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PlayStation 3 Nov. 17th, 2006 @ 05:25 am
PlayStation Network ID: BuddyC

Games: Ridge Racer 7, Resistance: Fall of Man

A fair share of you out there have had more than a week to practice up, and I'm sure I'll be lacking in RR7, but expect me to hold my own in Resistance. I'll get my Resistance ID registered and posted tomorrow, now I'm focusing on finishing up this article and maybe, just maybe, some sleep.

Phoenix Wright: Ace Attorney Justice For All / Gyakuten Saiban 2 Oct. 25th, 2006 @ 04:19 pm


Bless you Capcom of Japan, for your budget price, inclusion of the English translation, and timely release are a far better alternative than waiting until early next year for my fix. I'm not too far in, but the translation seems pretty solid (a major concern after news that one of the main translators [Alexander O. Smith] left to work on Final Fantasy XII), with at least one good pun twenty minutes or so in and returning characters keeping their often-disctinct speech patterns. Plus Play-Asia saw it fit to provide me with complimentary candy! Truly, it is a glorious day.

Okay, that's a cool wedding cake. Sep. 19th, 2006 @ 12:50 pm


A few more pics... )


I stumbled across this on NeoGAF and just had to post it. I think the pictures speak for themselves as to why.

More updates coming soon, I've kept busy in the past few months, but for now, here's one I'm really happy with: An in-depth (5 pages!) hands-on preview of Resistance: Fall of Man over at GameDaily.

Dead Rising (ZombieHype) Jul. 31st, 2006 @ 10:38 am


So given the namesake of ZombieCulture, it should be somewhat obvious that I'd be hyped for some zombie-slaughtering games. But outside of the Resident Evil games, there really haven't been that many good zombie games. Sure, there's Zombies Ate My Neighbors, but that was before my time, and I don't think it holds up all that well nowadays. Meanwhile, TimeSplitters and Metal Arms both feature zombie enemies, but it just doesn't match up with the wholesale zombie slaughter I have in mind. I guess The Land of the Dead: Road to Fiddler's Green and Infected deserve a mention, but as most that have played them will tell you, they don't deserve much beyond that.

Thankfully, the folks over at Capcom, the folks that introduced zombies (and the entire genre of survival horror) to the 32-bit generation to begin with, well, they've decided that one zombie-oriented franchise isn't enough.



Enter Dead Rising on the Xbox 360. Whereas Resident Evil was heavily influenced by George A. Romero's Night of the Living Dead, Dead Rising takes its influence from the followup, Dawn of the Dead. Instead of a creepy old house, players are trapped in a shopping mall chock full of the undead and must survive until the helicopter arrives in roughly 72 hours.

Outside of the old-fashioned zombie slaughter, there's people to save and pictures to take. See, you play as Frank, a photojournalist. The camera dangling from his neck isn't just for show, and just like in Beyond Good and Evil, good photos net some nice rewards.

It's also worth noting that Dead Rising retains Romero's odd sense of humor. Take, for example, the zombie that walks around with a traffic cone on its head. Or the decked-out shopping cart of zombie death. Just like the original Dawn of the Living Dead, Dead Rising refuses to take itself too seriously. If players want to go after the writhing horde with an umbrella or frying pan, they're free to -- almost anything in the mall can be used as a weapon.



Needless to say, I'm pretty excited about Dead Rising. I wish I could say that I played it at E3, but despite multiple kiosks, the line was always far too long to fit between appointments. Though I will note, somewhat enviously, that the people who were playing seemed to be enjoying themselves, and the game looks a bit better as it does in the screenshots. See, one thing the screens really don't show is the awesome blood effects, globs of the substance flying through the air. And it's tough to get a sense of the size of the horde from just a mere screenshot, in motion, the writhing mass is far more impressive, not to mention intimidating.

Thankfully, as Dead Rising ships to US retailers on August 8th (meaning most places should have it in-stock by the 9th or 10th), I won't have to wait too much longer to finally get my hands on it. I'm hoping it's as good as everyone else has made it out to be, but with the ever-experienced Capcom at the helm and a mindless horde of zombies in an enclosed area, well, that certainly bodes well.

Recent Writings Jun. 23rd, 2006 @ 05:34 pm
Okay, so it's been a while (March!) since I've updated with reviews. And given the large, large backlog I've amassed, it really doesn't make sense to post them one at a time. Well, that and I'm pretty sure I'm shouldn't be posting the full text of the articles, due to things such as copyright and impressions. Some post-E3 writeups I neglected to post are also included, along with a feature / hype piece on the DS Lite. The list is orgazined by category in reverse-chronological order, meaning the most recent writings are at the top of each section.

