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Thread: PSP Emulation News & Lik Sang Mini Review Contest

                  
   
  1. #11
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    Bleach - Heat the Soul Review

    Bleach is PSP's first 3D fighting title.
    Is it to dye for? Or just a whitewash?


    Fighting games and handhelds traditionally don't mix. That's not to say they haven't been done, they just haven't been very successful in the past. Handhelds simply haven't had the power or screens to do the fighter genre justice, and the fact that handheld gaming hasn't been readily conducive to multi-player gaming hasn't helped either.

    Of course, things are changing rapidly in the handheld scene, and genres once bound to the loungeroom, like racing, fighting and first-person shooters are starting to go walkabout. Sure, the GameBoy Advance tackled all of these, but let's not kid ourselves, none of the GBA renditions could hold a candle to their home console counterparts. Handheld gaming is only now emerging from the shadow of the home console, becoming a truly comparable portable experience, rather than a poor imitation. (Well, until the next-gen hits at least...)

    Capcom's PSP launch title, Darkstalkers Chronicle: The Chaos Tower (aka Vampire Chronicle in Japan) was PSP's first fighting game. While it was a well executed distillation of Street Fighter's little-sister franchise, it failed to really excite the public. As a port of a decade-old 2D arcade fighter, it just didn't have mainstream appeal.

    While the PSP community eagerly awaits the announcement of Tekken PSP (or something along those lines), SCE have jumped on a hotly contested game licence to bring the first 3D fighter to the PSP's screen. Bleach - Heat the Soul is the first game based on Tite Kubo's popular Bleach manga series. The Bleach manga is now being serialized in English in Shonen Jump magazine. (If you're interested you can read some online here.) To be more accurate, the Bleach game is actually based on the anime, which is based on the manga. More on that distinction later. Currently only available in Japan, the chances of a wider release for Bleach on PSP probably hinge on the anime's success in western markets.

    Bleach is the story of Ichigo Kurasaki, a 15 year old japanese schoolboy with orange hair (presumably explaining the title) who can see ghosts. Thanks to an encounter with a mysterious girl named Rukia, Ichigo gains Shinigami (Death God) powers, and protects the innocent by fighting off corrupted souls called Hollows. Supernatural, comedic and romantic hijinks ensue.
    Disclaimer: I freely confess I am not a Bleach fan. That's not to say I dislike it, I just haven't been exposed to enough of it to have any extensive knowledge or appreciation of it.

    Considering this is the first attempt at a 3D fighter on PSP, Bleach certainly looks very impressive. The detailed screen-filling characters are all cel-shaded, making them visually consistent with the anime. The look is reminiscent of the Naruto games on Gamecube (or the recent DBZ games on PS2), though the outlining is perhaps not as solid. The environments are non-interactive rectangular 3D arenas that feature invisible, or otherwise improbable walls (you can't fight beyond those witch's hats!) and they sport a decent amount of background detail as well as some occasional fog and lighting effects. The dynamic camera and variety of physical, supernatural and weapon-based attacks ensure that the game stays eye-catching. On the whole, it's bright, good-looking and faithful to the look of the anime. This Bleach is colour-friendly.

    The framerate isn't perfect, but it doesn't hamper play either. The intro sequence looks great, and apparently features some new animation not in the anime's intro. Story mode is fleshed out by mostly static anime cutscenes between stages, voiced by the original anime cast (all in japanese, with japanese subtitles). The music is surprisingly good, both in-game and during cutscenes.

    No-one will confuse Bleach with a hardcore fighting game. It's unashamedly lightweight, featuring about 30 simple combos per character. Nothing tricky whatsoever. The button layout features two attack buttons, one jump button and a special button, plus the left trigger allows side-running dodges. Filling up the power gauge allows execution of a special move. Most characters have only one special move, and all but one have some kind of ranged attack. The mechanics are very accessible. Beginners will be chaining combos in no time, but fighting game veterans will be left wanting more depth. Match progression is based on a slight variation on the usual best-of-three rounds system. Combatants begin a match with two power bars. Losing one results in a "crush". The battle then continues, with the winner of the first bout still on their first power bar, retaining any remaining health left. Knock off both your opponent's power bars to "break-out" to the next stage.

