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    by Published on August 5th, 2009 17:11

    Review: Puzzle Quest Galactrix
    Playstation Network
    Developer: Infinite Interactive
    Price:£15.99
    Platform: PC, NDS, XBLA and PSN (reviewed version)


    First off let me say that this is the first time I’ve played any PSN game, I’ve seen PAIN! being played, but for me I’ve never really been bothered for shelling out for games(however little they cost) that I’m not going to play that much. Having said that never turn a free game down and so onto Puzzle Quest Galactrix.


    I picked the story mode to begin with getting straight into it. It starts with a bit too over the top voice over explaining the story. It’s then into a bit of text dialogue and then onto the game. Basically you ‘fly’ around a solar system and to planets/places to need to go are marked. Usually you fly to one place, get a bit of a story, and get your mission then head to another place to play the mission.

    I’ve played three types of missions so far, fighting pirates, mining, and hacking. They’re all just variations of the same game - match 3 or more of the same colour in the circular playing grid. Now the first version I played was the fighting challenge. Connecting different colours will give you different things - red boosts your shield, green gives you energy(I think!). There are also mines on the grid, get three in a row to attack your opponent. Each mine has a number on it, and the three add up to give the damage inflicted on your opponent. Getting four in a row or multiple connection combos give you bonuses You can also attack your opponent with the weapons on your ship. This is turned based.



    For the most part this is enjoyable but there are one or two problems for me. And it’s a big one, sometimes you can’t tell which way the blocks are gonna fall after you make a connection. Several times I chose to make a connection thinking blocks would come down setting up a combo, only to fall from the left or up from the right. Now it might just be me not being used to the game yet, but it’s frustrating as hell when you think you’re about to get a big combo and all you’re doing is setting up your opponent. Also there’s no time limit during this game, minor issue since the computer moves immediately, but I think it would be better if you had to think quickly about what to do.

    In between mission you get experience points to upgrade yourself and can also upgrade your ship.

    Now the next mission I played was gathering supplies or something of an asteroid. It was a side mission involving one of the crew members you pick up along the way, Lydia(who is very annoying as she calls you kid in every sentence). I’m not gonna go into this one much because it’s an absolute cop out. Again collect three in a row of the supplies to get them on the ship, without a time limit. Fairly standard and would be fine except for one big thing - as I was playing I was taking my time trying to see three I could connect, and then all of a sudden one of the grids flashed, just for a second, it was telling me what block to move! What’s the point in that, it takes all the challenge out of the game.

    To move through the different systems(and further the story line) you have to hack through warps. This was my favourite of the game types. To hack to have to follow a code which appears in the top right hand corner of the screen, e.g. if it’s green at the top you have to clear a connection of three etc, all within a time limit. This is more like it for a challenge, a lot of fun, and you do get quite nervous when you have a colour you need to get and there’s no three blocks near each other. There are many warps in this game, so there’s plenty of chances to play this, and there are varying difficulty levels, but basically means less time to complete the code.



    I haven’t been playing this game for very long, a couple of days or so, the storyline’s ok, it’s nice to have a point to playing all the different games and a goal to complete instead of just level after level. The dialogue is cheap but it doesn’t matter and the levelling up and updating of the ship etc. adds a nice touch to what otherwise would be a pretty standard puzzler. I can’t really judge it on other PSN games because, well, I’ve not played any but compared to my favourite puzzle game of all time, Dr. Robotnik’s Mean Bean Machine it’s lacking. I always took great joy in getting the combos in Mean Bean Machine, but in this it just seems like a fluke if I get one, therefore it’s not as satisfying when you get a nova or supernova combo or even win the fight.

    Am I gonna play this again, probably not, though I really enjoyed the hacking, the storyline isn’t enough for me to want to continue playing to see where it goes. I might play the quick game now and again, or two player, ...
    by Published on August 4th, 2009 12:53



    Developer: DICE
    Publisher: EA
    Release Date: Jul 8th 2009
    Genre: 1st Person Shooter


    I decided to sit on the review for a while, because, as many of you will be aware, there have been a few teething problems with Battlefield 1943.

