<?xml version='1.0' encoding='UTF-8'?><?xml-stylesheet href="http://www.blogger.com/styles/atom.css" type="text/css"?><feed xmlns='http://www.w3.org/2005/Atom' xmlns:openSearch='http://a9.com/-/spec/opensearchrss/1.0/' xmlns:blogger='http://schemas.google.com/blogger/2008' xmlns:georss='http://www.georss.org/georss' xmlns:gd="http://schemas.google.com/g/2005" xmlns:thr='http://purl.org/syndication/thread/1.0'><id>tag:blogger.com,1999:blog-8376810497557770070</id><updated>2024-10-05T05:05:43.332+03:00</updated><category term="Rift"/><title type='text'>Game Reviews</title><subtitle type='html'></subtitle><link rel='http://schemas.google.com/g/2005#feed' type='application/atom+xml' href='http://grimjke.blogspot.com/feeds/posts/default'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8376810497557770070/posts/default?redirect=false'/><link rel='alternate' type='text/html' href='http://grimjke.blogspot.com/'/><link rel='hub' href='http://pubsubhubbub.appspot.com/'/><author><name>GrimJke</name><uri>http://www.blogger.com/profile/17165237732221308645</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='33' height='26' src='//blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgoIOPSIcYGgSEF8GaINA5_1llnk9sJM-p-O-LeRq-lR0SVP_UYSJlKQ32__0ErzRnmiGpql__KnOBmIhhB3knWs2ZolLrRuvAXN4u_Ss9IaX7erZaCSilutcZCmZgr2yE/s220/x_03611e21.jpg'/></author><generator version='7.00' uri='http://www.blogger.com'>Blogger</generator><openSearch:totalResults>19</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>25</openSearch:itemsPerPage><entry><id>tag:blogger.com,1999:blog-8376810497557770070.post-2585522308235158184</id><published>2011-07-18T21:01:00.001+03:00</published><updated>2011-07-18T21:01:23.306+03:00</updated><title type='text'>TwitterAttack</title><content type='html'>Almost every twitter&amp;nbsp; marketer will tell you that you will need to have followers first before getting&amp;nbsp; any traffic from twitter.&lt;br /&gt;
&lt;br /&gt;
Well, that is very true to average twitter marketers. They follow&amp;nbsp; other users in twitter and wish to follow them back, and then send offers. That&amp;nbsp; is a very time consuming process and gives very small result.&lt;br /&gt;
&lt;br /&gt;
I want to introduce you a new twitter tool that rapidly&amp;nbsp; gaining popularity all over the internet not just because it can do everything you need to succeed in twitter but because of its capability to drive&amp;nbsp; traffic from twitter to your website even if you have 0&amp;nbsp; followers.&lt;br /&gt;
&lt;br /&gt;
It&#39;s called TweetAttacks, its still new and everyone seems going crazy about it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;a href=&quot;http://tweetattacks.com&quot;&amp;gt;Twitter Marketing Software&amp;lt;/a&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Are you still doing the old way of twitter marketing that&amp;nbsp; been doing by 99% of twitter marketers?&lt;br /&gt;
&lt;br /&gt;
You&#39;ve got to try this little wonder and say goodbye to&amp;nbsp; being average twitter marketer.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;a href=&quot;http://tweetattacks.com&quot;&amp;gt;Twitter Marketing Software&amp;lt;/a&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Happy tweeting</content><link rel='replies' type='application/atom+xml' href='http://grimjke.blogspot.com/feeds/2585522308235158184/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://grimjke.blogspot.com/2011/07/twitterattack.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8376810497557770070/posts/default/2585522308235158184'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8376810497557770070/posts/default/2585522308235158184'/><link rel='alternate' type='text/html' href='http://grimjke.blogspot.com/2011/07/twitterattack.html' title='TwitterAttack'/><author><name>GrimJke</name><uri>http://www.blogger.com/profile/17165237732221308645</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='33' height='26' src='//blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgoIOPSIcYGgSEF8GaINA5_1llnk9sJM-p-O-LeRq-lR0SVP_UYSJlKQ32__0ErzRnmiGpql__KnOBmIhhB3knWs2ZolLrRuvAXN4u_Ss9IaX7erZaCSilutcZCmZgr2yE/s220/x_03611e21.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8376810497557770070.post-8505009520438536338</id><published>2011-05-19T13:41:00.002+03:00</published><updated>2011-05-19T13:41:11.990+03:00</updated><title type='text'>Black Mirror III: Final Fear Review</title><content type='html'>&lt;div dir=&quot;ltr&quot; style=&quot;text-align: left;&quot; trbidi=&quot;on&quot;&gt;In 2003 we watched in horrified  fascination as the noble Gordon family of Black Mirror castle struggled  to hold an ancient evil at bay. Years later, we again saw the primeval  scourge work its evil on the Gordons, this time on a new generation.  This spring, we once again enter the twilit halls of Black Mirror castle  as the Gordon family&#39;s last remaining scion fights for his life in a  cataclysmic clash between good and evil. This chapter, &lt;a class=&quot;autolink&quot; href=&quot;http://pc.ign.com/objects/077/077929.html&quot;&gt;Black Mirror III: Final Fear&lt;/a&gt;,  proves itself to be the best chapter yet, thanks to some cleverly  designed point-and-click gameplay and a spell-binding tale of murder,  betrayal and possession. &lt;br /&gt;
&lt;br /&gt;
Black Mirror III takes place in the 1990&#39;s in the small English village  of Willow Creek. Directly following the climactic events of Black Mirror  II, young American college student Darren Michaels escapes a dark  conspiracy only to find himself accused of arson and murder. Undaunted,  and after finding himself unexpectedly connected to Willow Creek&#39;s  infamous Gordon family, he makes it his business to discover the source  of the Gordon family curse. The main thrust of the game is in helping  Darren (who&#39;s found his true name to be Adrian Gordon) come to grips  with his newfound nobility as well as to resist the dark spirit that&#39;s  invaded his soul. Mordred, an evil Gordon ancestor, has somehow  possessed him and the resulting spiritual duality turns the ordinarily  normal young man into a modern day Jekyll and Hyde.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;div class=&quot;imageInline&quot; style=&quot;width: 467px;&quot;&gt;&lt;a href=&quot;http://media.pc.ign.com/media/077/077929/imgs_1.html&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;263&quot; src=&quot;http://pcmedia.ign.com/pc/image/article/116/1167530/black-mirror-iii-final-fear--20110511004842124-000.jpg&quot; width=&quot;467&quot; /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;
The strain of Adrian&#39;s multiple personality disorder affects him badly;  the once handsome college student shambles around haunted and haggard,  with deeply hollowed cheeks, popping prescription drugs he hopes will  prevent his unpredictably violent fugue states. Unfortunately for him  and regardless of the medication, as time goes on the visions grow worse  as Mordred threatens to overcome him. To make matters worse, he&#39;s  forced to endure the bias and hostility of Willow Creek&#39;s small-minded  inhabitants. Staid and proper on the surface, Willow Creek holds more  secrets than a Hollywood plastic surgeon; the pub owner is a drunken,  abusive thief, the café owner is cheating on her spouse, the hotel  manager is a conniving conman, and the psychologist is a compulsive  chain smoker. Even the cops are corrupt and led by a bitter police chief  who&#39;d rather be anywhere but Willow Creek. Despite their own  shortcomings, these residents are not particularly sympathetic to the  young Yankee&#39;s plight and none too keen on strangers suspected of  murder.  &lt;br /&gt;
&lt;br /&gt;
This conflict between the American-college-student-turned-English-Lord  and the provincials of Willow Creek makes for a mystery that&#39;s fresh but  familiar. Skillfully blending past and present, the story&#39;s bursting  with ghosts, hidden treasures, conspiracies, secret chambers and arcane  rituals as you follow the trail that leads to the heart of Black Mirror  castle. Difficult situations present themselves along the way, most of  which can be solved by good old common sense; occasionally you&#39;re asked  to solve a traditional puzzle of the combination lock or &quot;Indiana Jones  booby-trap&quot; variety and these require a bit more brain power. Some of  the latter might prove too challenging for less experienced adventure  gamers, but many of them can be skipped so that gamers unable to find  the solutions can continue to progress.  &lt;br /&gt;
&lt;br /&gt;
&lt;div class=&quot;imageInline&quot; style=&quot;width: 467px;&quot;&gt;&lt;a href=&quot;http://media.pc.ign.com/media/077/077929/imgs_1.html&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;263&quot; src=&quot;http://pcmedia.ign.com/pc/image/article/116/1167530/black-mirror-iii-final-fear--20110511004805729-000.jpg&quot; width=&quot;467&quot; /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;
In addition to the engaging plotline and interesting puzzle design, the  game features a solid script, professional (if occasionally cartoony)  voice acting and some beautifully complex environment art. Adrian&#39;s a  likable young hero with a (slightly overdone) Boston accent. A child of  the &#39;90s, he&#39;s full of slackerish, Gen-X cynicism and prone to making  amusingly sardonic comments about everything he sees. The villagers too  can be highly entertaining as they go about their paranoid little lives.  And though Adrian never ventures beyond the environs of Willow Creek,  we&#39;re treated to a considerable range of interesting locations,  especially once the mystery surrounding the castle begins to heat up.  &lt;br /&gt;
&lt;br /&gt;
Black Mirror III can be a mesmerizing game. A few things however, dilute  the fun. While the graphics in general are crisply detailed, the  cutscenes are blurrily low-res and the contrast between the two is a  jarring distraction. Scrolling through inventory items is a pain thanks  to a scroll button that repeatedly vanishes. Finally, the game&#39;s ending  is extremely anti-climactic. After hours and hours of build up toward  what promises to be an explosive conclusion, the whole creepy,  convoluted, demon-powered thing just…ends.            &lt;div class=&quot;hdr-article hdr-ratingbox-comments&quot;&gt;Closing Comments&lt;/div&gt;&lt;div class=&quot;ratingbox-comments&quot;&gt;Black  Mirror III: Final Fear is for the most part, a good adventure game that  serves as a fitting end to an absorbing trilogy. It&#39;s beautiful,  well-written and cleverly-designed and if its only flaws were a flaky  scroll button and blurry cutscenes, it would warrant an unmitigated  thumbs up. Unfortunately, after working toward a spectacular ending, it  disappoints mightily with a resolution that fails to satisfy or even,  really, to make sense. Nevertheless, aside from letting us down in the  last five minutes, it&#39;s a highly entertaining title that&#39;s definitely  worth taking the time to play. &lt;/div&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://grimjke.blogspot.com/feeds/8505009520438536338/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://grimjke.blogspot.com/2011/05/black-mirror-iii-final-fear-review.html#comment-form' title='11 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8376810497557770070/posts/default/8505009520438536338'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8376810497557770070/posts/default/8505009520438536338'/><link rel='alternate' type='text/html' href='http://grimjke.blogspot.com/2011/05/black-mirror-iii-final-fear-review.html' title='Black Mirror III: Final Fear Review'/><author><name>GrimJke</name><uri>http://www.blogger.com/profile/17165237732221308645</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='33' height='26' src='//blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgoIOPSIcYGgSEF8GaINA5_1llnk9sJM-p-O-LeRq-lR0SVP_UYSJlKQ32__0ErzRnmiGpql__KnOBmIhhB3knWs2ZolLrRuvAXN4u_Ss9IaX7erZaCSilutcZCmZgr2yE/s220/x_03611e21.jpg'/></author><thr:total>11</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8376810497557770070.post-1857244748803500630</id><published>2011-05-01T19:19:00.001+03:00</published><updated>2011-05-01T19:35:49.486+03:00</updated><title type='text'></title><content type='html'>&lt;div dir=&quot;ltr&quot; style=&quot;text-align: left;&quot; trbidi=&quot;on&quot;&gt;&lt;div class=&quot;span-24 last&quot;&gt;&lt;div class=&quot;content&quot;&gt;&lt;div class=&quot;post-18 page type-page status-publish hentry&quot; id=&quot;post-18&quot;&gt;&lt;h2&gt;spinglo&amp;nbsp;invite&lt;/h2&gt;&lt;h2&gt;&lt;a href=&quot;http://www.spinglo.com/i/gremjke&quot; style=&quot;clear: left; float: left; margin-bottom: 1em; margin-right: 1em;&quot; target=&quot;_blank&quot; title=&quot;Join Spinglo&quot;&gt;&lt;img alt=&quot;&quot; class=&quot;aligncenter&quot; height=&quot;205&quot; src=&quot;http://makeagif.com/media/3-30-2011/JY_MRn.gif&quot; title=&quot;Join Spinglo&quot; width=&quot;857&quot; /&gt;&lt;/a&gt;&lt;span style=&quot;font-size: xx-small;&quot;&gt;&lt;span style=&quot;font-weight: normal;&quot;&gt;&lt;br /&gt;
&lt;/span&gt;&lt;/span&gt;&lt;/h2&gt;&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;&lt;a href=&quot;http://www.upload.ee/image/1290786/spingloauhinnadSPECIAL_000000.png&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img alt=&quot;&quot; border=&quot;0&quot; class=&quot;aligncenter&quot; height=&quot;389&quot; src=&quot;http://www.upload.ee/image/1290786/spingloauhinnadSPECIAL_000000.png&quot; title=&quot;Prizes&quot; width=&quot;692&quot; /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div&gt;&lt;img alt=&quot;&quot; class=&quot;aligncenter&quot; height=&quot;48&quot; src=&quot;http://www.spinglo.com/img/spinglologo.png&quot; title=&quot;spinglo&quot; width=&quot;134&quot; /&gt;&lt;br /&gt;
&lt;div id=&quot;subContentLeft&quot;&gt;&lt;h2 style=&quot;text-align: left;&quot;&gt;&lt;span style=&quot;text-decoration: underline;&quot;&gt;&lt;b&gt;About Spinglo&lt;/b&gt;&lt;/span&gt;&lt;/h2&gt;&lt;/div&gt;&lt;div id=&quot;subContentLeft&quot; style=&quot;text-align: left;&quot;&gt;Spinglo is&amp;nbsp;the world’s leading bonus plan to all social media, which captures all existing international networks.&lt;/div&gt;&lt;div style=&quot;text-align: left;&quot;&gt;Spinglo leverages of all your friends in your social networks.&lt;/div&gt;&lt;div style=&quot;text-align: left;&quot;&gt;And their friends, and their friends. If you use &lt;b&gt;Facebook&lt;/b&gt;, &lt;b&gt;Twitter&lt;/b&gt;, &lt;b&gt;Skype&lt;/b&gt;, &lt;b&gt;YouTube&lt;/b&gt;  or even all of them, you’re in the in a position to create a great  business. Spinglo dovetails into all of those social network solutions,  and will boost your internet presence. Spinglo’s unique platform offers  powerful tools and user generated content to help and boost members and  manage their private, social and business lives on internet.&lt;/div&gt;&lt;div style=&quot;text-align: left;&quot;&gt;Membership to Spinglo is by invitation only, which is part of what makes this network unique.&lt;/div&gt;&lt;h2 style=&quot;text-align: center;&quot;&gt;&lt;b&gt;Be a winner – Every day!&lt;/b&gt;&lt;/h2&gt;&lt;div style=&quot;text-align: center;&quot;&gt;&lt;/div&gt;&lt;div style=&quot;text-align: center;&quot;&gt;&lt;b&gt;Each and every day, all year around,&amp;nbsp;&lt;/b&gt;&lt;b&gt;Spinglo is giving away amazing prices!&lt;/b&gt;&lt;/div&gt;&lt;div style=&quot;text-align: left;&quot;&gt;&lt;b&gt;&lt;br /&gt;
&lt;/b&gt;&lt;/div&gt;&lt;div style=&quot;text-align: center;&quot;&gt;&lt;span class=&quot;Apple-style-span&quot; style=&quot;font-size: 15px; font-weight: bold;&quot;&gt;Gather points – Invite friends&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;div style=&quot;text-align: center;&quot;&gt;The more people you motivate to join Spinglo, the more points you get, and&amp;nbsp;the greater chance you get to win amazing prizes!&lt;/div&gt;&lt;div style=&quot;text-align: center;&quot;&gt;For every friend that joins Spinglo you get&amp;nbsp;&lt;b&gt;100 points!&lt;/b&gt; And if that friend gets another friend, he/she gets 100 and you get 30!&lt;/div&gt;&lt;div style=&quot;text-align: center;&quot;&gt;&lt;b&gt;This continues up to 5 levels&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;according to this scheme:&lt;/b&gt;&lt;/div&gt;&lt;div style=&quot;text-align: center;&quot;&gt;&lt;b&gt;Your friend – &lt;/b&gt;100 points&lt;/div&gt;&lt;div style=&quot;text-align: center;&quot;&gt;&lt;b&gt; 2nd level – &lt;/b&gt;30 points&lt;/div&gt;&lt;div style=&quot;text-align: center;&quot;&gt;&lt;b&gt; 3th level – &lt;/b&gt;20 points&lt;/div&gt;&lt;div style=&quot;text-align: center;&quot;&gt;&lt;b&gt; 4th level – &lt;/b&gt;10 points&lt;/div&gt;&lt;div style=&quot;text-align: center;&quot;&gt;&lt;b&gt; 5th level – &lt;/b&gt;5 points&lt;/div&gt;&lt;h2 style=&quot;text-align: center;&quot;&gt;&lt;b&gt;&lt;span style=&quot;color: red;&quot;&gt;Join now&lt;/span&gt; -&amp;nbsp;&lt;a href=&quot;http://www.spinglo.com/i/gremjke&quot; target=&quot;_blank&quot;&gt;&lt;span style=&quot;color: #3366ff; text-decoration: underline;&quot;&gt;&lt;span style=&quot;text-decoration: underline;&quot;&gt;&lt;span style=&quot;color: #3366ff; text-decoration: underline;&quot;&gt;www.spinglo.com/i/gremjke&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/a&gt;&lt;/b&gt;&lt;/h2&gt;&lt;div style=&quot;text-align: left;&quot;&gt;&lt;/div&gt;&lt;/div&gt;&lt;div&gt;&lt;img alt=&quot;&quot; class=&quot;aligncenter&quot; height=&quot;68&quot; src=&quot;http://www.spinglo.com/img/spinglolife.png&quot; title=&quot;life&quot; width=&quot;250&quot; /&gt;&lt;/div&gt;&lt;div&gt;&lt;h3 style=&quot;text-align: left;&quot;&gt;&lt;span style=&quot;text-decoration: underline;&quot;&gt;Here you will find the world’s best shopping!&lt;/span&gt;&lt;/h3&gt;&lt;div style=&quot;text-align: left;&quot;&gt;&lt;b&gt;As the number of Spinglo friends  are growing Spinglo Life will be opened up! Spinglo Life is an exclusive  part of Spinglo where new exciting things will be offered to all  Spinglo friends. A unique combination of services, products and  experiences that will cover most situations in life.&lt;/b&gt;&lt;/div&gt;&lt;div style=&quot;text-align: left;&quot;&gt;Spinglo Life will offer everything you  could possibly dream of. And then some! And maybe some you didn’t long  for, but just had to have. As many other people who like to shop, you’ve  probably dreamed of this place, and now it will soon be a reality.&lt;/div&gt;&lt;div style=&quot;text-align: left;&quot;&gt;And as a huge member community, we can get things at a really great price!&lt;/div&gt;&lt;/div&gt;&lt;div style=&quot;text-align: center;&quot;&gt;&lt;img alt=&quot;&quot; class=&quot;aligncenter&quot; height=&quot;398&quot; src=&quot;http://www.spinglo.com/img/photos/spinglolife_objects.jpg&quot; title=&quot;awesome&quot; width=&quot;384&quot; /&gt;&lt;/div&gt;&lt;div style=&quot;text-align: center;&quot;&gt;&lt;img alt=&quot;&quot; class=&quot;aligncenter&quot; height=&quot;100&quot; src=&quot;http://www.spinglo.com/img/txt_awesomediscounts.gif&quot; title=&quot;discount&quot; width=&quot;261&quot; /&gt;&lt;/div&gt;&lt;div style=&quot;text-align: center;&quot;&gt;&lt;b&gt;You have &lt;/b&gt;&lt;b&gt;not&lt;/b&gt;&lt;b&gt;hing to lose!&lt;/b&gt;&lt;/div&gt;&lt;h2 style=&quot;text-align: center;&quot;&gt;&lt;b&gt; &lt;/b&gt;&lt;span style=&quot;color: red;&quot;&gt;&lt;b&gt;Join today&lt;/b&gt;&lt;/span&gt;&lt;/h2&gt;&lt;h2 style=&quot;text-align: center;&quot;&gt;&lt;span style=&quot;text-decoration: underline;&quot;&gt;&lt;span style=&quot;color: #3366ff;&quot;&gt;&lt;b&gt;&lt;a href=&quot;http://www.spinglo.com/i/gremjke&quot; target=&quot;_blank&quot;&gt; www.spinglo.com/i/gremjke&lt;/a&gt;&lt;/b&gt;&lt;/span&gt;&lt;/span&gt;&lt;/h2&gt;&lt;div style=&quot;text-align: center;&quot;&gt;&lt;span class=&quot;embed-youtube&quot; style=&quot;display: block; text-align: center;&quot;&gt;    &lt;/span&gt;&lt;/div&gt;&lt;/div&gt;&lt;pre&gt;&lt;a href=&quot;http://twitter.com/#%21/spingloinvites&quot; target=&quot;_blank&quot;&gt;&lt;/a&gt;
