Friday, November 30, 2007

BlackSite: Area 51

The name "Area 51" immediately evokes a number of things relating to the US government, ranging from secret aircraft test programs to more colorful conspiracies, such as aliens and space ships. In the world of gaming, Midway has used Area 51 in a series of pretty hokey alien-filled games, ranging from light gun shooters that started in arcades to cheesy first-person shooters filled with all kinds of weird conspiracy theories. BlackSite: Area 51 continues the lineage in a more serious manner, but it doesn't necessarily make for a better game overall. The game's strong graphical presentation is overshadowed by its run-of-the-mill gameplay, which is in turn overshadowed by a series of glitches.

The game puts you in the role of Aeran Pierce, leader of Echo Squad. You'll roll with the same set of squadmates throughout, and the backstory is filled in with their chatter between firefights. The game opens in the recent past, with Pierce and his team deep in Iraq, looking for weapons of mass destruction. Instead, you find some not-quite-human enemies that are quickly explained away as humans with extreme cases of encephalitis. Then, you encounter swarms of creatures that explode like land mines when you shoot them. After a brief Iraq portion that sets the stage for what's to come, the rest of the game takes place in Nevada where you're told that a militia has risen up and seized control of Rachael. This is the town near Groom Lake and Area 51 itself, as well as its surrounding areas. While it's painted as Americans who have risen up in protest of the government, that's only half the truth. As you get deeper into the invasion, you'll uncover what's really going on, though the game fumbles when it comes to explanations and never really tells you from where the alien creatures originally came. The level titles and a few references to modern-day sticking points, such as Abu Ghraib, attempt to give the game a bit of an edge, but the content doesn't back up that edge very much, making level titles like "Mission Accomplished" (complete with sneer quotes) feel forced.

The action in BlackSite's single-player game is very straightforward. You'll control a squad, but your control only uses one button. If you hit the squad button, you can order your team to move to specific positions. You can focus fire on enemies by hitting the button while pointing at an enemy. You can also use it to order squadmates to utilize mounted gun positions, but you'll mainly use it to get your squadmates to open doors. Apparently Pierce is too good to open doors by himself. The squad mechanic feels slapdash and rarely necessary during the course of combat. Focusing fire on enemies doesn't work as well as pulling the trigger yourself; thus, it just seems faster and easier to do most of the shooting yourself. There are a couple of extended vehicle sequences where you'll drive a Humvee from one location to another while one of your squadmates lays down fire from a mounted gun to take out several giant worms that keep sprouting out of the ground. The vehicles handle just fine.

You'll get your hands on a few prototype weapons, such as a scattergun that fires rounds that can bounce off walls or a beam cannon that delivers large bolts of energy. But most of the time, you'll be using a standard-issue assault rifle. The aiming assists that make your reticle stick to enemies a bit make your reticle stick to enemies a bit, making firing on target a little too easy, even if you don't hold the weapons up and properly aim. Most of the enemies you face are humanoids, though you'll also face off against a handful of more creative creatures, such as the fire brute, which is a huge four-legged boss creature with a bright, glowing weak spot on its back that you have to take down with homing antitank weaponry. The game could have used more enemy diversity.

For the most part, BlackSite is just kind of uneventful. But it's taken down a notch by a light scattering of bugs and other issues. In the Xbox 360 version, we ran into a spot where the vehicle we were driving, as well as other broken vehicles in the vicinity, suddenly dropped a bunch of weight then started slowly floating and twisting in the air. For a second, it looked like it was going to be some cool alien effect. After a minute or so, the floating cars were joined by a bunch of messed-up on-screen textures and effects, which made it clear that something was broken. Most of the other issues involve the squad artificial intelligence. Your guys occasionally lose focus and run all over the place or say the wrong things at the wrong times. In one case, they'll claim to be heading your way only to start running in the opposite direction. While no one issue is bad enough to bring the whole game down, they all add up to a game that would have probably done a bit better after another month or two in development.

The campaign would have been more exciting with a cooperative option, but it's of average length and feels passable. It's also joined by a multiplayer mode that feels half-finished. It only allows 10 players to get together and play in a few basic game modes, but you'll need luck actually finding a 10-player game. We felt lucky when we managed to find three other players playing on the Xbox 360 and have seen exactly one person trying to play online in the PC version. The matches we did get into made the modes feel like they were sort of slapped together in a passionless manner in order to place one more bullet point on the back of the box. None of it seems to compensate for average ping times very well either, resulting in sketchy weapon firing and player movement. Even when working as intended, it's certainly not going to be your first choice for multiplayer shooter thrills on either platform.

BlackSite uses the Unreal Engine and, generally speaking, it looks pretty nice. The character models look good and the environments look sharp. The PC version wins out over the 360 version in this aspect, provided you're running on a system that exceeds the minimum requirements. The Xbox 360 version has a really unstable frame rate, occasionally hitching up completely and halting for a second or two before things get going again. That wasn't a problem on the PC version, though on the PC, we noticed more tearing than usual. Also, for a game that delivers a lot of its dialogue on the battlefield, it's a bummer that your troops don't move their mouths much when speaking. The voice acting in the game is decent, with the main bad guy coming across as genuinely angry and crazy thanks to some solid delivery. BlackSite also has decent music and sound effects, with properly impactful explosions and weapons fire.

For the most part, BlackSite is a boilerplate first-person shooter that has a handful of good moments. As it stands, the game suffers from some annoying issues that make it difficult to recommend. If you're a huge fan of first-person shooting, you're probably better of with a rental because the lack of multiplayer competition means that the whole experience doesn't last especially long.

By Jeff Gerstmann, GameSpot
Posted Nov 27, 2007 5:57 pm PT

Reference : http://www.gamespot.com/pc/action/blacksite/review.html?sid=6183422

FIFA Manager 08

While the football management genre has hit a peak of depth and realism, there's no doubt that it remains a little daunting for beginners. FIFA Manager 08 aims to fill the gap between the hardcore management simulations and such games as FIFA Soccer 08 with an approachable football management game that has many different features to distinguish it. Most notably, the 3D match engine is more visually engaging than similar features in other management games, plus the official license affords a mountain of team logos and player photos to break up the stats. This year, the game is a deeper experience than ever with revamps of the training, player interaction, and scouting elements. The game struggles to present all the information coherently if you play at the hardest difficulty, but otherwise, it's a decent, glossy alternative to other games in the genre.

FIFA Manager 08 makes an excellent first impression. British gamers, in particular, will feel a warm glow when the theme song from the Grandstand TV show kicks off the welcome screen, and high production values are evident throughout the game. As with any management title, you start by choosing the domestic or international club for which you want to work. If you choose to raise a team from the ranks of the lower divisions, you'll have fewer resources and lower expectations, but if you pick a world-class club, you'll have some very serious board expectations. However, FIFA Manager 08 helps you juggle the demands of whatever club you choose by allowing you to palm off certain aspects of the running to your assistants. If your interest is in finding and cultivating talent rather than wading through spreadsheets of numbers, then your finance team is there to take care of it. Alongside this, FIFA Manager 08 places an emphasis on creating your manager rather than being the manager. You're asked how you want to look, how big you want your family to be, and what sort of hobbies you want to pursue. Learning a foreign language will help you secure a job in another country, while playing golf may enamour you to the board members of another team.

Thankfully though, the developers have concentrated their efforts this year on improving the core game. There's now a greater emphasis on player scouting, training, and motivation to the point that the game feels completely refocussed on the players themselves. Aside from short-term considerations, such as swapping substitutes or allowing talent to flow from your youth team, you also need to cultivate star players by giving them pep talks--and not just during matches.

While FIFA Manager 08 does a great job of easing you in, the interface can get messy very quickly as you activate the more advanced options. While it can go spectacularly in-depth compared to last year's relatively shallow offering, the resulting interface clutter needs to be addressed. There are some useful additions for all players, though, such as the widget system that provides you with access to everything from a notepad to an MP3 player in-game.

Training schedules can now be specified for each individual player and the overall team; thus, making small changes can have a dramatic result on performance. The transfer system now works in a much more realistic manner, with more in-depth negotiation between clubs and players, while the scouting element is a minigame in itself. Foreign player statistics are now hidden by default, and it's only when you send your scout to the region that you can differentiate from one player to the next.

FIFA Manager 08's 3D match engine is something that sets it apart from other games in the genre. Traditionally, matches have often been re-created using a mixture of text-based commentary and a 2D engine to represent the players. This leaves more to the player's imagination while the computer is spared more resources to compute likely scenarios. While FIFA Manager 08's match engine presents a watchable game of football, it doesn't make the job of management any easier. The game does allow you to play as one player on the pitch if you want to, but the lack of overall control means it's more frustrating than helpful.

If you're a football fan, then you'll really get something out of the official licences. They permeate the game, with a customised menu screen depending on the team you play, as well as mountains of up-to-date player photos and stats for the majority of major teams. The licensing even stretches to official newspaper reports from such publications as The Sun, something that really taps into the wider aspects of football. While the number of teams can't touch that of Football Manager, the game still covers the major world clubs. It also now includes more English and Spanish leagues than before.

It's clear that Bright Future has worked hard on updating and expanding its football management sim. While it's not quite in the Premier League yet, there's plenty here for fans to enjoy. It's a tremendously deep game that also manages to be welcoming to the novice while the official licenses and overall polish will delight both types of player. Those playing at the advanced level are unlikely to feel hamstrung by limited options this time around, but the way that all the information is presented could definitely do with some work for next year. Most importantly, the game carves out its own niche in the football management market, and although this time it falls short of greatness, it shows plenty of promise for the future.

By , GameSpot UK
Posted Nov 28, 2007 7:08 am PT

Reference :http://www.gamespot.com/pc/sports/fifamanager08/review.html?sid=6183413

Soldier of Fortune: Payback

If you've ever wondered what happened to the Soldier of Fortune franchise, you're not alone. The first two Soldier of Fortune games were popular shooters in their day, blending fun single-player and multiplayer gameplay with the concept of playing as a mercenary. But after 2002's Soldier of Fortune II: Double Helix, the franchise seemed to fall off the face of the planet. Unfortunately, it should have stayed missing in action because the series has been resurrected with Soldier of Fortune: Payback, a shooter that embraces all the wrong lessons that have been learned over the past decade.

At first glance, Payback looks like a very pretty game. The visuals aren't cutting-edge, but there's an attractive quality to them, from the lavish depth-of-field blur effects that kick in whenever you reload your weapon to the lush lighting. You no longer play as John Mullins, the hero of the first two games, but rather as a new mercenary caught up in a very cliché and badly told tale of a worldwide terrorist organization that's so clever it brands all of its operatives with the very same tattoo on their necks. It's a wonder they're so difficult to find.

However, it all goes downhill quickly because Payback reveals itself to be a relentlessly linear and highly scripted shooter with a lot of flaws. Perhaps the most frustrating of these deals with the fact that the game relies on a checkpoint save system with no ability to quicksave, which means that if you're killed, you have to restart from the last checkpoint. That wouldn't be so much of an issue if those checkpoints were frequent and numerous, but they're not. Thus, much of the game's six to eight hours of gameplay is spent trying and retrying to get through the many sections of the game. Though there's a regenerating health system, you still die all too easily. It's not uncommon to have to replay a section a dozen times or more before you finally beat it.

The artificial intelligence is bad and consists mainly of two scripted actions. Once triggered, a bad guy will either run straight at you or stand in the open and shoot at you. There's no sense of dynamic behavior in the way the AI reacts to what you do. The weapon modeling is nonexistent; there's practically zero recoil on any of the weapons, even the light machine guns. On the flip side, even though the weapons all feel incredibly lightweight, they do a ridiculous amount of damage. The first Soldier of Fortune games were "edgy" in that you could practically dismember opponents with gunfire. The same goes for Payback, though it looks like the developers just copied and pasted the same code from the earlier games because the visual effect is almost exactly the same. Arms, legs, and heads all get shot off with absurd regularity while blood gushes everywhere. (The game does boast a low violence option that tones down this carnage.)

The music is actually pretty catchy, but the rest of the audio is lacking. The sound effects all seem canned, and the voice acting is terrible. The script certainly doesn't help either because the dialogue would be fitting for a straight-to-VHS action movie. The game also ends in a silly cliffhanger that assumes that gamers are going to want more of this action.

Additionally, Payback's multiplayer is very generic, with such modes as deathmatch, team deathmatch, and capture the flag. There's a whopping five multiplayer maps total, so there's not a lot of variety there either, which is also disappointing, considering Soldier of Fortune II's popular and fun multiplayer mode.

The PC game is slightly less expensive than major titles, but the Xbox 360 and PlayStation 3 games are full priced. Nevertheless, they're all a terrible value proposition considering the sheer quantity and high quality of shooters this year. Unless you like pain and frustration, there's simply no reason to play Soldier of Fortune: Payback when there are so many other better games on the market.

By Jason Ocampo, GameSpot
Posted Nov 28, 2007 3:09 pm PT

Reference : http://www.gamespot.com/pc/action/soldieroffortunepayback/review.html?sid=6183462&om_act=convert&om_clk=multimodule&tag=multimodule;reviews;story;1

Tuesday, November 27, 2007

Pro Evolution Soccer 08 PC Version

If you're looking to play this year's Pro Evolution Soccer, you could do worse than check out the PC version. Judged on its own merits, it stacks up well against the console equivalents by looking sharp and playing well, especially if you have a couple of Xbox 360 joypads. However, compared to other sports games, Pro Evolution Soccer is struggling to keep up with the times. The presentation is unpolished, with poor online functionality, mediocre commentary, and few officially licensed teams. More importantly, practically no new features have been added to last year's game while the online gameplay is buggy with frequent lag and disconnection problems. Ultimately, PES 2008 plays a great game of football, but it's starting to seriously fall behind its contemporaries in terms of features.

If you're a newcomer to the series, you'll be impressed at how well Pro Evolution Soccer 2008 plays. It captures the realism of the sport almost perfectly but, most importantly, it also remains eminently playable. Thanks to a combination of exquisite control, superb animation, and worthy artificial intelligence, it's highly replayable in single-player, but it really comes into its own in multiplayer. With that said, series veterans may wonder what exactly Konami has done to improve the gameplay in the past year. Aside from making minor tweaks to the animation and AI, it's fundamentally unchanged from Pro Evolution Soccer 6.

The biggest upgrade to the game is supposedly the new Teamvision artificial intelligence system, although its claims to revolutionise the playing experience prove to be overstated. Computer-controlled opponents are slightly more intelligent when it comes to changing playing styles, although defenders still feel a little bit superhuman in their ability to resist attack. Overall, the game feels more fluid than last year, but rather than feeling revolutionary, the improvement just feels like a return to the earlier glory of the series. In fact, the immediate changes feel so minor that even hardcore fans of the series will have trouble picking them out. The ball feels slightly weightier and players move with more physicality. They also tussle with each other more, pulling shirts and out-muscling each other over the ball. It adds up to a more natural-feeling game this year where you can still play an accomplished game of football. Anyone who hasn't played Pro Evolution Soccer will find that this is still a solidly playable game, but long-term fans may wonder what Konami's done this year to deserve the £50 upgrade fee.