Reviews
The Legend of Heroes II: Prophecy of the Moonlight Witch [PSP](GameDAILY)
Geometry Wars: Retro Evolved [360] (GameDAILY)
Bankshot Billiards 2 [360] (GameDAILY)
Over the Hedge [PS2] (GameDAILY)
X-Men: The Official Game [Xbox] (GameDAILY)
Field Commander [PSP] (GameDAILY)
Lemmings [PSP] (GameDAILY)
Ice Age 2: The Meltdown [PS2] (Gaming-Age)
SpongeBob SquarePants: The Yellow Avenger [PSP] (Gaming-Age)
Kingdom Hearts II [PS2] (Gaming-Age)

Previews
E3 2006 Hands-On: Viva Piñata [360] (Gaming-Age)
E3 2006 Hands-On: Valkyrie Profile 2: Slimeria [PS2] (Gaming-Age)

Features
The Do's and Don'ts of the DS Lite (Gaming-Age)
Other entries
» My DS Lite's "Yellow" Tint Problem
Since the DS Lite launched in America, various message board denziens have been complaining that their touch screen carries a darker, more yellow tint, than the top screen. I, and many others, initially wrote it off as folks being overly sensitive, the effect likely a result of a coating on the touch screen or some such. I mean, my touch screen was a bit darker than the the top screen, but I barely noticed, nor did it bug me, I just assumed all DS Lites were that way.

That is, until Brandy went out and bought herself one. Comparing our two systems, I discovered that slight tint of my touch screen was mysteriously absent on hers. On Brandy's system, the whites on the top and bottom screen seemed to match, but on mine, the whites of the top screen appeared almost grey on the bottom.

And that's when the tint started to bug me. Luckily, it's not all that prevalent, the difference is only noticeable on light backgrounds, like the bootup warning screen, Brain Age, and Big Brain Academy. Colorful titles, like Meteos and New Super Mario Brothers, curiously aren't affected. It's easy to tell which system is whose when they're at the warning screen, regardless of the brightness setting, but when placed side-by-side while both running Mario, neither of us could tell the difference. In fact, during the Mario comparision, she incorrectly guessed that my Lite was hers.

For the skeptical, here's some a picture to highlight the difference among the two. Be forwarned, the difference isn't all that noticeable on LCD monitors due to their inherent brightness, but those on CRT monitors should be able to clearly identify which DS is which.


Though both DS Lites are on the third brightness setting, there's a definite difference between the two.


The Lites have been swapped with this juxtapose, made from the first picture. The tinted screen is now placed on the right to emphasize the difference -- Ignore the differing shades of the bottom line, as that line flashes to garner attention. I don't think it has anything to do with angle or lighting, as the tint is pretty uniform, not to mention that the top screens match up pretty well and don't suffer from the same problem. If anything, the top screen on the right is a bit brighter....

» Post-E3 2006: PS3 Thoughts & Concerns
A cross-post from NeoGAF, but I've been meaning to write something like this up for a while and I'm pretty happy with the way this post turned out. I've still got a huge backlog of articles to archive and post, not to mention some news, that I need to post in the coming weeks. Anyways...

Post-E3 2006: PS3 Thoughts & Concerns


Price vs. Games - The PS3 has some titles I'm interested in, but none that I have to play immediately, especially at the $499/$599 pricepoint. Note that I also, and still do, feel the same way about the 360, however my hand was somewhat forced there, and it'll probably be the same way with the PS3.

iPod Support - I can stream music from my iPod on my 360, and for a machine that's supposedly more powerful (and definitely more expensive), I want that same kind of functionality.

Gamerscore - I was iffy on it first, but after sinking a lot of time into Burnout Revenge and various XBLA titles, I've really fallen in love with the concept of Gamerscore and Achievement Points. Currently, that's the reason I prefer to play a multi-console title on my 360 (along with the above iPod stuff), so we'll have to see what the PS3 has to offer in terms of incentive to play the PS3 version instead.

Profile System - Okay, so it may sound like I'm a huge 360 fanboy, but they've genuinely done a lot of things right. I love the ability to password protect my profile, and thus, all my saved games, so that only I can access them. And I love that the profile system auto-configures games to my default controls, so I'll never have to invert the aiming in a FPS again. I'd really like to see something like this on the PS3 as well, but like the iPod stuff, I haven't heard anything one way or another.

