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Fight Night Round 3
Platform: PSP
Rating: T
EA Sports' boxing franchise makes its handheld debut with Fight Night Round 3 on the PSP. Rather than attempting to cram
a full port of the PlayStation 2 version of the game onto the smaller format, EA Chicago has built an entirely different game,
specific to the PSP. The incorporation of some of the better elements of the console versions of Round 2 and Round 3, along
with the addition of some all-new features, makes the PSP version a competent boxing game that doesn't make too many sacrifices
for the sake of portability. Unfortunately, the sacrifices that are made will be sorely obvious to fans of the series, and
the resulting experience is somewhat disappointing.
The most glaring absence in Round 3 for the PSP is the dual-analog Total Punch Control configuration
that the Fight Night series is known for. Instead, the PSP version of the game relies on the analog stick for moving your
boxer around the ring, and the face buttons for throwing punches. It's a difficult setup to get used to because there are
a lot more punches and moves than there are buttons on the PSP, and for Fight Night veterans it will definitely feel like
a step backwards.
There are four control configurations to choose from, but they offer only slight variations on the same basic concept.
You move with the analog stick, block with the R button, and lean with the L button. Each direction on the D pad also has
a function. You can press up to clinch, left to taunt, right to throw an illegal blow, and down to throw a signature punch.
The tricky part is throwing the four main punches in the game. As in the console versions of the game, you have a jab, hook,
uppercut, and haymaker. The problem is that each of those punches can be thrown to either side, for a total of eight different
punches, not including variations between head and body shots. That means that the four face buttons on the PSP have a lot
of work to do. Many of the more powerful punches, like uppercuts and haymakers, require you to press two or three buttons,
which just isn't intuitive enough to be effective.
While throwing punches one after the other can and often will win you a fight, you occasionally have to defend yourself
as well. You can defend four areas of your body, upper and lower and left and right. The basic block is assigned to the R
button, but if you want to parry punches or change the position of your guard, you have to hold R and use a combination of
the face buttons on the PSP. The complex control scheme makes it difficult to respond quickly to incoming punches, and your
defense suffers as a result. It's nice to have such a variety of punches and defensive moves at your disposal, but in practice
it's much easier to just learn one or two punches and forget everything else. If you try to get fancy you'll just end up stumbling
over the controls.
Limiting yourself to one or two punches isn't much of a handicap for most of the single-player game, though. The artificial
intelligence-controlled fighters tend to throw the same two or three punches, in the same sequence, throughout an entire fight.
Once you get the pattern down, you can simply parry each punch and throw a right hook again and again. In a career fight we
were able to knock out our opponent early in the fourth round. The punch totals for the fight showed a 70 percent hit rate
with 362 punches thrown--and 354 of those punches were right hooks. That wasn't even an irregular fight. You can pound an
opponent with the same punch round after round, and he'll just keep throwing the same combos and forgetting to block. Later
in the game the opponents do get tough, but the increased difficulty is a result of more-powerful punches and increased damage
resistance, rather than improved fighting strategy.
However, if you manage to work through the initial awkwardness of the controls, you'll find that Round 3 on the PSP has
a lot to offer in terms of play modes. There's the obligatory play-now mode, in which you pair up boxers like Oscar De La
Hoya, Muhammad Ali, Bernard Hopkins, Jake LaMotta, and Joe Frazier and then jump right into a fight in one of several venues
ranging from the Staples Center to the county fairgrounds.
If you're looking to add a bit of context to the action in the ring, you can create a boxer and take
him through a career. You can create a boxer from scratch, or re-create a boxing legend. You start out career mode in the
amateur ranks, where you fight small-time opponents in small-time venues for real small-time money. After a few fights you
can take a shot at the amateur title and then turn professional. Unlike the console versions of Round 3, the PSP version features
a structured ranking system. You start out as the 50th-ranked boxer in your class and you slowly inch closer and closer to
the coveted number one spot as you win fights. In addition to ranked fights, you can also fight exhibition matches to earn
extra cash and train your boxer. The basic flow of career mode breaks down like this: You sign a contract, hire a trainer
and cutman, train your boxer, design your ring entrance, and finally, fight.
Rating: 4 Out of 5
Tony Hawk Underground 2: Remix
Platform: PSP
Rating: T
Impressive Tony Hawk games that arrive simultaneously with portable hardware launches are nothing new. Tony Hawk's Pro
Skater 2 took the series to the Game Boy Advance with winning results. But at the same time, you couldn't help but feel like
you were playing a different game entirely. Now, just in time for the PSP launch, Activision is set to offer up a portable
version of Tony Hawk's Underground 2, which was released on consoles last year. This "remixed" version of the original delivers
almost everything that was great about the console versions, and with the inclusion of four new levels, the single-player
experience has gotten even better.
For those unfamiliar with the series, the world of Tony Hawk is all about fast-moving freestyle skateboarding.
The game is mostly goal-oriented, with challenges based on scoring, creating long combos of tricks, and some objective-based
stuff, like pulling a specific trick on a certain object, which often results in a scene of mass destruction. But while the
goals are the main point of the game, the control and gameplay is fun enough that simply skating around and tricking off of
objects is a very worthwhile and fufilling activity.
The biggest change made for the PSP remix of THUG2 is the addition of four new levels. Kyoto, Las Vegas, Atlanta, and Santa
Cruz have been worked into the main story mode, meaning you'll hear some new dialogue in the between-level cutscenes that
make these new levels fit. Each of these levels is a fine addition, and each fits right into the lineup of existing levels
very well. Other things that fans of the console games will notice is that the graphics, while insanely impressive and very
comparable to the PlayStation 2 version, have been scaled back slightly. Also, there's no in-level voice work at all. But
the important things, like the ultra-tight control and gameplay the series is known for, are all shockingly intact. At times,
you'll wonder how, exactly, Shaba Games managed to fit the PS2 version onto a portable system with so much of it completely
unchanged.
While Tony Hawk's name may be on the cover, THUG 2 Remix has a lot to do with professional shopping cart destroyer Bam
Margera and his brand of destructive fun, which figures much more heavily into the latest Tony Hawk game. The game's story
mode essentially plays out like a Viva La Bam scavenger hunt, with two teams--one led by Tony Hawk and the other by
Bam Margera--setting out on the World Destruction Tour. So your goals don't focus so much on becoming a star of the skateboarding
world; here, you're just trying to fly around the world to break stuff.
