Fallout 3 PS3 Game Review

Fallout 3 PS3 Game Review

The Fallout series has become synonymous to many gamers as being one of the highest quality franchises out there. Originally belonging to, the now defunct, Interplay, Fallout has been on a hiatus for the past decade now, as Fallout 2 came out way back in 1998. With the struggles of Interplay also came the disappointment that we may never see Fallout 3, which was been in and out of development numerous times, until it was canceled. But four years after the cancellation of Fallout 3, Bethesda has announced the return of the series, and fast forward to today, we finally got our much anticipated third title.Now, before continuing, if you don't wish to know what the first events of the game are like, I suggest skipping the next paragraph. There are no story spoilers or anything, just a fair warning. The paragraph following the next one explains how the game's story picks-up, again, fair warning. Fallout 3 starts off rather unconventionally, certainly unlike any other game I can think of as I write this. Your first moment in the game is your very own character's birth (literally), and here's where you're prompted to configure how he or she will look like when all grown up. After an unfortunate incident following your birth, the game forwards one full year, and here you are again...a toddler who just learned how to walk.

Before actually getting into the core of the game, you go through a series of these milestone events, so after your toddler event, you fast forward to your 10th birthday. Following that you're 16 years old, and you'll have to take the G.O.A.T (Generalized Occupational Aptitude Test) exam to determine your occupational placement. Once that ends, the game fast forwards another five years and you're off...The story starts when your character finds out that his father has escaped out into the open world, and now it's up to him to find out why. Because nobody escapes fallout Vault 101, by association, you have been marked as a traitor and so you'll have to arm yourself in order to escape to the outside world. So you set out in search of your father, and you set out prepared. Now that you've made it out, you see exactly the kind of carnage that the Global Atomic War caused. Fallout 3 takes place in Wasteland, a living, breathing post-apocalyptic world where no one is safe. Monsters such as giant insects, raiders/outlaws, and various types of super mutants run amok this ruined depiction of Washington D.C., and equipped with your Pip-boy 3000, weapons, knowledge, and some cool features, you should have all the methods of getting rid of them. Fallout 3 is essentially Oblivion set thousands of years in the future. Instead of having swords, shields, and heavy chain armors, you have guns, reinforced military armor, baseball bats, pipes, and a slew of other modern-day and futuristic weapons. Just like Oblivion, Fallout 3 will also give you the option of choosing between good and evil, or an in-between, so you have the opportunity to approach situations from various angles, and directly affect your future. A Karma system exists in the game that'll affect your encounters with NPCs in positive and negative ways; regular NPCs will often find themselves disgusted with your presence if you've strayed towards the evil side, while raiders are more likely to ally themselves with you. On top of that, comes what Bethesda calls Limitless Freedom. Do you see something off in the distance? Go on and walk to it, because whatever you see in the world you can visit. And in Fallout 3, you'll see a great deal of ruined monuments and structures, all of which you'll be able to gander at.Just be careful not to get near the water as its riddled with copious amounts of radiation, and unless you want your character to grow mutations, you'll want to avoid the water and consuming products you find in Wasteland. But if you have no regenerates left and your only option is to drink the Nuka-Cola you got from the vending machine, then go ahead. Fortunately for you, there are anti-radiation medicines that'll decrease your radiation exposure and heal whatever mutations you may have. But don't get me wrong, because Fallout 3 and Oblivion share fairly different gameplay features. For example, Fallout 3 makes use of a great combat mechanic called VATS (Vault-Tec Assisted Targeting System), this mechanic is highly reminiscent of a similar feature found in Square's Vagrant Story, as it allows for the pausing of time in order to target specific body-parts. The health bar of the enemy will show which body-part will cause the most damage if hit, but you have to take into account the distance and angle you're facing an opponent, otherwise you'll have lower chances of striking your preferred target. Furthermore, pausing time will also allow you to build up a range of attacks to unleash on your opponents, all of which will unravel with cinematic presentation and details. Of course, you can always perform the tried-and-true method of doing it all on your own, and play Fallout 3 just as you would any other first-person shooter, by using your reticule to aim and fire at will. With every fight and objective you finish, you gain experience points. For starters, as you progress through the game, your character will be able to gain new abilities by utilizing the game's points-based system called "SPECIAL". Basically, the system allows for unlimited customization of your character, including the learning of combat abilities and improving your skills across a variety of traits. Throughout the game, with every level your character grows, you're given points to distribute across your board of traits, on top of enhancements called Perks. Fallout 3 is simply mammoth in size and execution. There's just so much to do, to see, and to play that at times you feel overwhelmed with the scope of the game. The game's world is estimated to be just over 15 square miles in size, and that'll take hours to fully explore, so you've got a lot of terrain to cover.

