Street Fighter IV Review

Street Fighter IV:
Shoryuken!!! Few videogame series have made such a strong impact on their respective genres in the way that Street Fighter has over its 20 year lifespan. My memories take me back to the early-Nineties and Street Fighter II, which was heralded as being the catalyst that ignited the fighting game boom of that decade. I remember sneaking out of the schoolyard at lunch times to play mini-tournaments on the arcade machine in our local chip shop. The machine was used so often by school kids that the punch and kick buttons had been worn down from teenage sweat and frantic button-mashing.

It was Street Fighter II that spawned the iconic roster of virtual fighters which are now firmly etched into the memories of fans, and remembered with great fondness by all who were lucky enough to have spent time in its company. Blanka, Chun-Li, Ryu, Ken and Guile are just a few of the names that immediately trigger nostalgic flashbacks to epic SNES battles that would keep my brother and I locked away happily for hours in our bedroom without any need for food, drink or conversation.It was with Street Fighter II that the series’ six-button configuration was born, giving us a deep fighting experience that required skill to master, but could still be enjoyed by anyone. From Blanka’s Lighting Cannonball to E.Honda’s Killer Head Ram to Ken’s Hadoken, the character-specific special moves were all impressive to watch, yet tricky to pull off in the heat of the flurrying battles, which were brilliantly orchestrated through a range of carefully traded blows, head butts, slaps, throws, fireballs and dragon punches.
Street Fighter IV has brought these memories flooding back to me with a tidal wave of affection, but more importantly, it has given us, fans of the series, a chance to re-live them all over again. Furthermore, a new legion of gamers now has the opportunity to see what all the fuss was about, and I have no doubt that they’ll absolutely love it. Street Fighter IV encapsulates the glory days of Street Fighter II by bringing back the iconic list of fighters and their familiar move sets, but it also flings some new fighters into the arena, most of whom fit seamlessly into the roster and feel like they’ve always been part of the furniture. Street Fighter is back, looking better than ever, with some superb enhancements that make it just as much fun, if not more, than I remember. This is virtual sparring at its very best and a glorious return to the quintessential fighter of this generation.
The character roster in Street Fighter IV boasts all of the recognizable figures from Street Fighter II. The mystical Indian Yogi, Dhalsim, returns, who fights well from long range thanks to his elasticized arms and legs, alongside “chunky-thighs” Chun-Li with her face-slapping Spinning Bird Kick, and the Russian Wrestler, Zangief, with his hugely powerful frame and devastating Spinning Piledriver move. The four bosses also reappear -– Vega, Sagat, M Bison and Balrog bring their blend of hard-hitting moves into the arena and all look suitably 'next-gen', rendered impressively in stylized 3D computer graphics. The characters look like they’ve always done, but have now blossomed into crisper, sharper and more vivid figures on screen and represent a true evolution of the series.
Backdrops have also been given a much needed lick of virtual paint. Some of them are still familiar. Guile’s home base of The United States Air Force airbase with an F-16 fighter jet in the background, for example, makes a return, but has been given a shot of next-gen sheen and now has so much more depth and detail to it. Similarly, other locations, including the likes of the Rundown Back Alley, Volcanic Rim, Beautiful Bay, and Cruise Ship Storm boast impressive animations and weather affects that breath life into them.

If you’ve played Street Fighter before then the majority of the moves will be instantly and reassuringly familiar. Quarter circle and punch still executes Ken’s Hadoken, whereas Guile still uses the same ‘charge style’ gameplay of old, where you need to hold the thumbstick to the left for a couple of seconds to charge it up before shifting it to the right and pressing punch to pull off a Sonic Boom. To veterans it means that you can instantly, and probably very quickly, battle through arcade mode on the lower to medium difficulty settings, but if you're new to the series, it’s going to take some effort to master the timing and skill needed to pull off the likes of a Ryu's Metsu Hadoken or Chun-Li's Hokyokusen.
The fighting system in Street Fighter IV has depth and a number of layers to it, new and old, that will offer a challenge to new and veteran players alike who hope to master the techniques and rise to the top of online leaderboards. Light, medium, and hard punches and kicks used in combination with thumbstick movement give you access the brilliant range of special moves and super and ultra combos, which when mastered will really sort the men out from the boys. Luckily, Capcom has thought of everything and has included a brilliant Training mode, which takes you by the hand and guides you through each character’s move set and then teaches you how to string attacks together. Training mode is a great new addition to the series. It allows you to get to grips with some of the new game mechanics and gives everyone a fighting chance.

F.E.A.R. 2: Project Origin Review

F.E.A.R. 2:
A great American president once said, “The only thing we have to fear is fear itself.” Now let’s
amend FDR’s famous quote for the 21st century.