Many of the new gameplay tweaks are actually more annoying than they are welcome. Goalkeepers now fumble the ball with infuriating regularity, and the fast pace now makes Pro Evo feel more like an arcade game rather than a simulation. Another new feature that betrays the game's simulation roots is the ability to make your players take a dive. It's something that undoubtedly happens in the real world, but its inclusion in a serious video game could be seen to tarnish an otherwise respectful representation of the sport. Used in the penalty area, the dive can win penalties, and while it's only successful in the minority of cases, it could be used to tip the balance of the game. We expect that discerning gamers will shun the new skill out of sportsmanship, but it'll be a real shame if faceless online players manage to win games by effectively employing the tactic.

In terms of features, the PC version is broadly the same as the PlayStation 3 and Xbox 360 iterations. Unfortunately, it lacks some of the cool new game modes from the PlayStation 2, including the world tour and the community mode. The latter mode allowed up to 16 people to compete in cups and tournaments on a single console. Instead, what you do get is the usual match, tournament, and cup modes, which up to four people can play simultaneously as long as you have enough controllers. There's also the master league, which forms the main challenge for the single-player mode. As well as allowing you to play through a series of proper football seasons, the master league offers up basic management functions that include training and transfers. This year, players also talk to the media and do interviews, although as with every other part of the master league, this pales in comparison to dedicated management games. While it's not really trying to compete with such games as Football Manager, many of the tasks feel like distractions from the main job of playing the league itself. Basically, the master league is the same as it's been in previous versions. True, signing talent is an important part of winning, but it simply isn't in-depth enough to warrant spending lots of time on training and scouting. The main idea is to perfect your starting lineup, get your players in a decent formation, and play well on the pitch.

The online offering is built to offer two-player ranked and unranked matches over the Internet. The retail build of the game was lamented by fans for lagging too much, and even though Konami quickly issued a patch, it's done little to remedy the problems. It's nowhere nearly as bad as the PlayStation 3, but a fair bit of slowdown affects online performance even when you have a decent connection. We also encountered a high proportion of disconnections. While some of these could have been down to the users, it was indicative of a patchy and unpredictable service.

Aside from the somewhat patchy performance, Pro Evolution Soccer 2008 is severely lacking when it comes to overall Internet functionality. There are no real-world score tickers, no news feeds, and no online leagues--features which the rival FIFA series has been offering for two years now. There's no voice chat either--just a text interface for typing in pre-match messages. Even worse, the only games you can play are single matches. The complete lack of online leagues and tournaments is restrictive when compared to other sports games on the market. It's also worth noting that the online registration process locks your copy of the game to your Konami account for online play. This means that if you ever want to sell your copy of the game, the next person will be unable to play online unless he or she has your registration details.

Presentation has never been Pro Evolution Soccer's strong point, and the 2008 version does little to break with tradition. The menu system is basic and unwelcoming while the soundtrack tries to span genres but is awful throughout. The majority of teams also don't feature the official kits. This will be a familiar problem to fans, but Konami's selection is becoming increasingly schizophrenic. English Premier League teams Newcastle United and Tottenham Hotspur are now included. But this is at the expense of Manchester United and Arsenal, who've been out since the last game. We assume that Newcastle was included thanks to star striker Michael Owen adorning the cover of the game, but the same theory doesn't apply to Christiano Ronaldo and Manchester United (who are named "Man Red"). There are only 15 stadiums, and although Mark Lawrenson is now onboard as a commentator, his contributions are frequently inaccurate.

In terms of graphics, the PC version looks even sharper than its PS3 and Xbox 360 counterparts, running well even on modest systems. We had no problem cranking the detail and resolution right up to the maximum settings on an 18-month-old test machine, with no drop in overall performance. Certain player likenesses, such as the aforementioned Christiano Ronaldo, are very realistic. However, the game offers little in the way of incidental graphical effects, such as true cloth deformation, video walls, or goalkeeper head protection. We also like the fact that the referee can be seen on pitch, although waiting the few seconds for him to blow his whistle for free kicks is detrimental to the pace of the game. Ultimately, the success of Pro Evolution Soccer is a paradox for the game's designers. It's difficult to improve on the standard that was achieved with the fifth version of the game, but the designers could certainly start by introducing some truly new features to build on the excellent playability. Konami has tried to make subtle changes to the gameplay, some of which are successful and some of which are not. However, what the game really needs are new modes, features, and online offerings to warrant the upgrade, as well as bring it in line with other PC sports offerings. It will be quite a task, but next year's game needs to deliver all this and more if it's to retain its massive fan base.

By Guy Cocker, GameSpot UK
Posted Nov 20, 2007 4:58 pm PT

Reference : http://www.gamespot.com/pc/sports/pes2008/review.html?sid=6183195&om_act=convert&om_clk=gumballs&tag=gumballs;title;1

Sunday, November 25, 2007

Godzilla Unleashed

Godzilla Unleashed Designer Diary #6 - Factions
In our sixth and final diary, Simon Strange from Pipeworks Software explains the importance of monster factions in Godzilla Unleashed's story mode.
By Staff, GameSpot
Posted Nov 9, 2007 5:16 pm PT
The release of Godzilla Unleashed is imminent. Although we haven't seen an awful lot of the game for ourselves during its development, we've received plenty of information from the Pipeworks Software development team in the form of designer diaries. In previous diaries, we've heard about the Godzilla Unleashed's story, monster abilities, cutscenes, combat system, and even an all-new monster created specifically for the game. In today's designer diary, which will be the last in the series, lead designer Simon Strange talks about the relevance of monster factions.
Godzilla Unleashed Factions
By Simon StrangeLead Designer, Pipeworks Software
It's time for the sixth developer diary, and I'm ready to get my hands dirty with some nitty-gritty details. The game is nearly wrapped up on our side, so we can finally be specific and tell people exactly what they will be playing this holiday season. Specifically, we want to talk about our single-player game in this diary. More specifically, we want to talk about faction affinity.

Your initial choice of faction won't limit your gameplay in any way.
We have mentioned the four monster factions previously, and we've done our best to strongly associate each monster with a particular faction. When you start a new single-player game, you'll select a faction to play before you select a monster. But once you start playing the game, the faction you chose doesn't limit your gameplay in any way. That's because you, as a player, can act in any way you see fit during the game--as opposed to obediently following the goals of the faction your selected monster is in by default. So Anguirus might aid the alien invasion, or Destoroyah might decide to defend the earth. Everyone else will act in strict accordance with their faction role, but as a player, your monster gets to stake out his or her own path.
To keep track of the player's standings with all four of the factions, we developed the idea of faction affinity. Certain actions will increase or decrease your affinity with the factions, as measured on a 100-point scale. Monsters that are part of a faction where you have 70-plus affinity with are considered allies. Monsters in a faction where you have 30 or less affinity with are considered enemies. These numbers move up and down during gameplay based on your actions, so alliances can shift pretty rapidly. Before we go any further, let's review the four factions and what their goals are:
Earth Defenders (ED)This is Godzilla's faction. The Earth Defenders are Earth-based monsters that act in the best interests of the globe as a whole. The primary goal of the Earth Defenders is to destroy the crystal infestation that threatens the earth. Destroying a set of power surge crystals is the best way to gain favor with that faction.Destroying a set of power surge crystals: +15 AffinityDestroying ambient crystals: +3 AffinityReaching critical mass: -5 AffinityGaining a power surge for yourself: -15 Affinity
Alien InvadersThe Alien Invaders are led by the Vortaak, who see the power surge crystals as a new tool they can use to subjugate the earth. Collecting power surges is their primary goal, though attacking and defeating the Earth's defenses comes in a close second.Gaining a power surge for yourself: +15 AffinityDestroying human military vehicles: +3 AffinityDestroying alien military vehicles: -3 AffinityDestroying ambient crystals: -3 AffinityDestroying a set of power surge crystals: -15 Affinity
Global Defense Force (GDF)The Global Defense Force protects humanity from monster and alien threats. Their primary concern is the health and well-being of humans and human cities. Although they are concerned with the crystals, they tend to see the imminent alien invasion as the larger threat. Monsters that become allies with the GDF will find that human military vehicles no longer attack them.Finishing an encounter with no destruction: +15 AffinityDestroying alien military vehicles: +3 AffinityDestroying buildings in human cities: -3 AffinityDestroying human military vehicles: -3 Affinity

Almost everything that you do will have an effect on your standing with factions.MutantsThe Mutants are not so much a faction as a loose grouping of those monsters that act from self-interest rather than a specific agenda. Mutants revel in destruction and victory, tending to respect monsters that really let loose. Mutants are especially fond of reaching critical mass--a marked exception to every other faction.Reaching critical mass: +5 AffinityDestroying buildings: +3 AffinityFinishing an encounter with no destruction: -15 Affinity
Global AdjustmentsIn addition to these faction-specific modifiers, there are some basic modifiers that apply to every encounter:Defeat a monster: -10 AffinityDefeat an allied monster: -20 AffinityFree a monster from a power surge: +15 AffinityFinish an encounter without fighting: +10 Affinity
Let's take a look at how this all plays out in an actual encounter. We'll take the Earth Defender Day 1 encounter, which for most people will be the first encounter they play. This has you playing Godzilla, Anguirus, or Rodan on Monster Island. There will be two Earth Defenders trapped on the island behind large crystal formations, a small research compound, and a bay that leads out to the ocean.
The fastest way to finish the encounter is to smash into the research compound, knock out the generators that keep the security fences up, and then enter the ocean. Knocking out the generators will incur a -3 affinity penalty with the GDF, but otherwise you'll get away with no affinity adjustments. On the other hand, if you take the time to destroy the crystals and free your two allies, you will get +10 affinity for each Earth Defender freed and possibly a +3 ED/-3 alien adjustment for smashing crystals. This will start you off solidly as a loyal Earth Defender, although you can always change that later.
If you free your allies, then attack and knock out them both, you will incur a total penalty of -40 affinity with the Earth Defender faction. Playing as a monster from the ED faction, your initial affinity with the ED is +70. So, depending on your actions in that very first encounter, your affinity with the ED might be anywhere between 30 and 93. That's just one encounter. Players will battle through roughly 20 encounters in each story mode game.

Even Godzilla Unleashed's earliest missions can be played in a number of different ways.
So what do all those numbers mean? Well, the composition of the various encounters is fixed. So if Godzilla's battle in Tokyo on day 5 ("Rumble in the Surf") contains Anguirus, Gigan, and King Ghidorah, you'll see those three monsters no matter what you've done on the previous days. However, coming into that fight with 93 affinity toward the Earth Defenders versus 30 affinity will be huge. In the first case, the fight will boil down to a two-on-two rumble between Defenders and Aliens. In the second case, it might feel more like a one-on-three battle, with you taking on all comers. Anguirus and the Aliens will probably battle one another if you hang back, so it might be interesting to see how that plays out before you actually engage anyone. If you want to, it's entirely possible to play through the game with a minimum of fighting, if you can build a few strong allies.
This means that although players have only a little influence over the set of encounters available to them, they have a very strong influence over how those encounters actually play out. There are several moments in special encounters where you can nab a huge bonus or penalty to some faction. Players will (hopefully) find themselves conflicted about gaining certain surges, depending on what might be required to obtain them. Would you backstab your allies just to have the fire surge all to yourself? Can you avoid destroying the city when you battle in New York? Do you have enough battle skill to alienate a majority of the factions? Will you help the invasion and thus increase the alien presence in the environments?
Some people will love these sorts of decisions and some will just smash everything that looks at them funny. Thanks to our dynamic difficulty settings, you can save your game at any time, change difficulty, and resume where you left off. We also let the story flow even when you are knocked out, so it's almost impossible to be "stuck" at any point. Playing the game in any mode, single or multi, still earns you points that can be used to unlock new monsters and environments from the store, although a few items won't be initially available until certain conditions are met.

Later missions will play out differently as a result of things you've done earlier in the game.
We hope that in this version we've exposed enough of the inner workings--provided enough knobs to tweak--that gamers of all types will be able to get the sort of play experience they want from the game. If you want very difficult "throw the controller in frustration" style gameplay, you can probably adjust things to get there. If you want to be passive and guide the monsters toward the end with a minimum of fuss, that option is certainly there. The more you fight, the more monsters will attack you. That's the basic premise behind the difficulty curve, and it really lets people play the game they want to, even if they don't print out the possible affinity modifiers and tape it to the screen.
That wraps up this developer diary--hopefully all you Godzilla fans will be able to put this to good use in the coming months

Reference : http://www.gamespot.com/wii/action/godzillaunleashed/news.html?sid=6182679&mode=previews&page=2

Guitar Hero III: Legends of Rock

You wouldn't have been wrong to come into Guitar Hero III: Legends of Rock with some sense of trepidation. With original Guitar Hero developer Harmonix off the project and Tony Hawk creators Neversoft now on board, it would be fair to wonder if anything that made the wildly popular rhythm game franchise so awesome would be lost in the shuffle. The good news is that Guitar Hero III is Guitar Hero through and through. The core gameplay that fans love hasn't changed outside of some basic tweaks, and the long and varied tracklist is the best of any game in the series to date. If there are any chinks in the armor of this sequel, it's that some of the newer mode additions and a few odd design decisions do more to get in the way of the fun than anything else. Likewise, the extreme difficulty of some of the game's more severe songs might end up turning off newer players. Those issues aside, it's hard to argue with what Guitar Hero III offers from a content perspective, especially if you're a longtime fan of the franchise.

We won't spend a great deal of time trying to educate you on the ways of Guitar Hero if you've never played one of these games before. The quick and dirty explanation is that you have a guitar controller with five fret buttons and a strummer. Notes appear on the screen, you hit the matching buttons, and rock is made. In Guitar Hero III, you'll be making the rock with one of the best soundtracks to be found in any rhythm game. The soundtrack spans multiple eras and genres. Classic rock is represented with songs such as Santana's "Black Magic Woman," the Rolling Stones' "Paint it Black," and ZZ Top's "La Grange." Alternative rock from the '90s is present in a big way with tracks such as The Smashing Pumpkins' "Cherub Rock," Red Hot Chili Peppers' "Suck My Kiss" and Pearl Jam's "Evenflow" on-hand. Classic punk fans will dig being able to play the Dead Kennedys' "Holiday in Cambodia," Social Distortion's "Story of My Life," and the Sex Pistols' "Anarchy in the UK." Modern rock hits such as Bloc Party's "Helicopter," The Killers' "When You Were Young" and Queens of the Stone Age's "3's and 7's" are also available. And for all the metalheads, you get major classics such as Slayer's "Raining Blood," Iron Maiden's "Number of the Beast" and Metallica's "One." It's an all-around fantastic list with only a few blemishes here and there. It's easily a much higher ratio of quality over crap than what Guitar Hero II had.

