
Despite my unkind words, I would like to thank you, uncomfortable brown couch for all the time we've shared together. May we never meet again. &lt;br /&gt;
&lt;br /&gt;
Tell us about your gaming furniture. Are you comfortable with you current setup?&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1770260493194159847-615931071089609611?l=unbearabledutch.blogspot.com' alt='' /&gt;&lt;/div&gt;
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&lt;a href="http://feedads.g.doubleclick.net/~a/wY2eG-fRQv_lPM2WTprhj83GNH4/1/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/wY2eG-fRQv_lPM2WTprhj83GNH4/1/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/TheUnbearableLightnessOfDutch/~4/0pCg63_uSS0" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://unbearabledutch.blogspot.com/feeds/615931071089609611/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://unbearabledutch.blogspot.com/2012/02/couch-your-feelings.html#comment-form" title="0 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/1770260493194159847/posts/default/615931071089609611?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/1770260493194159847/posts/default/615931071089609611?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/TheUnbearableLightnessOfDutch/~3/0pCg63_uSS0/couch-your-feelings.html" title="Couch your feelings" /><author><name>Tristan Damen</name><uri>https://profiles.google.com/102967493867633822487</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="32" height="32" src="//lh3.googleusercontent.com/-MIE2UOUC3Og/AAAAAAAAAAI/AAAAAAAAAMk/9V9Glqg3g2w/s512-c/photo.jpg" /></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://3.bp.blogspot.com/-klzxUmSCGnQ/TyubPODqDlI/AAAAAAAAAjI/Z6a-B88Ipvc/s72-c/living-leathercouch-resized-600.jpg" height="72" width="72" /><thr:total>0</thr:total><feedburner:origLink>http://unbearabledutch.blogspot.com/2012/02/couch-your-feelings.html</feedburner:origLink></entry><entry gd:etag="W/&quot;C08ASHc-fSp7ImA9WhRbEEk.&quot;"><id>tag:blogger.com,1999:blog-1770260493194159847.post-7893001485034484241</id><published>2012-02-01T06:25:00.000+10:00</published><updated>2012-02-01T06:30:49.955+10:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2012-02-01T06:30:49.955+10:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="Dissia 012: Duodecim Final Fantasy" /><category scheme="http://www.blogger.com/atom/ns#" term="Resistance: Retribution" /><category scheme="http://www.blogger.com/atom/ns#" term="Final Fantasy XIII" /><category scheme="http://www.blogger.com/atom/ns#" term="Final Fantasy VII: Advent Children" /><title>Lightning Focus</title><content type="html">I'm trying to find my Focus.&lt;br /&gt;
&lt;br /&gt;
I'm supposed to be giving my PlayStation Portable its last rites. That was going swimmingly until Saturday afternoon: I'd just finished &lt;b&gt;Resistance: Retribution&lt;/b&gt; - which didn't get half as much praise as it should have, just quietly - and just started playing &lt;b&gt;Dissidia 012: Duodecim Final Fantasy&lt;/b&gt;. That was when my quasi-religious gaming experience went to shit.&lt;br /&gt;
&lt;br /&gt;
Don't get me wrong: the game plays just fine and the new cast members are all good fits. Probably a little bit too similar to its predecessor, and still brimming with the same sappy, nonsensical drivel that had me itching to skip just about every cutscene; but still, the game features beautiful, fluid visuals and the same brand of dramatic, gravity-defying violence that made the last part of &lt;b&gt;Final Fantasy VII: Advent Children&lt;/b&gt; (almost) bearable.&amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
It was just seeing Lightning again. She was a strong protagonist, with a manner unbecoming of your typical &lt;b&gt;Final Fantasy &lt;/b&gt;female (read: not solely candy for the male gaze, coherent, and not gasping in every second line of dialogue). She was one of the few reasons I persisted with &lt;b&gt;Final Fantasy XIII &lt;/b&gt;for as long as one with a developing allergy to JRPGs could. Ultimately, an extended vacation with Light's polar opposite, Vanille proved to be too much for me to continue. Her insufferably high voice and insipid scripting was not a good match for the mindless grinding of the early chapters.&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://1.bp.blogspot.com/-Bv9roYVd45w/TyZ8st0fIZI/AAAAAAAAAjA/ggc80FYBN3s/s1600/lightning_ffxiii.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="358" src="http://1.bp.blogspot.com/-Bv9roYVd45w/TyZ8st0fIZI/AAAAAAAAAjA/ggc80FYBN3s/s640/lightning_ffxiii.jpg" width="640" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;
But seeing her again, dear readers, it was enough to send me back into that middling narrative. It was time for a change of pace: from the hectic, somewhat-shallow battles of &lt;b&gt;Dissidia &lt;/b&gt;to the complex, arguably turn-based affair that is &lt;b&gt;Final Fantasy XIII. &lt;/b&gt;&lt;br /&gt;
&lt;br /&gt;
It was hard: picking up from where I'd left off - almost two years ago - reacquainting myself with a new battle system and terminology-heavy lore. Forty minutes of play in, and I still hadn't progressed past the chapter where I'd first hit the wall. Regardless of what weather effect I had in play, I was always presented with a battle that would take at least ten minutes to get through. I know you can opt out of some of these encounters, but I'm always suspicious that if I were to end the grind that I'd be fodder for future foes.&lt;br /&gt;
&lt;br /&gt;
I'm glad I made the effort. Even if the script reads like a self-indulgent teen fantasy, the battle system is deep without feeling convoluted. Plus it's just plain amazing to behold; I mean this game is freaking beautiful. Even after a few years, some of the sequences are breathtaking even when compared to more recent releases.&lt;br /&gt;
&lt;br /&gt;
I might even finish it. For the first time in what seems like years, I'm happy to play something not quite new. Let's forget about the fact that there's been no major releases in January, shall we?&lt;br /&gt;
&lt;br /&gt;
Note: For those in the know, did you like my elaborate &lt;b&gt;Final Fantasy XIII &lt;/b&gt;pun?&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1770260493194159847-7893001485034484241?l=unbearabledutch.blogspot.com' alt='' /&gt;&lt;/div&gt;
&lt;p&gt;&lt;a href="http://feedads.g.doubleclick.net/~a/7tXaiRrtFA8JqvTRazPMhb0cJac/0/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/7tXaiRrtFA8JqvTRazPMhb0cJac/0/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;br/&gt;
&lt;a href="http://feedads.g.doubleclick.net/~a/7tXaiRrtFA8JqvTRazPMhb0cJac/1/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/7tXaiRrtFA8JqvTRazPMhb0cJac/1/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/TheUnbearableLightnessOfDutch/~4/s2vAWa-_ApM" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://unbearabledutch.blogspot.com/feeds/7893001485034484241/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://unbearabledutch.blogspot.com/2012/02/lightning-focus.html#comment-form" title="0 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/1770260493194159847/posts/default/7893001485034484241?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/1770260493194159847/posts/default/7893001485034484241?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/TheUnbearableLightnessOfDutch/~3/s2vAWa-_ApM/lightning-focus.html" title="Lightning Focus" /><author><name>Tristan Damen</name><uri>https://profiles.google.com/102967493867633822487</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="32" height="32" src="//lh3.googleusercontent.com/-MIE2UOUC3Og/AAAAAAAAAAI/AAAAAAAAAMk/9V9Glqg3g2w/s512-c/photo.jpg" /></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://1.bp.blogspot.com/-Bv9roYVd45w/TyZ8st0fIZI/AAAAAAAAAjA/ggc80FYBN3s/s72-c/lightning_ffxiii.jpg" height="72" width="72" /><thr:total>0</thr:total><feedburner:origLink>http://unbearabledutch.blogspot.com/2012/02/lightning-focus.html</feedburner:origLink></entry><entry gd:etag="W/&quot;AkIFQH88cCp7ImA9WhRUGUw.&quot;"><id>tag:blogger.com,1999:blog-1770260493194159847.post-1952786077660181593</id><published>2012-01-28T19:43:00.001+10:00</published><updated>2012-01-30T20:15:11.178+10:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2012-01-30T20:15:11.178+10:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="app store" /><category scheme="http://www.blogger.com/atom/ns#" term="Dora the Explorer" /><category scheme="http://www.blogger.com/atom/ns#" term="Diego" /><category scheme="http://www.blogger.com/atom/ns#" term="iTunes" /><category scheme="http://www.blogger.com/atom/ns#" term="iPhone" /><category scheme="http://www.blogger.com/atom/ns#" term="Peppa Pig" /><category scheme="http://www.blogger.com/atom/ns#" term="iOS" /><title>Man vs Child: The iPhone Wars</title><content type="html">Everyday is a battle in my house, for you see, since she was nine months old my daughter could unlock our iPhones. As she steadily approaches three, she has figured out how to download apps from the App Store, which, to be honest, is a little concerning. &lt;br /&gt;
&lt;br /&gt;
Especially after she spent $18 in less than a minute. &lt;br /&gt;
&lt;br /&gt;
As a result, my wife now has less to spend on her iTunes card, Lib has something else to call her's and I have something to write about.&lt;br /&gt;
&lt;br /&gt;
She only downloaded a few games and a book, but they've kept her distracted all weekend. As a parent the only thing I can do is endorse them. &lt;br /&gt;
&lt;br /&gt;
The first she found was Peppa Pig Party Time. Based on the popular ABC cartoon, this game is actually seems pretty fun, with kids able to make, ice and decorate cakes with their finger as well as play hide and seek with a pet parrot. It's mind numbing for an adult, but because it closely resembles the show, the kids were right into it. &lt;br /&gt;
&lt;br /&gt;
The interactive Dora the Explorer story book was another of Lib's purchases. This follows the adventures of Dora through somewhere doing stuff and things and... (trails off). I don't really know what happened other than there's a giant chicken that jumps in a pond and a car that beeps every time you tap the screen. &lt;br /&gt;
&lt;br /&gt;
We've bought other Dora and Diego games before, with Diego proving to be fairly educational in comparison. Many games (including non Dora/Diego games) involve earning stickers that you place on a wall. The one I help out with a fair bit involves placing animal stickers on the countries that specific animals are from. &lt;br /&gt;
&lt;br /&gt;
Whilst the iPhone is proving to be a daily argument, it is refreshing to know that she is picking up games and, in some cases, is actually learning about animals, colours and shapes in a fun and interactive way. &lt;br /&gt;
&lt;br /&gt;
I'll never replace our nightly book read with a stint on an iPhone or iPad but one thing is for sure - technology is here and it's taking over. Do you have kids and if so, have you bought any cool games for your phone to keep them entertained?&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1770260493194159847-1952786077660181593?l=unbearabledutch.blogspot.com' alt='' /&gt;&lt;/div&gt;
&lt;p&gt;&lt;a href="http://feedads.g.doubleclick.net/~a/xlpYNY2Kxha3vS0psapdQ-yfHgw/0/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/xlpYNY2Kxha3vS0psapdQ-yfHgw/0/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;br/&gt;