“The only thing we have to fear is F.E.A.R. itself.”Monolith Productions’ F.E.A.R., or First Encounter Assault Recon, burst onto the gaming scene in 2005 and made waves with its intense gameplay and groundbreaking visuals. After numerous expansions, ports, and spin-offs, the true sequel is finally here. Let’s get right to it: F.E.A.R. 2: Project Origin plays better than its predecessor, but standards have changed drastically in the last four years. Since the original F.E.A.R. launched, we’ve played gems like Resistance: Fall of Man and Call of Duty 4. What does F.E.A.R. 2 offer that those games don’t?Horror. Pure, unadulterated horror. F.E.A.R. 2 picks up 30 minutes before the conclusion of the first game. You’re Michael Becket, a member of a Delta Force team tasked with taking Armacham president Genevieve Aristide into protective custody. As it turns out, the mission doesn’t go according to plan (what a surprise, right?).
As you approach Aristide, the psychotic and powerful Alma unleashes her wrath upon the city of Auburn, which culminates in a massive explosion that the Manhattan Project scientists could have never imagined. After waking up in an underground “hospital,” you’re left to pick up the pieces.
Be warned: F.E.A.R. 2’s tale isn’t very accessible to newcomers. Even with various Intel documents scattered liberally throughout each of the game’s 14 levels, you’ll be left in the dark most of the time – and not in the frightening way. That’s not to say you can’t still appreciate the horror aspect of the title. Although only a few of the horror “episodes” are genuinely frightening, they’re all fairly unsettling. When you’re walking along a corridor and the action drops off, you’re either walking into an ambush or it’s time for a supernatural ride. Through clever visual techniques and eerie audio effects, Monolith skillfully displays an Alma-altered reality where chaos and death reign. The issue with these events is that, as expertly crafted as they are, they inevitably become predictable. When events are foreseeable, they are significantly less frightening. And honestly, the name of the game is F.E.A.R. – it doesn’t get any clearer than that. As you saunter down an empty hallway, it becomes routine to expect some sort of paranormal occurrence. Still, if you play with the lights low and the sound high, F.E.A.R. 2 can be quite the thrill.What’s not thrilling is how ordinary the rest of the game is. Not bad, but merely ordinary. In the end, all that matters is a game’s fun factor. If you can deal with some of F.E.A.R. 2’s outdated design decisions, you’ll undoubtedly have a blast. Here’s why you might not, however.Some of today’s widely accepted first person shooter mechanics aren’t present in F.E.A.R. 2. Now, we don’t dislike that is it’s different – in fact, we encourage change and new ideas. But that’s just it: F.E.A.R. 2 doesn’t innovate; it falls back on last-generation play styles. Health, for example, is not rechargeable or regenerative. Instead, you can carry up to three Medpacks that you can use to recharge your health at any point. It’s not broken or overly unwieldy, it’s just unnecessary. Also, aiming and shooting are mapped to L2 and R2 respectively (rather than the generally preferred L1 and R1 combination), and controls are not customizable whatsoever. Still, the biggest problem with F.E.A.R. 2 is in the game’s actual environmental layout.

Shellshock 2: Blood Trails Review

Shellshock 2:
From this point forth I need to remind myself not to review another first person shooter straight after playing Killzone 2. Following a four hour stint immersed in Guerrilla Game’s epic first person shooter, Rebellion’s Shellshock 2: Blood Trails is probably the worst game I could have picked up. The lack of a multiplayer mode, the omission of Trophy support, the dumb A.I. and ugly visuals are the first indications that publisher, Eidos, probably didn’t have its heart and soul in the project from the outset.Perhaps it had its mind on other thingWhatever the case, there’s no excuse for releasing a game that doesn’t even attempt to hold its own against other PS3 first person shooters.While it’s slightly unfair of me to compare Shellshock 2 to Killzone 2, as they’re worlds apart in terms of development budgets, you’d expect most developers to at least try to implement some of the features that the current generation of gamers demand from a modern day shooter, or failing that, to concentrate on making the gameplay exciting and technically acceptable.
Shellshock 2, however, gets a lot of things wrong and doesn't even try to attempt to stand out from the crowd, or take any risks. This is a FPS-by-numbers approach to the genre, complete with uninspiring visuals and bland design that would have looked out of place five years ago.


Where do I start? The lack of a cover system means that you just run around like a headless chicken picking off lifeless (in both senses of the word) zombie-fied soldiers. The closest you get to employing strategic tactics is being able to crouch, but as you can't lean around or over objects it's worthless, unless you get a cheap thrill from 'tea-bagging' the undead. You can also vault over should-be cover spots to evade the enemy, but you'll soon get bored of watching the same short animation that kicks in every time you do so and you'll curse at the way it clumsily interrupts the flow of the game. It wouldn’t be too bad just running around shooting zombies if it was actually exciting, but it's not. The shooting feels sloppy and the weapons and grenades lack weight and potency. At times, the A.I. is all over the place and proves to be a frustration rather than a challenge, shooting at you from blind spots or sneaking up behind you at inappropriate times, normally when you're trying to deal with those enemies in front of you. Zombies also have the uncanny knack of being able to spot your position the moment you walk into an area, even though the locations are covered in a dark veil. It's annoying trying to work out where the gun-fire is actually coming from, before battling with the loose targeting mechanic to try and get an accurate shot on your target.Depressingly bland locations and the lack of destructible environments are further indications that the power of the PS3 hasn't been harnessed. While the latter isn't always needed to craft a great first person shooter, it certainly helps to create realism. Shellshock 2 lacks realism in abundance, and at no point captures the feeling that you're involved in something significant. It's a limp experience that feels like you've stepped back in time to where the technology that makes things crumble and look war-worn wasn't available. With the power of the PS3 at its fingertips, you'd expect a lot more in terms of visual and audio impact. Overall, aside from some nicely rendered cut-scenes, and some decent voice-acting, it looks and sounds like an average PS2 game.
All of this could be forgiven if the gameplay were any good, but it’s not. There are no memorable moments (apart from the one where I turned it off,) there are no intense firefights, and there’s little to experience in terms of excitement. There's actually no real need for me to go on because Shellshock 2 is an instantly forgettable title that will end up in the bargain-bin graveyard of video game stores across the country.