THUG2's story mode is a whirlwind tour that gives you four skaters and a mess of goals to accomplish in each level. You
start out each level as your created skater, though you'll also pick a pro skater as a partner. You'll also find two other
skaters--or at least people who ride skateboards, since it seems weird to call Ben Franklin, a high-rolling cowboy, or a shrimp
vendor "skaters"--hidden in various spots on each level, and each time you encounter a new skater, you'll unlock another set
of goals for that level. Some of these new characters don't even ride boards. You'll run into Steve-O, who rides around on
a wheeled mechanical bull, and you'll meet an Australian in a small go-kart.
At the beginning of each level, you're given a list and set off into the world. There aren't any onscreen indicators to
point you in the direction of a goal, though if you happen to do a trick off a piece that is part of a combo goal, the rest
of the pieces will light up. If you want the skinny on what, exactly, you're supposed to be doing, you have to pause the game
and go into your view goals screen, which will give you more details on what you need to do. While this approach frees the
game of clutter and onscreen icons, it also means you're going to be spending a lot more time reading text in the pause menu.
Each goal is worth a different amount of points. Once you've earned a specific number of goal points, you'll be able to move
forward. This also triggers a cutscene, which puts some more backstory in the Bam versus Tony adventure. All in all, the story
mode is satisfying in its structure. The PSP version works in four optional levels in the story mode, which is a nice change
of pace that gives you some choices to make, unlike the console versions' rigid pace. Despite having three difficulty levels,
players should be able to burn through the story mode in around seven to 10 hours. Fortunately, that's not all THUG2 has to
offer.
Underground 2 also contains "classic mode," which brings back the two-minute run timer and goal structure of the first
three Tony Hawk's Pro Skater games. Many of the levels are the same ones you see in the story mode, but a number of levels
from previous entries in the series--all the way back to the school and downhill jam levels from the very first game--appear
here. While it's nice to have a separate mode like this, the concept of working to unlock levels that you've either already
played in the story mode or remember from earlier entries in the series makes the mode a little underwhelming.
The gameplay in THUG2 starts with THUG, which added the ability to get off your board to run around, and expands from there.
Probably the most important addition in THUG2 is the sticker slap, which is an airborne wall plant that shoves you off with
a good deal of acceleration, making it perfect for finding your way back onto a rail and continuing a combo by going back
the way you came. The rest of the gameplay changes aren't really as useful. You can also execute vertical wall plants while
going up some ramps, giving you an extra height boost that you'll rarely need to actually use but will occasionally come in
handy. You can now spray graffiti tags when you're off your board, which factors into some goals. When you're special, you
can enter "focus mode" by flicking the analog disc, though it's little more than a glorified slow-motion effect. A few goals
in story mode require it, but beyond that, all focus will do for you is make it slightly easier to land cleanly or to balance
on rails, lips, and manuals for longer periods of time. If this is your first experience with the Tony Hawk series, you might
find that useful, but anyone with even limited experience with the games won't need the help very often. There is also a new
move called the natas spin, which lets you spin in place on top of poles, fire hydrants, trash cans, and other pointy items.
It, like most of the other new moves, figures into a couple of goals, but doesn't really seem all that necessary.
The game also has a new "freak out" function. After some falls, a freak out meter will appear, and mashing the grind button
will cause it to fill up. If you reach a certain point on the meter before your skater stands back up, you'll make him get
mad and destroy his board. A new board gets tossed in, and play continues as normal. But your tantrum translates into a couple
thousand points of base score. So if you can get a combo going a few seconds after you bail, you'll get some bonus points
to throw in there. However, freaking out just means it'll take longer for you to get back on your board and start skating
again, and the game has almost completely de-emphasized point scores in its goal-based modes. The score bonus isn't enough
to justify the extra time it takes to get back on the board, so you're usually just better off keeping your cool. While not
all these changes are all that great, the core gameplay in THUG2 is still very strong. The refined gameplay that comes from
six years of tinkering still works, and fans of the series should still enjoy themselves quite a bit.
The PSP version of THUG2 retains most of the features found in the PS2 release, including face mapping for your custom
skaters. The face mapping works largely as it did on the PS2, though getting your face onto your PSP is now as simple as taking
a photo with a digital camera and placing that JPEG image on your PSP's memory stick. It's easy to use, and it works surprisingly
well...once you get the hang of lining up the images and making the skin colors match up. In addition to the robust skater
creation, THUG2 Remix also has a handful of different create modes that let you build your own parks and create graphics for
stickers, decks, and the like.
THUG2 Remix has wireless networking support that lets up to four local players play in 11 different modes. Most of the
standard modes found in the console versions of the game, like trick attack, score challenge, combo mambo, slap, king of the
hill, capture the flag, firefight, and graffiti, are present. THUG2's console release introduced new modes, like elimiskate
and scavenger hunt. The former works like a knockout race in a driving game, where the player in last place is eliminated
at specific intervals until only one player remains. Scavenger hunt has two phases. In the first, each player skates around
and drops five coins at different spots in the level. After that, it's up to the players to collect as many coins as possible.
The first to collect them all, or the player with the most coins when time expires, is the winner. The multiplayer support
works well, and the modes give you a lot of different options to choose from, making this a smart inclusion. But while the
four-player support is cool, it's disappointing that actual online multiplayer isn't included.
From a technical standpoint, THUG2 Remix looks very impressive. You'll have to look pretty hard to find areas where it
differs from the PS2 version, but after spending several hours with the game, you'll start to see where corners were cut.
Some fences and other thin objects have been reduced to flat, 2D textures. And the textures, in general, are a little blurry.
But the fact alone that this version compares favorably to the console versions speaks volumes about both the quality of this
port, as well as the PSP's overall technical abilities. The frame rate is both rock solid and smooth enough to convey the
action very well.
THUG2 has a slightly different look from the previous Tony Hawk games. Specifically, the models used in cutscenes have
a slightly more exaggerated appearance to them. While they may not look quite as realistic, this over-the-top look makes the
characters--Bam Margera, in particular--seem much more expressive and animated than in the past. This fits well with the off-the-hook
nature of the story mode, which has you going all over the place and busting stuff up in an unrealistic but satisfying fashion.
In the game, the worlds are colorful and unique-looking. The skater models look good and animate well, which is unsurprising
given that much of the animation is recycled from previous entries in the series.