&lt;span style=&quot;text-decoration: underline;&quot;&gt;&lt;/span&gt;&lt;/pre&gt;&lt;div class=&quot;snap_nopreview sharing robots-nocontent&quot;&gt;&lt;br /&gt;
&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://grimjke.blogspot.com/feeds/1857244748803500630/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://grimjke.blogspot.com/2011/05/spinglo-about-spinglo-spinglo-is-worlds.html#comment-form' title='27 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8376810497557770070/posts/default/1857244748803500630'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8376810497557770070/posts/default/1857244748803500630'/><link rel='alternate' type='text/html' href='http://grimjke.blogspot.com/2011/05/spinglo-about-spinglo-spinglo-is-worlds.html' title=''/><author><name>GrimJke</name><uri>http://www.blogger.com/profile/17165237732221308645</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='33' height='26' src='//blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgoIOPSIcYGgSEF8GaINA5_1llnk9sJM-p-O-LeRq-lR0SVP_UYSJlKQ32__0ErzRnmiGpql__KnOBmIhhB3knWs2ZolLrRuvAXN4u_Ss9IaX7erZaCSilutcZCmZgr2yE/s220/x_03611e21.jpg'/></author><thr:total>27</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8376810497557770070.post-8458476106586421825</id><published>2011-05-01T19:12:00.000+03:00</published><updated>2011-05-01T19:12:45.256+03:00</updated><title type='text'></title><content type='html'>&lt;div dir=&quot;ltr&quot; style=&quot;text-align: left;&quot; trbidi=&quot;on&quot;&gt;        &lt;div class=&quot;span-24 last&quot;&gt; &lt;div class=&quot;content&quot;&gt;     &lt;div class=&quot;post-18 page type-page status-publish hentry&quot; id=&quot;post-18&quot;&gt;        &lt;h2&gt;&lt;span style=&quot;font-size: xx-small;&quot;&gt;&lt;span style=&quot;font-weight: normal;&quot;&gt;&lt;a href=&quot;http://www.spinglo.com/i/robym&quot; target=&quot;_blank&quot; title=&quot;Join Spinglo&quot;&gt;&lt;img alt=&quot;&quot; class=&quot;aligncenter&quot; height=&quot;205&quot; src=&quot;http://makeagif.com/media/3-30-2011/JY_MRn.gif&quot; title=&quot;Join Spinglo&quot; width=&quot;857&quot; /&gt;&lt;/a&gt;&lt;br /&gt;
&lt;/span&gt;&lt;/span&gt;&lt;/h2&gt;&lt;div&gt; &lt;img alt=&quot;&quot; class=&quot;aligncenter&quot; height=&quot;48&quot; src=&quot;http://www.spinglo.com/img/spinglologo.png&quot; title=&quot;spinglo&quot; width=&quot;134&quot; /&gt;&lt;br /&gt;
&lt;div id=&quot;subContentLeft&quot;&gt; &lt;h2 style=&quot;text-align: left;&quot;&gt;&lt;span style=&quot;text-decoration: underline;&quot;&gt;&lt;strong&gt;About Spinglo&lt;/strong&gt;&lt;/span&gt;&lt;/h2&gt;&lt;/div&gt;&lt;div id=&quot;subContentLeft&quot; style=&quot;text-align: left;&quot;&gt;Spinglo is&amp;nbsp;the world’s leading bonus plan to all social media, which captures all existing international networks.&lt;/div&gt;&lt;div style=&quot;text-align: left;&quot;&gt;Spinglo leverages of all your friends in your social networks.&lt;/div&gt;&lt;div style=&quot;text-align: left;&quot;&gt;And their friends, and their friends. If you use &lt;strong&gt;Facebook&lt;/strong&gt;, &lt;strong&gt;Twitter&lt;/strong&gt;, &lt;strong&gt;Skype&lt;/strong&gt;, &lt;strong&gt;YouTube&lt;/strong&gt;  or even all of them, you’re in the in a position to create a great  business. Spinglo dovetails into all of those social network solutions,  and will boost your internet presence. Spinglo’s unique platform offers  powerful tools and user generated content to help and boost members and  manage their private, social and business lives on internet.&lt;/div&gt;&lt;div style=&quot;text-align: left;&quot;&gt;Membership to Spinglo is by invitation only, which is part of what makes this network unique.&lt;/div&gt;&lt;h2 style=&quot;text-align: center;&quot;&gt;&lt;strong&gt;Be a winner – Every day!&lt;/strong&gt;&lt;/h2&gt;&lt;div style=&quot;text-align: center;&quot;&gt;&lt;img alt=&quot;&quot; class=&quot;aligncenter&quot; height=&quot;389&quot; src=&quot;http://www.upload.ee/image/1290786/spingloauhinnadSPECIAL_000000.png&quot; title=&quot;Prizes&quot; width=&quot;692&quot; /&gt;&lt;/div&gt;&lt;div style=&quot;text-align: center;&quot;&gt;&lt;strong&gt;Each and every day, all year around,&amp;nbsp;&lt;/strong&gt;&lt;strong&gt;Spinglo is giving away amazing prices!&lt;/strong&gt;&lt;/div&gt;&lt;div style=&quot;text-align: left;&quot;&gt;&lt;strong&gt;&lt;br /&gt;
&lt;/strong&gt;&lt;/div&gt;&lt;div style=&quot;text-align: center;&quot;&gt;&lt;span class=&quot;Apple-style-span&quot; style=&quot;font-size: 15px; font-weight: bold;&quot;&gt;Gather points – Invite friends&lt;/span&gt;&lt;/div&gt;&lt;div&gt; &lt;div style=&quot;text-align: center;&quot;&gt;The more people you motivate to join Spinglo, the more points you get, and&amp;nbsp;the greater chance you get to win amazing prizes!&lt;/div&gt;&lt;div style=&quot;text-align: center;&quot;&gt;For every friend that joins Spinglo you get&amp;nbsp;&lt;strong&gt;100 points!&lt;/strong&gt; And if that friend gets another friend, he/she gets 100 and you get 30!&lt;/div&gt;&lt;div style=&quot;text-align: center;&quot;&gt;&lt;strong&gt;This continues up to 5 levels&lt;/strong&gt;&lt;br /&gt;
&lt;strong&gt;according to this scheme:&lt;/strong&gt;&lt;/div&gt;&lt;div style=&quot;text-align: center;&quot;&gt;&lt;strong&gt;Your friend – &lt;/strong&gt;100 points&lt;/div&gt;&lt;div style=&quot;text-align: center;&quot;&gt;&lt;strong&gt; 2nd level – &lt;/strong&gt;30 points&lt;/div&gt;&lt;div style=&quot;text-align: center;&quot;&gt;&lt;strong&gt; 3th level – &lt;/strong&gt;20 points&lt;/div&gt;&lt;div style=&quot;text-align: center;&quot;&gt;&lt;strong&gt; 4th level – &lt;/strong&gt;10 points&lt;/div&gt;&lt;div style=&quot;text-align: center;&quot;&gt;&lt;strong&gt; 5th level – &lt;/strong&gt;5 points&lt;/div&gt;&lt;h2 style=&quot;text-align: center;&quot;&gt;&lt;strong&gt;&lt;span style=&quot;color: red;&quot;&gt;Join now&lt;/span&gt; -&amp;nbsp;&lt;a href=&quot;http://www.spinglo.com/i/grimjke&quot; target=&quot;_blank&quot;&gt;&lt;span style=&quot;color: #3366ff; text-decoration: underline;&quot;&gt;&lt;span style=&quot;text-decoration: underline;&quot;&gt;&lt;span style=&quot;color: #3366ff; text-decoration: underline;&quot;&gt;www.spinglo.com/i/grimjke&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/a&gt;&lt;/strong&gt;&lt;/h2&gt;&lt;div style=&quot;text-align: left;&quot;&gt; &lt;/div&gt;&lt;/div&gt;&lt;div&gt;&lt;img alt=&quot;&quot; class=&quot;aligncenter&quot; height=&quot;68&quot; src=&quot;http://www.spinglo.com/img/spinglolife.png&quot; title=&quot;life&quot; width=&quot;250&quot; /&gt;&lt;/div&gt;&lt;div&gt; &lt;h3 style=&quot;text-align: left;&quot;&gt;&lt;span style=&quot;text-decoration: underline;&quot;&gt;Here you will find the world’s best shopping!&lt;/span&gt;&lt;/h3&gt;&lt;div style=&quot;text-align: left;&quot;&gt;&lt;strong&gt;As the number of Spinglo friends  are growing Spinglo Life will be opened up! Spinglo Life is an exclusive  part of Spinglo where new exciting things will be offered to all  Spinglo friends. A unique combination of services, products and  experiences that will cover most situations in life.&lt;/strong&gt;&lt;/div&gt;&lt;div style=&quot;text-align: left;&quot;&gt;Spinglo Life will offer everything you  could possibly dream of. And then some! And maybe some you didn’t long  for, but just had to have. As many other people who like to shop, you’ve  probably dreamed of this place, and now it will soon be a reality.&lt;/div&gt;&lt;div style=&quot;text-align: left;&quot;&gt;And as a huge member community, we can get things at a really great price!&lt;/div&gt;&lt;/div&gt;&lt;div style=&quot;text-align: center;&quot;&gt;&lt;img alt=&quot;&quot; class=&quot;aligncenter&quot; height=&quot;398&quot; src=&quot;http://www.spinglo.com/img/photos/spinglolife_objects.jpg&quot; title=&quot;awesome&quot; width=&quot;384&quot; /&gt;&lt;/div&gt;&lt;div style=&quot;text-align: center;&quot;&gt;&lt;img alt=&quot;&quot; class=&quot;aligncenter&quot; height=&quot;100&quot; src=&quot;http://www.spinglo.com/img/txt_awesomediscounts.gif&quot; title=&quot;discount&quot; width=&quot;261&quot; /&gt;&lt;/div&gt;&lt;div style=&quot;text-align: center;&quot;&gt;&lt;strong&gt;You have &lt;/strong&gt;&lt;strong&gt;not&lt;/strong&gt;&lt;strong&gt;hing to lose!&lt;/strong&gt;&lt;/div&gt;&lt;h2 style=&quot;text-align: center;&quot;&gt;&lt;strong&gt; &lt;/strong&gt;&lt;span style=&quot;color: red;&quot;&gt;&lt;strong&gt;Join today&lt;/strong&gt;&lt;/span&gt;&lt;/h2&gt;&lt;h2 style=&quot;text-align: center;&quot;&gt;&lt;span style=&quot;text-decoration: underline;&quot;&gt;&lt;span style=&quot;color: #3366ff;&quot;&gt;&lt;strong&gt;&lt;a href=&quot;http://www.spinglo.com/i/grimjke&quot; target=&quot;_blank&quot;&gt; www.spinglo.com/i/grimjke&lt;/a&gt;&lt;/strong&gt;&lt;/span&gt;&lt;span style=&quot;color: #3366ff;&quot;&gt;&lt;strong&gt;&lt;a href=&quot;http://www.spinglo.com/i/robyn&quot; target=&quot;_blank&quot;&gt;&lt;span style=&quot;color: #3366ff; text-decoration: underline;&quot;&gt;&lt;/span&gt;&lt;/a&gt;&lt;/strong&gt;&lt;/span&gt;&lt;/span&gt;&lt;/h2&gt;&lt;div style=&quot;text-align: center;&quot;&gt;&lt;span class=&quot;embed-youtube&quot; style=&quot;display: block; text-align: center;&quot;&gt;    &lt;/span&gt;&lt;/div&gt;&lt;/div&gt;&lt;pre&gt;&lt;a href=&quot;http://twitter.com/#%21/spingloinvites&quot; target=&quot;_blank&quot;&gt;&lt;/a&gt;&lt;/pre&gt;&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://grimjke.blogspot.com/feeds/8458476106586421825/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://grimjke.blogspot.com/2011/05/about-spinglo-spinglo-is-worlds-leading.html#comment-form' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8376810497557770070/posts/default/8458476106586421825'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8376810497557770070/posts/default/8458476106586421825'/><link rel='alternate' type='text/html' href='http://grimjke.blogspot.com/2011/05/about-spinglo-spinglo-is-worlds-leading.html' title=''/><author><name>GrimJke</name><uri>http://www.blogger.com/profile/17165237732221308645</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='33' height='26' src='//blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgoIOPSIcYGgSEF8GaINA5_1llnk9sJM-p-O-LeRq-lR0SVP_UYSJlKQ32__0ErzRnmiGpql__KnOBmIhhB3knWs2ZolLrRuvAXN4u_Ss9IaX7erZaCSilutcZCmZgr2yE/s220/x_03611e21.jpg'/></author><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8376810497557770070.post-5773293227088962239</id><published>2011-04-21T00:10:00.002+03:00</published><updated>2011-04-21T00:10:46.589+03:00</updated><title type='text'>Portal 2</title><content type='html'>&lt;div dir=&quot;ltr&quot; style=&quot;text-align: left;&quot; trbidi=&quot;on&quot;&gt;I may be the dumbest genius ever. At least, that’s how I feel after  playing Portal 2’s fantastic single-player campaign. Many puzzles in the  last third of the eight to 10 hours (perhaps less, depending on how  clever you are) of its brain-bending puzzle “test chambers” had me  convinced at one point or another that they were completely unsolvable,  and that some bug or sadist game designer placed the exit just out of  reach. I’d let out exasperated sighs as every attempt met with a dead  end. I’d grimace in disapproval as I plummeted to my death for the tenth  time. I’d consider surrender.&lt;br /&gt;
Then, through either sudden revelation, divine inspiration, or total  accident, it would come to me: use the orange Propulsion Gel to reach  the energy bridge, then catapult across the chasm and shift my blue  portal to the inclined surface (in mid-air, mind you) to launch me up to  the ledge, grab the refraction cube and redirect the laser beam to wipe  out the turrets and activate the switch! It’s so simple, I can’t  believe I didn’t see it until now. One half of Portal 2’s brilliance is  making me kick myself for not thinking of the impossible; the other is  making me feel immensely satisfied with myself when I finally do, again  and again.&lt;br /&gt;
&lt;strong&gt;Note: while we’ve made every effort to avoid spoilers in this  review, you cannot review a game without discussing what it does well  and what it doesn’t. Be aware that reading any review is going to take  some of the surprise out of it.&lt;/strong&gt;&lt;br /&gt;
&lt;span id=&quot;more-51652&quot;&gt;&lt;/span&gt;&lt;br /&gt;
&lt;h2&gt;&lt;strong&gt;Test Subject: Dan-01&lt;/strong&gt;&lt;/h2&gt;&lt;a href=&quot;http://media.pcgamer.com/files/2011/04/portal-small-dan.jpg&quot;&gt;&lt;img alt=&quot;&quot; class=&quot;aligncenter size-medium wp-image-52439&quot; height=&quot;300&quot; src=&quot;http://media.pcgamer.com/files/2011/04/portal-small-dan-290x300.jpg&quot; title=&quot;portal-small-dan&quot; width=&quot;290&quot; /&gt;&lt;/a&gt;&lt;br /&gt;
That achievement is made possible by the wondrous Portal Gun, the  game’s sole piece of equipment. Unchanged from the first game (except  for some subtle but slick texture work and portals that can be seen  through walls, Left 4 Dead-style) the easy-to-use gun reliably casts one  orange portal and one blue portal against certain walls, allowing you  to magically, instantaneously pass from one to the other, regardless of  distance, obstacles, or line of sight, while preserving momentum. It’s  the ultimate non-weapon weapon, a sort of physics-based Judo-bazooka  that redirects the strengths of energy and objects in motion toward its  user’s goals—including the user herself. Wielding it makes me feel more  powerful—and smarter—than nearly any other gun in gaming.&lt;br /&gt;
&lt;div class=&quot;wp-caption aligncenter&quot; id=&quot;attachment_52441&quot; style=&quot;width: 600px;&quot;&gt;&lt;a href=&quot;http://media.pcgamer.com/files/2011/04/a_lasers-many.jpg&quot;&gt;&lt;img alt=&quot;&quot; class=&quot;size-thumbnail wp-image-52441&quot; height=&quot;368&quot; src=&quot;http://media.pcgamer.com/files/2011/04/a_lasers-many-590x368.jpg&quot; title=&quot;a_lasers many&quot; width=&quot;590&quot; /&gt;&lt;/a&gt;&lt;div class=&quot;wp-caption-text&quot;&gt;Lasers always travel in a straight line. Unless there’s a portal involved.&lt;/div&gt;&lt;/div&gt;The third half of Portal 2’s brilliance is its story. (Yes, third  half. If Valve can disregard the laws of physics in its game, I can  disregard the laws of math in my review.) Its chambers are cohabitated  by hilariously well-written and acted characters that exude personality,  despite none of them being technically people. All three major roles  rattle off absurd dark humor and petty insults at every turn. Evil robot  GLaDOS is in top politely murderous form right from the moment she  appears on screen (spoiler alert: she’s still alive!), but Portal’s  show-stealing monotone antagonist is challenged for the spotlight by  Wheatley, the bumbling, chattering robot who helps you escape.&lt;br /&gt;
Fantastically voiced by British actor Stephen Merchant (basically  playing the same mind-bogglingly stupid character from the Ricky Gervais  comedy Extras), Wheatley’s a doofus AI who makes you turn around while  he hacks doors (he can’t do it while you’re watching). Also in the mix  is actor JK Simmons, who lends his fittingly cantankerous voice to the  founder of Aperture, Cave Johnson, whose comically sociopathic approach  to science is second only to GLaDOS’.&lt;br /&gt;
Sure, I saw the plot twists coming, but still looked forward to  witnessing exactly how the characters would react. Through death,  resurrection, revenge, and reversal of fortune, their charm makes what  would otherwise be an empty and lifeless world feel boisterous and  alive—and more than makes up for the player character being a faceless  mute. &lt;br /&gt;
It does all this and more while recycling very few of Portal’s  greatest comedy hits—there’s nary a nod to dishonest cake, and the  beloved Weighted Companion Cube makes only a cameo appearance. And the  finale? Not challenging in the least, but a spectacular and extremely  clever finish to the story, with extra points for those who’ve paid  close attention to Mr. Johnson.&lt;br /&gt;
&lt;strong&gt;New dimensions&lt;/strong&gt;&lt;br /&gt;
Without changing the nature of the established and celebrated  gameplay, Portal 2’s gentle learning curve begins by reintroducing us to  its basic concepts, then keeps on introducing new inventions to use  with portals until around three quarters of the way through, and  chambers become complex jungles of hazardous obstacles. Lasers emitting  from walls combine with moveable Refractor Cubes to create the closest  thing Portal 2 has to an offensive weapon—an aimable laser—but more  often your job is to focus the beam on trigger switches through portals.  Infinitely useful Excursion Funnels (levitation beams) and Light  Bridges are more than just here-to-there movers—they can be applied to  block or push away turrets, halt a catapulting jump before it throws you  into oblivion, or help you climb a sheer wall.&lt;br /&gt;
I’m a little less wowed by the three flavors of viscous gel, which  flow with a hypnotic globular effect from spouts and coat the  environment in bouncy, speedy, or portal-receptive ooze. Unlike most of  Portal 2’s other devices, these have only a couple of uses at most, and  can be difficult to control. It’s a hassle when you’re trying to paint  an orange runway up to a blue bouncing patch that launches you through a  portal cast on a white patch, only to have an errant blob of blue  splash over everything. That’s not to say that it’s not great when your  work of physics-defying impressionistic art comes together, of course.&lt;br /&gt;
&lt;div class=&quot;wp-caption aligncenter&quot; id=&quot;attachment_52442&quot; style=&quot;width: 600px;&quot;&gt;&lt;a href=&quot;http://media.pcgamer.com/files/2011/04/a_float-atlas.jpg&quot;&gt;&lt;img alt=&quot;&quot; class=&quot;size-thumbnail wp-image-52442&quot; height=&quot;368&quot; src=&quot;http://media.pcgamer.com/files/2011/04/a_float-atlas-590x368.jpg&quot; title=&quot;a_float atlas&quot; width=&quot;590&quot; /&gt;&lt;/a&gt;&lt;div class=&quot;wp-caption-text&quot;&gt;Excursion Tunnels: one of several ways to fly.&lt;/div&gt;&lt;/div&gt;&lt;strong&gt;Behind the science&lt;/strong&gt;&lt;br /&gt;
Locations are amazingly varied, as they must be to support this  extended-length puzzle-athon without becoming monotonous. Aperture  Science has fallen into disrepair in the indeterminate length of time  between the greatly exaggerated “death” of its caretaker overlord and  now, and many of its once-spotless test chambers are now rusted, grimy,  and overgrown with vegetation. Maps shatter in front of our eyes as  Aperture collapses on itself, while GLaDOS’ hundreds of robot arms  gradually repair and rearrange the chambers piece by piece. All of this  scripted activity animates what would otherwise be still and  samey-looking rooms due to Portal’s lack of foes other than stationary  turrets.&lt;br /&gt;
