Scalien26's GameSpot Friend's Reviews Scalien26's GameSpot Friend's Reviews Scalien26'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 14:57:32 -0700 GameSpot Scalien26's GameSpot Friend's Reviews http://img.gamespot.com/gamespot/shared/promos/misc/gs_logo.gif http://www.gamespot.com 135 40 Mon, 29 Apr 2013 13:21:57 -0700 jg4xchamp reviewed BioShock Infinite for the PC... http://www.gamespot.com/bioshock-infinite/user-reviews/810834/platform/pc/ ...and gave it a 8.0.

The thing that stuck with me most about Bioshock Infinite was that I wanted to replay the game instantly after being finished with it. It's rare that a game causes this kind of reaction, and it's even rarer for that game to be a big triple-A blockbuster. Yet here I am, and I can't just go through it once. Even after trying to explore every little nook, alley, or trash can, I need to find the stuff I overlooked. After taking as much of the atmosphere and narrative in as I could, I still needed to go back to see what I missed. For the first time in a long time, a big triple-A game genuinely made me wonder what was coming up next.

Bioshock Infinite starts a lot like the original Bioshock did. A man named Booker Dewitt who travels to a lighthouse. This lighthouse contains some cryptic writing, and before long he's well on his way to a city unlike anything he could have imagined. Only this time you're ascending high into the sky and entering the world of Columbia, not sinking down into the depths to find Rapture. Whereas the original Bioshock was about discovering a city that was already in ruins, Infinite is about a city that is still going strong.

Columbia isn't a haunting city in ruins as much as it's something almost awe-inspiring. This sense of old American nationalist pride permeates the city as it is decked out in the colors of old glory. Where Rapture was built on science, Columbia is built on faith. It's fitting for a city high enough to be in the heavens, and for those opening moments you're just taking it all in: the raw vertigo that comes from being that high in the air, the incredibly well-done production values, the prayers of the priests in the opening church, the white supremacist nature of this society, and even aspects of the city that just feel wrong.

The game is set in 1912, but there is an uncanny anachronistic aspect to this opening, aside from the the fact that Columbia is a city in the sky. Early on, there is a quartet of singers sharing a piece of music that has no business being in 1912. You're playing a character who has no idea this city even existed, and yet the city already knows him as a anti-Christ known as the False Shepard because of the mark on his right hand. On top of that you're here to capture a girl (Elizabeth) who is so valuable she can wipe away Booker's debt from men who you don't want to owe money to. It's a city that can be as uncomfortable as it is inviting, and it's a feeling that stays strong through out the majority of the experience.

Before our two leads ever meet, we first get a glimpse of the game's main antagonist: Zachary Hale Comstock. He is to Columbia what Andrew Ryan was to Rapture, but he is more a man driven by faith, and presents himself as a prophet to a society that is blindly willing to follow him. He is a well-meaning man that can be downright frightening because what his ideologies drive him to do. He truly believes in what he is doing no matter how flawed his actions seem when compared to what he is preaching. Like Ryan was an example of the potential dangers of Objectivism, he is a take on the potential flaws of religion when taken to extremes.

Religion isn't the only theme at play in the early going. The game also wants to handle racism. It won't be long before you also start dealing with the Vox Populi, the rebel force that is trying to save the non-white members of this society, who are living life at the bottom of the barrel. It gives you the impression of a game (like the original Bioshock) willing to make a statement on these real-life themes by showing us extremist interpretations of them. Sadly, it never quite takes these themes as far as it could as the narrative is about the mystery behind the girl.

Who is she really? And why is she capable of doing the things she does? Elizabeth isn't a normal damsel in distress. She is capable of opening things called "tears" that are like windows to other worlds. But their exact nature is unclear, and the game will make you, and the characters, wonder what they are? The future? Another spin on that time-line, or something else entirely? In search of a way out of the city, Elizabeth and the player go on the run and start getting their answers along the way. And as they go further down the rabbit hole and begin to unravel Colmubia's mysteries, they also see the unraveling of Columbia, and the game world changes to reflect this. What was once a calming blue sky is now a thunderous group of storm clouds creating an ominous darkness over the city. A bustling street and fair now lay in ruins that evoke some of the more terrifying imagery found in the original Bioshock. All this deconstruction and destruction builds up to a fever pitch before you get to the game's conclusion, which is so compelling that it demands another run through, and you'll find yourself viewing what once seemed minor scenes with no real importance now feel like important tidbits that were foreshadowing the grand conclusion all along.

A lot of the story is also conveyed through environmental discoveries by the player. There are secret codes by the rebels that the player must solve to earn gameplay rewards. There are voxophones that give you further insight into the many characters and story beats at play the same way the audio logs did in the original Bioshock. In most cases, they can explain certain tidbits about the city or provide context for gameplay elements, but there is far more interesting stuff as well. For instance, the true story about what happened to Lady Comstock, and her actual feelings in the final few moments of her life may very well be one of the best aspects of the game, and are only available to the player through voxophones.

All of this makes Columbia a city worth exploring, even if you're going to feel that, at times, there just isn't enough of it to actually explore. A lot of the progression in the game is linear, and takes place in straightforward narrow paths. You get some boardwalks, beaches, and the like to explore, but more often than not you get funneled into combat zones.

Which means there also happens to be an action game tied to the story. Bioshock Infinite plays much like the previous Bioshock games. You have your basic weaponry which ranges from pistols, rifles, and shotguns, to heavy weapons, and then you have the Plasmid like powers of Columbia: Vigors. At the press of a button, you can unleash a bolt of lightning, release a flock of crows for crowd control, or deliver a furious bull rush, which provides a more visceral thrill compared to the other powers.

Charging these powers can create other abilities as well, which essentially allow you to set up traps. One such trap can detonate fire bombs, while another can provide an electric barrier if you need to protect something. There are also skylines, which happens to be a form of traversal in the city that also play a role in major set pieces. It provides a vertical dynamic to the combat that just wasn't there in the original Bioshock and makes it possible to escape combat zones more quickly, as well as bring death from higher vantage points.

It all comes together to create this powerful action game that feels far more fluid than the original Bioshock. Where the original felt clunky and almost lacked impact, Infinite genuinely wants you to feel strong. Even the more spongy enemies sell the notion that you can do serious damage, and the entire balance of the game is built with the idea that you play with some offensive latitude as opposed to a more laid-back, strategic approach.

The upgrading system is also a little familiar to Bioshock in that you do a lot of your upgrading at vending machines. With the right amount of money you can either upgrade your powers or your weaponry. These can range from damage boosts to quicker reload times for guns. For Vigors, the upgrades add bonuses effects, such as allowing your charge move to replenish your shield after every direct hit. There is a gear system that allows you to deck out Booker with other advantages as well. The player can wear up to four of these at a time, and they can do anything from increasing ammo capacity or adding effects to actions done while on a skyline.

All of this delivers a combat experience that is far more invigorating than the original Bioshock. Weapons feel stronger, set pieces feel larger, and environments are just big enough to allow proper experimentation with the multiple powers you have. All of this is welcome. The drawbacks come from some potential gameplay elements not found in the game.

If you're wondering if there are any scenarios where the player has the option to avoid combat, there really aren't, outside of one forced stealth scenario. While the original Bioshock allowed for a more "plan it out" approach, Infinite is about pure offense. The weapon wheel is gone and replaced with the often abused two-weapon system found in most FPS games. The addition of a shield also allows the player to play a bit more recklessly without any real drawbacks.

On top of that, you have the addition of Elizabeth who essentially cripples any real chance of a challenge in the game outside of 1999 mode, which gives you limited resources, removes quick revivals, and features more spongy enemies. She is constantly roaming the battlefield and is quickly there to resupply you, making sure the player is in no real threat of running out of ammo for their weapons or salts for using Vigors. Her tears provide some excellent combat options including added cover, automated allies, or even weapon dumps. However, they come with no real penalty. You can just spam them at will, and it creates a combat experience where, on top of all the power you have, you aren't ever really threatened by your enemies.

