San-Frodenzo's GameSpot Friend's Reviews San-Frodenzo's GameSpot Friend's Reviews San-Frodenzo's GameSpot Friend's Reviews en-us Copyright (c)1995-2013 CBS Interactive. All rights reserved. http://www.gamespot.com 20 Thu, 23 May 2013 14:27:56 -0700 GameSpot San-Frodenzo's GameSpot Friend's Reviews http://img.gamespot.com/gamespot/shared/promos/misc/gs_logo.gif http://www.gamespot.com 135 40 Tue, 23 Apr 2013 15:16:59 -0700 GeekyDad reviewed Shin Megami Tensei: Devil Summoner - Soul Hackers for the 3DS... http://www.gamespot.com/shin-megami-tensei-devil-summoner-soul-hackers/user-reviews/810588/platform/3ds/ ...and gave it a 8.0.

The review title is just a slight jab at the folks unable to appreciate anything in the Shin Megami Tensei (SMT) series that isn't Persona. Don't get me wrong, I love Persona 3 & 4, but this ain't like those games. Soul Hackers is more like the original SMT games, and to that end, it is pretty darn sweet.

Let me premise this review by saying I'm reviewing it as a classic game, not necessarily a modern 3DS release. Why? Well, this is kind of a love letter to fans from Atlus. The game originally released, as most of you probably already know, on the Sega Saturn and then was ported to PS1. Neither release was localized for the western world. Now, SMT fans get a chance to make their ends meet for the series, and considering the cost to find a hardcopy of one of the original versions, not even in English, this is a great opportunity for many of us.

Soul Hackers, with its cyberpunk setting, is surprisingly hip today, though the story and dialogue were written almost 15 years ago. Heck, this game was really ahead of its time in that regard. The presentation isn't going to bowl anyone over, but the voice work goes a long way to helping the transition to a modern handheld.

You probably know the premise by now. If you don't, go look it up – I won't waste time with that here. Suffice it to say, however, it's an engrossing story, one that dives deep into the metaphysical and emotional.

For the uninitiated, Soul Hackers' gameplay consists of first-person dungeon crawling with random encounters. Today's standard is probably the Etrian Odyssey series, and anyone who is familiar with those games can immediately visualize what you'll get here. However, Soul Hackers offers a more focused adventure, with interesting twists and turns.

Additionally, as is the norm for pretty much all SMT games, demon recruitment is a big part of the experience. SMT is basically Pokemon with an M-rating in that respect. That being said, demons don't level up in Soul Hackers, and you'll need to routinely recruit and fuse new demons in order to keep your edge. I really enjoyed this aspect of the game. It's old-school, sure, but it still works great today. It actually offers more incentive to collect and create new demons.

Demons are more than merely a gameplay device, though. The dialogue and interactions with them add a ton of personality to the adventure. Unfortunately, they don't animate all that much visually, and if you've been playing this series for a while, you've likely seen most of these demon sprites many times before.

The music, on the other hand, is fresh and varied. Some new tunes were added, along with a complete OST if you ordered a physical copy, and the sound effects hold up quite well. Wasn't terribly impressed with the character Nemissa's voice actress, but the rest of the cast were pretty great. You'll recognize a lot of the actors if you've been playing RPGs for a while. It's a fun crew for sure.

My only real gripes with the game – and let's face, they're really minor – are the things that weren't updated that probably should have been, as well as things that were updated that are kind of useless. The menu system feels clunky at times, and the touch-screen usage is absolutely lame. Rather than afford you the option to sift through the menu on the touch screen, its functionality has one use: to open the hack menu.

Speaking of hacks, they're basically cheats to make the game easier. There is an option to actually make gameplay more difficult, but I would have rather seen separate difficulty settings for each playthrough, something to work toward unlocking perhaps. Instead, Atlus went the Bioware route, giving you the option of changing the difficulty on the fly. I personally haven't touched a single hack, but I still don't like having the options there. It's a temptation I don't really care to have in my games. This ain't Animal Crossing after all.

In spite of these quibbles, we still get a wonderfully spruced up port of a classic SMT game most of us outside of Japan never a got a chance to experience. And it's a damn fine experience at that. Not everything is going to please everyone, yet there's still something here for almost everyone to enjoy. The grind isn't too heavy on the normal settings, and the dungeon designs, though visually unexciting, are interesting in terms of the goals set in front of you. There are light puzzle elements, but the story and demon interactions definitely take center stage in Soul Hackers. I recommend anyone interested in the game go ahead and nab a physical copy, since you'll likely get more value out of it with the included OST and extra box. Persona 3 & 4 fans may wanna watch some video before buying, as this might not be your thing, but SMT fans should swoop it up without worry. If you dig Etrian Odyssey gameplay but long for more substance story-wise, this will almost be a dream come true for you.

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Fri, 22 Feb 2013 11:59:06 -0800 GeekyDad reviewed Fire Emblem: Awakening for the 3DS... http://www.gamespot.com/fire-emblem-awakening/user-reviews/807842/platform/3ds/ ...and gave it a 8.5.

Over 100 hours later, I'm ready to weigh in on Fire Emblem: Awakening. For full disclosure, I've been a moderate fan of the series up until now. In that I mean, I've only played three other FE games before this one. With that in mind, I approached my first playthrough (currently on Chapter 15 of my second playthrough, with a concurrent Lunatic Mode playthrough ongoing) on the Hard/Classic difficulty, and it's been nothing but fun, fun, fun.

For the uninitiated, Hard Mode is about on par with the Normal Modes of past FE games released in the States, and Classic signifies that when your units die, they stay dead. There's also a Casual mode, which allows players to regain their fallen comrades after a skirmish. Though I didn't make use of the Casual mode myself, I'm glad to see it added to FE. It's something that has obviously invited in many new players, and this series surely deserves it.

The story follows the exploits of the Ylissian prince, Chrom, and his new best friend (either male or female), an avatar character which you create at the beginning of the game. There are a few twists and turns here and there, as well as ample character development, but honestly, Awakening's story is a mishmash of engrossing, disjointed, and simply ridiculous. There are elements that do a great job drawing you in, but there is also major plot development missing. The dialogue can be over-the-top, and though the overarching story is solid, the glue that's meant to hold it all together is terribly weak.

In spite my disappointment with the story, the characters grow on you. This is due in large part to the huge amount of character building the game affords you. The Support system is a major boon, allowing you to form relationships with units that will ultimately fall in love, marry, and sire children you can later use as playable characters. A lot of this is obviously a throwback to FE4, but it's mostly new to us outside of Japan.

The Support system is also more organic than it perhaps was in games like Radiant Dawn, as characters form bonds based on fighting near one another, rather than simply initiating conversations back at base. Stats are raised when fighting side-by-side, and as your relationships grow stronger, so do the benefits units bestow upon one another. You can pair units together, which completely alters the approach of strategy. Building up relationships not only reaps gameplay rewards but also treats you to some of the most entertaining dialogue the game has to offer.

One major change to the Fire Emblem formula is the ability to pretty much endlessly grind. Though you could level up units in the tower of Sacred Stones, and other mechanics in past FE games may have given players the opportunity to beef up their characters in other ways, Awakening really opens the flood gates in that regard. Random encounters appear periodically, as well as StreetPass battles, and a plethora of DLC (available and on the way) give you the option of gaining quick XP, unique characters and weapons, as well as Limit Breaker, a scroll that boost max-character stats by 10 – all re-playable to your heart's content.

However, none of these additions subtracted from the experience for me, personally. The opposite was true. Though you could probably zip through the story in about 20 hours, much of my time was spent noodling with building up my characters and forming relationships. And you can't really experience everything the game has to offer in a single playthrough–or even two for that matter. There are tons of conversations to enjoy, tidbits of backstory, and loads of cool pair-ups to experiment with.