    Dice, EA or both were a little shy in their estimate of just how popular a new Battlefield game would be on release. From the Wednesday it was released, right through until Saturday, XBox360 owners were met with some difficulty in both getting into a game, getting into a game without massive lag, or partying up with friends.

    It was a busy time for their official forums, and Dice even kept regular, often hourly updates on their twitter page, to keep customers who were hungry for some WW2 action up to speed on when they could expect more servers to go live.

    By Saturday, I found most problems were fixed, and I was able to properly sample the game. By Tuesday, despite all the problems, XBox360 users found that the much awaited 4th map, unlocked after 43 million community kills, had already been unlocked, over a week less than was expected (done within a week on XBox Live, and within two weeks on PSN!).


    Little does he know that I've lined the only ladder to this guard tower with TNT and am waiting in the bushes with the detonator!

    So what is it all about? Well, I never got into the other Battlefield games, as I had somewhat gone off trying to keep up with PC gaming in the early 00s. I did pick up Bad Company, released last year, and found it not without it's share of errors, but also there was a lot of fun to be had with it's funky terrain/building destruction/class based multiplayer.

    So the developers Dice wondered what it would be like to remake some maps from the original Battlefield game, 1942, using the new Bad Company Frostbite engine. The game and three maps would be released as downloadable only, XBox Live and Playstation Network content, with the fouth map/mode being unlocked with the 43 million community kills.


    DAKKA DAKKA DAKKA DAKKKA!

    The game is a sort of slimmed down Battlefield, with only 3 classes to choose from, and with no character / weapon customization that previous games have featured. The infantryman is your standard machine gun, close range guy, with a tank busting rocket, and handy grenades for backup. He also whip out a wrench for bludgeoning enemy soldiers or healing friendly tanks. I suppose that makes the infantryman a cross between the infantry / engineer classes.

    The rifleman has a semi automatic M1 Garand, with some sweet reloading sounds! He get's a slightly-weaker-than-rocket-launcher grenade launcher, but it'll take a few of those to take a tank down. Again, he get's grenades, and his melee weapon is simply the bayonet on his rifle. The semi auto fire gives the rifle good medium range accuracy.

    Lastly we have the scout, or sniper. There's the obvious long range advantage, but for closer foes, he gets a pistol, and his melee weapon is a big knife, or if you're playing as the Japanese, a badass katana. For explosives, he gets thrown sticky dynamite, which can be detonated remotely with a plunger.


    Mayhem is frequent in this game.

    There's a nice assortment of vehicles on offer, cars, jeeps, tanks, boats and fighter planes help mix up the combat a good deal, and there are various gun emplacements scattered about each level. These are, in typical Battlefield fashion, not all that easy to control, and you'll want to get a good setup for each vehicle type, which can be done in the options. There's also a tutorial mode, which lets you mess about in an empty map to get used to the vehicles. This is no Halo, so to get good with the likes of planes and tanks, you'll need a good bit of practice.


    Tanks have a capcom-boss style weakspot on the rear!

    Speaking of controls, there are a good few instances where I found them a little fiddly, perhaps because I'm too used to Halo/Call of Duty style configurations. But having become accustomed to Battlefield 1943, I can tell you that you do get used to them.


    Landing a killer plane bomb takes a lot of practice to get the timing right, better to just Kamikaze someone!

    The initial 3 maps are played in the typical Battlefield flag style. 5 bases are located about the map and if you stand near an uncontested flag, you capture that base, and your team may then spawn from it. If an enemy has a base, you must wait and deplete their 'control' before taking back the flag. Each team has a limited number of respawns (or 'tickets'), and when they run out it's all over. Therefore, the more bases you own, the more chance you have of pinning down the enemy and depleting their tickets.

    So it's a fairly simple setup, there ...
    by Published on July 28th, 2009 23:56



    Moon
    Official Homepage
    Release Date: 7/3/2009
    Platform: DS
    Number of Players: 1
    Genre: FPS
    Publisher: Gamebridge/Mastiff
    Developer: Renegade Kid
    Region: Europe / US

    Overview: 2058, Lunar Outpost Alpha. Major Edward Kane, Chief of Military Operations for the Extra-Terrestrial Encounter Organisation, has been called in to investigate reports of strange energy readings and missing personnel.