The Aperture facility is far more vast than we could’ve imagined, and  the quest to escape leads through its industrial bowels, a cavernous  underground sewer-like area, and a long-forgotten retro 1960s version of  Aperture, among others. Some areas are so dramatically different that  even the basic button triggers and doors have unique looks to them, and  everything is impressively modeled and textured, right down to the  Easter-egg graffiti hidden throughout. Fine-brush touches extend to the  sound, too, such as the wind wooshing in your ears during long drops, or  tingly electric chimes that introduce themselves to the background  music when you’re speeding on Propulsion Gel. Between puzzles, Portal 2  is full of thrilling showcase moments, such as a mad-dash escape from an  angry intelligence that controls the very walls, followed by a  surprising take on the boss battle that, without a shot fired, made me  feel dangerously out-classed next to my adversary.&lt;br /&gt;
&lt;div class=&quot;wp-caption aligncenter&quot; id=&quot;attachment_52447&quot; style=&quot;width: 600px;&quot;&gt;&lt;a href=&quot;http://media.pcgamer.com/files/2011/04/a_blue-transit.jpg&quot;&gt;&lt;img alt=&quot;&quot; class=&quot;size-thumbnail wp-image-52447&quot; height=&quot;368&quot; src=&quot;http://media.pcgamer.com/files/2011/04/a_blue-transit-590x368.jpg&quot; title=&quot;a_blue transit&quot; width=&quot;590&quot; /&gt;&lt;/a&gt;&lt;div class=&quot;wp-caption-text&quot;&gt;What potato? I don’t see a potato.&lt;/div&gt;&lt;/div&gt;&lt;strong&gt;Size matters&lt;/strong&gt;&lt;br /&gt;
Right around that time is when the test chambers become increasingly  elaborate and intimidatingly huge—to a fault in some cases. These jumbo  puzzles are so immense that, even using the handy camera zoom function,  spotting the exit can take a few minutes of exploration. Setting out to  solve a puzzle when you don’t know what objective you’re working toward  is the wrong kind of challenge, and some will find it frustrating. Later  levels have multiple contiguous puzzles that can seem like they might  never end, and made me miss the pace of the early game where I’d get a  refreshing break between challenges.&lt;br /&gt;
I always solved them, though. Even though a couple stumped me in a  very serious way for up to a half hour, I couldn’t give up until I made  it to the other side. If you like a challenge, it’s impossible to put  this game aside until you’ve burned through all of it. &lt;br /&gt;
Portal 2’s story doesn’t end with the single-player campaign,  however. Read on as my co-op buddy Evan takes you through the entirely  separate and equally innovative and interesting multiplayer campaign.&lt;br /&gt;
&lt;h2&gt;&lt;strong&gt;Test Subject: Evan-02&lt;/strong&gt;&lt;/h2&gt;&lt;a href=&quot;http://media.pcgamer.com/files/2011/04/portal-small-ev.jpg&quot;&gt;&lt;img alt=&quot;&quot; class=&quot;aligncenter size-medium wp-image-52438&quot; height=&quot;300&quot; src=&quot;http://media.pcgamer.com/files/2011/04/portal-small-ev-290x300.jpg&quot; title=&quot;portal-small-ev&quot; width=&quot;290&quot; /&gt;&lt;/a&gt;&lt;br /&gt;
&lt;strong&gt;Two heads &amp;gt; one&lt;/strong&gt;&lt;br /&gt;
I played the first Portal cooperatively. I always had a backseat  driver—a roommate or a girlfriend—hovering over my chair, feeding  what-ifs on where to sling my colored ovals. In Portal 2, Valve has  officially supported that functionality, allowing you to share the  burden of crunching your spatial options with another human brain. With  the right sidekick, Portal 2 co-op is some of the most social gaming  you’ll have. The occasional headaches that you’d get when you’re stuck  alone are alleviated by communication and dimensional horseplay.&lt;br /&gt;
You and your partner play as P-body and Atlas, a Pixar-esque Laurel  and Hardy droid duo running the testing gauntlet at GLaDOS’s whims in a  separate, sillier story. They’re not big talkers, only managing a few  expressive squeaks and squeals of triumph and defeat, but their  animations are lively and a joy to watch, and they’ve got some amusing  celebratory co-op emotes. &lt;br /&gt;
Five different testing zones are accessible through a massive hub  room, for a total of more than 40 chambers (many of which are multi-part  puzzles). Next to the single-player tests these puzzles are doubly  complex, but co-op wastes no time babying you with tutorials—it ratchets  up the difficulty immediately. Just the second one had us scratching  our heads for several minutes trying to wrap our brains around the idea  of linking our two sets of portals to achieve even-more-impossible feats  that couldn’t be navigated alone.&lt;br /&gt;
&lt;div class=&quot;wp-caption aligncenter&quot; id=&quot;attachment_52446&quot; style=&quot;width: 600px;&quot;&gt;&lt;a href=&quot;http://media.pcgamer.com/files/2011/04/a_coop-refract.jpg&quot;&gt;&lt;img alt=&quot;&quot; class=&quot;size-thumbnail wp-image-52446&quot; height=&quot;368&quot; src=&quot;http://media.pcgamer.com/files/2011/04/a_coop-refract-590x368.jpg&quot; title=&quot;a_coop refract&quot; width=&quot;590&quot; /&gt;&lt;/a&gt;&lt;div class=&quot;wp-caption-text&quot;&gt;Can your crumby old Weighted Companion Cube do this?&lt;/div&gt;&lt;/div&gt;A handful of puzzles are wonderfully distinct from what you do in  single-player: in one, I guided Dan through a contained rat maze of  spiked walls that resembled GLaDOS’ grisly version of a Pachinko  machine, carefully hopping on and off a pressure pad to reverse the  direction of an Excursion Funnel to float him forward, juggling him back  and forth to avoid death by giant stompy pile-driver while he cast new  portals to change the path of the beam. Several times, Dan created a  ceiling-and-floor loop that I’d fall through infinitely, until he  re-cast one portal to launch me toward an objective at terminal  velocity. Other rooms prompt careful timing: after many minutes  pondering one, it finally dawned on Dan that we had to fling ourselves  from opposite-facing portals and collide our bots in mid-air in order to  safely land on a platform below. Gameplay-driven robot chest-bumps:  Portal 2 has them.&lt;br /&gt;
&lt;strong&gt;On three&lt;/strong&gt;&lt;br /&gt;
For the timing puzzles, there’s an awesomely simple, non-verbal tool  for syncing with your partner: holding the F key initiates a  three-second countdown timer visible to both players. Two other tools  tremendously supplement your (totally necessary) voice communication:  marking, which lets you tag any spot or gizmo in the environment with a  temporary pointer that’s highlighted on your teammate’s screen, and a  seamless picture-in-picture toggle that shows you exactly what your  buddy sees in the corner of your screen. Both are effortless to use and  completely unimposing to the UI and gameplay, and between the two of  them there’s no confusion which acid pool he wants you to help him leap  over.&lt;br /&gt;
I love the way that trust manifests as a gameplay mechanic, and the  instant, painless respawning leaves room for antics: every few stages,  I’d grief Dan a little bit by keeping him trapped in a levitation beam,  moving a portal to remove the Light Bridge from under his feet, or  overwriting his portal with mine at the last moment to steal a launch  we’d set up.&lt;br /&gt;
These intangibles arise from the complex fun of moving and solving  with another person, the most gratifying of which is having a gaming  context where you can demonstrate your spark of awareness, creativity,  or problem-solving knack. There’s a wonderful reflex when this is about  to happen—your eyes widen, a corner of your mouth rises. You’re the only  one in the class that knows the answer, and you are about to enlighten  your teammate. It almost always starts with, “I have an idea.” &lt;br /&gt;
&lt;div class=&quot;wp-caption aligncenter&quot; id=&quot;attachment_52444&quot; style=&quot;width: 600px;&quot;&gt;&lt;a href=&quot;http://media.pcgamer.com/files/2011/04/a_handoff.jpg&quot;&gt;&lt;img alt=&quot;&quot; class=&quot;size-thumbnail wp-image-52444&quot; height=&quot;368&quot; src=&quot;http://media.pcgamer.com/files/2011/04/a_handoff-590x368.jpg&quot; title=&quot;a_handoff&quot; width=&quot;590&quot; /&gt;&lt;/a&gt;&lt;div class=&quot;wp-caption-text&quot;&gt;The simplest of co-op collaborations: passing a ball.&lt;/div&gt;&lt;/div&gt;&lt;strong&gt;Eureka!&lt;/strong&gt;&lt;br /&gt;
There’s also a fair amount of making fools of yourselves. In one of  our prouder moments as a team, Dan and I spent 10 minutes trying to  outsmart an Excursion Funnel/Faith Plate combo. We were so busy  activating switches and scouting the room for new options that it was  some time before I realized that we’d forgotten the most basic part of  Portal science: you can walk through the portals, not just send things  through them. &lt;br /&gt;
From beginning to end, the co-op puzzles are excellent but brief. Dan  and I zipped through all 40 in around four hours, which means you’ll be  able to finish both the single-player and co-op modes in a long  weekend—partly because you won’t want to stop playing. It’s a minor  shame that Valve didn’t use co-op as an opportunity for a handful of  optional, brutal obstacle courses like Portal’s challenge chambers—some  of those take a weekend to work out.&lt;br /&gt;
&lt;strong&gt;Glad we came&lt;/strong&gt;&lt;br /&gt;
It makes us both a little sad that, having played through once, we  can never look at these puzzles—in either single-player or co-op—with  those same bewildered eyes again (barring, as Aperture would call it, “a  very minor case of serious brain damage”). The included developer  commentary, and of course an encore performance from the cast, would be  the only things that might make us start playing again after Jonathan  Coulton’s new song, “Glad You’re Gone” (which is good, but “Still Alive”  is a really tough act to follow) rolls with the credits. &lt;br /&gt;
For that reason, our strongest words of caution are to choose your  co-op partner carefully. You only really get one shot at these  puzzles—don’t waste them with someone who’s already been through, as  that would spoil the many surprises and the victory of discovering them  for yourself.&lt;br /&gt;
We’ll definitely remember all of Portal 2 fondly, though, and as one  of the best-written and finely polished gaming experiences in recent  memory.&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://grimjke.blogspot.com/feeds/5773293227088962239/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://grimjke.blogspot.com/2011/04/portal-2.html#comment-form' title='31 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8376810497557770070/posts/default/5773293227088962239'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8376810497557770070/posts/default/5773293227088962239'/><link rel='alternate' type='text/html' href='http://grimjke.blogspot.com/2011/04/portal-2.html' title='Portal 2'/><author><name>GrimJke</name><uri>http://www.blogger.com/profile/17165237732221308645</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='33' height='26' src='//blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgoIOPSIcYGgSEF8GaINA5_1llnk9sJM-p-O-LeRq-lR0SVP_UYSJlKQ32__0ErzRnmiGpql__KnOBmIhhB3knWs2ZolLrRuvAXN4u_Ss9IaX7erZaCSilutcZCmZgr2yE/s220/x_03611e21.jpg'/></author><thr:total>31</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8376810497557770070.post-7954414623423349466</id><published>2011-04-11T10:09:00.000+03:00</published><updated>2011-04-11T10:09:09.036+03:00</updated><title type='text'>Dead Island preview</title><content type='html'>&lt;div dir=&quot;ltr&quot; style=&quot;text-align: left;&quot; trbidi=&quot;on&quot;&gt;There are a lot of things you expect to find down a dirt track in  Poland. Bears, a vodka factory, an actual zombie. But not the home of  the most exciting undead happening since Danny Boyle made them run in 28  Days Later. Techland, best known for cowboy series Call of Juarez, have  taken the best bits of zombie killing and mashed them all together into  one open world adventure. Oh, and you’ll want to pack the factor 50,  because it all takes place on the sunny island of Banoi in Papua New  Guinea.&lt;span id=&quot;more-45590&quot;&gt;&lt;/span&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;div class=&quot;wp-caption aligncenter&quot; id=&quot;attachment_45606&quot; style=&quot;width: 600px;&quot;&gt;&lt;a href=&quot;http://media.pcgamer.com/files/2011/03/Dead-Island-14.jpg&quot;&gt;&lt;img alt=&quot;&quot; class=&quot;size-thumbnail wp-image-45606&quot; height=&quot;368&quot; src=&quot;http://media.pcgamer.com/files/2011/03/Dead-Island-14-590x368.jpg&quot; title=&quot;Dead Island 14&quot; width=&quot;590&quot; /&gt;&lt;/a&gt;&lt;div class=&quot;wp-caption-text&quot;&gt;The Ram goes on the rampage.&lt;/div&gt;&lt;/div&gt;You’ve seen the trailer, the little girl, the biting, the falling out  of a really high window in backwards slow motion. This is all about  being a bemused holidaymaker suddenly caught in the middle of the zombie  apocalypse and scrambling to survive. One minute it’s Bermuda shorts  and cocktails with umbrellas in, the next it’s bashing in the head of a  walking corpse with a plank. You get to play as one of four characters,  each with their own special skill set and weaknesses, such as speed or  strength or ability with sharp things. I mainly got to see Sam B in  action, an ex-hip hop star with a gnarly top hat and a passion for melee  weapons. The other characters include Mohican-sporting Logan, an air  hostess with quick moves and a glamazon bodyguard. Each is somehow  immune to the infection, although, obviously, not immune to being eaten  alive. Whichever you choose, there’s an RPG-lite system for levelling up  that should enable you to tailor your character to your own violent  needs.&lt;br /&gt;
Four main characters? Obviously that means four player, drop in, drop  out co-op for Left 4 Dead-style japes among the bloody surfboards. Not  that this was always the plan; the game was originally conceived years  ago, before co-op was fashionable, leaving the team to integrate the  idea at a later stage.&lt;br /&gt;
“It’s a deadly combination,” says Techland’s Blazej Krakowiak  “because first we’ve done an open game, which in itself is a huge  challenge to balance and predict, and then you’re screwed because you  have four live players trying to mess things up.”&lt;br /&gt;
&lt;div class=&quot;wp-caption aligncenter&quot; id=&quot;attachment_45601&quot; style=&quot;width: 600px;&quot;&gt;&lt;a href=&quot;http://media.pcgamer.com/files/2011/03/Dead-Island-9.jpg&quot;&gt;&lt;img alt=&quot;&quot; class=&quot;size-thumbnail wp-image-45601&quot; height=&quot;331&quot; src=&quot;http://media.pcgamer.com/files/2011/03/Dead-Island-9-590x331.jpg&quot; title=&quot;Dead Island 9&quot; width=&quot;590&quot; /&gt;&lt;/a&gt;&lt;div class=&quot;wp-caption-text&quot;&gt;The fashion police slayed anyone in Bermuda shorts.&lt;/div&gt;&lt;/div&gt;It’s certainly tricky. Compared to something like Left 4 Dead’s  enclosed warehouses and fenced-in farms, the island of Banoi is massive,  replete with story missions and side quests but Borderlands has shown  this can work. I saw some very early missions, including going to search  for a lifeguard and protecting someone from a zombie attack, but later  objectives will help you discover what’s happened on the island, and  open up new areas. Outside the hotel resort you start in, there’s jungle  and even a town to explore, where you’ll have to face not just zombie  enemies, but human ones too, such as looters or a gang who’ve taken up  residence in the police station. Techland say they’re concentrating on  the moments just after the outbreak, so people are still expecting the  military to come and fix everything, there’s still some semblance of law  and order and, importantly, money still has value. Expect the chance to  buy new weapons or equipment as you explore.&lt;br /&gt;
Given that this is a holiday island rather than a war zone, finding  weaponry is going to be a problem. It’s not as if there are racks of  AK47s lined up next to the souvenir postcards and delightful shell  collectibles. You might find the odd gun lying around, but even then,  ammo is equally scarce, so you’ll need to get a little Blue Peter on  what’s available to maximise the smash and smoosh. Planks, boats oars,  baseball bats and machetes are all useful in their own right, but they  degrade, and to really do damage you’ll want to take them to a workbench  and add your own special features. It’s not just about duct-taping a  chainsaw to a surfboard, but more like the World of Warcraft enchanting  system, as with applying an electrical charge to hammers or blades.&lt;br /&gt;
I saw the shock machete in action – it can remove limbs and provides  an entertaining light show. Krakowiak adds: “Some of them are more  basic, like nails; others are more complex like the shock weapon, and  there’s everything in-between. So it’s not about Dead Rising, putting  some wacky things together and trying dozens of combinations. It’s about  making the weapons more effective.”&lt;br /&gt;
The team certainly seems sensitive to comparisons with Capcom’s  comedy zombie caper. “It’s like comparing Dead Rising to Left 4 Dead. It  doesn’t make much sense and we are a different game altogether,”  Krakowiak argues. “Dead Island is more about the characters you play and  the story, and how it unfolds. Dead Rising, for me, is a toy box.”&lt;br /&gt;
&lt;div class=&quot;wp-caption aligncenter&quot; id=&quot;attachment_45603&quot; style=&quot;width: 600px;&quot;&gt;&lt;a href=&quot;http://media.pcgamer.com/files/2011/03/Dead-Island-111.jpg&quot;&gt;&lt;img alt=&quot;&quot; class=&quot;size-thumbnail wp-image-45603&quot; height=&quot;342&quot; src=&quot;http://media.pcgamer.com/files/2011/03/Dead-Island-111-590x342.jpg&quot; title=&quot;Dead Island 11&quot; width=&quot;590&quot; /&gt;&lt;/a&gt;&lt;div class=&quot;wp-caption-text&quot;&gt;Think tattoos make you tough? Think again.&lt;/div&gt;&lt;/div&gt;There certainly seems to be a more serious mood to the whole thing  and not just because of all the gore. “We’re trying to do something  mature – it’s not about funny Dead Rising stuff. It’s not like there’s a  crazy doctor with crazy experiments,” adds Adrian Ciszewski, a producer  so committed he broke his leg showing an actor how to do a proper  zombie fall during motion capture.&lt;br /&gt;
One of the major differences is the innovation that’s gone into the  enemy design. Your basic cannon fodder zombie is a pretty standard  walking corpse. The only difference is that they’re zombies dressed in  bikinis and speedos, which just looks… wrong. They level up as you do  and appear in small groups rather than unmanageable hordes. Sometimes  they’ll even come in handy, like when you’re facing human opponents and  you need a big fleshy distraction to allow you to slip past.&lt;br /&gt;
These basic zombies look disturbing, but they’re nothing compared to  some of the trickier, and massively ickier, shufflers you’ll face later  on. There’s The Ram, wrapped in a straightjacket with a Hannibal Lecter  style mask. He’s an unstoppable tank who’ll charge you like a furious  rhino, and the only way to take him down is to hit the weak point on his  back. There’s the Drowner, a zombie who’s spent too long in the pool,  and is swollen with water, with skin stretched so tight you can see his  organs beneath.&lt;br /&gt;
Clean freaks will want to stay away from The Suicider, riddled with  pulsating, infected boils, begging you to help him. Get too close and  it’ll get real messy real quick, because he’ll explode in a shower of  pus. The most nightmarish of the lot is The Butcher, who sports redneck  dungarees, a deformed face and exposed forearm bones he uses to stab and  slice at his prey. To be fair, you’d probably be in a murderous rage  too; those arm stumps must make enjoying a tube of Pringles really  tricky.&lt;br /&gt;