&lt;a href="http://feedads.g.doubleclick.net/~a/xlpYNY2Kxha3vS0psapdQ-yfHgw/1/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/xlpYNY2Kxha3vS0psapdQ-yfHgw/1/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/TheUnbearableLightnessOfDutch/~4/Yd8HXk7LDwY" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://unbearabledutch.blogspot.com/feeds/1952786077660181593/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://unbearabledutch.blogspot.com/2012/01/man-vs-child-iphone-wars.html#comment-form" title="0 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/1770260493194159847/posts/default/1952786077660181593?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/1770260493194159847/posts/default/1952786077660181593?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/TheUnbearableLightnessOfDutch/~3/Yd8HXk7LDwY/man-vs-child-iphone-wars.html" title="Man vs Child: The iPhone Wars" /><author><name>Dawson</name><uri>http://www.blogger.com/profile/09447422889055619688</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="16" height="16" src="http://img2.blogblog.com/img/b16-rounded.gif" /></author><thr:total>0</thr:total><feedburner:origLink>http://unbearabledutch.blogspot.com/2012/01/man-vs-child-iphone-wars.html</feedburner:origLink></entry><entry gd:etag="W/&quot;A0EMSXo6fyp7ImA9WhRUFkk.&quot;"><id>tag:blogger.com,1999:blog-1770260493194159847.post-6817681047022824597</id><published>2012-01-27T17:34:00.001+10:00</published><updated>2012-01-27T17:34:48.417+10:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2012-01-27T17:34:48.417+10:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="Jetpack Joyride" /><category scheme="http://www.blogger.com/atom/ns#" term="Temple Run" /><category scheme="http://www.blogger.com/atom/ns#" term="iOS" /><category scheme="http://www.blogger.com/atom/ns#" term="review" /><title>Temple Run Review (iOS): Success is paid for, not earned</title><content type="html">I'm still not a convert to iOS gaming, or the mobile scene at large. There are a few exceptions: addictive, though ultimately-shallow experiences that keep me hooked for a few hours but - in most cases - fail to deliver the responsive controls and sumptuous visuals typical of games found on dedicated gaming consoles. When I play an iOS game, it's often because it's been recommended to me by a friend, or - in the case of &lt;b&gt;Temple Run &lt;/b&gt;- a game journalist I follow on Twitter. Imangi Studios delivered this strikingly-ugly app towards the end of 2011 and it's already enjoyed a great deal of success. Does &lt;b&gt;Temple Run&lt;/b&gt; live up to Dan Ryckert's claim that it is &lt;b&gt;"Jetpack Joyride &lt;/b&gt;done right"?&lt;br /&gt;
&lt;br /&gt;
The short answer is no. No, it's not as charming as &lt;b&gt;Jetpack Joyride. &lt;/b&gt;It isn't as addictive as Halfbrick's sidescrolling score attacker. Its meta-game isn't as all-consuming and Guy Dangerous is no Barry Steakfries. That being said, &lt;b&gt;Temple Run&lt;/b&gt; is built on some solid mechanics and is well worth the non-existent price of admission (read: it's free).&lt;br /&gt;
&lt;br /&gt;
In your average run you'll be swiping to jump over and slide under obstacles as well as follow the treacherous path along the temple walls. You tilt your device to move to the left or right of your current path to pick up coins. If you clip any non-lethal obstcales, a pack of demonic monkeys will give chase for a limited amount of time. Most traps and falls, however, are deadly and require genuine focus to avoid when you hit full flight. You can collect power-ups that can turn you invisible, speed you up, or turn you into a coin magnet. It's simple stuff, but it can really pull you in after a few good attempts. &lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://1.bp.blogspot.com/-f2g8tswCZaY/TxpKGv5r4_I/AAAAAAAAAh4/UXj8apKHA5Y/s1600/temple-run.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="320" src="http://1.bp.blogspot.com/-f2g8tswCZaY/TxpKGv5r4_I/AAAAAAAAAh4/UXj8apKHA5Y/s320/temple-run.jpg" width="213" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div style="text-align: center;"&gt;
&lt;i&gt;MY EYES!!!&lt;/i&gt;&lt;/div&gt;
&lt;br /&gt;
Collecting coins adds to your score and also acts as currency for the 
in-game store where you can buy new skins, single-use items, and 
upgrades to power-ups that you come across randomly in each of your runs. You 
can choose to buy additional coins (as in with real money), so this 
allows paying players to make their way up the leaderboard much faster 
than the frugal gamer. This is because certain power-ups and buffs serve
 to multiply the value of coins or make them easier to collect. You 
could buy your way to success to an extent in &lt;b&gt;Jetpack Joyride &lt;/b&gt;as well, but a lot of the purchasable items in that game were either cosmetic or single use; thus a high score in &lt;b&gt;Temple Run &lt;/b&gt;can effectively be bought.&amp;nbsp;&amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
As I've previously mentioned, the presentation of &lt;b&gt;Temple Run &lt;/b&gt;is below par (read: it looks like fresh hell). The frame rate on the iPad 2 never falters, but I did notice the odd stutter when I played on an iPhone 4. The visual hitches I encountered on the handset version weren't enough to throw me off a high score, so it's a usually fluid - if not foul-looking - visual experience.&amp;nbsp; The soundtrack is just plain obnoxious, so I'd recommend either playing your own music over the game or just muting it all together.&amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://2.bp.blogspot.com/-JaImzap-faU/TxpKg944jMI/AAAAAAAAAiI/hPRaHNnuWjc/s1600/mzl.tyaklvol.320x480-75.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="320" src="http://2.bp.blogspot.com/-JaImzap-faU/TxpKg944jMI/AAAAAAAAAiI/hPRaHNnuWjc/s320/mzl.tyaklvol.320x480-75.jpg" width="213" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;i&gt;For the record: One of three&lt;/i&gt;&lt;/div&gt;
&lt;br /&gt;
It may not be the prettiest game ever made, but &lt;b&gt;Temple Run &lt;/b&gt;provides hours of fun with an addictive score attack formula and reasonably-responsive controls. There may not be much motivation to continue playing short of taunting your friends as you journey up the leaderboards, but there is some satisfaction to be found in boasting about your best score via Twitter. As it turns out, I'm not very good at &lt;b&gt;Temple Run&lt;/b&gt;, but it's still an easy game to recommend. Besides it's free, what more motivation do you need?&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1770260493194159847-6817681047022824597?l=unbearabledutch.blogspot.com' alt='' /&gt;&lt;/div&gt;
&lt;p&gt;&lt;a href="http://feedads.g.doubleclick.net/~a/5--GOBtF2Z0gHlBlPDbk-vecuXU/0/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/5--GOBtF2Z0gHlBlPDbk-vecuXU/0/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;br/&gt;
&lt;a href="http://feedads.g.doubleclick.net/~a/5--GOBtF2Z0gHlBlPDbk-vecuXU/1/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/5--GOBtF2Z0gHlBlPDbk-vecuXU/1/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/TheUnbearableLightnessOfDutch/~4/Ph954PyDPWQ" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://unbearabledutch.blogspot.com/feeds/6817681047022824597/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://unbearabledutch.blogspot.com/2012/01/temple-run-review-ios-success-is-paid.html#comment-form" title="0 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/1770260493194159847/posts/default/6817681047022824597?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/1770260493194159847/posts/default/6817681047022824597?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/TheUnbearableLightnessOfDutch/~3/Ph954PyDPWQ/temple-run-review-ios-success-is-paid.html" title="Temple Run Review (iOS): Success is paid for, not earned" /><author><name>Tristan Damen</name><uri>https://profiles.google.com/102967493867633822487</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="32" height="32" src="//lh3.googleusercontent.com/-MIE2UOUC3Og/AAAAAAAAAAI/AAAAAAAAAMk/9V9Glqg3g2w/s512-c/photo.jpg" /></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://1.bp.blogspot.com/-f2g8tswCZaY/TxpKGv5r4_I/AAAAAAAAAh4/UXj8apKHA5Y/s72-c/temple-run.jpg" height="72" width="72" /><thr:total>0</thr:total><feedburner:origLink>http://unbearabledutch.blogspot.com/2012/01/temple-run-review-ios-success-is-paid.html</feedburner:origLink></entry><entry gd:etag="W/&quot;AkMERXk7eSp7ImA9WhRUFEk.&quot;"><id>tag:blogger.com,1999:blog-1770260493194159847.post-2660910794652732264</id><published>2012-01-25T09:40:00.000+10:00</published><updated>2012-01-25T09:40:04.701+10:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2012-01-25T09:40:04.701+10:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="The Darkness II" /><category scheme="http://www.blogger.com/atom/ns#" term="Bioshock" /><category scheme="http://www.blogger.com/atom/ns#" term="Chronicales of Riddick: Escape from Butcher Bay" /><category scheme="http://www.blogger.com/atom/ns#" term="Asura's Wrath" /><category scheme="http://www.blogger.com/atom/ns#" term="Mortal Kombat" /><title>The Demo Downlow: Asura's Wrath and The Darkness II</title><content type="html">Welcome to the third instalment of The Demo Downlow. Today we'll be looking at trials for Capcom's oriental space-opera, &lt;b&gt;Asura's Wrath &lt;/b&gt;and 2K Games' follow-up to Top Cow comic-inspired &lt;b&gt;The Darkness&lt;/b&gt;. &lt;br /&gt;
&lt;br /&gt;
&lt;u&gt;&lt;b&gt;Asura's Wrath (Played on Xbox 360)&lt;/b&gt;&lt;/u&gt;&lt;br /&gt;
I've read a lot about Capcom's upcoming action game, but I've never watched any gameplay footage. I wish that I had, because then I wouldn't be feeling the sense of disappointment that I feel now. Don't get me wrong, the portion that I played looked amazing and the score perfectly suits the bat shit crazy action on screen. The problem is, no matter how nutty the titular character looks, or how many giant swords you're being stabbed with, the game handles like an interactive cut scene. Even when the action is taken off rails, it feels as though you're going through the motions until the director has something more ridiculous to show you. I certainly hope that the full game pits the player against grunts instead of boss fight after meticulously-directed boss fight. Still, the scale of the action and high-quality animation deserves to be seen (if not played). &lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://4.bp.blogspot.com/-8vdCQ-tUhQI/TxvSTb3wfDI/AAAAAAAAAiQ/2ZRXqq2w1eE/s1600/asuras+wrath.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="225" src="http://4.bp.blogspot.com/-8vdCQ-tUhQI/TxvSTb3wfDI/AAAAAAAAAiQ/2ZRXqq2w1eE/s400/asuras+wrath.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div style="text-align: center;"&gt;
&lt;i&gt;Not pictured: The rest of this deity's giant thumb.&lt;/i&gt; &lt;/div&gt;
&lt;br /&gt;
&lt;b&gt;The Verdict&lt;/b&gt;&lt;br /&gt;
I love the game's oriental sci-fi motif and the fantastic soundtrack, but the action feels like a shallow interruption to the wonderfully-rendered cut scenes. Worth a download, but I'll probably wait for this one to hit the bargain bins.&lt;br /&gt;