It's worth noting the number of original tracks added into this year's game. Well over half of the songs in Guitar Hero III are the original songs by the artists, as opposed to covers created for the purposes of the game. A couple of bands, including the Sex Pistols and early '90s funk-metal outfit Living Colour, actually went into the studio and rerecorded their songs for the game, which is pretty cool. The one downside to having so many master tracks in this game is that it does make the songs that are still covers stick out all the more. It doesn't help that the general quality of the covers has also been downgraded a good bit since the last sequel. The woman covering Pat Benatar's "Hit Me With Your Best Shot" doesn't really sound anything like the '80s songstress; the version of Black Sabbath's "Paranoid" in the game features a uniformly unimpressive Ozzy Osbourne impersonator; and the entire cover of "Holiday in Cambodia" has been pretty badly butchered with some weird structuring changes, badly edited lyrics, and a guy who sounds more like someone trying to parody Jello Biafra than anyone remotely authentic. Of course, the guitar parts in these covers don't suffer much and in fact do a fine job of emulating the real-life songs. It's just the surrounding pieces that rob the tracks of authenticity.
Of note as well is the fact that Guitar Hero II's focus on extreme shredding over simple yet memorable riffs is even more intense in this sequel. The easy and medium difficulties are as good a starting point as they've ever been (though even they are a smidge more difficult than previous installments), but the curve definitely takes a steep incline when you bump up to hard and expert. The jump in expertise required for each setting is far greater than ever before, and at times it comes across as just too much. As awesome as songs like "One" and "Raining Blood" are, they're so intense that it's unlikely that anyone who didn't get all the way through expert in Guitar Hero II will have a blessed clue what to do with these songs. And then there's that pesky song from extreme power metal group DragonForce, "Through the Fire and Flames." It sounds a little bit like a Dungeons & Dragons dork singing over a tape of the Contra soundtrack that's been thrown in a blender and set to "liquefy," and it is so excruciatingly, arthritis-inflictingly difficult that you'll be thanking your lucky stars it's a bonus song and not something you're required to complete to advance. Regardless, there are enough songs that do require completion that aren't terribly far behind in difficulty level that it might just be enough to scare some people off from finishing expert altogether. There's an old adage along the lines of "You win more friends with accessible fun than you do by breaking people's fingers with a fake guitar." Or something like that. Whatever. The point is that Guitar Hero III feels decidedly geared toward the hardcore Guitar Hero fan, and less for the newcomer.
Painful difficulty aside, the game is still lots and lots of fun. The core gameplay hasn't been altered much, save for a few minor adjustments here and there. Hammer-ons and pull-offs, the techniques used to hit crazy streaks of tightly packed single notes, are now easier than ever before (possibly to offset some of the extreme extremeness of the harder songs), and the notes that can be hammered on or pulled off now glow brightly to signify as such. While playing, you'll notice that the game also keeps track of your note streaks both with a counter and with periodic exclamatory text messages on the screen that notify you when you've hit certain streak milestones. There are also some changes to the way your star-power meter is displayed, as well as your score tracker, though these are mostly just aesthetic changes.
You progress through Guitar Hero III much as you would any of the previous games. The career mode uses the same tiered-unlocking system as its predecessors, with encores at the end of each tier. One wrinkle to this year's mode is the addition of animated cutscenes that sketch a minimal story about your band's meteoric rise and eventual fall (literally) into hell. It's not much of a tale, but there are a few moments of amusement here and there. One particularly interesting addition to this year's game is a co-op career mode. This works much like the single-player career mode, but you can play through with a friend who you can divvy up either lead or rhythm guitar/bass duties with. Co-op play hasn't changed much since last year's game, but this new career progression is a neat idea.
Unfortunately, it's a neat idea that's overly restrictive in practice. For one thing, there are six songs you can unlock only in co-op career, which means that if you don't have a buddy with a second guitar that can come over and spend an afternoon playing, you won't get those songs (at least until someone eventually digs up the "unlock all songs" code for the game). Also, no version of the game ships with a co-op quick-play option. The only way to play cooperatively on a single console is to play in the co-op career mode, and you have to unlock six tiers' worth of songs before you unlock all the available songs. Interestingly enough, there is a launch-day patch for the Xbox 360 version of the game that adds a co-op quick-play option. However, if your 360 isn't connected to Xbox Live, or you happen to buy any other version of the game, you're out of luck at the moment.
Elsewhere in the multiplayer arena, the face-off and pro face-off modes from the previous Guitar Hero games return, and they're still generally excellent. However, the one new addition is anything but. Titled battle mode, this mode replaces the star-power mechanic with Mario Kart-style weapons. If you hit a specific note string, you'll gain a weapon you can launch at your opponent by tilting the guitar. Weapons include broken strings, jacked-up whammy bars, amplifier overloads (which cause notes to appear and disappear randomly), and a reversal of the notes to lefty flip (and vice versa). On paper, this mode seems as if it could be amusing, but in practice it's just dumb. Most of the battle-mode matches we played were over in 30 seconds or less because one player simply couldn't recover quickly enough to get a weapon and fire back. It's basically a situation where whoever gets a weapon first wins most of the time. Even when matches do go on for a bit longer, they aren't really much fun anyway.
Battle mode actually finds its way into the career mode in the form of boss battles. Activision went out and licensed a pair of notable guitar players: Guns N' Roses/Velvet Revolver legend Slash, and Rage Against the Machine/Audioslave shredder Tom Morello. At the end of a couple of tiers in the career mode, you go head-to-head against these guys in original guitar tracks that they themselves recorded, during which time battle-mode rules apply. Nevertheless, the same balancing issue pops up. Most of the boss battles can be bested pretty quickly if you get a couple of weapons in a row. The last boss battle has you playing a heavy-metal cover of "The Devil Went Down to Georgia" against a fairly obvious opponent, and that fight is considerably tougher than the other two, but it's also the last boss of the game, so it would kind of have to be. The boss-battle mechanic just feels tacked on. With only three battles out of eight tiers in the game, and only two of them against real guitarists, it feels like a quickly tossed-together mechanic that, again, just isn't that much fun.
Quite a bit more enjoyable than any battle modes or boss battles is the addition of online play for the Xbox 360, PlayStation 3, and Wii versions of the game. Guitar Hero has never been online before, and the ability to go online and take on the top axe grinders in the world is a huge bonus. Online options include all the offline gameplay modes. Ranked matches let you play face-off, pro face-off, and battle modes, and player matches let you do all of that plus the co-op songs. Sadly, you can't do the co-op career mode online, but at least your friends can strap on a bass and play online. There are some key differences between the three online versions of the game. The PlayStation 3 version doesn't include any manner of friends-list support, which means you can play only against random players online. The Wii version lets you play both random players and friends, though the friend options are limited to game-specific friend codes. The Xbox 360 version probably has the greatest ease of use online, with all the standard Xbox Live accoutrements, as well as easy access to downloadable songs (though, depending on your opinion of the pricing of said songs, that might be a blessing or a curse). The PS3 version should also include downloadable songs through the PlayStation Network store; unfortunately, the Wii version isn't set up for any kind of content downloads. The good news about all three versions is that they perform wonderfully online. Lag never got in the way of the gameplay experience in any matches we played.
While on the subject of differences between versions, it's worth noting that each version of Guitar Hero III comes with its own guitar bundle. Xbox 360 owners may not necessarily want a bundle if they already own the Guitar Hero II guitar, but III comes with a new wireless guitar that features a detachable neck, a much better whammy bar, better strap design, and more responsive buttons. If you weren't satisfied with the GH II guitar, this is a good upgrade and potentially worth the $100 asking price for the bundle. PS3 and Wii owners have never had a GH game before, so you will need to buy a bundle to play with the guitar. The PS3 version costs the same as the 360 one, and the guitar is functionally identical as well, save for a small dongle that has to be plugged into the PS3's USB port to make the wireless action work. The Wii version costs $90, and has the most unique guitar of all of the available versions, in that it features a connector for the Wii Remote. The remote fits snugly into a port on the back of the guitar, and the remote essentially takes over as the guitar's tilt sensor. It also does a few unique things, such as buzzing slightly when you engage star power, and playing all the missed note sounds through the Wii Remote speaker. PS2 owners also get a bundle, though unless you really, really want a wireless guitar, there's not much reason to go that route here. The new guitar's buttons aren't much better than the previous PS2 guitars, and the sync process for the wireless controller is kind of clunky. It's a nice-looking guitar, but it's not quite worth paying $90 for.
The change in developers has also resulted in a slight change in visual style in Guitar Hero III. The look of all the various characters and environments has changed noticeably, and everything has been given a more defined and exaggerated look. It might be slightly jarring to those accustomed to the standard Guitar Hero visuals, but once you get used to it, you'll find the game to be pretty sharp-looking. The guitarist characters look excellent, and even the secondary band players look more detailed than ever before (though considering how dog-ugly the singer is, maybe he could have stood to have a little less detail). The PS2 and Wii versions look about on par with one another, and look maybe slightly better than the last couple of PS2 Guitar Hero games. The Xbox 360 and PS3 versions are considerably better-looking, even over Guitar Hero II on the 360. However, the one thing that does get in the way with these versions is occasional bouts of frame-rate slowdown, specifically when engaging star power while lots of notes are onscreen. This chugging is really distracting and can occasionally throw you off while you're playing. Rhythm games, perhaps more than any other genre, really need to not slow down, and it's disappointing that this one does.
It's also disappointing that Activision has finally decided to corporate up the Guitar Hero experience with a fair amount of lame product placement and dynamic in-game advertising. It's one thing to get branded guitars and get Guitar Center to sponsor your in-game shop-- it's quite another to have several of the game's environments feature billboards that display ads dynamically, and logos for Pontiac and Axe Body Spray that pop up all over the place. It even goes so far as to have Axe-sponsored guitars you can buy in-game, and Axe-sponsored go-go dancers prancing about the stage while you play. Gross.
An abundance of advertising, a few visual issues, some overly restrictive design decisions, weak new modes, and a major upping of the difficulty level might seem like a lot of potential hindrances for a game to overcome, and yet none of these problems are big enough to rob Guitar Hero III of the same brand of addictive fun that made the previous entries in the franchise so engaging. Certainly the fantastic track list goes a long way toward that end, but the gameplay is really what sells it. Sure, the difficulty can be vexing, but the game never loses that sense of "just one more song" addictiveness, even at the height of its challenge level. Once you start playing, you'll be hooked for hours at a time, both online and off. It might ultimately just be more Guitar Hero, but that's hardly a bad thing--in fact, it's a great thing.

Thursday, November 22, 2007

Nintendo Wii's "Super Mario Galaxy" tops the Rogers Video game rental list

TORONTO - The most popular game rentals (all platforms) according to Rogers Video for the period ending Nov. 18.
1 Super Mario Galaxy (Nintendo Wii)
2 Assassin's Creed (Xbox 360)
3 Mario and Sonic at the Olympics (Nintendo Wii)
4 Call of Duty 4: Modern Warfare (Xbox 360)
5 Timeshift (Xbox 360)
6 WWE Smackdown vs. Raw 2008 (PlayStation 2)
7 Assassin's Creed (PlayStation 3)
8 WWE Smackdown vs. Raw 2008 (Xbox 360)
9 Halo 3 (Xbox 360)
10 Call of Duty 4: Modern Warfare (PlayStation 3)

Download Wii Roms To Boost Your Games Collection

Download Wii roms can be the thing that separates the happy Wii owners from the sad ones. A rom is another name for the data contained on a CD or game cart, and downloading them can be a great way to save money on expensive game purchases. If you'd like to save some money by downloading your games, check out the rest of this article.
If you're a Wii owner you're already in a pretty exclusive club-as the most popular of the new generation of consoles, getting your hands on one these days can be pretty tough. If you are lucky enough to own one, and you'd like to download Wii roms, you'll need to pay attention to a few things first:
1-Make sure your computer is locked up safer than fort knox. Many people try to download Wii roms from the torrent or Peer to Peer sites, which can often end in the misery of viruses etc for your computer. You will need to download to your computer first, and these kinds of sites are notorious for being riddled with viruses and spyware. My advice would be to avoid torrent and P2P sites altogether, but if you do feel the need to check one out, make sure your computer is ultra safe and that your antivirus is regularly updated. Do you really want to downlload Wii roms at the expense of buying a new computer?
2-Stay inside the law. Before you download anything of this nature, whether you are looking to download Wii roms or even PSP wallpapers or whatever, it's a good idea to try and get some clue about the copyright legalities in your territory. There are different copyright laws in different areas, and unless you want to end up in jail or facing some huge fine, you'd be better off finding out the full story.
3-Find a reputable download site. I've already mentioned how untrustworthy some sites can be, so it's always well worth trying to seek out some kind of review or recommendation from somewhere. As well as being places to get viruses, there are a few sites out there where you can download Wii roms, but all they are really doing is tricking you into signing up to some kind of monthly membership payment.
Not very cool!
Thankfully, if you search you can find some genuine Wii download sites. There's a new breed of download site that has emerged due to the high speed internet people now enjoy. Basically they work by charging a one off fee, like an admin fee to take care of maintenance etc, and then you get lifelong access to their library of software. Typically a site like this can offer a high speed download of every single game on the market and also a huge selection of movies and music, tv shows etc.
The admin fee can seem steep at first at between $30 and $50, but when you get into it provides great value. How many games can you buy in a store for $50? And how many can you download between now and forever? It really doesn't take long to get much more than your money's worth. These sites are definitely the best places I've found to download Wii roms.
I'm hoping that this article has educated you in the possibilities of downloading Wii roms and games. Check out the links below to see the best of the new download sites.
Click HERE to get free Iphone downloads for your WII, 360 or PS3-whether you want games or movies it's right here, and it's fast and easy!
If you are looking for the best WII, 360 or PS3 download resources on the net, CLICK HERE and we'll tell you where they are-this will save you a fortune!
Herb Peterson is webmaster at http://www.yourdownloadreviews.com/!
Article Source: http://EzineArticles.com/?expert=Herb_Peterson

Video Game Rentals Guide

GameRentalGuide.com

Ready to take advantage with the explosive sales of online video game rentals? This market is extremely lucrative and ready to be sold to the right individual. GameRentalGuide is an online video game rental club review site. We offer detailed game rental club reviews, incentives, and video game cheats to those visitors who signup for any of the game rental services we review on the our site.

I have been running GameRentalGuide for 2 years now and this site was one of my very first sites that I ran primarily for affiliate part-time revenue. Little did I know that GRG would eventually evolve into a massive income producing machine over the next few years. I really hate to see this one go, but I have other projects at the moment that need capital to help them jump start their success.

HOW DOES THE SITE MAKE MONEY
=======================================
Income is generated through affiliate sales commissions from Gottaplay.com, GameFly.com, RentZero.com, and GamezNFlix.com. Each service offers different affiliate commissions ranging from $25 to $15 per visitor signup. Check stats below for screenshots.

Note: Gottaplay affiliate sales are currently on pause for Azoogle network for next 15 days.