Every Once in a while Game Review

Every once in a while, developers set out to create an ambitious, innovative title that stands out amongst the sea of generic video games that assault store shelves every day. We applaud the motivation – even if the end result isn’t exactly spectacular – primarily because it takes guts for any developer to stray from the beaten path and give the gamer something entirely new. It’s not every day that we can find true-blue originality in the industry, and if you’re willing to go out on a limb and shoot for the stars, we say, more power to ya. Day 1 Studios makes a valiant attempt with Fracture, but due to significant limitations and restrictions that revolve around the interesting concept, we’re left with an action game that ends up featuring more of a gimmick than an innovation or revolution. And what happens to gimmicks? They become tiresome and repetitive, and in this case, the foundation of the game remains firmly centered on a standard third-person shooter mechanic. That’s not necessarily a bad thing, but in the end, Fracture is a textbook case of “what could’ve been.”
The graphics may be the highlight of this particular title, as they’re relatively sharp and quite detailed. Day 1 should’ve taken more time with the character design (specifically with the faces) and there simply isn’t enough variety in the environments, but that doesn’t cripple the quality. There’s a good deal of color, plenty of interesting particle effects and background destruction, and for the most part, those cut-scenes are actually quite impressive. Due to the ever-changing landscape, we encountered several graphical glitches here and there, but that’s to be expected. In some ways, Fracture competes well with other action-oriented next-gen productions, but in other ways, it falls short. You will notice the Pacificans all kinda blend together after the first few hours of play, the ground seems to react the same way each time you alter it, and in the end, we can’t entirely rely on slick cut-scenes and well designed areas. Even so, you’re not about to complain very often, and given the steady pacing, there’s always plenty going on to keep your attention.
These days, we’ve noticed a lack of balance between sound effects and music in video games, and unfortunately, this lacking is quite evident in Fracture. Many times, the prevailing and explosive effects will drown out voices, and the soundtrack takes a back seat to the in-your-face combat sound. The good news is, the battle effects are really very good and they help to suck you into the experience. We felt the jarring impact of drastically and suddenly forcing large portions of earth to change should’ve been more “impactful,” but nevertheless, if you’ve got stereo sound, you’ll want to jack this bad boy. Of course, you might miss half the conversation when a lot of crap is going on, and the soundtrack – difficult to judge for us, because it continually bowed to the overwhelming nature of the effects – labors, but hey, that’s the sacrifice you’ll have to make. The voice acting is good, which makes it even more annoying that we sometimes lose it during particularly hectic action sequences. There’s a whole lot of up and down here, and that’s an interesting play on words if you’re at all familiar with the game’s gameplay premise…
We’ll set the stage for you before we dive into the specifics: you will play as Jet Brody, a member of the Atlantic Alliance who must do battle with the rebellious Pacificans. See, due to climate change, the United States suffered a rift in the Midwest thanks to excessive flooding, but this rift separated more than land; it separated ideals. The two sides of the country began to grow in different directions: while the East (Atlantic Alliance) wanted to embrace technology but shun human genetic tinkering, the West (Pacifica), believed this was holding back human advancement. Why not tinker? Why not try to create a superior race of homo sapiens? Well, there are reasons, but the Westerners aren’t hearing them, and it isn’t long before a civil war of epic proportions begins to spread across the once united country. Jet is out to take down the leader of the Pacificans, General Nathan Sheridan, who suffered a great personal loss and coincidentally blames it on the Atlantic Alliance. As Jet says at one time, he’s got a whole army and he’s got a grudge.
Anyway, the game isn’t only called “Fracture” due to the intriguing storyline; it assumes this title because the player can “fracture” the landscape at will. You will carry several futuristic items, most important of which is the Entrencher. Jet carries this with him at all times and you’ll need its unique abilities to successfully traverse the trying, war-torn environments. By aiming at pieces of movable earth, you can raise it to create a hill by pressing R1, or create a crater by pressing L1. You can continue to raise or lower pieces of land if needed, and if you’re wondering what the purpose of such movements might be, think logically. For example, if you’re stuck out in the open and your shield can’t handle any more hits, you can generate “insta-cover” by raising the ground in front of you to form a natural shield. You can also pop bothersome enemies into the air (although that doesn’t always have an effect) or even take out bridge columns by collapsing the ground beneath them. You also have four special grenades that can alter the landscape; one is the Spike grenade, which causes a big spike of earth to shoot from the ground.