&lt;div class=&quot;wp-caption aligncenter&quot; id=&quot;attachment_45604&quot; style=&quot;width: 600px;&quot;&gt;&lt;a href=&quot;http://media.pcgamer.com/files/2011/03/Dead-Island-12.jpg&quot;&gt;&lt;img alt=&quot;&quot; class=&quot;size-thumbnail wp-image-45604&quot; height=&quot;364&quot; src=&quot;http://media.pcgamer.com/files/2011/03/Dead-Island-12-590x364.jpg&quot; title=&quot;Dead Island 12&quot; width=&quot;590&quot; /&gt;&lt;/a&gt;&lt;div class=&quot;wp-caption-text&quot;&gt;It&#39;s so pretty. Let&#39;s move to Dead Island for good.&lt;/div&gt;&lt;/div&gt;Talking to the team, it’s no surprise that the zombie designs are so  spot on. They list everything from Romero to Walking Dead to 28 Days  Later as massive influences and have strong ideas about why zombie  slaying is such an enduring joy to your average gamer.&lt;br /&gt;
“Zombies on one hand are relateable. They’re partially human, not  like aliens or killer plants,” says Krakowiak. “I won’t get into how  they represent the mundane lives of office workers or something. That’s a  topic for a conversation after a huge amount of alcohol. In general  they are human enemies, but on the other hand you can kill them without  any remorse whatsoever.” Sadly, Techland did have to turn down a fan  suggestion about a giant killer octopus that players could use to trap  and eat zombies. Something for the DLC perhaps?&lt;br /&gt;
Until we’ve seen the real mechanics of the game – the four player  co-op especially – it’s hard to know if Dead Island can live up to the  promise. What I do know is that what I’ve seen is exciting and packed  with grisly promise, which isn’t bad for a game originally revealed in  2007, and forgotten about since. Whatever else it’s going to need to  succeed, there’s zombie-loving passion aplenty. “We’re not trying to  recreate a certain kind of movie genre like voodoo zombies” says  Krakowiak. “We are following our own way, but of course remembering the  zombie legacy that’s out there and that we love.”&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://grimjke.blogspot.com/feeds/7954414623423349466/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://grimjke.blogspot.com/2011/04/dead-island-preview.html#comment-form' title='47 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8376810497557770070/posts/default/7954414623423349466'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8376810497557770070/posts/default/7954414623423349466'/><link rel='alternate' type='text/html' href='http://grimjke.blogspot.com/2011/04/dead-island-preview.html' title='Dead Island preview'/><author><name>GrimJke</name><uri>http://www.blogger.com/profile/17165237732221308645</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='33' height='26' src='//blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgoIOPSIcYGgSEF8GaINA5_1llnk9sJM-p-O-LeRq-lR0SVP_UYSJlKQ32__0ErzRnmiGpql__KnOBmIhhB3knWs2ZolLrRuvAXN4u_Ss9IaX7erZaCSilutcZCmZgr2yE/s220/x_03611e21.jpg'/></author><thr:total>47</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8376810497557770070.post-5188527132865946398</id><published>2011-04-02T18:01:00.000+03:00</published><updated>2011-04-02T18:01:59.943+03:00</updated><title type='text'>LEGO Star Wars III: The Clone Wars</title><content type='html'>&lt;div dir=&quot;ltr&quot; style=&quot;text-align: left;&quot; trbidi=&quot;on&quot;&gt; Lego Star Wars III: The Clone Wars encapsulates the far-reaching breadth  of war. Space assaults pit plucky fighter crafts against monstrous  battle cruisers; on land, a battalion of rocket-wielding clones take on a  six-legged tank; and the entire affair is tied together with a sweeping  story that includes dozens of characters from across the universe. This  game is absolutely bursting with content, and the variety and scope of  battles separates it from its much more restrictive forebearers. But all  is not well in this far-away galaxy. Obtuse puzzles and directionless  objectives force you to frequently stop your lightsaber-swinging fun to  figure out what the heck you have to do next, and an assortment of  control quirks have you fighting the game as often as you&#39;re fighting  the empire. These problems pervade every inch of this epic adventure,  overshadowing improvements in other areas. The Clone Wars contains the  lighthearted fun the series is known for, but frustration bubbles just  below the surface in this uneven sequel. &lt;br /&gt;
6306654Evil cannons, the bane of Jedi.None &lt;br /&gt;
The theatrical releases of Star Wars have been tapped dry at this point,  so The Clone Wars draws its inspiration from television&#39;s well. The  animated series hasn&#39;t ingrained itself into the popular culture quite  like the beloved movies, however, which means there&#39;s a chance you may  not be familiar with the plight of Commander Cody and Wag Too. It&#39;s easy  enough to understand the gist of this mostly silent story, but a lot of  the more esoteric references will be lost on casual fans of the  franchise. Although this tale may go over your head at times, your eyes  will be captivated nonetheless by the impressive visuals. In a marked  step up from previous games in the series, Lego Star Wars III has a  unique style all its own that meshes realistic environments with Lego  characters and ships. Foliage-dense planets teeming with miniature  droids are a sight to behold, and a variety beautiful vistas ensure  there&#39;s always another piece to this delectable puzzle. The nod toward  realism does remove some of the Lego personality that defined the other  games in the series, but it&#39;s ultimately a worthy trade-off for the  eye-catching landscapes throughout this adventure. &lt;br /&gt;
There are 18 distinct missions across 13 planets in The Clone Wars, and  it can take more than 20 hours to reach the ending credits. Roughly half  of the game should be familiar to series veterans. You stroll through  tanker ships, desert towns, and all manner of alien environs solving  puzzles and cutting down foes with your crew of merry do-gooders. Each  character class has its own set of powers--for instance, Jedi can move  items with the Force, droids can open locked doors, and clones can  grapple up ledges--and you need to switch between them on the fly to  solve puzzles and take down enemies. Whacking the environment to get  studs is as addictive as ever, and there&#39;s a good mix between puzzle  solving and combat to ensure you don&#39;t get bored. It&#39;s a fun, though  somewhat predictable, jaunt, but a number of small problems continually  interfere with your enjoyment. &lt;br /&gt;
&lt;br /&gt;
&lt;div class=&quot;embscreen_large&quot;&gt;&lt;span class=&quot;screens_6306709.html?page=1&quot;&gt;&lt;img alt=&quot;LEGO Star Wars III: The Clone Warsscreenshot&quot; class=&quot;thumb&quot; src=&quot;http://img.gamespot.com/gamespot/images/2011/089/reviews/988769_20110331_embed001.jpg&quot; /&gt;&lt;/span&gt;&lt;br /&gt;
&lt;span class=&quot;screens_6306709.html?page=1&quot;&gt;One Jedi and a speeder versus an army of robots. Hardly seems fair.&lt;/span&gt;&lt;/div&gt;The most pressing issue is a lack of clear objectives. The Clone Wars  does a poor job of pointing you in the right direction, and lousy visual  feedback further hampers your chance for success. For instance, a door  may flash red when you shoot it with your blaster, which means the door  is destructible, but you have to guess how to blow it up. You may need  to keep shooting it with your current character or switch to someone  else with a different power, and there&#39;s a chance no one in your party  can destroy it. Basic explanations of how your actions are affecting the  environment are absent in The Clone Wars, and this leads to lost hours  while you dumbly explore every option and hope you happen upon a  solution. Fundamental problems don&#39;t stop there. Using the Force to move  objects will give you new appreciation for Luke&#39;s struggles on Dagobah.  Telepathically maneuvering items is incredibly sloppy, yet the game  demands that you be ultraprecise at times. Switching between characters  requires you to be standing very close together, which is a serious  inconvenience when your party is split up. Respawning enemies are a  tiresome annoyance that makes it difficult to focus on the puzzles  blocking your path. And targeting is a complete mess. You&#39;re just as  likely to select an ally as you are the intended object in the  background, and this ineptitude turns even breezy diversions into  painstaking affairs. &lt;br /&gt;
The Clone Wars doesn&#39;t confine itself to the narrow corridors of  previous games in the series. There are large-scale battles as well, and  these offer a vastly different experience. In a nod toward real-time  strategy games, during some missions, you need to build up your base to  overthrow the invading forces. A dozen or so small camps dot the  landscape, and you control each area by clearing out your enemies. Once  you&#39;ve taken over, you build cannons, barracks, shields, and other  tactical tools in an attempt to make your army strong enough to declare  victory. It&#39;s a neat concept that doesn&#39;t quite capitalize on its  promise. First of all, the levels are so large that it takes forever to  jet from one place to another. There are vehicles to speed up the  locomotion, but this doesn&#39;t help matters. You spend more time  schlepping from one place to another than planning assaults, and this  leads to tiring monotony. Second, arbitrary camera restrictions limit  your power. You need cannons to destroy some of your enemy&#39;s structures.  Once these big weapons are erected, you hop inside and point where you  want to fire. But oftentimes the camera inexplicably snaps back after  you&#39;ve locked on, and the constant pull and tug with your view makes it  unnecessarily difficult to launch an offensive volley. &lt;br /&gt;
&lt;br /&gt;
&lt;div class=&quot;embscreen_large&quot;&gt;&lt;span class=&quot;screens_6306709.html?page=2&quot;&gt;&lt;img alt=&quot;LEGO Star Wars III: The Clone Warsscreenshot&quot; class=&quot;thumb&quot; src=&quot;http://img.gamespot.com/gamespot/images/2011/089/reviews/988769_20110331_embed002.jpg&quot; /&gt;&lt;/span&gt;&lt;br /&gt;
&lt;span class=&quot;screens_6306709.html?page=2&quot;&gt;Even bounty hunters like ice cream.&lt;/span&gt;&lt;/div&gt;The final part of the Clone Wars experience is the space battles. These  are some of the most exhilarating sequences in the game. Lasers flood  the screen, enemy ships scream in from all sides, and explosions dot the  black sky with red flames. The uplifting score and bombastic sound  effects add to the chaos, creating a volatile atmosphere that captures  the galactic rush from the movies. But just like every other aspect of  this disappointing game, the potential is limited by a number of  festering problems. The controls are the biggest culprit here. Movement  is jerky and unintuitive, so you&#39;re frequently turning in the wrong  direction or performing a barrel roll when you just wanted to cruise  around like the Jedi stud that you are. And though the vast expanse of  space is spread out all around you, you&#39;re restricted to moving on a 2D  plane (you can&#39;t fly higher or lower). It feels stifling to move in such  a limited space, and the hokey method of exploring other sections  diminishes the immersion. You have to latch on to what looks like a  satellite tow service to shoot to another plane, and having to  artificially travel to higher parts of space makes you feel like a Jedi  baby who still has his training saber. &lt;br /&gt;
Cooperative play elevates every part of this adventure to a higher  level. The pacing and control issues aren&#39;t nearly as damaging with a  friend by your side, and two brains can figure out the obtuse puzzles  more quickly than one. If you&#39;re feeling feisty, you can challenge your  friend in head-to-head matches in the RTS mode, and that provides mild  entertainment for a little while. Unfortunately, there&#39;s no online  option, so another good idea is tempered by subpar execution. And that  is the theme that carries through every aspect of The Clone Wars. This  game is a noteworthy leap in a number of key areas, especially visuals  and gameplay diversity, but these positive steps are hindered by archaic  design choices and a lack of fine-tuning. The Clone Wars proves that  you need more than ambition to shine. &lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://grimjke.blogspot.com/feeds/5188527132865946398/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://grimjke.blogspot.com/2011/04/lego-star-wars-iii-clone-wars.html#comment-form' title='60 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8376810497557770070/posts/default/5188527132865946398'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8376810497557770070/posts/default/5188527132865946398'/><link rel='alternate' type='text/html' href='http://grimjke.blogspot.com/2011/04/lego-star-wars-iii-clone-wars.html' title='LEGO Star Wars III: The Clone Wars'/><author><name>GrimJke</name><uri>http://www.blogger.com/profile/17165237732221308645</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='33' height='26' src='//blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgoIOPSIcYGgSEF8GaINA5_1llnk9sJM-p-O-LeRq-lR0SVP_UYSJlKQ32__0ErzRnmiGpql__KnOBmIhhB3knWs2ZolLrRuvAXN4u_Ss9IaX7erZaCSilutcZCmZgr2yE/s220/x_03611e21.jpg'/></author><thr:total>60</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8376810497557770070.post-6024749662624017807</id><published>2011-03-22T22:27:00.000+02:00</published><updated>2011-03-22T22:27:24.515+02:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="Rift"/><title type='text'>Rift Review</title><content type='html'>&lt;div dir=&quot;ltr&quot; style=&quot;text-align: left;&quot; trbidi=&quot;on&quot;&gt;&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;imgblock2&quot; style=&quot;border: 0px none;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td align=&quot;center&quot; height=&quot;180px&quot; style=&quot;text-align: center;&quot; valign=&quot;top&quot; width=&quot;100%&quot;&gt;&lt;span class=&quot;highlighted&quot;&gt;&lt;/span&gt; A lot of the details of the game can be found in the &lt;span class=&quot;highlighted&quot;&gt;pre-review&lt;/span&gt;  we did when we first started, so this is more of a narrative as to how  the game plays out - to which I say it plays out very good. One of the  key aspects of an MMO, we feel, is pacing.&lt;em&gt; RIFT&lt;/em&gt;’s pace is  exceptional throughout the first 15 levels or so. The starting areas are  well craft and unique, expertly introducing you to the basic elements  of the game as well as establishing the world and why you’re in it.  What’s especially good here is that each of the two factions - the  Guardians and the Defiant, have different justifications for the players  presence in the world. The Defiants send you back in time in order to  try and stop the cataclysm that’s about to consume them, and the  Guardian players are resurrected heroes from an earlier battle against  Regulos, who want also want to try and save the world from a future  they’ve seen.&lt;a href=&quot;http://static.strategyinformer.com/r/article_images/original/1046.jpg&quot; target=&quot;_blank&quot;&gt;&lt;img alt=&quot;&quot; border=&quot;0&quot; height=&quot;180&quot; src=&quot;http://static.strategyinformer.com/r/article_images/thumb/1046.png&quot; width=&quot;478&quot; /&gt;&lt;/a&gt;&lt;/td&gt; &lt;/tr&gt;
&lt;tr&gt; &lt;td class=&quot;label&quot; width=&quot;100%&quot;&gt;You don&#39;t have to go seal a Rift, but there are consequences for leaving them...&lt;/td&gt; &lt;/tr&gt;
&lt;/tbody&gt; &lt;/table&gt;As you come out of these starting areas and into the main world, you’re  quickly ushered from one area to the next, never lingering too long in  one place. Couple of quests, some exploring, moving on, rinse and  repeat. What few gameplay elements you haven’t had a chance to  experience yet, you’re quickly introduce too, and before you know it  you’ve carved your way from one side of the map to the other, you’re   level 15, and you’re finally  approaching the steps of your faction’s  central hub. Things get a bit unstable for a level or too as you’re hit  with several new types of quests, some which require you to go back on  yourself, but there is a very natural A to B flow that’s rather nice to  follow. &lt;br /&gt;
&lt;br /&gt;
The soul-system adds a refreshing degree of diversity  and customization to combat, although combat itself is nothing special  and can even a little try at still. Still, the ability to instantly  re-spec and change the entire dynamic of your character at little cost  really saves the day here. The only criticism we can level against it  could be more guidance as to the individual souls themselves, and how  they&#39;re used, but MMO veterans shouldn&#39;t have any problem trying out  different combinations.&lt;br /&gt;
&lt;br /&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;imgblock2&quot; style=&quot;border: 0px none;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt; &lt;td align=&quot;center&quot; height=&quot;180px&quot; style=&quot;text-align: center;&quot; valign=&quot;top&quot; width=&quot;100%&quot;&gt;&lt;a href=&quot;http://static.strategyinformer.com/r/article_images/original/1129.jpg&quot; target=&quot;_blank&quot;&gt;&lt;img alt=&quot;&quot; border=&quot;0&quot; height=&quot;180&quot; src=&quot;http://static.strategyinformer.com/r/article_images/thumb/1129.png&quot; width=&quot;478&quot; /&gt;&lt;/a&gt;&lt;/td&gt; &lt;/tr&gt;
&lt;tr&gt; &lt;td class=&quot;label&quot; width=&quot;100%&quot;&gt;It might not be&lt;em&gt; Aion&lt;/em&gt;&#39;s level of pretty, but it&#39;s still good&lt;/td&gt; &lt;/tr&gt;
&lt;/tbody&gt; &lt;/table&gt;It’s really the Rifts themselves that does this game justice however. We  touched on these in the preview, but it’s not until you get into the  world of Telara and experience them for yourselves to realise how well  they complement the core MMO gameplay. You could be plodding along on  your way to your next quest location, when suddenly the sky rips open  and zombies are trying to eat your face. You band together with  whoever’s about and you defeat this incursion, getting ample rewards for  your effort. But these are more than just a casual thing - with  potential Rifts opening up anywhere within a given zone, you could  literally just spend a session ‘Rift-hunting’. Sure, the reward in terms  of XP is little better than grinding, but since there’s a purpose, it’s  not really noticeable. &lt;br /&gt;
&lt;br /&gt;
Things can escalate as well, from  Rift’s, there are mob invasions which can set up footholds - even by  taking over a quest hub which you’ll need to take back. Full scale  invasions, with multiple rifts and dozens of mob groups happen several  times a day, which take REAL coordination in order to hold back. Trion’s  casual approach to grouping as well comes in to play quite nicely here.  Whilst there’s the standard guild mechanic, and of course you can just  party up with friends - if you’re billy no-mates like me, but need help  sealing a rift, the ‘public grouping’ system allows you to causal band  together, share the rewards, and then simply drop out again and be on  your way. Think of it like a one-night stand, just with even less  talking. &lt;br /&gt;
