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  • Xbox 360 News

    by Published on February 1st, 2011 20:50
    1. Categories:
    2. PS3 News,
    3. PS2 News,
    4. Nintendo Wii News,
    5. Xbox 360 News,
    6. DCEmu Reviews

    XCM Multi-Console Component Cable v2
    Manufacturer: XCM
    Site: Buy from Play-Asia / Buy from Divineo US / Buy from Divineo China
    Price: $22.99

    Overview : XCM Multi-Console Component Cable V2 (PS2, PS3, Wii, Xbox 360). Not compatible with Xbox 1.

    Features :
    • Fully Compatible with Xbox 360™, Wii™, PS3™ , PS2™ and any TV system.
    • Support Component Signal (Stereo Function)
    • Support AV Signal (Stereo Function)
    • High Quality and High Speed for Transfer Signal.
    • Support Dolby Prologic.
    • Support DTS 5.1 Channel System.
    • Support DOLBY Digital and Surround Sound
    • Support Stereo Sound
    • Support Optical Signal (Xbox 360)
    • Compatible with Surround Receiver or Integrated Amplifier
    • Support CRT, Plasma, LCD or any HDTV System
    • Support D2 (480i/480p); (720i/720p) & D4 (1080i/1080p) technology.


    Quality/Usability : XCM has released their multi-console component cable that supports Xbox360, Wii, PS2 and PS3. This is pretty much an all-in-one cable for your whole entire entertainment center. Like always, XCM impresses us with their quality of products.

    There are three plugs for your console: Xbox360, Wii, PS2/PS3. On the other end are the AV inputs that connect to your TV. On the "switcher" itself, you have four switches: 360HD, 360 Y/Pb/Pr, Wii and PS2/PS3. Of course, which ever system you are playing, you'll have to switch to that system. For those that dont know, 360 Y/Pb/Pr is like a standard component cable.

    The visual quality of each system is pretty good. I didnt notice much of a difference between this cable or the standalone component cable that you purchase separately for each system. When switching to a difference system, there is a 2-3 second delay.

    The cable itself is fairly long so you dont have to worry about having the systems close to the TV but you will have to have your systems near each other in order for the cable to reach each console.

    Conclusion : Overall, the XCM PS2/PS3/Wii/Xbox360 Multi-Console Component Cable is a neat product. Those looking to cut down on cables may want to look into this. It would have been nice if XCM had added a few inches more to the console cables so that the systems dont have to be so close to each other and for those who put their systems into entertainment centers. It would have been also nice if the 360HD and 360 Y/Pb/Pr had swapped places.

    Images via comments ...
    by Published on February 1st, 2011 20:50
    1. Categories:
    2. PS3 News,
    3. PS2 News,
    4. Nintendo Wii News,
    5. Xbox 360 News,
    6. DCEmu Reviews

    Penguin United PS2/PS3/Wii/Xbox360 Multi-Console Component Cable
    Manufacturer: Penguin United
    Site: Buy from Penguin United
    Price: $21.99

    Overview : Fully Compatible with Xbox 360™, Wii™, PS3™ , PS2™ and any TV system with component input. The Final High-Definition Solution for all your Next Generation Gaming Consoles. Avoid the Hassle of switching cables behind your television or dealing with tangled cables from all your Consoles, not to mention the saving from buying 1 cable instead of 3. Support D2 (480i/480p); (720i/720p) & D4 (1080i/ 1080p) technology. Actual resolution displayed will be determined by the technology supported by the Console in use.

    The three AV plugs for each console should NOT be connected to their respective consoles simultaneously. Only one console should be connected for the cable to function properly. If more than one consoles are connected, even if it is set to "off" loss of audio or video may occure, but there will not be any damages done to the console.

    Cable is 8 foot long or 2.4 meter in length.

    Features :
    • Support Component Signal (Stereo Function)
    • Support AV Signal (Stereo Function)
    • High Quality and High Speed for Transfer Signal.
    • Support Dolby Prologic.
    • Support DTS 5.1 Channel System.
    • Support DOLBY Digital and Surround Sound
    • Support Stereo Sound
    • Support Optical Signal (Xbox 360)
    • Compatible with Surround Receiver or Integrated Amplifier
    • Support CRT, Plasma, LCD or any HDTV System
    • Support D2 (480i/480P); (720i/720P) & D4 (1080 i/1080 P) technology.


    Quality/Usability : This is the second multi-console component cable we will be reviewing. The first review coming from XCM. We have reviewed a couple of Penguin United's Wii Component Cables already (Regular / Gold / Premium). All of them were pretty good for a new 3rd party peripheral manufacturer.

    There are three plugs for your console: Xbox360, Wii, PS2/PS3. On the other end are the AV inputs that connect to your TV. Unlike the XCM multi-console component cable, there is no switch on the cable that allows you to switch to whatever system you are going to play with. You will have to plug each plug into the system if you want to play with the console.

    The visual quality of each system is pretty good when connected one by one. I didnt notice much of a difference between this cable or the standalone component cable that you purchase separately for each system.

    The cable itself is fairly long measuring approximately 8 feet long. The cables for each console once split from the cable itself is fairly long enough but you will still have to have your consoles near each other.