    Aid Major Kane and his men as you head out to uncover the mysteries surrounding the outpost and face off against and unseen enemy.

    Welcome to the Moon

    Features
    • Renegade Kid’s patented formula of a sick and twisted FPS adventure features a cinematic storyline and white knuckle shooting action.
    • Built on the Renegade Engine 2.0, Moon delivers rich environments and robust FPS gameplay which screams at a blistering 60 frames a second.
    • Collect alien artefacts and challenge insane difficulty levels to unlock premium hidden content – only the hardcore need apply.
    • Annihilate alien hostiles as you rip up the lunar landscape in your turret-equipped buggy or pilot the Remote Search Droid to delve into the Moon’s darkest corners.
    • Deliver Major Kane’s style of intergalactic diplomacy as you wield powerful alien technology like the LeptonSpread – a particle shotgun that can tear your enemies a new black hole.

    Developed by Renegade Kid, creators of the award-winning Dementium: The Ward, Moon uses the Renegade 2.0 engine to push the Nintendo DS to its limits with an epic story, atmospheric environments and white-knuckle sci-fi FPS action.

    Gameplay: Moon isn't the first game for Renegade Kid. They also created Dementium: The Ward. Dementium features slick and smooth animation dishing out 60fps with elegant precise controls. Renegade has used Dementium's game engine and incorporated it into Moon with a little overhaul.

    Like other Nintendo DS first person shooters, you use the stylus for aiming, the D-pad for moving around and the L trigger for shooting. To switch between weapons, there is a large button on the bottom of the touch screen. When you press this button with your stylus, the game pauses and brings up a menu of your arsenal. Majority if not all of your interactions is with the touch screen and stylus.

    When enemies pop up, your reflex are put to the test. When you die, you are taken back to the last save point. As the more you advance deep into the game, the enemies become harder and more of them appear. While you're blasting your way through hoards of enemies, be sure to pick up bonuses, weapon upgrades, artifacts because this will help make you more powerful and unlock extra training missions.

    In some areas of the game, Renegade Kid threw in some puzzles to get your thinking juices flowing.

    Controls: The controls are fluid. All your aiming is done with the stylus with the L trigger being your shooting button. To move you character around, you use your D-pad. As you advance further, Major Kane gets to drive a 4x4, which has a top mounted laser turret. Controlling the 4x4 feels a bit lose and your vehicle would be going all over the place. In addition to the 4x4, you also get control of a little remote controlled droid. This allows you to get into small spaces such as tunnels to get to other areas or bypass security cameras and trigger buttons and collect bonuses. However, you wont be able to take down any enemies. You can neutralize them though temporarily.

    Graphics: The graphics are crisp and are stunning. Each level has a good amount of detail and Renegade Kid did not skimp on the details for Moon. In each of those levels, there are other animations running in the background.

    Sound: The music in the game is not annoying and fits the environment that you are in. Thankfully, there is no repetitive annoying tone or music.

    Replay Value: It can take about 5-6 hours to finish the game. In terms or replay value, there isnt much of it. You'll probably go back to playing Moon again to see if there is any bonuses that you might have missed that you never saw the first time. The enemies and bosses however tend to be a little repetitive. Sometimes to defeat a boss, its always the same technique.

    Conclusion: Overall, Moon is a well polished and great looking game. First thing that popped into my head when I played this was that it looked and kind of played and style was similar that of Metroid Prime. The repetitious enemies and same strategy to defeat a bosses was a downer but still fun. The controls were smooth and precise. The 4x4 could have handled better since the back of it tends to fishtail. Renegade Kid is definitely on the right track.

    ...
    by Published on July 18th, 2009 14:24



    Developer: Beenox Studios
    Publisher: Activision
    Release Date:
    US: June 16, 2009
    Europe: June 26, 2009
    Australia: June 24, 2009
    Genre: Rhythm Action
    Age: Teen


    Ok I'm the first to admit that I didn't get into the whole rhythm action thing until the release of Guitar Hero 2, back in the crazy days of 2007.

    Back then, it was something new and cool - it was a different way of interacting with my Xbox 360, and banging out those tracks felt kinda cool - we had some good post-pub Guitar Hero parties back in the day.