    Modes include Story mode, VS CPU, Survival, Time Attack and Soul Versus (the wireless Ad Hoc 2 player mode). Unfortunately, I haven't been able to try out multiplayer. Being able to fight human opponents wirelessly would certainly add a great deal to this game's appeal. Bleach also has an Appendix featuring unlockable extras, such as artwork galleries, music, sound and voice archives, and a theatre mode featuring TV commercials and the intro and end-credit movies. The unlockables are driven by the Appendix's card shop. Playing in the main modes earns points toward the purchase of cards (identical to the japanese Bleach collectible game cards) from the shop. Collecting more cards unlocks more extras, including one extra character, his story mode, and eventually a bonus Arkanoid-style mini-game that supports two players on one PSP.

    Unfortunately Bleach suffers from a number of issues that prevent it from reaching its potential. First and foremost is the character roster. You start with five characters selectable. There's only one more to unlock. Six characters is not nearly enough. Given that the game is based on the anime (which is far behind the manga in terms of story progression), it could be argued that there simply weren't enough other developed characters in the anime to justify inclusion in the game. That's not really a believable excuse though, as there are glaring omissions, like characters in the intro sequence that aren't playable in the game. The characters included are all certainly distinctive, but the game mechanics don't offer enough depth to make the small roster feel sufficient. Each character has only the mandatory two outfits (1P&2P) and there's only half a dozen arenas in the game. Characters don't have ending movies, they only have a final cutscene and some voice-over on the credits. It smacks of being rushed onto the market. The basics are there, but more development time was needed to fill out the content.

    Load times are also disappointing, with a 20 second load between stages. On a home console, a 20 second load feels long. On a handheld, it feels even longer. The game is import-friendly, with all the menus in English, but story mode's (skippable) japanese cutscenes will be lost on many. If you have no familiarity with the Bleach manga/anime, you'll have no idea what's going on.

    If on the other hand you are a Bleach fan, you'll get a lot more out of this game than I did. Much like the first Naruto game which only featured a handful of characters, I'd say there's a strong likelihood that this game is paving the way for further Bleach games that will address the shortcomings of this one. PSP's first 3D fighter shows enormous promise for the future of the genre on handhelds, but lets the potential slip through its fingers.

    Bleach may appear stainless on the surface, but it isn't long before it's dark roots start showing.

    6/10

  2. #12
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    WipEout Pure Review

    The original WipEout and it's follow-up, WipEout 2097 (aka WipEoutXL) were instrumental in establishing the public's perception of Sony's Playstation as a new breed of games console. The intoxicating blend of futuristic techno-industrial design, hypnotic visuals, incredible speed and killer soundtracks from the cream of the UK's early nineties electronica scene encapsulated the feel of the burgeoning electronic culture that the Sega generation had grown up into. WipEout was a real cultural landmark.

    The WipEout franchise has certainly lost much of it's cultural significance over time, and it's widely acknowledged that the last outing, 2002's WipEout Fusion, did not live up to expectations. The fact that Sony didn't even bother to publish it in the US (it was eventually picked up by budget publisher Bam! Entertainment) seemed to signal the death of the series.

    Nevertheless, here we are in 2005 and Sony are once again releasing a WipEout game alongside their new console. Fortunately for Sony, WipEout Pure on PSP marks a return to form. WipEout 2097 is popularly regarded as the peak of the series, and the fact that Pure is set in 2197 is significant of Studio Liverpool's desire to bring the game back to its roots. For the most part, they succeed.

    Pure certainly looks the business. The intro, menu systems and in-game graphics are all beautifully polished and very reminiscent of the WipEout of old. The overall design takes a more stark stripped-back approach than that acheived by tDR (the Designer's Republic), and successfully plants the old WipEout look within a contemporary future style (if that makes any sense whatsoever).

    The in-game graphics are beautiful, featuring lushly detailed craft and courses, liberally sprinkled with impressive lighting and particle effects. The environments can be truly breathtaking at times, such as the Sol 2 course that weaves through the sky high among the clouds. It's the best looking WipEout yet, but the beauty comes at a cost. In racing games based around outlandish speed, the framerate is everything. Sega and Nintendo's comparable uber-fast hover-racing game F-Zero GX springs to mind here. In my experience, it's framerate was always an absolutely rock-solid 60fps even when there were twenty other competitors on screen. Perhaps I've also been spoilt by Ridge Racer on PSP whose silky framerate never faltered. I'm sorry to say that WipEout Pure suffers in this regard, never seeming quite as fluid as Ridge. It's framerate can drop significantly when there's a lot of action on screen, and it's at those exact moments (like when you're flying through an explosion into a corner in between other craft) that you need every frame your eyes can soak up. It doesn't cripple the game by any means, but it's a disappointment nonetheless. WipEout Pure is being hailed as the best looking game on PSP so far, and I don't disagree, but I would have happily sacrificed some background poly-count for a locked 60fps framerate.