There is this familiarity to Bioshock Infinite that makes it feel like a game in which Irrational focused more on fixing the combat of the original Bioshock, and less on creating something that was new and belonged entirely to Infinite. On top of that, aspects of the game just feel stripped down or even further simplified. The hacking mini-game from the previous games is now replaced with a simple lock picking mechanic that just requires you to scavenge a certain amount of lock picks. Upgrade paths are more straightforward and limited, and the Vigors can be borderline game-breaking with the right upgrades. It's not anywhere near the thinking man's shooter Irrational hinted at as much as it's right in line with the many adrenaline fused action games on the market.

So, of course, there are some drawbacks along the way. The final combat sections aren't nearly as strong as some of the more intense shoot-outs in the middle of the game. The final stretch of gameplay is a tedious endeavor that is drawn out far longer than it should have been. You have to deal with the disappointment that the Songbird is a potential gameplay obstacle the player never has to deal with. There are story elements that just don't gel with the rest of the game or feel like outright filler. Plot swings sometimes make very little sense, and other major characters come off a little underdeveloped given their importance. Columbia never lives up to Rapture in terms of exploration, and Comstock never quite delivers monologues on the same level as Andrew Ryan.

The game misfires more than a truly great game should. Instead of being graceful all the way to its conclusion, it gets there stumbling, tripping over itself, and at times falling flat on its face. Yet, it won't be those moments that stick with you as much as the moments where the game completely knocks it out of the park. It's going to be the part where the city drew you in immediately with it's absurd and almost majestic nature. It's going to be the combat that, while never challenging, makes you feel powerful in ways most standard triple-A action games rarely ever do. It's going to be an ending that changes the way you look at entire scenes throughout the game. It's a conclusion worth thinking about, and one that is effective enough to make you want to go just one more round to see what you missed.

Bioshock Infinite isn't as deep as it could be, or as concise as it needs to be to be truly effective. It doesn't live up to all the ambition that was shown in its many previews before it released, and it doesn't provide anywhere near the same commentary the original Bioshock did. What it does succeed at is showing you that there is still some wonder and excitement to be found in the triple-A action game. And that makes it an experience worth playing, warts and all.

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Wed, 13 Feb 2013 22:38:42 -0800 jg4xchamp reviewed Anarchy Reigns for the Xbox 360... http://www.gamespot.com/anarchy-reigns/user-reviews/807472/platform/xbox360/ ...and gave it a 6.0.

If I was trying to sum up all the brilliance Anarchy Reigns would have to offer it comes down to one simple statement: you punch people and they explode. This level of over the type action has become synonymous with Platinum Games. Anarchy Reigns certainly delivers for the most part in that regard, but this is the first time they've taken their act into the multi-player space. To say their first experiment in this space is completely successful would be misleading but what they do have here is a great foundation.

The core combat of Anarchy Reigns does your standard beat-em-up normal attack and strong attack routine. Your character will also have a "killer weapon" which is tied to an energy gauge that fills up based on how much of a beating you dish out. These attacks can all be used in conjunction with each other with the right opening and the game rewards players enough for playing with some finesse. A brief pause between strikes can change the entire animation routine of your strikes setting up a different combo entirely. There is also a rage meter which acts as a safety net for the player for a quick turnaround. When activated your character can go berserk and then hit your enemy with a myriad of strikes.

All of these attack combinations are fluid, responsive, and most importantly, brutally satisfying. Each strike has a high level of impact that will make you feel power. The fact that there is more depth there for a player willing to learn its nuances is also a rewarding feel. Sadly, this level of depth is also poorly presented to the player. There really isn't a move/command list for the many characters in this game, and the in game training options only teach you the basics. With recent fighting games having more advanced training techniques, this feels half-baked by comparison.

This learn-as-you-go approach also shows up in the multiplayer. The initial learning curve is going to take some time to get used to, but once you get a handle of your character, you'll be able to play at a more competitive level. As it stands Anarchy Reigns' modes are varied from the likes of team deathmatch, free for all for up to 16 players, a wicked version of soccer, and even shooter main stays like capture the flag. The multiplayer has a level of randomness to it that can make any match thrilling on what can happen in the environment alone. In one second you can have the entire arena lit up by an airstrike to another moment where a key part of the map has a black hole. It all creates an exciting brand of chaos that just isn't the norm with what's currently out on the market.

Unfortunately, this chaos also presents some of the multiplayer's biggest issues. While 2v2 and 4v4 modes are well thought out and fun to play due to easier communication; the free for all modes all are far too messy. Platinum Games has always had a penchant for chaos, but this is the first time navigating it has become an issue (albeit not an issue with the solo play). There is just far too much going on in these matches, and the poor lock on makes it difficult sometimes to be able to juggle multiple adversaries. A lot of your kills, and the general scoring in these games will be a product of "kill stealing". As a whole it lacks the competitive consistency to play with the big boys, but it's certainly fun in its own right as a celebration of chaos.

There are 17 characters in the game (18 if you have the Bayonetta DLC) and the vast majority of them have to be unlocked either through single player or multiplayer. It's worth mentioning that you can unlock every character without ever touching the story mode, however, this can take an extremely long time, making playing the story mode almost mandatory. This is unfortunate as the story mode is by far the weakest aspect of Anarchy Reigns.

The game is split into two story campaigns: one starring Madworld protagonist Jack Cayman and the other starring newcomer Leo. Both sides will also give you options to play as other characters in the story mode, but you don't necessarily have to play as anyone but our two main characters. While the two sides do present different angles of the plot they ultimately feel like carbon copy of each other. It makes the mode feel incredibly repetitive as every mission comes down to you needing to do some mass killings. A lot of your missions just come down to straight up killing a set amount of enemies. The game has makes a decent attempt at being varied with boss fights, shooting segments, and even vehicle segments. Sadly this format is rinsed and repeated through both campaigns so in a sense you go through the campaign twice.

The hub world doesn't help matters either. You're dropped into very bland environments with little to do but kill enemies and go to mission points. If you don't earn enough points in the missions you end up having to replay some of them, adding to the repetitive nature of the campaign. Boss fights and combat are executed well enough to be satisfying but the routine nature of the campaign leaves quite a bit to be desired.

The story itself isn't much to write home about either. Both Leo and Jack are looking for a Maximillion Caxton who has recently gone insane. In Leo's case, Max is a mentor figure who he is trying to save, and because Max killed his daughter, Jack is out for blood. The story itself is told through some cheesy flashbacks, a litany of poorly done character introductions and a number of clichéd elements found in most power fantasy stories. And it doesn't help that most of the dialogue is just far too nonsensical to be taken seriously. This brand of cheese has usually been entertaining in previous Platinum Games, but only because they seem intentionally cheesy. Because Anarchy Reigns sets itself up as a game that takes itself more seriously, it ends up falling flat.

Anarchy Reigns' inconsistent design flows into the presentation as well. Anarchy Reigns has an excellent soundtrack, especially if you were a fan of Madworld. Once again, Platinum uses hip-hop music to give Anarchy Reigns its own characteristic. A good portion of the music is about fighting and earning money so it gels well with the cast of characters. Unfortunately, the visual design is underwhelming, especially this late into a console generation. The environment designs are far too bland considering how often they appear and the color palette is far too washed out. Given this title's Madworld roots, it's rather disappointing that they didn't choose to use that sort of stylized visual aesthetic.

Taken as a whole, Anarchy Reigns isn't completely successful. The repetitive nature of the story mode is certainly disappointing yet the multiplayer modes can make up for a lot of its shortcomings. It's chaotic, messy, and seemingly half-baked at times but also unlike anything else on the market. At its budget price this is far from an awful game but Anarchy Reigns isn't quite ready for a primetime prize fight.

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"jg4xchamp reviewed Anarchy Reigns for the Xbox 360..." was posted by jg4xchamp on Wed, 13 Feb 2013 22:38:42 -0800
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Fri, 18 Jan 2013 02:29:07 -0800 jg4xchamp reviewed Shadows of the Damned for the Xbox 360... http://www.gamespot.com/shadows-of-the-damned/user-reviews/806412/platform/xbox360/ ...and gave it a 6.0.