    I snagged a couple of the DLC tracks that piqued my interest and when the third game Guitar Hero 3 came out - I just didn't see the point. Yea, it came with a new type of guitar, and different songs, and different multiplayer modes - but I tried it at a friend's house and just didn't see why they couldn't release the extra features as DLC for Guitar Hero 2.



    I had kinda gotten bored with plastic Guitars anyway by that stage. But then Rock Band comes along - and, for a while my interest in the genre is renewed with it's all singing, all drumming fun.

    But by the time Rock Band was released here in the UK, Rock Band 2 was almost on the horizon, and when it was announced, with it's better drums, and whatever else have you, I felt a bit shortchanged. Then Guitar Hero World Tour was mentioned and that was me done with plastic instruments.



    I just wanted one set of instruments, that wouldn't be obsolete within a year, and one game disc, with all the DLC I could eat. Now I realise that these companies that make these games like their money. But as consumers in an age where DLC let's developers drip feed us goodness and filth in equal measure, I have to ask, why would I ever pay full price for Guitar Hero: Greatest Hits, when there's nothing on this disc that couldn't have been released as DLC?



    It's in that spirit that I'll try to continue this review - why would you buy this? I dusted off the old Rockband instruments (although it's recommended by the game that you use the official Guitar Hero items) and began to play a bit of co-op quick play.



    It's nice that in quick play all tracks come unlocked - so there's no slogging through the main game if you just want a quick party with friends. The control seems fine, I mean, these games are all essentially the same, with minor differences like the addition of an 'open' guitar strum, and optional double drum kick pedals, but really, you are hitting a plastic instrument in time with the notes coming down on the screen.

    What I found first of all was that none of my Rockband tracks or Guitar Hero 2 or 3 tracks that I had downloaded worked with this, I expected as much I suppose, but it would be nice if somehow I didn't have to use 3 or 4 different discs to play all my rhythm action game songs.



    The song list is fairly good, with master recordings used for a lot of tracks, and it has a good deal of classics from all the previous games, which all sond great. But not all the tracks are great - or at least, not what I would have chosen, and indeed, everyone's varying musical tastes will mean that although there is something for everyone on here, there's also tracks you won't want, and you'll simply wonder as I do, why didn't they just make these tracks as DLC for World Tour?

    My affair with rhythm action ended the moment Rock Band 2 and Guitar Hero World Tour were announced as standalone games with new peripherals. I just couldn't deal with paying through the nose for the new instruments, so soon after splashing out on the previous ones.



    What I want is a standard set of instruments that won't undergo any hardware changes for at least 3 or 4 years, and ONE game disc, with any addon packs released as DLC.

    You should buy this game if and only if you've never bought a previous Guitar Hero/Rock Band game, and if and only if you own or can get cheaply the newest instruments.

    Otherwise, you are just going to feel shortchanged by what is essentially DLC on a disc - with a lot of tracks that you may not even have wanted to download.

    Verdict:
    ...
    by Published on June 10th, 2009 11:46


    Developer: Volition
    Publisher: THQ
    Release Date: UK Jun 5th 2009
    Genre: 3rd Person Shooter
    Age: 16+


    I really do wonder, why in this day and age, so much of the attention of game makers, goes into the graphics and level design, camera angles, etc. when still, be it Gears of War, Call of Duty or Halo - rockets and explosions do minimal or more often absolutely no damage whatsoever to the scenery, save a scorched decal applied to the wall. Battlefield: Bad Company made a good effort to incorporate a level of destruction, and for the most part this was decent, with dents in the ground, and buildings able to be skeletonized (although a frame always remained in tact).

    Previous red faction games had limited destruction (which even years ago were state of the art), but now they are in the current generation and Voltion need to pull something amazing out. Surprising then, that the first noticable difference (apart from being 3rd person now) between RFG and it's predecessors, is the lack of destructible terrain. You can fill rocky cliffs and precipices with rockets but not do a button of damage.

    The thing is, I didn't notice this fact until after many hours of play. Reason being is because of the incredibly detailed and lengthy depths to which you can take down everything else in the world. Everything.