HOW DOES GAMERENTALGUIDE OBTAIN ITS TRAFFIC
======================================================
Most of our traffic is driven from 1st and 2nd page rankings of all our major keywords within the industry. We rank VERY well for all keywords pertaining to video game rentals, game rentals, rent video games, online game rentals, etc. Click on the link below to download a chart of our current rankings for both YAHOO and GOOGLE.

Click Here for SEO Ranking Report: http://gamerentalguide.com/IMAGES/grgrankings.doc

Secondary traffic is driven by PPC ads. We have a highly targeted list of keywords that we run on Adwords and Yahoo Search Marketing that drive consistant traffic on a daily basis for us over the years. These keywords will be given to the winning bidder. All keywords have a proven track record of success.

WHATS INCLUDED WITHIN THIS AUCTION
===================================================
1. GameRentalGuide Website including images and photoshop template files.
2. GameRentalGuide Sports Cheat Offer Ebook (pdf) * Incentive for visitors
3. Adwords and Yahoo Search Marketing targeted keywords lists.
4. GameRentalGuide Blog
5. 2 year old domain
6. Established Search Engine traffic rankings.
7. BONUS: Nearly 400 subscribers to GRG Newsletter. Obtained via double opt-in form from Game Cheats ebook and incentives.

STATS POSTED HERE (posted on these links so you can view the full size image without downloading images onto your desktop) Sitepoint really needs to get that fixed :).

Commission Junction Commissions- May 1 - Aug 5 - http://gamerentalguide.com/IMAGES/cjstat.gif

Commission Junction Commissions Jan 1- May 2007 http://gamerentalguide.com/IMAGES/cjstat2.gif

Commission Junction Commissions Sept 2006 - Jan 1 2007http://gamerentalguide.com/IMAGES/cjstat3.gif

Azoogle Commission Stats- May 15 - aug 5 - http://gamerentalguide.com/IMAGES/azooglestat.gif

Clickbooth Commission stats- May15- aug5 - http://gamerentalguide.com/IMAGES/clickboothstat.gif

Incentaclick Commission stats- May 4- Aug 5 - http://gamerentalguide.com/IMAGES/incentaclickstat.gif

Monthly Traffic Stats last 6 months - http://gamerentalguide.com/IMAGES/stats.gif





Note: If escrow service is used, bidder will be responsible for 50% of the fees.

Revenue Details:
Income is generated through affiliate sales commissions from Gottaplay.com, GameFly.com, RentZero.com, and GamezNFlix.com. Each service offers different affiliate commissions ranging from $25 to $15 per visitor signup. Check stats below for screenshots.

Note: Gottaplay affiliate sales are currently on pause for Azoogle network for next 15 days.

Google Adwords expense for the last year:
Screenshot 1- http://gamerentalguide.com/IMAGES/adwords1.gif
Screenshot 2- http://gamerentalguide.com/IMAGES/adwords2.gif


Traffic Details:
Most of our traffic is driven from 1st and 2nd page rankings of all our major keywords within the industry. We rank VERY well for all keywords pertaining to video game rentals, game rentals, rent video games, online game rentals, etc. Click on the link below to download a chart of our current rankings for both YAHOO and GOOGLE.

Click Here for SEO Ranking Report: http://gamerentalguide.com/IMAGES/grgrankings.doc

Secondary traffic is driven by PPC ads. We have a highly targeted list of keywords that we run on Adwords and Yahoo Search Marketing that drive consistant traffic on a daily basis for us over the years. These keywords will be given to the winning bidder. All keywords have a proven track record of success.


Reference : http://www.sitepoint.com/marketplace/auction/12004

Monday, November 19, 2007

Bee Movie Game

Anyone too far over the age of 10 probably won't get much out of Bee Movie Game, but the younger children in your household just may delight in its sweet flavor. The gameplay isn't complicated. In fact, it's usually downright simple. However, the various missions and minigames offer plenty of different things to do, while the cheerful presentation and humor go a long way toward making every minute spent with the game enjoyable.

In this sandbox-style game, players take control of a honeybee named Barry B. Benson--voiced by Jerry Seinfeld--and interact with the people and places of New Hive City while completing missions based on scenes from the movie. In the city, you can take various jobs, goof around with stand-alone arcade games, and collect new outfits and cars to doll Barry up in. Outside the city, you'll embark on missions that involve pollinating flowers, navigating torrential rain showers, terrorizing humans, and trading stinger fire in airborne battles with enemy wasps.
Of course, honeybees don't like to walk around. They like to fly! That's the key difference between the Bee Movie Game and other movie-inspired video games. The 21 different missions that take place outside the hive are set in large 3D environments that you fly around in. In some of them, you fly around freely and use Barry's pollen gun to shoot at wasps and to transfer pollen from healthy flowers to those in need of rejuvenation. A Matrix-style bullet time effect lets you slow the action down in order to line up precise shots. It also comes in handy when rain is falling, allowing you to see and dodge individual raindrops. In other missions, Barry follows his flight path automatically, but you have to quickly press the indicated directions and buttons when the prompts appear in order to help him avoid hazards along the way. These interactive Dragon's Lair-style missions depict thrilling flights through traffic-heavy New Hive streets and battles against deranged humans armed with such deadly implements as rolled-up newspapers and shoes.

The missions have to be played in order, at least at first, but you can partake of everything else at your leisure. And there's quite a bit of everything else to waste time with inside the hive. You can drive cars around and take jobs that involve racing, delivering food, or shuttling other bees to various destinations. Driving recklessly in the Crazy Taxi-inspired taxi driver game is a riot. Other job sites around the hive let you participate in minigames that involve fixing cars, collecting honey, pouring honey, and packaging honey. When you're not killing time working, you can visit the arcade and play six simple Bee Movie-inspired games that are eerily reminiscent of classics like Space Invaders, Frogger, and Galaga. In all, there are more than two dozen activities to try, and they all offer multiple challenge levels.

Basically, Bee Movie Game is an age-appropriate take on the Grand Theft Auto formula. Instead of the mean streets of Vice City, players freely wander a colorful replica of New Hive City. You can explore the hive, talk to people, and take jobs at your leisure. In turn, those jobs give you money that you can use to buy clothes for Barry to wear, cars to fill his garage with, and arcade games to play. When you feel like tackling a mission, all you need to do is visit Barry's house to move the story along.

Though clearing the skies of wasps and watching Barry dodge cars is exciting, the missions do start to feel repetitive after a while. They're not terribly challenging, either, since the only major penalty for running out of health or pressing the wrong button during an automatic flight sequence is that you'll have to do a tiny portion of the mission over again. Inside the hive, the jobs and minigames are kind of simplistic. The crane-based honey-gathering game merely entails moving the directional stick to steer the crane and pressing a button to grab the honey capsules. When you're driving a car, the controls let you steer, accelerate, and reverse. The racing challenges add power-ups, such as bee missiles and honey puddles, to the mix. Unfortunately, the CPU opponents are easy to overtake and don't use items very well. On the whole, the game is definitely geared toward younger players who likely won't spend much time with any one single task, and who probably won't mind that the tasks are simple and only occasionally challenging.

The game's graphics don't push the visual capabilities of any of the systems it's on, but New Hive City is a colorful, cheerful place. The different wax-sculpted buildings look exotic, and the city is loaded with bees walking on the sidewalks, driving cars, and mingling with one another. Outside the hive, the different locations in New Hive City are expansive and richly detailed. Parks have streams, flower beds, and frogs. City streets have benches, trash bins, and cars that you can use to shield yourself from the rain. If you notice a human walking by with an umbrella, you can take cover under it. One mission takes place inside a three-room apartment, where you have plenty of furniture to navigate and three angry humans to watch out for. The flight sequence missions depict intense scenes in which Barry is ducking under multiple oncoming vehicles and dodging humans and animals alike. These scenes seamlessly mix game-engine graphics and video footage to make it seem as if the game console is pushing way more polygons and objects than it's capable of.

All the while, the music varies between whimsical and dramatic, and there's oodles of spoken dialogue. The humor is aimed at kids, so you probably won't find any of it funny if you're beyond grade school. However, the actors' deliveries, particularly that of Jerry Seinfeld, come across as natural and upbeat.

The Xbox 360 and PlayStation 2 versions of the game are virtually identical. Sure, the graphics in the 360 version are cleaner and more detailed, but the PlayStation 2 serves up the same environments with only a slight downgrade in draw distance and animation smoothness. The Wii version looks practically identical to the PS2 version, though the cutscene video is poorly compressed and extremely grainy looking. Normally that wouldn't be such a big deal, but Bee Movie Game frequently juxtaposes gameplay and video, and often blends the two together. Those thrilling chase scenes that are packed with oncoming vehicles seem a lot less thrilling when the cars and road are made up of polygons one moment and grainy footage the next.

In terms of content, every version of the game lets a second player join in for certain arcade games and races. The 360 version levies the Xbox Live service to let you compare your scores against those of other players, but its two-person multiplayer is limited to offline matches only, so there's no advantage there. The Wii version of the game includes four extra minigames and three additional racetracks that the other two versions don't have. Navigating the hive is much easier in the Wii version of the game, because the developers placed signs that tell you where everything is located, and they implemented kiosks that let you select jobs and then point you exactly where you need to go to do them.
Lastly, the controls in the Wii version were modified to make use of the controller's pointer and motion-sensing capabilities. You'll often have to shake the remote or Nunchuk to interact with objects, and the pointer is used for aiming and activating hot spots during the interactive flight sequences. On the Xbox 360 and PS2, you just press the button displayed on screen. On the Wii, a target appears instead, which you have to aim at and press B to activate. These Wii-specific control enhancements take longer to get used to than simply pushing buttons, but they add a layer of interactivity to the experience that the 360 and PS2 versions don't have.

Even if your only option is the Wii version, you still shouldn't hesitate to buy the game if you have children in the house who you think would enjoy spending time in Barry B. Benson's universe. Indeed, Bee Movie Game is one of those rare video games developed with younger players in mind that doesn't totally suck. You won't feel compelled to play it for hours (or possibly even at all), but your kids or younger siblings will.
By Frank Provo, GameSpot
Posted Nov 19, 2007 5:56 pm PT

Reference : http://www.gamespot.com/xbox360/action/beemoviegame/review.html

Uncharted: Drake's Fortune

Uncharted: Drake's Fortune is not a game about new ideas. The gameplay can and has been summed up as "Tomb Raider meets Gears of War," and the story plays almost like an unfilmed National Treasure script, which is another way of saying that the Indiana Jones influence on the story is palpable. Keep in mind that "derivative" isn't the same as "bad." Developer Naughty Dog has assembled its borrowed parts with great proficiency to create an action adventure game with momentum, one that is filled with exciting set pieces, a real cinematic scope, and some of the most gorgeous visuals you'll see in a game.
That Uncharted: Drake's Fortune is a game that trades in archetypes is apparent throughout the story. You'll play as Nathan Drake, an independent adventurer with a wry sense of humor who claims to be a descendent of Sir Francis Drake. That fact figures prominently in the narrative as you go hunting for an ancient relic believed to be hidden somewhere on an uncharted tropical island. The supporting cast includes your friend Sully, who's a cigar-chomping, affable cad with a taste for trouble, and Elena, a confident TV reporter who splits her time between being your sidekick and your damsel in distress. There are villains as well, including Nathan's dry British counterpart as well as a belligerent pirate captain, though you'll likely find their minions far more threatening. The game attempts to add some twists and turns to the plot, but they never really pan out. Nevertheless, the story generally moves with efficiency, as well as some occasionally snappy dialog.

Even if what's happening during the in-engine cutscenes isn't significant, it always looks great. Much of the game takes place in dense jungle environments and a variety of ancient ruins, which the game renders with a nearly photorealistic level of detail. Plants sway, water trickles, and the textures really look like they've got texture. There are a few moments when the game goes outside its wheelhouse with some murky industrial environments that look flat and drab by comparison, but these sequences are rare.

Nathan himself isn't a particularly flashy-looking character in his dirty gray shirt and jeans, but the subtlety of his animation conveys more about him than any outfit would. He'll do a stumbled half-step when traversing uneven terrain, and you'll see him wince when a bullet gets too close to comfort during a firefight. Likewise, his arms will flail spastically during a big jump, and afterward he'll dangle precariously by one hand on the edge he was aiming for. When he gets into a fistfight, half the time it's surprising he makes it out alive. Even when he's performing seemingly impossible acrobatic tasks with ease, the quality of the animation gives him a real sense of fallibility. There's also some terrific facial animation, of which you'll see plenty during cutscenes, though you'll catch glimpses of it during gameplay as well. When a grenade lands near Nathan's feet, you can see the fear in his eyes. The technical feats required to produce what you see on the screen in Uncharted boggle the mind, and the end results make it hard to look away.

The same terrific attention to detail in the graphics is paid to the way Uncharted sounds. The dynamic score is appropriately big and sweeping, the weapon fire has a real clap to it, and the voice cast really nails its characterizations. There are plenty of little touches that fill things out nicely as well, such as the way you'll hear Nathan mutter to himself as he tries to calm his own nerves, or the muffled ring you'll hear everything filtered through when an explosive goes off nearby.

Uncharted ultimately uses all of this glimmer to deliver a gameplay experience that is fast-paced and intermittently spectacular, but also really familiar and a little inconsistent. There are two significant concepts in Uncharted that make up most of the game's running time, though they very rarely intersect. There's environment traversal, which will have you leaping across chasms, scrambling up ledges, and swinging on vines to progress through the game. As good as Uncharted is at making this stuff look harrowing, the game gives you a lot of direction as to where you need to go next, as well as a lot of leeway in the accuracy of your controls. It's easy fun to scrabble your way across these occasionally contrived environments, but other games have done it more elegantly.

By comparison, the combat can be devilish at times in its difficulty. The combat consists mostly of gunplay, and you'll be brandishing a variety of handguns, assault rifles, shotguns, and grenade launchers over the course of the game. Nathan's a pretty fragile dude, and it takes only one or two shots before the color starts draining out of the screen, which makes it important to find and use cover intelligently. By comparison, the pirates and mercenaries that you'll face through most of the game are remarkably sturdy, and can regularly absorb half a clip before going down. Headshots help move things along, though oddly, we found pistols to be far more effective for this than anything other than the sniper rifle, even at several hundred yards.

Enemies are also pretty smart, and if you stay in one position for too long during a firefight, they'll flank you. Dealing with half a dozen cagey enemies who can take roughly as much damage as you isn't impossible, but it can often take multiple tries, which can be fist-clenchingly frustrating when dealing with wave after wave of enemies. There are portions of the game where it seems like you're just moving from one infuriating firefight to the next, and it creates a weird contrast to the easygoing platforming stuff. If you can get close enough to an enemy without getting perforated, which is a rarity, there's some simple hand-to-hand combat. It looks more dynamic than it really is in terms of gameplay, which is both a credit to how hard-hitting the fisticuffs look and a slight against their simplicity.
Amidst all the jumping and shooting, the game includes some straightforward environmental puzzles, as well as some really entertaining vehicle sequences, including a lengthy chase sequence where you man a gun on the back of a jeep, and another that has you piloting a personal watercraft up a raging river. The game is also fond of those little interactive cutscenes that every God of War and Resident Evil seems to be brimming with these days, and though the novelty wears a little thinner every time they crop up in a game, they still work well enough in Uncharted. There's a little bit of motion control wedged into a few spots, but their pretty halfhearted, which makes it a bit of a relief that they don't show up that often. Interestingly, Uncharted uses a performance-based reward system very similar to the Xbox 360 achievements to dole out making-of featurettes, concept art, alternate costumes, and the like. It's a minor touch, but it's a smart and proven way to enhance replay value.