When the super duo of Shinji Mikami(Resident Evil creator) and Suda51(No More Heroes) hooked up back in 2005 gamers were given Killer 7. An absurd cel-shaded on rails gaming experience that had style in spades. So when you heard this team was making another game about a demon hunter in Hell, and the composer of this game would be Akira Yamoaka(Silent Hill) how could you not be interested?

Sure Shadows of the Damned still ends up an experience you might not have expected, but not necessarily in the best way. For one it's a third person action game in the vein of well most third person action games post Resident Evil 4. You have over the shoulder shooting, demons, and a linear level design structure. On the flip side you have a Hell unlike any other before it. This Hell has doors blocked off by demon baby heads who need strawberries. This hell is a constant struggle against the darkness where one must find goat heads, and shoot them to light up the place for safety. This hell has a sex hot line that turns your gun into The Big Boner. Yeah, it's that kind of hell.

Shadows of the Damned isn't going to be some revolutionary experience, but the ride it puts you through is an adventure worth taking. It's a game that doesn't take itself too seriously as you play as Garcia F*cking Hotspur: a top notch demon hunter. His desire to essentially kick every demon's ass is what eventually pisses off one of Hell's more perverted demons Flemming. Flemming kid naps Garcia's woman, sends her directly to hell for eternal torture, and to boot threatens to defile her while he's at it.

It's an opening that sets the tone perfectly. This game is obsessed with throwing out some innuendos, making d*ck jokes, being vulgar, and violent while it's at it. But it's not done in a way that would make you think the experience tries too hard to be edgy. It'll certainly be divisive, but it feels more silly and endearing. Garcia is a one liner spewing and bravado driven man who's only real desire to keep Paula is to hit it. His companion through this adventure is a talking torch named Johnson. Who just happens to be able to turn into a motorcycle and the weapons you'll need to slaughter the enemies you will deal with in hell.

What makes the story side of the adventure so entertaining is the chemistry between the two leads. This chemistry happens to play a large role why many of the innuendos in the game work so well. It also makes reading through the story books that give the back story on the boss demons a satisfying pit stop in between the action. The campy voice acting, and odd creatures such as the game's salesmen who sounds absurdly southern really sell this vision of hell. Yamoaka's soundwork is a nice mix of cheese, punk, and a spanish guitar solo to boot gives the game a sound track that is nothing short of excellent. It all adds up to a fun adventure worth finish, and part of that is because the standard action is serviceable.

Shadows of the Damned plays like any modern third person action game, and you'll spend most of your time shooting your enemies with an over the shoulder view. The weapons at your disposal is a pistol(named the boner no less), a shotgun, and a rifle. Your guns also have a light shot which is necessary for ridding some enemies of the darkness that protects them from any damage. It's disappointing to only have three weapon options, and they aren't exactly the most clever of weapons either. However the damage they cause is thoroughly gratifying as it only takes a few shots usually to have blood and guts flying everywhere. It's a level of grotesque action that makes shooting even the more standard enemies fun all the way through.

The game progression constantly moves you forward with minor stops in between. In these stretches you may need to find an item that opens a door, requiring you to do some backtracking here and there. When the game is really hitting on all cylinders it's a blast to play through. The best moments usually have you being bombarded with the different types of enemies, and using your full arsenal becomes paramount in those situations. Also the ability to upgrade these weapons into stronger versions gives the player a sense of progression. You will be a far more powerful person by the end of the experience.

What doesn't work very well in the game is usually any time the game tries to mix it up and be varied. While the moment to moment action is good it's the attempts at having big moments that fall flat. Boss fights are predictable and formulaic in nature. They are pattern driven fights that require you to hit the glowing weak spot. While the fights can be well paced, and against rather absurd creatures they ultimately lack the thrill of a truly great boss fight.

Other scenarios such as the darkness mechanic don't really help matters either. Hell will sometimes be completely covered in a darkish blue hue of darkness that is a poison to Garcia. To fix this the player will have to find goat heads or in some cases demonic hands that are the source for the darkness. Rarely are these hidden far out of sight, and in most cases it's more of a chore than a moment that raises the intensity.

There are also major change of pace scenarios that overstay their welcome. One scenario in the game transforms your pistol in The Big Boner and is basically a shooting gallery as you shoot this gun at oncoming demons. After every shot Garcia says "taste my big boner". Admittedly funny the first few times, but it's a routine that gets very old after you already shot down twenty demons. And the side scrolling chapters in the game are easily the weakest moments in the game.
When Shadows of the Damned is just run-and-gun splattering of the demonic "hell monkeys" that Garcia hates so much it can be entertaining. It's not a bright nor a particularly challenging experience, but it's one that satisfies one's urge to just let loose and mow down some demons. The fact that it couldn't maintain something with a sense of variety or book end it with some stronger gameplay moments is disappointing. The lack of a new game plus also kills any replayability the experience might have. Yet the adventure is funny and crazy enough to want to see through till the very end.

Shadows of the Damned doesn't reinvigorate the genre with new game design ideas. It doesn't even take existing ideas and execute them at a high level. One where each moment is a carefully executed sequence of action gaming bliss. No in fact it's just good fundamental mechanics surrounded by some average action game design. But the silly adaptation of hell, genuinely funny innuendos, and excellent audio work makes it an experience worth finishing. It's one you'll have fun with. Even if it'll leave you thinking this game could have been so much more.

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"jg4xchamp reviewed Shadows of the Damned for the Xbox 360..." was posted by jg4xchamp on Fri, 18 Jan 2013 02:29:07 -0800
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Wed, 08 Feb 2012 01:53:40 -0800 jg4xchamp reviewed Uncharted 3: Drake's Deception for the PlayStation 3... http://www.gamespot.com/uncharted-3-drakes-deception/user-reviews/787301/platform/ps3/ ...and gave it a 7.0.

One of the more difficult things in sports is following up a championship season. Everything the champs do is put under a larger microscope, and the expectations may be too much given how good the competition actually is. Sure repeats have happened, but most of the time the champions just aren't as good as they were the last time they were out on the field. Sometimes they go from winning it all to being a one and done in the playoffs. That's the fate a lot of videogame sequels face when they have to follow up an esteemed predecessor. That's the fate that Uncharted 3: Drake's Deception ultimately ends up having to accept.

The game picks up some time after Uncharted 2, and picks up in a London Bar. Nate and Sully are up to their old tricks of setting up a score for themselves, all the while being fooled by the people they are well: trying to fool. The game doesn't pick up with a shootout against pirates, or even another stealth run through a museum. Instead the game aims for a straight up bar fight with henchmen. Pool cues, beer bottles, and chairs included. All of it with Uncharted's meticulous crafting of cinematic action. It sets the tone for the rest of the game. It's more Uncharted, and in a lot of ways, an even more cinematic Uncharted.

It all opens the door for a new villain and a more personal plot for Nathan Drake. Uncharted 2 gave us a globe-trotting romp with an adventurer searching for gold, all the while trying to stay not too far behind a madman. Uncharted 3 gives us a globetrotting romp with an adventurer searching for treasure, all the while trying to not be too far behind an insane rich woman. Okay maybe the central plot is very much the same, but the game puts more of a focus on the internal turmoil of Nathan Drake. We're given a different side of Nate, one that honestly could make the player question exactly what makes Nathan tick. Is it all for pride or is it some sort of a turn on for him to just cheat death left, right, and center?

I digress though, and admit Uncharted 3 continues the most basic trend of the series. It's not a very original tale, at many times full of clichés. Yet the characters are always entertaining enough, and the banter between them makes for an enjoyable experience. and as always, the gameplay ends up holding its own. Uncharted 3 is very much the "Tomb Raider meets Gears of War" experience it has been since its inception (albeit with very few of the drawbacks from the original game), and that ****of play still yields fun results.

The game is tightly paced from one spectacular set-piece to the next, and the shooting action in between is satisfying, all things considered. Uncharted 2 delivered an engaging spectacle like few other games, and Uncharted 3 isn't too shabby on its own merits. Whether it's trying to escape a burning castle, or hanging for dear life on a hanging ramp of a flying cargo plane. Oh and yes, the sinking ship is every bit as intense as you would expect it to be. There are also plenty of smaller shootouts so it never ends up feeling like the game is just bombarding you with cheap thrills every five seconds. It is however still a little too scripted, and shootouts really only play out one way in most cases. The enemy AI isn't necessarily bright, but that's only a minor drawback on what is some damn good third person action.