The audio in THUG2 Remix is great. The sounds of actual skating haven't changed much, but they still
fit well and sound nice. The soundtrack is as varied as the previous game's, containing a hefty list of really crazy songs.
Have you ever skated to Frank Sinatra tunes? You'll get your chance here, as Old Blue Eyes joins artists like Metallica, The
DOC, Ween, Less Than Jake, Violent Femmes, Atmosphere, Ultramagnetic MC's, X, Ministry, Brand Nubian, and, yes, Audio Two,
a hip-hop duo that contributes its classic track, "Top Billin'." Yes, the entire soundtrack from the console version of the
game is present here, too. With more than 50 tracks in all, as well as the ability to turn off tracks that don't fit your
tastes, you'll probably find a suitable bunch of songs to skate to. The only thing missing is almost all of the speech found
in the console versions of the game. It's noticeable, but the characters' personalities still come through in the cutscenes.
Tony Hawk's Underground 2 Remix is, first and foremost, a great game. But with its ability to successfully mimic the console
versions, it's an impressive technical achievement, too. If you played the console versions to death, the PSP's new levels
probably won't be enough to warrant another purchase. But if you've stayed away from the Tony Hawk series for a while, this
is a great chance to get reacquainted with it.
rating: 3 out of 5
The Sims 2
Platform: PSP
Rating: T
Those little computer people known as The Sims have invaded nearly every video game platform there is since their debut
in 1999 on the PC. Since then, the series has arguably been at its best on the PC, both in The Sims and The Sims 2, though
the new PSP version does try new things and succeeds at several of them. Unfortunately, this new version of The Sims 2 has
too many problems to be strongly recommended.
The PSP version of The Sims 2 doesn't attempt to reproduce all the complexity of the original PC game
(and that's probably for the best). So, there's no DNA, sims don't have "memories" of what happens to them, and there's no
aging, either. Instead, the new game reinterprets several of the series' features--for instance, it still lets you create
a customized "sim" character with a specific personality and personal needs (or "motives," like hunger, boredom, and exhaustion)
and with "aspirations," which are driving life goals that determine what kind of minor "want" goals will appear for them each
day. However, the PSP game doesn't feature the PC game's "fears" (the opposite of wants)--instead, the game has a general
"sanity" meter that fills up when you accomplish wants and that empties out when you fail. Also, the game includes an entirely
new take on socializing. While the series has always emphasized character interactions (especially humorous ones between characters
with different personalities), the PSP game uses a new timing-based minigame that requires you to match the abstract icons
that accompany your neighbors' enthusiastic "simlish" gibberish speech.
But even though the PSP game makes the wise decision to not try to cram in everything from the original game, it does feature
a surprising amount of continuity from the previous games. For instance, one of the first characters you meet in the game
had mysteriously disappeared in the PC version of The Sims 2. Also, the entire PSP game takes place in Strangetown, an arid
suburb modeled after Roswell, Arizona, where aliens, zombies, and other supernatural creatures terrorize the populace and
make the locals a little "strange." In fact, your entire neighborhood is "strange"--you'll run into an inventor with a robot
wife, get your car repaired at a disappearing garage, and encounter other weird happenings. The setting and humorous text
dialogue you'll have with your neighbors do a really good job of setting the mood, as do the game's new collectible items:
secrets, which you can find lying on the ground or through conversation and sell for in-game money. There are even minigames
that make perfect sense, like the surprisingly fast-paced "whack-a-zombie" game that requires you to pummel zombies that try
to rise from their graves with a shovel.
Unfortunately, these great new ideas are compromised by a number of issues that really get in the way of enjoying the game.
The worst and most obvious problem with the game is the constant loading. Performing just about any action--going indoors
or outdoors, playing a minigame, beginning a conversation with someone, ending a conversation with someone--causes the game
to load for a good second or two. It's extremely jarring and completely disrupts the flow of the game, and it makes tasks
like developing your house by designing it and buying new furniture much more tiresome than it should have been.
The Sims 2 for the PSP also has other minor issues, like how it handles skill increases. Like in previous games, your character
has various skills (logic, cooking, mechanical, and so on) that can be improved with practice to make him or her better at
certain tasks. In the PSP game, the way you improve them is to find a skill-increasing object, interact with it (which makes
the game load), hammer on the circle button repeatedly until you earn a skill point, and then quit (which makes the game load).
However, unlike previous games in the series, the PSP game doesn't offer any way to slow or speed up time, so you'll find
it more difficult to manage your sim's time among minigames that are available only at certain hours, constant load times,
and showers that seem to take forever to get your sims clean.
At least The Sims 2 for the PSP looks and sounds quite good. The colorful look of the original Sims 2
for the PC has mostly been carried over successfully to the PSP game, from the large, expressively animated characters to
fabulous houses with tons of furniture. The PSP game has a new soundtrack based on the PC game's music that works quite well.
There doesn't seem to be a huge variety of simlish gibberish speech (so you'll start to hear the same voice samples after
a while). Also, for some reason, some characters' intonation and mannerisms don't match up with their dialogue (you'll occasionally
see characters smile and make extravagant gestures when they're supposed to be angry or wave their arms angrily and shout
when they're supposed to be happy), though for the most part, this looks and sounds like a Sims game.
It really is unfortunate that The Sims 2 for the PSP would end up with the technical issues it has, because aside from
some other, minor issues, it really does have a lot of good gameplay ideas. Then again, it doesn't have any real multiplayer
play (aside from letting you swap in-game secrets with your friends' PSPs), so once you're done with the single-player game,
you'll be more or less done with the game, assuming the constant load times didn't cause you to quit first.
Rating: 3 out of 5
Rockstar Games Presents:Table Tennis
Platform:Xbox 360
Rating: E
As one of the first commercially available video games, Pong seems to have an almost academic importance, but not enough
credit is given to the simple elegance of its design--two bar-shaped "paddles," one square "ball"--something that was born
largely out of technical limitations. There is an obvious correlation between Pong and the newly minted Rockstar's Table Tennis
for the Xbox 360, in that Table Tennis is literally a ping-pong simulation. But it also follows the same philosophy of stripping
the experience down to its essence, something focused and intense. Rockstar's Table Tennis treats the game like a serious
sport, taking incredible care to present some of the most realistic player characters ever put in a game and delivering frenetic
and nuanced action.