It took us about eight hours to get through Uncharted: Drake's Fortune, and it was an action-packed eight hours, without much in the ways of load times or informational status screens to break it up. The imbalance between the gunplay and the platforming is jarring but forgivable--but the platforming itself works pretty well and looks fantastic thanks to the game's excellent motion-captured animation. If nothing else, Uncharted is a graphical showcase for the PlayStation 3, and it dazzles the senses at nearly every opportunity.
By Ryan Davis, GameSpot
Posted Nov 19, 2007 6:16 pm PT

Reference : http://www.gamespot.com/ps3/action/uncharteddrakesfortune/review.html

Mass Effect

Developer BioWare has always been at the forefront of progressive storytelling in games, so it's no surprise that Mass Effect's story is one of its best yet. It's got a unique take on the chase-the-bad-guy-across-the-universe plot, and just when you think you've got everything figured out, the game throws you yet another surprise. BioWare has created a politically charged universe with an exhaustive backstory and filled it with a bunch of interesting, multifaceted characters. Combined with an exciting and unique combat mechanic, it makes for a fun and absorbing experience that you'll want to see through to the end, just to see how everything turns out--even if the game isn't perfect by any means. In fact, it's surprising that so many small annoyances and glitches made their way into a game of such general high quality. Still, most players will be able to look past them and enjoy Mass Effect for what it is: A terrific role-playing game with great production values and fun, exciting action.

As in most role-playing games of this nature, you begin by customizing an avatar. You play as Commander Shepard, potential savior of the galaxy, but there's plenty of room to mold him or her as you see fit. Physical customization isn't as deep as you'll find in something like last year's Oblivion, but the system is relatively robust, letting you choose from a variety of preset features, and even letting you round everything off with a scar. Shouldn't every badass commander have one? Of course, you'll also choose a class. In this case, you've got six to choose from, each with various strengths in combat, tech, and biotics (Mass Effect's sci-fi equivalent of magic). More impressively, you will select a few autobiographical tidbits--and these choices aren't just for show. Through the course of the game, characters will refer to your past, and your resulting dialogue options will allow you to react to their comments with various degrees of humility, wistfulness, and scorn.

The narrative is pure space opera, yet there's no denying that BioWare has created a tale of surprising depth and appeal. Surprise number one: Humanity is not the political center of the universe. We don't have a seat on the galactic council, or even a representative on the Spectre squad, an elite group of special forces whose members are given wide berth to solve political and military challenges as they see fit. In the meantime, a Spectre has gone rogue, ransacking ancient artifacts and unleashing the violent, robotic Geth race on an unsuspecting galaxy. As Shepard, you pursue him across the Milky Way, visiting one alien world after another and discovering the fallen Spectre's intentions along the way. He isn't the best villain ever created: He disappears for the bulk of the game, which makes finding him feel less urgent than it should. Still, the journey to the game's exciting end is one worth taking.

In true BioWare fashion, you'll be navigating through loads of dialogue trees throughout the game, and how you respond can have life-or-death consequences--though you shouldn't take that to mean that you need to brood over every decision. Oftentimes, multiple choices have the same result, a somewhat transparent trick that makes it seem as though you have a lot more impact on the conversation than you really do. At important junctures, however, your decisions can affect how missions play out. You can turn friend to foe, console (or devastate) a suicide-attack victim, or exploit evil corporate executives for fun and profit. And it all plays out amid an intricate melodrama of political intrigue and racial prejudice, and in a galaxy populated by fascinating, complex characters. There are pages ripped from the Star Wars and Star Trek playbooks, certainly, but quirks such as the interesting speech patterns of the overly-formal Hanar alien race, or the nomadic structure of the Quarian flotilla--a galactic government that's always on the move--make Mass Effect's version of the Milky Way a unique one.

When navigating dialogue, you'll also be earning paragon or renegade points, which is the usual light-versus-dark system we've come to expect from the developer. Unlike in Knights of the Old Republic, however, your decisions here will not affect any abilities you have. However, the intricate relationship between the story and the game proper means that these decisions still affect gameplay--though that effect is usually an indirect one. More interestingly, your paragon and renegade meters are separate, rather than being at opposite sides of a single spectrum. It's a subtle but effective choice that lends itself to Mass Effect's shades-of-gray fiction, where light and dark aren't mutually exclusive.

The main quest starts you on a huge space station called the Citadel, but takes you across a small series of planets before reaching the game's exciting final moments. Not that you're stuck with the main story, since you can pick up a good number of side quests along the way. Some of them are simple and relatively self-contained, while others will send you across the galaxy to uncivilized planets and derelict spaceships. This involves bringing up your galactic map, selecting a destination system, and going planetside to kick some alien butt. There are multiple regions to choose from, and often multiple solar systems within them, but while that sounds intimidating, it's not nearly as mind-bogglingly huge as you would expect. In any given system, you can usually only land on one planet--and on each of these planets, there are usually only a few things to do before you get to your destination. More surprisingly, once you've finished the mission, there's never a reason to return. Aside from the annoying thresher maws (more on these later), there aren't any hostile indigenous creatures, so once you've dispatched your foes and scavenged for loot, it's time to move on.

When you first land on a planet, you drive around in a rover called the Mako. The thing's possibly the most resilient vehicle ever created in a game. You get dropped onto the surface from hundreds of feet in the air and drive up impossibly steep mountains without much difficulty. Too bad that the driving portions are undoubtedly the weakest of the game. The weird bouncy nature of the rover and the fact that gravity is the same on every world (even Earth's own moon) are both suspect issues, though they don't really affect gameplay.

The rocky planetary design and Mako combat mechanics can really be a downer when combined together. You can spray machine gun fire or launch shells at your foes, and it works fine, provided you are on the same level as your enemies. However, the Mako's turret, for whatever reason, can't move up or down. The result is that bullets don't necessarily land where your crosshair is, so if you're on higher terrain or your target is too close, those endless clips you're unloading are useless (though you can hit enemies above you without difficulty). It's sometimes maddening, since in many situations, the enemy base is nestled below you in a crevasse, and you're forced to either get in closer (often a death sentence in an area swarming with tough foes like the robotic Geth colossi), or get out and try to take on the toughest foes of the game on foot. Be careful if you get out of the Mako in areas like these though, since your adventuring party can slide into a deep valley and get stuck very easily, which forces you to either return to the Normandy (your ship) and return to the planet, or reload a saved game.

The other issue here is with the aforementioned thresher maws, which are sandworm-like beings that burst from the ground, spew deadly goo at you, submerge, and emerge elsewhere. These encounters can be really exciting, since the things are tough to take down and keep you on the move. The problem is that the game doesn't check on the Mako's position before respawning the thresher maw. Multiple times, we had the creature emerge from directly underneath us, which either resulted in an unavoidable insta-kill or getting stuck in the thresher's geometry while the camera jittered madly. That's just not fun, and you will find yourself avoiding flat expanses on planets just to avoid these problems.
Thankfully, on-foot combat is a lot of fun. You'll accumulate six total teammates, two of whom can accompany you on missions at any given time. They have a variety of talents, and each of them is special in his or her own way. There's a variety of guns to choose from, from pistols to shotguns to assault rifles, and each weapon can be outfitted with various upgrades that may increase stability, add scanners that bypass disrupted enemy radar, and more. You can also outfit special ammunition, though you always have unlimited ammo.

On top of that, some characters have magic-like powers called biotics to mess with. It's worth noting, however, that these powers are focused on manipulation rather than direct offense. You can push enemies back with the throw power (awesome to behold at higher levels), lift them in the air, or create a vortex that sucks enemies toward it (another great use of Mass Effect's fun combat physics). Engineers have some nice abilities as well, such as the ability to sabotage weapons from a distance, which makes your enemy's weapon explode, or the power to turn robotic enemies against your own foes. As a rule, your teammates aren't a liability, though they aren't governed by the most advanced artificial intelligence we've ever seen. But provided you micromanage them as described below, you'll not only be getting the most out of the experience, you won't be apt to notice any drawbacks to the AI.

The combat feels like it belongs in a third-person shooter at first, but if you continually approach it this way, you'll die. A lot. Like in many previous BioWare RPGs, you're meant to pause, survey the situation, and perform your actions. As long as you stick to that method, you'll find combat to be a lot easier than it first appears. You can set your party members to automate their actions, simply perform defensive powers on their own (the better choice), or only perform powers on your command. Holding the right bumper brings up the command wheel, which lets you assign orders to your companions, as well as perform your own abilities. You can also take cover behind walls or other objects, though this mechanic isn't all that helpful. Once you get into the groove, battles are rather enjoyable, with a flurry of bullets and biotic powers flying around. The joy of flinging the Geth around, filling them with shotgun shells, and watching them drop from the ceiling after lifting them in the air is a joy few RPGs can approximate.

The spoils of battle are always a fun reward for a job well done, and loot ramps up pretty well. You can also open up various lockers and containers for more loot, though it's best to level one of your party members in the decryption skill for the more difficult-to-open ones. To open locked containers, you have two equally odd choices: Either perform a minigame that resembles the overdone contextual button presses we've seen in far too many games of late, or smear omnigel on the container, which is an all-purpose goo that opens cabinets, repairs the Mako, and, we suspect, may also eliminate ring-around-the-collar. It sounds like a silly mechanic, but all things considered, it's a perfectly legitimate way of keeping the user engaged in the looting process, and it makes you feel like you earned the resulting spoils.

As you can imagine, you'll be doing a lot of fiddling with your inventory, what with all these weapons, upgrades, and party members to deal with, but this is another stumbling block that could have used some streamlining. The menu interface isn't terrible, though on its own, it's a bit clunky. But it's the little things that add up in a game that requires you to spend so much time in menu screens. First annoyance: In some menu screens, you can't hit a button simply to escape to the previous menu. For example, in the weapons upgrade menu, if you decide you don't want to make any changes, you can't just leave the menu--you have to choose something, even if it means scrolling to the top of the list and selecting the same upgrade you already had equipped. In other cases, such as when you convert an item to omnigel, the menu jumps back to the top of the list, which is vexing. You can't even deselect a power from the ability wheel in combat once you've chosen one. You can change the skill, but on the frequent occasion where you will want to change your mind after selection and not cast one at all, you're stuck wasting a skill and waiting for it to recharge.

Other problems rear their heads as well, such as the occasions when you or your party members get trapped on level geometry, which forces you to reload your last save. But you'll be apt to forgive them in light of the depth and variety to be found here. It's fun to get to know your crew, conduct a clandestine romance, or turn Shepard into a hard-line exclusionary (or a racially sensitive diplomat). You could finish a fairly complete play-through in 40 hours--standard for a role-playing game--but there's enough contextual content to make it worth a second play, if only to explore your renegade side, try out other romance options, or see another of the multiple endings. On the other hand, if you ignored the side quests and stuck with just the main storyline, you could be done in 15 hours or less.

Mass Effect's visuals are excellent. Facial animations are among the best in gaming: Characters move their lips believably with the dialogue, further expressing themselves with subtle tilts of the head or with a slight raise of the eyebrows. Character models are beautifully detailed, such as with your Krogan teammate Wrex, whose every wrinkle and ridge is carefully textured and molded. There are some technical hitches, however. The framerate can dramatically dip at the worst possible times, and there is a lot of texture pop-in. There are also frequent load times--some of them hidden by elevator rides, others popping up in the midst of exploration. Nevertheless, Mass Effect looks wonderful. From an artistic perspective, the game looks great, if not quite original. Planet outposts tend to use only one of two interior layouts, and environments owe a lot to games and films of the past (much of the game's look wouldn't be out of place in a Halo title). But even with the obvious inspirations, Mass Effect still conveys its vision clearly, thanks to meticulous character designs and dramatic set pieces, such as the Citadel itself.

It's also one of the best-acted games in recent memory. An all-star cast including such well-known actors as Fred Tatasciore and Seth Green bring Mass Effect's characters to brilliant life. Not once will a drab line delivery or overzealous histrionics get in the way of your immersion. The soundtrack is evocative, with just the right amount of sci-fi shimmering to round out the occasional symphonic swelling. Sound effects are great across the board, from the robotic yammering of the Geth to the din of a planetary blizzard filling the room with its high-powered whooshing.

All told, Mass Effect is a great game with moments of brilliance and a number of small but significant obstacles that hold it back from reaching its true potential. But in the end, if you like RPGs and want to spend some time in an absorbing sci-world populated with a bunch of unique inhabitants, you'll definitely have plenty of fun with this one.
By Kevin VanOrd, GameSpot
Posted Nov 19, 2007 6:16 pm PT

Reference : http://www.gamespot.com/xbox360/rpg/masseffect/review.html?page=2

Crysis Cheats

Head to the difficulty files in your Crysis folder (for example: C:\Program Files\Electronic Arts\Crytek\Crysis\Game\Config). The four files you're looking for are titled diff_easy.cfg, diff_normal.cfg, diff_hard.cfg and diff_bauer.cfg. Open the file (using Notepad) of the difficulty level you are currently playing or wish to edit. Add the following line to the end of the file and save it:

God Mode - g_godMode = 1
No Target - ai_IgnorePlayer = 1
No Weapon Limit - i_noweaponlimit = 1
Unlimited Ammo - i_unlimitedammo = 1
You can also modify your suit stats. For example:

g_playerHealthValue = 400.0
g_playerSuitArmorModeHealthRegenTime = 0
g_playerSuitArmorModeHealthRegenTimeMoving = 0
g_playerSuitEnergyRechargeDelay = 0
g_playerSuitEnergyRechargeTimeArmor = 0
g_playerSuitEnergyRechargeTimeArmorMoving = 0
g_playerSuitEnergyRechargeTime = 0
g_playerSuitHealthRegenDelay = 0
g_playerSuitHealthRegenTime = 0
g_playerSuitHealthRegenTimeMoving = 0
g_suitArmorHealthValue = 400.0
g_suitCloakEnergyDrainAdjuster = 0
g_suitRecoilEnergyCost = 0
g_suitSpeedEnergyConsumption = 0
g_suitSpeedMult = 2
After making all of your edits, save the file, load up a new game and see what you've edited!

Submitted by Werewolph

Final Fantasy XII: Revenant Wings: Reviews

FFXII: Revenant Wings Reviewed
The first reviews of the Final Fantasy XII sequel are out in Japan.
by Anoop Gantayat

April 16, 2007 - One of the most highly anticipated DS games has seen its first reviews appear in the Japanese press. The quarterly Dengeki DS & Wii Style will go down in history (quick -- update the appropriate Wikipedia pages!) as having provided the first reviews of Square Enix's Final Fantasy XII sequel, Final Fantasy XII Revenant Wings.