&lt;br /&gt;
&lt;u&gt;&lt;b&gt;The Darkness II (Played on Xbox 360)&lt;/b&gt;&lt;/u&gt;&lt;br /&gt;
I was a big fan of Starbreeze's - of &lt;b&gt;Chronicles of Riddick: Escape from Butcher Bay &lt;/b&gt;fame - first quasi-open world effort based on Top Cow's comic, &lt;b&gt;The Darkness&lt;/b&gt;. It was short, shockingly-violent and truly horrifying in some scenes. Digital Extremes - which handled the PS3 port of &lt;b&gt;Bioshock &lt;/b&gt;- is at the helm with the sequel, and what I've seen looks promising... and violent. Like ridiculously violent. Like "seriously, how the fuck did &lt;b&gt;Mortal Kombat &lt;/b&gt;get banned in Australia and this game sails through uncensored" violent. With your Darkness powers you can eat hearts, rip men in half, impale your foes with all kinds of improvised weaponry and almost literally paint the town red. It's quite a meaty demo - all things considered - and I'm looking forward to getting my hands on the final release in a few weeks time. The shooting itself is a bit loose, but the Darkness powers allow for enough improvisation that you won't often care. It's also worth noting that the new cel-shaded visual style is a great fit. &lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://4.bp.blogspot.com/-XSBZ2b7Hyzk/TxvSw2nsOoI/AAAAAAAAAiY/7p11DRTCYyo/s1600/darkness2screen3.gif" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="226" src="http://4.bp.blogspot.com/-XSBZ2b7Hyzk/TxvSw2nsOoI/AAAAAAAAAiY/7p11DRTCYyo/s400/darkness2screen3.gif" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div style="text-align: center;"&gt;
&lt;i&gt;Dear OFLC....&lt;/i&gt;&lt;/div&gt;
&lt;br /&gt;
&lt;b&gt;The Verdict&lt;/b&gt;&lt;br /&gt;
Do you like gore? Do you like the idea of a twist - however superficial it may be - on the tired FPS genre?&amp;nbsp; Do you like solid shooting mechanics and beautiful, cel-shaded graphics? If you answered yes to any of those questions, the demo for &lt;b&gt;The Darkness II &lt;/b&gt;may manage to sell you on the full retail release.&lt;br /&gt;
&lt;br /&gt;
It's probably worth noting that I would've bought &lt;b&gt;The Darkness II&lt;/b&gt; regardless of the demo's quality, but I was expecting more from the trial for &lt;b&gt;Asura's Wrath&lt;/b&gt;. If the weight of critical opinion is in the affirmative my balsa wood will may break, for now though.... I'll wait.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1770260493194159847-2660910794652732264?l=unbearabledutch.blogspot.com' alt='' /&gt;&lt;/div&gt;
&lt;p&gt;&lt;a href="http://feedads.g.doubleclick.net/~a/gIoUJGi6NIqyLgLVwPBxgf8HL4o/0/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/gIoUJGi6NIqyLgLVwPBxgf8HL4o/0/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;br/&gt;
&lt;a href="http://feedads.g.doubleclick.net/~a/gIoUJGi6NIqyLgLVwPBxgf8HL4o/1/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/gIoUJGi6NIqyLgLVwPBxgf8HL4o/1/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/TheUnbearableLightnessOfDutch/~4/_QirnyfNtws" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://unbearabledutch.blogspot.com/feeds/2660910794652732264/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://unbearabledutch.blogspot.com/2012/01/demo-downlow-asuras-wrath-and-darkness.html#comment-form" title="0 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/1770260493194159847/posts/default/2660910794652732264?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/1770260493194159847/posts/default/2660910794652732264?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/TheUnbearableLightnessOfDutch/~3/_QirnyfNtws/demo-downlow-asuras-wrath-and-darkness.html" title="The Demo Downlow: Asura's Wrath and The Darkness II" /><author><name>Tristan Damen</name><uri>https://profiles.google.com/102967493867633822487</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="32" height="32" src="//lh3.googleusercontent.com/-MIE2UOUC3Og/AAAAAAAAAAI/AAAAAAAAAMk/9V9Glqg3g2w/s512-c/photo.jpg" /></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://4.bp.blogspot.com/-8vdCQ-tUhQI/TxvSTb3wfDI/AAAAAAAAAiQ/2ZRXqq2w1eE/s72-c/asuras+wrath.jpg" height="72" width="72" /><thr:total>0</thr:total><feedburner:origLink>http://unbearabledutch.blogspot.com/2012/01/demo-downlow-asuras-wrath-and-darkness.html</feedburner:origLink></entry><entry gd:etag="W/&quot;D08MSXY8eCp7ImA9WhRUFE4.&quot;"><id>tag:blogger.com,1999:blog-1770260493194159847.post-8805043715668271884</id><published>2012-01-22T19:40:00.000+10:00</published><updated>2012-01-25T06:11:28.870+10:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2012-01-25T06:11:28.870+10:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="Kid Icarus: Uprising" /><category scheme="http://www.blogger.com/atom/ns#" term="Monster Hunter 3G" /><category scheme="http://www.blogger.com/atom/ns#" term="Monster Hunter Freedom Unite" /><category scheme="http://www.blogger.com/atom/ns#" term="Circle Pad Pro" /><category scheme="http://www.blogger.com/atom/ns#" term="3DS" /><category scheme="http://www.blogger.com/atom/ns#" term="Resident Evil 5" /><category scheme="http://www.blogger.com/atom/ns#" term="Cooking Mama 4" /><category scheme="http://www.blogger.com/atom/ns#" term="Resident Evil: Revelations" /><title>The Circle Pad Pro is a knee-jerk reaction to a design flaw</title><content type="html">&lt;i&gt;Edit: A Bitmob writer pointed out that you can indeed move and shoot at the same time in &lt;b&gt;Resident Evil: Revelations &lt;/b&gt;without the Circle Pad Pro. If anything, this is another argument against the Circle Pad Pro, as the developer has already come up with a software solution to a hardware problem. I trialled one of the other control types which plays similar to &lt;b&gt;Metal Gear Solid: Peace Walker &lt;/b&gt;(read: face buttons used as a second analogue stick), and it works like a dream. In any case, I sincerely apologise for any misinformation.&amp;nbsp;&lt;/i&gt; &lt;br /&gt;
&lt;br /&gt;
This past week, Nintendo finally brought their 3DS eShop into the modern era by offering downloadable demos for &lt;b&gt;Resident Evil: Revelations &lt;/b&gt;and &lt;b&gt;Cooking Mama 4&lt;/b&gt;.&lt;b&gt; &lt;/b&gt;&lt;a href="http://www.kotaku.com.au/2011/12/the-five-3ds-game-demos-arent-unlimited-some-are-nice-though/" target="_blank"&gt;Outrage at the limited use of said demos aside&lt;/a&gt;, 3DS owners are now allowed hands-on time with a game that will (presumably) be better with the incoming Circle Pad Pro: an add-on that affords 3DS owners an extra analogue stick and shoulder button. The ugly peripheral doesn't arrive until the end of the month, but I was suprised to see how functional &lt;b&gt;Revelations &lt;/b&gt;was without an extra few inches of tacky plastic.&lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://1.bp.blogspot.com/-gQbb-OH9n0I/Txo4XfX2EYI/AAAAAAAAAhg/eH7LgDr2JVA/s1600/nintendo-3ds-circle-pad.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="300" src="http://1.bp.blogspot.com/-gQbb-OH9n0I/Txo4XfX2EYI/AAAAAAAAAhg/eH7LgDr2JVA/s400/nintendo-3ds-circle-pad.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div style="text-align: center;"&gt;
&amp;nbsp;&lt;i&gt;No, really, you shouldn't have.&lt;/i&gt;&lt;/div&gt;
&lt;br /&gt;
The game handles pretty much like any &lt;b&gt;Resident Evil&lt;/b&gt; game: you search rooms for ammo and quest items (keys, screwdrivers, etc.), movement is inexplicably forbidden when aiming and firing, and you defend yourself from all kinds of scary monsters. The only difference being the camera defaulting to first-person view when aiming; which is great considering how little real estate there is on the top 3DS screen. You can opt for third-person if you wish and it is functional, but I'd recommend looking down the sights as opposed to over Jill's shoulder. Inventory management (including weapon switching and reloads) is handled on the touch screen, which is a dream compared to &lt;b&gt;Resident Evil 5&lt;/b&gt;'s awkward real-time menus.&lt;br /&gt;
&lt;br /&gt;
&lt;a href="http://3.bp.blogspot.com/-vVo7uYn6T-w/Txo58tNw-AI/AAAAAAAAAho/_UKSZbZ-pt0/s1600/ResidentEvil_Revelations.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"&gt;&lt;img border="0" height="204" src="http://3.bp.blogspot.com/-vVo7uYn6T-w/Txo58tNw-AI/AAAAAAAAAho/_UKSZbZ-pt0/s320/ResidentEvil_Revelations.jpg" width="320" /&gt;&lt;/a&gt;So I mowed through a small portion of the final product just shy of five times over (Hell mode is suitably difficult). The new quick-use button for herbs is a god-send and I haven't had to fidget around with a rubbish real-time menu while I'm being savaged by the infected masses. Since you have to remain still while shooting anyway, it's not like I could use another stick to back away from danger. The situations presented in the demo aren't too demanding, so I'm not sure whether the controls would handle the added stress of a boss battle; still, it works well enough for me to question whether an extra analogue stick and button is really necessary.&lt;br /&gt;
&lt;br /&gt;
"Fine," I hear you say. "You may not need the Circle Pad Pro for &lt;b&gt;Resident Evil: Revelations&lt;/b&gt;, but what about the other games that enable use of the peripheral?"&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Monster Hunter Freedom Unite &lt;/b&gt;worked well enough with the PSP's solitary analogue nub, so I'm not convinced that &lt;b&gt;Monster Hunter 3G &lt;/b&gt;is an argument for a second stick and more buttons. Inventory management could be managed on the touch screen, and aiming with ranged weapons could handle like it does in &lt;b&gt;Resident Evil &lt;/b&gt;(read: you can't move and shoot at the same time), or a lock-on function could be employed. Why not tinker with the control scheme and mechanics as opposed to fashioning a battery-powered add-on?&amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
Finally, we have &lt;b&gt;Kid Icarus: Uprising&lt;/b&gt; where the developer has revealed that they had only been made aware of the Circle Pad Pro&lt;a href="http://www.officialnintendomagazine.co.uk/34138/kid-icarus-uprising-works-with-circle-pad-pro/" target="_blank"&gt; after the announcement of &lt;b&gt;Monster Hunter 3G&lt;/b&gt;&lt;/a&gt;. This game has been in development for a while - it had been thought that it would be released in the "launch window" - and they've only been able to work with the new control setup since September 2011. At least in the case of this game, the developer believes it will prove useful for left-handed players who might find it difficult using the stylus to aim with their right-hand. It has no other applications (read: no dual analogue aiming) as one would imagine it should have, but it's refreshing to hear of developers specifically catering to southpaws.&lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://4.bp.blogspot.com/-5hjEt4D1QY8/Txo4GDo8p7I/AAAAAAAAAhY/GwVZVQ5eGDw/s1600/kid-icarus-uprising-screenshot-e3-2010-trailer.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="237" src="http://4.bp.blogspot.com/-5hjEt4D1QY8/Txo4GDo8p7I/AAAAAAAAAhY/GwVZVQ5eGDw/s400/kid-icarus-uprising-screenshot-e3-2010-trailer.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div style="text-align: center;"&gt;
&lt;i&gt;Southpaw Gaming Association's 2012 Game of the Year&lt;/i&gt;&lt;/div&gt;
&lt;br /&gt;