Where the game continues to fall flat is in other facets of its gameplay. Puzzles are more frequent this time, and some of them are genuinely clever. Even if it means the answers are always there by just opening up your journal. However, the linear nature of the platforming just isn't excusable the third time out. What amplifies it even more are chase sequences that are frequent in this game. On more than one occasion you will be forced to either run away from adversaries, or chase one down. These sequences are also heavily scripted, and in a lot of cases present you only one way of progression. Even going as far as to denying you the ability to climb a structure you were able to climb at other points in the game. Nathan Drake comes off as someone who should easily be able to climb a fence, and when he can't it's definitely jarring in a game so focused on its presentation. Sure, this linear nature was apparent in the original and Uncharted 2 but the chase sequences just put this annoyance front and center. It also doesn't help that there are some cinematic moments in the game that become a bit intrusive on the gameplay. As the only purpose they serve is to slow you down, force you to go from A to B with nothing else to do but listen to some chatter between characters. You may still be in control, but for extended periods you aren't really doing anything.

Uncharted 3 has its own offerings in terms of multiplayer between 3 player coop modes, and a more traditional 5 v 5 competitive multiplayer. If Gears of War is the yang with its heavy focus on map control and power weapons. Uncharted 3 is the yin with its focus on player progression, and customization for personal load outs and specific attributes. This styIe of play can be plenty addictive as you're always working for unlocks but it also gives more of an edge to those who play more rather than those who play well. Being a lower-leveled player puts you at a major disadvantage as some of the later power ups, modifications and starting weapons are game-changing enough to be a significant edge. One of those being weapon accuracy boosters that aren't accessible until you level up to the mid-20s.

Given how the matchmaking can match you with just about any one at any level it can be steeper climb than it should be for some players. Also, while a bonus that gives the losing team a quick perk isn't game breaking by any means, the addition of power boosts for piling up styIe points does give you a rich-get-richer scenario, making early leads a premium.

The multiplayer's best aspects are the cooperative modes. A new co-op adventure mode gives you a more story centric cooperative experience through five playable scenarios. Complete with set pieces galore and your typical Uncharted action but with some buddies. The Hunters mode delivers you a 2 v 2 mode where one team is handicapped in terms of their own abilities, but they get the boost of having enemy AI on their side to help them out. Think Left 4 Dead without the zombies. Then there is Uncharted's own survival mode called Arena. With the twist here being that every wave has its own rule set. One wave can require you to kill everyone on the map, and another wave can require you to find some treasure and bring it to a specific point on the map.

The multiplayer is solid across the board, but the real star of this game is the single player. And yes the action is still very fun, and few games are in the same league on a presentation standpoint (especially on consoles). It's just plenty of Uncharted's elements have gotten a little stale with this being the third game. Sure the game continues to bring the same bravado to its set pieces, but not once did it bring it with the same moxie. Uncharted 3 is like a big prime time regular season game at Cowboys Stadium. The spectacle is there, the lights are bright, and yes the game is fun. But it's just the regular season. Uncharted 2 was more like a great Super Bowl. The lights are brighter, the stakes couldn't be higher, and the big plays are simply electrifying.

Uncharted 3 is a good game, but the playing-it-safe attitude and a superb predecessor might leave people wanting more if they were hoping for greatness. But hey, Naughty Dog got their ring already and a good regular season isn't anything to scoff at.

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Wed, 08 Feb 2012 01:49:29 -0800 jg4xchamp reviewed Gears of War 3 for the Xbox 360... http://www.gamespot.com/gears-of-war-3/user-reviews/787299/platform/xbox360/ ...and gave it a 8.0.

Five years ago the original Gears of War released to commercial and critical success. It was a game that tasked the player with shooting through hordes of enemies in a game world known as Sera where humanity was pretty much screwed. That game would go on to become the blue print of how a cover-based third person shooter was supposed to work. It's been 5 years since and the third game in the series portrays a game world where humanity is still quite screwed. You still shoot your way through hordes of enemies while taking cover, and what was once the trendsetter is now just more of the trend.

Gears of War 3 is the third game in one of this generations more influential franchises and, for better or worse, it's a familiar experience. The stop-and-pop gameplay that put the series on the map is still in place. With only some new additions to the weapons list as well as new foes being the significant changes to the action. Yet this is also the first time the series can lay claim to being a more complete package. Besides delivering the franchise a final act (from a story standpoint) Gears of War 3 also delivers the franchises best multiplayer simply on the premise that it actually works this time.

The multiplayer ships with 10 maps, and 6 multiplayer modes. Including franchise staples such as Execution-where the player has to get up close to get kills, and Wingman (2v2v2v2). Newcomers include a Team Deathmatch mode with a Gears of War twist. Both teams share a pool of 15 extra lives, and when that number depletes the remaining members of the team all have one life each. It makes coordinating as a team a premium, as you just won't be allowed to let one or two people cost you lives. It all amounts to a team oriented shooter with some strong close quarters action. The addition of dedicated servers in public and ranked matches eliminates old franchise skeletons such as host advantage, and provides the series the smoothest net code it has ever had.

Some multiplayer annoyances are still there. Such as how it's still focused on close quarters combat, and the shotgun still reigns supreme. Ranged weapons like the Lancer and Hammer burst just aren't as effective as trying to get close and obliterating them point black with the Shotgun. The game also brings some newer annoyances such as the balancing of two key weapons. The new sawed off shotgun is almost too effective as even a blind fire shot at close range can kill an enemy, and the rocket launcher known as the Boomshot is far too accurate. Yes a lot shooters have powerful and accurate rocket launchers, but most of them let you get away with killing your enemies from a distance. In Gears of War all the dirty work is done in close quarters. It makes picking up the Boomshot almost a priority on some maps, and in the elimination modes(Warzone and Execution) it makes it the most important pick up on the map.

The competitive multiplayer is by far the game's best asset, but that's not to say the campaign is slouching. With the addition of four player co-op this can easily make a claim to being the best campaign the franchise has had. The campaign picks up after Gears of War 2 as humanity has sunk its last sanctuary known as Jacinto to flood the Locust out of their homes beneath the surface. While this action crippled the flood it ended up opening the door for a new enemy in The Lambent. With their ability to explode, and mutate into even more deadly creatures they liven up the Gears of War action. As well as providing a nice change of pace from the traditional Locust of series past. It is however disappointing that you are not given many scenarios where you fight both of these enemy types at once.

The campaign is a five act romp of going from one environment to the next where you take cover, and shoot everything in sight. With on rail segments and the new mech-suit the Silverback being the change of pace moments in the game. It's all entirely satisfying due to some pretty good level design which has a nice mixture of more claustrophobic closed areas where the enemies are funneled in right at you to more open spaces to give you more breathing room to coordinate with your allies.

Ultimately the game is very similar to its predecessors. The basic formula of cover, shoot, and move forward that the series kicked off with is still the primary formula for success here. You are still progressing in a linear fashion with only one real way to progress through each act. From a combat standpoint you don't have many options, and it doesn't help by the end of the third act you've seen all the games major gameplay ideas. Boss fights such as the Lambent Berserker are far too drawn out to be satisfying, and a later segment that has you fighting a more drone-like enemy over stays its welcome. It all makes the campaign a solid experience, but one you're going to want to end already by the time you hit the final stretch in the game.

Don't expect much from the story as it's still as much of a meat head centric series as it has always been. The attempts at trying to tug at your heart strings are however, better done here. As even characters like the Cole train get some added layers when he visits his old stomping grounds. The plot focuses on Marcus Felix trying to find his father, and ultimately with how the human side needs to find a way to stop the lament. The climax of the game does provide some closure on the Gears of War storyline, but the story still continues to be the weakest element in the Gears of War series.