Three editors from the six strong review staff shared scores and opinions on the game. Misawa, a super hardcore gamer who likes western games, gave the game an 85 out of 100. Wakasama, a super hardcore gamer who loves locking himself up with RPGs and simulation games and buys games on release day even if he doesn't have time to play them, awarded the title 90 out of 100. Finally Tarou Hayashi, a game fan who'll try out any genre but has recently found himself playing action and puzzle games, gave the title a 90 out of 100 and flagged it with a "recommended" mark.

The comments from the three reviewers suggests that Square Enix delivered a product that will be friendly for all.

Misawa praised the good flow of the mission-based storyline and the ability for battles to be both simple and more involved.

Wakasama noted that from a gameplay system perspective, the game is markedly different from previous FF games, but it still feels like an FF game. He was impressed by the large number of characters who enter the battle, which, he said, offers the player a feeling of being close to the action, so much so that he found it hard to believe he was playing a portable game machine. He also mentioned that while deep, the difficulty is such that the game can be played by people who don't normally play RPGs.

Finally, good old Tarou. This reviewer praised the game's balance, which he said is perfect for a portable game. The only bad points he noted involved difficulties in selecting areas of the battle field with the stylus. He suggested using buttons during battle.

We'll be getting our hands on Revenant Wings near the game's 4/26 Japanese release date, so stay tuned for our own opinions.

Reference : http://ds.ign.com/articles/780/780805p1.html

Space Bounty

game rental video
game rental video
game rental video




Sunday, November 18, 2007

Resident Evil 5

Some of you may have heard by now -- word has gotten out that Resident Evil 5 is under development only half a year after Resident Evil 4 rocked store shelves. What's perhaps a bigger deal is the platforms that this game is being developed for -- the Xbox 360 and the PlayStation 3. An interview with producer Jun Takeuchi in the latest issue of Famitsu magazine reveals much about the game's workings, with details from the game system to some hints about what the story for Resident Evil 5 will be about.
The plan is to incorporate the base controls of Resident Evil 4, with the camera set behind the player rather than the static camera setup found in most of the other Resident Evil games. Going along with this, the screenshots in Famitsu showcase a completely different atmosphere for the game from the haunted houses and cities of previous Resident Evil games. It appears as if the game takes place in a desert. While at first glance, this might seem to be a thematic deviation for the series, Takeuchi insists that this isn't the case. Instead, he says, the desert setting will be the background for a game that will strive to achieve a level of craziness and insanity that left such an impression on Resident Evil 4 players.
One of Takeuchi's key points is that the game will be about escaping from perilous near-death situations, a thematic element of the Resident Evil series. Don't worry about the bright, day lit atmosphere -- he plans on using the capabilities of the next-gen consoles to give the players an even more immersive experience, and yes, your palms will be sweaty playing this game. "Sure, the dark areas are pretty standard Resident Evil stuff -- you're going through them pretty slowly; the light areas will represent how Resident Evil 5 will be different from the others," says Takeuchi. Will that be from the scorching sun (shown ever more realistically on the new hardware) or the fear of undead monsters trying to turn you into some ragu sauce? Could be either, but most likely a combination of both.

On the development side, many staff members who worked on the original Resident Evil will be making a comeback for Resident Evil 5. Sure, the guy in some of Famitsu's screenshots may look like Chris, but as Takeuchi puts it, if the game developers are making a comeback from Resident Evil 1, then that might offer clues as to who the main character might be...
From what he's been saying, it seems like Takeuchi wants to bring Resident Evil back to the basics -- perhaps right now, we're looking at a game that runs like Resident Evil 4, with some thematic tastes of Resident Evil 1 and Resident Evil 4. "This isn't a side story," Takeuchi insists. "If the main character is someone from the previous Resident Evil games, then you have to understand that we [the Resident Evil team] are looking into a major turning point in the series."
Of course, with the time it will take to meet the standards set by Resident Evil 4, don't expect this to be a launch title on either console. Takeuchi has indicated that such a project would normally take three to five years to complete, though we'll leave it up to the developers to make sure that players won't have to wait that long.

Naruto: Rise of a Ninja Review

A spiky haired blonde kid who harbours the spirit of a demon fox. It's got to be Naruto...We love that wee pesky scamp Naruto here at TVG. In fact, it pains us that the TV series hasn't taken off here in Britain to quite the same extent that it has in America and of course Japan. Imagine our joy, then, to discover last year that Ubisoft Montreal was developing the first Naruto game outside of a Japanese game studio. In the past we were lucky if we saw a Naruto game released in Europe a year after it was in Japan, if at all. That's not the case for Rise of a Ninja however, as Ubisoft Montreal's game is only being shipped to America and Europe (no doubt part of some confusing licensing mumbo-jumbo).However, we can say quite confidently that Japanese Xbox 360 owners (all 2 of them) will be irate that a game that is as faithful to Naruto's source material as Rise of a Ninja is, won't be winging its way to Japanese shores. Ubisoft's first Naruto offering follows the story arcs of the first 80-odd episodes of the anime series and while this grounding is loose in areas, you definitely feel as if you're in the universe of Ramen, Jutsu and Hokages. It's immersive from the very start and much of this effect comes from the free-roaming village at the centre of it all, the Hidden Leaf Village (a.k.a. Konoha).The village itself is quite large and it's filled with beautifully stylised Japanese buildings. The houses, shops, paved streets and idyllic waterways have clearly been designed with an eye for detail, recreating the mystical elements of ancient Japan that the world of Naruto draws upon. The village serves as a hub for the rest of the game. From here you pick up most of the mission and side quests, purchase weapons and scrolls, upgrade your abilities and ask helpful (or in some cases not so helpful) villagers for advice.This actually makes up a nifty little feature in the gameplay. Naruto starts as an incredibly unpopular and lonely little dude who's just failed to graduate from the Ninja Academy for the third year in a row. Naruto's dream is to become a Hokage so that he can gain the respect of the villagers, and he does this by completing quests successfully and helping citizens wherever possible. As he does this, more villagers grow to like the kid (denoted by a friendly face above their heads) and they can then be asked for essential advice on a series of quests.These quests vary in their importance and relevance to the overall story. The blue mission scrolls will basically take you through the story of the anime series, whereas the other side quests differ in their importance from opening the weapons shop (by finding some coins), to taking part in timed races. The most significant depth in the gameplay can be found in the mission scrolls though, and it's here that Rise of a Ninja really shines.These mission scrolls most commonly send you in quests outside of the main village. The substance in these quests comes in the form of fiendish platform sections cut up between fights with the evildoers. Both the platforming and fighting elements of the game are so well done that each one could make up a single videogame in its own right.The fighting, for example, takes influences from the Naruto: Ultimate Ninja games by Namco Bandai. There are the addictive Jutsu mini-games that vary widely in technique and style from one character to another. Basically, you'd have to see the Jutsu moves to believe them. Naruto has his 'Sexy Jutsu' where a beautiful woman disorientates enemies, as well as his 'Clone Jutsu' which is basically an interactive cut-scene which can inflict severe punishment on adversaries. But, as we mentioned, each character has their own unique Jutsus to master and they really are quite varied.Other nice little references to the Ultimate Ninja games include the huge aerial combos and the simplicity at the heart of these moves is also quite familiar. Other than when you're using Jutsus, most combos are instigated by two buttons (X and Y) or, at a stretch, three (adding in A for aerial moves). Having said this, you never feel like your mindlessly tapping away randomly at the joypad because, in Rise of a Ninja, it's a case of less is more. For example, some of the heavier combos will only work properly in certain positions and situations. The aerial combos, for example, depend on variables such as whether the enemy is in the air as well, their precise distance from you - that sort of thing. Beyond that, Ubisoft Montreal has added complexities to the fighting mechanics and replaced the flat 2D arenas in Ultimate Ninja with traditional fighter game style rings. In short, given that we thought the Ultimate Ninja games were a simplistic, if endearing, fighting game and Rise of a Ninja beats them at their own game (literally), Ubisoft Montreal could've provided nothing more than the fighting gameplay in Rise of a Ninja (which they do for one of their secondary modes) and it still would've scored highly. Instead, they've also provided some very well balanced platform gameplay that's all too often lacking from the genre in modern times. The platformers of yesteryear had to rely on stepping up the difficulty levels in varied and intelligent ways, while also triggering the gamer's imagination to immerse them in the gameworld. Modern platform games (of which there are considerably less than there used to be) tend to rely on graphics, gimmicks and a wholly undiscerning 6 year-old demographic to sell copies.Not only does Rise of a Ninja have all the visual necessities (and then some, but more on that later), but the learning curve is set perfectly, the gameplay requires diligence while the fiendish sections are intelligently constructed to fool the gamer. One particular section, the Forest of Death, was like a labyrinth to traverse. You're continually getting spiked on perfectly placed booby traps and there was the unmistakable feeling of 'Now, I'm sure I've seen that tree before.' It was a master class in level design that harkens back to classics of the genre.As if those two main gameplay features weren't enough, you'll also be kept interested by a couple of other mini-games that pop-up from one time to another. There's a mini-game that has Naruto hopping between forest canopies like a frog and another race mode which uses his sprint ability (once unlocked) to great effect. Speaking of which, the rate at which you unlock various elements of the game is also finely balanced. Whether it's a new area of map (usually bought in just as you were bored of the last), a Jutsu/combo upgrade (as soon as you'd mastered the last one), or a new ability such as sprinting or double jumping to unlock new areas of the village, the upgrading is perfectly paced with the story to make sure that your interest doesn't waver.Ubisoft Montreal has captured the style of a Japanese game nicely as well. Splicing up footage of the anime series with the gameplay is a nice touch and the trademark Western voice-overs are also well placed. But what really makes it feel Japanese is the difficulty, which will make you red in the face with annoyance when you can't complete an area/beat a boss (which happens a lot), as much as it makes you beam with glee once you've gotten past a particularly taxing section.All in all, the single-player will probably take towards 15 hours to complete for the average gamer, while the hardcore player should be closer to 10. That's a fairly average amount of content but, when you add in the additional game modes the longevity begins to fill out a bit. 'Fight Mode' sets the fighting gameplay from the single-player game as a stand alone mode. Within this you can have one and two player match-ups featuring the characters from the Naruto world and there's also a 'Tournament' option. Online play is much the same affair as 'Fight Mode', concentrating on the fighting from the single-player game. There are the usual options - quick and custom matches, leaderboards etc. - as well as an interesting Forest of Death Exam. It's a ranked mode that's set as a Chunin exam; two consecutive victories in the Forest of Death arena grants players access to the tower, and three victories here makes you King of the Tower. It's certainly nice to see a nice bit of colour applied to the usual hardcore ranked match event structure on Xbox Live.The cel-shaded graphics are a joy to behold. If done well in a game, cel-shaded visuals tend to be quite invigorating simply because they're a break from the norm. In Naruto: Rise of a Ninja's case, we couldn't think of a better game to use them for given the subject matter's uniquely stylistic anime/manga heritage. As we've already mentioned, the village of Konoha is beautifully designed but, in a slightly contradictory manner, the unique visuals also make the characters look more real. It's yet another factor that draws you into the gameworld and lets your imagination take flight.Finally, the sound doesn't disappoint. The voice-over work is just like the dubbed TV series for Western audiences (while the voice-overs of the original Japanese cast will be available to download from Xbox Live after release). On the other hand the background music, while being slightly like elevator music when you're perusing Konoha, certainly does exactly what it's supposed to and adds to the atmosphere of the game when it's called upon to do so.

Reference : http://www.totalvideogames.com/articles/Naruto_Rise_of_a_Ninja_12342.htm

Gears of War PC Review

Over a year since his outing on the Xbox 360, Marcus Fenix is back to stick it to the Locust Horde once again on PC...Gears of War on the Xbox 360 was our second highest rated game of 2006 (see last November's review here). Epic really nailed the console third person shooter, offering a rock hard single-player campaign with superbly balanced gameplay and a massively popular multiplayer game to boot. So popular was this multiplayer game that it stayed atop the Xbox Live chart for the best part of 10 months, until the release of Halo 3 last September. We've played an awful lot of Gears here at TVG, logging on to Live for chill out office sessions after long days at work. So, naturally, we were eager to see what Epic had done with the PC game to update the title and tailor it for a PC audience. One of the most significant new additions is five previously unreleased chapters for the single-player campaign. Gears' five acts from the Xbox 360 story (with each act comprising of roughly five chapters) provided about ten to fifteen hours of gameplay (depending on the skill of the player and level of difficulty). It was a fairly average length, although perhaps slightly on the short side for more accomplished gamers, so this additional act on the PC game now increases the longevity of the title to a more substantial level, providing an extra 2 or 3 hours of play (again, depending on skill and difficulty). Central to this new act is the presence of a very nasty beasty (even by Gears proportions) called the Brumak. Similar in appearance to a large carnivorous dinosaur, this member of the Locust Horde is piloted by a Locust Drone and has cannons/rockets attached to its arms and back. In short, it's not a pretty sight. The main objective throughout the act is to re-attach some downed power lines. This of course means ploughing through area after area of tricky set-pieces filled with Drones, Boomers, Theron Guards, Wretches, a couple of Seeders and their accompanying Nemacysts. In other words, this is a level where the difficulty has been ramped up quite a bit from the first couple of acts and, seeing as it is essentially the fifth act (sandwiched between the Fenix mansion and train acts), this all fits in nicely. It fits in so nicely in fact, that you can't help but feel that Epic had this section of story planned before the release of the Xbox 360 game. After you've detonated the resonator on Xbox 360 Gears of War, you're then confronted by the Brumak but never actually fight it. The next thing you know you're boarding a train where you eventually fight General RAAM. Even last November, this section of plot seemed a bit disjointed. Now, with this new act, it makes perfect sense. You travel through buildings and city streets, while the Brumak is never far from ear/eyeshot. It appears in many sections of the level, until you eventually confront it in a large open area. Marcus has the plan to kill two birds with one stone by re-attaching the power lines, using the Brumak as a resistor, and electrifying the brute in the process. Once the electricity is flowing again, this drops the drawbridge which allows you to get to the station where you pick up the train in act 5 (now effectively act 6). The level is everything we've come to expect from Epic's Gears of War and rounds off the last part of the story nicely, rather than the slightly abrupt finish to the Xbox 360 version. It's certainly refreshing that the PC port's single-player game has additional content, as many similar delayed ports get away with very little additionally content whatsoever apart from perhaps the odd multiplayer map. We're slightly suspicious, however, that this additional act may have originally been designed for the Xbox 360 game. It seems possible that Epic held it back due to time constraints or the need for additional content further down the line. Nevertheless, Epic is retaining the line that this act has been specifically designed for the PC and won't be available as downloadable content for Xbox 360 users on Live at a later date. Controls wise, you can always plug-in an Xbox 360 controller to your PC and play that way, but keyboard/mouse controls have been well translated onto the PC, which will doubtless please hardcore PC shooter fans. If you've played Gears on Xbox 360 a lot then the mouse/keyboard controls will seem very weird at first, although you soon get used to them. PC gamers, on the other hand, will find themselves right at home. That said, herein lies the question at the heart of Gears on PC: what type of gamer will it appeal to? You'd have to be a pretty obsessive Gears fan to buy it if you've already played it on Xbox 360, so that leaves PC gamers who haven't played Gears yet. The PC lobbies won't be cross platform, meaning that PC gamers won't be taking on Xbox 360 players and, while Gears' multiplayer game is very good, it does nevertheless only provide for 8 player lobbies. This will be quite a lot less than what PC gamers are used to. Surely many ardent PC fans will simply wait a couple of weeks for Unreal Tournament 3! However, Epic has added a range of new multiplayer features on PC. First up is the new King of the Hill mode. It's quite similar to the pre-existing Annex mode although, rather than multiple locations to take over on a map, there will only be one that doesn't change for the whole game. Teams have to take over this set location and, the longer they have it, the more points they get. Once a team reaches 120 points, they've won that game. Execution rules are set for King of the Hill, which means players have to be finished off at close range. Additionally, the best weapon on a given map usually spawns in the King of the Hill location. It's very similar to Annex basically, but a little bit more variation never hurt anyone. All the maps from the Xbox 360 game, as well as the subsequent map packs that were released on Xbox Live, have been made available on this PC version. There are also three new maps - Courtyard, Gold Rush and Sanctuary - which are exclusive to Gears for Windows. Epic has also even given gamers the opportunity to tinker with their Gears of War world with a Game Editor. Perhaps aimed at the more hardcore PC modding community, using this editor should not be attempted without taking head of Epic's instructions here here.Graphically, you might find that you need to run the game on medium or low settings unless your system specs are particularly hot. The visuals, however, are pretty much the same as the Xbox 360 game, which is no bad thing as Gears on the Xbox 360 remains one of the finest looking games on the next-gen consoles.