The game's also quite gorgeous. I enjoyed the visuals and 3D in Ocarina of Time and Resident Evil: Revelations, but this is the first 3DS game in which I found it impossible to turn the 3D effect off. The action in other games often makes it hard to fully enjoy the 3D, since you're inadvertently moving your system around. With a game like Awakening, though, you have more time to sit and enjoy the view.

I also rarely turn off the battle animations, which are comprised of beautiful landscapes and character models. The battlefields are easily my favorite visual highlight. The 2D sprites look fantastic atop the polygonal overworlds that are chock full of wonderful details, such as birds flying above the 3D screen – absolutely stunning.

The same can be said about the music. It seems Nintendo finally "gets it" when it comes to real orchestrations over outdated MIDI sequences. There is an incredible variety of powerful themes littered throughout the adventure, and when you complete the story, you can go back into the extras and enjoy them alongside the Unit Gallery. There's also a cute, little Hubba Tester that can make faux romance determinations for all of your unlocked characters, and if you ever want to go back and watch the story cutscenes (which are amazing in 3D) again, you can do so in the game's theater mode. Intelligent Systems really spared no expense.

Fire Emblem: Awakening may not be the perfect SRPG, but good Lord, if it isn't one of the best this generation. The interface (you can touch on any element of the touch screen for a detailed description of stats, items, etc.) is the best the series has seen, and the helpings are robust. The story is disappointing, especially when graded against such game giants as Final Fantasy Tactics (War of the Lions version, that is), and the DLC is overpriced, not to mention a little bit tasteless at times (some DLC is designed to allow players to pay to make the game easier). Nevertheless, this is absolutely one of the best values I've gotten out of my 3DS. The gameplay is addictive, and the community is abuzz. If you're a longtime fan, jump right in; if you've been scared off by the series in the past, this is your opportunity to finally enjoy a great (and completely unique) SRPG series without being intimidated by unforgiving systems.

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Tue, 22 Jan 2013 12:59:16 -0800 Vkain reviewed Uncharted: Drake's Fortune for the PlayStation 3... http://www.gamespot.com/uncharted-drakes-fortune/user-reviews/806593/platform/ps3/ ...and gave it a 7.5.

At first I was a bit weary to try out this game. There are very few games I actually enjoy today since I find all have some sort of gimmick that tries to set them apart from the rest. This game has no gimmick whatsoever.
It begins as drake uncovers a diary left by one of his ancestors which contains information on the lost treasure of El Dorado. So you set off on your adventure persued by baddies that also want your fortune ala Indiana Jones.
The environments are well done and detailed so that architecture and scenery come of as plausible. The story line is ok however it could have been a little more in depth seeing as the same writers of National Treasure penned up this script.
Prepare for a lot of shooting and climbing. During your adventure you'll have to fend of a bunch of thugs. The AI is hit or miss with them. Sometimes they were shooting in other directions, which is fine by me. They do get repetitive however since there are probably only about 5 different models for them, so you end up seeing a bunch of twins throughout your game.
The climbing portions are great. Not quite Prince of Persia however more realistic. I did die several times trying to jump and missing my mark but the check points seem to start you off nice and close to your mark until the very end.
Overall this game was a nice relaxing not too cerebral adventure which I finished in under 10 hours. The characters were all very well voiced which always makes a game more enjoyable.

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Mon, 14 Jan 2013 10:46:30 -0800 Vkain reviewed Journey for the PlayStation 3... http://www.gamespot.com/journey/user-reviews/806267/platform/ps3/ ...and gave it a 7.5.

I loved playing Ico and Shadow of the Colossus, so when I heard this game being compared to those great games I was intrigued. So I read other players reviews which were mostly positive however most did say that this game was too short for the price. I thought since the game has been out for a while now that the price would have dropped however it was still $14.99. So I caved and purchased it wanting to play it asap.
The game begins when you crash land on this desolate desert land. You see a large mountain in the distance with a light beaming from the tip that shoots up into the sky, this is your goal.
At first you can only walk up hills and slide down hills. You have to gather magical pieces that add to your scarf making it longer. This will allow you to jump and fly.
This is a simple linear platformer. Nothing can really harm you in any way. You don't have to use much mental power in figuring out what you need to do, and there are very basic tasks to perform.
There are some nice visual elements but too few. I wish there were some more levels you actually had to work to get through. There are many gliding levels which don't really add anything to the game since your too busy looking at your character and cannot enjoy the surroundings. The music is very well done, it evokes an emotional response and ties well with the story.
The "multiplayer" aspect of it is a nice touch. I didn't know I was actually playing with someone else until the credits rolled at the end and I saw how many different people I crossed paths
with.
In summary it's a very well done mini game with great music, nice scenery and emotional story however too simple and short to elicit a high purchase price.

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"Vkain reviewed Journey for the PlayStation 3..." was posted by Vkain on Mon, 14 Jan 2013 10:46:30 -0800
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Tue, 04 Dec 2012 09:02:27 -0800 GeekyDad reviewed The Walking Dead: Assault for the iPhone/iPod... http://www.gamespot.com/the-walking-dead--assault/user-reviews/804190/platform/iphone/ ...and gave it a 8.5.

The Telltale Walking Dead games have been a wonderful addition to the franchise, but one thing they've been missing are the main characters from the comics/show we have grown so attached to. Walking Dead Assault is definitely an abbreviated companion, but it's still another very well thought-out game fans will enjoy.

Walking Dead Assault (WDA) is a simplified RTS that allows you to bring up to four party members with you into each mission. You'll begin the adventure as Rick, making your escape from the hospital where the story ultimately begins. You'll collect ammo and supplies along the way, as well as unlock new characters as you complete chapters. Supplies are used to purchase unlocked characters, but you'll also use supplies as currency to upgrade four stats that affect damage, health, ammo capacity, and the cool-down timers for special abilities. It's an excellent progression system that caters perfectly to fans' appreciation of all things Walking Dead.

The game is played from a top-down perspective, and movement of individual party members is done by double-tapping an area of the screen. You can slide around the camera with your finger and tap and hold a particular area of the screen to have all party members move in unison. Characters each have ranged and melee weapons and attack automatically anytime enemies are nearby.

Sounds simple, and for the most part it is, but WDA throws in some cool mechanics that keep the game from ever feeling overly repetitive. Using guns, of course, makes noise, and if your noise meter fills up, you'll alert herds of walkers that can make for some seriously hairy situations. And though you can control the party as one easy mob, you'll still be required to do some micro-managing, lest party members get overrun by groups of enemies.

Each character has a special ability that can only be used in spurts – ranging from healing the entire party, to adding additional accuracy to attacks – but party members also each have unique, passive abilities that increase range, speed, etc. It's a lot of fun mixing and matching the group, and it's actually quite necessary in order to successfully complete the bonus objectives present in each chapter.

Almost all missions task you with killing all walkers, but you'll need to complete those bonus objectives in order to nab most of the game's unlockables. There are some real treats, too, such as extra supplies, art work, cool bits of trivia surrounding the writers and story, and of course, achievements and high scores. The game will automatically place the name and best completion time over each mission for you and any of your Game Center friends who also have the game on their device. It's a cool, built-in competitive aspect that offers yet another incentive to repeat missions; you can earn supplies from repeat visits as well.

It doesn't hurt, either, that the game looks great. It's fashioned after the comic art, with only hints of color for dramatic effect. Comic-book captions pop up mid-mission, alerting you to horde activity or the concerns of party members. Unfortunately, there's no real dialogue or story progression other than the locales that are played out as you make your way through the game. Still, the sound and music are excellent, and the entire presentation is a complete treat for any Walking Dead fan.

Walking Dead Assault isn't a deep RTS, but it is one of the best on the iOS platform. The controls make great sense, and the micro-managing that is necessary isn't frustrating. The mechanics are kept simple, yet there are some fun and interesting gameplay devices that make it more than a mindless-zombie-kill fest. Additional chapters are on the way via DLC, and for the asking price, this is definitely a valuable addition to any Walking Dead fan's collection.