Prince of Persia Review

Prince of Persia Review:

History is a key word when discussing a franchise like Prince of Persia. The series, which made its debut way back in 1989, had a profound impact on the videogames industry, influencing much in the way games are both made and looked at to this very day. While the Sands of Time is worthy of the praise and merit it’s received over time, a lot of gamers have expressed doubt in regards to the new direction the series has taken with this latest instalment. Luckily, Ubisoft Montreal did not drop the ball with this title and the developers have created a winning formula with great voice acting in order to deliver a truly entertaining experience. Prince of Persia starts off like you’d expect any action-adventure, platformer to begin. The noble, yet selfish hero meets up, or in the Prince’s case, gets landed on by the girl before aiding her in achieving her goals while realizing his own self-worth. Upon first meeting, our two main characters go back and forth in dialog in regards to moralities while fleeing from the princess’s pursuers. Once they arrive at the Temple, which keeps the world in a state of light, the Prince quickly realizes what exactly he’s gotten himself into. Apparently, Elika’s father feels the need to unleash the Dark God Ahriman unto the world once more covering it in darkness and corruption. As expected, it’s up to you and Elika to return the world into its proper state by visiting fertile grounds and releasing the light back into the world. Elika seems to be the focal point to every gamer’s quandary when discussing Prince of Persia. This is in large part due to the abilities she possesses and lends to your character. A couple examples of these abilities include the inability to truly die or lose a fight. While both of these ‘issues’ are true to the fullest extent, they don’t completely overlap the frustration one experiences when continually missing a jump due to poor timing or misdirection. Sure, Elika picks you up and returns you safely to a platform, but the frustration of needing to be saved is on par with the same frustration that comes with dieing. As for the battlegrounds, Elika steps in front of you in order to prevent the final blow that sends the Prince to his resting place. Fortunately for your opponent, if Elika needs to get involved, his entire life bar is rejuvenated and you must essentially restart the fight.
On top of these two potential complaints, Elika is everything a gamer could want out of an AI-based partner within this setting. She never gets lost, obstructs your view or causes you to backtrack to find her. Like a lost puppy, Elika follows you to the ends of each fertile ground with the same determination that flows within you. Not only does the young princess prevent you from pushing up daisies, but also she enables you to clear large distances that you wouldn’t otherwise be able to reach, as well as supplementing battles with various magical abilities against troublesome enemies. This only helps further the solid combat design recreated inside the walls of Ubisoft.In order for Prince of Persia to be successful at engaging the player through its fighting mechanics, the developers and designers needed to take a second and realize what they were trying to achieve. Even though titles of the past have included an open fighting style similar to that of God of War, Ben Mattes and his team decided to step back one pace and then take three steps forward in creating a unique combat template found only in the Prince’s latest adventure. What you end up with is a one-on-one system in which each battle feels a tad more significant than your standard one-on-30 duel.
The system is also very user-accessible and any casual gamer can sit down and benefit from its simplicity even though there is an underlying combo system to be discovered. While fighting, there are five buttons that you utilize in order to be successful and chain together some impressive combos. Square allows you to slash with your sword, circle gives you the ability to use your gauntlet, X performs aerial assaults, R2 allows you to block and triangle gets Elika involved in some high-flying magical attacks.Combining any of these buttons into a combo is a simple process and results in the game displaying impressive sequences of combat. Stringing together a simple button score can end up with your sword sliding straight through your opponent, which has the ability to end a battle much quicker than usual. On top of this, if you have solid momentum while platforming, you can get to enemies before they materialize in order to strike them before they even exist. Of course, this is easier said than done.

Godfather II Game Review

The Godfather II

We weren’t surprised in the slightest to learn that EA’s Redwood Studios houses the development teams for both ‘The Sims’ and ‘The Godfather II,’ because there’s something very “Sim-like” about EA’s latest game in the Godfather franchise. The foundations laid down by ‘The Godfather’ are still here, with the main objective being to swell your power in the criminal underworld by gaining control of local businesses and illegal rackets through violence and extortion. The pace of the game has softened, however. Things have taken a step back somewhat, and now your ability to succeed is dictated by how well you manage your resources just as much as your use of sheer brutality and firepower.

A significant proportion of time is now spent flicking through the menus, organizing your crime family, upgrading their skills and using the new 3D map to plot your next move – a host of new features that advance the series from the repetitive gun-play of the original.There are also some visual clues that 'The Sims' influence has rubbed off on the design of the character models, who saunter around the city streets, chins out straight and arms by their sides, while others dance in the night-spots with the same robotic grace of their Sims brethren. The new style of the Godfather II has taken us a little bit by surprise and as a visual spectacle it rarely impresses, whereas the newfangled gameplay has also taken us a little time to get used to. But, despite being seriously underwhelmed by some of the animation, A.I., and a few technical aspects of the game, the new multi-layered gameplay does manage to draw you right into its murky world of violence and corruption and, for the most part, we’ve had a fairly good time building our criminal empire.



If you can forgive the fact that The Godfather II isn't a patch in terms of open-world map design and presentation of the Grand Theft Auto series (a benchmark for judging this type of game), and you can get past the initial frustration of using the convoluted 'Don’s View' 3D map (you’ll spend a lot of time staring at this planning your strategy), Godfather II does have an addictive element that undoubtedly comes from our inherent greed for earning money and power. Seeing your daily income rise to astronomical proportions and your crime family and stature in the city grow as you make your mark on the city can be extremely satisfying – there's a sense of achievement gleaned from knowing that its your hard work that has paid you significant dividends.The big difference in terms of storyline, which in this case affects the game as a whole, is that in Godfather II you're no longer a rookie looking to make it big in the criminal underworld. You play a guy named Dominic who is asked by Michael Corleone to take control of New York’s crime organization. It’s a familiar tale of crime, corruption, contract killings and families fighting for their share of the American dream, told in a dark and moody style that mimics the Francis Ford Coppola trilogy, with highly polished cut-scenes and some excellent voice acting that complements the well-penned script. Being in charge is a big responsibility which begins when you start out at the Corleone stronghold where you recruit your first “made man.” The recruitment mechanic works well, allowing you to hire men off the street or from your own businesses and throughout the game you can have them by your side throughout missions or send them off to do your dirty work.