Dead Space PS3 Game Review

Dead Space:
It started out as an announcement that didn't get all that much fanfare, as is common with the revealing of an all new intellectual property in the videogame world. EA's Dead Space billed a horror game that took place in...outer space, and again, people didn't 'oooh' or 'ahhh'. But as soon as we started getting our hands on playable content, Dead Space quickly turned from being thought of as generic, to something much, much more. As press hype began to build for Dead Space, so did anticipation from the gamers...and luckily, the game was pushed up to arrive a week early. As you can see, the final verdict is very strong, and there are more than a number of reasons why...First off, Dead Space runs on a proprietary engine made by EA, so this is just one of few games that's not running on Unreal Engine III. The reason having your own engine is a good thing is because EA's Redwood Shores studio had complete knowledge and control over their own architecture, translating to less development issues down the road, and a better multiplatform title. So thanks to a proprietary engine Dead Space benefits from being a rather polished game, for the most part.When revealing the game, EA Redwood stated that Dead Space was inspired by movies such as Event Horizon, The Thing, and Alien; while videogame influences obviously include Resident Evil and Silent Hill. The team has crafted a story which revolves around a character named Isaac Clarke. Clarke is a space engineer for Concurdance Extraction Corporation (C.E.C). The C.E.C. is a mining company that controls enormous mining ships around the galaxy.When a particular "Planet Cracker" ship (a planet destroyer that extracts remaining ore from a dead planet) calls in a distress call, a group of engineers assemble to go investigate the issue. As you can imagine, Clarke is one of the engineers on duty. Upon arrival, the engineers soon realize that the ship had been taken over by an unknown race of aliens, and so the fight to survive begins.The Necromorphs are this mysterious alien race, they have the ability to inhabit the body of a regular being, distorting and mutating their original shape. From there on, the alien beings can continue to infect others, and the only way to kill the aliens is to dismember them. Yes, dismembering your enemies is how you kill them. While it may seem a little unusual, it works, and it's actually a solid concept that encourages you to aim well, as opposed to just spraying fire everywhere. Furthermore, the mechanic of shooting limbs works to the gameplay's advantage as it heightens the sense of urgency, fright, and the fight to survive. Again, because you're not shooting aimlessly and you have to concentrate on a kill, you're taking up time while the enemy advances closer.