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Tue, 30 Oct 2012 05:08:31 -0700 GeekyDad reviewed Resident Evil 6 for the PlayStation 3... http://www.gamespot.com/resident-evil-6/user-reviews/802241/platform/ps3/ ...and gave it a 6.5.

Man, did this game turn out a whole lot differently than I (and many like me) thought it would. When the first trailers hit earlier this year, the appearance of Leon and the darker tone promised a return to the Resident Evil roots – you know, survival horror and all that? For better or worse, that's not really what we get here at all. Well, there are hints and whiffs of intensity, but most of that is born from frustration with some seriously flawed game design. In any event, the game has managed to grow on me in spite of major disappointment.

I'd rather not bore you with the game's premise. You can look all that up on your own if you're not already versed on the setting(s) of Resident Evil 6 (RE6). You'll play through three main campaigns – Leon and Helena, Chris and Piers, and Jake (Wesker's son) and Sherry (you know, the kid from RE2) – plus (the worst kept secret in gaming history) Ada's campaign, unlocked after completing the other three stories.

There's a lot of game here for sure, though Mercenaries out of the box is pretty paltry, with a mere three maps (without pre-order content) to choose from. I think it took me roughly 25 hours to complete the first three campaigns, and Ada's, though much shorter than the others, is packed with a lot of interesting gameplay devices and sequences.

However, all of the campaigns are a mishmash of good, bad, and seriously ugly gameplay. Leon's campaign starts out feeling a bit like Left 4 Dead and ends up stuck in a Kane & Lynch rut toward the end. Chris and Piers go for a decidedly more Gears of War approach, and though there are some excellent boss moments, it too is rife with technical and design issues. Jake's story, though not exempt from a few poor design decisions, somehow manages to feel like the most cohesive and complete action game of the three.

All three of the campaigns have some wonderful high points, as well as moments that make you want to pull your hair out. Most of the moment-to-moment gameplay is quite satisfying, but the cheap deaths are overdone – way overdone. The quick-time events (QTEs) are a huge source of frustration throughout the entire experience, particularly one that requires you to jiggle the left stick to the point where it feels like it's going to tear off your controller. Other QTEs are actually kind of fun, but the mechanic should have been used more sparingly.

Far too often, these QTEs come at you when you least expect them, or there's simply no indication as to what you're meant do next. Sure, there was a taste of this even back in RE4, but the developers of this game seem to have misinterpreted the intent of these devices.

It's also frustrating, especially in Mercenaries mode, when you're supposedly locked into a coup de grace animation and a zombie/enemy manages to get up and walk away. This happens a lot, and it can make getting high scores in Mercs the wrong kind of challenge, as well as holding onto ammo in the campaigns particularly difficult.

Mainly, it's the schizophrenic pacing and lack of identity that make RE6 such a disappointing experience. There are almost no puzzles in the main game, and the ones that are present are pretty much solved for you by a waypoint indicator that constantly stays onscreen. Ada's second chapter is probably the best we get in terms of not having your hand held the whole time, but even here you're forced to replay a large chunk of game you previously played in Leon's campaign.

In spite of my many complaints – and I do have many other things I could nitpick – the package as a whole is still quite loveable. I love being able to play almost the entire game with another player in a style that isn't as restrictive as it was in RE5 (much of the touch-and-go gameplay feels like Left 4 Dead, focused more on cooperative travel, rather than dramatic sequences). I love that the partner A.I. in this game is actually helpful and doesn't suck your inventory dry. I love the new mechanics and the camera system, even though they felt completely foreign to me at first. And I love how challenging the Mercenaries mode is, since there are so many new things to learn and relearn – many animations can now be broken (purposely) by enemy attacks.

It's a shame, though, Capcom still feel the need to try and gouge us by holding back many of the Mercs maps we already know exist in hopes of selling them to us later down the road as DLC. Had the main game been better, perhaps I wouldn't feel cheated. But three maps in a $60 package that doesn't even include a printed instruction manual (that's right, and there isn't even one in-game – you have to go online and download a PDF if you want complete gameplay instructions) is not cool at all. Capcom have been getting worse and worse about this sort of thing over the last four or five years, and it reeks especially badly in this case because the game itself isn't up to their otherwise high standards.

As a sort of aside, Ada's campaign is perhaps the ideal example of what this game represents. It's all over the place in terms of gameplay and design. One minute you're required to use stealth to make your way through a level, and the next you're stuck in these old-style, fixed-camera scenes that are finicky beyond belief. They threw out storage containers and safe rooms – things that made sense – and kept out-of-date gameplay mechanics most of us can agree have no place in a modern adventure. Yet, Ada's second chapter is perhaps the most enjoyable segment of the entire game. Again, RE6 just flails all over the place when it comes to quality.

Though it may have lost a sense of direction, one thing Resident Evil hasn't lost is its sense of humor. There are some great Easter eggs to experience and lots of fantastic music that stews together with the rest of the game in an oddly endearing way. The dialogue can be cheesy, hammy, and the plot devices spammy, but there are almost as many memorable lines of dialogue here as there ever were in past numbered RE games.

Visually, the game is extremely attractive and runs totally smooth. I can't think of a single moment when I experienced slowdown. There are, of course, going to be lag issues when playing online, but matchmaking does a fairly decent job showing you which players are viable options to hook up with. RE6 has amazing lighting, superb set pieces, and loads of environmental detail.

The audio is powerful and perfectly matched with the gameplay and cutscenes onscreen, though you may never actually stop to think about it all that much. The orchestral scores are subtle and refined, and the sounds of bashing zombie skulls are, oh, so satisfying (yes, there are actual zombies in this particular Resident Evil game).

One other cool but somewhat disappointing feature is RE.net, a website designed specifically to interact with the game. In theory, you link your progress in the game to the website and earn RE points, which can be spent on virtual goods on the site. The selection ranges from new palette swaps for Mercs costumes, to dioramas and wallpapers. There are also regular online events where high-score players (though hackers have already invaded the leaderboards) can earn substantial winnings.

The site, in execution, is less than perfect, though. You constantly have to re-link your console account to your site account, and updates are incredibly slow. It's still a cool addition, though, and something that should pad the longevity of the game if they can iron out the technical issues.

Hopefully, Capcom will iron out the game's issues as well. There are supposed to be free updates that unlock a co-op option for Ada's campaign, but really, what we need right now is new, free Mercs content (Update: today Capcom announced a fix for the camera, which is due out in mid-December). I'll gladly pay for additional story DLC, but for what I paid, RE6 has yet to fully live up to its end of the bargain. I love it for what it is, but it disappoints me for what it isn't. It isn't a fully realized Resident Evil game; it isn't a good value for the money (don't let the length of the game fool you – longer doesn't always equal better); and even as an action game, it isn't quite ready for primetime. RE6 holds on to archaic design whilst scrapping things from the series that actually worked. And in some places, RE6 even feels unfinished.

In this instance, Capcom is like a really busy parent that wanted so badly to please their child but is so out of touch with what that child wants, it gave them something it had almost no interest in. The effort is appreciated, but instead of trying to "buy" our love, why not simply listen to us. I'm far from ready to give up on this franchise, but this isn't a fully baked cake, that's for sure.

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"GeekyDad reviewed Resident Evil 6 for the PlayStation 3..." was posted by GeekyDad on Tue, 30 Oct 2012 05:08:31 -0700
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Mon, 24 Sep 2012 08:28:35 -0700 Gen_Warbuff reviewed F1 2012 for the Xbox 360... http://www.gamespot.com/f1-2012/user-reviews/800395/platform/xbox360/ ...and gave it a 9.0!