In the real world, it's easy to write off table tennis as a stunted summer-camp version of real tennis, even though table
tennis is an Olympic sport. This isn't to say that there's not skill and technique involved in table tennis, but the barrier
to entry and the physical exertion are much lower. As a video game, though, Table Tennis plays like a high-speed distillation
of the gameplay offered by the likes of Virtua Tennis and Top Spin, and like the most addictive of games, the action is easy
to pick up but still rich with the kind of subtlety that makes it a challenge to truly master. You have four different types
of shots--topspin, backspin, left spin, and right spin--which correspond to the four face buttons on the controller. Alternately,
you can use the right analog stick to trigger the different shot types, though this method is a lot more difficult to come
to grips with. The longer you hold one of the shot buttons during the ball's approach, the more power you'll put behind your
swing, and you can also lean the left analog stick during this charge-up period to influence the direction of your shot, though
your table position and the incoming trajectory of the ball figure heavily into where your shot will end up, as well.
This will all seem like really familiar ground for anyone who's played any sort of modern tennis video game, but Table
Tennis separates itself in several crafty ways, turning the gameplay into something unique. It all starts with the serve meter,
which combines both a rising spin meter and an oscillating power meter, giving you more flexibility with how your serve gets
delivered. You can choose to go full-bore with maximum spin and maximum shot power and hope to overpower your opponent, you
can fake out your opponent with a weak, spin-heavy shot that will bounce twice before they even know what happened, and so
on. Once the ball is in play, the game puts a faint color-coded halo around the ball that clues you in on which type of spin
your opponent used, and you can take that momentum and throw it right back at them by countering with the same shot type.
Color-blind players should take note that, while this is a really nice piece of visual shorthand for most people, they might
find it difficult to differentiate between the colors.
As you get into the more-advanced techniques, your four standard spin shots can also be combined to create hybrid spin
shots by holding multiple buttons at once, giving you access to shots that blend the speed of a topspin and the curve of a
sidespin shot. You also have a focus meter that fills as you successfully return the ball, which you can tap into by holding
the right bumper before you start charging up your swing, unleashing an even faster, more potent shot that can easily catch
your opponent off guard. There are other small touches at work here, as well, which really help capture the specifics of table
tennis, such as the way a ball will bounce off in an unpredictable direction when it hits an edge or how a player can, on
rare occasion, recover a shot after it bounces off his or her body. One of the most subtle features, and arguably one of the
best little details in Table Tennis, is the use of force feedback. As you charge up your return shot and use the left analog
stick to aim it, the controller will start to rumble as your aim gets closer to the edge of the table, giving you a tactile
sense for when you need to stop pushing toward the edge. It makes the aiming simultaneously more intuitive and more effective,
and it's so simple and so brilliant that it will be disappointing if the next crop of regular tennis video games doesn't implement
a similar feature.
Table Tennis is definitely more concerned with getting the core gameplay correct than it is with adding
frills, which comes through in the game's relatively modest options. The offline game consists of four different tournaments,
each one bigger and more challenging than the previous. You might be able to breeze through the first tournament with just
the topspin shot, but the difficulty of the AI ramps up to a nice, tense challenge in the second tournament, and by number
three you're going to be sweating each and every swing of the paddle. There seems to be some unique AI at work as well, with
each opponent having his or her own strengths and weaknesses, and part of the challenge lies in finding the different techniques
that your opponents are susceptible to. There's also one-off exhibition mode that pits you against either a CPU opponent or
a second player. Unfortunately, all match types are limited to one-on-one table tennis, so there's no doubles play. The single-screen
two-player matches work better here than they do in most tennis games, largely because there isn't as much ground to cover,
making the backcourt perspective less of a handicap. The game encourages you to keep coming back to the single-player game
with the promise of unlockable characters, costumes, and arenas.
For that matter, the game has a really well-balanced set of unlockable achievements to keep you going, which go from simplistic
stuff like going through the game's basic tutorial, to genuine challenges like playing through an entire tournament in 14
minutes or less, to stuff like racking up 10-plus hours of gameplay time. Several of the achievements can also be had through
different routes, though the game is purposely oblique about what, exactly, those alternate routes are. There's Xbox Live
support, as well, with ranked matches, instant tournaments for up to eight players, and the ability to tweak a few match variables
such as the number of rounds and the score needed to win. As much as it would have been nice to see a Virtua Tennis-style
career mode, complete with a character creation system and crazy minigames, the gameplay in Table Tennis just feels so right
that a short list of modes is easy to accept. A lower-than-average retail price helps.
The focused design of Table Tennis works to its advantage in other ways, though, specifically with regards to the presentation.
There are 11 different prefab players for you to choose from, and you'd have a hard time finding player models in any other
game that look and move more convincingly. Eyes gleam with life; shirts shift around as the players move; sweat beads up and
glistens on the skin as the match progresses, eventually seeping through the fabric of the player's shirt. The animations
themselves have a really natural, fluid look to them, as well, with different players holding their paddles in different ways
and occasionally displaying unique little physical tics, though some of the transitions feel a little mechanical. They also
manage to bypass the "uncanny valley"--that uncomfortable level of realism that's both too realistic, and not realistic enough--most
of the time, though occasionally you'll catch an odd angle on a player during a replay that just looks…off.
For all the phenomenal detail that is poured into the players, there's not much else to look at. The
different arenas you can play in definitely have their own unique atmosphere, ranging from a run-down rec center to the Chinese
National Table Tennis Arena, but when you're actually playing, all you'll see is two players, a table, and a ball. The frame
rate is usually rock-solid, though when it does dip it's quite noticeable, and it occurs seemingly for no good reason. Some
games might put a premium on lots of background noise, but it seems like this minimalist presentation is beneficial to the
pacing and intensity of the gameplay. Besides, the game's surprisingly crisp sound design provides plenty of its own distractions
in the form of some distinct crowd noise. You'll hear specific encouragement from fans, nationalist chants, and the rumbling
stomp of feet in the grandstands. There are also techno tracks that kick in when you get locked into a really serious rally.
But the music can get pretty cheesy, so not everyone will enjoy it, because it doesn't quite fit with the game's otherwise-straight-laced
tone.