    Conclusion : Overall, the Penguin United PS2/PS3/Wii/Xbox360 Multi-Console Component Cable is another alternative to those looking to eliminate cables and is looking for a all-in-one source. The quality of the product is great just like all of the other products Penguin United offers. My only complaint was having to insert the plug into the console I want to play each time. Would of been nice if there was a switch of some sort where I can easily switch back and forth without having to keep on removing the cables.

    Images via comments ...
    by Published on February 1st, 2011 20:04
    1. Categories:
    2. Xbox 360 News

    via Eurogamer


    A fresh batch of levels are heading to the Xbox 360 version of maniac platformer Super Meat Boy after Microsoft finally approved a new patch for the game.

    As revealed in a Team Meat Tweet, an update which fixes a number of glitches and bugs in the game has finally gone live today, after more than two months of back-and-forth with Microsoft. Consequently, Team Meat pledged, "we can upload new levels soon!"

    According to a recent blog post, Team Meat has lined up a number of like-minded sadists from the indie scene to design level packs, including Bit.Trip studio Gaijin Games, Give Up Robot creator Matt Thorson and I Wanna Be The Guy guy Michael "Kayin" O'Reilly.

    The always-busy Team Meat also offered an update for PC users waiting on the promised level editor. "Soon, working on it now actually. Should be out in a few weeks... its a HUGE update," outlined a further Tweet.

    The vicious, unforgiving Super Meat Boy launched to considerable acclaim late last year – Eurogamer's very own Tom Bramwell wrote 9/10 on its report card. ...
    by Published on February 1st, 2011 20:01
    1. Categories:
    2. PS3 News,
    3. Nintendo Wii News,
    4. Xbox 360 News,
    5. DCEmu Reviews

    Moxia USBCell Rechargeable Battery
    Manufacturer: Moixa
    Site: Buy from Moixa
    Price: $17.00 (2 pack)


    Overview : This NiMH AA cell can be used like a normal battery and can be recharged simply by plugging into a USB port.

    With over 15 billion Alkaline batteries made and thrown away each year - wasting resources, C02 and creating toxic Landfill - USBCELL offers a eco-friendly alternative as can be re-used hundreds of times as no charge adaptor or cable is needed, saving you money, hassle and waste.

    Features :
    • Rechargeable AA NiMH Battery 1.2v 1300mah
    • 90%+ Charged after 5 Hours by powered USB
    • Built in Intelligent Charger
    • Charge by powered USB
    • Also can be charged in approved NiMH Chargers

    Quality/Usability : Majority of today's electronics such as digital cameras, portable devices such as MP3/CD players, remotes, flashlights, and controllers all use alkaline batteries.

    No more need for disposable batteries. Yes, there are lots of rechargeable batteries on the market but in order to recharge them, you will need a charger. What happens if you dont have a charger on your? USBCell is similar that it is rechargeable but to recharge them, its different. The name of the product can give you a hint as to how it would recharge...USB. But you can also charge in any rechargeable battery charger as well

    The design of the USBCell is unique. With USB ports on PC, laptops and even game consoles, it is fairly easy to find USB ports to recharge. To charge, you simply, pull of the green cover. The green cover is attached to the battery with an elastic band so you wont lose the cover by accident. Once the cover is off, a USB plug is explosed. Pull back on the cover and insert the USB plug into any USB port.

    Once inserted into a USB port, a green LED light is lit up to inform you that it is charging. When the battery is fully charged, the LED will turn off.

    Having charged the USBCell batteries for the recommended 5 hours, I was about to get a little more than 20 hours with the Wiimote before the battery died. Although a Xbox 360 controller is pictured with the USBCell, I was unable to fit both batteries into the Xbox 360 wireless controller but I was able to fit one into the plastic holder. Even with the one battery, it felt a little snug.

    Conclusion : Overall, the Moixa USBCell Rechargeable Battery are probably the most unique product we have reviewed. There are some problems that I see. If you have a USB port that is recessed or further in to your device, the USBCell may not reach. Another problem is the mAh. Although 1300mAh is perfect for devices that doesnt draw a lot of power but when used with devices such as digital cameras, people prefer 2000mAh or higher for high powered devices. But these would come in handy as a temporary backup solution. Other sizes are are planned to be released but no further information has been mentioned.

    Price of the USBCell is a bit pricey. For maybe double the price or less (depending if there is a deal), you can probably get a charger, four batteries and a higher mAh battery such as 2500mAh.

    Images via comments ...
    by Published on February 1st, 2011 19:42
    1. Categories:
    2. PSP News,
    3. PS3 News,
    4. PS2 News,
    5. Nintendo DS News,
    6. Nintendo Wii News,
    7. PC News,
    8. Xbox 360 News

    Dead Space 2, the dismembering space horror sequel from EA and Visceral Games, has taken the top spot on the UK chart in a week of few releases, knocking LittleBigPlanet 2 into second after just a week at the top.

    Dead Space 2 is the only new entry in a reshuffled top twenty which sees Black Ops slip to its lowest position yet of fifth. FIFA 11 and Assassin's Creed Brotherhood both gain a place at Activision's expense, sitting at third and fourth respectively.