It might be just me, but it seems they finally got the difficulty right in this game. No longer do you get penalized for just looking at another driver the wrong way. Seriously, I feel like I now have a chance at not just finishing a race, but also wining them. Controls feel just right, sense of speed and the rush of close racing is perfect. Rain effects are fantastic and make races feel very different due to the difficulty of seeing the track. If you are looking for a challenge, something you will need to work at to get better, this is the game for you.

One thing that I don't really like is the minimum race length seems "to long". It's not horrible, but I would have liked to do 10 lap races, compared to a minimum of 15.

Season mode is fun, as you get better, your car gets better, you get offered contracts to move up in the ranks.

I also would have liked more control during replays, but again, that's a small thing to worry about.


Graphics = 9
Sound = 10
Controls = 9

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"Gen_Warbuff reviewed F1 2012 for the Xbox 360..." was posted by Gen_Warbuff on Mon, 24 Sep 2012 08:28:35 -0700
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Thu, 09 Aug 2012 13:01:00 -0700 GeekyDad reviewed Final Fantasy Tactics: The War of the Lions for the iPhone/iPod... http://www.gamespot.com/final-fantasy-tactics-the-war-of-the-lions-2011/user-reviews/798403/platform/iphone/ ...and gave it a 9.5!

Where to begin with this game? It's a fairly old tale for video games at this point, and I did initially give it a whirl on PSP, but the slowdown inherent in that version was a turn-off. Of course, after falling in love with Covenant of the Plume at the time, nothing was going to compare anyway. Give me enough time, though, and I'll grow hungry once again for more strategy gameplay.

I'm so glad I finally had a reason to go back to this game. The iOS platform has many great apps, but deep SRPG adventures it's surely lacking in. The price tag is pretty hefty as well, but at least with Square you know you're getting a high level of quality.

Final Fantasy Tactics: War of the Lions (FFT) on iOS takes some getting used to, as the controls and camera can be finicky. The text is small, making it easy to click on the wrong menu selections, and you'll need to switch out camera options when wanting to change from moving the camera over the map to merely turning its perspective.

The gameplay also has a few archaic remnants that can be difficult to reconcile, most notably the inability to undo moves; once you move a unit, you're locked in to that move. It might seem a small gripe, but it makes plotting ranged actions more tedious, and the camera being what it is, you can often find yourself misaligned with targets.

In spite of these complaints, FFT is still utterly consuming. The job system is addictive, and this particular translation of the game offers – bar none – the very best story in the Final Fantasy franchise.

Though I absolutely adored FFT A2 for the Nintendo DS, the original game weaves a much more complex and dark tale, complete with realistic relationships between characters. Murder, deception, and folly are the order of the day, but the game doesn't overdo it with just a single emotional note. In my 30+ years of gaming, this might be the very best story I've experienced in a video game to date.

Visually, I think the game still looks fantastic, though the colors are a bit washed out. The sprite design is detailed and varied, and the polygonal battlefields often look like water-color paintings. Unfortunately, the game does experience slowdown during spell animations, but turning off the ally/enemy indicators helps alleviate some of that. Some sound effects – especially those that accompany the over-the-top summons – sound a bit out of date and are rough on the ears, but the soundtrack is phenomenal. Many themes are reminiscent of the older PSX Resident Evil games, while others have a lilt and lightness you can never grow old of. It's an incredibly well-rounded product, both in terms of presentation and gameplay. The cutscenes are simply gorgeous.

Final Fantasy Tactics: War of the Lions comes to iOS less than perfect, but it's still an amazing adventure that has easily withstood the test of time. In the many years after its inception, nothing bests it in terms of story, and aside from a few out-of-date mechanics, the gameplay is still the best this genre has to offer. For the asking price, you cannot do better than this.

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Thu, 02 Aug 2012 21:46:08 -0700 fusionhunter reviewed Deus Ex: Human Revolution for the PlayStation 3... http://www.gamespot.com/deus-ex-human-revolution/user-reviews/798147/platform/ps3/ ...and gave it a 9.0!

Deus Ex: Human Revolution is the 3rd instalment in the series, like the other two it has a separate story line set in the same universe. In the series the main storyline of the game are influenced around modern day conspiracies such as a global elite domination so if you like wearing tin foil hats this game will suit you down to the ground but you will also find themes in the game such as love or hatred.

Set in the year 2027 the world is in revolution over augmentations. A human uprising has risen against the use of human modifications. You play the role of Adam Jensen, a former SWAT commander and now private security specialist hired to protect scientists at an augmentation company known as Sarif Industries. After one fateful night your life has changed and you will find yourself in every corner of the world searching for the truth.

The game offers the players different styles of approach towards gameplay.
Do you want to use stealth to sneak past your enemies or do you feel like unleashing unforgiving fury with bullets and explosives. Levels also include more than one way to get past with hidden vents and way paths that may be accessible providing you have the right upgrades but sometimes you just have to be a little creative like stacking boxes to reach to certain area. Upon completing missions and various other activities you will gain XP which in return once you earn enough you can acquire a praxis kit which can be used to unlock new upgrades such as seeing through walls or upgrading your shooting skills. Guns can also be upgraded. Depending on how you've upgrade your characters may affect how certain missions can be approached. If you need to stock up on firepower you'll find plenty of weapon dealers around providing you have the right credit. You'll find yourself sneaking past security cameras, gun turrets, lasers and a lot of the time you will be hacking into computers or door panels to gain access. If you have the right upgrade you can even hack into turrets and turn them on the enemy leaving you a clear path full of dead bodies. Theres a wide range of equipment that will become available such grenades, mines, flashbangs, gas grenades and even emps. Fire extinguishers can be used as weapon or even a trap so theres plenty of ways to play the level.

The bread and butter of the game is really stealth but due to the silly AI a lot of the time the game is just plain easy but if you decide to go for all out warfare the enemies won't be so easy to get past and they'll shut you down fast.
Boss fights can be easily defeated in seconds with the right method making it a little bit of a let down but none the less it has a great story line that will keep you playing and wanting to know, slowly falling in love with the world of Deus Ex.

The scenery and atmosphere of game (always being set at night) gives the game a wonderful futuristic feel and if you're a fan of this type of genre Deus Ex is definitely worth the try. The equipment and levels are well designed in keeping in mix with being futuristic and old. The guns are beautifully designed, pretty awesome looking and theres quite a selection of guns in the game, lethal and non lethal such as stun guns or crossbows depending on your play style tastes. The streets have mixed cultures such as the poor and the rich with new well designed modern buildings and old buildings in the mix. Apartments can be explored and trash cans can be rooted for cans of beer or whatever else you might find. It's great game to explore different areas and start new side quests if you ever want to take a break for the main story line. Reading emails and books that you will pick up throughout the game will also immerse you more into the story line. Overall I really enjoyed Deus Ex and it's a game that's meant to be played more than once. Something very important that Deus Ex manages to do right is create a main protagonist and characters which gamers will take a liking too and remember for their great characteristics once they get into the game. Would recommend this game to anyone whether you're casual or hardcore.

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Fri, 04 May 2012 06:00:24 -0700 GeekyDad reviewed Waking Mars for the iPhone/iPod... http://www.gamespot.com/waking-mars/user-reviews/793068/platform/iphone/ ...and gave it a 9.5!

Waited for the sale before jumping onto this one, but I had my eye on it since it was first announced. I knew the game would be interesting, but man, I wasn't expecting to be quite this impressed.

In many ways, Waking Mars is one of those games I've been waiting my whole life for. Like Animal Crossing or LostWinds, the focus isn't on killing stuff; it's a true role-playing game, one that immerses you in an experience based on science and imagination.

You play as an astronaut exploring the caves of Mars, and your discovery of organic life leads to an incredibly engrossing adventure that constantly keeps you glued to your touch screen. However, the actual gameplay focuses on...well, farming of sorts.