&lt;br /&gt;
As we’ve mentioned before, there’s a whole host of  different things that you can get to grips with here, but we’re not just  talking about Quests, RIFTS, or even standard things like PvP and  crafting. Collectibles form a surprisingly significant part of the game,  and actually provide an incentive to explore all the nooks and crannies  that, in other MMO’s are really just there for show. There are  countless artefact ‘sets’ that you can find items from lying about  Telara, and as you complete sets, you can turn them in for rewards and  special currency that allows you to but special items. There is also a  separate space for lore books, for those interested in that, and you can  find collectable books scattered around Telara.&lt;br /&gt;
&lt;br /&gt;
&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;imgblock2&quot; style=&quot;border: 0px none;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt; &lt;td align=&quot;center&quot; height=&quot;180px&quot; style=&quot;text-align: center;&quot; valign=&quot;top&quot; width=&quot;100%&quot;&gt;&lt;a href=&quot;http://static.strategyinformer.com/r/article_images/original/1128.jpg&quot; target=&quot;_blank&quot;&gt;&lt;img alt=&quot;&quot; border=&quot;0&quot; height=&quot;180&quot; src=&quot;http://static.strategyinformer.com/r/article_images/thumb/1128.png&quot; width=&quot;478&quot; /&gt;&lt;/a&gt;&lt;/td&gt; &lt;/tr&gt;
&lt;tr&gt; &lt;td class=&quot;label&quot; width=&quot;100%&quot;&gt;This happy chappy is the first Dungeon Boss you&#39;ll come across&lt;/td&gt; &lt;/tr&gt;
&lt;/tbody&gt; &lt;/table&gt;It’s not all perfect though, sadly. There is a slight sense that Trion  have tried to do too many things at once. Quests, especially when you  get to the 20+ areas, become a bit too generic for our liking, and the  excellent pacing which kept us enthralled for the first 15 - 20 levels  or so seems to slack a bit. Ancillary areas like crafting and PvP also  seem to lack the experimental feel that the rest of the game has, and  even the dungeons can seem a bit uninspired sometimes. And for all its  pushing, the generic fantasy setting - even with its steampunk twists  and elemental turns - may not inspire those who are getting a little  tired of high-fantasy. &lt;br /&gt;
&lt;br /&gt;
&lt;span class=&quot;highlighted&quot;&gt;In all honesty though, this is a surprisingly strong launch for a new fantasy MMO. &lt;em&gt;Guild Wars 2&lt;/em&gt; And &lt;em&gt;The Old Republic&lt;/em&gt; better hurry along if they want to deliver that innovation they keep promising us, because it seems &lt;em&gt;RIFT&lt;/em&gt;  already has the jump on them. There&#39;s so much here to get to grips  with, and it can only get better as Trion already have plans for what  they&#39;ll do post release. Whether you’re an MMO veteran looking for your  next fix, or if  you&#39;re  a newbie looking  to expand tour horizons and  jump into the genre for the first time,&lt;em&gt; RIFT&lt;/em&gt; is an excellent place to start. Just remember - we&#39;re not in Azeroth anymore. &lt;/span&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;span class=&quot;highlighted&quot;&gt;Top Game Moment:&lt;/span&gt; &lt;strong&gt;Banding together to resist invasion in the zone events are immensely satisfying.&lt;/strong&gt;           &lt;a class=&quot;yellow strong&quot; href=&quot;http://www.strategyinformer.com/ourstaff.html&quot;&gt;&lt;/a&gt;&lt;div class=&quot;content&quot; style=&quot;overflow: hidden; padding-top: 16px;&quot;&gt;&lt;div class=&quot;gray&quot; style=&quot;float: right;&quot;&gt;         &lt;/div&gt;&lt;/div&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://grimjke.blogspot.com/feeds/6024749662624017807/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://grimjke.blogspot.com/2011/03/rift-review.html#comment-form' title='59 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8376810497557770070/posts/default/6024749662624017807'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8376810497557770070/posts/default/6024749662624017807'/><link rel='alternate' type='text/html' href='http://grimjke.blogspot.com/2011/03/rift-review.html' title='Rift Review'/><author><name>GrimJke</name><uri>http://www.blogger.com/profile/17165237732221308645</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='33' height='26' src='//blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgoIOPSIcYGgSEF8GaINA5_1llnk9sJM-p-O-LeRq-lR0SVP_UYSJlKQ32__0ErzRnmiGpql__KnOBmIhhB3knWs2ZolLrRuvAXN4u_Ss9IaX7erZaCSilutcZCmZgr2yE/s220/x_03611e21.jpg'/></author><thr:total>59</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8376810497557770070.post-5141196355754548498</id><published>2011-03-11T13:23:00.004+02:00</published><updated>2011-03-11T13:23:34.704+02:00</updated><title type='text'>Bloodline Champions</title><content type='html'>&lt;div dir=&quot;ltr&quot; style=&quot;text-align: left;&quot; trbidi=&quot;on&quot;&gt;The elevated viewpoint and number of heroes to choose from means that  Bloodline Champions initially looks like another take on the Defense of  the Ancients style of real-time strategy game. The fact that it’s  free-to-play only adds to this impression. In reality, however, this is a  straightforward action game of fast-paced arena battles between teams  of three to five players. You take charge of one of 20 champions and  must crush your enemies in quick and bloody rounds with teamwork and  lightning reflexes.&lt;span id=&quot;more-38398&quot;&gt;&lt;/span&gt;&lt;br /&gt;
Each champion has seven unchanging skills. There’s no character  loadout to alter, and no levels or experience points to spend, but  within these confines the champions are enormously varied. Most share  similar ability types, such as a fast move skill on the spacebar, but  while the Vanguard has a jump attack, the Gunner will use her huge  rocket launcher to blast herself away from enemies. Control abilities  can freeze foes or drain their life, while projectiles can heal or harm,  all depending on the character selected.&lt;br /&gt;
&lt;div class=&quot;wp-caption alignnone&quot; id=&quot;attachment_38458&quot; style=&quot;width: 600px;&quot;&gt;&lt;a href=&quot;http://media.pcgamer.com/files/2011/02/Bloodline-Champions-3.jpg&quot;&gt;&lt;img alt=&quot;&quot; class=&quot;size-thumbnail wp-image-38458&quot; height=&quot;472&quot; src=&quot;http://media.pcgamer.com/files/2011/02/Bloodline-Champions-3-590x472.jpg&quot; title=&quot;Bloodline Champions 3&quot; width=&quot;590&quot; /&gt;&lt;/a&gt;&lt;div class=&quot;wp-caption-text&quot;&gt;Azeroth&#39;s architects have clearly kept busy.&lt;/div&gt;&lt;/div&gt;Rounds are over in under two minutes, and pass in a screen-wide  kaleidoscope of quick-fire abilities, area-of-effect spells and giant  laser beams. Movement uses the WASD keys, abilities are tied to keyboard  shortcuts and, crucially, every shot must be carefully aimed.  Bloodline’s scraps require good reflexes and some deft mousework to keep  up. Be prepared to spend a lot of time dead.&lt;br /&gt;
&lt;strong&gt;Learn or burn&lt;/strong&gt;&lt;br /&gt;
Instead of a traditional mana bar, skills are restricted by cooldown  timers. Many abilities take a second or so to cast, an irritation that  constantly interrupts the fluidity of the combat. It’s impossible to  keep track of the cooldown remaining on each ability. Instinct and  guesswork are required to know when your skills are ready to use again,  and that comes through experience.&lt;br /&gt;
&lt;div class=&quot;wp-caption alignnone&quot; id=&quot;attachment_38459&quot; style=&quot;width: 600px;&quot;&gt;&lt;a href=&quot;http://media.pcgamer.com/files/2011/02/Bloodline-Champions-6.jpg&quot;&gt;&lt;img alt=&quot;&quot; class=&quot;size-thumbnail wp-image-38459&quot; height=&quot;472&quot; src=&quot;http://media.pcgamer.com/files/2011/02/Bloodline-Champions-6-590x472.jpg&quot; title=&quot;Bloodline Champions 6&quot; width=&quot;590&quot; /&gt;&lt;/a&gt;&lt;div class=&quot;wp-caption-text&quot;&gt;Drum up some courage and you&#39;ll survive the learning curve.&lt;/div&gt;&lt;/div&gt;Bloodline Champions is really about finding your favourite fighter,  though. With no levelling or loot to keep me interested, it was only an  urge to master the intricacies of the team-healing Astronomer that kept  me playing. Each character is just different enough to require time to  learn, and the singleplayer bots aren’t sly enough to present a  challenge for long. This means it’s necessary to go online and get  kicked around a lot while you learn the ropes. It’s a competitive  community and the learning curve is steep.&lt;br /&gt;
It doesn’t help that only four characters are unlocked to begin with,  and these four change every once in a while, making it hard to settle  on a favourite. Many people will give up in frustration long before the  17,000 in-game points needed to unlock a character have been earned, and  the £4.30 required to buy one using Funcom points is a little steep.  Still, the initial download is small, and the action’s slick and well  balanced enough to make Bloodline Champions worth a punt.&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://grimjke.blogspot.com/feeds/5141196355754548498/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://grimjke.blogspot.com/2011/03/bloodline-champions.html#comment-form' title='27 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8376810497557770070/posts/default/5141196355754548498'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8376810497557770070/posts/default/5141196355754548498'/><link rel='alternate' type='text/html' href='http://grimjke.blogspot.com/2011/03/bloodline-champions.html' title='Bloodline Champions'/><author><name>GrimJke</name><uri>http://www.blogger.com/profile/17165237732221308645</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='33' height='26' src='//blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgoIOPSIcYGgSEF8GaINA5_1llnk9sJM-p-O-LeRq-lR0SVP_UYSJlKQ32__0ErzRnmiGpql__KnOBmIhhB3knWs2ZolLrRuvAXN4u_Ss9IaX7erZaCSilutcZCmZgr2yE/s220/x_03611e21.jpg'/></author><thr:total>27</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8376810497557770070.post-71912588844277410</id><published>2011-03-09T10:11:00.002+02:00</published><updated>2011-03-09T10:11:55.057+02:00</updated><title type='text'>Games PC : Fallout New Vegas</title><content type='html'>&lt;div dir=&quot;ltr&quot; style=&quot;text-align: left;&quot; trbidi=&quot;on&quot;&gt;As promised, I bring you the &lt;b&gt;PC Game&lt;/b&gt; Review of Fallout 3: New Vegas&lt;br /&gt;
&lt;br /&gt;
Developer: Obsidian Entertainment&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For the most part, I&#39;ve always disliked Open RPG&#39;s. Their openness comes  in hand with freedom, and this freedom translates to a lack of  &#39;purpose&#39; which ultimately leads to the question: Why am I playing this  game? . This is the most difficult challenge for any ORPG DEVs..  creating a game which has both the freedom of choice but also elaborate  an illusion of purpose and meaning to all your (meaningless) actions.&lt;br /&gt;
&lt;br /&gt;
..Fallout: New Vegas achieves this goal wonderfully.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Game .. takes place in the Mojave Desert, years after its  destruction (together with presumably all of America) due to a nuclear  war. &lt;br /&gt;
All that remains now is a shadow of the past (More specifically, the  1950&#39;s). Ruined buildings, poisoned food, and mutated animals are a  common sight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;table cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;float: right; margin-left: 1em; text-align: right;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhROxu1vuJv1fra8nLs7RoPvMmlGAjizsv1ZMYLs5ab4fX1z5RSEvCppbn5iKzhayh3yhqzW6qYgIoNUn3QsWkYSxKc82q1io5Sa74x4l7HNGLpUrxvQWcCqqGA7RMYEYt2OC87Md98meSg/s1600/Vegas-3.jpg&quot; style=&quot;clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;180&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhROxu1vuJv1fra8nLs7RoPvMmlGAjizsv1ZMYLs5ab4fX1z5RSEvCppbn5iKzhayh3yhqzW6qYgIoNUn3QsWkYSxKc82q1io5Sa74x4l7HNGLpUrxvQWcCqqGA7RMYEYt2OC87Md98meSg/s320/Vegas-3.jpg&quot; width=&quot;320&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;Howdy, Pardner!&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;You are the courier. You were tasked by your superiors  to deliver a package. Simple enough, right? Well.. no. A gang lead by a  mysterious guy in a suit intercept you, steal your package.. and shoot  you in the head. &lt;br /&gt;
Fortunately for you, a cowboy robot digs you out of your shallow grave  and sends you to the doctor. What&#39;s next, an alien abduction? :P&lt;br /&gt;
&lt;br /&gt;
Anyway.. you&#39;re fully patched up now, and your purpose is simple. Payback.&lt;br /&gt;
&lt;br /&gt;
Of course that, along the way, many questions will arise. Like why did  they want with that package, what was the package&#39;s content, and many  others. This questions will lead you into a myriad of sidequests which  will ensure hours of fun.&lt;br /&gt;
&lt;br /&gt;
If you ever played Fallout 3, then you&#39;ll very quickly catch up with the  controls and the environment in general, given that it&#39;s pretty much  identical in F:NV. &lt;br /&gt;
Some have critized Obsidian for not innovating at all. Me? I commend them for keeping a system that works.&lt;br /&gt;
&lt;br /&gt;
&lt;table cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;float: left; margin-right: 1em; text-align: left;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhjZpvzNTVE8k4BL7DjjAHlG1v6MCvEyRAOlIfILS8mUc7fbd1-Eczo1p5N2UniHs96-iysqxRG87Jqs9pntLhewkSRHilg-OUzmfMSR_FbLbk5GitGMePmM7KhN-iiRu-IQywzm5JUWWH4/s1600/Fallout-New-Vegas-1.jpg&quot; style=&quot;clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;180&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhjZpvzNTVE8k4BL7DjjAHlG1v6MCvEyRAOlIfILS8mUc7fbd1-Eczo1p5N2UniHs96-iysqxRG87Jqs9pntLhewkSRHilg-OUzmfMSR_FbLbk5GitGMePmM7KhN-iiRu-IQywzm5JUWWH4/s320/Fallout-New-Vegas-1.jpg&quot; width=&quot;320&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;Beating guys with a golf club? ..Check&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;Really, the only changes made those that were truly  necessary. Melee weapons were lacking in Fallout 3. In New Vegas? Lots  of them. Fallout 3 too easy? .. New Vegas has a Hardcore mode where  you&#39;ll have to drink, eat, and sleep regularly to survive. This is  simply awesome for those that are acquainted with the franchise and want  a serious challenge.&lt;br /&gt;
&lt;br /&gt;
The replayability factor is more present that ever.. with 3 different  approaches that you can take, each with dozens of unique quests. Join  the NCR and defend the desert from the menace of the Legion. Join the  Legion and drive the NCR away. Or perhaps you&#39;d be more interested in  aligning with the mysterious Mr. House...&lt;br /&gt;
&lt;br /&gt;
&lt;table cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;float: left; text-align: left;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjnldGk_xvhPUcKVYlPqTadmG0eJf6-bL7WgRUw2LGyVYJEs29h6-C0XHh7VS77W86DVyfUKB_59VH_bTwW09I-owcNybKo4rOKNHh7bhtDa6xRYpum5IrEYtjbbnhkfN59PUZc_vGWbVI4/s1600/Vegas-2.jpg&quot; style=&quot;clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;255&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjnldGk_xvhPUcKVYlPqTadmG0eJf6-bL7WgRUw2LGyVYJEs29h6-C0XHh7VS77W86DVyfUKB_59VH_bTwW09I-owcNybKo4rOKNHh7bhtDa6xRYpum5IrEYtjbbnhkfN59PUZc_vGWbVI4/s320/Vegas-2.jpg&quot; width=&quot;320&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;The irony.. it burns..&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;Graphically it looks almost identical to Fallout 3. A  game released quite a few years ago. While I have no issues with the  graphics themselves, I feel Obsidian could have improved on the subject a  little. Perhaps something akin to what Valve did with the episodic  series of Half Life 2.&lt;br /&gt;
&lt;br /&gt;
Soundwise, no complaints here. The voice acting is frankly excellent,  and combined with all the elements discussed above, you&#39;ll be drowned  into the game in no time.&lt;br /&gt;
Many new weapons were added to the game, and each has its own unique sound effects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It&#39;s really hard for me to think of something bad about this game. You  could nitpick and point at minor issues.. but really, how should we  judge a game? . My opinion is this: If the game is addicting, and the  experience is good, it&#39;s worth playing. And F: NV is one of those games.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Rating: 10/10&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://grimjke.blogspot.com/feeds/71912588844277410/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://grimjke.blogspot.com/2011/03/games-pc-fallout-new-vegas.html#comment-form' title='26 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8376810497557770070/posts/default/71912588844277410'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8376810497557770070/posts/default/71912588844277410'/><link rel='alternate' type='text/html' href='http://grimjke.blogspot.com/2011/03/games-pc-fallout-new-vegas.html' title='Games PC : Fallout New Vegas'/><author><name>GrimJke</name><uri>http://www.blogger.com/profile/17165237732221308645</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='33' height='26' src='//blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgoIOPSIcYGgSEF8GaINA5_1llnk9sJM-p-O-LeRq-lR0SVP_UYSJlKQ32__0ErzRnmiGpql__KnOBmIhhB3knWs2ZolLrRuvAXN4u_Ss9IaX7erZaCSilutcZCmZgr2yE/s220/x_03611e21.jpg'/></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhROxu1vuJv1fra8nLs7RoPvMmlGAjizsv1ZMYLs5ab4fX1z5RSEvCppbn5iKzhayh3yhqzW6qYgIoNUn3QsWkYSxKc82q1io5Sa74x4l7HNGLpUrxvQWcCqqGA7RMYEYt2OC87Md98meSg/s72-c/Vegas-3.jpg" height="72" width="72"/><thr:total>26</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8376810497557770070.post-8509976008913360259</id><published>2011-03-07T10:24:00.000+02:00</published><updated>2011-03-07T10:24:11.233+02:00</updated><title type='text'>Xbox 360 games - Dragon Age 2 Gameplay Demo</title><content type='html'>&lt;div dir=&quot;ltr&quot; style=&quot;text-align: left;&quot; trbidi=&quot;on&quot;&gt;Today I&#39;d like to show you guys gameplay footage of the Dragon Age 2 Demo for the Xbox 360.&lt;br /&gt;
&lt;br /&gt;
We can clearly see a shift from turn-based combat to action-based.. more  akin to games like God of War. It&#39;s a neutral change for me, given that  I like God of War and turn-based combat games :P&lt;br /&gt;
&lt;br /&gt;