    Interestingly, the addition of Dead Space Extraction: Move to the PS3 bundle didn't quite manage to tip the sales of Dead Space 2 in the favour of Sony's machine - 56 per cent of sales were for Xbox 360, with 40 per cent on PS3 and the remaining 4 on PC.

    Leisure software charts compiled by Chart Track, (C)2010 UKIE Ltd.

    Last Week This Week Title
    New Entry 1 Dead Space 2
    1 2 LittleBigPlanet 2
    4 3 FIFA 11
    5 4 Assassin's Creed: Brotherhood
    2 5 Call of Duty: Black Ops
    3 6 Just Dance 2
    10 7 Need For Speed: Hot Pursuit
    6 8 Wii Fit Plus
    15 9 Art Academy
    11 10 Just Dance
    7 11 Mass Effect 2
    8 12 Kinect Sports
    12 13 The Sims 3
    9 14 Gran Tursimo 5
    16 15 Wii Party>
    13 16 Dance Central
    20 17 WWE: Smackdown Vs. RAW 2011
    17 18 Read Dead Redemption Undead Nightmare
    Re-Entry 19 EA Sports Active 2
    18 20 Wii Sports Resort

    http://www.gamesindustry.biz/article...op-of-uk-chart ...
    by Published on January 31st, 2011 11:52
    1. Categories:
    2. Xbox 360 News,
    3. DCEmu Reviews

    Talismoon TiltBoard Controller Mod
    Manufacturer: Talismoon
    Site: Buy from Divineo US / Buy from Divineo China
    Price: $35.99


    Overview : At long last it’s time for Xbox 360™ owners to feel the benefits of tilt sensation, something of which PS3™ owners have been privileged to since its inception. Moreover, the Nintendo Wii™ is a prime example of just how instrumental interactive controllers can be in providing a highly enjoyable gaming experience.

    Talismoon’s Tiltboard sports a unique u-shaped board that puts the two Tiltboard control buttons within easy reach of gamers fingers, with one button conveniently located on either wide of the wireless controller battery pack. This gives gamers the ability to make on the fly tilt adjustments during a game without even stopping. This comes in particularly handy for instances in games when it is necessary to switch between both stick and tilt control.

    The Tiltboard is an intelligent piece of kit and comes pre-loaded with TiltTune™ technology which is the most user friendly firmware available for such a device. Gamers have the option to adjust the tilt sensitivity, adjust the 0 degree in order to hold the controller at the most comfortable angle, invert the Y axis and turn the tilt function on and off. Everything required to enjoy the latest sensation in console gaming on Xbox 360™ comes in a convenient package and requires only seven wires to solder.

    Features :
    • Custom Fit Design
    • 2 multifunction buttons within easy reach
    • Requires soldering 7 wires
    • "Best practice" install method eliminates control loss as controller battery life weakens
    • Persistent memory keeps your TiltTune settings even if there is no power to your controller.
    • The new tiltBoard comes preloaded with tiltTune technology (TM), the most user friendly firmware available, including:
      1. Adjust tilt sensitivity
      2. Adjust the 0 degree so that you can hold the controller at whatever angle is natural for you
      3. Invert the Y axis (independently for either the stick or the tilt)
      4. Turn the tilt on and off (switch between stick and tilt)

    Quality/Usability : The Xbox 360 was the first next-gen console out of the gate..a year before the Nintendo Wii and Sony PlayStation3. With both next-gen consoles having motion sensing controllers except for the Xbox 360, Microsoft has not addressed this issue but 3rd party peripheral manufacturers have and have stepped up to fill in the void.

    TiltBoard first started off as just a mod by Adam Thole (http://www.adamthole.com). Once word spread like wildfire that there was a motion sensing mod for the Xbox 360, modders and gamers wanted to know how to make one or buy one. With the huge interest in the mod, Adam Hole offered the TiltBoard for a price but only limited quantities. Adam Thole then put up instructions on how to make you own TiltBoard with diagrams. The original TiltBoard was on a rectangular PCB board.


    With a high demand and Adam having to solder each TiltBoard himself, he negotiated a deal with a well-known specialist peripheral maker, Talismoon. With this deal, Adam will not have to solder each himself, new compact design, professional looking and packaging. As a result of this collaboration, this is the end result that you will receive...


    Performing this modification will require some soldering experience. If you do not have any experience with using a soldering iron, its best to have someone who does help you. That is of course, unless you dont care on spending additional money on another controller if you mess up. Hey, at least its a $50 or so controller rather then a $400 system.

    The TiltBoard requires you to solder 7 wires on to the Xbox 360 PCB board on the controller and drilling two holes to the Xbox 360 back controller cover. I wont go into the full details of installing as it is fairly long but for instructions on how to install the TiltBoard, you can get them directly from Talismoon's website. You can also get the operating instructions here.

    After installation has been completed, its time to give it a test run. Accessing the two buttons on the back of the controller is fairly easy. The button on the left side (viewing back) allowed us to toggle between tilt mode and non-tilt mode simply by pressing the button (quick press). This is great since not all games will require the tilt function. When the tilt function is enabled, the analog sticks with not work.

    Holding the button down (1 second) will invert the Y axis. So if you tilt the controller down, you will go up. However, inverting the tilt will not affect the stick control.