So if Nintendo couldn't foresee the use in a second analogue stick, I'm not sure why they're rushing to implement one now. Especially when the solution they've developed looks so positively awkward. Playing one of the games that the Circle Pad Pro is purpose-built for doesn't help either, as &lt;b&gt;Resident Evil: Revelations &lt;/b&gt;works just fine without any add-ons. Nintendo made their bed and they should accept the limitations of their original design and sleep in it.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1770260493194159847-8805043715668271884?l=unbearabledutch.blogspot.com' alt='' /&gt;&lt;/div&gt;
&lt;p&gt;&lt;a href="http://feedads.g.doubleclick.net/~a/55CbtXuPpD2mbxoOeJ7viPvxNe4/0/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/55CbtXuPpD2mbxoOeJ7viPvxNe4/0/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;br/&gt;
&lt;a href="http://feedads.g.doubleclick.net/~a/55CbtXuPpD2mbxoOeJ7viPvxNe4/1/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/55CbtXuPpD2mbxoOeJ7viPvxNe4/1/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/TheUnbearableLightnessOfDutch/~4/nLdOTU93SCw" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://unbearabledutch.blogspot.com/feeds/8805043715668271884/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://unbearabledutch.blogspot.com/2012/01/circle-pad-pro-is-knee-jerk-reaction-to.html#comment-form" title="0 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/1770260493194159847/posts/default/8805043715668271884?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/1770260493194159847/posts/default/8805043715668271884?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/TheUnbearableLightnessOfDutch/~3/nLdOTU93SCw/circle-pad-pro-is-knee-jerk-reaction-to.html" title="The Circle Pad Pro is a knee-jerk reaction to a design flaw" /><author><name>Tristan Damen</name><uri>https://profiles.google.com/102967493867633822487</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="32" height="32" src="//lh3.googleusercontent.com/-MIE2UOUC3Og/AAAAAAAAAAI/AAAAAAAAAMk/9V9Glqg3g2w/s512-c/photo.jpg" /></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://1.bp.blogspot.com/-gQbb-OH9n0I/Txo4XfX2EYI/AAAAAAAAAhg/eH7LgDr2JVA/s72-c/nintendo-3ds-circle-pad.jpg" height="72" width="72" /><thr:total>0</thr:total><feedburner:origLink>http://unbearabledutch.blogspot.com/2012/01/circle-pad-pro-is-knee-jerk-reaction-to.html</feedburner:origLink></entry><entry gd:etag="W/&quot;DEYDRH86eCp7ImA9WhRUEUw.&quot;"><id>tag:blogger.com,1999:blog-1770260493194159847.post-2614602132864901672</id><published>2012-01-21T13:22:00.002+10:00</published><updated>2012-01-21T13:22:55.110+10:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2012-01-21T13:22:55.110+10:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="Marvel" /><category scheme="http://www.blogger.com/atom/ns#" term="ps3" /><category scheme="http://www.blogger.com/atom/ns#" term="Disney" /><category scheme="http://www.blogger.com/atom/ns#" term="Hollywood" /><category scheme="http://www.blogger.com/atom/ns#" term="DC Comics" /><category scheme="http://www.blogger.com/atom/ns#" term="Xbox 360" /><category scheme="http://www.blogger.com/atom/ns#" term="Movie games" /><category scheme="http://www.blogger.com/atom/ns#" term="Pixar" /><category scheme="http://www.blogger.com/atom/ns#" term="Blockbuster" /><title>Reader Challenge: Needle in a Haystack</title><content type="html">It's a well known fact that games based on cinematic blockbusters are crap. You know it. I know it. We all know it. &lt;br /&gt;
&lt;br /&gt;
The problem is that someone still buys them which makes them a profitable venture for the studios. &lt;br /&gt;
&lt;br /&gt;
I do realize the appeal for players is the ability to become their favorite heroes/characters and that parents buy them thinking the game is good because the movie has thirty Hollywood A-listers voicing magical pigs (or whatever kids are into these days). &lt;br /&gt;
&lt;br /&gt;
&lt;a href="http://www.youtube.com/watch?v=36o71Z9uwpw"&gt;&lt;/a&gt;&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;object width="320" height="266" class="BLOGGER-youtube-video" classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0" data-thumbnail-src="http://0.gvt0.com/vi/36o71Z9uwpw/0.jpg"&gt;&lt;param name="movie" value="http://www.youtube.com/v/36o71Z9uwpw&amp;fs=1&amp;source=uds" /&gt;&lt;param name="bgcolor" value="#FFFFFF" /&gt;&lt;embed width="320" height="266"  src="http://www.youtube.com/v/36o71Z9uwpw&amp;fs=1&amp;source=uds" type="application/x-shockwave-flash"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;/div&gt;&lt;br /&gt;
&lt;br /&gt;
While Robot Chicken has accurately depicted the current standard of blockbuster gaming I'm convinced there is at least one good game out there. &lt;br /&gt;
&lt;br /&gt;
The rules of the challenge are simple:&lt;br /&gt;
&lt;br /&gt;
1. The game must be based on a major motion picture ie Transformers 3 Dark of the Moon, not Transformers: War for Cybertron&lt;br /&gt;
&lt;br /&gt;
2. The game must follow the plot of the film ie Spiderman 2 doesn't count as it was a game released to coincide with the film. It doesn't follow the plot it just has the same characters &lt;br /&gt;
&lt;br /&gt;
3. If the game doesn't follow the plot it must complement it ie The Matrix: Path of Neo&lt;br /&gt;
&lt;br /&gt;
Good luck!&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1770260493194159847-2614602132864901672?l=unbearabledutch.blogspot.com' alt='' /&gt;&lt;/div&gt;
&lt;p&gt;&lt;a href="http://feedads.g.doubleclick.net/~a/g5Y3KYpcHOpN4j-o7jORHEELt98/0/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/g5Y3KYpcHOpN4j-o7jORHEELt98/0/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;br/&gt;
&lt;a href="http://feedads.g.doubleclick.net/~a/g5Y3KYpcHOpN4j-o7jORHEELt98/1/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/g5Y3KYpcHOpN4j-o7jORHEELt98/1/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/TheUnbearableLightnessOfDutch/~4/fg38cX1th94" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://unbearabledutch.blogspot.com/feeds/2614602132864901672/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://unbearabledutch.blogspot.com/2012/01/reader-challenge-needle-in-haystack.html#comment-form" title="5 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/1770260493194159847/posts/default/2614602132864901672?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/1770260493194159847/posts/default/2614602132864901672?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/TheUnbearableLightnessOfDutch/~3/fg38cX1th94/reader-challenge-needle-in-haystack.html" title="Reader Challenge: Needle in a Haystack" /><author><name>Dawson</name><uri>http://www.blogger.com/profile/09447422889055619688</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="16" height="16" src="http://img2.blogblog.com/img/b16-rounded.gif" /></author><thr:total>5</thr:total><feedburner:origLink>http://unbearabledutch.blogspot.com/2012/01/reader-challenge-needle-in-haystack.html</feedburner:origLink></entry><entry gd:etag="W/&quot;D0UBRXY-eyp7ImA9WhRUEE4.&quot;"><id>tag:blogger.com,1999:blog-1770260493194159847.post-2195354996187405099</id><published>2012-01-20T14:54:00.000+10:00</published><updated>2012-01-20T14:54:14.853+10:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2012-01-20T14:54:14.853+10:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="x360" /><category scheme="http://www.blogger.com/atom/ns#" term="Gears of War 3: RAAM's Shadow" /><category scheme="http://www.blogger.com/atom/ns#" term="review" /><title>RAAM's Shadow Review (Gears of War 3 DLC - X360): That's no school... it's a space station</title><content type="html">Growing up with games like&amp;nbsp; &lt;b&gt;Dark Forces II: Jedi Knight&lt;/b&gt; and &lt;b&gt;Warcraft II: Tides of Darkness&lt;/b&gt;, I mourn for the days where the expansion pack reigned supreme. Add-ons like &lt;b&gt;Mysteries of the Sith&lt;/b&gt; and &lt;b&gt;Beyond the Dark Portal &lt;/b&gt;offered fully-fledged single player campaigns AND additional content for multiplayer. The modern equivalent - downloadable content or DLC - is a poor substitute as it's often overpriced and always under delivers. Developers also have a tendency to focus on multiplayer with their DLC efforts, which is puzzling as anything undercooked doesn't stand a chance against FPS stalwarts like &lt;b&gt;Call of Duty: Modern Warfare 3 &lt;/b&gt;and &lt;b&gt;Battlefield 3. &lt;/b&gt;We have seen some exceptions to this rule, with worthwhile solo expansions to games like &lt;b&gt;Grand Theft Auto IV&lt;/b&gt;, &lt;b&gt;Red Dead Redemption &lt;/b&gt;and &lt;b&gt;Bioshock 2&lt;/b&gt;. Epic have thankfully shrugged the map and skins model of DLC to produce &lt;b&gt;RAAM's Shadow&lt;/b&gt;, a brief campaign that catalogues the trials of Zeta Squad "shortly" after Emergence Day.&lt;br /&gt;
&lt;br /&gt;
I say "shortly" because I'm still not entirely sure when this little escapade takes place in terms of the &lt;b&gt;Gears&lt;/b&gt; series timeline. The press material I'd read in the lead-up had me thinking that it was set the days following the cataclysmic E-Day. That surely can't be the case, as the COG have already catalogued each of the Locust genus that Zeta encounter. I did a quick search of the developer, &lt;a href="http://forums.epicgames.com/threads/868021-For-the-record-in-RAAM-s-Shadow-Time-Line" target="_blank"&gt;Epic Games' forums&lt;/a&gt; and found that the events of &lt;b&gt;RAAM's Shadow&lt;/b&gt; can be placed roughly nine years after E-Day (which is in turn, five years before the events of the original &lt;b&gt;Gears of War&lt;/b&gt;). My apologies for obsessing over the finer points of the plot, but you must understand that it was somewhat exhausting trying to place this in the saga at large. Considering that Kim et al encounter an entire series worth of enemy types (save for the Lambent) in the space of three hours, it almost makes Delta Squad's first outing look like a walk in the park. You'll also have access to pretty much every weapon that's appeared throughout the trilogy in &lt;b&gt;RAAM's Shadow&lt;/b&gt; (come to think of it, smoke and ink grenades are the only omissions I can think of). The whole scenario ends up feeling out of place in terms of the series' timeline at large.&lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://3.bp.blogspot.com/-Trs6XH_NwfY/TxLGL5seMqI/AAAAAAAAAg0/_C3ObaV2zcE/s1600/raam.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="352" src="http://3.bp.blogspot.com/-Trs6XH_NwfY/TxLGL5seMqI/AAAAAAAAAg0/_C3ObaV2zcE/s640/raam.jpg" width="640" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;i&gt;Before you die, tell me one thing: what day is it?&lt;/i&gt;&lt;/div&gt;
&lt;br /&gt;
Continuity and context issues aside,&amp;nbsp; Zeta Squad is comprised of some fairly generic characters. Solo players will assume control of quintessential tough guy, Michael Barrick. He's probably the most likeable of the crew, even in spite of his foul mouth and tendency to be sent to the principal's office (read: he's such a naughty boy). Minh Young Kim, returns (?) from the original instalment and functions as the suitably-average leader: he often chastises bad boy Barrick and does a good job paraphrasing your current objective. Tai Kaliso - another returning character - waxes lyrical on literally everything, from the rumbling of the ground to a kid dropping a basketball. Then there's Valera: nothing offensive about her, but she doesn't really offer up much personality either. Jace Stratton also makes an appearance and he's (thankfully) somewhat quieter than he is in the &lt;b&gt;Gears of War 3 &lt;/b&gt;campaign proper. The titular villain, General RAAM is also back to terrorize the COG. He's not really given much depth, even when you play from his perspective. He - like most other members of the central cast -&amp;nbsp; is large, imposing.... and vacant.&lt;br /&gt;