Enjoy!  And stay tuned.. Tomorrow, we&#39;ll have the review of Fallout 3: New Vegas.&lt;br /&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;&lt;iframe allowfullscreen=&#39;allowfullscreen&#39; webkitallowfullscreen=&#39;webkitallowfullscreen&#39; mozallowfullscreen=&#39;mozallowfullscreen&#39; width=&#39;320&#39; height=&#39;266&#39; src=&#39;https://www.youtube.com/embed/2MXY1uCV6LY?feature=player_embedded&#39; frameborder=&#39;0&#39;&gt;&lt;/iframe&gt;&lt;/div&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://grimjke.blogspot.com/feeds/8509976008913360259/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://grimjke.blogspot.com/2011/03/xbox-360-games-dragon-age-2-gameplay.html#comment-form' title='12 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8376810497557770070/posts/default/8509976008913360259'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8376810497557770070/posts/default/8509976008913360259'/><link rel='alternate' type='text/html' href='http://grimjke.blogspot.com/2011/03/xbox-360-games-dragon-age-2-gameplay.html' title='Xbox 360 games - Dragon Age 2 Gameplay Demo'/><author><name>GrimJke</name><uri>http://www.blogger.com/profile/17165237732221308645</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='33' height='26' src='//blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgoIOPSIcYGgSEF8GaINA5_1llnk9sJM-p-O-LeRq-lR0SVP_UYSJlKQ32__0ErzRnmiGpql__KnOBmIhhB3knWs2ZolLrRuvAXN4u_Ss9IaX7erZaCSilutcZCmZgr2yE/s220/x_03611e21.jpg'/></author><thr:total>12</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8376810497557770070.post-7219708627007339533</id><published>2011-03-04T13:09:00.000+02:00</published><updated>2011-03-04T13:09:07.222+02:00</updated><title type='text'>Silent Hill 2 - Director&#39;s Cut</title><content type='html'>&lt;div dir=&quot;ltr&quot; style=&quot;text-align: left;&quot; trbidi=&quot;on&quot;&gt;&lt;strong&gt;Computer game&lt;/strong&gt; ain&#39;t what they were in the past, right? :)&lt;br /&gt;
&lt;br /&gt;
Today I bring forth yet another jewel of the &lt;strong&gt;Survival Horror&lt;/strong&gt; genre.&lt;br /&gt;
&lt;br /&gt;
Silent Hill 2: Director&#39;s Cut&amp;nbsp;&amp;nbsp; - Developer: Konami&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It&#39;s been almost 10 years of its release. Yet few games of the genre have managed to capture the eearieness found here.&lt;br /&gt;
&lt;br /&gt;
&lt;table cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;float: left; margin-right: 1em; text-align: left;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgYmWdDy0vZfgiejPXqocHoWUNxaQf6HuNt0SHYG4MVXCDZgyzkPBKkxg1nBw8m9JXCVG_bnqPHMdw0CWZfOnA3nW36Egn2d39vAMaUjmPjD0nYBHcxbMu7gFhPZvR5LDG-lN1lQiyPxqY-/s1600/Silent+Hill+2+James.jpg&quot; style=&quot;clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;192&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgYmWdDy0vZfgiejPXqocHoWUNxaQf6HuNt0SHYG4MVXCDZgyzkPBKkxg1nBw8m9JXCVG_bnqPHMdw0CWZfOnA3nW36Egn2d39vAMaUjmPjD0nYBHcxbMu7gFhPZvR5LDG-lN1lQiyPxqY-/s320/Silent+Hill+2+James.jpg&quot; title=&quot;”PC&quot; width=&quot;320&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;....Mary? Is that you?&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;You are James Sunderland, a twenty-something fella who  drives to Silent Hill with a single purpose in mind: Finding his dead  wife Mary. She&#39;s been in that state for 10 years, which is why he finds  receiving a letter from her rather strange.&lt;br /&gt;
&lt;br /&gt;
This sets the tone for a series of rather disturbing events which unfold in a marvelous way.. hooking you up for hours.&lt;br /&gt;
Without giving out too much of the plot, which would honestly be a  crime, you can expect to find all those things that make Silent Hill  great. Sounds and an ambience that will make you shriek every time you  hear a noise; Enemies both beautiful and disgusting to look at, and a  fog so thick you&#39;ll never see them coming. &lt;br /&gt;
&lt;br /&gt;
&lt;table cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;float: right; margin-left: 1em; text-align: right;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi5a_32nfhLkXNvsiq_fClDlfSLVIpfJaD1gDrUBw23lfSuMeRzfWJ6z7ISbL4hToJH3zclAYtlFAcDlTzwRMZtlq_VdaXjtN5y69N0reQTO1NNI9z7BMhnGor3tLqG96wFIQmtVpcFu2xP/s1600/Silent+Hill+2+Exploration+Pyramid+Head.jpg&quot; style=&quot;clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;240&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi5a_32nfhLkXNvsiq_fClDlfSLVIpfJaD1gDrUBw23lfSuMeRzfWJ6z7ISbL4hToJH3zclAYtlFAcDlTzwRMZtlq_VdaXjtN5y69N0reQTO1NNI9z7BMhnGor3tLqG96wFIQmtVpcFu2xP/s320/Silent+Hill+2+Exploration+Pyramid+Head.jpg&quot; width=&quot;320&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;Your flashlight will become your new best friend&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;Something that in my opinion is needed to be emphazised,  is just how much you can explore given the hardware limitations. While  you will most definitely find &#39;decoy&#39; doors and the infamous &#39;broken  lock&#39; ones, there&#39;s just a whole lot to see and explore. You can  sidetrack quite a bit and add a good hour or two of gameplay just by  paying attention to all the detail given to the city and going around  town looking for ammo lying on the ground.&lt;br /&gt;
&lt;br /&gt;
Cutscenes are to be highlighted too, due to the considerable amount of  them available, and the surprisingly good voice acting in general. &lt;br /&gt;
&lt;br /&gt;
The 4 different endings available, and the &#39;sidestory&#39; event, which  tells a story from the perspective of a different character, allows for  great replay value and extended gameplay.&lt;br /&gt;
&lt;br /&gt;
One of the only things I found lacking is the camera. It somehow finds a  way to lag in certain key moments, or to have you see in the exact  opposite direction where you&#39;re going; something that will lead to quite  a bit of frustration.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Nonetheless, despite these minor issues stated, SH2:DC is a very solid  game. One that ought to be experienced by all those who enjoy Survival  Horror.&lt;br /&gt;
&lt;br /&gt;
...Scratch that, if you like games, you&#39;ll love this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Rating 9/10 &lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://grimjke.blogspot.com/feeds/7219708627007339533/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://grimjke.blogspot.com/2011/03/silent-hill-2-directors-cut.html#comment-form' title='5 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8376810497557770070/posts/default/7219708627007339533'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8376810497557770070/posts/default/7219708627007339533'/><link rel='alternate' type='text/html' href='http://grimjke.blogspot.com/2011/03/silent-hill-2-directors-cut.html' title='Silent Hill 2 - Director&#39;s Cut'/><author><name>GrimJke</name><uri>http://www.blogger.com/profile/17165237732221308645</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='33' height='26' src='//blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgoIOPSIcYGgSEF8GaINA5_1llnk9sJM-p-O-LeRq-lR0SVP_UYSJlKQ32__0ErzRnmiGpql__KnOBmIhhB3knWs2ZolLrRuvAXN4u_Ss9IaX7erZaCSilutcZCmZgr2yE/s220/x_03611e21.jpg'/></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgYmWdDy0vZfgiejPXqocHoWUNxaQf6HuNt0SHYG4MVXCDZgyzkPBKkxg1nBw8m9JXCVG_bnqPHMdw0CWZfOnA3nW36Egn2d39vAMaUjmPjD0nYBHcxbMu7gFhPZvR5LDG-lN1lQiyPxqY-/s72-c/Silent+Hill+2+James.jpg" height="72" width="72"/><thr:total>5</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8376810497557770070.post-5597096539474365374</id><published>2011-03-04T13:05:00.000+02:00</published><updated>2011-03-04T13:05:07.638+02:00</updated><title type='text'>Need for Speed Shift 2</title><content type='html'>&lt;div dir=&quot;ltr&quot; style=&quot;text-align: left;&quot; trbidi=&quot;on&quot;&gt;Need for Speed Shift 2: Unleashed 2011 PC Game&lt;br /&gt;
&lt;a href=&quot;http://www.pcgametrek.com/wp-content/uploads/2011/02/need-for-speed-2011-pc.jpg&quot;&gt;&lt;img alt=&quot;&quot; class=&quot;alignnone size-full wp-image-1846&quot; height=&quot;260&quot; src=&quot;http://www.pcgametrek.com/wp-content/uploads/2011/02/need-for-speed-2011-pc.jpg&quot; title=&quot;need-for-speed-2011-pc&quot; width=&quot;500&quot; /&gt;&lt;/a&gt;&lt;br /&gt;
Simulation, immersion, high-powered competition. The seductive beast EA motor.&lt;br /&gt;
With stentorian declarations by Electronic Arts almost every other  day also, the pressure begins to be huge shift. The promise of a  detailed simulation and realistic than Gran Turismo and is “the game  more realistic speed of history” is on the table.&lt;br /&gt;
Only a few months ago for the first time tasted Need for Speed Shift  2: Unleashed , the new video game which Slightly Mad Studios is facing  the difficult challenge of matching the quality of the great Need for  Speed: Hot Pursuit , but this time from a more realistic. Today we come  back to the title, and to back the statements of its leaders continued  to criticize the competence of the video game controller.&lt;br /&gt;
However, is there reason to believe that this unleashed to compete  with Gran Turismo 5 or Forza Motorsport 3 as claimed by its creators?  From the moment our reviews will keep for analysis, but for now the  trials with the title should be positive and optimistic about offering  an alternative in the simulation genre giants from Polyphony Digital and  Turn 10.&lt;br /&gt;
Hands on the Wheel&lt;br /&gt;
The early stages of the launch of Need for Speed Shift 2: Unleashed have  been marked almost since its announcement by the constant statements of  its leaders. From the comment that this will “speed the game more  realistic view of history”, to the harsh criticism leveled against Forza  or Gran Turismo: “We will not add thousands of cars irrelevant. These  games to me are almost as encyclopedias. You thousand cars, a thousand  tracks, whatever, and basically the game is to earn money to get a car,  and keep winning to buy another. It’s like a routine, it’s like  collecting stamps. That is not where the fun ” .&lt;br /&gt;
However, the Electronic Arts video game also revolves around the  experience as these, although from a totally different point of view:  More specifically the experience points , an incentive which will have  almost constantly receiving this bonus for each share virtually that  took place. In this sense, the game seems to follow a line of rewards  very clear, as is typical of the kind of unlockables that Hot Pursuit  truffle experience.&lt;br /&gt;
How to spend these points? Mainly in the acquisition and improvement  of different vehicles that are our garage. In this sense, the game will  go much deeper than its predecessor, allowing not only have more complex  parts and components to customize our racers, but also keep our own  alternative configurations of vehicles based on groups of tune, and test  and refine their performance by testing on the track.&lt;br /&gt;
And the truth is that Need for Speed Shift and was once a great game,  though its leaders intended to go further with this release looking for  a more authentic simulation. So much so, your confidence, that this  idea has been the constant comparisons with the great franchises of the  competition.&lt;br /&gt;
With the aim of bringing greater realism and packaging to the  experience, Unleashed will feature stars of driving real figures that  act by way of our heads in the game. Vaughn Gittin Briton is one of the  main confirmed, although there will be people’s own Electronic Arts  present as Patrick Soderlund, precisely one of the executives of the  company that insisted on the superiority of Shift 2 on Gran Turismo 5:  “Les undoubtedly win, I’m sure, “he said makes few dates.&lt;br /&gt;
With such measures as to include actual figures in the game is to  stimulate the competitive zeal of the player. These characters present  themselves in videos, we will have your skills and strengths at the  wheel and compete against us, with the extra incentive that if they beat  in the race we will take your vehicle that will automatically join our  garage.&lt;br /&gt;
The camera in first person is, an aesthetic, one of the great  innovations of the program within the playable side. This element  already described in detail in our First Contact is a powerful way to  visualize the races, since the prospect of the town literally. It is a  formidable addition to the set of immersion offered by this Unleashed,  not only for being full of great details like the realistic movements of  the head of our driver to reach the corners, for example, but also for  the victory level depth in conducting this display brings so subjective.&lt;br /&gt;
Need for Speed Shift 2: Unleashed will be released on March 24 this  year on PC, Xbox 360 and PlayStation 3. Then will check if all the  promises of Electronic Arts and Slightly Mad Studios were justified.&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://grimjke.blogspot.com/feeds/5597096539474365374/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://grimjke.blogspot.com/2011/03/need-for-speed-shift-2.html#comment-form' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8376810497557770070/posts/default/5597096539474365374'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8376810497557770070/posts/default/5597096539474365374'/><link rel='alternate' type='text/html' href='http://grimjke.blogspot.com/2011/03/need-for-speed-shift-2.html' title='Need for Speed Shift 2'/><author><name>GrimJke</name><uri>http://www.blogger.com/profile/17165237732221308645</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='33' height='26' src='//blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgoIOPSIcYGgSEF8GaINA5_1llnk9sJM-p-O-LeRq-lR0SVP_UYSJlKQ32__0ErzRnmiGpql__KnOBmIhhB3knWs2ZolLrRuvAXN4u_Ss9IaX7erZaCSilutcZCmZgr2yE/s220/x_03611e21.jpg'/></author><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8376810497557770070.post-1495236529560226715</id><published>2011-03-03T15:36:00.002+02:00</published><updated>2011-03-03T15:36:18.106+02:00</updated><title type='text'>Gray Matter</title><content type='html'>The main reason everyone’s been looking forward to Gray Matter is  that its creator, Jane Jensen, was the designer behind the Gabriel  Knight series – two of the most beloved non-comic graphic adventures  ever, and also Gabriel Knight 3. Let’s get this out of the way right  now. Gray Matter is not Gabriel Knight 4. In any way. Frankly, if you  didn’t know Jensen and co were behind it when you started playing, you’d  be tipped off more by the music than anything else.&lt;br /&gt;
Luckily, it’s a game that more than stands alone. It’s easily the  best serious adventure in ages. It looks gorgeous, the music is  terrific, and the story – while very slow – is interesting. And it’s  formed around a smart and engaging theme. It pits spirituality vs  rationalism, as represented by Dr Stiles, a cranky neurobiologist  desperate to contact his dead wife, and Sam, a street magician who scams  her way into becoming his assistant, convinced the weirdness  surrounding him is down to a fellow performer playing cruel pranks.&lt;span id=&quot;more-38386&quot;&gt;&lt;/span&gt;&lt;br /&gt;
&lt;div class=&quot;wp-caption alignnone&quot; id=&quot;attachment_38451&quot; style=&quot;width: 600px;&quot;&gt;&lt;a href=&quot;http://media.pcgamer.com/files/2011/02/Gray-Matter-2.jpg&quot;&gt;&lt;img alt=&quot;&quot; class=&quot;size-thumbnail wp-image-38451&quot; height=&quot;331&quot; src=&quot;http://media.pcgamer.com/files/2011/02/Gray-Matter-2-590x331.jpg&quot; title=&quot;Gray Matter 2&quot; width=&quot;590&quot; /&gt;&lt;/a&gt;&lt;div class=&quot;wp-caption-text&quot;&gt;Gray Matter&#39;s puzzles are pretty but pointless.&lt;/div&gt;&lt;/div&gt;&lt;strong&gt;Double act&lt;/strong&gt;&lt;br /&gt;
Both are excellent characters, and your control switches from one to  the other each chapter. The catch is that the nature of the story  doesn’t leave either of them with much to do. Most of Stiles’ chapters  are spent ‘remembering’ things, while to keep the mystery going, Sam’s  investigation bits tend to be just looking at weird, clueless scenes and  saying “Yep, that’s weird. Must be a really good magician.”&lt;br /&gt;
When you get to the actual puzzles, far too many are simply about  clicking everything until something triggers, while the bulk of the rest  involve heading to the local magic shop, buying something, then  distracting someone with a cheap trick. To pad this out, Sam spends as  much time on solving long-winded but embarrassingly easy puzzle boxes,  while the final chapter ends up so stuck for inspiration that it  practically dumps her into Wonderland just to put some space between  revelations. Even at its most cryptic and involved, Gray Matter  seriously struggles to be a game, not simply a story.&lt;br /&gt;
&lt;div class=&quot;wp-caption alignnone&quot; id=&quot;attachment_38455&quot; style=&quot;width: 600px;&quot;&gt;&lt;a href=&quot;http://media.pcgamer.com/files/2011/02/Gray-Matter-6.jpg&quot;&gt;&lt;img alt=&quot;&quot; class=&quot;size-thumbnail wp-image-38455&quot; height=&quot;331&quot; src=&quot;http://media.pcgamer.com/files/2011/02/Gray-Matter-6-590x331.jpg&quot; title=&quot;Gray Matter 6&quot; width=&quot;590&quot; /&gt;&lt;/a&gt;&lt;div class=&quot;wp-caption-text&quot;&gt;Gray Matter&#39;s padding is pretty, but pointless.&lt;/div&gt;&lt;/div&gt;What saves all this is that the writing itself is excellent. Sam and  Stiles don’t spend much time together, but their interactions are always  great fun. The story hits some terrific emotional beats, especially  when it comes to both characters’ isolation: Stiles’ loneliness after  his wife’s death having turned in on itself, and Sam’s difficulty  dealing with people without being a (wellmeaning) con-artist make them  both far more interesting than the average game protagonists. They  deserve another outing.&lt;br /&gt;