Reference : http://www.totalvideogames.com/articles/Gears_of_War_PC_12374.htm

Assassin's Creed Review

Ubisoft takes a trip to the Holy Land with the hugely anticipated release of Assassin's Creed on Xbox 360, PlayStation3, and PC...First things first, it probably comes as no shock to discover that the big surprise, something that Ubisoft has made a great deal out of since unveiling the game, surrounds the concept of genetic memories. That's not really a spoiler given the fact that it's revealed within the first few minutes, but it begs the question why Ubisoft were so adamant to build it up and overshadow the actual game in the process. Whilst the majority of the game is played as the assassin Altair in the 12th century, the intriguing plot behind Assassin's Creed centres upon Abstirgo, a futuristic and somewhat shadowy pharmaceutical company, and their device that allows people to re-live memories stored in their genetic make-up. In between the Assassin stages, players take control of a character named Desmond Miles, who appears to be an unwilling test subject for the company and whose lineage dates back to the Assassins... it seems they were onto something back in the 12th century, and Aspergo wants it. Given the setting and the Assassin's struggles against the Christians and Saracens it's welcoming to find the game starts with a disclaimer informing of the team's multi-cultural background. Dealing with such a sensitive subject, it's good to see that Ubisoft Montreal has approached all aspects with a careful degree of respect and understanding... unfortunately it's a shame that we can't say the same about the actual game. Given the sheer amount of hype that Ubisoft has generated, it's perhaps expected that Assassin's Creed doesn't quite manage to deliver the goods. Rarely do games manage to ride the wave of expectation, and in Assassin's Creed's case that's a tsunami of trailers, dev diaries, and the almost celebrity-like status of game producer Jade Raymond. Encompassing impressively grand and authentic depictions of Damascus, Jerusalem, Acre, Masyaf, and a Kingdom hub that interlinks the areas, Assassin's Creed's primary challenge revolves around assassinating nine targets that the brotherhood has identified for varying reasons. After breaking The Creed that underpins the assassins' motives, Altair is stripped of his rank early on with little knowledge about his overall mission. Embroiled in a plot that encompasses the Crusades, Templars, New World Order and genetic memory, Altair's attempts to understand the reasoning behind his actions and how they relate to Desmond in the future provides the major drive behind the game. Essentially each target involves the same challenge. Arriving into a new city for the first time, Altair's initial challenge is to scale the highest towers to activate High Points, which in turn reveal the surrounding areas of the map and further challenges to undertake. Each target requires the player to undertake at least three of six intelligence missions, providing the background information necessary to perform the hit. With information such as escape routes and guard placements to discover, it's a shame that ultimately you can bumble your way through most of the assassinations with little need for this knowledge, because when you do plan the method of attack the sense of satisfaction and enjoyment is significantly expanded. Scaling towers and generally running around the streets demonstrates the free-running technique that underpins the entire Assassin's Creed experience. Using the right shoulder button to switch between low and high profile states, which in turn affect what techniques are possible, Altair's ability to swing from post to post, leaping onto small ledges, and scaling walls is mightily impressive and gains a thumbs up from TVG's resident climbing fanatic. As a gamer however, there are some concerns that the streamlined approach, requiring little more than holding onto the shoulder trigger and a face button whilst navigating Altair in the general direction, is perhaps a little too streamlined. There's very little skill requirement to this aspect of the game, and whilst it all looks very neat the lack of a challenge poses a slight problem for us. That said, hats off to Ubisoft Montreal for what must have been a painstaking effort to create such vast environments that are fully climbable, and the astonishing animation of the main character that brings this feature to life. Without a doubt Assassin's Creed's biggest issue is the sheer repetition that's involved with the challenge of taking down the nine targets. Essentially it always boils down to entering a town, scaling towers, and embarking on quests to gain information, which include pick pocketing, eavesdropping on conversations, and intimidating certain characters to spill the beans. Again these missions lack any real challenge (the pick pocketing is a breeze once you master the technique) and become little more than a chore to grind through. Aside from these are a variety of secondary missions such as helping civilians under attack, killing Templar Knights, finding all the High Points, and discovering multitudes of hidden Flags across the Holy Land. Helping civilians assists Altair, introducing groups of Scholars that Altair can walk amongst freely or packs of Vigilantes that will hold up opponents chasing after him. When it comes to Altair's reputation amongst the crowds, what sounded like a groundbreaking aspect to the game during its build up is realised as little more than rigid set-pieces that soon loose their appeal. Too often, the game re-uses the same old trick: guards' patrolling the entrance to a city typically means there will be a civilian in need of help, which in turn will unlock the scholars that Altair needs to enter into the city freely. After the first couple of targets are eliminated, this cyclic process becomes increasingly formulaic, and begins to bog the game down without any sense of drive or progress. The game never really develops in the way that you'd hope for, it's the same process for each of the nine targets and as such repetition becomes the major issue with the game fairly early on. I found no need or desire to complete missions beyond those required to activate the actual assassination, whilst the clichéd arrangement of flags to collect fails to provide any real impulse to exploring the environments or taking your time and enjoying the game. It's one of those games that you just want to rush through to finish and put it away for good. Despite a combat system that largely makes use of one button exclusively, combat in Assassin's Creed is a cinematic and often brutal affair. Using the X button to string combos or slower but harder attacks, progress in the game unlocks further techniques and equipment such as the ability to perform stylish counter-attacks. Armed with long and short blades, throwing knives, and his trusty concealed blade, combat at least provides a range of strategies and more importantly feels right when much of the game doesn't. Distancing itself away from the stealth genre, Ubisoft will maintain that Assassin's Creed is more about becoming anonymous with the crowd than skulking in shadows (which you're never going to find in any case), and to be fair Ubisoft Montreal has managed to make 12th century locations the bustling places that you'd expect them to be. Unfortunately, the sheer numbers of characters seems to have come at the cost of intelligence. It seems as though the civilians' response to Altair's actions is haphazard at best. Running in fear whenever a fight does occur, a classic example of Assassin's Creed's AI inadequacies involved killing a preacher (wrong I know, but the boredom drives you to it) giving a sermon to the watching crowd, only to turn around and watch the crowd quietly disperse without batting an eyelid. Perhaps they're too scared of the Assassin's clout to mention anything but some recognition would have at least helped create the sense that the game world was real, as it stands it all just feels a little flimsy. Whilst Ubisoft has been keen to dispel the stealth label being attached to Assassin's Creed, the fact remains that keeping a low profile and hiding away from opponents plays a large role in the game. The basic process when a guard cottons onto the fact that you're doing something suspicious (climbing walls, near a dead body, etc..) revolves around running away to break their line-of-sight, before leaping into bundles of hay, conveniently placed towers, or simply sitting down on a bench to wait whilst the heat cools down. Presumably because Ubisoft Montreal has been adamant to ensure that Assassin's Creed isn't labelled as a stealth game this dynamic doesn't feel entirely developed, and as such the process just doesn't feel as smooth or convincing as we've seen from other Ubisoft Montreal efforts. Whilst it's fair to say Assassin's Creed is a very different game to Splinter Cell, I've got to say there's a considerable gulf between them both in terms of the sense of immersion created by believable NPC's and opponents. It's a shame that this aspect of the game feels a little too rigid, breaking the bubble of immersion that any decent videogame needs to create if it hopes to keep the player engaged in a convincing gameworld. Away from the main issue over repetition and lack of development, Assassin's Creed also has a number of further issues that niggled at me. Replicating the sounds of Jerusalem and Damascus couldn't have been easy, but listening to the same one-lines ("Spare me a coin", "Why is he doing that?") soon begins to grate, when really Assassin's Creed should be the type of game that pushes presentation as paramount. Equally, whilst there's some gobsmacking animation, suitably impressive lighting effects, and grand environments, the game's visuals can be a little hit-and-miss and come nowhere near to the quality of the CG footage used during the game's various stages of development - just check out the cloth dynamics of Altair's cloak to see what I mean.
Reference : http://www.totalvideogames.com/articles/Assassins_Creed_12391.htm

Friday, November 16, 2007

Review: Crysis

Sometimes a game comes along that you want to buy just on looks alone. At E3 2006, that game was definately Crysis, the new sci-fi themed first person shooter from the minds at Crytek, who released the great looking and great playing 2004 FPS Far Cry. Crysis, however, is an all new game that is being published at Electronic Arts and on the show floor we got a live demo of the game itself (unfortuately we were not allowed to actually play the game itself). The game takes place in the near future where you are a US Delta Force team member assigned to an Pacific island where an asteriod has crash landed. Except that it's not an asteroid; it's an alien invasion and you are on the front lines as you combat both North Korean troops who also want the alien ship and the aliens themselves. Two levels were shown at E3. The first took place on the island itself and on the surface looks and felt similar to Far Cry. However the island enviroment is far better looking than Crytek's first game; not only is the foliage more dense but the lighting and visual effects give it a better sense of realism than Far Cry. That feeling of actually being on the island extends to the game's physics engine where you can pretty much shoot down anything, from trees and foliage to entire buildings. We also saw some superb AI as we fought against the North Koreans. People who remember Far Cry also remember the tough enemies and that's been extended to Crysis. As good as the island level was, the E3 Crysis demo really came to its own in the second level where we found our character on an aircraft carrier that had come under attack. Fire effects were well done and we were shocked to see a character pinned under a steel beam which our character then lifted up and threw off. We then got to the top of the carrier deck and saw the War of the Worlds like alien attack vehicle. The aliens apparently like it cold as it attacked with a freeze weapon that slowed us down so it could hit us with a beam weapon. How do you get the freeze effects off? Just shack the mouse around a few times and you are good as new. Once again, the visuals of Crysis are pretty incredible and it's clear that when this game is released it will become the new benchmark on what PC first person shooter graphics should be. Indeed, our E3 demo was based on DirectX9 on Windows XP but Crytek has already announced plans to support DirectX10 on Windows Vista so the visuals should be even better. Start saving your upgrade money now. The brief demo of Crysis at E3 didn't reveal much in terms of the game's storyline and of course we are still waiting for more info on the game's multiplayer features but fans of Far Cry and fans of the FPS genre are already foaming at the mouth for this game to be released. Look for it in winter 2006/2007 and we hope to get more info on the game in the months leading up to its release.

Reviews Super Mario Galaxy



Here is the game that Wii owners have been pining for, a game that has tons of appeal for both the less experienced player and the longtime gamer. A game that deftly combines accessibility and challenge, all wrapped up in a package that's both deep and addictive. Super Mario Galaxy is all of this and more. It is simultaneously one of Mario's best adventures and a game that doesn't require fandom of the portly plumber's previous engagements to appreciate. The sheer quality of Mario Galaxy's wonderful level designs, tight controls, and brilliant presentation is the sort of thing that just about anyone who loves gaming should be able to appreciate, and that many will fall head-over-heels for.

The premise for Mario Galaxy begins in fairly well-worn territory. Mario receives a note from his beloved Peach to come to the castle, for she has a special "gift" for him. He arrives, only to walk straight into chaos as Bowser and son arrive in a fleet of airships and use a giant UFO to pluck the Princess' castle right out of the ground. Mario gives chase, but is unable to rescue her before the fearsome twosome jet off into space. This all certainly sounds par for the course, but it's where Mario ends up that gives Mario Galaxy its own flavor. Mario eventually hooks up with a creature called a luma, from a race that looks like some kind of cross between an invincibility star and a headless chicken. The lumas are led by an enigmatic woman named Rosalina, who lives with them on a crazy spaceship called the comet observatory. Mario learns that Bowser has made off with a gaggle of power stars used to power the observatory. To reach Bowser's hideout, Mario has to travel to all the various galaxies in the universe to collect as many power stars as he can in order to power the ship back up, fly to the center of the universe, rescue the princess, and set everything right again.
Mario 64, anyone? If you played that seminal game, Mario Galaxy's star hunt progression probably sounds familiar to you. But apart from that basic structuring, you can hardly call Mario Galaxy a Mario 64 rehash. If anything, Mario Galaxy simply takes the basics of what made Mario 64 such a dynamite game, and turns them completely crazy.
The definition of crazy here has a lot to do with gravity and physics. Each galaxy contains a series of little worlds that can't even really be called planets so much as they are floating puzzles. In many of these worlds, Mario can walk just about anywhere. When he lands on a sphere, he can walk all over it, going sideways and upside down in the process. Sometimes you'll simply jump in one area and end up gravitating toward the ceiling or walls or even another nearby planetoid without even realizing it. Often Mario will need to track down launch stars, which, when you shake the Wii Remote while standing near or inside one, will send you flying to a whole new, previously inaccessible area. There are even sections where you'll be floating through space, using specialized pull stars to hop from area to area, all while floating through the spatial void.
Practically every galaxy you explore is an absolute joy to experience. The level designs here are top flight in every regard, with tons of clever and sometimes dastardly traps and puzzles for Mario to navigate. The difficulty doesn't start off terribly high, but as time goes on, the game ramps up nicely, building the challenge steadily until the final areas, which, though perhaps a bit frustrating to inexperienced players, provides the exact sort of tough workout you've come to expect from a Mario adventure. But even aside from the challenge level, simply exploring all these various galaxies is half the fun. Whether you're floating from land mass to land mass on a giant spinning flower, running frantically around a giant series of platforms that shrink to nothing the first time you touch them, or taking on one of several terrific 2D side-scrolling areas reminiscent of New Super Mario Bros. for the DS, you won't be wanting for variety while playing through Galaxy's dozens of levels.
In a sort of nod to the suit-happy gameplay of Super Mario Bros. 3, Mario can don a number of different costumes that give him new abilities. For instance, in several levels, Mario can take on the abilities of a bee, buzzing around through the air via his new pair of wings, and wall-climbing specific honeycombed areas of the environment. With others, Mario can freeze water to walk over it, launch fireballs (natch), fly, wrap himself in a Mario-sized spring and jump to great heights, turn invincible (natch, again) and even turn into one of those pesky boos, allowing him to float around and pass through some solid walls. In most cases, the game takes great advantage of these abilities in the context of each level. A few involving the bee suit are a bit frustrating (given that you lose the suit when you touch water) and the spring suit is kind of a pain to control given Mario's perpetual bounciness, but otherwise, these abilities add a great dimension to the already excellent gameplay.