    The button on the other side (right side) allows you to set the tilt sensitivity by pressing the button once. To use this feature, tilt the controller to the position that you want to be the "maximum" setting for full tilt. This allows you to set how sensitive you want the controllers to be. The sensitivity is set on box axis and is separate, so you can set a wide sensitivity for turning right and left but a narrow sensitivity for moving up and down.

    Holding the button down for 1 second sets the controller in RELAXED MODE. By default, the controller must be held perfectly flat and level for your object to go straight towards the "horizon" in the game. There are times where you dont want to hold the controller flat to go straight. An example would be if you were to lean back and relax in your chair. Sitting straight up or standing, our hands are usually the same level as our stomach. But when you're sitting back relaxing, holding the controller flat would be uncomfortable while sitting and us gamers have a tendency of slightly tilting the controller up especially with our arms on the armrest. With our arms on the armrest, our controllers are no longer the same level as our stomach but now with our chest. So with the RELAXED MODE set, you will not have to keep the controller flat with your wrist bent but slightly tilted up and your wrist straight and your object will still go straight.

    You can view a videos of TiltBoard demonstation and in action:

    TiltBoard Demonstration:


    TiltBoard in action:

    Conclusion : Overall, the Talismoon TiltBoard Controller Mod is a great controller mod. The TiltBoard allowed on the fly adjustments by simply pressing or holding the two buttons on the back of the controller. The different settings that can be applied makes gaming easy. The Tiltboard also came with a drill bit to drill holes for the buttons. If they didnt come with that, people would either have too small or too big of a hole. It would of been nice if they included a template of some sort as to where to drill the holes.

    Images via comments
    by Published on January 1st, 2011 18:20
    1. Categories:
    2. Xbox 360 News,
    3. DCEmu Games Reviews


    Published by: Gamecock
    Developed by: Blazing Lizard
    Genre: Sports/Action
    Platforms: XBLA, WiiWare
    Players: 1-4 (Offline) 1-8 (Online)
    ESRB: E10+: Animated Blood,Cartoon Violence,
    Suggestive Themes,Use of Alcohol and Tobacco.
    Prices: 800ms pts

    $10.00
    £6.80
    €9.30
    $12.79 (CAD)
    $13.20 (AUD)
    ¥1184
    _______________________________

    Overview: For many years now there has been a debate between who would win, Pirates, or Ninjas, this game lets you play as ether, and two more (Robots, and Zombies) in a game of dodge ball, And each team member is packed with its own special ability to spice things up during the heat of battle.

    Gameplay: There are a few different modes to play, and three different ways to play them:
    Exhibition : this is pretty much free mode, you choose your team's size (1x1, 2x2, 3x3, or 4x4) the number of rounds, the difficulty mode (easy, medium, or hard) the arena, the two teams you want in the game, how many balls, and the rules (game mode)
    "Combat Dodge Ball" is the first mode in the list, here, you will notice that the line that goes through the middle is removed, giving you the freedom to roam around the whole map.
    "traditional Dodge Ball" is probably the closest thing to an actual dodge ball game you'll find here, due to the fact that as soon as you step foot across the line, you will be turned back to your side.
    "Enhanced Dodge Ball" is by far my favorite, You are allowed to step foot on enemy territory for three seconds, which adds a good amount of strategy, and it is always fun to steal your enemy's balls.
    Then there is story mode, where you will start out with only one team mate, and work your way up to three buds to make up your team, throughout your journey, you will encounter numerous text boxes, normally i would skip them, but these ones caught my attention since i AM a pirates vs ninjas debater, and found that the story, altho senseless and short, has many jokes that will make you smirk.

    ARRRG! YOU THERE!

    If you are playing offline, then you have an extra option available, which is co-op play, this allows you and up to three friends to play through the story together, fun as it may seem, you will often get lost and run in circles trying to figure out where you are at, not only is this contributed by the fact that there are too many players on screen in such a small arena, but all the characters look alike from far away, specially if you are playing on a standard T.V.
    Apart from story you can do a local match which is the same thing as an exhibition match, except you get to play with, or against friends, sadly enough, there are only four different arenas in which to play, and altho they all look beautiful, some may resemble one another in large amounts.
    If you are playing online, then you have the options to play privately, ranked, or just a player match, here you loose alot of the options you once had in local modes, you will only be able to choose your character, and the amount of players, everything else seems to be randomly generated.
    Not excluding online mode, when you play with three or more players per team, you will easily loose track of yourself which is why in my opinion, two on two is the best way to go, not only do you keep track of your self at all times, but you also gain a great seance of team work.

    Going deeper into the game, you have a few cool things you can do while in game, apart from each player having their own special power, you can also preform special throws which will make the game go in slow motion for about a second, allowing you to see the flamed up ball slowly reach its targeted flesh (or metal if it is going after a robot) it is always cool to see someone dodge it in slow motion, or slowly hit the ground from the impact, which brings me to say that smacking someone with a ball in this game feels good, no seriously, you can REALLY FEEL the ball hit your opponent, it is one of the most rewarding things i have ever done in a game in years, unfortunately, that is probably the peek of this game, the controls feel flimsy, and it is hard at times to grab the ball seance the 3D environments can be very confusing at times due to the fact that you are almost getting a side view of the arena, it seems to me like an over the head camera view would have been more appropriate for the game.
    There is also a stamina meter which goes down every time you dodge, (the right analog) strike, or jump, which are the two actions you will be doing the most; If it ever goes down all the way, you will be forced to stand still until it goes back up.
    You can also catch balls to gain some health back up, but should only be attempted after alot of practice or you will simply be a sitting duck, hit balls to throw them back at whoever threw the ball at you in the first place to hit him, this can be done back to you so stay alert.