Controller - Yea, it's been said many a times, but without rumble the controller just feels light and cheap. I'm not too worried about the tilt function, that is, unless some games force it in an awkward matter. Outside of party games (a la WarioWare) and novelty titles (Katamari, Loco Roco) I'm hoping tilt will be optional and its function can be replicated via other methods (tilt OR hold down R1 and the move left stick to lean, for example).

Size / Aesthetic - I'm really not too keen on the look of the PS3, nor the general size of the system. It's nothing that'll keep me from buying the system, but I would've been much happier with something smaller / sleeker / flatter.

Online Interface - Again, not a make or break feature, but as I'm already in the process of typing this all up, I might as well mention it. There's no denying the Xbox Live Marketplace has some problems, such as vague release dates and a functional, but not necessarily pretty, interface. It'll be interesting to see how Sony weighs in on this. On one hand, they have the potential to absolutely trump MS in this regard, but given that Sony's never really attempted anything similiar to the grand scheme and implementation of Xbox Live and its Marketplace, there's a lot of room for error as well.
» The Best DS Lite Case Yet
At their E3 Press Conference, Nintendo handed out a number of promotional DS Lite cases. Afterwards, the cases were also distrubted on the showfloor, and much later, at the Nintendo World Store in New York City. I wasn't too enthused with the case at first, after all, my trusty Tic-Tac container and Mr. Driller bag had performed admirably at their respective jobs of storing my games and system. But it wasn't until I got home, got a DS Lite of my own, and saw what else was available (read: not much) that I truly came to appreciate what I now consider to be the best DS Lite case yet.


Stylish.


Compact.


And enough room for a good number of games.

» the difference early media attendance makes (bka: my e3 photos)

We all joked they were letting everyone in early, but here's the crowd that amassed Wednesday morning when it was only "Early Media" and "Exhibitor" badges.


The cabanas at Tecmo's booth were nice.


A different kind of group picture? Think MySpace...


Per tradition.


Though it may appear Sega had a flame dancer and a choreographed stage show, I later discovered this was NCSoft's (I think, anyways) way of garnering attenion. Note the silhouette in front of the Sega logo, that guy was in charge of lights/lasers by holding them up with his hands and waving 'em around.

» E3 2006: Deadline's End
Mass Effect Impressions (GameDAILY) <- I want to have this game's baby.
Bethesda Booth Crawl (Xbox.com)
Activision Booth Crawl (Xbox.com)
» E3 2006: “See, I wasn’t lying when I said I would get stuff done this year.”
Guitar Hero II Hands-On (Gaming-Age)
Gears of War Hands-On (Gaming-Age)
Madden NFL 2007 Impressions (GameDAILY)
Lord of the Rings: Battle for Middle Earth II Hands-On (GameDAILY)
Superman Returns Hands-On (GameDAILY)
Tecmo Booth Impressions (Xbox.com)
» E3 2006: Yowza!
Lots to say, not much time. I'll just say that $499 minimum for a PS3 seems a bit steep and let the links speak for themselves. I'm heading to bed, tomorrow's going to be even crazier.

PS3 Controller Impressions
Warhawk / Tilt Control Impressions
Resistance: Fall of Man Impressions
SingStar Impressions
» A Tale of Two Scores: Video Game Reviews and Their Conflicting Metamessages
I wrote an article for the recently founded NeoGAF frontpage. It examines the often-problematic relationship between review score and text. You can find it here.

I'm going to bed now.
» E3 2006!
I can’t believe it’s that time of the year already. In less than a week, I (and countless others) will make the annual pilgrimage to Los Angeles to see the latest from Nintendo, Sony, Microsoft, Square Enix, Konami, and many more. And this looks to be one of the nicest years in recent history, not only because of the guranteed PS3/Wii stuff, but also due to the part where the show management has cracked down on the booth babes and Exhibitor badges, hopefully making for a far less crowded experience. And maybe this year I'll make it out of there without a hefty bar tab...

But before I step on that plane, I’ve got a lot left to do here. There’s a good backlog of articles I’ve yet to upload, both reviews and some other stuff, so there should be regular updates for the next week. Following that, there’s the daily updates from E3, which given how crowded my schedule is, will be the only way I'll be able to manage the workload. So content-wise, the next few weeks should be pretty packed. Here’s hoping, at least.
» Shadow Hearts: From the New World (For Gaming-Age.com)


Score: B -
System: PS2
Developer: Nautilus / Aruze
Publisher: XSEED Games
Medium: DVD-ROM
Players: 1
Online: No
ESRB Rating: T

Tag Line: Entertaining gameplay? Check. Abundance of sidequests? Uh-huh. Bizarre characters? Yup. Involving story? Not so much.

