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Tuesday, April 15, 2008

PS3 Software Update Version 2.30

I downloaded the big software update last night that provided the system with the newly redesigned PlayStation Store. The new look is definitely more user friendly and easy to navigate through. It has that X-Box 360 dashboard feel to it, which is great. Besides the needed revamped look and improved efficiency, the other important release that comes with this update is the long-awaited patch for Lair. With the free download, gamers will receive 2 new dragons to fly on and a new dual-analog control scheme. I almost picked up the game when it first came out because I love anything that remotely resembles Sega's Panzer Dragoon games. When I heard that you can only control the game exclusively via the motion of the Sixaxis, I became hesitant to pick it up. The game now interests me... The video game forums are still pretty quiet about the patch though, I was expecting the diehard defenders of this commercial disaster to be jumping up and down because of the improved control.


Clean new look.


The litte red shopping bag icon on the bottom right hand corner of an item means that you have already purchased it. A neat little feature.

When I completed the update, I purchased the "Solo" expansion pack for the great Super Stardust HD. Not sure if it's worth the $4.99, I think it should be cheaper because what you get is 4 additional single player modes that really should have been a part of the original game and additional soundtracks. All of these new gameplay additions should be self-explanatory if you look at the screen below except for my personal favorite, Bomber. In this mode, you have limited supply of bombs that can be replenished by destroying the bomb carriers that would show up at regular intervals. With 1 life, you can only use bombs to clear your way through an infinite number of meteors and enemies until you are destroyed. This is hectic, fun, and requires a nimble thumb and a strategic focus. The add-on also includes some new enemies and a super bomb. If you love the game, this is a must have but yes, the price sucks.


This screen used to be a little empty.

For more details regarding the update, you can visit the official system update website.

Monday, April 14, 2008

Review: God of War II


God of War II (2007)
Developer: SCEA Studios Santa Monica
Platform: PlayStation 2
Induction Date: 2007

I only completed around 20% of this game when I first played it last year. I recently picked up the new Chains of Olympus for PSP and that inspired me to jump back on the game. GoWII begins where the first game ended: Kratos is now the new God of War. Just like Ares before him, Kratos' existence becomes nothing more than an infinity of bloodlust as he continues the ravages of destruction set forth by his predecessor. History repeats itself and the other Gods grew angry of Kratos' "sacrilege" but since they do not have any reliable human puppet to go after the insane god, Zeus took matters into his own hands. Athena, who has been on Kratos' side before has decided to betray him as well.


The prelude to an epic tale of madness and revenge.

The game starts off with what can easily be declared the most exciting, climactic first stage in gaming history. As Rome nears its total destruction, Kratos enters the fray of battle only to be chased down by a gigantic gold status throughout the whole level. This of course is a double-edged sword. The rush is like nothing you have experience before but you may be discouraged by the game's more labored, slow-paced design right after this encounter. That was what made me stop playing before. Still, if you persist through the more mundane second act, you will be rewarded by an utterly gripping later half of the game. Unlike the first GoW, this one is filled with a lot more boss battles that will ensure to shock and entertain with their brutal over-the-top cinematic finishers worthy of the hydra boss death scene from original.


You get to know more about the Titans this time around.

GoWII, at its core, is an adventure game with heavy combat elements. The fighting mechanics are beautifully implemented with great combos you can chain attacks with. Kratos gains new weapons throughout the game but as varied as they are, not all of them are more effective than your default chained-swords that have both speed and distance advantages. As you collect red orbs in the game, you can freely choose the weapon or magic you want to level up. There are obvious filler combat moments in the game that really impact its overall polish: You will find yourself stuck in a room with a large amount of the previous tough enemies thrown at you in waves. They need to understand that unique, tough encounters = awesome and forced mix-and-match battles = frustration. The environmental puzzle elements are definitely the main highlights of the game. Though they are not difficult to figure out, they are epic in their scopes and usually involve the manipulations or destructions of large portions of the landscapes.


The in-game camera always showcases the best possible view.

Graphically, this is one of the best on the PlayStation 2, complete with a widescreen presentation and progressive scan to boot. Even a year old now, it still looks quite next-gen even with some low-res textures that pop up every now and then. The art design is magnificent, just wait until you see the game's interpretation of the Three Sisters of Fate. The grandiose soundtracks serve their purpose with rousing tempos that never let up between some of the more serene moments. Except for one less-than-a-second instance (I couldn't believe it when it happened), there is no loading time in the game and with the large environments that always surround your character, this is definitely an impressive feat. The game lasts around 13-14 hours and it encourages repeat play by allowing you to retart the adventure with all of your leveled-up weapons and magical abilities. You also get unlock-able costumes but since some of the game cut-scenes use FMVs of the in-game models, there are jarring transitions when your character suddenly wears something different in front of you. This is why it is important for games to stop using FMVs all together though I suspect the reason why they are being utilized here is to help hide some of the loading time.