&lt;br /&gt;
The action takes place across a series of innocous locations within the COG city of Ilima, which is under siege by the Locust Horde. You'll tick all of the generic shooter setting boxes: a parking complex, rooftops, a bank, a construction site and what must be the largest school in videogame history. Ilima High School seems to go on for miles, and the ham-fisted attempt at jump moments you'll witness within its walls will incite many an eye roll. You'll easily spend more than a third of the adventure grinding through this impossibly-vast educational institution. All of the combat situations will feel overly-familiar to any &lt;b&gt;Gears &lt;/b&gt;veterans, and you'll rarely be troubled; even on Hardcore difficulty. Even two short stints in RAAM's boots fail to significantly change up the action. If anything, it's limited by the great (in terms of size) general's two trick arsenal. &lt;b&gt;RAAM's Shadow &lt;/b&gt;fails to excite, even with an entirely different perspective on Locust War.&lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://4.bp.blogspot.com/-O1CE1MpB5UY/TxLH5pzvh1I/AAAAAAAAAhM/AGBX4KPmt2s/s1600/raams+shadow.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="355" src="http://4.bp.blogspot.com/-O1CE1MpB5UY/TxLH5pzvh1I/AAAAAAAAAhM/AGBX4KPmt2s/s640/raams+shadow.jpg" width="640" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;i&gt;Beats being stuck in that school, right?&lt;/i&gt;&lt;/div&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;br /&gt;&lt;/div&gt;
I desperately want to see developers releasing more content for my favourite games that I can engage with by myself (or with a select group of friends): new stories, new characters, old characters, new locations. A &lt;b&gt;Gears of War &lt;/b&gt;prequel should've portrayed the horror of post Emergence Day Sera, but all I found in this short campaign was tired characters in tired situations. &lt;b&gt;RAAM's Shadow&lt;/b&gt; may fulfil the literal definition of prequel, but it's a meaningless, expensive ride that's best avoided.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1770260493194159847-2195354996187405099?l=unbearabledutch.blogspot.com' alt='' /&gt;&lt;/div&gt;
&lt;p&gt;&lt;a href="http://feedads.g.doubleclick.net/~a/rMZtR61tIvenpoI1Vgflpw9tAoU/0/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/rMZtR61tIvenpoI1Vgflpw9tAoU/0/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;br/&gt;
&lt;a href="http://feedads.g.doubleclick.net/~a/rMZtR61tIvenpoI1Vgflpw9tAoU/1/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/rMZtR61tIvenpoI1Vgflpw9tAoU/1/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/TheUnbearableLightnessOfDutch/~4/6R0eRbe4iEY" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://unbearabledutch.blogspot.com/feeds/2195354996187405099/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://unbearabledutch.blogspot.com/2012/01/raams-shadow-review-gears-of-war-3-dlc.html#comment-form" title="0 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/1770260493194159847/posts/default/2195354996187405099?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/1770260493194159847/posts/default/2195354996187405099?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/TheUnbearableLightnessOfDutch/~3/6R0eRbe4iEY/raams-shadow-review-gears-of-war-3-dlc.html" title="RAAM's Shadow Review (Gears of War 3 DLC - X360): That's no school... it's a space station" /><author><name>Tristan Damen</name><uri>https://profiles.google.com/102967493867633822487</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="32" height="32" src="//lh3.googleusercontent.com/-MIE2UOUC3Og/AAAAAAAAAAI/AAAAAAAAAMk/9V9Glqg3g2w/s512-c/photo.jpg" /></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://3.bp.blogspot.com/-Trs6XH_NwfY/TxLGL5seMqI/AAAAAAAAAg0/_C3ObaV2zcE/s72-c/raam.jpg" height="72" width="72" /><thr:total>0</thr:total><feedburner:origLink>http://unbearabledutch.blogspot.com/2012/01/raams-shadow-review-gears-of-war-3-dlc.html</feedburner:origLink></entry><entry gd:etag="W/&quot;C08AQXY5fip7ImA9WhRVF0Q.&quot;"><id>tag:blogger.com,1999:blog-1770260493194159847.post-494239318353233989</id><published>2012-01-17T19:13:00.000+10:00</published><updated>2012-01-17T19:17:20.826+10:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2012-01-17T19:17:20.826+10:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="Halo: Combat Evolved" /><category scheme="http://www.blogger.com/atom/ns#" term="Top Spin" /><category scheme="http://www.blogger.com/atom/ns#" term="Halo: Reach" /><category scheme="http://www.blogger.com/atom/ns#" term="Xbox" /><category scheme="http://www.blogger.com/atom/ns#" term="Halo: Combat Evolved Anniversary" /><title>Halo: Combat Evolved Anniversary helped mend some broken hearts</title><content type="html">&lt;div&gt;
&lt;i&gt;Full disclosure: This post is a revision to &lt;a _cke_saved_href="http://unbearabledutch.blogspot.com/2011/12/box-has-it-or-how-halo-combat-evolved.html" href="http://unbearabledutch.blogspot.com/2011/12/box-has-it-or-how-halo-combat-evolved.html"&gt;The box has it (or Halo: Combat Evolved Anniversary broke my heart&lt;/a&gt;). This post was &lt;a href="http://unbearabledutch.blogspot.com/2011/12/retraction-box-has-it-wrong-and-so-do-i.html" target="_blank"&gt;retracted&lt;/a&gt; upon finding that four player splitscreen multiplayer &lt;a _cke_saved_href="http://www.youtube.com/watch?v=jDpF7o8ZGQM" href="http://www.youtube.com/watch?v=jDpF7o8ZGQM"&gt;was indeed supported&lt;/a&gt; in 343 Industries' recently-released remake.&amp;nbsp;&lt;/i&gt;&lt;br /&gt;
&lt;hr /&gt;
&lt;/div&gt;
&lt;div style="clear: both;"&gt;
&lt;a _cke_saved_href="http://1.bp.blogspot.com/-jK9eprFK9TA/TttFpyGl_KI/AAAAAAAAAdI/C9mwEfV5kOg/s1600/halo+ce+anniver.png" href="http://1.bp.blogspot.com/-jK9eprFK9TA/TttFpyGl_KI/AAAAAAAAAdI/C9mwEfV5kOg/s1600/halo+ce+anniver.png" style="clear: right;"&gt;&lt;img _cke_saved_src="http://1.bp.blogspot.com/-jK9eprFK9TA/TttFpyGl_KI/AAAAAAAAAdI/C9mwEfV5kOg/s320/halo+ce+anniver.png" alt="Halo: Combat Evolved Anniversary" src="http://1.bp.blogspot.com/-jK9eprFK9TA/TttFpyGl_KI/AAAAAAAAAdI/C9mwEfV5kOg/s320/halo+ce+anniver.png" style="border-style: solid; border-width: 0px; float: right; height: 192px; margin: 5px 0px 5px 10px; width: 320px;" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div&gt;
Back in 2003, my little brother purchased an Xbox bundle which included both &lt;b&gt;Halo: Combat Evolved &lt;/b&gt;and &lt;b&gt;Top Spin&lt;/b&gt;&lt;i&gt;. &lt;/i&gt;In those days, I was a PlayStation fanboy, so this purchase incensed me to no end.&lt;br /&gt;
&lt;br /&gt;
That
 is, of course, until I played through the game-changing campaign with 
my sibling. We fought each other afterwards in the splitscreen 
competitive mode. If it were any other game, our competition would have 
spilled from the screen to the lounge room floor (read: we'd be at each 
other's throats). This time, it was different: I happily flew off in a 
Banshee while he attempted to clip my wings with any gun he could get 
his hands on. I wanted Reuben (my younger brother) to run me over and 
then desecrate my corpse.&lt;/div&gt;
&lt;div&gt;
Soon, Beau would be home for Christmas.&lt;br /&gt;
&lt;br /&gt;
Beau
 is my older brother...my more successful, infinitely more-sociable 
sibling who turned his back on video games for a life in federal 
politics. If there was one thing that could bring him back to the fold, 
it was Halo&lt;i&gt;.&lt;/i&gt; I was sure of it.&lt;br /&gt;
&lt;br /&gt;
Reuben
 and I continued to work in the lead up to Christmas; Beau arrived late 
Christmas Eve. Fragging would have to wait: We had to visit relatives 
and do other things that families do over the holidays. We would have to
 delay my older brother’s return to nerdvana.&lt;br /&gt;
&lt;br /&gt;
Finally, 
we managed to trap Beau in front of the TV late on Christmas night. We 
loaded the console with what we thought was our secret weapon. There was
 only one problem: We only had two controllers. How did this not occur 
to us until then? I felt so stupid.&lt;br /&gt;
&lt;br /&gt;
“No worries,” I 
said. “We’ll rent one from a video store.” So we drove to pretty much 
every video-rental outlet in North Brisbane. Every encounter was exactly
 the same: We engaged in small talk, we bought junk food, and our 
expressions sunk when we heard, “Sorry, we don’t rent controllers for 
the Xbox.”&amp;nbsp;&lt;/div&gt;
&lt;div&gt;
&lt;/div&gt;
&lt;div style="text-align: center;"&gt;
&lt;a _cke_saved_href="http://3.bp.blogspot.com/-_aGcVo_kcUs/TttGIl7kPbI/AAAAAAAAAdQ/by_nJeIfu0c/s1600/blockbuster.jpg" href="http://3.bp.blogspot.com/-_aGcVo_kcUs/TttGIl7kPbI/AAAAAAAAAdQ/by_nJeIfu0c/s1600/blockbuster.jpg"&gt;&lt;img _cke_saved_src="http://3.bp.blogspot.com/-_aGcVo_kcUs/TttGIl7kPbI/AAAAAAAAAdQ/by_nJeIfu0c/s400/blockbuster.jpg" alt="Blockbuster" src="http://3.bp.blogspot.com/-_aGcVo_kcUs/TttGIl7kPbI/AAAAAAAAAdQ/by_nJeIfu0c/s400/blockbuster.jpg" style="border-style: solid; border-width: 0px; height: 287px; margin-bottom: 5px; margin-top: 5px; width: 400px;" /&gt;&lt;/a&gt;&lt;br /&gt;
&lt;i&gt;O Brother, where art thou?&lt;/i&gt;&lt;/div&gt;
&lt;div style="text-align: center;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div&gt;
We
 arrived back home still licking our wounds, and we resolved to play the
 game anyway, with the winner keeping a controller. It was great. We 
laughed, we cried, and we died repeatedly. Beau escaped to a life of 
international travel, marathon meetings, and an endless run of nights 
that ended in trendy bars. Reuben and I still engage in a daily ritual 
of fragging and teabagging.&lt;br /&gt;
&lt;br /&gt;
This past Christmas, Beau returned home from Thailand, and the Damen brothers were once again reunited with a copy of Halo&lt;i&gt;.&lt;/i&gt;
 We even dragged our wives and girlfriends into the fray. Turns out the 
game is even funnier with players of varying skill levels vying for 
control of the leaderboard. On one hand, Beau's girlfriend struggled to 
even stand eye-to-eye with her many assailants; on the other, veterans 
like Reuben and I cackled incessantly as we performed 
seemingly-impossible headshots in a vast array of maps from both &lt;b&gt;Halo: Combat Evolved Anniversary &lt;/b&gt;and &lt;b&gt;Halo: Reach&lt;/b&gt;.&lt;br /&gt;
&lt;br /&gt;
Towards
 the end of our family picnic, Reuben and I introduced our loved ones to
 the online community. Our middling performances on the battlefield 
inspired much trolling, but it's amazing just how well you can respond 
when you have the Kinect set up as a mic. Even the loudest critics were 
silenced by the collective smack talk and uncontrollable laughter of 
seven people on our end.&lt;/div&gt;
&lt;div&gt;
&lt;br /&gt;
It may not have been the emotional 