You'll need to capture seeds from existing plant-like life in order to grow more plants that will cause biological reactions to organic gateways that block your path to further investigation. The premise is quite simple, but the different plant life and how it behaves and reacts will force you to use your ingenuity in fun and clever ways.

The game is both fascinating and fun, as well as beautiful and dangerous. Though there are no shootouts with Halo-esque aliens, there are other dangers you'll need to be weary of.

Unfortunately, dying offers no real obstacle or punishment, which can take a bit of the edge off of exploration. Luckily, the game's real challenge comes from figuring out how to progress, rather than staying alive, and the story is incredibly well written.

Waking Mars is also amazingly gorgeous, both visually and aurally. There is a realistic beauty to this game's version of Mars that is wonderful to discover, and the music and ambient noises are unbelievably atmospheric.

Personally, I can't recommend Waking Mars enough. I can see how it wouldn't necessarily be everyone's cup of tea, but if you're looking for a true adventure that doesn't rely on constant shooting (or any shooting at all, actually), then you owe it to yourself to nab this iOS masterpiece. The controls can take getting used to and I wish dying came with a steeper penalty, but those minor quibbles aside, this is absolutely my Game of the Year so far for 2012.

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"GeekyDad reviewed Waking Mars for the iPhone/iPod..." was posted by GeekyDad on Fri, 04 May 2012 06:00:24 -0700
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Sun, 04 Mar 2012 17:34:16 -0800 taylorkristich reviewed Ninja Gaiden Black for the Xbox... http://www.gamespot.com/ninja-gaiden-black/user-reviews/789083/platform/xbox/ ...and gave it a 10.0!!!

First off, I have to say this has improved from it's last game. The regular Ninja Gaiden for Xbox. The controls are easy to get use to, and most of the time you'll have to do multiple attacks to different foes to process through the game. You'll learn new moves and techniques by picking up scrolls through out the game, as well as new power attacks and you can up grade them as well. There's also many different types of weapons you can use, making the game more in depth and more versatile. The graphics are nearly flawless in every way, making the Xbox get pushed to it's limit. You can tell that the creators of the game, put lots of effort into making this game very difficult. And, you'll find that each difficulty that you beat, gets much harder after you beaten the one you just completed. Which attracts many hardcore gamers to play this game. Just try the difficulty called "Master Ninja" you'll understand what I'm talking about, when you try that. This game also has a ton of replay value. From different costumes, and new game modes, you'll find yourself entertained for a long time. I don't want to give anything away to you of what exactly you'll unlock, but you will enjoy every bit of challenge that awaits you. I highly recommend this game if you want a challenge for the ages and you want to accomplish a game that most people couldn't do. You'll love every minute of it.

Get the full article at GameSpot


"taylorkristich reviewed Ninja Gaiden Black for the Xbox..." was posted by taylorkristich on Sun, 04 Mar 2012 17:34:16 -0800
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Sun, 26 Feb 2012 08:01:05 -0800 GeekyDad reviewed Resident Evil: Revelations for the 3DS... http://www.gamespot.com/resident-evil-revelations/user-reviews/788612/platform/3ds/ ...and gave it a 9.0!

Just put the finishing touches on my first playthrough and I'm now well into my NG+ for the no-herb run. That right there should offer a clear indication of just how much I enjoyed the game, but let me detail exactly why–

I've been following Revelations closely like many of you – drooled over the screen shots, got hot and bothered by the demo included with Mercs 3D, and the second demo sealed the deal. This was obviously going to be the complete package, and the production values have an instant "wow" factor.

There is one thing, however, that, early on in the adventure, kinda stumped me. The Genesis scanner, which I envisioned adding another layer of gameplay depth on par with the Metroid Prime series, wasn't quite as fleshed out as I'd hoped it would be.

Instead of using the scanner to find out info on enemies – weaknesses perhaps – you're just scanning them to earn herbs/missions or scanning environments for hidden items. In a sense, it works a bit like the Riddler mini-game in Batman Arkham Asylum, and to that end, it's enjoyable. Though the design choice the developers opted for wasn't a game-breaker, I was concerned that perhaps the entire adventure was going to be watered down.

Luckily, that isn't the case here. The pacing of both the story and gameplay are tight and polished. Revelations isn't nearly as scary as the early Resident Evil games, but it's certainly more entertaining than what we've seen in the recent past.

What the game lacks in horror it makes up for in atmosphere. Revelations also introduces some pretty strong characters, one of whom you'll likely fall in love with before the end. The game's divided into episodes, which works great for 3DS, and each episode feels uniquely challenging.

At some point early on in the story there were some exchanges of dialogue that were pretty off-putting. I simply chocked that up to typical RE silliness. The actress who portrays the character Jessica delivers at least a few lines conspicuously bad. However, by the end, things that seemed a bit cheesy shine in a different light. The story is surprisingly nuanced and wound down a path I wasn't quite expecting. Pro tip: stick around after the end credits.

I took on the Normal mode for my first time through, and for the most part, Revelations was a very challenging game. There were quite a few segments that required multiple stabs, and often I would end an episode out of ammo, out of herbs, and seeing black and white. Oddly, though, the end of the game feels less harrowing, though the finale will absolutely give you a run for your money.

As a quick aside, I'd like to tally where I feel the game fell a bit short. As mentioned, I was a tad disappointed by the Genesis scanner, and there was also a fair bit of backtracking. I think most folks – myself included – were unhappy with the way Capcom tried to hide loads. When riding elevators or waiting for certain deck doors to open, the framerate suddenly dies. Of course, it's no big deal, since the game is actually loading during these moments, but it kind of kills the mood. It's also a shame there aren't any bona fide puzzles or riddles to solve.

Now, with all that being said, the game Capcom did opt to create is a fantastic adventure. Like RE4, Revelations might not be the Resident Evil game every fan was hoping for, but it's inarguably an excellent ride. There's tons of content to unlock and earn, either through Raid Mode or in the campaign, and the online co-op works quite smoothly. Raid Mode stages and equipment are doled out at a steady pace – there's always some incentive to keep you coming back for more.

The online isn't perfect, though. Occasionally, it's difficult to find rooms, and depending on your connection to the person you're matched with, you can experience quite a bit of lag. Most of my sessions have been enjoyable, but that's also dependent upon the community itself. There are a few trolls who will sit back and let you do all the work, and one stage in particular is inherently flawed.

There are a total of 20 Raid Mode stages, with one bonus stage called Ghost Ship. Ghost Ship is already somewhat infamous amongst the community, as it's generally used to farm missions. Each time you play co-op online, you receive a mission that can earn you some pretty fat loot. Unfortunately, Ghost Ship is designed in such a way as to allow players to end the stage early in order to farm these missions. In theory it's kind of a neat side effect, but folks who actually want to play through the stage – which can clock in at over 30 minutes a run – often end up getting the shaft. If you do ever manage to find someone to play through it with, Ghost Ship is an awesome, challenging gauntlet that could almost count as its own mode.

In spite of my complaints, Raid Mode is still a tremendous boon for RE fans. I won't say it's better than Mercs, but it definitely offers something more substantial to sink your teeth into. As you level up through play, you gain access to better weapons, perks, and other gear. There are also three difficulty settings, each unlocked consecutively. Unfortunately, there's no chat feature – which really, for an M-rated game, chat should be included as a basic function of online play. There are also occasions when doors that are supposed to open won't, likely due to extreme lag between players. In these instances, all you can do is quit out of the stage.

I have to give a special shoutout to the game's water levels. Not everyone is a fan of swimming gameplay in action-adventure games, but personally, I really enjoyed them here, and I've had lots of fun replaying them in Raid Mode. Though you're not working through puzzles or anything, the control of the characters in Revelations reminded me of Ninja Gaiden (Xbox). It takes a little getting used to at first, but there's a lot of cool stuff going on in the game's underwater sequences.