One of the coolest moments in gaming.

I love this game and the developer really did listen to the complaints about the previous game by adding a slightly longer adventure and a lot more brilliant boss encounters. The filler moments I mentioned earlier do have an impact on the consistency of the game since they are, in all honesty, not that fun. The game also has a terrible cliff-hanger of an ending and cannot be viewed as a full product. The trick about making episodic games is to allow each to feel like a complete game on its own as evident in the Kingdom Hearts, Xenosaga, and Jak & Daxter series. Thus, I have to say with a heavy heart that the game is a bit short from being a masterpiece but it is a definite must play for every mature gamer out there.

RATING: 4 out of 5

Thursday, April 10, 2008

That Crazy Hedgehog: A Sonic Unleashed Analysis

We all know that our beloved Sonic the Hedgehog has gone totally rabid on us, though many are still not willing to accept that very fact. All the attempts to bring Sonic back onto the consoles after Sonic & Knuckles ended in shameful failures. Our only solaces are the great Sonic Advance series on the Game Boy Advance and Sonic Rush on the Nintendo DS.

Recently, Sega announced that our fallen hero will make a comeback later this year in the form of Sonic Unleashed for all the current consoles. When I read the title, I couldn't help but laughed it off. Yes, Sega have been putting Sonic on a leash for a long time and apparently they are aware of that stupidity themselves. Then came the trailer...



I will admit to this: For a very brief period of time I actually believed it! I said to myself, "Wow! Sonic is really back!" But as soon as those words escaped my quivering lips, I was reminded of the terrible Nights: Journey of Dreams disaster. I quickly gathered myself and watched the trailer several more times. I then noticed that the angles just look strange... The camera seems titled to the left or to the right for the most part, different from the properly aligned flat view of a platformer. So if this is any indication of actual gameplay in the final product, the game will focus more on moving ahead with lightning fast speed and focus less on platforming elements, which is not bad but hardly classic Sonic. And what is this obsession with 2D movement transitioning into 3D? Sonic Team just don't get it, do they?

I also know that Sega have used this particular technique before... This satanic trick of providing their gamers a false sense of joy by showing only the elements that the gamers enjoy the most about a particular game. Remember that they promoted Nights: JoD by showing mainly the flight sections of the game and they hid the nasty real structure of that messy piece of crap. So even though we see Sonic in all his glory in this trailer, who knows what terrible surprises are really lurking in the corners... Long, forced, cheesy, boring cinematic cut-scenes that cannot be skipped? A big overworld to navigate through before one can get to these wonderful stages shown in the trailer?

The official press release doesn't help with the hesitation either. Here are some of the more troubling statements:

"Latest Installment to Extend Sonic's Signature Style... but with a Twist!" - And this is the header that they used for the statement. Okay, who else thinks that chasing after enemies to complete a stage in Nights: JoD was a complete joke? Sega, stick to the basic formula if you want us to love Sonic again.

"...as the sun sets, a new adventure awakens." Yes, notice their usage of the word "adventure". By now, we all should know what that means.

"By completing a wide variety of action-packed stages, spanning the seven broken continents of the world, gamers will need to unleash Sonic's amazing abilities to save the world, and himself!" I agree with Sonic needing to be saved bit, but this whole statement smells fishy. It is almost as if Sega is trying to secretly warn us that there is a separation between the action stages and a hub stage. Scary.

"Players will have the opportunity to engage in ways never before done with the Sonic franchise, so in addition to running at high speeds, which will be highlighted in four new speed mechanics, combat fighting now becomes possible." - Combat fighting? Are you kidding me? Sonic slams into his enemies to destroy them, now what, we are getting Sonic the Fighters 2? Engage in ways never before possible? Sounds like trouble to me. No mentions of real platforming elements? Sonic is about speed and platforming, period!

The mother of all doubts though comes from this statement: "Currently in development by Sonic Team..." 'Nuff said.

All I can say is this: Sega have a good track record of destroying their franchises, burying them deeper and deeper into the ground. The only exception to the rule is the Virtua Fighter series and if you look into that closely, VF follows the same formula from the original through number 5. Sonic Unleashed better be mind-shatteringly awesome, or Sonic will sink into an unfathomable new low. Oh wait, I think he's already there. Do it right, Sega.

Wednesday, April 9, 2008

Review: Ikaruga

Ikaruga (2008)
Platform: X-Box 360
Purchase Date: 04/09/2008

Legendary.

It is finally here... A re-release of the grandest order. Ikaruga has arrived on X-Box Live and it is easily THE must have arcade download for the system. For those who are interested to read more praises I have written about this game, go to my Top 10 Greatest Games of All Time page.

High philosophy. Great graphics. Stirring soundtracks.