You can control up to three “made-men” at any point in the game. Deciding who joins your family is one of the first tasks that occupies your time on the streets of New York, Miami and Havana. Each potential recruit has a specific skill, be it as a safe-cracker, medic, arsonist or a bruiser, and each has a set of attributes that you can upgrade for a price, such as improving their handgun accuracy or the time it takes for them to recover from injury. You also have to manage their movements by choosing whether you want them hanging around with you, or perhaps sending themoff to bomb a business or defend one of your existing rackets. It’s a decent feature that frees up your time so you can get on with other tasks, especially if you’ve had your fill of gun-play, and it adds a degree of strategy to the gameplay as you pick and choose the right mix of characters for the job at hand. If you do decide to have your crew by your side when things kick off you can order them to move to a particular area by pointing in the appropriate direction and clicking a face button. Occasionally, they run around like headless chickens and don’t understand why they should take cover, as do some of the enemies, but the majority of the time the squad mechanic works well and they follow your orders and react to the action around them.The main bulk of the gameplay involves racketeering and taking out the other crime families in the city. Crime families own a number of rackets that are part of a crime ring and by commanding your family to do the dirty work or heading down there to get your hands dirty it’s your job to take over all of the rackets in that particular ring. Generally, taking over a racket constitutes three stages: make your way to the property, kill the bosses goons by gunning them down or using your fists, and then intimidate the boss until he hands over his business by slapping him around, torturing him or smashing up his business. The combat scheme will be instantly familiar if you played the first game and it has been refined here to ensure that gunplay feels smoother. Disappointingly though, like the first game, there’s some poor examples of enemy behavior and even some instances of where citizens get in your way – one lady decided it was a good idea to do the "running man" in the entrance doorway of a building we were trying to takeover. Furthermore, gun-fights can be fairly chaotic and rarely require good marksmanship. We found ourselves on most occasions throwing Molotovs in the general area of enemies and erratically spraying anyone in a 360 degree radius with a sub-machine gun. Still, that's fun as well.

50 CENT: Blood on the Sand PS Game Review

50 Cent: Blood on the Sand’s surreal and far-fetched storyline, which sees the foul-mouthed rapper and his G-Unit buddies tackling a bunch of heavily-armed thugs in the Middle-East in the search of a diamond-embedded skull, doesn’t bode well for the rest the game. The underwhelming graphics and colorless environments don’t fill you with confidence either; aside from the finely rendered character models and the accurate representation of 50 Cent himself, Blood on the Sand sadly doesn’t look worlds apart from Bulletproof on the PS2.We expected, therefore, that the gameplay would follow the same lazy pattern, and also assumed that 50 Cent fans would be the only people interested in tackling foes to the beat of the rapper’s own soundtrack and crude ‘gangsta talk.’ Surprisingly though, there’s much more to Blood on the Sand than first meets the eye. At the core of Swordfish Studio’s third person shooter are some solid gameplay mechanics that do an excellent job at making this farcical romp through the mean streets of a fictional Middle-Eastern city a highly enjoyable experience – something that we certainly didn’t expect, but are happily surprised about.On the surface, Blood on the Sand seems to employ simple run-and-gun mechanics where you mindlessly blast through hordes of enemies with little or no tactics necessary. A few stages into it, however, it becomes obvious that a lot more has gone into the game's creation than initially apparent. Though you can try and run-and-gun your way through the short story mode, which incidentally is the most entertaining way to play Blood on the Sand, there's plenty of opportunity to use intelligent tactics. Clever level design allows for this, with trickily positioned mounted gunners making it difficult for you to tackle them head-on, snipers perched on roof-tops who take accurate pot-shots, and multi-tiered levels where enemies can gain the upper hand if you're not on your toes. Thankfully, the lean and peak cover system, which has been implemented superbly, helps to counteract the enemy threat. You can stick yourself behind cover instantly and swap from one piece of cover to the next extremely smoothly, and then effortlessly peak over the object to focus in on the enemy. The smooth cover system and the polished combat control scheme make for a fluent and well-paced game that feels almost arcade-like.



Co-op play makes an appearance, allowing you to jump into someone else’s game or host your own, and battle through the story mode together. It works seamlessly, too. You can dive into a game instantly with no signs of slowdown to interrupt the action or dodgy camera angles to make things difficult. With two players working together side-by-side to grind down the enemy threat and carry out tasks specifically designed for two people, such as giving each other a leg-up onto a roof or lifting up some heavy shutters to reach a new area, it can be a great deal of fun as you rack up multipliers and dash around picking up loot from dead bodies.Alternatively, if you don’t want human company fighting alongside you, you can choose from one of three A.I. controlled sidekicks, who do a great job at backing you up and providing cover as you attempt to clear the enemy threat and catch up with the “bitch” who stole your skull. Blood on the Sand is all about racking up points, picking up hard cash, and massacring those who stand in your way. Multipliers are awarded for kills, which adds a bit of excitement to proceedings and encourages you to chain together kills, while cash can be collected from dead bodies and caskets and used to purchase new weapons, counter-kills, and taunt packs that add weight -- and a whole load of "mutha f**kers" and ill-bred jibes -- to your vocabulary. There are also masses of timed side objectives, which add intensity and drama to each of the stages.

X-Blades PS Game Review

X-Blade Review:

X-Blades almost snuck under our review radar, and we really wish it had. On the surface, what appears to be a exciting fantasy hack ‘n’ slash adventure, complete with busty heroine and hugely varied bestiary, is nothing more than a dull, flawed and unexceptional journey of relentless button-mashing against some of the most irritating monsters that we’ve ever come across.

The story of X-Blades follows the anime-style character of Ayumi, a stunning-looking treasure hunter who discovers a long-lost map of some ancient ruins. Listed on the map are the locations of two powerful artifacts that wield mysterious powers. It’s up to you to discover the secrets of the artifacts by traveling across a wide variety of locations, from temples to abandoned coastlines, slaying monsters with your acrobatic melee attacks and light and dark magical abilities. Armed with two swords that also double up as a pistol, the action is confined to battle arenas, where masses of monsters spawn out of thin air and descend on you from all angles until you've cleared the threat. Rinse and repeat about 40 times and you should get the gist of the X-Blades experience. To say that combat is the main theme of the game would be a huge understatement.