journey littered with little disappointments, small talk and junk food 
that brought three brothers back together in 2003; but it was fun all 
the same. If anything, it allowed us to bond with the new members of our
 family in what was previously a nerdy males' domain.&lt;br /&gt;
&lt;br /&gt;
What are your favorite Halo memories?&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1770260493194159847-494239318353233989?l=unbearabledutch.blogspot.com' alt='' /&gt;&lt;/div&gt;
&lt;p&gt;&lt;a href="http://feedads.g.doubleclick.net/~a/8lqLPL5rg0SlDnWdy9zuYkMMS8M/0/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/8lqLPL5rg0SlDnWdy9zuYkMMS8M/0/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;br/&gt;
&lt;a href="http://feedads.g.doubleclick.net/~a/8lqLPL5rg0SlDnWdy9zuYkMMS8M/1/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/8lqLPL5rg0SlDnWdy9zuYkMMS8M/1/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/TheUnbearableLightnessOfDutch/~4/hUAKmS2eoLo" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://unbearabledutch.blogspot.com/feeds/494239318353233989/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://unbearabledutch.blogspot.com/2012/01/full-disclosure-this-post-is-revision.html#comment-form" title="0 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/1770260493194159847/posts/default/494239318353233989?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/1770260493194159847/posts/default/494239318353233989?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/TheUnbearableLightnessOfDutch/~3/hUAKmS2eoLo/full-disclosure-this-post-is-revision.html" title="Halo: Combat Evolved Anniversary helped mend some broken hearts" /><author><name>Tristan Damen</name><uri>https://profiles.google.com/102967493867633822487</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="32" height="32" src="//lh3.googleusercontent.com/-MIE2UOUC3Og/AAAAAAAAAAI/AAAAAAAAAMk/9V9Glqg3g2w/s512-c/photo.jpg" /></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://1.bp.blogspot.com/-jK9eprFK9TA/TttFpyGl_KI/AAAAAAAAAdI/C9mwEfV5kOg/s72-c/halo+ce+anniver.png" height="72" width="72" /><thr:total>0</thr:total><feedburner:origLink>http://unbearabledutch.blogspot.com/2012/01/full-disclosure-this-post-is-revision.html</feedburner:origLink></entry><entry gd:etag="W/&quot;A0MDRns9fSp7ImA9WhRVFkg.&quot;"><id>tag:blogger.com,1999:blog-1770260493194159847.post-8246137536855865452</id><published>2012-01-15T15:49:00.001+10:00</published><updated>2012-01-16T06:31:17.565+10:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2012-01-16T06:31:17.565+10:00</app:edited><title>Run Rabbit, Run</title><content type="html">If you are anything like me you are running out of time in the day. I don't have poor time management skills; I just suffer from 24 hour day syndrome. &lt;br /&gt;
&lt;br /&gt;
I want to play more video games and spend more time with the kids and see more bands and have a mind knowingly successful career but with the choices I've made in life it's not all possible right now. &lt;br /&gt;
&lt;br /&gt;
One aspect of my life I'd like to improve is my fitness. With most physical activity in the past 11 years since high school being Guitar Hero, I decided to start running, however the inner geek in me wanted to track, measure and report improvements. With this in mind I hit the App Store and found Runkeeper. &lt;br /&gt;
&lt;br /&gt;
It costs next to nothing to buy and uses the GPS in your smart phone so you don't have to sync it to a $200 pair of Nikes to know your accomplishments. &lt;br /&gt;
&lt;br /&gt;
Runkeeper accurately tracks your distance, coaches you through your exercise and displays your results in graph format to easily see when and where you are performing well. &lt;br /&gt;
&lt;br /&gt;
It makes the lazy, fat bastard in me happy because I'm reaching my fitness goals but it's also appealing to the geek who likes stats and finding correlations and looking at graphs. With the exception of the sprained ankle I got from running too far, it's making me happy on many levels. &lt;br /&gt;
&lt;br /&gt;
My only criticism is that you can't use the app to monitor changes to your weight or track any other health related issues; it's purely a distance/time/pace record. &lt;br /&gt;
&lt;br /&gt;
Available on iOS and Android, you can use it for a variety of different sports - even swimming(?) and fun exercise like snowboarding. &lt;br /&gt;
&lt;br /&gt;
I realize this isn't in the world of gaming but health is important to us all. With more smart phones and technology available to us, some things we dislike or ignore have been made easier to get through. Give it a go - it might be the change of pace you are looking for. &lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1770260493194159847-8246137536855865452?l=unbearabledutch.blogspot.com' alt='' /&gt;&lt;/div&gt;
&lt;p&gt;&lt;a href="http://feedads.g.doubleclick.net/~a/E1ysaWo38P-p7UStVsC4dQGFMmw/0/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/E1ysaWo38P-p7UStVsC4dQGFMmw/0/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;br/&gt;
&lt;a href="http://feedads.g.doubleclick.net/~a/E1ysaWo38P-p7UStVsC4dQGFMmw/1/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/E1ysaWo38P-p7UStVsC4dQGFMmw/1/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/TheUnbearableLightnessOfDutch/~4/nXg6H1WIf-M" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://unbearabledutch.blogspot.com/feeds/8246137536855865452/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://unbearabledutch.blogspot.com/2012/01/run-rabbit-run.html#comment-form" title="0 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/1770260493194159847/posts/default/8246137536855865452?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/1770260493194159847/posts/default/8246137536855865452?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/TheUnbearableLightnessOfDutch/~3/nXg6H1WIf-M/run-rabbit-run.html" title="Run Rabbit, Run" /><author><name>Dawson</name><uri>http://www.blogger.com/profile/09447422889055619688</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="16" height="16" src="http://img2.blogblog.com/img/b16-rounded.gif" /></author><thr:total>0</thr:total><feedburner:origLink>http://unbearabledutch.blogspot.com/2012/01/run-rabbit-run.html</feedburner:origLink></entry><entry gd:etag="W/&quot;DU4BRXwyeCp7ImA9WhRVFEk.&quot;"><id>tag:blogger.com,1999:blog-1770260493194159847.post-6830909805039558988</id><published>2012-01-13T19:45:00.000+10:00</published><updated>2012-01-13T19:45:54.290+10:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2012-01-13T19:45:54.290+10:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="3DS" /><category scheme="http://www.blogger.com/atom/ns#" term="Mario Kart 7" /><category scheme="http://www.blogger.com/atom/ns#" term="review" /><category scheme="http://www.blogger.com/atom/ns#" term="Mario Kart Wii" /><category scheme="http://www.blogger.com/atom/ns#" term="Mario Kart" /><title>Mario Kart 7 Review (3DS): Vengeance is a dish best served cold</title><content type="html">&lt;span style="font-size: 10pt;"&gt;I've
always had mixed feelings towards the &lt;b style="mso-bidi-font-weight: normal;"&gt;Mario
Kart&lt;/b&gt; series. I haven't played every instalment, but when I pick one up I
often find that I have a visually-pleasing racer with woefully-scaled
difficulty levels, belligerent AI and addictive mechanics that provide
satisfaction and tear-inducing frustration in equal measure. I'll play these
game over the course of weeks, months, even years, and not grow tired of being
repeatedly screwed over by the shells of various colours, or many other
power-ups that are inspired by the diverse cast of characters. Will &lt;b style="mso-bidi-font-weight: normal;"&gt;Mario Kart 7 &lt;/b&gt;prove to be any different
from its predecessors, or am I just playing these games for the sake of comfort
and familiarity?&lt;/span&gt;&lt;br /&gt;
&lt;div class="Body1"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class="Body1"&gt;
&lt;span style="font-size: 10pt;"&gt;The
first thing that players will notice with &lt;b style="mso-bidi-font-weight: normal;"&gt;Mario Kart 7 &lt;/b&gt;is the wonderfully-rendered tracks and karts; each
smacking of colour and the series' trademark visual charm. The frame rate is
brisk and consistent, with &lt;b style="mso-bidi-font-weight: normal;"&gt;Super Mario
3D Land &lt;/b&gt;being the only real peer in terms of visual prowess on the portable
system. Even with a screen full of racers and power-ups in play, the action
never slows: it is a wonder to behold.&amp;nbsp;&lt;/span&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://2.bp.blogspot.com/--I9fxmKW458/Tw_YBzubMQI/AAAAAAAAAgc/zBnkz6UL328/s1600/Mario-Kart-7-screen.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="227" src="http://2.bp.blogspot.com/--I9fxmKW458/Tw_YBzubMQI/AAAAAAAAAgc/zBnkz6UL328/s400/Mario-Kart-7-screen.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div style="text-align: center;"&gt;
&lt;span style="font-size: 10pt;"&gt;&amp;nbsp;&lt;i&gt;I love the orange hues of Autumn&lt;/i&gt;&lt;/span&gt;&lt;/div&gt;
&lt;/div&gt;
&lt;div class="Body1"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class="Body1"&gt;
The thirty-two tracks in &lt;b&gt;Mario Kart 7 &lt;/b&gt;offer a mix of the old and the new, much like &lt;b&gt;Mario Kart Wii&lt;/b&gt;. The new courses are all a joy to tear through, and feature a variety of short-cuts and strategies to employ. I was somewhat disappointed by the choice of retro tracks as there is some overlap with the last instalment on the Wii. That being said, Dino Dino Jungle was included this time, so I wasn't too perturbed. There are some new power-ups added to the mix as well, with two in particular having some interesting defensive applications. Blue shells are still there to undo a perfect race, and the Bullet Bill, Golden Mushroom and Super Star power-ups seem a little overpowered given the brevity of some tracks. All things considered, the game adheres to the well-established &lt;b&gt;Mario Kart &lt;/b&gt;formula; superficial changes to drifting and the new ability to glide after certain jumps don't significantly alter the pace and mechanics of the "standard" &lt;b&gt;Mario Kart &lt;/b&gt;race.&lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://2.bp.blogspot.com/-6z8FL_gzh7Q/Tw_YeEq5UFI/AAAAAAAAAgk/9n2Hv1X8rnQ/s1600/63481_3DS_MarioKart_7_scrn07_E3-620x.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="240" src="http://2.bp.blogspot.com/-6z8FL_gzh7Q/Tw_YeEq5UFI/AAAAAAAAAgk/9n2Hv1X8rnQ/s400/63481_3DS_MarioKart_7_scrn07_E3-620x.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div style="text-align: center;"&gt;
&amp;nbsp;&lt;i&gt;Not as crazy as it looks&lt;/i&gt;&lt;/div&gt;
&lt;/div&gt;
&lt;div class="Body1"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class="Body1"&gt;