    The all-important soundtrack line-up fits the bill. Artists include Tiësto, Freq Nasty, Aphex Twin, Röyksopp, and some returning WipEout veterans like Photek and Cold Storage. On the whole, the soundtrack stays true to the feel of the earlier WipEouts (particularly Photek's brilliant "C-Note"), but it just doesn't have the same resonance it once did. The BGM is exactly that - background music; lacking the pounding stand-out tracks that were the signature of the first two games.

    Pure offers competitive racing in Single Races and Tournaments. The craft tuning options of Fusion are gone and the game is better for it. The AI is solid and the varied range of weaponry on offer is effective without feeling cheap. There are no more pit lanes. Instead, Pure now gives you the opportunity to either use or absorb any pick-ups to restore a little shield energy. This really improves the gameplay dynamic, so you never feel like you're trying to complete a lap by limping carefully back to the pit lane. The focus stays squarely on speed and rivalry.

    I don't want to sound overly critical, but I have to say as a portable console game, Pure could have handled tournament progress better. Despite the fact that your profile is auto-saved at the conclusion of each race, if you shut down the PSP mid-tournament, your tournament progress is not saved. Namco's Ridge Racers on PSP handled this perfectly. I can't imagine why Studio Liverpool didn't take the time to implement the same system in Pure. There's always sleep mode of course, but using sleep mode to maintain tournament progress means you can't listen to MP3s or do anything else with your PSP until you complete the tournament.

    Time Trial modes are also available of course, as well as the reworked version of Fusion's Zone mode. Zone mode is WipEout at it's purest. No competitors, no pick-ups, just you and the track going faster and faster until you explode. The zen-like Zone experience is made even purer by taking place on dedicated highly stylized tracks. The real-world scenery of the racing courses is cast aside in favour of ultra-slick minimalist futurism. Thankfully the framerate is much more solid in Zone, as there's much less going on.

    In terms of unlockables, Pure is probably the deepest WipEout yet, with extra classes, courses and even a gallery of artwork to unlock, and Studio Liverpool are promising a variety of extra content over the coming months via the (now notorious) download function. If you didn't already have a reason to buy a bigger Memory Stick Duo, this is it. Extra courses are expected to eat up 8MBs of stick space each. Other impressive features include the ability to broadcast and share your records tables wirelessly, and the ability to choose skins to alter the look of the menu system. Despite the ground-breaking interent downloads, Pure's multiplayer is supported in "Ad Hoc" mode only (ie. local multiplayer, not true online).

    WipEout Pure reveals it's true nature over time. Your first few races in Vector class will seem painfully slow, but it won't be long before you start cursing your mere mortal reflexes in Rapier class. Right now the gaming press is awash with reviews hailing WipEout Pure as the second coming, and in one sense, it is. Pure has given the WipEout franchise a second lease on life. It's an extremely good game that makes up for the failings of Fusion and delivers what fans of the series have been waiting for. Just try to keep your expectations in check. The new WipEout may be Pure, but it ain't perfect.

    8/10

  3. #13
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    Mobile Train Simulator + Densha de GO! Tokyo Kyuukou Hen Review

    Densha de Geek

    Ever wanted to give up your day job and become a train driver? No, me neither, though the thought of getting paid to drive a vehicle that you don't even have to steer doesn't sound too bad. Add to that the ability to sound a mighty airhorn every so often and the slight possibility that you might derail or otherwise smash into something with an incredible amount of momentum and it all starts to seem more attractive.

    Apparently the prospect of driving a train is a great deal more appealing to the people of Japan. No doubt this has something to do with their incredibly efficient rail system. Evidently train driving is popular enough in Japan to support its own genre of games, dominated by the long-running Densha de GO! (Let's go by train) series. There have been over twenty different variations of the Densha de GO! games in arcades and on consoles since the original 1997 title. (Like Friday the 13th Part IV: The Final Chapter, it appears that last year's Densha de GO!: Final was not as final as the title suggested.) Getting a train from one station to the next doesn't sound like a great basis for a game, but it's not quite as straightforward as it sounds.