I won't bother commenting too much on the visuals, as they're obviously top of the heap. What you've seen in screenshots is pretty much what you get. The 3D effect is expertly executed, but to be honest, I turned it off by the second episode. I have a hard time keeping my system still, and I really just want to relax when I play the game.

The sound design is equally stellar, with some of the best soundtrack music I've heard in a good, long while. The main theme will quickly stick in your head, and the clarity is pristine – this is a game you'll want to experience with earbuds/headphones.

Resident Evil: Revelations has some design elements that aren't necessarily my cup of tea, but the package as a whole is amazing, nonetheless. I've been having such a great time with the game, both in campaign and playing Raid Mode. The story will keep you rapt from start to finish, and once you've completed the adventure, don't be surprised if all you want to do is start right back up again. There's a boatload of missions available to take on – a to-do list, if you will, to unlock an almost never-ending supply of goodies. Though the early 3DS line-up was kinda paltry (Mercs 3D included), Revelation is the real deal – the full Monty.

Get the full article at GameSpot


"GeekyDad reviewed Resident Evil: Revelations for the 3DS..." was posted by GeekyDad on Sun, 26 Feb 2012 08:01:05 -0800
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Wed, 22 Feb 2012 08:16:08 -0800 taylorkristich reviewed Metal Gear Solid 2: Sons of Liberty for the PlayStation 2... http://www.gamespot.com/metal-gear-solid-2-sons-of-liberty/user-reviews/788321/platform/ps2/ ...and gave it a 10.0!!!

This game is simply amazing from start to finish. You will use every inch of Snake's stealth to get pass guards and other various challenges that will leave you breathless through out the game. Snake has a variety of different weapons at his disposal. However, the most important one, would probably be his way of sneaking up on people without them knowing. That is your best bet to get through the levels. The voice acting is breathtaking. You can tell that the creators took the extra effort into every character when came done to this. The graphics pushes the PS2 to it's limit, with great cut scenes, and marvelous display of different landscapes. The controls are easy to grasp, if you haven't played any of the Metal Gear Solid series. So, you shouldn't have a problem with that at all. There's much replay value in this game as well, giving you the opportunity to receive secret items that you weren't able to get through your first run through. All in all, this game is remarkable. And, should definitely not be missed to play. Not to mention it is extremely cheap to buy now. I hope you'll take the time to get this, you'll be wanting more after your finish with it.

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Wed, 22 Feb 2012 00:22:23 -0800 taylorkristich reviewed Shining Force II for the Genesis... http://www.gamespot.com/shining-force-ii/user-reviews/788300/platform/genesis/ ...and gave it a 10.0!!!

This game is a great start for any RPG player. You have to appreciate the hard work and detail put in this game. The Unique characters in the game makes you really fall in love with all it's has to offer. Many of the characters have there own different types of spells and promotion classes. However, you do meet some characters through out the story that share the same qualities. For example, the wizard. There's many things to do as well, side quests to receive different weapons for certain characters. You can also gain certain items like the Mythril to make stronger weapons. It becomes very addicting trying to find all the Mythril so you can have all your weapons in the best of conditions. The type of battle system used in this game is turn-based. Kind of similar to some of the Final Fantasy series. For each character you have spaces you can move to. Kind of like chess pieces. Some characters can move in more spaces then others. You receive items at certain parts of the game that can help enhance your space moves. So, it can get really in depth and tactical deciding which people you would like to have more freedom to move then others. You get stronger as you defeat enemies and bosses through out the story. There's many characters to get in this game as well. And, you'll find your self playing this game a couple of times, just trying to get all of the characters in the game and seeing what they can do in battle. The story line begins with a King that gets taken over by a bad spirit that's been hiding away for centuries. It's get more interesting through out the game, making you become somewhat attached to it till the end.

I rate this game a 10. The creators weren't afraid to take chances and make a very unique style of play that now final fantasy tactics use. Not to mention this is one of the first and only RPG titles for Sega console. I highly recommend trying to find this game online. Since it's a very rare game to find it at a local hobby store. It's much easier going on Ebay or Amazon to buy. If your interested in getting a old school RPG, this is the #1 game. You'll love it from the beginning to the end!

Get the full article at GameSpot


"taylorkristich reviewed Shining Force II for the Genesis..." was posted by taylorkristich on Wed, 22 Feb 2012 00:22:23 -0800
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Sat, 18 Feb 2012 19:59:24 -0800 taylorkristich reviewed Assassin's Creed: Revelations for the PlayStation 3... http://www.gamespot.com/assassins-creed-revelations/user-reviews/788067/platform/ps3/ ...and gave it a 9.0!

I liked it. Pretty good game play and replay value. Truly enjoyed it. It's amazing how this series continues to amaze me with it's quality of in depth value of searching through cities. I hope they continue to make more of these titles, the creators prove that you can actually have a good series of titles consistently without boring or being repetitive with the same ways that made the games successful. I also like the voices in the game. You can tell they put a lot of effort into each and every series that they made. It makes me want to repeat the talk again I had with a random person in the game, it sounds beautiful. Be patient with some of the tasks that are given to you through out the game. Sometimes it can be very tough at times if your an average player that is just starting. Patience is key, but you'll feel more gratifying once you accomplish the missions. Which it makes it much more sweeter beating the game and all the missions. I highly recommend getting this game as well as the others, if you truly enjoy a unique experience.

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Sat, 28 Jan 2012 09:25:58 -0800 Gamakarmica reviewed BurgerTime: World Tour for the Xbox 360... http://www.gamespot.com/burgertime-world-tour/user-reviews/786577/platform/xbox360/ ...and gave it a 5.0.

The (tired?) trend of arcade classic reimaginings are growing strong with yet another classic franchise being resurrected for HD consoles. Monkey Paw Games, a studio well known for its emulation of PSOne Japanese Games, developed and produced the Data East classic Burgertime remake with a focus on expansion and giving it more personality. And while the personality of Burgertime World Tour comes through, it's questionable whether one could say the rest of Burgertime's charm made the transition.

Burgertime's concept was cute and novel: Take Donkey Kong's platforming and climbing mechanics and add the need to stack food together to make burgers. The 1982 original Burgertime made what could have easily been a DK knock-off into a very entertaining, if not difficult, platformer with a inventive twist that differentiated itself from its predecessor.

The remake, however, takes cues from games like Klonoa and Pandemonium!, implementing a 2-1/2D perspective in order to keep its more stringent fundamentals, while giving the world more vibrance and a bigger feel. The result makes for an entertaining, if not underwhelming aesthetic. The levels feature a lot of primary colors that burst with the overall food motif of the game.

Where the 2-1/2D becomes a hinderance, especially in the later levels, is when dodging enemies or reaching difficult platforms. Levels in the game are more circular in nature, which means there is a definitive end to the levels. This leads to problems anticipating how far an enemy is from your character. Too often, it feels like an enemy is a reasonable distance away, only to find that the minute you move forward, it just hit you.

This becomes a bigger problem when jumping from side to side becomes more demanding. Distance between objects become hard to discern, which causes a lot of unnecessary deaths by falling spikes (or in more annoying stages, spikes that require ultra-precise timing to not move a single pixel to not get hit). It's a shame because the actual layout seems good, but the distortion becomes an unnecessary annoyance.

In fact, the actual jumping doesn't feel entirely controllable. Too often, again in later stages, it feels like jumps are too impossible to make, yet somehow, the game has a platform that you can't see and let's you through. Often times, however, there are jumps that feel like it should make it, only for some unknown reason, you miss the jump, causing an unnecessary death. Even worse than that, sometimes your character gets caught in the geometry of the level, only for the game to then release you from the level...into a bed of spikes, of course.