Often times you'll end up killing the enemy right as he's about to strike, and a sigh of relief will follow each and every time that happens. As you can see, the effect this has on you is absolutely brilliant, certainly more so than any other horror game before. There are a variety of different Necromorph forms, so throughout the game you won't be killing the same enemy over and over again. As mentioned already, gameplay is third-person and utilizes an over-the-shoulder view that is similar to games like Resident Evil 4 and Gears of War. My one complaint with this is that there are times your view of the environment seems very restricted and that can often result in getting blindsided by an enemy you didn't see. A simple solution would've been to center the character on screen, and use the over-the-shoulder perspective only when the weapon is drawn. Additionally, not being able to switch between shoulder perspectives (left or right) is another qualm of mine. But I must say this, though...in some strange way, this limitation actually makes me use my senses more as I'm now more inclined to pay attention to strange sounds, as well as look around my surroundings more often. Again, this only heightens the game's fright level. The gameplay utilized some solid physics work, and you'll discover a good chunk of it when you enter one of the gravity-free areas of the game. There are a number of environments where gravity is non-existent, so Clarke has to rely on his gravity boots to get around these no gravity zones, and that's another aspect of the game that came out much better than anticipated. Getting down to action, the game will grant you a number of weapons, abilities, and armor. The primary weapon will be the Plasma Cutter, which is a mining tool used to cut down rocks and such. Instead, you'll use it to sever the heads and limbs of your enemies. As I mentioned earlier, there are more than one kind of Necromorph, so just because one kind dies from getting its head severed, doesn't mean another type will. For example, severing a certain enemy's head may cause a smaller alien life-form to crawl out and jump at you. Firing at a pregnant alien will cause additional, smaller lifeforms to come at you, as well. So while the goal is to dismember, you also have to be prepared for surprises. Now, if things get hairy, the Stasis Gun can be used to slow down targeted enemies, allowing you more time to kick some ass - the gun can also be used on moving objects, as well.Visually, Dead Space is a gorgeous looking game with an amazing atmosphere that really immerses you into the whole experiences. After spending so much time with Bioshock, I didn't think there'd be another game to immerse me into the whole experience as much as it did, but Dead Space does just that, albeit on another level. As I've mentioned before numerous times, Dead Space's immersion comes from its sense of urgency and fear, unlike Bioshock which enamors you with its unique world. Both games boast an amazing atmosphere, but both do it differently - so neither is better than the other.The audio in Dead Space is nothing short of remarkable, and perhaps some of the best a horror game has ever seen. There is no soundtrack, and the only bits of composition are there solely to build some tension. There is audio all around you, be it noises or sounds, the audio does a fantastic job of contributing to the game's atmosphere. Running the game through a 5.1 setup demonstrated superb use of each and every channel in the corners of the room. And to top it all off, there's also some rather great voice acting here too. There's no denying that Dead Space's audio is truly great, and not playing it on a surround setup would be doing the game a disservice. Brilliant work, EA. You could argue that Dead Space is perhaps the biggest sleeper hit of the year. While yes it is from a high profile publisher, it was also underestimated by many and few expected such a blockbuster hit. Boasting splendid atmosphere that is superbly woven by the audio, visuals, and the gameplay, Dead Space is also the scariest, most tense game to come out in a long time. If you're looking for an amazing survival horror game, then look no further - Dead Space is your ticket.

Assassins Creed PS Game Review


Unfortunately, while the graphics set the stage for a truly magical and visceral adventure, the sound doesn't exhibit the same level of outstanding quality. The voice acting is solid - even great, at times - but for whatever reason, the least impressive cast member is Altair...the main character should be a highlight, not a low point. The sound effects are excellent throughout; from the hawkers on the streets to the cries of frightened citizens to the shouts of guards. All of that sounds wonderful, but the balance is a bit off. For example, after saving a citizen from a group of unruly guards, you often won't be able to hear what he or she says in thanks, primarily because the surrounding din of dying soldiers and freaked-out citizens overrides the speech. Now, this may be realistic, but it's still frustrating. The soundtrack works well and is the most consistent aspect of this category, as the music captures Creed's feel nicely. Perhaps best of all, Ubisoft doesn't make the mistake of giving us an overbearing set of tracks; the music never shatters the tension or urgency of the moment, it only augments the atmosphere. It's just too bad the effects lack balance and fine-tuning.

Assassin's Creed:

As you might've expected, Assassin's Creed is one of the prettiest games out there. In looking at some early reviews, we've noticed complaints regarding pop-in and texture tearing, but in our experience, all of that is quite rare and almost never hinders the overall visual presentation one iota. You know you're looking at a vastly accomplished graphical display when you continually smile in amazement, regardless of your position in this vast and sweeping world. Whether you're on the city streets, working your way through the throng or perched high atop a View Point, the majesty of your surroundings rarely fails. Character and NPC animation is fluid and nigh-on flawless, although the cut-scenes aren't nearly as impressive as we would've liked. It's not perfect, and there are flaws here and there, but to focus on them is nitpicking and anybody who says otherwise needs to take the stick out of you-know-where. In the end, we find it quite difficult to locate better visual depictions in 2007, and in direct comparison, very few games top Assassin's Creed. We can't make it any simpler than that.
It's all about subtleness and intricacy. Running and scrambling around on buildings will draw attention; walking and climbing a ladder is "socially acceptable." But even bumping into any one of those many women carrying pots on their heads - inevitably causing them to drop it - will make the guards suspicious. Every soldier you encounter will either be "Unaware," "Suspicious," or "Informed," and there is a particular stance for each status (for instance, if they're walking around with a hand on their sword, they're "Suspicious"). If you want an all-encompassing view of some guards, you can use Eagle Vision to pinpoint their status, thereby giving you the edge. Provided you keep to yourself and don't cause a ruckus, nobody is likely to bother you, but sometimes, it's unavoidable. Saving a citizen is a noble yet very visible act; it's going to gain a lot of attention because you're out there on the streets killing soldiers. But a quick stealth kill on a lone guard won't be a problem, so long as nobody sees you or stumbles upon the body. The most appealing part centers on your relative freedom, as you can approach your objective in a variety of different ways.
Much like a stealth game, you have a meter that will dictate your visibility status. If it's blue, you're in the clear and you're not drawing any unwanted attention. If it's yellow, the guards are suspicious but if you stay away from that R1 button, you should be fine. If it's red, you've been spotted doing something unsavory and you're gonna get chased. Now, when you're being chased, you need to break the line of sight so you can hide; once the indicator flashes yellow, it means you've temporarily lost the pursuing soldiers and you can seek out a hiding place. Once you've got that, sit tight and you will soon go "invisible" again, and everything is back to normal. The control scheme may seem a little nutty, especially when things get fast-paced, but the system actually works extremely well. You just have to get used to it. As soon as you realize you should never be pressing X while scaling a wall - just use the directional control - you'll be fine. Although we never could figure out if the Leap of Faith required just the R1, just the X, or both at the same time... But whatever. It may not be standard, and the quirkiness can get annoying, but it's more than functional.
Assassin's Creed wants to be the best of the best. It strives for interactive nirvana and seeks to provide the player with one of those games that stands head-and-shoulders above anything else, and for quite a long time. But as hard as they tried and as much as we want to say it, they don't quite reach that uber-ambitious goal. It almost seems as if the humungous world they created and the idea that lies beneath the premise was too big to embrace; it was simply beyond current development possibilities. On the other hand, Ubisoft Montreal did come close, which means we end up with a great game. It's one of the best of this new generation and proves two things: 1. just how far the industry has come, and 2. just how far it can go. We continually catch glimpses of video game revolution in Creed, and sooner or later, we'll get more than just glimpses. For now, though, we'll take this. We'll take it because it's fun, beautiful, accomplished, challenging, original, atmospheric, detailed and even breathtaking. Those who can view this one in either 720p or 1080i high-definition are in for a real treat.Oh, and one last thing- anybody who awards this game less than an 8.5 needs surgery to remove the elitist "hey, I did that before and there's a pop-in; this game is only average now" mentality. Seriously, get over yourself.

Alone in The Dark PS Game Review


Alone in the Dark is a 1992 survival horror game developed by Infogrames. The game has spawned several sequels, as part of the Alone in the Dark series, and was one of the first survival horror games, after the 1989 Capcom game, Sweet Home. Alone in the Dark set the standard for later survival horror games such as Resident Evil and Silent Hill. X-Play rated the game as the tenth scariest game of all time.
This game is known to take place in the same continuity as Infogrames's slightly later game Shadow of the Comet, as a book located in the game makes explicit reference to elements of Shadow of the Comet's backstory


Plot:

In 1925, Jeremy Hartwood, a noted artist and the owner of the Louisiana mansion Derceto, has committed suicide by hanging himself. His death appears suspicious yet seems to surprise no-one, for Derceto is widely reputed to be haunted by an evil power. The case is quickly dealt with by the police and soon forgotten by the public. The player assumes the role of either Edward Carnby, a private detective who is sent to find a piano in the loft for an antique dealer, or Emily Hartwood, who is Jeremy's niece and is also interested in finding the piano because she believes a secret drawer in it has a note in which Jeremy explains his suicide. The player, either as Carnby or Hartwood, goes to the mansion to investigate. As the player enters the house, the doors mysteriously slam shut behind him or her. Reluctantly, he or she continues up to the attic. In that room, the action begins.

Seconds after the game allows the player to take control of their character, monsters will make their first attack. The player must then progress back down through the house, fighting off various creatures and other hazards in the house, including a whole staff of staggering zombies and various monsters (not all of which can be killed), booby-traps and arcane books, in order to solve the mystery of Derceto and find a way out
Solution to the mystery

It is eventually revealed through documents found throughout the game that the house was built by an occultist pirate named Ezechiel Pregzt, and beneath the house are caverns that were used for dark rituals and other occult doings. The overall goal of these rituals was to increase his fortunes and unnaturally extend his life. Pregzt's original body was incapacitated after he was shot and Derceto was burned down by encamped Union soldiers during the U.S. Civil War. However, Pregzt's spirit lived on within his dried-up corpse, and had been placed by his servants in an old tree in the caverns underneath Derceto (which is, as Pregzt explains in one of many books lying around the house, an alternate name for Astarte or Shub-Niggurath). It would be possible for him to regenerate himself, though that requires a living body. Jeremy Hartwood committed suicide to prevent being used for this purpose; so the villain now focuses his energies on the player. The player journeys into the caverns, fights off the last of Pregzt's minions and finally destroys Pregzt by setting the tree on fire with an oil lamp. The caverns start to shake and destroy themselves, but the player escapes and finally makes it out of the house just as the sun rises.