With 30 enemy types to fight against, there’s certainly plenty of visual variety in terms of monster design. The creatures range from the tiny Tyrannosaurs Rex-like Pangos, who arrive in their hordes and bite and stab at you with their sharp fangs, to the six-winged dragonflies that spurt projectile attacks from their solitary eye. Many of the monsters, however, have the same behavioral patterns, more often than not choosing to surround you so you can't see what's going on, and then clumsily unleashing their relentless attacks. The fact that monsters, even the smaller ones, take far too long to kill means that combat gets very repetitive and monotonous, whereas the poor targeting system, which makes it difficult to hone in on a particular enemy, makes for a frustrating experience. Throw in the fact that the camera is far too intrusive during close-quarter battles and you've got a game that, for the most part, relies on you beating away at your face buttons with little thought or skill required.

It’s not all bad news, however. As you kill monsters you gain EXP, which can then be spent up upgrading magical powers, or improving your melee or shooting skills. You can map up to four spells to your face buttons and switch between them effortlessly. Among those on offer is the "Earthquake," which sees Ayumi rise up in the air and pound down on the ground to send her enemies falling backwards. There are also fire and ice spells, which come in handy against certain enemies, and even a "Transportation" spell, which allows you to warp to a safe area if the going gets too enough. Sadly, it doesn't allow you to warp to another game, but the PS3's 'Off' button comes in handy for that. Visually, the spells are probably one of the best things about X-Blades, but their use is practically ruined by dumb A.I. monsters, who despite being high in numbers are low on intelligence. Watch out for beasts running into cave walls as they try and work out where you are. It's a big shame. There are some decent spell upgrades, but because the combat feels such a chore for the majority of the game you probably won't care less and, like us, will wonder why you're still playing.

With the beautiful, agile and lovingly designed figure of X-Blades main character, Ayumi, emblazoned across the box, you may well be tempted to pick up a copy. Don't be fooled by looks though, because behind Ayumi's sparkling blue 'come-to-bed' eyes, long blond hair, skimpy briefs, ironing-board stomach, and huge pair of swords lays the personality of a cardboard cut-out. Sadly, Ayumi's appeal isn’t helped at all by the game's weak script, but even more so by the decision to cast a voice actor who has one of those annoyingly superficial High School cheerleader accents. It does irreparable damage to what could have been a memorable heroine, who may have even managed to slip her way into future ‘Top Ten Videogame Babes’ lists if she'd been handled with more care. We wouldn't mind seeing more of Ayumi, but definitely not in an X-Blades sequel.

Wheelman Game Review

Wheelman Review:
It's blatantly apparent from the outset that Midway Newcastle has taken some of its design inspiration for Wheelman directly from the Grand Theft Auto series. With such a heavy focus on driving missions, the developer would have been crazy if it hadn't attempted to imitate some of the same features that can be found in one the finest examples of vehicle-based gameplay in this particular genre, so we're certainly not going to knock it for its copycat mentality. Besides, Midway has done an impressive job fusing some of the familiar features from GTA, including its excellent way-point system, police evasion mechanic and mission structure, together with a few new ideas and plenty of over-the-top Hollywood flair.The story of Wheelman follows Milo, an undercover agent and a digitized Vin Diesel, whose talent behind the wheel leads him into the heart of Barcelona’s criminal underworld where feuding gangs rule the streets. While the disjointed tale doesn't keep you engrossed for long enough for you to really care about your character or what his underlying mission is, the action more than makes up for it in terms of entertainment value. Plenty of frantic car chases through the Spanish city in a range of four-wheeled and two-wheeled vehicles, from Oil Tankers to Japanese Superbikes, plus many familiar objectives, including escort, rampage, delivery and taxi missions, in addition to street races and on-foot gun battles against Barcelona’s toughest criminals, ensure that there are a diverse range of objectives to get stuck into.

Disappointingly, despite the wide range of vehicles on offer, one of Wheelman’s biggest surprises is that there doesn’t seem to be a much of a difference in the way that each vehicle handles. Many feel almost identical. It's clear, however, that a lot of effort has been put into the general car handling and physics, as well as the variety of stunts and super moves available. The result is an arcade-like, exaggerated driving experience that benefits greatly from its range of over the top control mechanics. From the satisfying Burnout-style ‘Takedown’ melee system, where you use the right thumbstick to smash vehicles off the road, to the visually impressive ‘Cyclone’ super move, where your vehicle spins 180 degrees, the camera pans inside the car giving you a view through the windscreen and then slow-mo kicks in, affording you with a short space of time to blow up cars with a couple of shots from your pistol, it’s explosive stuff from start to finish.Aside from the well implemented drift mechanic and the ability to handbrake sharply around corners, the range of game-defining super moves are a welcome addition to the driving portion of Wheelman and are essentially what makes it stand out from the crowd. By filling up a focus gauge, which you do so by driving recklessly fast around the city, you're able to execute a range of super moves, including the aforementioned 'Cyclone,' as well as a super boost or 'Aimed Shot,' which gives you a window of opportunity to kill enemies with a single blast. There's also the outrageously silly but enjoyable ‘Air Jack’ move that allows you to leap from one vehicle to another with a press of a button. These super moves are geared toward making Wheelman an accessible, fast-paced and exciting arcade-like experience, and to that extent it does it exactly what it sets out to do: entertain.

Gameplay has also been jazzed up with some cinematic touches to give Wheelman a movie-like feel. Short cut-scenes kick in at various times in the game, such as when you break through a police barrier or hurtle over one of the many of the strategically placed jumps around the city. Though they can occasionally be intrusive and interrupt the flow of a high speed pursuit, most cut-scenes have generally been handled with high production values and are enjoyable to watch. There are plenty of explosive and over-the-top moments to look forward to, including blowing up an oil tanker and then sitting back and watching the carnage it causes unfold on screen, or smacking cop cars out of the way and then watching in slow motion as they break into pieces and crash into other objects and cars in their path.