Thanks in no small part to Rockstar's own Grand Theft Auto series, there is a trend in game design right now to constantly
expand the scope of your game, a real "bigger is better" mentality. The idea of an open-ended game is fun, but there's also
something to be said for focusing on a single task and executing it with incredible detail and precision, which is exactly
what Table Tennis does. This is one of the most accessible and exciting pure action games to hit the Xbox 360 so far, and
one that can be easily recommended to just about anyone.
Rating: 5 out of 5
Hitman: Blood Money
Platform: Xbox 360
Rating: M
The bald-headed contract killer known only as 47 is in good form, primed and ready for more work in the latest installment
in the dark, stylish Hitman series. Though very similar to the last two games in the series, the open-ended stealth action
gameplay offered by Hitman: Blood Money is still just about as tensely exciting as ever. A few new twists to the formula,
an intriguing story, and a memorably diverse, cinematic sequence of missions further make Blood Money worth it.
This is the fourth game in the Hitman series, but previous experience with the past games isn't assumed
or required. In fact, you'll probably be more impressed with the game if you've never played one of these before. Returning
players will be in for a comfortably familiar experience. The previous games' stories are alluded to during the course of
this one, in which 47 discovers that he and his employer are being threatened by some other mysterious agency. He'll learn
more of the rival agency's motives as he completes his own jobs, all leading up to a surprising and climactic conclusion.
The starting mission leads you by the nose through one of 47's typical assignments--to eliminate a shady theme park operator,
whose negligence once cost the lives of many innocent people. This man, called the Swing King, even entered the drug business
in the wake of his theme park's collapse. 47's employer has asked that a photo of a deceased loved one be the last image that
the crook ever sees...but when you finally reach him, he's just this sad worm of a man who grovels at 47's feet. Despite the
number of armed thugs you'll need to get through before putting the Swing King out of his misery, this mission is easy, provided
you follow the step-by-step instructions you're given. Subsequent missions are substantially tougher and less linear, but
this first one still is representative of the types of moody, affecting scenarios you'll encounter in the game.
There are more than a dozen missions in all, and most of them are set somewhere in the United States, such as a Mardi Gras
celebration in New Orleans, an Egyptian-themed Las Vegas casino, a rehab clinic in Northern California, a stately riverboat
traveling the Mississippi, a posh Los Angeles suburb, and more. The game does a great job of realizing each of these different
settings, making them feel appropriately large, complex, and alive. Mardi Gras is particularly impressive, its streets jam-packed
with people partying. All of these places tend to be filled with armed guards as well as civilians, so you'll need to exercise
caution in order to take out your targets and escape undetected. However, if you slip up (or deliberately blow your cover),
you can always try to shoot your way out. As in the previous games, Hitman: Blood Money rewards stealth and careful planning,
but if you want to try to run and gun your way through the levels, you have that option. You can instantly switch from the
default behind-the-back perspective to a first-person viewpoint if you prefer, and the game lets you use a whole bunch of
different, realistically modeled real-world pistols, rifles, and submachine guns against your enemies. Of course, it's possible
to finish most missions in Hitman: Blood Money without squeezing off a single round, if you're careful and observant.
You don't need to shoot your victims, because you have access to poisons, explosives, knives, and other
means. In many cases it's possible to avoid getting blood on your hands altogether, by arranging an accident for your target--say,
by causing something very heavy to drop on his head. Figuring out these trickier, cleaner kills is naturally gratifying, and
it also tends to earn you a higher ranking (and more money) once you've escaped and your mission is accomplished. As in the
previous games, planning your strike is easy thanks to a GPS-style real-time map that's accessible at the touch of a button,
which shows you all other characters in the vicinity at the normal difficulty setting, including your targets. Tougher settings
show you fewer characters on the map, make enemies more lethal, and also limit your ability to save your progress during a
mission. Even so, between the map, your objectives list, and the ability to purchase more intel if you need it, even the most
intimidating missions become solvable. It helps that 47 is much tougher than an average man, and can withstand a lot of gunshot
wounds before finally succumbing in a red-tinged, slow-motion haze.
As in the previous games, your enemies' artificial intelligence unfortunately doesn't hold up to close scrutiny, but at
least it puts on a good show if you don't start messing around. When you're just observing, you'll find that the AI in Blood
Money does a convincing job. You'll see characters chatting or lounging about, while guards casually patrol the premises.
Someone might stop for a bathroom break or go outside for a smoke, not realizing the danger of splitting off from the crowd.
Rating:4 out of 5
2006 FIFA World Cup
Platform: Xbox 360
Rating: E
A little over five weeks from now, the 2006 FIFA World Cup will kick off in Munich when the tournament's German hosts take
on Costa Rica. Recent player injuries are already providing plenty of pre-tournament drama, but if you really want to get
your experience under way a month ahead of time, you can claim the FIFA World Cup Trophy for your country in EA Sports' 2006
FIFA World Cup. EA Canada's latest football offering does a good job of re-creating the carnival atmosphere that surrounds
every World Cup competition, and although the Xbox 360 game still lacks some of the best features from its PlayStation 2 and
Xbox counterparts, it's a much easier game to recommend than last year's FIFA 06: Road to FIFA World Cup.
Gameplay options in 2006 FIFA World Cup include quick matches, online play, practice sessions, and penalty shoot-outs.
In addition to those football game staples, you also get global challenge scenarios and, of course, a chance to guide your
favorite international team through the World Cup competition. The World Cup mode will almost certainly be your first port
of call, and although its default settings see you assuming control of one of the 32 teams that qualified for the finals,
it's possible to play as any of around 125 different teams from all over the world. Furthermore, you have the option to take
your chosen team through the relevant territory's qualification process or to jump straight to the last 32 teams using real
or randomly generated group information.
The presentation throughout the World Cup mode, and throughout the entire game, is great. Before each match you'll see
a camera, which is positioned somewhere in orbit around the Earth, zoom in on the appropriate German stadium, and then you'll
be treated to flybys of the grounds where it looks like almost every supporter in the crowd came through the turnstiles armed
with streamers, confetti, and balloons. You'll also get to listen to one of the game's many licensed songs, which come from
an eclectic soundtrack spanning some 14 countries. Good pre-match commentary replete with World Cup trivia and anecdotes is
the icing on the cake, and as your players line up on the pitch before kickoff, you feel both excited and nervous at the same
time--exactly as you'd expect to before a real match.