If you're looking for a less plot centric cooperative experience, and more survival you have Horde 2. The biggest new additions are fortifications. These can range from fences to turrets or even decoys. Each kill and each round nets your group some cash which you can spend on building your defenses. Given how enemies become stronger every 10 waves it provides a new layer of strategy. A lot of times it's better to save your money, and build your defenses for the later waves. Especially considering now on the 10th wave you have a boss fight wave. These can range from something like the Lambent Berserker to even more deadly beasts like the Brumak. There is also a new beast mode that lets you control the Locust, but that's a significantly shorter mode (12 waves), and simply isn't as fun or satisfying as horde.

All things considered Gears of War 3 is a damn good multiplayer package, but it's hard not to fault the game for playing it too safe. Given the numerous cover based shooters released in the 5 year span between Gears of War releases it's easy to see how the series went from being King of the Mountain to being more in the same field as its competition. I digress however, and can easily say this is the best competitive MP experience in the genre. As always the visceral action of the franchise can carry this game even through the most formulaic of scenarios, and chainsawing your foes hasn't gotten old since 2006. Because when it really comes down to it, chainsawing your enemies is worth it, always.

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"jg4xchamp reviewed Gears of War 3 for the Xbox 360..." was posted by jg4xchamp on Wed, 08 Feb 2012 01:49:29 -0800
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Sun, 02 Jan 2011 03:29:58 -0800 jg4xchamp reviewed Vanquish for the Xbox 360... http://www.gamespot.com/vanquish/user-reviews/750589/platform/xbox360/ ...and gave it a 7.0.

Vanquish is gaming proof that the old adage "speed kills" holds strong. Vanquish is a third-person cover-based shooter that relies on speed and styIe to entertain its players. In an instant the battlefield in Vanquish can be choatic, messy, and over flowing with massive robots just itching to put you six feet under. It'll be a unique combination of gunfire, super speed, and the ability to go into slow motion that help you topple these mechanical beasts and complete your objectives. While it's monotone nature holds the gameplay experience from true excellence; it's high speed action makes it a refreshing experience in a genre filled with far too many doppelgangers.

Vanquish kicks off with a futuristic revival of the cold war. Russia invades an orbital space station that is armed with a highly destructive death ray, and uses it to obliterate the city of San Francisco. At the center of this conflict is Sam Gideon an agent of DARPA fitted with a new piece of super soldier armor. A wise cracking, one liner spewing, cigarette smoking badass going out to serve his country. The story essentially covers every action movie cliche you could possible come up with in a 5 Act span, and has the cheesy dialogue to go along with it. Though the game gives you enough reasons to believe it doesn't take itself seriously it does run a fine line with the melodrama that just comes off cringe worthy. The story also never really wraps up all the loose ends and sets up for an innevitable sequel.

What the story does do well is tie in all the action together to give you some context, and provide an excuse to kick some serious ass. The real star of the game is not Sam Gideon, but the armor he's wearing. Like most cover shooters you'll be advancing forward fighting hordes of enemies while hiding behind cover to avoid failure. The kicker here is Sam's suit is also equiped with boosters on the knees to help him move across the field at a faster pace. Sliding across from cover to cover, dodging gunfire and explosions, or closing the gap between you and your enemies to dish out the damage up close and personal. The other advantage to Sam's armor is his AR mode which is his abilitity to slow down time around him. Both mechanics as well as powerful melee attacks are linked to a heat guage. If it overheats you become incapable of using either of the three abilities and need to wait for the suit to cooldown. Using these three in unision can have exciting results where you can boost towards enemies, go for a dropkick, and while in mid air go into AR mode and gundown the other enemies before you even hit the ground. There are also weapon upgrades on the field which the player picks up to improve their arsenal on the fly. Using these combination of abilities changes the general ebb and flow of Vanquish compared to other modern action games.

To avoid being a cake walk the game is constantly moving forward at a relentless pace. Choatic battlefield conditions are meant to force the player to stay on the move instead of holding their grownd behind cover for extended periods of time. Standard enemies will try to flank while others will be fitted with jet packs to take you down from the air. Other foes may be massive and have the ability to destroy whatever cover you take refuge behind. Russia's vast array of enemy robots also has armored vehicles equiped with enough firepower to put you down quickly. This all compliments a nice selection of boss fights. Ranging from titanic machines with enough firepower to level armies to another one that shows an interesting take on recycling. All of this is finely tuned from beginning to end to make an action experience that is exciting and high spirited. That's not to say there aren't some slower moments to keep the pace in check. There is a nice escort segment in the game where you have to move across a dimely lit tunnel that slows down the pace. To another situation where you snipe out guards and spotlights to avoid detection. The game also has some noteable boss battles that could match some of the best stuff in the genre. With the finale sequence being an exciting note for the game to end on.

While all of this prevents the game from becomming repeptitive the game does tend to have moments where it starts to become stale for other reasons. The Agis Core boss battle is used far too often, and the tension of "hit the glowing weak spot" loses all of its appeal on just the second time you battle a similar boss. Much less being able to sustain multiple runs. A lack of upgrades is also disheartening given the developers previous works. It gives the impression that you've done all the improving you're going to do very early in the game. With the only significant armor upgrade happening far too late into the game to be meaningful. The weapon variety is nicely balanced with shooter mainstays such as Shotguns, assault rifles, rocketlaunchers, etc but other weapons such as the Disc Gun hardly hold their appeal through out the experience. You're better off sticking to the more typical shooter weapons. The other major annoyance is the final stretch of the game becomes far too monotone for a game that ends rather quickly, and abruptly. Though what the final segments lack in variety they more than make up for in intensity.

From a technical standpoint the game is a solid graphical work. While the art direction is rather lacking all the character models are nicely done. The animations are nicely done from Sam's morphing gun to his standard action. The effects are superb with each machine having a rather dramatic explosion to the standard kill a machine and watch it explode routine. With the amount of enemies constantly being bombarded at you it's impressive that the game maintains such a fluid framerate. Audio wise the sound effects are as good as most modern action game with the slow motion audio work being the best parts of the game. It's a shame the soundtrack nor voice acting never matches this same standard.

Vanquish is a speedy action game that ends far too quickly. Challenge modes provide enough incentives for return visits to test your skills, but at the end your left wanting more. Part of this is because of some major missed opportunites. The other is because the action is just so finely tuned. It's speedier pace, and multiple abilities give the combat a refreshing feel not found in other cover based shooters.It may be over in a flash, but Vanquish is a fast paced ballet of ass kickery that is incredibly fun to play. You'll be sliding across the battle field at a break neck pace, and dishing out massive damage to a large group of foes. Causing a large quantity of explosions and a firework show all over the battlefield. It all adds up to an action game that has sublime core action, but just falls a few notches short of true excellence.

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"jg4xchamp reviewed Vanquish for the Xbox 360..." was posted by jg4xchamp on Sun, 02 Jan 2011 03:29:58 -0800
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Wed, 15 Sep 2010 00:32:57 -0700 jg4xchamp reviewed Mafia II for the Xbox 360... http://www.gamespot.com/mafia-ii/user-reviews/737163/platform/xbox360/ ...and gave it a 1.0.

POTENTIAL SPOILER WARNING. DO NOT SAY I DID NOT WARN YOU!

Mafia 2 is a difficult game to recommend. On one hand, its top notch production value, quality voice work, and authenticity of the mobster lifestyIe combined with its 1940s/50s aesthetic would give a great first impression. Sadly, as a game trying to weave a great plot through a great game it fails to deliver. It's attempt to create a strong cinematic experience falls short on being a great game, and it doesn't help the narrative is centered around an uninspiring leading man.

Arguably the strongest point of the game, and what will be the driving force of this experience, is the story. As stated earlier, the game has some top notch production values. Visually speaking, Empire City is breath taking, and its inhabitants boast character models that are extremely well done. All the voice actors do a great job of delivering their dialogue, and soundtrack is only part of the reason how the developers captured the atmosphere of that era perfectly. So exactly what holds this narrative back from being one of gaming's best? Vito Scaleta.