HAWX PS Game Review

HAWX Review:

The Tom Clancy bandwagon continues to roll in 2009, but this year Ubisoft has abandoned the ground-battles of Mexico and close-quarters combat of Las Vegas for the franchise’s first foray into the flight combat genre. Taking to the war-torn skies over the likes of Rio De Janeiro, Afghanistan and the Middle East, HAWX tasks you with jumping into the cockpit of a variety of realistically-designed planes and partaking in 19 deadly missions in the guise of former U.S. Air Force pilot, David Crenshaw. Crenshaw stepped out of retirement to work for a private security firm that is motivated by cold, hard cash.HAWX boasts a wide variety of mission types, including Infiltration, Recon, Interception and Escort objectives. Inevitably, they all involve navigating the skies, keeping your eyes glued to the radar for incoming enemies, and using the various strengths and weaponry of the 54 planes on offer in order to see off a mixture of naval and ground forces, as well as dealing with aerial threats from the likes of bombers, fighters and helicopters. HAWX has a steady learning curve that gives players ample time to get to grips with controlling the planes and their weapons. The action builds nicely, starting you off with defending the U.S border against Mexican troops, where you simply need to fly over the targets and execute covert airstrikes. Later, you're given missions like the manic and exciting air, ground and sea assault on Rio De Janerio where you need to juggle weapons and change tactics depending on the current threat.
HAWX is at its most enjoyable when you’re kept on your toes by a mixture of ground and air-based enemies, rather than one particular threat. If you need to take out a tank that's parked up in the tightly cramped city streets of Rio, for example, you’ll need to dive bomb toward it and use an air-to-ground firepower weapon to destroy it. To take out the SAMs, you'll have to glide over them, dropping your freefall bombs at precisely the right time. Alternatively, you may want to switch to the AA multi-target missile to strike down four fighters simultaneously. There’s a good variety of weapons on offer, including radar and joint strike missiles, rocket pod units, cluster bombs and the devastating EMP strike, which causes all enemy planes to stall. It’s juggling with the ground, air and naval units and switching between these various threats and adapting your tactics accordingly that provides the most challenge and the most fun. HAWX certainly has its exciting moments, especially when you're attacked from all angles and multiple threats, or your mission is set against the clock.As mentioned earlier, the much shouted about Enhanced Reality System (ERS) does make things a whole lot easier. ERS gives you a small window of opportunity to gain an attacking advantage over your enemy or to make a defensive maneuver to get out of the way of an incoming missile. You simply press ‘X’ when the prompt appears on screen and then you need to follow a set pathway, which lights up on screen and is accompanied by a timer that ticks down to zero. If you follow that pathway for the required amount of time then you get a free strike on your enemy, or you're able to evade a locked-on missile. ERS is a handy tool that’s obviously there to broaden the appeal of HAWX for those seeking an accessible experience, but it’s very tempting to use it at every opportunity. If you do that, it does feel like you’re just following tunnels on the screen for the majority of the campaign and therefore not getting the full game experience, but instead just taking part in a shallow, and rather insignificant experience, rather than one that relies on you using your piloting skills to actually earn your EXP and ranking.

Astro Tripper Review

Astro Tripper Review:

Wow, another top-down shooter on the PlayStation Network?! How… unoriginal. Yet, despite its wealth of competitors, PomPom Games’ Astro Tripper manages to stand out from the crowd with its retro, healthily streamlined gameplay, not to mention its very affordable price point.You see, Astro Tripper is not another ‘dual-stick’ shooter like Blast Factor or Super Stardust HD, nor is it a free-flying experience like NovaStrike. Astro Tripper finds its niche in utter simplicity. The levels are viewed from a top-down perspective, but some contain vertical hills and slopes which have a minor effect on gameplay. Your ship is equipped with two weapons: a blue power laser and a red spread weapon; very simple, very functional. The controls are incredibly basic, but extremely tight; either analog stick steers the ship, X fires, Square switches weapons, and Circle flips the ship left or right (you face one of the two directions the entire time). It’s all pretty self-explanatory after a few minutes in the game.The basic goal is straightforward (see a recurring pattern here?): shoot all enemies in each level within the time limit. Power-ups, dropped from blasted enemies, upgrade the weapon that’s equipped when you acquire them. The two modes, Adventure and Challenge, each has its own objectives and leaderboard. In Adventure, players take on four chunks of three or four levels, which all culminate in a ‘Big Boss’ battle. Challenge, meanwhile, is a survival-style mode where you play on one level against waves of foes until your sole ship perishes.
Despite its simplicity, Astro Tripper is devilishly hard. There’s no shame in beginning on Easy when it comes to this game. Enemies are everywhere, and the stringent timer makes boss encounters much more difficult than you’d expect. The harsh difficulty is a two-way street. If you’re not inherently skilled at old-school shooters, then you’re bound to experience some frustration when you’re coming to grips with each level. One touch from anything -- and there’s a whole lot of ‘anything’ on-screen -- and you’re toast. Then again, it’s supremely satisfying to finally clear a world after getting mowed down by a Big Boss time and time again. Ultimately, perseverance pays off – it’s just a matter of patience.Visually, the game is less than stunning, though it’s not poor by any means. Astro Tripper certainly retains that evocative old-school feel, but it still feels a bit lacking. It’s hard to pinpoint anything “wrong” with the presentation, but nothing is all that noteworthy or impressive either. Let’s be honest here though: you don’t buy a game like Astro Tripper to impress your friends. You buy this $5 USD gem to play an old game with a coat of fresh paint, and it’s a purchase well worth making.