Perhaps the easiest way to give you some idea of how much FIFA football on the Xbox 360 has improved since last year's
game would be to state that 2006 FIFA World Cup plays more like FIFA 06 than the disappointment that was FIFA 06: Road to
FIFA World Cup. 2006 FIFA World Cup for the Xbox 360 still doesn't feel quite as tight as the PS2 and Xbox games of the same
name, but it's not far off, and it doesn't suffer from any of the awful slowdown issues that those two do. The Xbox 360 game
plays the same fast-paced style of football that you'll find in other versions, but its ball physics are slightly less convincing,
its players are less proactive off-the-ball (though you always have the option to send them on forward runs manually), and
the match commentary, while very good for the most part, is more repetitive and less accurate.
It's not difficult to score often spectacular goals in FIFA, largely because the game's keepers aren't too clever, but
they can still be very satisfying. And if you're playing on the correct difficulty level or against a suitable opponent, you'll
inevitably still have goalless draws from time to time. The player animations are uniformly excellent, and although every
player on the pitch has a handful of skill moves at his disposal, you'll find that good use of the excellent first-touch controls
along with passes, through balls, and dummies are generally the best way to beat opponents. The controls on the Xbox 360 are
largely unchanged since last year's game, and you still have the option to switch between a traditional FIFA control setup
and one that will be more familiar to fans of Konami's Pro Evolution Soccer/Winning Eleven games.
As you progress through the World Cup, you'll inevitably earn points by fulfilling some of the 200-plus
objectives that the game tracks for your profile. These objectives include beating certain teams, winning by a certain number
of goals, scoring at different stages of matches, winning streaks, and lots more. It's unfortunate that these objectives don't
translate into achievements on the Xbox 360, but the handful of achievements that the game offers are at least somewhat challenging.
The points that you're awarded for completing objectives can be spent at the game's store, which stocks more than 20 classic
players, loads of Adidas balls, 10 classic strips, and five "AI unlockables"--those being additional options for perfect difficulty,
invisible walls, no infringements, slow motion, and turbo mode. The unlockables are a little disappointing, not only because
the different balls are barely noticeable during gameplay, but also because the classic player and classic strip options are
so limited. The 10 classic strips, for example, include only two each for five different European teams, and although the
classic players all deserve their places in the game, it's not hard to think of dozens more who are conspicuous by their absence.
It's barely worth mentioning, but the Xbox 360 game also lacks all of the unlockable licensed boots from Nike, Umbro, and
Adidas that are present in the PS2 and Xbox games.
You can also earn points to spend at the store by playing 2006 FIFA World Cup's global challenge mode, which basically
tasks you with matching or bettering memorable team performances from World Cup history in 40 different scenarios. Your major
objective might be to jump into a game with 30 minutes remaining and win by the same margin that the victors did in real life,
for example. And bonus objectives might include keeping a clean sheet, not having any players booked, or winning by a larger
margin. You'll be awarded a bronze, silver, or gold medal based on your performance in each scenario, along with a corresponding
number of points. The global challenge mode is a great addition to the game, but it's unfortunate that none of the appropriate
historical strips or players are present, and also that the post-scenario commentary invariably reflects upon the game as
if it were a 2006 match. One of the scenarios, for example, tasks you with taking control of Scotland and beating the Netherlands
by at least three goals in the group stage of the 1978 tournament in order to progress to the second round. Scotland came
home from Argentina early after managing only a 3-2 win in real life, but if you achieve that same result in the scenario,
the players, the crowd, and the commentary team will react as if you've just earned yourself a spot in the last 16, regardless
of the fact that you failed to fulfill any of the challenge's objectives.
When you feel like pitting your 2006 FIFA World Cup skills against a human opponent instead of the CPU, you can either
get some friends over or play online. The Xbox 360 game lacks the excellent FIFA lounge mode that other versions enjoy, unfortunately,
and also doesn't support "quick tournament" play online. If you choose to play online, you'll find that 2006 FIFA World Cup
uses an outdated lobby system, with rooms where you can, in theory, find players of similar ability or who are from your region.
In reality, at least based on our own experiences thus far, there are rarely enough players online simultaneously for this
system to work properly, and you're better off either going into the same room that every other player is in or simply hitting
the quick-match option. You can also choose to create or search for matches with certain criteria if you want to play games
of a certain length, for example.
The quality of your online experience with 2006 FIFA World Cup can vary quite wildly with each opponent,
not because of the way they behave, but because the game's lag is different every time. We invariably found that our online
matches kicked off relatively free of lag, but got worse as the game progressed. For the most part the lag never got so bad
that the game was rendered unplayable, but there were one or two occasions when quitting out prematurely and getting a DNF
(did not finish) black mark next to our profile looked like a tempting option.
With very little in the way of competition, 2006 FIFA World Cup is undoubtedly the best football game available for the
Xbox 360 at this point. Since the PS2 and Xbox games suffer from obnoxious slowdown, this game doesn't feel like a poor relation
alongside its namesakes, though opting for the Xbox 360 game does mean that you'll miss out on a few features and gameplay
refinements. If you're in the market for a World Cup game or simply for an Xbox 360 football game that doesn't suck, 2006
FIFA World Cup is the way to go. If you can live without all of the excellent World Cup presentation and 480p HD visuals,
though, then you're still better off with last year's FIFA 06 on the PS2 or Xbox.
Rating: 2 out of 5
G.R.A.W(Ghost Recon Advanced WarFighter)
Platform: Xbox 360 and Other Original Platforms(xbox,ps2,etc.)
Rating: T
The Good: Campaign is exciting and challenging, even
at normal difficulty; the door-gunner missions are awesome; offers a definite tactical feel with its difficulty; amazing graphics
and presentation; really looks and feels like you're in a city....
The Bad: ...except
there are no civilians; teammate artificial intelligence leaves something to be desired; bright, high-contrast lighting can
sometimes make it difficult to see.
When Ghost Recon Advanced Warfighter was first announced for the Xbox 360, it looked like a pretty ambitious project. Ubisoft
was asking a lot out of the engine to have the game set entirely within a sprawling metropolis, complete with advanced lighting
and particle effects, as well as lots of picture-in-picture video screens on the heads-up display. The early video and screenshots
looked fabulous, so it was disappointing when the game didn't quite make the release of the system late last year. The wait
was definitely worth it, though, as Advanced Warfighter isn't just the best-looking game on the Xbox 360, but also, arguably,
the best game in the series.