    What challenge could such a simplistic gameplay concept offer? Well, I'm glad I asked. There are really two parts to the Densha game mechanics: driving and stopping. Precision control of the throttle and brakes is what the whole game is about. Your ability to control the train is reflected in your score. You have four levels of throttle and seven levels of braking at your disposal, as well as the emergency brake and the ability to throw the train into neutral.

    The challenge of driving is to make it to the next station on time while obeying the signals and staying within the speed limits on each section of the line. Sounds simple in theory, but the forces of changing track gradients, varying signals and the sheer momentum of tons of moving steel mean that you'll be constantly tweaking the controls to maintain the optimum speed required to stay on time. And then there's stopping.

    Stopping is the real challenge. You're going to need to start breaking hundreds of metres before you even see the station, and then you'll need to smoothly slide in to stop the train dead on the mark. The precision of your stopping position is measured in centimetres. Pull up too late and you'll overshoot the platform. Pull up too early and the doors won't open. Mastering smooth accurate stopping takes a lot of practice. I don't know how many times I've started braking too late and had to resort to slamming on the emergency brake to try to salvage the stop. This inevitably leads to my passengers falling over and my train overshooting the platform anyway. Result: complaining passengers and loss of points.

    As it's title suggests, this latest train game on PSP brings together Taito's Densha series and Sony's Train Simulator series in one package, and covers at least three complete lines from Tokyo's Kanto region. You can play in either series' game modes, though the differences appear to be are mostly cosmetic (the HUD is displayed differently). The Train Simulator mode also allows you to sit exams and unlock new lines.

    At a glance you'd be forgiven for thinking that this game looks better than Gran Turismo 4. It looks absolutely realistic, because it's graphics are in fact real footage. The entire length of the train lines has been captured on video. The game speeds up and slows down the footage to reflect your speed. This works surprisingly well, rarely looking obvious or choppy. Where previous Densha games used 3D graphics, this game lets you take in the real scenery of Tokyo, and being able to watch the traffic on nearby roads, the live people on the platforms, or other trains passing by, adds enormously to the game's appeal. It looks fantastic on the PSP screen, though some of the subway (ie. underground) sections are admittedly less than awe-inspiring. Games based around live-action FMV are usually an absolute disaster. Not so in this case. This genre couldn't be more perfectly suited to it, and it's been implemented very well. It's all the more impressive to see it in action on a handheld console.

    All the sounds of the Tokyo train system have been faithfully reproduced and there's plenty of speech in there too, including on-board announcements, complaining passengers, and tips from the anime conductor girl. You can sound the horns, though depending on the game mode, you may be penalized for improper usage. The game becomes increasingly difficult and throws in new elements (such as level crossings and trackside works) that you'll need to adapt to. While it's quite jap-heavy, it's still reasonably import-friendly to pick up and play. The database sections are full of technical detail on all the different trains and the intricacies of the signal system, though these are totally unintelligible to the non-jap fluent (like myself). Chances of an english language release are slim to nil.

    So it looks great, sounds good, and the gameplay is actually challenging. There's just no getting around the fact that this game is extremely geeky. If you can handle that, then you might enjoy this opportunity to see the sights of Tokyo without flying over there. The ability to drive the 8:00am train to Shibuya while you commute to work on the other side of the planet has gotta be worth something.

    I'd give this niche title a solid 8/10. It's not for everyone. Hell, it's not for the vast majority of people, but what it sets out to achieve, it delivers with flair. Only you can decide whether this unique PSP title is just your ticket or too off-the-rails. Could this be PSP's first sleeper hit?
    (Sorry, couldn't resist.)

  4. #14

    Lightbulb Hot Shots Golf: Open Tee Review

    here's a review i prev. did for the game..

    Hot Shots Golf: Open Tee
    release date: 05/03/2005 USA
    genre: sports/golf



    Introduction: Hot Shots Golf has been around since the original PSone days. It is also known in different countries as different names. For example, in Japan its Minna No Golf and in the UK its Everybody's Golf. There have been several releases of Hots Shots Golf for the PS and PS2, today I'll be giving my review of the Clap Hanz's US Sony PSP version, Hot Shots Golf: Open Tee.