    Can you find all four ninjas? OFF COURSE NOT! THEY ARE HIDDEN!

    Graphics: It doesn't take much more then a few minutes to appreciate the level of detail found not only in the characters, but in the arenas as well, in the snow arena for example, when you step on thick snow, it will go down, but the fact that there are obstacles on screen, not only serves to purpose of having something to hide behind, but it aslo makes the game a hell of alot harder, when you go behind a tree for instance, it will not turn translucent, fully blocking the view of your character, this quickly becomes repetitive, and you will soon be wanting to play in levels with less obstacles.
    Other then that, they do a good job animating the characters, and keeping a good frame rate throughout the game, still, a wider variety of models would have been appreciated, mainly just so that i don't keep thinking i am some huy, and then find out i am all the way across the screen getting hit by a robot.

    Sound:There is a nice song that plays at the beginning of the game and stays throughout the menu screen featuring Chinese instruments and pirate "arrgs"apart from that you will hear alot of "ouchs" and "wooshses" as you may expect, and each level has its own fitting song.

    Difficulty:For the most part, the AI in this game is absolutely horrible, they will stand in one place waiting for you to hit them, and the next minute they are running towards the ball deflecting anything you throw at them and catching every ball that gets near them, and then go back to maybe running in circles while you go grab the ball, on the bright side, you don't have to play against them scene the game comes with on, and offline multiplayer.

    Replay Value:It is no secret that most games with multiplayer have at least a decent amount of replay value, and this is no exception, playing two on two can actually get pretty exiting, but most other multiplayer game modes are virtually broken, they are frustrating and confusing for the most part, which is a shame because this game had the potential to be a great one, but bad level design and controls made it go down on the fun factor.

    Achievements: Most achievements are pretty simple, and if you dedicate about an hour to them, you can get most of them, they ARE fun, but too obvious at times I mean, you get an achievement for dodging a ball :P and another one for winning a match, ect, they could have been a bit more imaginative.

    Conclusion:At the end of the day, even tho this not the best game ever made, multiplayer modes you will keep you happy for a few days, specially if you have something to prove to your friends (who is better, pirates or ninjas) but for an 800 ms pt price tag, I can't really recommend it.
    Also, there is a free downloadable special moves pack available which is a nice touch, tho I don't see why it couldn't come in the game if it was going to be free in the first place.

    Because a dodge ball is more valuable then a chest full of gold.
    _________________________________________
    Pros:
    *Great graphics
    *Each character has its own special move
    *finally! a pirates vs Ninjas game!
    *Fun multiplayer
    *The story is entertaining

    Cons:
    *Character movement feels odd
    *Only four stages
    *You can easily get confused
    *too many times it won't feel like a dodge ball game

    Gameplay: 1.5/5
    Graphics: 4/5
    Sound: 2.5/5
    Replay Value: 2/5
    Difficulty: 3.5/5

    Final Score:
    .:Not Recommended:.

    Vote Now! Pirates Or Ninjas!
    by Published on January 1st, 2011 18:20
    1. Categories:
    2. Xbox 360 News,
    3. DCEmu Games Reviews


    Tales of Vesperia
    Publisher: Namco Bandai
    Developer: Namco Bandai
    Genre: RPG; JRPG, SRPG
    Players: 1-4 (Offline)
    MSRP: $59.99
    Platform: Xbox 360

    The Tales series really never has gotten the proper respect it deserves. People who have played the tales series games have most loved it, and this was shown by the love that Tales of Symphonia and Tales of Destiny(which is actually a low point in the series in my opinion) had received for the Gamecube. Abyss, Legendia, and just about all of the other Tales series have never nearly gotten noticed by the mainstream in America and Europe. by releasing this RPG on the 360, it seems Namco Bandai has been hoping for the best with results in getting the series well known in the US. (They must not be too enthusiastic about it, since I have yet to see a commercial or advertisement for it anywhere.) But nevertheless, here it is, the next chapter in the Tales of series, Tales of Vesperia. Despite being on the Xbox 360, Tales of Vesperia warranted a vast turnout in Japan, launching the often abysmal 360 sales 5 times what they normally are. Currently, there is even a shortage of 360s in Japan right now, which has never before happened. This should tell you a little something about the amount of influence that this series has in the East.