You take the role of Scott Mitchell, a captain in the elite Ghosts--the light-infantry unit whose members
are renowned for their skill and heroism in the face of long odds. You find yourself in Mexico City as part of the security
entourage tasked with guarding a summit between the leaders of Mexico, Canada, and the US. Disaster strikes when Mexican rebels
attack the summit, killing the Canadian prime minister and causing both the Mexican and US presidents to go missing. Over
the course of the campaign, you'll explore the massive city--fighting rebel infantry, armored vehicles, and helicopters from
within the dense, high-rise areas in the center to the dilapidated shanty towns on the outskirts. You'll do this solo and
with the help of three teammates--who you can issue simple commands to--and supporting vehicles. Major landmarks, such as
Chapultepec and the spire at Angel Plaza, are represented fairly accurately in the game's depiction of Mexico City.
The first thing you'll notice about the game is how breathtakingly massive and believable the city looks. You take several
helicopter rides throughout the campaign, and the city is literally sprawled out all the way to the horizon with buildings
and streets. Fires and smoke curl up into the sky from patches of fighting or factories. As you land, you find yourself engulfed
by the metropolis and plying your way through the maze of buildings, streets, and alleys. The graphic detail extends not only
to the character models, which are some of the best we've seen in a modern shooter, but also to the unique lighting and shadows.
The sunlight is so bright and intense that it's almost oppressive at times, with the way the glare affects your vision, particularly
when you're squinting through a scope. Some people may find this annoying, as the high-contrast lighting makes certain areas
very hard to see. But, presumably, this overbearing light is pretty realistic of how daylight can be in a near-equatorial
area.
Our only major complaint about the graphics is that for a city that looks so believable, it's as empty as a ghost town.
Apparently, all 9 million residents of Mexico City either vanished or are hiding indoors with all the unrest going on. Still,
it's a little eerie to see no cars moving around the streets and highways or people trying to go about their daily business.
To be fair, though, it's only the stark realism of the environment that gets you to notice a flaw like this in the first place.
The good news for those playing on standard-definition televisions is that the graphic quality of the game is plainly obvious
no matter what type of television you use. HDTVs make it all the better of course, but even using just an S-Video connection,
it's clear that a game that looks this good couldn't be done on a regular Xbox or PlayStation 2.
The size of the city affects the gameplay, in that at any given moment, you operate within several city
blocks. There are often different ways you can take to get from point A to point B, and you're encouraged to explore around
to find the best path. If, for example, you find a road block as you make your way down a street, it's usually possible to
go around and try to flank those defenses from a different angle. Other missions let you climb up on something and take advantage
of elevation for an assault instead of running headlong into entrenched defenses. The maps are not always so open-ended, though,
and you can and will run into arbitrary borders if you try to. But for the most part, Advanced Warfighter does a nice job
at keeping you from feeling hemmed in, and there's generally a good amount of freedom to roam. The game also does a good job
at keeping up the tension by throwing enemies at you from different elevations. There's nothing quite as tense as turning
a corner into a street that looks clear, only to narrowly miss getting sniped by a marksman on top of a roof that you didn't
notice.
To help you get through these massive battlefields, the game lets you control not only a three-man support team, but also
support vehicles, as well. Robotic UAV recon units, for example, can scout ahead and detect enemies that may be lurking. The
enemies, as well as your objectives and teammates, are marked digitally on your HUD, so you can track them even when they're
not in your line of sight. You'll do a lot of fighting in this game from extreme distances by shooting with scoped weapons,
so the plain markings on your HUD often come in handy. At various times throughout the game, you'll command tanks or armored
vehicles, as well as helicopter gunships. You can only command the tanks to move forward or backward, as if they're on rails,
but they make for a good source of movable cover. Gunships are great for support fire, as you can command them to take out
distant targets without getting into danger yourself. These support vehicles aren't invincible, though, so if you run your
tank into a rocket-propelled-grenade ambush or send your choppers into machine-gun fire, they can go down.(the controls are
way to hard to learn at first!)
Rating:3 out of 5
The Elder Scrolls IV: Oblivion
platform: Xbox 360
Rating: M
The Good: Huge, lavishly detailed world offers tremendous amount of action and adventure; main mechanics like combat,
stealth, and magic are fun and well designed; impressive artificial intelligence and hundreds of believable characters; outstanding
symphonic score, as well as excellent voice acting and sound effects; tremendous replay value, plus gorgeous graphics to make
it easy on the eyes.
The Bad: Frequent though fairly brief loading times; you might run into some technical issues with performance.
This is a rare and remarkable achievement--a huge, open-ended,
complex, detailed role-playing game that's fun to play and a pleasure to behold. Oblivion not only delivers everything that
earned the Elder Scrolls series the devoted loyalty of a huge following of fans, but also significantly improves on the weaknesses
of its 2002 predecessor, Morrowind. Morrowind earned recognition for being one of the best role-playing games in years, but
the immersive and long-lasting experience it provided wasn't for everyone. Oblivion is hands-down better, so much so that
even those who'd normally have no interest in a role-playing game should find it hard to resist getting swept up in this big,
beautiful, meticulously crafted world.
The Elder Scrolls series is known for its sheer size and depth. These are games that you could lose yourself in, spending
hours exploring a fantasy world, traveling for miles, or just looking for minutiae, such as rare plants or hidden treasure.
Oblivion lives up to this pedigree, putting you into a massive, cohesive, highly immersive world. You get to create your own
character--the possibilities for customization seem limitless--and then explore the world as you will. There's a compelling
main quest for you to follow, which takes about 40 hours to finish the first time through, but the majority of the game's
content is peripheral to that main quest. You can root out evil in hidden dungeons, join and climb the ranks in a number of
different guilds, visit all the different towns and try to solve everybody's problems, compete in a long series of gladiatorial
battles to the death, break into someone's home and rob them in their sleep, get caught and face the consequences, contract
a disease that leads to vampirism and then try to find a cure, buy a house, steal a horse, invest in your favorite shop, and,
if you can believe it, there's much more.
So the breadth of content is as remarkable as ever, but the most important thing is this: The many types of gameplay in
Oblivion are well-designed and deeply satisfying, even when taken on their own. That's the main difference between this game
and Morrowind. This may be a role-playing game, but you could play it like a pure action game, or like a stealth game, or
like an adventure game, and it'd still be at least as good as, if not better than, games that are specialized in these regards.