Where as Tommy Angelo demanded the audience's attention in the first Mafia, his successor is nothing more than a tool. Vito doesn't show any real humanity as a person throughout the majority of this game. He comes back from war and is almost immediately willing to get back into the bad habbits that he supposedly tried to leave behind in the first place. He shows no real guilt or remorse for his actions. If someone points a finger and says "shoot"; he will shoot. If his best friend Joe says this is a brilliant idea(when Vito can flat out see it'll end up going wrong) he'll go through with it. We don't get to really get into the mind set of Vito Scaleta outside of "I don't want to be poor like my father". It makes him a character that is hard to connect to or feel for, whereas Tommy Angelo in the original showed some genuine human emotion. Plus with the way Vito's story ends it makes him a very hard character to like because of his final decision. If you think that's bad though, wait till you hear this game's excuse for a sandbox.

Now I know everyone is going to through the "but champ it isn't a real sandbox game" excuse at me when I knock this hub world, but let me ask you something first. What god damned purpose does this hub world serve if it isn't trying to deliver a sandbox experience? Empire Bay is a pretty city, but there is nothing interesting to do outside of missions. Mission progression isn't open world, it's extremely linear with very little room for flexibility for the player. Where as other sandbox games provide enough activities to entertain the player if he goes off the beaten path Mafia 2 is stuck on just this one path. In reality the biggest use for this hubworld in the game is the following: Drive from point A to point B. Most of it is just tedious and needless driving, and feels like padding in other situations. It's cinematic nature and linear structure is better suited for a more traditional linear experience.

Sadly, the core mechanics are just as sloppy. Mafia 2 at its heart is a half-rate third person action game. When you actually end up in a mission where you could find some intensity, you will essentially play it like any other modern day third person action game with a cover system. Like almost every sandbox game using a cover system, Mafia 2 also delivers with another clunky mess. No matter what platform you play on, moving from cover to cover in this game will not be as smooth as Uncharted or Gears of War. It feels restrictive, sluggish, slow, and just not as tight as it needs to be in the more elaborate shoot outs. It's 2010, and Gears of War came out in 2006. Dear Developers, STOP ****ing THIS UP!

The gunplay, which is the heart and soul of any third person action game, is absolute garbage on consoles(PC users shouldn't be bothered by this complaint). The aiming is far too loose and wonky to get a hand of, and overall the gunplay really just lacks that punch that is found in the more linear action games or even the likes of Red Dead Redemption. I like that it's not as aim assist abusive as RDR, but RDR made it fun to shoot a mother****er. This game? Not so much.

The melee system you will have to part take in is just far too simple to ever really be engaging. Even on the hardest difficulty, the simple act of hold the dodge button all day and than mash the light punch button will get you a quick victory in no time. It makes brawls rather uneventful, and it doesn't help that they show up far more often than they should through contrived means.

Now let us get to the number one reason why Mafia 2 is basically garbage as a video game - the horrendously unfun way mission scenarios are handled. I don't even know where to begin to describe how many mundane tasks this game will throw your way before finally giving you some decent shoot outs to work with. For instance, there is an elaborate prison sequence where you spend most of your time either following a police guard who's bossing you around, or running around the prison to kick start the next big cutscene of exposition needed to further the rest of the story. They throw in a few of those melee driving prison fights, but as stated earlier the melee stuff is just far too simple to ever really be enjoyable. I understand that making Vito clean the toilets is suppose to set the tone that it's a prison, but that entire chapter drags on far longer than it needs to.

Then there is the over reliance on driving for the missions. You will drive a lot in this game from point A to point B like any other sandbox game, but with none of the pay off. You want to end the chapter and move on to the next bit of the story? Well guess what now you have to go drive from where you are to home to go to sleep and end the chapter(I can not stress how contrived that is, and how you end up doing that for most of the chapters). Then there is the cookie cutter stuff like "tail a guy until he takes you to his hiding spot with a bunch of dudes in side" or what was now a personal new hated set of vehicle oriented missions where you drive your drunk dirt bag friends home so you can be done with them. There is an entire sequence dedicated to burying a dude that is summed up perfectly as - drive to point B, watch cutscene, drive from B to point C, listen to some genuine funny dialogue, drive home and onto the next day to see where you drive to next.

The mundane scenarios don't end with just driving, oh god no. Please enjoy having to go around a dock talking to people and working them over for money(upon which you only really beat up one guy), or the soon to be fan favorite that was selling cigarettes out to people. If making me suffer some mundane tasks wasn't enough for this game, it also forces me to go through a random robbing spree later on in the game to build up money for a loan shark. Didn't I suffer enough boring crap already, 2k Czech?

Oh if you're wondering if the other missions are this bad? Well it's kind of a mixed bag. There are some genuine fun mission scenarios such as an early jewelry store heist, planting explosives into a meeting room at one of the city's finest hotels, and the final mission before the games conclusion. The problem is they are too far and few in between mundane Grand Theft Auto reject missions. You'll follow a bunch of dudes to abandoned building from one dull corridor shoot out to another. A forced stealth scenario that lacks any real tension found in much better stealth games, and the shootouts being so corridor driven make them a bland game of "hold your ground, wait till your enemy pops out for a sec, blow his head off". The enemy AI just doesn't engage or put pressure on the player outside of being extremely accurate on the harder difficulty setting.

Mafia 2 tried to deliver intense and brutal mafia action with a sophisticated mob plot for fans of stuff like The Godfather and The Sopranos. In the end Mafia 2 is simply a bummer, drag, dead, dull, drudging, flat, arid, ho hum, lifeless, irksome, insipid, interminable, monotonous, mundane, platitudinous, repetitious, routine, spiritless, stale, stodgy, stupid, tedious, trite, tiresome, threadbare, unexciting, uninteresting, unvaried, wearisome, vapid, and an exceptionally boring game. More or less it's a sixty dollar sleeping pill; 50 if you buy it on PC.

BUY ANYTHING ELSE BECAUSE IT'S BETTER THAN THIS BORING PIECE OF **** out of 10

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"jg4xchamp reviewed Mafia II for the Xbox 360..." was posted by jg4xchamp on Wed, 15 Sep 2010 00:32:57 -0700
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Wed, 05 Aug 2009 08:53:19 -0700 MarioRPGer reviewed Altered Beast for the Xbox 360... http://www.gamespot.com/altered-beast/user-reviews/674571/platform/xbox360/ ...and gave it a 6.5.

After I had purchased Marvel vs. Capcom 2 I had still had 440 points to spare. I knew that I should have saved it and waited to get more MS points, but flipping through the most recent games to buy, I stumbled upon Altered Beast. From watching various countdowns of the top Sega games and other nostalgic lists praising this game and its weirdness, I had an urge to buy it, and I did. After completing the game once and getting almost 3/4 of the achievements in about 20 minutes, I have come to the conclusion that you should only purchase this port if you are a devoted fan to the game already, or want to get easy achievements.

Gameplay- The thing that struck me first about the gameplay was that moving, punching, and jumping were very stiff. The results in hearing the character scream, "AAAAAAAHHHHHH!!!!!" many times during play and you better get used to it. You will be continuing the game countless times unless you are a master. Occasionally a flashing white wolf, usually accompanied by two red wolves, will enter the screen. When you take it out, a floating power-up called a "spirit orb" will be waiting for you to grab it. When you do, you get stronger and stronger, as visualized by your muscles getting larger and larger. After collecting three spirit orbs, you will transform into a powerful beast. These beasts are stronger and usually have projectiles and varied special attacks. This is where most of the fun derives however. If movement wasnt so stiff, this game would be alot more exciting but it can be a real pain in the ass when your character screams after being taken out by the same purple unicorn man 25 times.

Sound- When the game first starts you are treated to Zeus telling you to "rise from your grave". Apparently many people humorously think he is saying, "wise fwom your gwave". After looking around on the internet for this infamous line, I cant help but think that it actually does have a Elmer Fudd tinge to it. In any case, you have to appreciate that voices are even included at all. No matter how goofy it is, its still funny to hear. The music isnt very memorable( as Im writing this I cant remember a single melody), and the sound effects are average. In terms of sound, this game will probably always be remembered for its humorously bad voice acting and classic lines such as "Power Up!"

Graphics- For a Genesis game, the graphics are decent. The character models are campy and have a unique, almost pseudo 3D look to them. I couldnt help but be amused at some of the enemies, like the previously stated puple unicorn men. Other than the enemies, the backgrounds are decent and the bosses are well-designed.