Gray Matter definitely isn’t a sit-up-and-take-notice game like the  Gabriel Knights were on release, and as an adventure, it’s only  mediocre. It’s still an absorbing game, however, if not the one you may  have wanted.</content><link rel='replies' type='application/atom+xml' href='http://grimjke.blogspot.com/feeds/1495236529560226715/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://grimjke.blogspot.com/2011/03/gray-matter.html#comment-form' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8376810497557770070/posts/default/1495236529560226715'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8376810497557770070/posts/default/1495236529560226715'/><link rel='alternate' type='text/html' href='http://grimjke.blogspot.com/2011/03/gray-matter.html' title='Gray Matter'/><author><name>GrimJke</name><uri>http://www.blogger.com/profile/17165237732221308645</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='33' height='26' src='//blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgoIOPSIcYGgSEF8GaINA5_1llnk9sJM-p-O-LeRq-lR0SVP_UYSJlKQ32__0ErzRnmiGpql__KnOBmIhhB3knWs2ZolLrRuvAXN4u_Ss9IaX7erZaCSilutcZCmZgr2yE/s220/x_03611e21.jpg'/></author><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8376810497557770070.post-5090766748120827083</id><published>2011-03-02T20:40:00.000+02:00</published><updated>2011-03-02T20:40:53.825+02:00</updated><title type='text'>The Warhammer Machine</title><content type='html'>&lt;div class=&quot;rightTitle&quot;&gt;     &lt;span class=&quot;editorial-p-title&quot;&gt;&lt;/span&gt;&lt;span class=&quot;editorial-p-red-title&quot;&gt;&lt;/span&gt;   &lt;/div&gt;&lt;div class=&quot;wide&quot;&gt;                                                                                        &lt;div class=&quot;editorial-p&quot;&gt;                  Warhammer 40,000: Dawn of War II: Retribution promises to be a lot more  than your typical standalone expansion or quasi-sequel. It offers  brand-new campaigns for not only the Space Marines, but five other races  as well, including (drum roll) the Tyranids, who up until this point  have been the game&#39;s antagonists. &lt;/div&gt;&lt;div class=&quot;editorial-p&quot;&gt;  Unfortunately, the campaign isn&#39;t playable in the beta release, so our  preview time with the game has been skirmish-only. Which is a shame,  because there&#39;s much less that&#39;s new and exciting about this aspect of  the game.                                   &lt;/div&gt;&lt;div align=&quot;center&quot; class=&quot;editorial-p&quot;&gt;&lt;img alt=&quot;Warhammer 40,000: Dawn of War II: Retribution Screenshot&quot; border=&quot;1px&quot; src=&quot;http://cheatcc.com/imagespc/warhammer40000dawnofwariiretribution_0.jpg&quot; /&gt;&lt;/div&gt;&lt;div class=&quot;editorial-p&quot;&gt;  Dawn of War II &lt;a class=&quot;kLink&quot; href=&quot;http://cheatcc.com/pc/rev/warhammer40000dawnofwariiretributionpreview.html#&quot; id=&quot;KonaLink0&quot; style=&quot;font-family: inherit ! important; font-size: inherit ! important; font-weight: inherit ! important; position: static; text-decoration: underline ! important;&quot;&gt;&lt;span style=&quot;color: blue ! important; font-family: inherit ! important; font-size: inherit ! important; font-weight: inherit ! important; position: static;&quot;&gt;&lt;span class=&quot;kLink&quot; style=&quot;color: blue ! important; font-family: inherit ! important; font-size: inherit ! important; font-weight: inherit ! important; position: relative;&quot;&gt;multiplayer&lt;/span&gt;&lt;/span&gt;&lt;/a&gt;  has divided fans for a long time; it&#39;s based less on the original Dawn  of War than on a different Relic title, the World War II RTS Company of  Heroes. Whereas Dawn of War threw fans into huge battles between large  groups, the sequel forces gamers to micromanage a few units; to win, you  have to do things like set up cover as units move, and then dart behind  enemy lines to secure power, requisition, and victory nodes.  Base-building, a core feature of the original&#39;s mutliplayer, is gone. In  other words, the new game had more to do with unit-level tactics, and  less to do with army-level strategy. There is a ton of nuance and  complexity to the new style of play, and many fans loved the faster  pace, but many others found it fiddly and boring, and some even went  back to the original game.    &lt;/div&gt;&lt;div class=&quot;editorial-p&quot;&gt;  In addition to the typical expansion updates (more maps, for example),  Retribution does provide some improvements for those who want to play  with different styles. Most interestingly, the Imperial Guard is new as a  playable race, and it&#39;s a lot of fun to watch how situations unfold  with them. They can build walls in the field for cover, and some of  their units are quite menacing -- the first time I sent a Sentinel after  some enemy troops, I was delighted by the fearsome barrage of lasers it  unleashed when it got close. (Then it got too close, and got killed; it  turns out those units work best for ranged combat.)      &lt;/div&gt;&lt;div align=&quot;center&quot; class=&quot;editorial-p&quot;&gt;&lt;img alt=&quot;Warhammer 40,000: Dawn of War II: Retribution Screenshot&quot; border=&quot;1px&quot; src=&quot;http://cheatcc.com/imagespc/warhammer40000dawnofwariiretribution_00.jpg&quot; /&gt;&lt;/div&gt;&lt;div class=&quot;editorial-p&quot;&gt;    At the end of the day, though, I noticed the same problems that people complain about regarding Dawn of War II &lt;a class=&quot;kLink&quot; href=&quot;http://cheatcc.com/pc/rev/warhammer40000dawnofwariiretributionpreview.html#&quot; id=&quot;KonaLink1&quot; style=&quot;font-family: inherit ! important; font-size: inherit ! important; font-weight: inherit ! important; position: static; text-decoration: underline ! important;&quot;&gt;&lt;span style=&quot;color: blue ! important; font-family: inherit ! important; font-size: inherit ! important; font-weight: inherit ! important; position: static;&quot;&gt;&lt;span class=&quot;kLink&quot; style=&quot;color: blue ! important; font-family: inherit ! important; font-size: inherit ! important; font-weight: inherit ! important; position: relative;&quot;&gt;multiplayer&lt;/span&gt;&lt;/span&gt;&lt;/a&gt;  in general. (Full disclosure: Aside from reviewing the frustrating Xbox  360 adaptation of Warhammer: Battle March, which is from a completely  different developer, I&#39;m a newcomer to the series. I got my butt kicked  repeatedly in the beta. Apologies to anyone who&#39;s been unfortunate  enough to be paired with me on a team.) In the skirmishes, you fight to  control &quot;victory points&quot; while maintaining your resources and creating  new units. That should be fun, but the tactics that win the day --  perusing the map for weaknesses in your enemy&#39;s defense, sending in  units to attack key points, and having them run away if they get shot at  -- can feel cheap and frustrating.  &lt;/div&gt;&lt;div class=&quot;editorial-p&quot;&gt;    However, I should note that for many fans, the best multiplayer mode is  Last Stand, which is similar to Gears of War&#39;s Horde mode. Last Stand  will be part of Retribution, but it&#39;s not part of the beta. Also, the  developers managed to hit the perfect balance when it comes to map  design, giving us landscapes that are expansive enough to make battles  feel epic but small enough that you never feel lost or overwhelmed. The  terrain is perfectly suited for the gameplay, offering up plenty of  natural cover and fairly distributed resource points. We also had a  great experience with the matchmaking system: once the beta opened up  and everyone who&#39;d preordered the game was able to play, it never took  more than a minute or so to get a game started. There should be a good  community of potential opponents; there were about 1,500 people logged  in on our last visit.  &lt;/div&gt;&lt;div class=&quot;editorial-p&quot;&gt;    Visually, the game is nice but far from jaw-dropping. The maps are  nicely rendered, with a good-looking blend of natural landscapes and  man-made structures. The animations are fluid and believable, which  makes the bloody, visceral battles a real treat to watch. The sound  effects are simply terrific; the guns and lasers truly pop out whenever a  battle starts. Unfortunately, Relic has continued the Warhammer series&#39;  tradition of having units make stupid comments whenever they&#39;re  selected, such as &quot;your units are at your command!&quot; That can really pull  you out of the moment.  &lt;/div&gt;&lt;div align=&quot;center&quot; class=&quot;editorial-p&quot;&gt;&lt;img alt=&quot;Warhammer 40,000: Dawn of War II: Retribution Screenshot&quot; border=&quot;1px&quot; src=&quot;http://cheatcc.com/imagespc/warhammer40000dawnofwariiretribution_000.jpg&quot; /&gt;&lt;/div&gt;&lt;div class=&quot;editorial-p&quot;&gt;    Also, at this stage in the beta, there are a few wrinkles to be ironed  out; we experienced several crashes, one of them in the middle of a  game, and as the hardcore RTS crowd learns to exploit the current setup,  some rebalancing will no doubt be needed. Fortunately, the powers that  be decided to drop Games for Windows Live, which posed problems for  previous games, in favor of Steamworks. We have no doubt that THQ will  be prompt in fixing any game-killing bugs.  &lt;/div&gt;&lt;div class=&quot;editorial-p&quot;&gt;    If you&#39;re not already a fan of Dawn of War II, Retribution probably  won&#39;t do much to change your mind. However, for the hardcore Warhammer  lovers who&#39;ve been looking forward to this since before Christmas,  Retribution will provide a perfect blend of updated features and classic  gameplay. &lt;/div&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://grimjke.blogspot.com/feeds/5090766748120827083/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://grimjke.blogspot.com/2011/03/warhammer-machine.html#comment-form' title='3 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8376810497557770070/posts/default/5090766748120827083'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8376810497557770070/posts/default/5090766748120827083'/><link rel='alternate' type='text/html' href='http://grimjke.blogspot.com/2011/03/warhammer-machine.html' title='The Warhammer Machine'/><author><name>GrimJke</name><uri>http://www.blogger.com/profile/17165237732221308645</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='33' height='26' src='//blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgoIOPSIcYGgSEF8GaINA5_1llnk9sJM-p-O-LeRq-lR0SVP_UYSJlKQ32__0ErzRnmiGpql__KnOBmIhhB3knWs2ZolLrRuvAXN4u_Ss9IaX7erZaCSilutcZCmZgr2yE/s220/x_03611e21.jpg'/></author><thr:total>3</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8376810497557770070.post-1571837430411133512</id><published>2011-03-02T09:52:00.002+02:00</published><updated>2011-03-02T09:52:46.972+02:00</updated><title type='text'>Dungeons</title><content type='html'>&lt;div class=&quot;description&quot; id=&quot;seodescription&quot;&gt;&lt;strong&gt;Dungeons&#39; mind-numbing, repetitive gameplay never reaches the greatness of Dungeon Keeper, its classic inspiration.&lt;/strong&gt;&lt;/div&gt;&lt;div class=&quot;reviewWrap&quot;&gt; &lt;div class=&quot;reviewSummary&quot; style=&quot;display: none;&quot;&gt; &lt;strong class=&quot;reviewHed&quot;&gt;Review:&lt;/strong&gt;  It&#39;s often said that imitation is the sincerest form of flattery. In the  case of Dungeons, its imitation of Dungeon Keeper doesn&#39;t so much  flatter as it does take the game out on a date and buy it breakfast in  the morning. Nearly everything, from the character you play as to the  world map that expands as you spread your reign of evil, is lifted from  the Bullfrog classic. There are some new ideas, but more often than not,  these make the game worse. These include lifeless hack-and-slash  combat, an unrewarding leveling system, and tedious resource gathering.  An ... &lt;a class=&quot;readMore expandRev&quot; href=&quot;&quot; id=&quot;seeFReview&quot;&gt;Expand full review&lt;/a&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div class=&quot;reviewPage&quot; style=&quot;display: block;&quot;&gt;  It&#39;s often said that imitation is the sincerest form of flattery. In the  case of Dungeons, its imitation of Dungeon Keeper doesn&#39;t so much  flatter as it does take the game out on a date and buy it breakfast in  the morning. Nearly everything, from the character you play as to the  world map that expands as you spread your reign of evil, is lifted from  the Bullfrog classic. There are some new ideas, but more often than not,  these make the game worse. These include lifeless hack-and-slash  combat, an unrewarding leveling system, and tedious resource gathering.  An injection of humor and some good voice acting take some of the pain  away, but it&#39;s not enough to save Dungeons from being a dated trip down  memory lane. &lt;br /&gt;
6297539None Deimos isn&#39;t one to turn down a spot of grave robbery. &lt;br /&gt;
Most of the humor comes at the beginning of the game, where a silly plot  introduces you to a dungeon master known as Deimos. He&#39;s having  relationship troubles with his demonic girlfriend Calypso, and sadly,  not even a bunch of flowers and a back rub is enough to win her back.  Instead, she decides to steal Deimos&#39; throne and cast him into exile at  the top of the dungeon. It&#39;s your job to guide him back to power by  rebuilding his empire and exacting revenge on his ex-girlfriend. The  basic gameplay is ripped wholesale from Dungeon Keeper. You have to  build a thriving dungeon in real time, filling it with monsters, such as  mutant frogs, flying snakes, and rabid rats; traps, such as floor  spikes, swinging stones, and arrows; and decorative items, like skulls  and statues. Your main objective is to lure enemies called heroes into  your dungeon. They run around your dungeon calling out for &quot;more  experience!&quot; and threatening to destroy your dungeon heart, which can  end the game. Rather than ask you to immediately kill them, Dungeons  puts a new spin on things by asking you to look after them before you  indulge your sadistic side. &lt;br /&gt;
Heroes carry a certain amount of soul energy with them, which increases  as they find interesting things to look at, fight with, or learn from as  they explore your dungeon. You need soul energy to build decorative  items and other structures called gimmicks, which in turn increases your  prestige level, unlocking new missions that allow you to progress. To  keep that soul energy flowing, you need to cater to each hero&#39;s need. If  heroes crave gold, build a treasure chest; if they crave knowledge,  build a library; or if they&#39;re masochists, create more monsters.  Catering to the needs of mere mortals becomes incredibly tedious because  the heroes never seem to be satisfied, often complaining about a lack  of amenities such as libraries or armories, even if you&#39;ve built  several. When you&#39;ve had enough, you can choose to kill the ungrateful  adventurers and steal their gold or send them to a prison or torture  chamber to extract more soul energy. &lt;br /&gt;
&lt;br /&gt;
&lt;div class=&quot;embscreen_large&quot;&gt;&lt;span class=&quot;screens_6297349.html?page=6&quot;&gt;&lt;img alt=&quot;Dungeonsscreenshot&quot; class=&quot;thumb&quot; src=&quot;http://img.gamespot.com/gamespot/images/2011/034/605086_20110204_embed006.jpg&quot; /&gt;&lt;/span&gt;&lt;br /&gt;
&lt;span class=&quot;screens_6297349.html?page=6&quot;&gt;The charred remains of your conquests can be seen on the map.&lt;/span&gt;&lt;/div&gt;Unfortunately, killing heroes isn&#39;t as simple as sending your monsters  after them, because you don&#39;t have direct control over any monsters  you&#39;ve built. They just sit in their pentagram homes until an enemy  happens to walk past. They often ignore passing heroes, and are barely  strong enough to defeat them on their own. To deal significant damage to  heroes, you must increase your monsters&#39; experience levels by using  soul energy. This requires a large amount of energy--more than you can  gather from just a few heroes. This is fine in levels in which monsters  are used more as bait than as dungeon defenders, but can be frustrating  in levels in which you must fend off large groups of enemies. By the  time you&#39;ve gathered enough soul energy to level up your monsters, hero  levels have increased several times, making it incredibly difficult to  keep up with them. &lt;/div&gt;&lt;/div&gt;&lt;br /&gt;
&lt;a href=&quot;http://reviews.cnet.com/pc-games/dungeons-pc/4505-9696_7-34150615.html#ixzz1FQVUQDh4&quot; style=&quot;color: #003399;&quot;&gt;&lt;/a&gt;</content><link rel='replies' type='application/atom+xml' href='http://grimjke.blogspot.com/feeds/1571837430411133512/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://grimjke.blogspot.com/2011/03/dungeons.html#comment-form' title='3 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8376810497557770070/posts/default/1571837430411133512'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8376810497557770070/posts/default/1571837430411133512'/><link rel='alternate' type='text/html' href='http://grimjke.blogspot.com/2011/03/dungeons.html' title='Dungeons'/><author><name>GrimJke</name><uri>http://www.blogger.com/profile/17165237732221308645</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='33' height='26' src='//blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgoIOPSIcYGgSEF8GaINA5_1llnk9sJM-p-O-LeRq-lR0SVP_UYSJlKQ32__0ErzRnmiGpql__KnOBmIhhB3knWs2ZolLrRuvAXN4u_Ss9IaX7erZaCSilutcZCmZgr2yE/s220/x_03611e21.jpg'/></author><thr:total>3</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8376810497557770070.post-8213021372801151752</id><published>2011-03-01T19:09:00.003+02:00</published><updated>2011-03-01T19:10:33.156+02:00</updated><title type='text'>What Went Wrong: Blood Stone</title><content type='html'>&lt;h3&gt;James Bond: the nail in Bizarre’s coffin? &lt;/h3&gt;&lt;div class=&quot;bar&quot;&gt;&lt;/div&gt;&lt;div class=&quot;image alignleft&quot; style=&quot;width: 630px;&quot;&gt;&lt;img alt=&quot;James Bond 007: Blood Stone - 360/PS3/PC - feature&quot; height=&quot;217&quot; src=&quot;http://www.gamezone.com/images/sized/images/screenshots/BloodStone_feature-630x218.jpg&quot; width=&quot;630&quot; /&gt;                              &lt;/div&gt;&lt;br /&gt;
Given the current economic climate, it’s no surprise that  the movie industry took a bit of a hit. It’s also no surprise that  studios had to cut back. MGM, partial copyright holders of the James  Bond franchise, had a deficit in the billions, meaning that a new entry  in the 50-year old franchise just wasn’t on the cards, despite the  success of the series’ reboot with Casino Royale and Quantum of Solace.  So, rather than a new film continuing Bond’s quest to take down the  Quantum organisation, fans were instead treated to a stand-alone story  in the form of a third-person shooter from Bizarre Creations, the team  behind Project Gotham Racing. Blood Stone had a lot of responsibility:  not only did it have to stand up to its contemporaries, such as Gears of  War, Splinter Cell: Conviction and Uncharted, it also had to tell a  story worthy of the great tradition of Bond movies, and promised some  awesome Bond-style car chases. Despite the talent of Bizarre Studios  (clearly evident in the PGR games), Blood Stone just didn’t make a  splash with critics or audiences. What went wrong?&lt;br /&gt;
There are a number of elements that make up a Bond movie. The story  must incorporate a mystery involving dangerous science or political  manoeuvring, there must be a girl who ties into the story somehow, there  must be a car, normally an Aston Martin, to be involved in a car chase,  the story must be global for the maximum amount of locations, and at  the heart of it all there must be a villain turning the cogs. This is  true of both classic Bond and the new, “grittier” Bond. Blood Stone  features each of these stereotypes effortlessly. There’s an unrelated  pre-credits sequence involving a gunfight on a yacht, followed by a boat  chase, and by a car chase. It’s a promising start. Once the story kicks  in, though, we realise that this story was, unfortunately, half baked.  There are a couple of twists and turns, some nice locations, and a  thankless performance from Joss Stone as the utterly uninteresting and  vacuous Nicole. Daniel Craig only just fares better, imbuing his avatar  with a sense of character through sheer force of charm. The villain,  though, is completely forgettable. In short, the story and characters  are Bond through and through, and yet that’s one of the games biggest  weaknesses: it just isn’t at all surprising. &lt;br /&gt;
&lt;img src=&quot;http://www.gamezone.com/images/screenshots/BloodStone_10.jpg&quot; /&gt;&lt;br /&gt;
If you played Splinter Cell: Conviction last year, chances are that,  at least once, you thought to yourself: “This is just like James Bond!”  Apparently the folks at Bizarre did the same thing, because the gameplay  in Blood Stone is strikingly similar to Splinter Cell in places. A  third-person shooter where you need to stay in cover to not die, the  game also uses one-button melee takedowns. These takedowns earn you  focus aims, which slows down time and takes out your target in one hit.  Pretty much exactly the same as in Splinter Cell. I suppose this isn’t a  bad thing: it’s an interesting mechanic and is entirely appropriate. &lt;br /&gt;
The problem is, the game rarely makes you feel like a superspy.  Obviously the game has to respect the new “realistic” aesthetic of the  franchise, which is difficult considering how many henchmen you take  down, and some of the situations you find yourself in, but is ultimately  fairly successful in this endeavour. No, the problem is that the game  holds your hand for the entire duration. Your cell phone guides you to  each objective, literally marking out every step. Gunfights are easy and  don’t require much thought to defeat the dopey AI. It’s a real shame,  not helped by the fact that most of the games cool moments are in  cutscenes, so there’s no real sense of accomplishment. You’re just  there, pressing some buttons. Every aspect of the game is linear.  There’s no opportunity at any point to deviate from a set path, to use  your own brain to deal with a situation. &lt;br /&gt;