    Cure your golf itch anytime, anywhere! Your Favorite golf game just got more addicting with new modes, tons of collectable items and more customizable outfis than you can shake a stick at. And forget foursomes - connect wirelessly with your buddies and start an eightsome! WHENEVER YOUR READY...... we're waiting with an OPEN TEE
    General/Basic Game Info:
    game system: Sony PSP
    Rating: E (Everyone)
    1-8 Players (wifi, ad hoc only!)
    736kb of space on memory stick duo


    Graphics:
    the graphics are very nice. Very comparable to a PS2 version and probably better than the PSone version. The courses vary from a lush green hilltops and mountains to sandy egyptian courses. The characters have retained a more 'japanimation-ish' look.

    Sound:
    very fitting for the game. Not too annoying, yet weirdly calming at times. The sound effects are what you would expect for a golf game. The caddy voices are nice when you do good, but can get on your nerves if your on a slump.

    Controls:
    The controls are very simple to use, just watch the meter go up and stop it at the desired power, then stop it on the way down to set the impact. Nothing too complicated here. However, mastering the Homing shot and Super topspin shots add a degree of difficulty.

    One thing different in the PSP version is the new feature called Automatic Impact. This lets the computer choose the impact for you, sometimes you get a perfect shot, others you duff it. It will depend more on your impact stats/level. This is nice for beginners or if your just having some probs getting the timing.

    Gameplay:
    Ah.. the most important thing for a game. Hot Shots Golf: OT offers several different game modes for single players or multiplayers. THe single player modes include: Stroke Play, Putting Challenge, Challenge Mode (this is where you can get all the cool items/players/secrets), and Practice Mode (lets you redo shots, just brush up on your game).

    In Challenge Mode, you play against computer opponents in Tournaments or Match Plays. Match Plays are fun and can be super fast since the rule is the first person to 3UP wins. So win the first 3 holes and game over! Also don't forget about the putting challenge and just finishing the courses under par, since you can unlock more items by doing so and also increase your HSG Rank.

    There are a total of 6 courses and 10 characters to get and over hundreds of items from a Log Driver to Robot Suit to Splinter Cell-ish outfit.

    Also, by using a player more and more, you earn loyalty points. The more loyalty points the more Power Shots you can unluck and other cool shots like the Homing Shot or Super High Trajectory Shot, etc..

    Multiplayer mode allows you to choose from either: Tournament, Match Play, or Putting Challenge. Again, you can only play wirelessly ADHOC not infrastructure (ie meaning you have to be within range of the player and cannot play over the internet, except those with xlink and the appropriate router...)

    And finally, for those not so good right away, if you lose a few in a row, you will be given the "easy mode" option. basically this just makes the game a bit easier however you do not get penalized for it (meaning you still can get all of the same items as you would not in easy mode). VERY NICE for the beginner..

    My Personal Opinions:

    positives:
    who would have guessed it, i got an opinion on this game..

    me, I LOVE THIS GAME! Its great because of all of the items you can obtain, the simple but addicting gameplay (you don't have to like golf to like playing it.. i know i am not a real life golf fan and can't stand it on tv)...

    the controls are simple and easy to get used to. yet the different special shots you can earn and try make it still challenging..

    i love all of the stats the game keeps.. plus you get graded on your best shots, scores, etc too! the best thing to unlock is the manual video record feature. with that, you can record any shot you want no matter if you eagled the hole or triple bogeyd.

    the graphics fit the game's style/theme and still look impressive... i still am in awe over the graphics on the psp and the screen itself... amazing...

    negatives:

    the mulitplayer aspect of the game should have been thought out more.

    they should have incorporated a play and pass option rather than being only via Ad Hoc wifi.

    And of course the wifi mode should have been Infrastructure like twisted metal, so that way we can play those other PSP users all over the country.. i know none of my friends have one yet..

    and carpal tunnel syndrome from playing it too much!

    besides that, i can't really find any faults....

    To summarize, this is a great PSP game to get. You won't get bored with it after playing it a day. The characters and items you can unlock are fun. Its your classic hot shots golf in portable form minus the loss in graphics and sound.. the multiplayer options should have been rethought out a bit more but if you have friends with a psp and the game, its a blast. Golf On!

    Rating: 9.5/10


    video clips of some of my best shots:

    283yd Double Eagle Chip-in

    Homing Shot Clip

    peace
    seamonkey420

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