&lt;span style="font-size: 10pt;"&gt;The custom kart system employed in &lt;b&gt;Mario Kart 7 &lt;/b&gt;is an interesting departure from the character-themed vehicles found in previous iterations. Depending on your selection of chassis, wheels and glider, five stats ranging from speed to off-road ability can potentially be affected. Character choice also has an impact on your performance in different areas. I had a lot of fun experimenting with these combinations, but due to the randomized cruelty one often experiences in a typical race (above 50cc, that is), it's not something that really needs to dwelled upon. I also found the roster to be somewhat lacking. I'll try not to spoil anything, but the exclusion of Diddy Kong - and to a far lesser extent, Waluigi - will surely rank as some of the previous year in gaming's great disappointments. That being said, there's plenty of customization options and characters to unlock for those willing to invest the time... and endure the frustration.&amp;nbsp;&lt;/span&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;span style="font-size: 10pt;"&gt;The main problem I had with &lt;b&gt;Mario Kart 7 &lt;/b&gt;stemmed from the difficulty levels, or rather, Nintendo's inability to properly scale the challenge across the game's four settings. 50cc presents nothing in the way of challenge and fails to prepare you for the cheap tricks that you suffer in 100cc, or the devastating twists of fate found in the 150cc and Mirror classes. Once I hit 150cc, the f-bombs started flying at an alarming rate; especially considering the wide demographic that this game can appeal to. Still, I kept playing and will continue to play. The AI can be cheap and I may get frustrated, but that's one of the reasons I keep coming back: vengeance and the joy found in smiting one's enemies!&amp;nbsp;&lt;/span&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://3.bp.blogspot.com/-JB3X63vzv_4/Tw_YpB0JHhI/AAAAAAAAAgs/heHkyf_WRkA/s1600/Mario_Kart_7-s4.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="240" src="http://3.bp.blogspot.com/-JB3X63vzv_4/Tw_YpB0JHhI/AAAAAAAAAgs/heHkyf_WRkA/s400/Mario_Kart_7-s4.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div style="text-align: center;"&gt;
&lt;span style="font-size: 10pt;"&gt;&amp;nbsp;&lt;i&gt;See you in a colourful rendition of hell, losers!&lt;/i&gt;&lt;/span&gt;&lt;/div&gt;
&lt;br /&gt;
&lt;span style="font-size: 10pt;"&gt;Time Trial functions just as it should, and it's really not worth mentioning the shallow Coin and Balloon battle modes. What will keep series' faithful invested in this iteration is the Mario Kart Channel and online multiplayer. Players can exchange ghost data via the Spot Pass system and I've enjoyed great success besting the times of complete strangers. I must admit, I've never had much luck with Spot Pass. Even living in a metropolitan area hasn't allowed for me to net more than a handful of hits, so I haven't had that many ghosts to beat. I've also had trouble finding matches online. When I did finally get some races in, however, I didn't experience any lag; so that's encouraging. I could see how this feature set could extend the longevity of the game, it's just a shame that I haven't been able to find a race when I've wanted one.&amp;nbsp; &amp;nbsp; &lt;/span&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;span style="font-size: 10pt;"&gt;Upon reflection, there's not a whole lot that can be considered new in &lt;b&gt;Mario Kart 7&lt;/b&gt;. For most (myself included), however, that's one of the big drawcards of this game and the series at large: consistency. If you're a fan of the series, I have no doubt you'll have a great time with this instalment. If cheap AI and power-ups have never been your cup of tea though, you'd best steer clear. &lt;/span&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1770260493194159847-6830909805039558988?l=unbearabledutch.blogspot.com' alt='' /&gt;&lt;/div&gt;
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&lt;a href="http://feedads.g.doubleclick.net/~a/4Xhvyrb5tMc29cHBosshD54Gn0g/1/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/4Xhvyrb5tMc29cHBosshD54Gn0g/1/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/TheUnbearableLightnessOfDutch/~4/WXDMoyoS2xo" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://unbearabledutch.blogspot.com/feeds/6830909805039558988/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://unbearabledutch.blogspot.com/2012/01/mario-kart-7-review-3ds-vengeance-is.html#comment-form" title="1 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/1770260493194159847/posts/default/6830909805039558988?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/1770260493194159847/posts/default/6830909805039558988?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/TheUnbearableLightnessOfDutch/~3/WXDMoyoS2xo/mario-kart-7-review-3ds-vengeance-is.html" title="Mario Kart 7 Review (3DS): Vengeance is a dish best served cold" /><author><name>Tristan Damen</name><uri>https://profiles.google.com/102967493867633822487</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="32" height="32" src="//lh3.googleusercontent.com/-MIE2UOUC3Og/AAAAAAAAAAI/AAAAAAAAAMk/9V9Glqg3g2w/s512-c/photo.jpg" /></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://2.bp.blogspot.com/--I9fxmKW458/Tw_YBzubMQI/AAAAAAAAAgc/zBnkz6UL328/s72-c/Mario-Kart-7-screen.jpg" height="72" width="72" /><thr:total>1</thr:total><feedburner:origLink>http://unbearabledutch.blogspot.com/2012/01/mario-kart-7-review-3ds-vengeance-is.html</feedburner:origLink></entry><entry gd:etag="W/&quot;CEEGRHs7fip7ImA9WhRVEkg.&quot;"><id>tag:blogger.com,1999:blog-1770260493194159847.post-7397263121782850794</id><published>2012-01-10T19:15:00.000+10:00</published><updated>2012-01-11T13:30:25.506+10:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2012-01-11T13:30:25.506+10:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="x360" /><category scheme="http://www.blogger.com/atom/ns#" term="Saints Row: The Third" /><category scheme="http://www.blogger.com/atom/ns#" term="nihilism" /><category scheme="http://www.blogger.com/atom/ns#" term="get the f#ck outta dodge" /><category scheme="http://www.blogger.com/atom/ns#" term="Grand Theft Auto IV" /><category scheme="http://www.blogger.com/atom/ns#" term="Red Faction" /><category scheme="http://www.blogger.com/atom/ns#" term="review" /><title>Saints Row: The Third Review (X360): I'm an idiot, I'm a hero, I'm a zombie</title><content type="html">&lt;b&gt;Saints Row - &lt;/b&gt;a series that is equal parts essential and disposable. The first instalment providing the &lt;b&gt;Grand Theft Auto &lt;/b&gt;patch that Xbox 360 early adopters craved, with enough personality, flair, and humour to be considered essential. The sequel returned to a familiar space but took the vulgarity and nihilism hinted at in the first game to near-unacceptable levels. It also felt like an unpolished turd after &lt;b&gt;GTA IV&lt;/b&gt;'s release just months earlier, which featured a polished game world that felt alive. &lt;b&gt;Saints Row: The Third&lt;/b&gt; &lt;a href="http://www.urbandictionary.com/define.php?term=get%20the%20fuck%20outta%20dodge" target="_blank"&gt;gets the f#@k outta dodge&lt;/a&gt; with a new setting, and a set of missions and activities that makes its predecessors look sober by comparison.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;The Good&lt;/b&gt;&lt;br /&gt;
Back to school - I sincerely hope that Rockstar North - or any developer of open world action games, for that matter&lt;b&gt; - &lt;/b&gt;takes notice of the opening act of &lt;b&gt;Saints Row: The Third&lt;/b&gt;. There's no errand boy boredom on offer here. While there are some missteps throughout the adventure, most missions are designed and paced in a way that is undeniably fun. Stealing a bank vault by helicopter, and sky-diving into a rival's penthouse pool party are highlights that appear in the first few hours. The slightly more-intelligent friendly AI and forgiving vehicle physics also served to counter the frustration that I encountered in previous games in the series.&lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://4.bp.blogspot.com/-q7y1sQOFENk/TwwM30-s-CI/AAAAAAAAAgU/SVtO6wlfCOQ/s1600/SaintsRowTheThird_rocket+copter.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="250" src="http://4.bp.blogspot.com/-q7y1sQOFENk/TwwM30-s-CI/AAAAAAAAAgU/SVtO6wlfCOQ/s400/SaintsRowTheThird_rocket+copter.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div style="text-align: center;"&gt;
&lt;i&gt;&amp;nbsp;By the end, this will feel sedate&lt;/i&gt;&lt;/div&gt;
&lt;br /&gt;
Great salad - While the steak that is the main quest line offers a great deal of fun, an addictive real estate meta game and activities like Trailblazing and Insurance Fraud make for a disturbingly enjoyable side salad. While a lot of these activities return from earlier instalments, they're scored more generously this time around, and are more enjoyable as a result.&lt;br /&gt;
&lt;br /&gt;
Smarter than the average - While the humour tends to be a little more explicit and infinitely more crass than its competitors, &lt;b&gt;Saints Row: The Third &lt;/b&gt;raises the bar by taking aim at pop culture phenomena and American foreign policy. There are still some remnants of the series' frat boy roots here, but they are for the most part undone by spectacularly-vulgar jabs at the everyday. Definitely not what I expected from a series that once had me spraying structures with raw sewage. &lt;br /&gt;
&lt;br /&gt;
Commando - The arsenal of upgradable weapons and abilities available to players in &lt;b&gt;Saints Row: The Third &lt;/b&gt;offer satisfaction, side-splitting laughs, and often had me pondering "Why hasn't anyone thought of this before?" Sure it may not be appropriate to have an incendiary SMG in a game like &lt;b&gt;Grand Theft Auto IV&lt;/b&gt;, but something similar would have been a perfect fit for Volition's &lt;b&gt;Red Faction &lt;/b&gt;games. Pistols with explosive ammo that can propel enemies into the air, a Mega Buster-esque arm cannon, and the terrifying Apoco-Fists were other personal favourites. Then there's the Bo-Duke-En, a &lt;b&gt;Dukes of Hazzard&lt;/b&gt;-inspired move that allows you to enter cars stylishly, but at the expense of closed windows and windscreens. Glass everywhere.&lt;br /&gt;
&lt;br /&gt;
Where were you in '92? - Generally speaking, the sound design found in &lt;b&gt;Saints Row: The Third &lt;/b&gt;is exceptional. The general citizenry of Steelport may not have much to say for themselves, but the central cast deliver an outstanding experience; especially given the lunacy of the plot at large. Not one character - not even the auto-tuned pimp, Zimos - is over-acted, and I often found myself chuckling at my own character's incomprehensible zombie dialogue (that my homies were somehow able to understand).&amp;nbsp; Guns, explosions and collisions also have that comical oomph that matches the floaty vehicle physics, and wacky on-screen action. The soundtrack isn't flawless, but you can distill your favourite tunes from each radio station into a mixtape that conveniently shows up in any vehicle that you commandeer. That being said, I almost always found myself tuned-in to the Adult Swim station.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;The Bad&lt;/b&gt;&lt;br /&gt;
Big bugs - While it didn't happen often enough to discourage play, some pretty big glitches occurred throughout my playthrough that required patience at the very least, or a full restart at its worst. One particularly frustrating hiccup occurred during the final mission, when a wrecked VTOL fuselage landed on a catwalk that I needed to ascend in order to reach the next checkpoint. I couldn't clear the clutter with weaponry and I couldn't crawl under it. Instead, I had to backtrack for five minutes and wait for it to disappear. Other bugs included the GPS failing entirely, and certain context sensitive commands not working. In both of these instances, I had to turn my console off and start again. &lt;br /&gt;