&lt;img src=&quot;http://www.gamezone.com/images/screenshots/BloodStone_7.jpg&quot; /&gt;&lt;br /&gt;
This might be more acceptable if the shooting aspects were top notch.  Unfortunately, shooting just doesn’t feel very responsive. In an  incredibly saturated genre, a games shooting mechanics have to be sleek  and intuitive: there’s a good reason Call of Duty is pretty much the  biggest game in the world. The shooting mechanics here can’t save the  campaign, and consequently doom the multiplayer. There’s a reasonable  selection of gametypes and maps, with unlockable skins etc. It’s just  not enough to keep players coming back beyond a few games. The  multiplayer shooter market is chock full of games trying to tap into  Call of Duty’s monopoly, and Blood Stone is just one more that can’t do  it.&lt;br /&gt;
There are a number of driving levels in Blood Stone. They break up  the shooting aspects well, but aren’t particularly memorable themselves.  The cars handle well, very similarly to PGR (not-surprisingly), meaning  these sections are more arcade than simulation. There are huge amounts  of destruction over vast areas here: visually sumptuous, but utterly  ridiculous. A more realistic interpretation, indeed. &lt;br /&gt;
&lt;img src=&quot;http://www.gamezone.com/images/screenshots/James_Bond_007_Blood_Stone_-_360_PS3_PC_-_5.jpg&quot; /&gt;&lt;br /&gt;
It’s staggering to think that GoldenEye 007 for the N64 still hasn’t  been topped. One would be forgiven for thinking that all the advances in  graphics and gameplay complexity would lead to a better game, but  they’d be wrong. Blood Stone has good, not great graphics. Everything’s a  little bland but far from ugly. It has an uninspiring story and  mediocre gunplay. Everything is just a little too simple. At least it’s  better than the Quantum of Solace game.&lt;br /&gt;
For the sake of speculation, it’d be interesting to see if Bizarre  are tasked with making a sequel. Blood Stone has real potential, but  could have done with more time, as is always the way with franchised  games. A sequel isn’t likely, however, since the 23rd Bond movie has  been officially greenlit.</content><link rel='replies' type='application/atom+xml' href='http://grimjke.blogspot.com/feeds/8213021372801151752/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://grimjke.blogspot.com/2011/03/what-went-wrong-blood-stone.html#comment-form' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8376810497557770070/posts/default/8213021372801151752'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8376810497557770070/posts/default/8213021372801151752'/><link rel='alternate' type='text/html' href='http://grimjke.blogspot.com/2011/03/what-went-wrong-blood-stone.html' title='What Went Wrong: Blood Stone'/><author><name>GrimJke</name><uri>http://www.blogger.com/profile/17165237732221308645</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='33' height='26' src='//blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgoIOPSIcYGgSEF8GaINA5_1llnk9sJM-p-O-LeRq-lR0SVP_UYSJlKQ32__0ErzRnmiGpql__KnOBmIhhB3knWs2ZolLrRuvAXN4u_Ss9IaX7erZaCSilutcZCmZgr2yE/s220/x_03611e21.jpg'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8376810497557770070.post-233754712221538437</id><published>2011-03-01T15:07:00.002+02:00</published><updated>2011-03-01T15:07:53.317+02:00</updated><title type='text'>DiRT 3: A masterclass in driving thrills?</title><content type='html'>&lt;span class=&quot;text_article_body&quot;&gt;If there was one downside to 2009&#39;s Dirt  2 it was the dilution of the rallying on which the series was first  founded. Too many side-events - slow truck racing and foam  block-smashing trials - tainted the broth.&lt;br /&gt;
&lt;br clear=&quot;all&quot; /&gt;Codemasters wants to make amends, and they&#39;ve revealed they&#39;re doing so with 60%. Sixty percent pure rallying, that is.&lt;br /&gt;
&lt;br /&gt;
Well over half of Dirt 3 is set aside for old-school-style rallying  action. On the wane last year, it&#39;s back with a vengeance this, and  thanks to the inclusion of rain and snow it&#39;s rallying that will  outclass anything seen in the already stellar series to date. &lt;br /&gt;
&lt;br /&gt;
&lt;div class=&quot;wrap_inline_image_big&quot;&gt;&lt;table border=&quot;0&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; style=&quot;width: 300px;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td&gt;&lt;a href=&quot;&quot;&gt;&lt;img border=&quot;0&quot; class=&quot;inline_thumb_big&quot; src=&quot;http://cdn.medialib.computerandvideogames.com/screens/screenshot_246031_thumb300.jpg&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;It&#39;s also worth mentioning that Dirt 3 is a much bigger game than its  predecessor so, when you whip out the calculator and plug in the  figures, 60% of Dirt 3 equates to well over three times the rallying  content of the last racer. Them&#39;s the kind of numbers we like...&lt;br /&gt;
&lt;br /&gt;
While Dirt 3 has pinched F1 2010&#39;s weather effects, claims that the  precipitation models are the same aren&#39;t quite true. In F1 it was  conceivable to start a race in the dry, see the heavens open on the  third lap and then paddle past chequered flag after a full-blown  monsoon. &lt;br /&gt;
&lt;br /&gt;
Dirt 3&#39;s tracks don&#39;t really lend themselves to that  type of evolving cloudburst, so each event has a fixed and unwavering  weather setting attached to it.&lt;br /&gt;
&lt;br /&gt;
Cleverly, however, believable  meteorological patterns can be fudged in the multi-race campaign events.  It&#39;s possible to race the first track of a country - say, Finland - on a  cloudy morning, tackle the second in a downpour at around noon and  experience a dusk race to close the series in lighter drizzle once the  bigger clouds have passed. &lt;br /&gt;
&lt;br /&gt;
These day-long events are exciting  stuff, even if the weather evolution is a bit of a cheat, but the most  exciting effect of all is the promise of the crunchy deformable snow and  ice in Norway. The heavier it gets, the more you&#39;ll struggle and if you  venture off the track your tyre grooves will become packed with powder.&lt;br /&gt;
&lt;br /&gt;
To help nudge the game back closer to its roots somewhat, some of the  other &#39;kookier&#39; modes have all been toned down if not dropped  altogether.&lt;br /&gt;
&lt;br /&gt;
Gatecrasher is one such mode to have suffered the  chop, while the branching route Raid races have now been transplanted  onto standard rally tracks. &lt;br /&gt;
&lt;br /&gt;
Bulky buggies and vans have all  been shrunk to avoid the Big Mother Trucker feel, so you&#39;ll no longer be  trailblazing with something more suited to lugging heavy goods across  Europe.&lt;br /&gt;
&lt;br /&gt;
&lt;span class=&quot;text_article_crosshead&quot;&gt; NO LIMITS&lt;/span&gt;&lt;br /&gt;
If it all sounds a little calmer than usual, it&#39;s really not. Dirt 3 is  still in-your-face exhilarating with car-on-car scrapes, violent twangs  and mudsplosive jumps, bumps and skids packed into every minute. And if  that&#39;s not insane enough for your tastes it also comes complete with a  debutant mode unlike anything seen before: the gymkhana discipline.&lt;br /&gt;
&lt;br /&gt;
&lt;div class=&quot;wrap_inline_image_big&quot;&gt;&lt;table border=&quot;0&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; style=&quot;width: 300px;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td&gt;&lt;a href=&quot;&quot;&gt;&lt;img border=&quot;0&quot; class=&quot;inline_thumb_big&quot; src=&quot;http://cdn.medialib.computerandvideogames.com/screens/screenshot_246030_thumb300.jpg&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;Gymkhana is Dirt 3&#39;s one super-crazy inclusion and balances out all the  zaniness lost from the axed elements, plus adds buckets more. It&#39;s  essentially what happens when you construct the world&#39;s best skatepark  for a trick-enabled car, complete with ramps for jumps and obstacles for  other stunts.&lt;br /&gt;
&lt;br /&gt;
There are a few gymkhana zones but the DC  Compound - set in and around the decommissioned Battersea Power Station -  is your main hub. It&#39;s Lara Croft&#39;s Croft Manor designed for a Ford  Fiesta, one that grows bigger the further your press into Dirt 3. &lt;br /&gt;
&lt;br /&gt;
It&#39;s filled with secret spots and hidden packages, and it&#39;s possible to  invite other racers into your playground to mess around with and to  play games like Capture the Flag.&lt;br /&gt;
&lt;br /&gt;
It sounds like an odd  inclusion - especially seeing as there&#39;s not a horse in sight - but  after devoting well over an hour to the mode we can safely say that  gymkhana is the best new feature in a Codemasters racer since Flashback.  &lt;br /&gt;
&lt;br /&gt;
Tearing around the gymkhana compounds and checking off the  tricks in as fast a time as possible proves to be frighteningly  addictive. More so than the Finnish rally that made up the other half of  our hands-on demo, even.&lt;br /&gt;
&lt;br /&gt;
&lt;span class=&quot;text_article_crosshead&quot;&gt; TRICK AND TREAT&lt;/span&gt;&lt;br /&gt;
Every gymkhana course comes with a list of stunts to be completed in  any order you choose. These come in three categories: Showpiece, Drifts  and Donuts. &lt;br /&gt;
&lt;br /&gt;
For the opening DC Compound course there are six  tricks in total. First up are the Showpiece tricks. &#39;Airborne&#39; is  awarded to drivers who leap between two ramps while Blockbuster&#39; is  given to those who smash through all of the six foam blocks in the  compound. &lt;br /&gt;
&lt;br /&gt;
&lt;div class=&quot;wrap_inline_image_big&quot;&gt;&lt;table border=&quot;0&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; style=&quot;width: 300px;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td&gt;&lt;a href=&quot;&quot;&gt;&lt;img border=&quot;0&quot; class=&quot;inline_thumb_big&quot; src=&quot;http://cdn.medialib.computerandvideogames.com/screens/screenshot_246029_thumb300.jpg&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;As these blocks are lined up into two perpendicular rows of three it&#39;s  possible, with immense skill, to smash all of them with a ridiculously  well-judged hairpin turn in between some scaffolding that sees you hit  each row with the side of your car. &lt;br /&gt;
&lt;br /&gt;
&#39;Trailer Trash&#39; and &#39;Pipe  Dream&#39; make up the Drift challenges. &#39;Trailer Trash&#39; involves skidding  underneath a couple of trailers; &#39;Pipe Dream&#39; demands you slide the  whole way through two tunnels made from curving half-pipes.&lt;br /&gt;
&lt;br /&gt;
Finally, Donuting means throwing your car sideways into a controlled  donut and driving multiple rings around the same object. For &#39;Pole  Dancer&#39; that object&#39;s a lamppost. For &#39;Can You Dig It&#39;, it&#39;s a digger. &lt;br /&gt;
&lt;br /&gt;
Like any new mode, it&#39;s tough at first. Really tough. And we don&#39;t mean  working out the order in which to perform the tricks to string them  into one stopwatch-busting blitz of glory, we mean just performing one  of the stunts. &lt;br /&gt;
&lt;br /&gt;
Complete control is necessary to stand a chance.  Mastery of feathering the throttle and the ability to balance the  steering is a must. It becomes second nature with time, but we can  foresee a situation where some people aren&#39;t willing to put in the hours  to become one with their car first. &lt;br /&gt;
&lt;br /&gt;
If you so much as even tap  an object your stunt is invalidated and you need to begin all over  again. Thankfully, Codies have a solution for those without spare time  to practice. While the joy of gymkhana will ultimately come from  learning the hard way and honing your skills until perfect, instant  gratification can be earned by switching on assists. &lt;br /&gt;
&lt;br /&gt;
With these  aids activated the game will help you into a stunt and auto-correct  slip-ups, so in the case of a Donut you&#39;ll get to pick how fast and how  wide you want to spin, but the actual tricky job of keeping the donut  going is taken out of your hands.&lt;br /&gt;
&lt;br /&gt;
&lt;div class=&quot;wrap_inline_image_big&quot;&gt;&lt;table border=&quot;0&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; style=&quot;width: 300px;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td&gt;&lt;a href=&quot;&quot;&gt;&lt;img border=&quot;0&quot; class=&quot;inline_thumb_big&quot; src=&quot;http://cdn.medialib.computerandvideogames.com/screens/screenshot_246028_thumb300.jpg&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;Whether you&#39;ve used the helpers or you&#39;ve put in the graft, successful  completion of the gymkhana courses is going to result in some  outrageously impressive footage. And for the first time YouTube  integration will allow you to show the world what you&#39;ve been getting up  to by uploading a run onto the web. &lt;br /&gt;
&lt;br /&gt;
It&#39;s destined to be a  great boon for a title that - with its new wealth of rallying content -  is in pole position to take 2011&#39;s racing crown.&lt;/span&gt;</content><link rel='replies' type='application/atom+xml' href='http://grimjke.blogspot.com/feeds/233754712221538437/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://grimjke.blogspot.com/2011/03/dirt-3-masterclass-in-driving-thrills.html#comment-form' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8376810497557770070/posts/default/233754712221538437'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8376810497557770070/posts/default/233754712221538437'/><link rel='alternate' type='text/html' href='http://grimjke.blogspot.com/2011/03/dirt-3-masterclass-in-driving-thrills.html' title='DiRT 3: A masterclass in driving thrills?'/><author><name>GrimJke</name><uri>http://www.blogger.com/profile/17165237732221308645</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='33' height='26' src='//blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgoIOPSIcYGgSEF8GaINA5_1llnk9sJM-p-O-LeRq-lR0SVP_UYSJlKQ32__0ErzRnmiGpql__KnOBmIhhB3knWs2ZolLrRuvAXN4u_Ss9IaX7erZaCSilutcZCmZgr2yE/s220/x_03611e21.jpg'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8376810497557770070.post-1896186288650437575</id><published>2011-03-01T14:39:00.003+02:00</published><updated>2011-03-01T14:50:52.926+02:00</updated><title type='text'>Bulletstorm: Pure first-person shooting fun?</title><content type='html'>&lt;span class=&quot;text_article_body&quot;&gt;Call of Duty: Black Ops, Halo Reach,  Medal of Honour. 2010 had its share of great shooters, but even the  itchiest of trigger fingers may be suffering combat fatigue in 2011.&lt;br /&gt;
&lt;br /&gt;
Now,  we like a shooter as much as the next sociopath, but somewhere there&#39;s a  ton of decomposing horse meat with the boot prints of a million  developers stippling its flanks. &lt;br /&gt;
&lt;br clear=&quot;all&quot; /&gt; But  devs Epic and People Can Fly have whipped the proverbial dead nag into  new and vibrant life: Bullet Storm is the result. And when we say  whipped, we mean whipped. &lt;br /&gt;
&lt;br /&gt;
One of the game&#39;s biggest draws is  the inclusion of a nasty electro lash. A press of the right bumper will  reach out, grab a targeted mutant and yank him full force into your  waiting size 12. Hello, gore. Hello, points. &lt;br /&gt;
&lt;br /&gt;
&lt;div class=&quot;wrap_inline_image_big&quot;&gt;&lt;table border=&quot;0&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; style=&quot;width: 300px;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td&gt;&lt;a href=&quot;&quot;&gt;&lt;img border=&quot;0&quot; class=&quot;inline_thumb_big&quot; src=&quot;http://cdn.medialib.computerandvideogames.com/screens/screenshot_246192_thumb300.jpg&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;And if that doesn&#39;t make a headshot seem like small beer, you&#39;ve got less soul than a vampire dog.&lt;br /&gt;
&lt;br /&gt;
&lt;span class=&quot;text_article_crosshead&quot;&gt; TOOLED UP&lt;/span&gt;&lt;br /&gt;
But the fun doesn&#39;t stop there kids, oh no. Even shooter standards such  as the assault rifle, shotgun and grenade launcher have been retooled  for maximum mayhem. &lt;br /&gt;
&lt;br /&gt;
Witness for example the Bone Duster.  Ostensibly it behaves like two shotguns fired in ecstatic union.  Overcharge it, however, and it&#39;ll reduce the opposition to smouldering  fragments of bone.&lt;br /&gt;
&lt;br /&gt;
Overcook the grenade launcher and things get  weirder still. It&#39;ll unleash a bouncing bomb that can be kicked around  like a football made of pain. As both these terrifying toys suggest,  this game is all about scoring points by causing pain. And the most  points will be awarded to the most imaginative rather than the best  shot.&lt;br /&gt;
&lt;br /&gt;
As such the game&#39;s intimidating environments become  playgrounds of painful possibility. Giant dinosaur skulls, fizzing  circuits and electrical storms can all be exploited for points aplenty.  String together an outrageous  ill move with an environmental kill and  those points hit unimagined heights.&lt;br /&gt;
&lt;br /&gt;
&lt;span class=&quot;text_article_crosshead&quot;&gt; THRILLER KILLER&lt;/span&gt;&lt;br /&gt;
But whereas it&#39;s easy to imagine how such combo-centric play will feed  into score attacks and multiplayer bouts, it&#39;s less clear how it&#39;ll work  in the game&#39;s story mode. &lt;br /&gt;
&lt;br /&gt;
&lt;div class=&quot;wrap_inline_image_big&quot;&gt;&lt;table border=&quot;0&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; style=&quot;width: 300px;&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td&gt;&lt;a href=&quot;&quot;&gt;&lt;img border=&quot;0&quot; class=&quot;inline_thumb_big&quot; src=&quot;http://cdn.medialib.computerandvideogames.com/screens/screenshot_246190_thumb300.jpg&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;Set on the wilderness of a hostile planet our hard-drinking hero will  have plenty of opportunity to lavish pain on its native population but  will he have the patience? We know that scoring imaginative kills will  allow you to upgrade more quickly, but is there more to it? Perhaps the  enormous monstrosities glimpsed in these screens offer a hint.&lt;br /&gt;
&lt;br /&gt;
Could it be that their mortal coils can only be unwound by imaginative  attacks? We can only guess, but the invention displayed so far suggests  surprises to come...&lt;/span&gt;</content><link rel='replies' type='application/atom+xml' href='http://grimjke.blogspot.com/feeds/1896186288650437575/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://grimjke.blogspot.com/2011/03/sennheiser-hd-555-to-hd-595-mod-this.html#comment-form' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8376810497557770070/posts/default/1896186288650437575'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8376810497557770070/posts/default/1896186288650437575'/><link rel='alternate' type='text/html' href='http://grimjke.blogspot.com/2011/03/sennheiser-hd-555-to-hd-595-mod-this.html' title='Bulletstorm: Pure first-person shooting fun?'/><author><name>GrimJke</name><uri>http://www.blogger.com/profile/17165237732221308645</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='33' height='26' src='//blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgoIOPSIcYGgSEF8GaINA5_1llnk9sJM-p-O-LeRq-lR0SVP_UYSJlKQ32__0ErzRnmiGpql__KnOBmIhhB3knWs2ZolLrRuvAXN4u_Ss9IaX7erZaCSilutcZCmZgr2yE/s220/x_03611e21.jpg'/></author><thr:total>2</thr:total></entry></feed>