Ikaruga is a shooter where you control a ship that can switch polarities between white and black. You absorb enemy shots of your current polarity and you cause double damage to the enemies with the opposite polarity. This concept is then explored to its max throughout the game with clever enemy patterns and deviously brilliant bosses. It takes a while to enable your brain to constantly switch focus between the dual polarity mechanics but as the saying goes, if there is a will, there is a way.

Your eyes will bleed and so will your heart!

Here are the reasons why you have to get the game even if you already own the great import Dreamcast version or the mediocre U.S. GameCube effort. Firstly, you do not have to rotate your screen anymore to see the game in its full resolution. The option is there to flip the screen so that you can minimize the side borders but as we all know, that is only practical if you are using a computer screen that you can rotate appropriately. On the default vertical setting, the game has never looked better. Secondly, unlike the castrated GameCube version where all the moody, philosophical text were removed from the game, this one has them fully translated, further heightening the spiritual, adult atmosphere of the game. Thirdly, the 2-player option can be enjoyed online. I have never played this game with another person and as exciting as this feature may be, I soon discovered that Ikaruga is meant to be played as a single player experience unless you and the other player has a specific plan on how to tackle each stage of the game - this is the only shooter that mandates such commitments between two people playing cooperatively. Make sure to find a player with the connection status of no less than 2 bars to ensure zero lag and unfair deaths. Last but not least, you can upload your replay and download others'. What is the next best thing to playing Ikaruga? Watching a great player plays the game!

It is easier than it looks... Open your mind.

There are a couple of things missing that could have been included to make this release beyond perfection. The dreamy start up screen where you see the main character, Shinra, walking in a haze didn't make the cut. Also, they could have included a translated copy of the Dreamcast's instruction manual and the bonus story content so that new players can get into the meat of the story. Even though the text in-game is rich enough for the ponderous mind, many will be scratching their heads trying to figure out what is really going on. Thank goodness there is GameFaqs to help with that but it is a missed opportunity to gain more diehard fanatics who understand the true meaning behind the pilots' climactic action and its effect. Though some enemy patterns were changed in this version, it should encourage veterans to try and master through them as they were obviously intentional.

There is a method to the madness.

Treasure is the one of the most talented developers in the industry and the game's creator, Hiroshi Iuchi, is a master of the shooter genre. Perhaps we can see Radiant Silvergun, the game's spiritual prequel, making it to X-Box Live for that would be a wonderful blessing. There is supposed to be another sequel coming out if all the old rumors are still true and the X-Box Live would be the perfect platform for it. Get this game or get out of gaming!

RATING: 5 out of 5

Tuesday, April 8, 2008

Review: Aquatopia

Aquatopia (2007)
Developer: London Studio & Playlogic
Platform: PlayStation 3
Induction Date: 11/14/2007

I have to admit that I am a sucker for aquarium "games". In real life, I have two small tanks filled with my pet gold fish and I plan to start a salt water tank in the foreseeable future. The best in the genre so far has to be "Seaman" for the Dreamcast, a weird experiment of pet-care aesthetics combined with a little dash of Star Trek... Well, technically, you really can't call Aquatopia a game... Even on the PlayStation Store, it is listed as "interactive art". It's more in line with the Serene Aquarium products on the PC but a tiny bit more innovative.


It looks epic on the XMB...

Running at 720p, the graphics in the game are pleasant. Nothing spectacular, just pleasant... Which is very disappointing the fact that it claims to use the Havok engine and it is specifically developed for the PlayStation 3. There are 3D grasses and fish inside the aquarium with everything else being flat, static 2D. Some of the fish look a bit blocky, a sign of the developer's laziness. Surely the PlayStation 3 can push more polygons into the game? Overall though, it is the best looking digital aquarium I have seen to date and it has fish that move more naturally than its competitions.


Looks nice doesn't it? It looks better in motion.

The game is controlled with the PlayStation Eye camera. When there are movements in front of the camera, the image of what's captured on the lens is superimposed on top of the aquarium. From here, you can move your hands to the top portion of the aquarium to simulate feeding, where the fish would gather around that area eating the dropped food, or just mess around inside to spook your fish.


Nothing else to do other than watching the fish...

That's pretty much it. In a way, the limited features found here justifies the $1.99 price tag. Still, Sony could have given us a bit more. The fish selection is limited. There are no background customizations or view options. These are small essentials that could have been included with the software. It would have been cool to be able to play music on the PS3 while this thing is running. Better yet, wouldn't it be nice to have it as a screensaver? I have a feeling that we will see more add-ons for Aquatopia in the future. To be honest, I rather pay $39.99 for the complete experience than having to pay for bits and pieces of it at a time. Recommended to other aquarium fanatics like me but others should stay clear of it until it gets more interactive.

RATING: 3 out of 5