&lt;br /&gt;
One hand clapping - Throughout the campaign you'll be presented with several choices in pivotal missions, only once did the question asked cause me to stop and take stock. The characters in &lt;b&gt;Saints Row: The Third&lt;/b&gt; feel somewhat disposable, even though they're voiced expertly. This may have a lot to do with the fact that most decisions involve money, respect or the granting of an additional (usable) homie. As your empire grows, very few of these outcomes present any real benefit to the player (as you'll be blessed with an abundance of each from early on), and as a result, they lack weight. &lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://4.bp.blogspot.com/-ac346zzXz6E/TwwMQlTBZII/AAAAAAAAAgM/qWk_QLCouJc/s1600/Dildo_Bat_Apoco-Fist.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="268" src="http://4.bp.blogspot.com/-ac346zzXz6E/TwwMQlTBZII/AAAAAAAAAgM/qWk_QLCouJc/s400/Dildo_Bat_Apoco-Fist.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div style="text-align: center;"&gt;
&lt;i&gt;Decisions, decisions...&lt;/i&gt;&lt;/div&gt;
&lt;br /&gt;
&lt;b&gt;The Ugly &lt;/b&gt;&lt;br /&gt;
American Psycho - For the first few hours at least, I found the &lt;a href="http://unbearabledutch.blogspot.com/2012/01/its-my-life-nihilist-reading-of-saints.html" target="_blank"&gt;inherent nihilism&lt;/a&gt; in &lt;b&gt;Saints Row: The Third &lt;/b&gt;to be somewhat unsettling. There never seems to be any consequences for any of your transgressions. The Steelport police are near-powerless to stop your player character's unbridled thuggery. Upgrades that increase your health, damage resistance, ammo count, and weapon effectiveness render most threats impotent before they're even introduced. Despite the narrative implying that a gang war is escalating, there's no real sense of tension. Even the presence of a paramilitary organisation failed to evoke any fear, or impose too greatly on my routine. The game tried to make me feel as though the whole world was against me, but there was little that put a stop to my antics.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;The Verdict&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;Saints Row: The Third &lt;/b&gt;represents fun in its most unadulterated and immediate form. From start to finish, you will literally be hanging from helicopters, swinging dildos and generally blowing shit up. The pace never lets up, and very rarely did I find myself wanting for anything. There are issues with purpose, but the game is so unbelievably loud that it simply can't be ignored; and thus, shouldn't be missed. Highly recommended to the cynical, the jaded, the young at heart, and the easily bored: trust me, you will find something to like in this game.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1770260493194159847-7397263121782850794?l=unbearabledutch.blogspot.com' alt='' /&gt;&lt;/div&gt;
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&lt;ul&gt;
&lt;li&gt;&lt;b&gt;Saints Row: The Third&lt;/b&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Gears of War 3&lt;/b&gt;: &lt;b&gt;RAAM's Shadow&amp;nbsp;&lt;/b&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Temple Run&lt;/b&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Mario Kart 7&lt;/b&gt;&lt;/li&gt;
&lt;/ul&gt;
Thanks for sticking with us!&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1770260493194159847-4370325048519638612?l=unbearabledutch.blogspot.com' alt='' /&gt;&lt;/div&gt;
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&lt;blockquote class="tr_bq"&gt;
That is the most extreme form of nihilism: nothingness (the "meaningless") eternally!&lt;/blockquote&gt;
&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &lt;i&gt;Friedrich Nietzsche &lt;/i&gt;&lt;br /&gt;
&lt;br /&gt;
Don't let the wealth of colour, vulgarity and fun fool you: &lt;b&gt;Saints Row: The Third &lt;/b&gt;is a playground for nihilists. Each gang, law enforcement agency, politician, and paramilitary organisation eventually comes to disregard the laws and institutions of the city of Steelport. The individual player even comes to reject established standards of previous open world action games given enough time with the game itself, and its elaborate arsenal of vehicles, weapons and abilities.&lt;br /&gt;
&lt;br /&gt;
While the killing of civilians in Steelport is technically illegal (read: will illicit a response from police in close proximity), through activities like Mayhem, Tank Mayhem and Trailblazing, violence against public and private property, the police and the city's inhabitants is incentivized. It can be argued that there is a greater reward for shooting inanimate objects instead of people, however, killing civilians is not effectively penalized. I was able to reach target amounts in all but one of these instances by attacking innocent people, gang members and the law; it wasn't until the last instance of Mayhem that I found that destroying fences and barriers was the most effective way of completing that particular activity. &lt;b&gt;Saints Row: The Third&lt;/b&gt;'s missions&lt;b&gt; &lt;/b&gt;are designed in a way that allows players to disregard human life.&lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://3.bp.blogspot.com/-1K0h2T0maec/Twa2Sn-bbZI/AAAAAAAAAgE/x_oimewksbM/s1600/saints-1-1024x576.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="225" src="http://3.bp.blogspot.com/-1K0h2T0maec/Twa2Sn-bbZI/AAAAAAAAAgE/x_oimewksbM/s400/saints-1-1024x576.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;blockquote class="tr_bq"&gt;
I'd say "I'm sorry", but it wouldn't mean shit&lt;/blockquote&gt;
&lt;blockquote class="tr_bq"&gt;
&lt;i&gt;The Wavves - "Idiot" from the WDDT CPDG Adult Swim radio station&lt;/i&gt;&lt;/blockquote&gt;
Where most other games are designed to punish players who harm civilians or friendlies - through either mission failure, or the use of increasingly-belligerent police as per the &lt;b&gt;Grand Theft Auto &lt;/b&gt;series &lt;b&gt;-&lt;/b&gt; &lt;b&gt;Saints Row: The Third &lt;/b&gt;either completely ignores the player's transgression, or offers them ways to cancel the interest of gangs and/or the police that require little effort. Firstly, players can evade all pursuers by entering any stores that they own. Considering how little this valuable real estate costs, and how densely-populated Steelport is by these retail spaces, shaking your would-be captors and assassins is so easy as to defy the consequence of any misdeeds entirely. You can also call "homies" - that the player acquires throughout the adventure - that can either revoke your "wanted" status or allow for law enforcement personnel to intervene in most conflicts on your behalf. Players can also purchase the ability to wipe notoriety with any of the game's three gangs. All misdemeanours performed by the player can be rendered meaningless with a minimum of fuss.&lt;br /&gt;
&lt;blockquote class="tr_bq"&gt;
&lt;span class="gtxt" id="fulltext28530" style="display: inline;"&gt;Nihilism 
has no substance. There is no such thing as nothingness, and zero does 
not exist. Everything is something. Nothing is nothing. Man lives more 
by affirmation than by bread.&lt;/span&gt;&lt;/blockquote&gt;
&lt;blockquote class="tr_bq"&gt;
&lt;i&gt;Victor Hugo&lt;/i&gt; &lt;/blockquote&gt;
At the close of the campaign - at least with the choices that I had made - the Saints became immortalized in film, and had been deemed heroes for defusing an explosive situation. Everything that my created avatar had done was for money, fame and power. Not for the greater good of Steelport, not to achieve any form of vigilante justice, just for me (and perhaps Burt Reynolds). I brought death and destruction to Steelport so that it may be covered in my gang's trademark violet hue. Every mission, side mission, collectable, customized vehicle, and weapon was attained so that the Third Street Saints could impose themselves upon another city; to affirm ourselves so that we could have domain over something and everything (well not quite, I'm at 91% completion).&lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://1.bp.blogspot.com/-Kq2Vxb2crAs/Twa2KOTyVwI/AAAAAAAAAf8/jGzrMCmk6oQ/s1600/saintsrow3_4.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="200" src="http://1.bp.blogspot.com/-Kq2Vxb2crAs/Twa2KOTyVwI/AAAAAAAAAf8/jGzrMCmk6oQ/s400/saintsrow3_4.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;blockquote class="tr_bq"&gt;
It's my life, don't you forget. It's my life, it never ends. &lt;/blockquote&gt;
&lt;blockquote class="tr_bq"&gt;
&lt;i&gt;Talk Talk - "It's My Life" from the 107.77 The Mix radio station&lt;/i&gt;&lt;/blockquote&gt;
Despite a conclusion that somewhat redeems the player created lead and the Saints, life after the main saga is meaningless. You could complete the leftover side missions and find those last collectables, but after that, all there is to do is kill. Kill so that you can impose yourself on the people of Steelport once again. To be chased, to evade or to die... and rise again. The various upgrades players can buy only serve to make the final hours all the more pointless: with upgrades to your damage resistance, you can make a close range rocket as painless as a short fall. &lt;b&gt;Saints Row: The Third &lt;/b&gt;allows you to do everything and achieve nothing at the same time. It is a nihilistic sandbox in which you must assert yourself, as nothing else matters.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1770260493194159847-5125464840910592649?l=unbearabledutch.blogspot.com' alt='' /&gt;&lt;/div&gt;
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&lt;br /&gt;
Featuring HD graphics and decent voice acting from Daniel Craig (Bond) and Judy Dench (M), Goldeneye both looks and sounds the part one would expect from a modern day Bond installment. &lt;br /&gt;
&lt;br /&gt;
The action is simple with one button stealth attacks and familiar controls as you take Bond on another MI6 adventure. &lt;br /&gt;
&lt;br /&gt;
The game starts in Russia as you track a general who is selling military equipment on the black market. In true Bond fashion, within 10 minutes you are taking on a small army and shooting down helicopters. &lt;br /&gt;
&lt;br /&gt;
I enjoyed the small part of the game I played which seemed to be in real time. It could just be the story but I had 45 minutes to do something and after stuffing around for a while it turns out I was six minutes behind at one stage. It could just be a coincidence but if not, and sections of the game are in real time, I'm a fan of this concept. &lt;br /&gt;
&lt;br /&gt;
As with the original, Goldeneye Reloaded features multiplayer gameplay with 14 maps and the ability to play as classic characters including Jaws and Oddjob. As I didn't play the multiplayer I'm not sure if the classic paintball option is available. &lt;br /&gt;
&lt;br /&gt;
Goldeneye 007 Reloaded is available now on PS3 and Xbox 360. &lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1770260493194159847-2629475873730738305?l=unbearabledutch.blogspot.com' alt='' /&gt;&lt;/div&gt;
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