Resident Evil 5 Game Review

RESIDENT EVIL 5



Resident Evil 5 offers up essentially what you’d expect from a sequel to the insanely popular RE4, and from the moment you take control of Redfield’s considerable bulk it’s obvious that Jun Takeuchi and his team dissected Mikami-san’s 2005 GOTY down to the bare bones in order to extract what fundamentally made it such a success. As such, the critically lauded over-the-shoulder perspective makes a return, as does a number of other popular inclusions, such as QTE’s, an RPG-esque weapons upgrade system, and a more action-orientated take on the classic RE formula.However, Alomar’s presence in RE5 represents one of the most significant areas in which the game deviates from its predecessor – co-op. Whether you are playing offline or online with a friend, Alomar remains a permanent assistance throughout the game, adding an entirely new dimension to an otherwise familiar campaign. Cooperating through the game’s six chapters, Redfield and Alomar must carefully manage items and ammunition, overcome puzzles and various other obstacles, not to mention dispatch literally hundreds of Plagas-infected villagers and grotesque abominations along the way.When playing solo, Alomar is handled entirely by the AI – and for the most part, she proves a competent partner. When you’re low on health, she’ll administer a healing herb or resuscitate you; if she acquires any ammo for a gun you possess, she’ll pass it your way; more importantly, she’ll handle stand her ground against the majority of foes without too much trouble. Problematically, however, it’s in combat situations that faults begin to rear their head. While Alomar has no trouble popping a few pistol rounds in the nearest foe or utilizing the machine gun in short, conserving bursts, she won’t always apply the most appropriate armament for the job. This is best illustrated in confrontations with some of the game’s latter foes, where small arms barely scathe your enemies. Rather than whipping out a Magnum or Grenade Launcher, your partner obstinately sticks with lower tier weapons, making solo operations a precarious business.


 
Let’s get one thing abundantly clear from the start – Resident Evil 5 is not a survival horror game. Far removed from its predecessors, this latest entry in Capcom’s venerable franchise is ostensibly an action-packed shooter, filled to the rafters with intense battles, ostentatious bosses, and egomaniacal villains that could quite have easily been plucked from the pages of a Marvel Comic book. And we bloody love it.Resident Evil 5 kicks off in early 2009, over a decade since the destruction of Raccoon City as depicted in Resident Evil 3: Nemesis. The game reacquaints us with Chris Redfield, star of the original survival horror classic, who is now part of the Bio-Terrorism Security Assessment Alliance (BSAA); an organization dedicated to the eradication of bio-weapons throughout the globe, of which Redfield is a founder.Having been dispatched to the African region of Kijuju, the former zombie slayer (who now looks as though he has been scoffing protein shakes and taken up permanent residence under the bench press for the past decade) teams up with fellow BSAA agent Sheva Alomar as the pair attempt to track down an unscrupulous chap named Ricardo Irving. Upon arriving, however, the duo find that the entire community has been infected with a deadly biohazard mimicking the affects of the Las Plagas seen in the previous game. While we won’t spoil anything, suffice to say long time fans will be pleasantly surprised by the game’s narrative, which adheres to RE’s increasing complex plot far more than its predecessor’s tenuous tale achieved. 
 

Naturally, online play really shines here, allowing you to formulate strategies with your partner in order to overcome tougher foes. This is particularly useful for boss encounters, where one of you may opt to distract an enemy while the other deals the damage from a safe location – satisfying stuff to say the least. On the other hand, if you’re lumbered with the AI, then prepare to tackle some of the trickier bosses without the extra input from your partner. Ultimately, however, the artificial intelligence does solid job and shouldn’t give you too many headaches. Just don’t expect anything too radical.

The Darkness PS game Review


Let's get through the obvious. The Darkness is a superb looking game. It supports various HD all the way through 1080p. The art direction is, in word,
 amazing. The Subways look just like every subway I've ever been on. Every little bit of the environment has been paid attention to, so much so that I had to stop and just look at the wall paper once, "I wonder how
 that would look in my den?" The area I was most skeptical of became one of my favorite aspects, the tentacles. I could not imagine them looking anywhere near right in a first person shooter. The Darkness proves how limited my imagination really is, the tentacles were creepy and mesmerizing.
As good as it looks (don't listen to the fan-boys argue about frame rates, it looks grand), the real strength of the game is its amazing cinematic properties. In a film I'd say it had an amazing director of photography, in a videogame, it lies less in the hands of one person. Whoever the people were behind the opening sequence of The Darkness deserve an award. It was the best videogame opening I've seen since the Return of the King game.
Riddick was a game with great story and atmosphere, but The Darkness builds it to a whole new level. In fact, I'd argue that this is more of a hybrid game than a first person shooter. With the heavy emphasis on narrative, I'd call it an adventure FPS, and it is a welcome departure from the guns only philosophy of the FPS genre.
The Darkness not only makes you feel like a part of the tale, but it helps you care about it as well with limited free roaming and unlockables which motivate you to stick with the story to the end.

Star Wars: The Force Unleashed

Star Wars: The Force Unleashed:

Today, we're playing a Star Wars games that utilizes a number of different engines to calculate a variety of different tasks. Yesterday, we were playing a mixture of God awful games like Star Wars: Masters of Teras Kasi and Star Wars: Obi-Wan, or superb games like X-Wing vs. Tie Fighter and Knights of the Old Republic. There once was a time when a lot of Star Wars games just weren't any good. There were the occasional blips on the radar ages ago, but the majority of Star Wars videogames weren't received very well; some in fact, have appeared in "Worst Ever" lists, such as Teras Kasi. Off the bat, it's worthy to mention that Force Unleashed is not a bad game. On the other hand, it's a rather decent Star Wars title. It boasts some pretty impressive gameplay mechanics that really make you feel like you're part of the dark side, or that you really are part of the Star Wars universe. Having force powers such as the ability to Force Grip, Force Lightning, Force Dash, and Force Push is what Star Wars games should've had long ago. These abilities allow your character, the Apprentice, to feel like a proper and complete fighter. Star Wars fans should know what these abilities do, but in case you need a crash course: the Force Grip is the same telekinetic move that Darth Vader has, allowing the player to grab objects or people. You'll be able to use the Force Grip to pick up and throw objects, enemies, open doors, and so on. Force Lightning is precisely as it sounds, it allows the player to expel a wave of lightning as an attack. The Force Push allows the player to release a burst of energy as an attack, or as a means of breaking down obstacles. The Force Repulse is a stronger version of the Force Push, as it unleashes a blast of energy from all around the player, and not just forwards. Lastly, the Force Dash is a simple quick burst of speed forwards. When you're not using your limited Force powers, you'll largely engage in melee combat with your Light Saber. The Light Saber allows for various combos, which you'll be able to gain more of as the game continues, and will be your primary means of recourse. Now, the combat is directly involved with the engines running in the game, as the have a direct effect on the action. First, there's the Digital Molecular Matter system, which makes physical objects in the environment act as they would in real-life, under various conditions. For instance, wood will crack like wood should, and glass will shatter appropriately, as opposed to all of that just being pre-determined.