    Yes, everything man made in this game is fully and completely breakable. 2, 3 or 4 storie buildings can be reduced to rubble with a vast array of weaponry. Not just rubble, but pieces of the building - this isn't just removing a wall and spawning some bits of rock in it's place - the wall has struts, supports, bricks, and some walls are even load bearing and will cause other bits to collapse after a few seconds. You really feel, whether you are using a hammer, rockets or mines, that you are taking apart a building - the splintering bits of metal and brick, the pipes, the objects in the building, and any neibouring buildings that your demolished structure happens to land on.

    It's a beauty to behold everytime you get a giant smoke stack to collapse, shattering into a garage and breaking through three floors - all in realtime, no scripting - I really haven't seen anything like it before. What's more, a small section of wall I destroyed at the start of the game remains broken throughout my game - so it would seem that any changes made to the game world stick. Nice.


    When you get down to it, that's really most of what this game is. The AI - seems smart enough, stealth isn't out the equation completely - I have sneaked past a few guards to covertly bomb a target, but things frequently get very messy, very quickly and any hostile action against the guards will soon result in your being swarmed by suicidal armoured cars and wave after wave of relentless troops. But they flank, take cover, close up distance and lob grenades, so I wouldn't say the AI is by any means poor.

    It just often feels like whatever tactical plan you come up with to try and bomb and enemy supply depot, is going to turn to shit in no time at all. I typically get spotted and end up jumping out a window, whilst detonating the mines behind me - and getting out by theiving a car or just hammering through a wall and making a break for it. Fortunately, you can aquire an upgrade that shows guard locations on your mini map, which makes excursions like these slightly more tactical.


    Aiming is a little bit ropey sometimes, although generally I can deal with it - and a lot of the weapons have either large splash damage, or enough fully automatic fire to take out who you need to, and I have the sensitivity low. Later on in the game, you gain access to Aliens style mechs, of which there are three types, and they are a hell of a lot of fun to use, as you mash up troops, cars and buildings like hot butter. Even the regular hand held weapons rock bells, the nano rifle for example, which disintegrates structures and enemies alike, or the rail driver, an old favourite from previous games, with the ability to scan and shoot people through walls - a bitch in multiplayer!


    So the game is open world, and you are initially confinded to one area of the planet, with others parts opening up later on. There are various side missions, hostage rescues, bombing runs, escorts, sieges, etc. which are all a lot of fun, save maybe the vehicle recovery one. These side missions will help you get more morale and support in the local area - so inhabitants will occasionally help you fight off the EDF troops (although the companion AI can be less than helpful sometimes). Eventually, completing the main missions will vanquish the EDF from that area, and you access further areas of the world, and reducing the amount of enemy troops in the completed ...
    by Published on May 1st, 2009 21:39


    Dragonica is a side-scrolling action MMO, similar in gameplay to Golden Axe or Streets of Rage. Unlike many MMO's it is free to play, unlike many free MMO's it isn't terrible. There is a general consensus that free MMO means terrible game riddled with bugs and bad graphics. In many cases this is true however it couldn't be further from the truth with Dragonica, where even the preview version is highly polished with beautiful colourful, vibrant graphics and excellent game play.

    You start off by creating your character, this can be of one of four classes: Thief, Fighter, Magician or Archer. Each one will have their own style of combat and can only wear the gear of their class. The game plays very similar to the side scrolling beat em ups of the 80s and 90s. You walk forward, you find enemies, you slash them up and move on. This simple style of play makes the game very accessible. The control scheme is also very simple, relying on the cursor keys and Z, X, C and Space bar. The game's reliance on such a few keys and the future addition of controller support makes it ideal for playing on a controller. Any controller. It is possible to play this game using a SNES pad with a USB connector. It's also compatible with Xbox 360and Sega Saturn controllers, with work being done at the moment to make it playable using an Atari Jaguar pad amongst others.


    The graphics are a form of chibi anime, everything is cute and brightly coloured even the enemies. The lack of blood and cartoon violence makes it perfect for parents who want their children to play a game but don't want them exposed to the violence and gore that other games can contain. The game itself requires very low specs to play, allowing older laptops and PC's to enjoy the game on high graphics, however should you select the low graphics option the game will remove the background. The purpose of this is so that everyone can enjoy the game as it is meant to be played even on low settings.