This leads to a lot of later levels using techniques that don't feel like skillful techniques that are rewarding to complete a level. Often times, it feels like cheating a level will get you to finish. Double jumping while you technically can't double-jump, jumping on platforms that don't exist in plain sight, relying on the shotty hit detection to take care of an enemy and using power-ups that have inconsistent properties and power seem more like band-aids to help you finish the game and mask the problems this game has.

Or, depending on how you look at it, you can call it a "throwback" of sorts of old-school arcade gaming. If you think that way, Burgertime World Tour is definitely worth a $10 purchase to try out. That said, the original is far better than this remake, and if you are simply looking for a good, fun and possibly challenging platforming game, you may want to wait until the price drops...or avoid it all together.

Reviewer's Score: 5/10

Old-School Enthusiast?: +1 point
Get it for $5?: Add .5 points

Get the full article at GameSpot


"Gamakarmica reviewed BurgerTime: World Tour for the Xbox 360..." was posted by Gamakarmica on Sat, 28 Jan 2012 09:25:58 -0800
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Wed, 11 Jan 2012 06:07:35 -0800 GeekyDad reviewed Deathsmiles for the iPhone/iPod... http://www.gamespot.com/deathsmiles-2011/user-reviews/785543/platform/iphone/ ...and gave it a 9.0!

I should be writing a review for work right now, but instead I'm writing about Deathsmiles. Sometimes a game will do that to you. It's not that Deathsmiles does all that much particularly new or innovative, but a near-perfect mix of anime artwork, a Castlevania setting, and bullet-hell heaven make this a game that is impossible not to love.

To be clear, Deathsmiles does do at least a couple of things I haven't seen in shooters before (or maybe I have and it's just been a very, very long time). The iOS version is a port of a Japanese arcade title, which incidentally was also ported to Xbox 360. You take control of one of four beautiful Betties (or Princess Tiara in the game's Smart Phone mode) and fight your way through seven levels (plus one optional bonus level).

The levels are each quite varied, offering incredibly delightful hand-drawn artwork – the game's extremely gorgeous. You move about the touch screen by simply dragging where you want your character to go, and they auto-fire, either regular shots or lasers. One of a variety of spirit creatures tags along with you offering additional firepower, and as is typical of a bullet-hell shooter, you'll be weaving in and out of a kaleidoscope of enemy projectiles.

Switching between regular shots and lasers is actually quite important, as the different enemies leave behind better drops depending upon the weapon you're using. Drops count not only toward your overall score - which is, of course, uploaded to leaderboards on either Open Feint of Game Center – but a counter builds up that allows your character to go into a sort of super-charged mode, racking up even more points and doing increased damage. The game mostly scrolls from left to right, with a few exceptions, and you'll utilize a reverse-direction button to deal with enemies who appear from behind your character.

Translation: Deathsmiles is frantic, funny, sexy, and a helluva lotta fun. The Smart Phone mode allows you to purchase items that help beef up your character, and completing item sets unlocks puzzle pieces that reveal hidden portraits. The levels are essentially the same for either mode, though the difficulty is skewed a bit differently.

And of course, Deathsmiles has an excellent soundtrack, complete with a few hidden goodies unlocked by tapping on glowing areas subtly placed within the world map. The sound effects and music make for a symphony of gaming goodness.

It's hard to justify paying top dollar for a game on iOS when the platform has gotten us so used to $0.99 apps and freebies. Deathsmiles is short, sweet, and it can get pretty darn challenging as you dip into the higher levels. Nonetheless, the game has replay value and good vibes to spare, making the asking price kind of a bargain.

Get the full article at GameSpot


"GeekyDad reviewed Deathsmiles for the iPhone/iPod..." was posted by GeekyDad on Wed, 11 Jan 2012 06:07:35 -0800
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Mon, 02 Jan 2012 14:04:34 -0800 GeekyDad reviewed Mighty Switch Force! for the 3DS... http://www.gamespot.com/mighty-switch-force/user-reviews/784911/platform/3ds/ ...and gave it a 9.0!

Been waiting for this game for a while now. Not only has the 3DS been in dire need of actual downloadable 3D games here in the States, this was something from WayForward's flagship Mighty series. Hot anime chicks, great visuals, awesome music? Sign me up.

I must say, though, Mighty Switch Force (MSF) ended up being a bit different than what I had anticipated. From the bits of preview material I'd seen, I was expecting something along the lines of a Metroidvania. In the end, MSF actually has more in common with Mega Man, though there's definitely more of a focus on the puzzle elements than crazy hard platforming.

MSF is broken up into 16 separate incidents, and you need to capture the criminals hiding in each level. WayForward is a bit presumptuous, offering no instruction about the controls. However, there's not too much to contend with here, and a little experimentation will see you a master of the controls in no time.

The first couple of incidents are pretty straightforward, and the main mechanic of switching platforms in and out of existence is intuitive. You'll know what you need to do right away. By the third incident, however, WayForward is already beginning to throw some incredibly clever gameplay at you, and it just keeps getting better from there.

There's been a good deal of talk about par times, which are listed for each incident. Personally, I didn't feel pressured to complete levels within their par times during my first playthrough, and truly, it would be near impossible to do on most levels your first time through.

Unfortunately, there's very little reason to suffer through achieving par times for all levels, as I believe your only reward is a new title screen. That's cool and all, but hardly enough reason to try and beat the pars.

Luckily, the levels are just plain fun to play through, and if you were into SNES gaming back in the day, MSF is a great throwback to that era. For me personally -- with having to redo certain incidents several times -- I'd say the game offered about five hours of play my first time through. But I'll definitely be coming back to this one here and there.

Visually, this is about as good as 2D (in 3D, of course) gaming gets. MSF is gorgeous, end of story. The animations are smooth, the sprite design is pixel perfect, and personally, I love Wayforward's sexy yet harmless art style. The 3D effect is tasteful and not overdone. Seeing 2D layers of parallax in 3D like this is just fantastic.

And if you've frequented any forums related to the game, surely you've noticed quite a bit of talk regarding the game's soundtrack. It's an awesome collection of techno pop that fits wonderfully alongside the gameplay but is equally enjoyable on its own.

It's a shame, therefore, the game doesn't offer a sound-test area or any other notable unlockables. I know it's only $6, but there's so much to love here in terms of audio and visuals, it would be nice to have the opportunity to enjoy those elements outside of gameplay. Besides, unlockables are always the best incentive to keep you coming back for more.

In spite of these criticisms, Mighty Switch Force is an excellent neo-retro experience. The gameplay is WayForward at the top of their game as developers, and the production values are through the roof -- stellar stuff. Next time, though, I'd rather pay double the price for more incidents and some real unlockables. Make it happen, WayForward!

Get the full article at GameSpot


"GeekyDad reviewed Mighty Switch Force! for the 3DS..." was posted by GeekyDad on Mon, 02 Jan 2012 14:04:34 -0800
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Tue, 13 Dec 2011 14:07:50 -0800 Gamakarmica reviewed Dungeon Defenders for the Xbox 360... http://www.gamespot.com/dungeon-defenders/user-reviews/783161/platform/xbox360/ ...and gave it a 6.0.

[If aging has done one thing for this reviewer, it's to have a fondness of strategy games and tower defense games. This reviewer loves the standard SRPG's that are released and has a fondness for strategy games. Tower defense, however, is a type of game that can be fun, but doesn't last for this reviewer]




Introduction: With a unique blend of action-RPG and tower defense, Dungeon Defenders already stands out in the crowded downloadable game market. It also has a charming side-story and colorful art style. However, these plusses are off-set by some key and pivotal minuses that otherwise turn an engaging and could-have-been indie classic into a niche darling with some unfortunate flaws.



Core Game Philosophy: Dungeon Defenders is a cross between Torchlight and Fieldrunners, with a special emphasis on Torchlight's art style and looting system. Like a standard Tower Defense game, enemies come out of specific entryways and it's your job to get rid of them either by attacking them directly or by playing towers or encampments to pick them off one-by-one. In the easier levels it's an absolute breeze to create an impenetrable defense, but in harder levels you'll find yourself running to different parts of the map repairing, selling and upgrading towers.