Apart from the screwiness of the spring suit, there's very little issue to be taken with Mario Galaxy's controls. At its core, it controls much as Mario 64 did, but with a couple of Wii-centric twists. For one, Mario's primary attack is a basic spin move (the same spin move you use to activate launch stars). Simply shaking the Wii Remote engages the spin, and it's an extremely responsive mechanic. The one trick to it is that you have to wait a second before spinning again, so you want to make sure you're able to get away from whatever bad guy is nearby if you happen to miss.
The other key change is the addition of the Wii Remote as a pointer. Simply by pointing at them on the screen you'll collect star bits, which can be found just about everywhere and serve as both Super Mario Galaxy's currency and as a weapon. Firing star bits is as simple as aiming the Wii Remote at an enemy and pressing B to launch. But you don't want to fire off too many of those, as they come in handy for unlocking new stages later on. Only in a few specific cases does the game really dabble in true motion control, such as sections where you're surfing on a manta ray or walking on a boulder. But even these few divergences from the standard gameplay formula are largely successful and quite fun.
Mario Galaxy's journey is scattered and epic all at once. There isn't much of a thread tying together all these disparate worlds, apart from the fact that they have power stars hidden within them somewhere. And yet, at the same time, the lack of cohesion in what you're doing never really gets in the way of your enjoyment of it. Because each level is so much an island unto itself, it actually makes each one stand out all the more.
It helps that practically every stage in the game has a great deal of replayability purely on its own merits. These levels are just inherently fun to go back to again and again, and that the game gives you plenty of reason to is even better. Once you complete an area, you can go back and engage in a specialized version of it in certain cases. Essentially, comets will enter orbit in some of these galaxies, and thus change the way you play in some bizarre way. Whether it's speeding up all the enemies in an area, putting you on a timed run, or having you race against a doppelganger Mario, there's a nice variety of change-ups to experience. The adventure probably won't take you more than 12 to 15 hours if you just collect the minimum number of stars necessary to get to the end level, but you can certainly tack on a great deal more to that if you're into going back and collecting all the stars. And if you want to unlock the game's neat end surprise, you'll need to get all of them.
There is even a multiplayer component to the game, albeit a limited one. Another player can point their Wii Remote at the screen and take part in some of the basic fun, like collecting star bits, shooting star bits, and the like. You can even directly assist Mario by pointing at him and pressing A at the same time as your friend to make him do a super jump, and stop certain enemies from attacking by highlighting them with the pointer. It's not the most involved co-op mode you'll ever experience, but it can be fun if you've got someone enthusiastic alongside you.
As wonderful as Mario Galaxy's gameplay is, its graphics are even better. There simply isn't a better-looking Wii game available. A great deal of credit is due to the art design, which is simply phenomenal. The character designs, level details, animations, all of it is incredibly colorful and vibrant, and just a joy to look at. The technical engine does its part as well, keeping the frame rate drops to minor, infrequent bouts. One area especially worth noting is the game's camera, which takes a largely cinematic perspective, albeit with a limited amount of player control. You can adjust it right or left in certain areas, and go to a first-person view if you just want to look around. There are a few areas where the camera prevents you from seeing things perfectly, but mostly it does an excellent job of framing the action, especially considering all the kooky perspective shifting the game does as you run around these oddball environments. The only thing that's kind of a bummer is that you'll undoubtedly wish at some point while playing that the Wii could support resolutions higher than 480p; but even with the limited resolution, the game just looks beautiful.

Audio is also excellent, thanks largely to the top-notch soundtrack. Much of the music is made up of classic Mario tunes from a wide variety of different games, and it's all modernized and orchestrated. These are some of the best renditions of these tracks since the originals, and you're sure to be humming along as you play. There's little voice work in the game, but the few voice samples that are there are used to nice effect. It's probably better to just hear Bowser snarling than it is to hear him being a chatty Cathy, anyway. The sound effects are a touch on the shrill side at times, but the bulk of them fit the vibe of each stage nicely.
When all is said and done, the thing that really makes Super Mario Galaxy such a standout game isn't the fact that it's another Mario game, but the fact that it doesn't even need to be a Mario game to be successful. Sure, it's got all the nostalgic flavor Mario fans would want, with the updated soundtrack, familiar foes, and various other Mario-related bric-a-brac scattered throughout the adventure, but the game never leans on these nostalgic aspects as a crutch. It instead puts the whole of its focus on its gameplay design, and with good reason. You could probably swap in just about any other characters from practically any other franchise, and this would still be a phenomenally fun game. That it layers all these memorable characters and components on top of that phenomenal design just makes it all the sweeter. If ever there were a must-own Wii game, Super Mario Galaxy is it.

By Alex Navarro, GameSpot
Posted Nov 7, 2007 3:54 pm PT

Reference : http://www.gamespot.com/wii/action/supermario128/review.html?om_act=convert&om_clk=gssummary&tag=summary;review

Thursday, November 15, 2007

ATI Radeon HD 3870 and 3850: 55nm RV670


When the R600 GPU hit the scene last May in the form of the Radeon HD 2900 XT, it wasn't very well received by enthusiasts for a few key reasons. For one, the Radeon HD 2900 XT generally consumed more power and generated more heat than NVIDIA’s already well established GeForce 8800 GTS. In addition, the 2900 XT was also louder, more expensive, and also didn't quite perform as well as the 8800 GTS, not to mention it was missing UVD support. A home run product the Radeon HD 2900 XT was not.

From a technical standpoint, however, the R600 was promising. It had full DX10 support, top notch image quality, gobs of memory bandwidth, and a number of innovations like HDMI output with audio and new anti-aliasing modes. After testing the Radeon HD 2900 XT and watching it mature in the marketplace these past few months, we couldn't help but wonder how the R600 would have been received had AMD built the chips using a more advanced manufacturing process that could help mitigate some of its fundamental shortcomings.

We can stop wondering now it seems. Today is the day AMD has chosen to officially unveil the RV670 GPU, a derivative of the R600, manufactured using a 55nm process. The RV670 will be the GPU that powers the new ATI Radeon HD 38x00 series of graphics cards. However, we should point out that the RV670 isn’t a straight-up shrink of the 90nm R600. In this iteration of the 55nm RV670, AMD has also tweaked the GPU in a few areas in an effort to increase relative performance and efficiency.

We’ve had a quartet of RV670-based cards in house for a short while and have put them through the wringer with an entirely new and up-to-date test-bed running Windows Vista Ultimate and powered by a Quad-Core Intel Core 2 Extreme CPU.

Pro Evolution Soccer 2008 (X360)

Believe it or not, the crowds for Pro Evolution Soccer 2008 at E for All surprised even us. Maybe it was leftovers from the Metal Gear Solid 4 line, but there was a sizable group on late Friday afternoon there to see Konami's popular (around the rest of the world, mainly) soccer title, which, according to the publisher's booth, seems to be getting officially re-dubbed with the same name for both Europe and the US. The rosters seemed fairly unchanged from our first hands-on with the game in Germany during Games Convention, but with a smaller crowd than the Euro-mob in Leipzig, we hopped from station to station and logged in enough time to see the subtle differences between both this year's version and last year's, but also between the Xbox 360 game, which debuted last year, and the upcoming inaugural PS3 version. The demo, which seems to be similar to the one released a few weeks ago on the European Xbox Live Marketplace, features six national teams: Brazil, Portugal, Argentina, France, Spain and Turkey. The total game time is locked into five minute games, so several rounds with different teams were necessary to truly get a feel for what you'll get to play in a few months. (Konami illogically releases the series several months later in the U.S. than the rest of the world; it's due out in Europe next week.) We kicked things off with the PS3 version, since we had a stronger impression of it after testing out both games at Leipzig. It might just be due to our long history of playing the series on Sony hardware, but the controls feel much more natural on the Sixaxis than on the Xbox 360 controller. The default controls match up with the PS2 game's, so all of your special moves, from manual passes with the sticks to jockeying moves, are all here.
Beyond controls, we'll have to give the edge to the PS3 version in on-the-field animation, too. It's not really accurate to say that it's a stellar-looking game; FIFA regularly smokes this series in the visuals department no matter the hardware, but PES' gameplay is the main draw. The 360 version still looks good, but a few minutes with both makes obvious that the PS3 game has more fluid animations. The biggest issue that it faces comes in the cut scenes that weave between gameplay. Whether it's a replay of a foul, the look on a player's face after missing a shot, or the referee handing out yellow cards like candy, the framerate gets pretty choppy on the PS3. On the 360, the action looks fairly similar to last year's Winning Eleven: Pro Evolution Soccer 2007. Character models look similar, and in cut scenes you won't see the ugly framerate issues that we noticed on the PS3 game. The animation is slightly better than last year's game, although it seems to lack some of the fluidity of the PS3 version's. If you didn't like the controls of last year's title, we regret to inform you that not much has changed. You'll probably need to manually configure your controller to hit the sweet spot; the default controls aren't ideal.
Differences aside, both games feature similar gameplay. This year rolls out what Konami has dubbed TeamVision. It means that the CPU AI, both teammate and opponent, adjusts on the fly to your gameplay techniques. It's tough to notice the first time you pick up a controller, but over time you'll begin to see your reliance on certain moves get carved apart. If you're too dependent on longer through balls, the computer will eventually position a defender close to your intended receiver and start running up to snatch the ball away. In order to successfully touch the back of the net, it'll take some variations; all of you "rush n' cross" players out there will get smacked down hard by defense on the higher settings. After rolling out several demo rounds, the differences between AI types becomes more apparent. A few rounds with Brazil under our belts revealed the diversity of team play styles. Both the Spanish and Turkish teams played a bit more wildly and chaotically. The Portuguese team is far more aggressive in play style, and Argentina counter-attacks hard. Perhaps the toughest team of all to play against is France. It's not clear whether it's because Konami has spent more time implementing the French team's AI, but damned if the defense and back midfielders like Makelele don't crowd together to thwart you when you're on a good run at goal. The refereeing in PES 2008 is some of the toughest we've encountered in the series. In past titles, the ref mostly stayed out of the action, except for egregious fouls of the crimson-carded variety. In the new game, however, we got yellow cards for putting basic pressure on a ball carrier. It's not clear whether this is an AI issue that needs tweaking, or Konami's forcing your hand to jockey and jostle for the ball, much like EA has done with FIFA 08. Either way, there's an even stronger emphasis on fair play than before, and we hope that it gets reeled in a little, or that we can at least bribe refs like Juventus. No, really; it's too strict. Another AI problem that needs attention lies with teammates. They're constantly offsides, more than we've ever seen in a PES game. No one likes to have a good run ruined by a pass to an open player who's too far past defenders to make the play count. Hopefully it's a loose pattern that'll get tightened up.
To compound the problem, there's a new camera for penalty shots, and woe be unto you if you foul an opponent in the box. We can't help but think of the boss battle in Battletoads in which you had to throw rocks at a cannon-toting surveillance camera from the camera's point of view. The camera is positioned at one corner of the goal around the net, so that you're seeing all of the action with the penalty kicker facing you, rather than the default soccer game camera in which the kicker's back is turned away from the camera. It will drive you mad, and it's probably not going anywhere. After all that playing time, we can now see some of the subtleties in the new game. For most of you, TeamVision won't become apparent until you've fruitlessly failed at several through passes up the field to a teammate, or five defenders have squashed your umpteenth attempt to work around them toward the goal. The new implementation has its strengths, and currently, it's got some weaknesses, too. Teammates need to be reined in; they ran offsides too often during the demo, and the referees seem to be too strict. Aside from that, there are differences between the HD-gen consoles, but it still looks like it will be a solid game on both platforms, moreso than we thought after playing in Leipzig. It's just too bad that U.S. soccer fans have to wait four more months for it.

Reference : http://xbox360.gamespy.com/xbox-360/winning-eleven-pro-evolution-soccer-2008/828973p1.html

Resident Evil 6 : The Real Horror

Believe me I'm a Resident Evil FREAK! Okay this is gonna be a cool one! This new Resident Evil is just plain horror... More than just zombies and crap... But a murder on the loose. At the start you are the character Brent Richards you are in a prison for I don't know what! But you have to take out the guard in front of your cell. It is midnight and he is one of the only night shifts there. You grab his neck and slam his head against the bars. Then someone heres it and comes in there and asks you what happened. This part gives you a list of answers to tell the guard your choices are: I tried to kill him, I took the wrong pills, He had a heart attack or something. He had a heart attack or something is the right one. When you tell him the guard says he has a thing to do so he'll be right back. You reach out and take the guards key that you knocked out. You get out of the cell and you walk out quietly. Then the guard heres the front door opening so you make a run for it. When you get out you notice why they have been so protective of you leaving... Zombies! But you then think that you put an end to Umbrella... You run past and go to where your house is (Your house is very close to the prison). You stop turn around then remember, you dont even know how you got to the prison. You look at the side of the building you are very suprised... UMBRELLA! The building is a Umbrella prison. This is why your in prison. You remember the two other missons to infiltrate the umbrella buildings. That's why the place looks so familiar. The next day you go to the cop station and every one there is suprised to see you some of them were scared for some reason. You look in the paper and it says Brent Richards died in action... You look around... Your still alive thats why every one is so suprised. You go to your office talk to the commander and he tells you there on a important case and for you to join them. Its not about Umbrella though... Its about a loose murder. This is where the game begins (finally!). So you have to find a murder and put a end to Umbrella. So there is four disks for a very good reason. The reason is, is because Chris Redfield goes for Umbrella while you go for the murder. So the first disc your Brent the Second your Chris Then the third your Brent the fourth your Chris again. So it all takes place at the same time. Wouldn't this be cool? I think it would!

Reference : http://www.gamediscovery.com/