    As is common with both MMO's and RPG's, Dragonica includes a skill tree for each class. These trees aren't complicated, no more than 4 tiers deep with 2 or 3 skills per tier. Normally this would conflict with the simplistic style of play, but most of these abilities take the form of passive effects or combo abilities that can be executed using a direction and attack. For example one warrior skill is to jump in the air and slam down to the ground, you can use a keybind for it, alternatively you can jump in the air and attack whilst holding down to do the same thing. This is what allows the game to work so well using a controller.

    The interface of many areas of the game is reminiscent of other mainstream MMO's, this was done with the intention of players being able to get into the game quickly without having to relearn how everything works. Some examples of this include Mailboxes, Auction Houses and gold exclamation marks over the heads of quest givers.

    The business plan of the game is Free to play with micro transactions. These MT's take the form of non-gameplay items, such as player housing furniture and silly suits such as an astronaut or a skeleton.

    Future features of the game include:

    Guild PVP
    40 Man PVP fights
    Pet training and mounts


    Dragonica's cute graphics and low specs create an MMO that is accessible to almost everyone with a PC or Laptop. As it is free to play there is no commitment to playing for long periods of time. Adding in the controller support and control style enables anyone to play the game whatever way they want, it's ideal for busting out an old controller from your favourite console and playing with it. This all makes Dragonica a definite game to keep an eye on.

    This is a preview of Dragonica, it is a sample and therefore cannot be taken as the final word of the full version scheduled for released in June. ...
    by Published on April 28th, 2009 13:23

    Published by: THQ
    Developed by: Volition
    Genre: Third Person Shooter / Open World
    RRP: £44.99
    ESRB: TBC

    Release: Jun 2009

    I was lucky enough to be able to grab a keycode for the new Red Faction Guerilla demo.

    *edit - the demo is now up for download by the general public - go try it!*



    I haven't played much of the first few games - I think I rented red faction 1 ages ago. I was impressed enough by it's Geomod(1.0) technology which allowed you to burrow holes in levels with rockets, create trenches, etc. However, it was limited back in the day and only so much damage could be done to a level before everything became un-destroyable.

    Now we have a handful of games which expand on how destructible scenery comes into play, such as Battlefield: Bad Company, and Mercenaries 2.

    Mercenaries 2 I felt was particularly underwhelming in this respect, it's graphics lacked polish (terrible water effects) and, whilst you could indeed destroy every building and structure in the game, there was again a lack of polish, and the feeling that quantity was prioritized over quality. For example, a building took a set amount of damage before it began to crumble and raise dust, and shortly after a standard pile of rubble was left. Of course, within minutes these buildings were magically reconstructed so as not to break gameplay.

    Battlefield Bad Company tried a more subtle approach, with a lot of fully destructible scenery, and buildings, which could be skeletonized, rather than completely demolished. It worked fairly well, though it could get annoying that you could destroy some things and not others.

    So, given that destructible scenery is one of Red Faction: Guerilla's major selling points, this is the first aspect I wished to investigate.



    What I can say for certain is that if you like breaking stuff, and seeing things destroyed in an overly gratuitous fashion, then you will not be disappointed. The buildings on Mars, from military installations to flimsy shacks, will shatter, splinter, explode, collapse, break, twist and fall. Pipes, bricks, bits of metal and concrete all break apart as you'd expect and secondary explosions caused by good old fashioned exploding barrels can really rack up the carnage.



    The smashing-up-of-things is the star of the show, no doubt, but a concern I had is one exemplefied by Battlefield: Bad Company's single player. This is the fact that in BF:BC, the enemy AI had trouble distinguishing between broken scenery, and untouched, solid walls. Red Faction: Guerilla's AI seems to handle it well enough, and at no point in the demo (although short) did I feel like the AI was being especially stupid.

    In fact, the AI worked better than I thought. In the open world of RF:G, there are friendly miners going about their business, not bothering anyone, and driving random cars and trucks about (which you can 'borrow').