    But anyway I'll stop beating around the bush and get this review started. The Tales of Series has always been known for its signature Anime style graphics, character skits, and what is quite possibly the best character development in the genre. So the first thing you'll notice is the intro. Its made fully of cartoon-Anime CG, and stands out very well from many different game's styles of cutscenes(Fact: This is one of the very few games that I've even bothered to watch the intro of.) This highlights one of the defining traits of Tales series games; they make use of full cartoon graphics in some cutscenes. They have done this for a while in fact: Tales of Symphonia has 1 or 2, Abyss had around 3-5, and Vesperia has around 21. It gives a very nice break from the normalcy of full CG graphics all the time. Back from what they never really specified(correct me) but they give a great and distinct flavor to the way the story is unraveled, and they also serve to highlight some of the most important points in the game. The character skits were also bashed a good bit. The thing is, they are all optional, but if you want to get the most out of the storyline, you'll want to watch them. And I'll tell you now, if your even slightly interested in the story you will want to watch them. They feature animated, drawn versions of the characters and they have conversations, which ends up really helping to endear the characters to you. But don't take it from me. Take it from what the people who have played the series have said.

    The overall story also reaches a standard of greatness, and easily is the best story that a Tales game has seen yet. It tells the tale of badass ex knight Yuri as he forges his own idea of justice in a corrupt empire. Along the way(naturally) meeting a cast of characters who, as well, get a huge level of development before the game is over. Unlike most JRPGs, the characters (with few exceptions) break most boundaries of generic "save the world" JRPG characters(you know, classic cliche characters.) Still, they do have the essence of the Japanese RPG hero, which in itself has a bit of overall generic-ness to it. Compared to most games out there, however, they stand out well. The story has a few linear parts to it, but Vesperia takes the storytelling abilities of the Tales series to greater heights. Perfectly paced with some of the most well developed characters of any JRPG out there. Much better then Symphonia, and somehow even better then tales of the Abyss. After you finish the game, you may be begging for a direct sequel(Even more then I did with Abyss. And thats saying something.) The story never gets boring or too cliche(though it has its moments) but to get into the story you may have to invest a good 30 minutes or 1 hour. But oh how its worth it.

    Speaking of which, the 30 minutes you'll first be spending will probably in figuring out the combat system. A large number of small tweaks to the ever-expanding Tales battle system greatly enhances the it far past the likeness of Symphonia and most passed iterations of the game. The combat is real time, and starts off a bit slow. Once you've got a full party of characters at your disposal a a good list of moves and skills, the core combat gets deep. Awesome attacks, spells, and combos(Mystic Artes are stunning) make up the combat in Vesperia. The main combat is fairly 2 dimensional though, as you only have the attack option of moving forward or backward. Hold the left trigger and you'll be able to freely run around the arena however, but you'll need to attack the enemies in a regular, linear fashion. Combos in Vesperia are also a great deal longer then in past Tales games, if you do them right. With one character, you can get a 75 hit combo all while continuing to do combos in the air, reaching a huge height before bringing them back down in a broken mess with a 20 hit combo upon returning to the ground. And if you have read my Ninja Gaiden review, you know just how much I love a kick*** combo.


    I cut this flower--for HONOR!

    Multiplayer has returned to this installment of Tales as well. Four people can play cooperatively at the same time, and it is by far one of the most fun JRPGs(and one of the only ones) in terms of multiplayer. Each player controls a different character, and uses their specific abilities to help the team and take out monsters. Combat is fast and fun, and cooperating with the people you playe with is key to winning the battles. Magic users don't suffer from the same boredom they do in singleplayer when it comes to fighting bosses, since support is a huge need in battles, and with a human player directing the magic, it becomes far more effective then it would with A.I. Its not without some problems though. In battles you will be using a good bit of items, and to use them you need to pause the game to use them. Its only a minor annoyance though, since most players will know how to use items fast by the time you'll really be needing to use them often. The biggest complaint, and the reason Namco Bandai says they excluded online play, was because there is only one character in the overworld at any one time. I could think of a vast number of ways to make it interesting for other players as well, but whats done is done. The lack of online stings. Badly. However, if you have a few mates to play the game with locally, you've got nothing to worry about. The multiplayer is fast and fun, though not without its annoyances.

    And there isn't a Tales game without its puzzles. Vesperia beats Abyss in terms of puzzles that you have to actually think your way through, rather then guessing or easy puzzles. The puzzles usually makes use of logical decisions to solve them, which is done by iteraction to the vast environments. Once you find what is interactive and what isn't the puzzles usually consist of you trying to figure out how to get these two things to do what they are supposed to. Vesperia won't guide you through them either. They are fairly difficult, which for you people out there who like challenging puzzles will please fairly well. But the main problem I had with these puzzles is how the story is usually at a hugely climactic part when the game throws a tough, time-consuming puzzle at you. As a design choice, its absolutely perfect. It makes the player not want to finish playing till they have beat that puzzle and see what comes next in the story. As a person who really isn't very big on puzzles in games, I got fairly aggravated at this. However, this part does come down to personal preference, so I won't be adding or taking away score for its timing. The puzzles aren't really complicated though, which makes the design of them quite ingenious. Still, there are some puzzles that are there really to JUST build hype for the next major plot twist, and they usually aren't so much challenging as they are time consuming. Still, as an RPG first and a puzzler, well, not first, Vesperia has some very well designed puzzles. They aren't exceptional or amazing, but they do give a well rounded amount of challenge to they're players, at(in my opinion) some of the worst times.

    Back to combat, the combat system has no trouble staying fresh and fun through the entire game, but despite smaller tweaks and more attacks and magic, its not so much different from Abyss and Symphonia's battle systems. So I guess you could say that while its obviously better and smoother then past Tales games, the combat really isn't very innovative.