GAME PLAY:

Players are given the option of choosing between a male or female character (Edward Carnby or Emily Hartwood), and are then trapped inside the haunted mansion of Derceto after dark. The player character starts in the attic (the place of Jeremy's suicide by hanging), having ascended to the top of the mansion without incident, and is then tasked with exploring the mansion in order to find a way out while avoiding, outsmarting or defeating various supernatural enemies including slave zombies, giant bipedal rat-like creatures, and other even more bizarre foes. Though starting with no weapons except fists and feet, the player character can find weapons appropriate to an old mansion, such as firearms, kitchen knives, and swords.
However, combat only plays a partial role in the gameplay. For example, the total number of slave zombies throughout the entire game is only about a dozen, and many opponents can be beaten by solving a particular puzzle rather than a straight fight - indeed, a significant number of opponents cannot be killed. Much of the game involves exploration and puzzle-solving, and searching the house for clues to advance the story and learn more about what happened before the player arrived.
The story is revealed to the player through an extensive series of books and notes found throughout the game, and is heavily influenced by the works of H. P. Lovecraft. The occult tomes found in the mansion's library include the Necronomicon and De Vermis Mysteriis, both taken from Lovecraft's Cthulhu Mythos. Other mythos references include books that feature the narrated history of Lord Boleskine, a direct reference to another Infogrames Cthulhu Mythos-based game, Shadow of the Comet, and the last name of player character Edward Carnby, a reference to John Carnby, a character in the mythos tale Return of the Sorcerer by Clark Ashton Smith. Several of the supernatural opponents are recognisable creatures from the Mythos, including Deep Ones, Nightgaunts and a Chthonian.

Takken 5 Playstation Game Review

The game follows exactly the same storyline as Tekken 5, only with the additions of Emily Rocheport, who seeks to destroy the Mishima Zaibatsu and end her father's financial problems, Sergei, a member of Spetsnaz who has been sent to capture Jin Kazama, and Armor King, who was thought to have been killed before the events of Tekken 4 and whose identity and goals remain a mystery to the player.



Game play
Along with the many additions to the PlayStation 2 port, the Arcade Battle has been upgraded by adding twelve more ranking titles and removing one: Conqueror. Tekken Lord is no longer the highest ranking like it was in Tekken 5. Dark Lord is one ranking above Tekken Lord and the highest ranking is Divine Fist.

Divine Fist is only achieved by successfully completing all of the league matches, survival tournaments and ranking tournaments in Tekken Dojo mode. The opportunity is offered once a promotion chance is offered sometime in the Heaven Dojo, the sixth stage in
Tekken Dojo mode. Obviously it is only offered when the player is ranked as a Dark Lord.
Another addition to Arcade Battle is that it now keeps track of the player's statistics. Each character has a clean slate once they begin playing Arcade Battle. During selecting a character, loading a match and battling an opponent, the player can see their alias, ranking, what region they hail from, their wins, losses and percentage.

PSP version

The PSP version runs at full 60FPS during matches (although it reverts to around 30 fps for the pre-fight and post-fight cinematic). The game features game sharing, which means that only one copy of the game is needed to play over ad-hoc? The game runs on version 2.6 firmware for the North American version, and the European version requires version 2.71.
Other modes include Tekken Dojo, where the player fight ghosts of other players that can be uploaded and downloaded online. They can also download official ghost packs from arcades all over the world. In Gold Rush mode, the player fights for in-game cash. New versions of Tekken Bowl and Command Attack; bonus games from Tekken Tag Tournament and Tekken 4, are also included.
Due to the PSP d-pad's lack of protrusion, Namco produced a special d-pad attachment that sits on top of the PSP's d-pad that came with early releases of the Japanese and Asian versions of the game, as well as pre-ordered copies of the US version. The European version did not include this accessory.