    Then there are restricted areas, which, if you enter, the local guards will pop a cap in your ass, provided they see you. You can back up against walls, and crouch walk to avoid detection, and there's also a handy minimap to show nearby guard positions.



    Of course, being fairly open world means that you'll probably get spotted sooner or later and then the guards come - with re-enforcements depending on how much shit you are fecking up - cause too much mayhem and truckload after truckload of enemies will bail in, overwhelming you.

    Dealing with the enemies is fair enough too, there's usually accuracy issues in 3rd person shooters but enough has been done to eliminate frustration. For example, 3rd person melee attacking can tend to be a bit fiddly in most 3rd person games, but an auto lock on/lunge makes this a bit more satisfying. Though it could be cheap in multiplayer if the lunge distance is as it is in single player, I'd be annoyed if I got whacked by someone ten feet away, because the lunge auto-targets the nearest person. Still, works well in single player.



    The guns, in the demo at least, are intuitive to use and feel meaty in sound and effect, and the remote detonation mines - whilst a little inaccurate when thrown, are a hell of a lot of fun, and creative use of them can result in some crazy situations.



    So the actual mission in the demo is to first 'liberate' an Aliens-style mech loader from a garage which is in a restricted area. I had a few attempts at this. First, running in with guns and bombs was fairly effective, but as you raise more attention, you need to be on the ball or else you'll get swarmed by guards.



    The second attempt I used was stealth - carefully avoiding enemies where I could, and taking the less travelled path, this too proved to ...
    by Published on April 24th, 2009 18:26

    MMA is said to be the fastest growing sport in the world and we're just under a month from the first next gen MMA game, UFC 2009. The game will try to mix the stunning graphics of a next gen console with the gritty and brutal action of cage fighting. Sound good to you? Me too. Does a month sound like too long? The demo is out today!



    If you're familiar with the sport of MMA you'll know that there is literally an infinite number of strikes, counters, grapples, takedowns, transitions, submissions and whatever else I missed. This sport is anything but simple and there are only so many buttons on a controller so the real question is how will it work? In short: it works pretty well. Basically you're cross and circle buttons control your fighter's left and right legs while the triangle and square buttons control the left and right arms. While stationary pressing any of those buttons results in quick snapping strikes. Push them while moving towards, away from or parallel to you're opponent and you get things like over-hand right's, uppercuts and hooks. Finally add in the L1 and L2 buttons which direct strikes at the head and body respectively and the R1 and R2 which block high and low throughout the game and you have a pretty deep striking system.



    True cage fighting aficionados will know that the standing aspect is only half of the action. There's still the clinch and the ground game and UFC 2009 handles them both admirably. The clinch is accessed with the right analog stick. You can either hit it right to clinch when they're open or wait for them to strike and counter it with a well timed right analog stick movement up or down depending on the strike in question. A striking clinch like the Muay Tai clinch is accessed by pressing L1 while using the right stick as before. You can then toss your opponent around with the right stick while firing off devastating knees with the face buttons and the L buttons to aim them high of low.



    Takedowns are preformed by holding the L2 button with the right stick towards your opponent. Once on the ground you can transition to different positions like side control, half guard or full mount by moving the right analog in one direction and then around in a half circle. Different directions control if its a minor or major transition. Both of these have their advantages and risks. When you have them where you want you can either beat them into a bloody pulp with the face buttons or hit L3 to do a submission as long as its properly timed. That will cause both players to begin frantically moving their right analog stick in circles to escape/make them tap or hitting the face buttons to pummel their way out. While the submissions work, they are easily the weakest link in a game with otherwise very solid gameplay.



    As you can see in the screenshots above the game is very pretty. You can see realistic damage accumulate through the course of a fight and blood begin to trickle down after a vicious elbow. The crowd looks a bit bland but everything else from Joe Rogan's commentary to the stylish menu system is top notch. It looks like we might have a new sports series that will be around for a while. Release date is May 19th.