    You'll probably hear the phrase "not extremely innovative" for a good bit of things about this game. The storyline, while well done and interesting through the game, is basically exactly what You'd expect from a Japanese RPG. Not writing it off, but the overall feel of it feels very traditional, and the plot shares many of the feelings you'll get from playing Tales of the Abyss. In fact, this game could best be described as "fun and fresh, but not too fresh." Yes it is confusing, but I think you can understand. The game makes a fantastic sequel, but not an amazing new take on the series. But you know what they say, why fix it if it isn't broken.



    The Tales classic Anime-inspired look is back and better then ever.

    More things from the past games have returned here without much change too; the ones most profoundly effecting gameplay being the Overworld, cooking, and synthesizing. Likewise, all have had an upgrade, despite being very similar to they're Symphonic roots. The ridiculous loading times in Abyss have been fully done away with in Vesperia, and the Overworld runs at a perfect framerate. Monsters appear on screen, and are never random battles(one of my all time favorite parts of the Tales series) and the detail displayed in the overworld is as colorful and fine for the monsters as it is in the battle arena. Cooking and synthesizing are basically the same, with more things to learn and eat(and that your teamates will sometimes complain if you don't cook often enough. I probably did it once every 5 hours, so its not a big deal.) Overall, you could say the core gameplay isn't taking the series to a whole new height, but its doing everything a sequel should in terms of freshness.

    The graphical design of the Tales series is basically they're series trademark. Tales has always tried to look as close to an anime in terms of graphics as they can, and with the graphics Vesperia has, they are getting extremely close. The entire world is a beautiful cell-shaded look(Trust me on this. I would never say the word beautiful. Thats how good it looks.)that is extremely colorful and endearing. Its got a sort of charm that Symphonia certainly had, and its been translated very well into the HD era.

    The character models aren't lacking much depth and detail to them, though the characters appear less detailed then Eternal Sonata who uses a similar style(also published by Namco Bandai.) While they are a bit less detailed then the aforementioned, Eternal Sonata makes use of rigid outlines, whereas Vesperia's characters more or less are distinctly visible against the watercolor look of the background by shading. Overall it looks fantastic, and the art direction isn't to be messed with either. Backgrounds in towns, cities, dungeons, and other enter able areas for the most part are just as detailed as the characters, and sport a very artistic look to them. The animations are clean and crisp, and some of the battle animations look awesome. Most of the animations by normal attacks and some Artes are pretty normal, not bad, but nothing that'll have you screaming about how awesome it looks. They do exactly what they are supposed to, look fine, and thats really all they need to do.

    What will make you think "thats awesome!" about the graphics are some of the magic and special attacks. As usual, Mystic Artes look absolutely awesome, and the new Burst Artes are pretty sweet too. The effects in this game are up and away the most well done part of the graphical aspect. Colorful, brilliant and appealing magic attacks are found in every battle. While some of the melee fighters don't have a "bang" to they're visual attack styles, the magic users spare no expense lighting up the battlefield. Nothing quite like seeing some of the best Artes in Tales history rendered in full HD with these effects. It'll make any Tales fan shed a tear.


    Probably gonna hurt.

    The backgrounds that DON'T share the same detail as the characters, effects and towns are the Overworld backgrounds. While by no means bare, the lack a huge amount of variety. When you encounter an enemy, you go to a mini arena to duke it out, and the backgrounds there are even worse. They certainly don't look bad, but they have little to absolutely no interaction at all with the character, which makes them have no part in determining a battle. Its more of a problem of what they lack rather then what they do wrong. Really, it doesn't make any matter where you fight when it comes to determining the battle. The landscapes in the background look good, but the foregrounds are severely lacking in detail. This has always been the case for Tales games, and it couldn't hurt to much to make the backgrounds a little more stand-out-ish while in combat.

    Jumping topics to sound here. The musical score has a very emotional feel to it, and will well envelope you in some of the battles. it may sound strange, but the music sometimes even effects your willingness to fight some of the battles. Other battles the music will send you into a fiery feeling that you just want to beat the crap out of your enemy. Even other times will make you just want to mess with some of the enemies. The point being that the music helps to inspire much of the emotions in the game, and it works absolutely well for its purpose. And I'm willing to make a bet that no one out there can finish this game and NOT have Bonnie Pink's song Ring a Bell(the games theme song) stuck in their head for the next few days. The music is obviously inspired, and it does its job of inspiring you as well. A fantastic soundtrack for what its supposed to be, though listening to the tracks along without the substance of the cutscene or battle may not be as good as listening to it in game.

    Voiceovers are(considering the infamy of JRPGs with western VOs) rather well done. While there annoying characters in the game, the characters you will be hearing the most won't sound bad. The lead character especially does his job well, and is probably the best voice in a Tales game since Symphonia's Regal. The emotions that they're voices convey will reach you, which just goes along with the fact that the characters are extremely well done and fleshed out.