The Shadow Hearts games have always been a little odd, both in terms of gameplay and story. Ditching the traditional fantasy setting of most role-playing games, the Shadow Hearts series takes place in a twisted version of our world. At least, the locations are somewhat recognizable: Alcatraz, Chicago, New York City, Roswell, and so forth. Now the demons, the magic, the giant talking cats, the vampires, those might not be as realistic, but it's that juxtaposition between fantasy and reality, the absurdity of it all, that sets Shadow Hearts apart from the rest. And whereas most RPGs are content having the player repeatedly mash the same button to get through battle, Shadow Hearts takes a different approach with the Judgment Ring, instead requiring players to carefully time their button presses.

In this regard, Shadow Hearts: From the New World, the third entry in the series, doesn't change much up. This time around, the story follows Johnny Garland, an orphaned sixteen year old hired to find a criminal hiding out in New York City. But then that criminal gets eaten by a demon, and then a winged creature comes crashing through the skylight, and things just get weirder after that. Take Frank, the Brazilian-trained ninja, for example. Or his master, Mao, a giant talking cat who also happens to be involved in movie production. Or Hilda, the vampire whose appearance changes depending on her calorie intake.

Likewise, the afore-mentioned Judgment Ring is as crucial here as it's been in past Shadow Hearts games. For those unfamiliar with the Judgment Ring, it's essentially a bar spinning around a circle. Depending on the chosen action, a different part of the Judgment Ring is colored in. A quick button press stops the bar, and the strength of the color on its stopped location dictates the strength of the chosen action. Almost everything in battle uses the Judgment Ring, from attacks and magic to item use.

... )
» GamerCard!


Feel free to add me, my friend's list is pretty barren these days. Currently I'm playing Ridge Racer 6 and Dead or Alive 4, though I'm not very good at either, with Full Auto arriving soon.
» Full Auto

Remember Full Auto? It was the 360 game that seemed like a combination of Burnout, Twisted Metal and Prince of Persia. Well, it's out. I've been busy lately, I haven't had the time to play it yet, but I should be receiving a copy soon.

The E3 demo was fun, it's actually the same demo available on the Xbox Live Marketplace, but half a year later, framerate problems that didn't stand out on the showfloor are pretty noticeable in the comfort of my own home. On the same note, that demo is pretty old, so here's hoping developer Psuedo Interactive was able to iron out some of the kinks.

The overall buzz seems to be rather positive, I've skimmed the GAF thread and Jonnyram's impressions, they seemed to indicate the game is fast and full of explosions, so that's a good sign. I guess I'll find out for myself soon enough.

Related Links: E3 Impressions, SEGA ANNOUNCES FULL AUTO PR, SEGA’S FULL AUTO GOES GOLD FOR XBOX 360 PR.
» Ape Escape Academy (For Gaming-Age.com)


Score: D-
System: PSP
Developer: Shift
Publisher: Sony Computer Entertainment America
Medium: UMD
Players: 1-4
Online: No
ESRB Rating: E 10+

Tag Line: Wario Ware + Monkeys – Fun = :(

Conceptually, titles such as Ape Escape Academy seem to be the perfect fit for a portable system. Full of various mini-games, each one lasting a few minutes at most, the idea is that the games are simple enough to be immediately accessible but enjoyable enough to actually warrant playing. For example, take Nintendo's critically-acclaimed Wario Ware: 200 mini-games, each 5 seconds long, and each, at most, using only the D-Pad and A button. The super-simple controls and the go-go-go pacing of the 5-second mini-games make the game well-suited for a brief pick up and play.

Unfortunately, Ape Escape Academy's attempt at the formula doesn't fare all that well. This is due to a number of factors, but the main problem is the mini-games themselves. Specifically, the games just aren't all that consistent. Some are marked by unresponsive controls that render the mini-game unplayable. Some spend more time loading and then showing the outcome of the event than the player spends actually playing. Some are ridiculously difficult, based more on luck than skill, more frustrating than fun. Some are vague in their goals, despite a tutorial video playing before some of the mini-games. Some allow multiple retries, others instantly fail, and there's no way to tell which game allows what. Some have clear time limits, while others leave the player clueless as to how long they have left.