There are three things that constantly provide constant rewards during your play time with Dungeon Defenders:

Experience: Earned with each enemy you or your towers defeat. When you gain experience, you level your character up to gain boosts in 10 different stats, 4 of which go to the character itself, 4 to the towers it creates and 2 to special abilities the character has recieved.

Loot: Either equipped to your character to give him/her stat bonuses or simply sold to get more mana. Specifically, weapons and pets appear on your character with its distinct look and element.

Mana: Used to create towers while in a level, power-up pieces of loot you have equipped and purchase items at the tavern. Powering up your loot with mana becomes important in later stages due to its increased difficulty.



With these three types of stats, followed by a simplistic feeling but highly strategic core, Dungeon Defenders constantly wants to reward you with leveling up your character, giving you new and exciting loot and enough mana to create powerful defenses and powerful upgrades for your loot. Like Diablo and Torchlight, this keeps you coming back to make your character more and more powerful and provides a strong foundation to have a great time...



Customization: However, one key thing that most loot-based Action/RPG's do particularly right is the customization feel of the game. Sad to say, this is one area where Dungeon Defenders completely misses the mark.

First, you choose a class of four characters:



Apprentice: A prototypical mage character that uses a staff to fire projectiles at enemies. His towers are more projectile based, with a blockade and a "lightning tower" to boot. The apprentice looks like the typical mage with robes and a pointy hat. Meant for beginners, the apprentice is easily the most balanced character in the game.



Squire: A melee based character that looks like a miniature knight. His towers are meant to be more up-close and personal, dealing loads of damage when they come close. Two other turrets, such as the bowling ball and harpoon, give him some distance options. However, Squire's melee attacks are the strongest in the game plus he also has the most HP of any character.



Huntress: A trap based character with limited ranged ammunition. Armed with a crossbow, the huntress shoots bolts at monsters, but then needs time to reload her crossbow. The huntress uses traps instead of towers, which gives powerful attacks and abilities, with the cost of (once again) limited availability.



Monk: Both a melee and ranged character, but not adept to either, a monk's main "tower" are auras, which are pockets of air that has specific effects, such as slowing an enemy down, healing other party members and weakening opponents. Clearly meant to be a support character.



Now, instead of creating a character with your own name of color combinations, the game has you select templates with specific names and colors. There is literally no difference between characters and colors, they all start the same. In fact, you can't even name your character until you reach a specific level, which seems counterintuitive.



With the exception of weapons and pets, you literally look the same from the time you start to the time you reach Level 70. Items such as hats, armor, shoes and gloves do not change the look of your character, which is a huge disappointment. One of the key ingredients in an action/RPG is the feeling you are progressing by the visualization of your character's armor and weapons. The fact that Dungeon Defenders skips this entirely is a huge disappointment.



That said, you still do get to name your items when you level them up to max by spending mana. Also, leveling up your characters will create different templates of strengths and weaknesses, but it still hard to other players to know this when playing multiplayer since you can't tell the difference.



Multiplayer: Dungeon Defenders is meant to be a multiplayer based affair, but the game has some serious setbacks that hamper the grouping experience. First, matchmaking does not do a good job on finding someone on your level. This means your spending more time than you should finding a room with like minded levels.



Next, Dungeon Defenders doesn't do anything to make sure that there is a fair-minded, balanced multiplayer game. What I mean is that there is no option for group sharing or looting. This means that the game does nothing to make sure that XP, mana, loot or even towers are evenly distributed towards all 4 potential players. I've walked into dozens of matches where out of 4 people, one character has all the towers and the other three are just there to provide "cover fire".



What's worse, there's no griefing control. Let's say you put in a tower in a specific spot, ANY character on the map can go ahead and sell that tower and get it's mana without your say-so. This provides elitist jerks who must have it their way with the tools to do just that, even if it doesn't particularly benefit the group.



Finally, unless you pick up the mana or loot yourself, you have no way of gaining it for your benefit. This also goes for XP. So you could literally spend an hour on a map...and possibly get no benefit from it in multiplayer.



This is got to be one of the most disappointing aspects to Dungeon Defenders.



Final Verdict: With such a solid and almost fool-proof concept, just the fundementals alone should make for a great time. And honestly, it does. Problem is, if you want to go further in the game, there is tons of tedium and lack of accomplishment that comes with it. Factor in the problems with multiplayer and you have a game that came short even though it has a strong, unique concept.



Final Score: 6.0/10



Intangibles:

"Hey, I just want to play alone!": If you play as the Apprentice - Add 1 point - Clearly the most balanced character in the game, the Apprentice provides powerful attacks from its staff plus the most diverse towers in the game. Overpowered? Possibly. But easily the most fun.

- If you want to play as the Squire - Add .5 points - Melee focused, sure, but his towers are very powerful and provide tons of cover. May get old slashing his sword dozens of times, but still a fun game to play.

- If you want to play as the Huntress - Subtract 1 point - Because of all of her limitations, it's really hard to play as the huntress in single player. That said, her traps are very powerful and when placed right, can create more opportunities. Still, Huntress leans more towards support than ranged combat.

- If you want to play as the Monk - Subtract 2 points - His auras only last for a limited time and even then, they don't completely do the job. Also factor in a weak projectile, so-so melee and HP that doesn't last very long and you have a character is clearly only meant for multiplayer teams.

"I have friends who will play with me!": Add 1 point - If you have friend who will play fair and evenly distribute mana and loot, Dungeon Defenders can be a really good time for a group of friends.

"I honestly don't care about customization, I just like tower defense!": Add .5 points - The tower defense elements are solid and there are also modes that benefit on just using tower defenses.

"I'm not a fan of tower defense, but I do like action RPGs!": Subtract 1.5 points - The combat, while fun, is shallow and will bore you within the first 20 playthroughs. You have to enjoy tower defense to play this game.

"I can get this for $10!": Add .5 points

"I can get this for $5!": Add 1 point

Get the full article at GameSpot


"Gamakarmica reviewed Dungeon Defenders for the Xbox 360..." was posted by Gamakarmica on Tue, 13 Dec 2011 14:07:50 -0800
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Sat, 03 Dec 2011 11:08:02 -0800 GeekyDad reviewed Contract Killer: Zombies for the iPhone/iPod... http://www.gamespot.com/contract-killer-zombies/user-reviews/782205/platform/iphone/ ...and gave it a 6.0.

Just to be clear, I think CK Zombies is an awesome app really well suited for iOS. I was having a fantastic time with the game, but then you get to a point where the difficulty literally becomes impossible and the only way to progress further is to purchase in-game gold with real money so you can buy better weapons.

Honestly, I'd gladly pay the same for this as I will for Infinity Blade 2 -- I think the gameplay is that good. Sure, it's just a shooter, but the concept is really cool, and the shooting and presentation are top-shelf. Unfortunately, you can't redo missions you've already completed, so there's no way to grind out money in order to purchase the weapons and gear you'll need to take on the game's more brutal challenges.

That's truly a shame because CK Zombies does so much right. There are some neat story tidbits, and the environments and mission variety are entertaining in the extreme. The visuals are some of the best you'll see in a freemium iOS game, and the sound design is simply stellar.

In the end, though, the publisher refuses to let you enjoy the game. The asking price for in-game gold is outrageous, and there's no way to simply purchase the game from the App Store outright. What a waste of an otherwise excellent iOS zombie experience.

Get the full article at GameSpot


"GeekyDad reviewed Contract Killer: Zombies for the iPhone/iPod..." was posted by GeekyDad on Sat, 03 Dec 2011 11:08:02 -0800
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http://www.gamespot.com/contract-killer-zombies/user-reviews/782205/platform/iphone/