    The story in Vesperia isn't as long as Symphonia or Abyss. In fact, as far as the main story goes its can be completed in 30-40 hours, which is a bit average for a JRPG, while short for a Tales game. The side quests give this game a huge amount of extra life though. In fact, it nearly doubles the life of the game well past 80 hours. Should you also take the time to get a significant amount of grade for a second play through will probably take you upwords 150 hours. To say the least its a massive game, and if you have people to play it with it will become much longer. So its not over quickly, but you'll defineatly be wanting more when it is over.


    Great backgrounds, though they could use more interactivity.

    Wrapping it up.

    Major Selling Points:
    --Anime styled Graphics
    --Fast and fluid combat system
    --Explore a massive, expansive world
    --Characters are extremely well fleshed out
    --Decently challenging and fun puzzles

    Major breaking Points:
    --Doesn't break much new boundaries
    --Intricate puzzles are placed at some of the worst times.
    --Check closing comments

    Story: 4.5/5
    An interesting and thrilling tale with some of the most well developed characters ever made. The story doesn't really break any huge boundaries though.
    Graphics: 4/5
    The classic tales anime style characters have never looked better. They don't have the same amount of detail as Eternal Sonata, but they still shine. The art direction and the watercolor look of the towns are also charming, but arena backgrounds and some dungeons look bare. Environmental interaction is at a low.
    Sound: 4/5
    An epic soundtrack really brings out the emotion of the scenes. The Voice overs are well done and show each characters personalities and feelings very well.
    Gameplay: 4/5
    The combat system hasn't had a huge overhaul, but small fixes and tweaks and some awesome new features show that the Tales series still has life in it yet. Challenging puzzles are pretty fun(if poorly placed), but there is a good bit of running around to do. Nothing to hold it down though.
    Replayability: 4/5
    The main quest will take you from 30-40 hours, but side quests can get you well over 150. Achievements won't have you running back to the game.
    Value: 4/5
    At a full price tag, this game is well worth it. The best JRPG on the 360 yet, and the best Tales game ever.

    Overall:
    Tales of Vesperia does everything its supposed to and nothing it isn't. There isn't really any big flaw or major problem with the game, and the experience is a perfectly authentic JRPG one. However, the game doesn't break new ground by any means, and may seem a bit too similar to past Tales games. Still, Vesperia has everything a JRPG fan could want -- a great combat system, and epic (If very common) storyline, great characters, and a pipe smoking dog that fights with a sword.
    by Published on January 1st, 2011 18:20
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    2. Xbox 360 News,
    3. DCEmu Games Reviews

    Gin Rummy

    Published by: Sierra Online
    Developed by: Studio Ch’in
    Genre: Card & Board
    Platforms: XBLA (Xbox 360)
    Players: 1 (Offline) 1-4 (Online)
    ESRB: E
    Prices: 400MS pts

    I think based on the name, 99% of people would have decided if they where going to buy this game before they were going to read any reviews. Also 99% of XBLA users can guess what this game has: Gin Rummy? Yes, Different game modes but still basically Gin Rummy? Yes. Play on and off line? Yes. Different theme for the cards and stuff? Yes. Supports Live Vision, Yes. Anything else? No.


    Most people are going to dismiss this game like they have with so many other casual XBLA games (bar UNO which has sold a ton), which is a shame to a degree because if you have not played Gin Rummy before (like me) its actually not a bad card game. The rules seem complex at first be are pretty simple:

    The objective in Gin Rummy is to score more points than your opponent. The basic game strategy is to improve one's hand by forming melds and eliminating deadwood. Two types of meld exist:
    * Sets of 3 or 4 cards sharing the same rank. For example, 8♥-8♣-8♠.
    * Runs of 3 or more cards in sequence, of the same suit. For example, 3♥-4♥-5♥-6♥.


    A player's "deadwood" cards are those not in any meld. His deadwood count is the sum of the point values of the deadwood cards— aces are scored at 1 point, face cards at 10, and others according to their numerical values. Intersecting melds are not allowed; therefore, if a player has a 3-card set and a 3-card run sharing a common card, he can only count one of them and must count two cards as deadwood.
    On each turn, a player:
    * draws either the (face-up) top card of the discard pile, or one card from the stock pile
    * may "knock", ending the round, under certain conditions
    * discards one card from his or her hand onto the discard pile


    Play continues, in alternating turns, until one player knocks or only 2 cards remain in the stock pile. In that case, the hand would end in a draw.

    There are 6 game modes: Classic Gin Rummy, Speed Gin Rummy, Oklahoma Gin, Hollywood Gin, Three-Hand Gin, or Customize Your Own Rules. But really its just the same game and most will just play classic gin rummy or if they want a quick game speed gin rummy, unless they are after the achievements.

    It's only a small wait for online 1vs1 games (most of the time) but getting 4 player games very hard, which makes you wonder, why wait 10-15mins to play a 10-15 min game? Oh yeah for the achievement. At time of writing there was only 35,00 on the main leader board (far less in the other board), which explains why 4 player games are hard to get, there is just not enough people playing. Which is a shame as once you get a 4 player (2 vs 2) game going its genuinely feels different from the other game modes and is fun.


    Its a simple game and bar the slightly confusing tutorials and slightly dull presentation, is have been made well, and for 400 points its hard to complain too much. In the end, its just about deserves to be on XBLA and because of that and MS new XBLA policy...

    Final Score:
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