With just under 50 mini-games, it's understandable that some of them won't be the greatest. But the problem is that even the good mini-games in Ape Escape Academy aren't that much fun. And the bad, well, they're pretty bad. For example, take the trivia game, which asks players to identify the flags and capitals of various countries. Don't ask me why a simple party game seemingly aimed at youngsters is asking for the capital of Morocco or the identification of Finland's flag from a brief one-second glimpse, but I will say that it seems quite out of place.

... )
» World Soccer Winning Eleven 9 (For GameDAILY.com)


Rating: 4.5/5

Reviewed: PlayStation 2
Also on: Xbox

+/-

+ Online play.
+ Extensive training mode.
+ Lots of customizable, editable options.
+ Gameplay is easy to learn, difficult to master.

- No online voice chat for PS2.
- No online tournaments.
- Odd lack of facial animation.
- Licensing problems mean certain teams are absent.
- Repetitive commentary.
- Team edits cannot be used online.

One Minute

As someone who is not very knowledgeable when it comes to all things soccer, I was worried that World Soccer Winning Eleven 9 would wind up a frustrating and confusing experience. Luckily, an extensive training mode takes players through the basics, both of soccer and Winning Eleven. More importantly, gameplay is fast, fun, and addictive, even at the most basic level. A few small quibbles exist, but nothing that gets in the way of the fun.

Full Review

The beauty of World Soccer Winning Eleven 9 lies in how rewarding the game is, regardless of the level of play. Beginners will be thrilled with the most basic of controls, battling for possession of the ball with just the simple shoot, pass, slide, and pressure commands. Even just starting out, it's hard not to get caught up in the excitement of the game, the thrill of an interception, the frustration of a missed goal.

While it's one thing to breeze through Training mode, it's an entirely separate thing for the player to implement those moves into their pitch repertoire. As the more advanced moves take lots of practice to master, not just in execution, but also in their proper use, this mastery brings about a greater understanding of the game itself. In other words, the more time one puts into Winning Eleven 9, the more fulfilling it becomes.

That's a major part of Winning Eleven 9's charm, as there's always room for improvement. There's always that one move that needs to be mastered or that one technique that would have proven beneficial. But because the game is enjoyable from the get-go, this challenge isn't needlessly frustrating or tedious, instead serving as a motivation for further play and practice.

... )
» X3: Reunion (For Gaming-Age.com)


Score: D+
System: PC
Developer: Egosoft
Publisher: Enlight
Medium: CD-ROM
Players: 1
Online: No
ESRB Rating: Teen

Tag Line: Still a work in progress.

On paper, X3: Reunion sounds really cool, sort of like an intergalactic cross between Sid Meier's Pirates! and Grand Theft Auto. Across X3's many sectors, over a hundred in all, players can pretty much do whatever they want: trade goods between sectors, hunt smugglers, pirate cargo ships, defend sectors from pirates, build factories, do the whole "mercenary for hire" thing, and so forth. The size and scope of this universe is astounding, and with each sector filled with various installations and cargo ships transporting goods from one part of the galaxy to the next, it genuinely feels like a living, breathing place.

This feeling is heightened by the ability to start a new game with the storyline deactivated. With no goal, no overarching purpose to their adventures, the player becomes just another someone trying to make ends meet. A variety of professions are available, including that of an explorer, a merchant, or an assassin. And it's a huge testament to the scope of the game that players are able to base an entire career off of just one of the game's many aspects.

Unfortunately, this grand scope ends up being one of X3's major downfalls. But whereas most games of this nature fail because the main aspect is polished while the others remain incomplete or ignored, that isn't the case here. For a quick example, just look at Grand Theft Auto. However open-ended the game may be, playing as gangster is certainly more polished than playing as a taxi driver.

Rather, the downfall would be X3's ridiculously steep learning curve. After a brief combat tutorial at the beginning of the game, that's it - everything else is left for the player to figure out on their own. While that may not sound so bad, in a game where combat is only a small portion of the overall experience, that's a problem. Even worse is the recommended tutorial for new players, which begins with the game suggesting the activation of the rear turret and then throwing out a few waves of enemies without any further instructions. It doesn't even tell the player how to activate the rear turret, just that it would be recommended to do so.

Given the scope of the X3 universe, given the intricacies of its economy, given the various career choices the player has to choose from, it seems rather ridiculous the game is missing an in-depth tutorial to properly explain everything.

It just gets worse and worse. )

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