Overall- If you want easy achievements, this game has them. The only achievement that might be trouble is clearing the first 3 levels without using a continue.

Gameplay- 6
Sound- 5
Graphics- 8
Overall- 6.5

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"MarioRPGer reviewed Altered Beast for the Xbox 360..." was posted by MarioRPGer on Wed, 05 Aug 2009 08:53:19 -0700
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Sun, 05 Jul 2009 15:11:24 -0700 TreyoftheDead reviewed Killzone 2 for the PlayStation 3... http://www.gamespot.com/killzone-2/user-reviews/668829/platform/ps3/ ...and gave it a 9.0!

Last generation Halo ruled the roost as far as console first person shooters were concerned. The game that built X-Box was pretty much unrivaled, both in sales and quality. Hoping to counter this behemoth of a series, Sony announced Killzone, a FPS title by Guerrilla Games that was billed as a "Halo killer." Unfortunately, the game was released to very poor fanfare, with critics and gamers a like blasting its poor controls, framerate issues, and overall bug riddled design. When Killzone 2 was announced in 2005 for the upcoming Playstation 3 console, the mediocre release of its predecessor understandably kept the hype down to a minimum. Luckily for us, such hesitation was unwarranted. Killzone 2 is an excellent game that soars above the previous entry and stands as solid proof that a sequel doesn't need a pedigree to be awesome.

The game opens with a booming speech by the leader of Helghan, Emperor Visari, that then segues into an ill fated attack on the homeworld he rules. After a quick section that allows you to get used to the game's controls, the player character, Sev, and his squad are launched down to the Helghan surface to join the fray.

Once on the battlefield players will find that the control scheme may need adjusting, as the default control scheme may prove clunky and poorly laid out to those used to the slick controls of games like Call of Duty and even Halo. Thankfully, Guerrilla shipped the game with excellent customization as far as controls go, allowing you adjust sensitivity and button layout. With a bit of tweaking, Call of Duty vets should find a layout that they feel right at home with.

One thing that may a bit more difficult for PS veterans to get used to is the weighty feeling the developers implemented into the design. This is no floaty twitch shooter, when you are moving throughout the war torn home turf of the Helghast you actually feel as if you are trudging through the battlefield carrying heavy weapons and armor. While again, this may be adjusted in the menu, it is ill advised to do so. As I said, this game is not a twitch shooter, and if you play it as one you may find yourself getting downed quite often once you step online.

A first person shooter game fits into the genre primarily due to one factor: you shoot things in them. In order to get the job done, it is preferable that a developer provides you with a vast arsenal that lets you rip through your enemies in satisfying ways. For the most part, Killzone 2 again delivers on expectations. Yes, the guns are pretty standard, but the weight and sound empowers you with the feeling that you are actually shooting a real gun. The guns feel so satisfying to shoot and when the bullets tear through the armor and flesh of your enemies, it raises that satisfaction to a level very few games in the genre manage to reach.

Unfortunately, the characters behind the guns seem to have been given a lot less care than the weapons they carry. Your squadmates are either annoying or just lifeless, constantly spouting stupid lines (including a funny one about a ham sandwich) and not providing a single reason as to why you should care about them. The same goes for Sev, the player character. When a team makes the design choice to give the player character a voice and personality, they are automatically crossing into waters that require them to make the player actually care about who they are controlling. Failure to do this can make sentimental moments feel weak and boring, only serving to take players out of the action that they now desperately want to return to. Games that are trying to tell a story should never make cutscenes and emotional moments feel like a cheap chore, Killzone 2 manages both in strides.

The story is very, very standard as far as first person shooters go. In fact, the whole thing sort of feels like World War II in space, complete with space Nazis and British accents. This is very unfortunate, as the actual lore Guerrilla has crafted for the series is pretty interesting and it would be nice to see more of that implemented into the next game. Until then though, what little story is available to you in this second entry does a serviceable job of accomplishing what it means to do: ferreting your from skirmish to skirmish.

This is where Killzone 2 really excels. The heavy feeling weapons and surprisingly good AI make even the tiniest skirmish feel epic in proportions. Enemies are constantly using cover fire to move from cover to cover in an attempt to flank you and halt your advancement to each objective. Like Gears of War, keeping your head down and behind cover and only shooting when solid opportunities present themselves, is an absolute must in this game. If you are playing on any other difficult besides recruit, you will find your Rambo charges almost constantly resulting in your untimely death. Your enemy is somewhat smart, capable of flanking, and deadly as hell...use cover!

This frantic gameplay style carries over to the multiplayer section of the game beautifully. The feature allows up to the 32 to players in team only matches that actually feel like grand battles. Even though the game features a robust leveling system that rewards skill much like Call of Duty, by far my favorite feature is the way the actual matches play out. Unlike most games, which take you to a lobby screen between match types, the transition in Killzone 2 happens completely in game. No more impatiently waiting for a timer to count down so that you can jump back into battle, the game moves right into the next mode immediately after the one before ends via an announcement by an omniscient commander. This excellent feature keeps the games fast paced and exciting, which should set a standard if any game in the future hopes to match the one of kind feeling Killzone 2's multiplayer mode is able to instill.

The leveling system in the game awards points for kills, accomplishing objectives, and being on the winning team. These points are cashed in automatically and work towards opening up new classes and weapons. The weapons are just as satisfying in multiplayer as they are in the campaign and the classes all feel perfectly balanced, reducing the chance of one or more being labeled as cheap. This system rewards teamwork, which is excellent and makes the game a lot more fun to play.

Despite the weak story and annoying characters, Killzone 2 manages to pass with all A's in the area that really and truly matters: gameplay. Unlike it's predecessor, it is an extremely polished experience that makes it very clear it is a labor of love from the developers. The end result being a game that offers a satisfying campaign and robust multiplayer loaded with features. Everyone thought it was over after the disastrous first battle, but thankfully...it was only the beginning of a much grander war...one that all with a PS3 should enlist to fight in.

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"TreyoftheDead reviewed Killzone 2 for the PlayStation 3..." was posted by TreyoftheDead on Sun, 05 Jul 2009 15:11:24 -0700
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Fri, 15 Aug 2008 01:12:01 -0700 TreyoftheDead reviewed Gears of War for the Xbox 360... http://www.gamespot.com/gears-of-war/user-reviews/599509/platform/xbox360/ ...and gave it a 9.5!

One of the X-Box 360's standout titles, Gears of War hits you like a chainsaw gun to the face and doesn't relent from start to finish. Players take control of bulky military man Marcus Fenix and tear through a world in chaos in an seemingly futile effort to destroy the monstrous Locust horde. Despite difficulty levels that fluctuate throughout the game, Gears of War is a classic that you should not skip out on if your idea of a good time is splattering the blood of your enemies all over the pavement.

The game opens with Fenix being sprung from prison by war buddy Dom and immediately thrusts you right into the action. Although players new to the game can opt to hold out on the carnage for a while in order to run through a short tutorial section. There you learn that the key gameplay element is keep your head down unless you absolutely have a reason to lean or stand out of cover.

In fact, Gears of War is all about keeping down and knowing when to strike. Should you keep your head above a slab of concrete for too long you'll find yourself dead very quickly even the in easiest difficulty mode. Thankfully, the games cover system works very well and taking cover is as simple as quickly pressing down the A button near a wall or piece of debris. Once in cover, your character automatically steps out of it with a press of the aiming button, which zooms the camera in over the right shoulder for optimal targeting. The game also does a fair job at registering hits based on whether you are in cover or not, meaning you are rarely going to be injured by glitching bullets that seem to penetrate whatever you are hiding behind.

One aspect of the control scheme that can feel a bit clunky at times is a low run/charge that your character will perform when you press A without being near any cover. This can be unwieldy to control and if you pass by a piece of cover your character will sometimes stick to it, resulting in quick death if you are under heavy enemy fire.