Oblivion does a great job of quickly introducing you to all these different aspects of play, successfully engaging you
rather than overwhelming you. You see the world through your character's eyes, but a behind-the-back perspective is also available.
Initially you just pick a name, race, and gender for your character, and the game opens with you stuck in a dungeon cell,
being taunted by a fellow inmate. Somehow, though, you get swept up in a desperate escape attempt by the emperor and his loyal
retinue of protectors. The emperor, voiced unmistakably by Patrick Stewart (Star Trek: The Next Generation, X-Men),
recognizes you from a portentous dream and entrusts you with the search for his illegitimate heir. But first, you'll need
to escape from the Imperial City's sewers. As you make your way through this basic dungeon crawl, you happen upon ill-fated
adventurers, their stuff, and some ornery goblins, so you immediately get to play around with close combat, ranged attacks,
magic, sneaking, lock picking, equipment repairing, and more. How you survive is up to you--it's just as viable to kill your
enemies with destructive magic, weapons, or bare hands as it is to sneak or run right past them. And even though the sewer
setting might sound unimaginative, the quality of the game's visuals, the exceptionally good atmospheric sound effects, and
the realistic physics all serve to quickly draw you in.
Toward the end of this sequence, the game does a clever job of recommending a character class to you based on how you've
been playing. For example, if you've gone toe to toe with every goblin you've seen, hacking them up with an axe, you might
make a good barbarian. But the game's numerous premade character classes aren't nearly as interesting as the ability to create
your own custom class. The choices are numerous but clearly presented, and while you could go out of your way to create a
fairly useless character, your intuition will easily guide you through what's a complex process. You choose an underlying
specialization--combat, magic, or stealth--then you choose a couple of primary attributes, seven major skills, and even a
birth sign. Basically, you're choosing your character's talents. Every character can use every skill; it's just a question
of how well. Ultimately, this character-creation process is much like Morrowind's, and it shares the same ingenious design:
You get stronger in this game by practicing and improving your primary skills, not by killing stuff and earning generic experience
points.
Rating:4 Out of 5
Gears of War
Platform: Xbox 360
Rating: M
Multiplayer:
It’s been a while since a Microsoft Game Studios title has been as hotly anticipated as Gears of War. In
fact, it’s safe to say that only the mighty Halo franchise has matched the hype surrounding the upcoming third-person
shooter from Epic Games. Much has been made of the intense single-player campaign, but things have been hush-hush on the
multiplayer front...until today. Behind closed doors at Microsoft’s booth, team-based deathmatches were unveiled as
the first multiplayer aspect of Gears of War. This may only be scratching the surface, but at least we were able to
take back with us some initial impressions that shows how Gears is much more than a single-player experience.
Our matches consisted of four-on-four team DM in a ransacked section of the planet Sera. It appears as if some of the
Delta Company characters found in the single-player game will be playable for multiplayer combat. As part of the COG (Coalition
of Ordered Governments) forces, the character I was automatically given was none other than Dom – the close friend of
main hero Marcus Fenix. Versus multiplayer pits the COG against that of the Locust Horde – yep, you can play as the
evil race that threatens the planet in the single-player campaign.
The controls are fairly common for shooters, including character movement being mapped to the left analog stick, while
aim/look controls are handled on the right stick. The right stick is also clickable to enable the zoom of the sniper rifle.
Weapons, like the Lancer Rifle (with handy-handy chainsaw attachment), shotgun, and bolo grenades can be easily selected via
the D-pad. The Right trigger causes your character to unleash a hail storm of bullets, and the right bumper reloads the currently
armed weapon. A unique mechanic that Epic has implemented is a faster reload sequence, if you time the second press of the
bumper correctly. Do so and you not only are in a better situation with a fully stocked weapon, but the initial batch of ammo
will also have heightened killing power. Even though Gears of War is played completely from a third-person
perspective, pulling the left trigger moves the camera to a close, over the shoulder targeting mode. Blind firing and popping
at enemies in a hasty manner is all well and good, but most ranged killing threats will come from using over the shoulder
targeting. The grenade aiming arc is easy to use and has quite a range. It seemed as though only smoke grenades were enabled
in our demo, but that didn’t stop us from polluting the area with think clouds. When in the midst of a smoke cloud, you are blind,
but the targeting reticule will still glow red if an enemy happens to come in range.
The A button is a catch-all action ability that is used for fancy moves like diving away from a heated skirmish, moving
into cover, SWAT turns, and more. Holding the button down also puts Marcus into a crouched sprint, with the camera pulling
in tight along his side. Taking cover takes a little while to get used to, only because of its extensive use. This means it
is imperative to move from place to place while staying protected or risk getting your dome popped off. It felt like our character
would some times inadvertently move away from his covered position, but this could simply have been from being a n00b.
The favorite action of the demo was the melee combat of the Lancer Rifle’s chainsaw. You could tell that the various press types in the room were simply
maneuvering throughout the environments, just to get a chance to rip through a foe with the chainsaw (executed by holding
the B button). After taking so much damage, your character will become incapacitated for a short time before finally biting
the big one. In that time, a teammate can make an attempt to revive a fallen comrade. There’s a definite risk/reward
factor, especially since in this particular game mode, there were no respawns. A savvy opponent will put the finishing touches
on a downed foe, by pumping a few more rounds into them, or using a crushing stomp. The design of the map was tailored
to team deathmatch, consisting of an arc that leads both teams from their spawn to a combat point, right in the dead center.
The architecture of the buildings fall right in line with the “fallen from grace” look that Gears of War
has displayed throughout its development. The landscape was staggered to include plenty of staircases and high ground levels,
which many gamers immediately tried to capture. Those maneuvering through the archways aren’t always at a disadvantage,
because Epic has implemented plenty of objects for cover. Much like the single-player campaign, it seems that lone
rangers won’t get too far in the multiplayer portion of Gears; at least in the Versus mode. Those teams that
stick together, live together – simple as that. Bounding and maneuvering tactics should play a vital role in the team-based
multiplayer modes. The Outlook
Epic Games is showing that it can handle the pressure of being the touted as the killer app for the Xbox 360. We’ve
seen that the single-player campaign is already headed in the right direction and now the multiplayer is following suit. The
camera takes some getting used to, but does track the action for the most part. The visuals are nothing short of staggering
and we hope to learn more in regards to other types of multiplayer game modes in the near future. Awsome Game!
Rating: 5 out of 5
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