The Euphoria system by NaturalMotion is what LucasArts calls a "behavioral-simulation engine." In other words, the characters you interact with will act, move, and even think like human beings. The point is so that they come off feeling as realistic as possible, and adapt their behavior on the fly. All of this is then sealed with Havok's physics engine. So you'd imagine with all of that flare powering the game, you'd be looking at a Triple-A title, right?Well, when you've got the combat abilities down and actually begin to engage, things don't seem to hold up quite as well as expected. For one, the first immediate problem I noticed is that if you're using the Force Grip, you can't move your player. It'd have been nice for LucasArts to at least let you walk slowly, otherwise, you end up a sitting duck for attacks from all around you. Second, melee combat doesn't feel fluid; going back and forth between Devil May Cry and Force Unleashed makes that much more apparent. You simply never feel like you're in total control over your character, as the actions feel sloppy, lacking precision and fluidity.Today, we're playing a Star Wars games that utilizes a number of different engines to calculate a variety of different tasks. Yesterday, we were playing a mixture of God awful games like Star Wars: Masters of Teras Kasi and Star Wars: Obi-Wan, or superb games like X-Wing vs. Tie Fighter and Knights of the Old Republic. 

Fifa Soccer 2009 Play Station 3 Game Review


Fifa Soccer 2009 Play Station 3 Game Review

My brother and I have been talking about this all new FIFA game for the past couple of days now, and he believes that this iteration features the least amount of changes over past ones, or rather that it doesn't feel any different. There is some truth to that, but it doesn't make FIFA 09 a bad game. It actually makes it a solid game. I knew that for '09 EA had revamped the collision detection physics and added a horde of new animations to create a smoother playing experience. But after that conversation, I set out to look for additional changes...more specifically my gripes with FIFA 08.

First, we'll start with my biggest gripe from FIFA 08, the passing. Passing in last year's game felt very sloppy at times, and you had to either turn on the passing assists or be more than extremely accurate with your targeted direction. People found this extremely aggravating, as did I, because even playing with the assist enabled still didn't cure this. Fortunately, for FIFA '09 the passing how been fixed. It's funny too, because during my first few games, I didn't even realize how intuitive the passing was, largely because I wasn't complaining about it. So no more frustrating robbed passes, your ball will now go precisely to the player you're targeting. Furthermore, what's great about the passing is that not only can you pass without worrying about the ball rolling elsewhere, the A.I. now calls for passes during intense moments. If you're in possession and have a group of players surrounding you, pay attention to your nearest teammate as he may be signaling for a through pass.

If you're driving down the field and approaching the goal, but you've got a swarm of defenders nearby, again pay attention, because a teammate is most likely flagging you for a pass. It's little things like that that make FIFA 09 the more refined and enjoyable experience over its predecessor. Additionally, thanks to the all new collision detection system, tackling and getting a hold of possession has also become less frustrating. Where as in the past stealing while running alongside a player was impossible, that's been changed for FIFA 09, again, thanks to its new collision physics. Running into a player can also net a loose ball, so you won't always have to attempt a tackle; if a bump is hard enough, it can knock the ball loose allowing for a turnover attempt. As a result of these collision physics, FIFA 09 plays smoother too, and certainly less frustrating than past games. Returning for 2009 is one of EA Sports' staples, a mode featured in nearly all of their games, Be A Pro.

By now, any EA Sports fan should be well aware of what this mode is all about, basically you're put into the shoes of a created athlete whose actions you have full control over. You take him through a career and during the entire mode you control him and only him. Now, understand that you have to be a proper footie fan in order to appreciate this mode in FIFA, because unlike, say...a basketball game, you won't always have the chance to be in control of the ball. Regardless, giving us the choice of enjoying the mode is still a positive no matter how you look at it. For FIFA 09, you can now enjoy Be A Pro through a season mode, or in a Be A Pro online match with 20 players. Which leads me to the other big trait for FIFA 09, its online gameplay.

Last year's game was limited to for people online, each controlling a majority of one team. This year, that total has skyrocketed to 20 players simultaneously! And as you've guessed by now, that means each player can control an athlete online, allowing for proper 10-on-10 matches. These 20 player matches create an all new strategic aspect of FIFA that the series has never seen before, as you'll now have to communicate with nine other teammates and play like an actual team. Even though not everyone will consider this an important aspect, I still feel the need to mention it. For FIFA 09, EA has given us the ability to remap the controls to our own liking, changing everything we see fit. It may not be a big deal to some, but I typically have a preferred scheme I like to use. Aside from the mentioned changes, much of what made FIFA 08 a solid title has been carried over to make FIFA 09 an even better game. You still have a plethora of game modes to go through, so on top of Be-A-Pro and the 20 player online matches, there's quite a lot to keep you busy. Visually, the game looks more or less about the same with a few changes here and there. The camera no longer stutters when it pans around the stadium, which I found annoying in last year's game.