    This preview was based on the PS3 demo.

    http://www.codemayhem.net/ufc-2009-u...87.html#p31019 ...
    by Published on April 10th, 2009 18:27

    _____________________________________
    Published by: Sony Computer Entertainment
    Developed by: SCE Studios London
    Genre: Virtual Pet
    MSRP: $1.99
    ESRB:



    Overview: When I first got my PLayStation Eye, I was eager to try out some games for it, after looking around I realized that unfortunately there weren't many at all, and even less of them were good if any. Being a fan of nature I decided to try out what many call a "Fish Wallpaper"

    Gameplay: There really is no gameplay here, you see fish and you can wave your arms around to attract or scare away the fish........that is about it, you can't feed them or anything. When you pres the "Start" button, a menu will pop up which will allow you to choose what fish you want to see and what fish you want gone, there are seven types of fish total. Having fish follow you around can be entertaining for a few seconds, in fact, as I am writing this review, I realize that this game CAN be a nice addition to your collection if you are found having to constantly wait for something for just a few minutes, this will keep you occupied for a very small period of time until your eyes start drifting away into more interesting things such as your walls or perhaps the floor beneath you.

    Graphics: Its hard to say whether this game has good or bad graphics, the fish look pretty realistic but honestly, the PS3 can easily do much better, then we hit the fact that this game only costs $1.99 and we start to see that for a $1.99 game, the graphics are pretty good, but for a PS3 game, the graphics could use some extra work, it all comes down to the way you see things. Now ignoring the price and the console this game is on, the graphics could honestly be better, when fish get up close too the camera you can easily see they are fake, not to mention often times they carry blocky animations with them, and they have no self awareness of other fish around them, it seems as if they were given a path to follow and any other fish around them don't matter, so every now and then they will swim towards each other to the point of collision and just keep swimming towards each other until one of them takes another direction.

    Sound: To be honest the only sound I ever hear is the sound of bubbles and the occasional "woosh" coming from the fish when they swim away quickly, a nice relaxing optional background song would have been nice. Even as you are scrolling through the menu you hear a bubble burst whenever you highlight a new option.

    Replay Value: Once you have seen the first few seconds of this game you have pretty much seen it all already, the fish swim around but they never really do anything interesting, like I said before, the most fun you will have with this is having the fish follow your hand around, then again I don't think this game was made to be fun, but relaxing, in which case it fails to be so as well.

    Conclusion: I honestly can not say that I am disappointed with my purchase, but only because I can see myself playing with this as I wait for a download to finish on my computer, or if I am playing "TF2" or "Gary's mod" and the new map download is taking a while, this would be the perfect thing to play. If you are lucky enough to not often have to wait a few minutes, I STRONGLY advice you look the other way because this game will serve no purpose to you. If you often find yourself with spare time and nothing to do, I can easily recommend this game to you.

    Final Score:
    ...
    by Published on April 6th, 2009 14:51


    We all know eBay has been jacking up prices of fees whether it be listing or final value fees. You can sell a videogame item for $80 and be charged a final value fee of $9! How is a person suppose to make a profit or recoup their costs?

    Well a fairly new site known as ChaseTheChuckWagon is helping gamers out. There is no listing fee but there is a ending fee and its a whole lot cheaper than eBay's. Here is a list of their fees from their Sellers Guide:

    Listing Fees
    • There is no Insertion Fee to List an Item.

    Commissions
    • A commission of 3% is charged on the first $100.00 of the Purchase Price,
    • a commission of 2% is charged on the amount of the Purchase Price between $100.00 and $1000.00,
    • and a commission of 1% is charged on the amount of the Purchase Price over $1000.00,

    Enhancement Fees
    • The fee to use a Reserve Bid for an auction is $0.50.
    • The fee to feature the auction on the Main Page is $2.00
    • The fee to feature the auction in the Listing Category is $1.00
    • The fee to display the listing in BOLD text is $0.30
    • The fee to display the listing with an Arrow is $0.30
    • The fee for a private auction is $0.15
    • There is no fee to uploaded images for a listing

    ChaseTheChuckWagon has everything from accessories, consoles, magazines to memorabilia, computer gaming, anime and music. They also have listings for current consoles and even classics. It all depends on what sellers list and have available.

    So if you're thinking of selling videogame items or even plan on buying, be sure to check out ChaseTheChuckWagon. Since the site is still fairly new, you might be able to snag some great deals! ...

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