Another aspect of the game that could use some tuning is it's difficulty. The game ships with three difficulty levels: casual, hardcore, and insane. While for the most part the levels live up to their titles, there are spots that seem a bit too difficult, as if plucked in from a higher level. Because of this, people who play through the casual level for an easier experience will sometimes find themselves facing situations that are much harder than those from both earlier and latter parts of the game. Such differences in difficulty level could lead to frustration. However, this small problem never renders the game unplayable for players of any skill level and it is limited only to certain sections.

One thing Gears excels at is its weapon selection. While one may not find anything too original among the bunch, as you have your standard assault rifle, pistol, grenades, sniper riffle, etc. It's the satisfaction these weapons give in battle that really shines. The assault rifle, referred to as a lancer in game, is equipped with a chainsaw bayonet that never gets old to use. It can be difficult to land, as one bullet will stop it after you've revved it up, but when you do prepare for a hurricane of gore to spray your screen. Another standout weapon is the Hammer of Dawn, which paints a target on enemies and allows a satellite to obliterate them from space. As you encounter a number of large and very tough enemies throughout the game, this weapon will be one of your best friends and you can bet you will not be happy when it goes offline, which sadly, happens quite often.

The minor problems never manage to put a dent in the obvious quality that one will find in Gears, which is quite an impressive feat. Epic has bestowed upon us a game that is positively exploding with rip roaring action that hardly ever slows down. Players will find themselves begging for a little breathing room as they trudge through location after location that are riddled with bullets flying in every direction. Given that is exactly what a third person action game should deliver, it's safe to say that Gears of War is one of the greatest games of its kind of all time.

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"TreyoftheDead reviewed Gears of War for the Xbox 360..." was posted by TreyoftheDead on Fri, 15 Aug 2008 01:12:01 -0700
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Tue, 12 Aug 2008 19:31:17 -0700 TreyoftheDead reviewed Portal for the PC... http://www.gamespot.com/portal/user-reviews/598848/platform/pc/ ...and gave it a 9.5!

Games these days are a dime and a dozen. A month cannot fade into another without the release of Generic Shooter #3 or Generic, well, Shooter #4. Developers seem to have completely lost interest in creating new and exciting IP's in lieu of making sure that they can break even when all is said and done. Thankfully, this is only the case for typical developers out there and Valve, one of the most respected in the industry, is far from typical. Part of the value package The Orange Box, their new IP ,Portal, is proof of this.

In Portal you play a silent protagonist who is, for some unknown reason, put through a series of tests using an experimental portal creating device, the Aperture Science Handheld Portal Device. You are guided through these tests by an A.I. going by the name of GLaDOS, who may or may not be telling the truth, which adds an interesting twist to the core gameplay elements. Though harmless at first the tests, contrary to GLaDOS's initial statements, become more and more deadly as the game progresses and players must rely on their own wit to make it through them alive.

The game is dripping with sophisticated black humor and while this is certainly an important aspect of the games overall quality, the real beauty lies in the solving of seemingly impossible puzzles with the portal device.

The function of the device is to create two distinct portals, one orange and one blue, and either can be used as entrance or exit. The puzzles you are presented with throughout the game are cleverly designed to allow you to use the device to overcome them through relatively simple means, thus making what at first seems impossible to be very possible. For example, in one of the testing chambers you are faced with the seemingly insurmountable odds of making it through a turret filled room, with each of the AI controlled weapons placed in highly strategic positions. This may seem difficult, but if you use a little brain power, you'll find out that overcoming it is incredibly simple.

As I said, this is Portal's greatest strength, it makes you think without ever becoming too frustrating and thus negating your enjoyment of the game. So many games these days rely on a tried and true run-and-gun method that can almost be played with your mind focused on anything else around you but the game itself. With Portal, Valve forces you to pay attention and use your own intelligence to make it through the game alive. The game even provides extra challenges such as timed test chambers for the those with quick minds and a mode that requires you to make it though in a specific amount of footfalls for those who wish to push the requirement of planning things out to the extreme.

While the game is relatively short, most will find that it's length is just right. One doesn't feel like they were short changed at the end, nor does the game ever over stay its welcome. In other words, the amount of hours you put into on your first run through is balanced out perfectly.

Valve has done gaming a service with this game. They've forced us to think while giving us a hilarious and refreshing experience that will live on in the minds of gamers for a very long time. Intelligence, solid gameplay, and fun. What more could you ask for in a game? Be warned though, the cake is a lie.

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"TreyoftheDead reviewed Portal for the PC..." was posted by TreyoftheDead on Tue, 12 Aug 2008 19:31:17 -0700
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Wed, 18 Jul 2007 19:00:55 -0700 MarioRPGer reviewed F.E.A.R. for the Xbox 360... http://www.gamespot.com/f-e-a-r/user-reviews/475895/platform/xbox360/ ...and gave it a 9.1!

Im gonna be honest with you. Everytime something popped out or a hullucination occured, I thought I was gonna wimp out and stop playing. Well, I'm glad I stuck around because this is one of the funnest, most visceral first-person shooters ever produced.

Gameplay- There really hasn't been any major changes to the gameplay aspects of FPS's and this isnt an exception. The control scheme is what you would normally find in an FPS. Like the R trigger being the weapon to fire, and that sort of thing. You have some of the same weapons that you would normally find like a pistol, an assault rifle, an SMG, a rocket launcher, along with some exclusive weapons as well. But what makes F.E.A.R. different is the satisfaction you feel when shooting enemies. You feel like every weapon, even a pistol, can rip apart foes like nothing else. A big part of this satisfaction comes from slo-mo, a properly named device in the game which simulates your fast reflexes with a matrix-esque view where your enemies move in slow motion while you can move normally and react to what they do more. This can be extremely valuable because the enemies you face in this game are tough, even on the low difficulties. They will zone in on you, take cover, react to your flashlight, give orders to other squadmates and just rip you all up. Some may find these encounters are repetitive, but I found myself flooded with joy because they were downright fun as crap and they were a nice break from the creepy jump-out of your seat, under-your-skin, pychological scares that you are occasionally a part of. This game is very scary and chilling and at the end of it all, you will feel drained from the scares. Do not let this chase you away from playing this game though, it is so worth it.

Graphics- Being a port from a PC game, the graphics are not brilliant but they are still very good. It is technically very good, and the particle and shadow effects make the battles very frinetic and exciting. In many of the scary instances in the game, the visuals are just plain disturbing and will scare the piss out of you, no matter how manly you are. While it doesnt push the systems capablilities at all, it still looks very nice.

Sound- The sound is one of the shining highlights of the game. The eerie sounds dig into your brain and just leave you with chilling tension, its that good. The guns sound great, the voice acting is above average, but where the audio truly shines are the moments leading up to a scare as you know something is gonna happen, then it doesnt. Its totally silent and then Ah!, the little girl is right there. The audio toys with you, and that is impressive in its own right.

Value- The main campaign should take you atleast 8-10 hours to complete, but the game lets you stick around to play short segments called quick action to post your scores online, And thats another thing. It is dissapointing that you cant play locally, but you can play online.

Note- This was a very fun game. Do not let the scares drive you away, the shooting gameplay is the main part of the game, and it is very well executed and very fun.

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"MarioRPGer reviewed F.E.A.R. for the Xbox 360..." was posted by MarioRPGer on Wed, 18 Jul 2007 19:00:55 -0700
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Tue, 02 Jan 2007 19:32:53 -0800 MarioRPGer reviewed Marvel: Ultimate Alliance for the Xbox 360... http://www.gamespot.com/marvel-ultimate-alliance/user-reviews/407753/platform/xbox360/ ...and gave it a 9.4!

GAMEPLAY-The gameplay found in Marvel Ultimate Alliance is basically the same as in the X-Men Legends series and it is still very fluent, intuitive, and fun. You do light attacks with the A button, heavy attacks with the B button, and you can perform combos by pressing them sequentially in different orders.You can also pull off the super powers of the inclined super hero by pressing and holding the right trigger and pressing the A, B, or X buttons.When momentum fills up from using light and heavy attacks in a meter in your HUD, you can use the ultra power of your character, which can be devestating to your enemies.Using these powers, in turn, causes your energy bar to wane down, which can then be filled up again by killing enemies which explode and give you energy and health when you kill them. When all your heros health is depleted, you get a game over, and have the choice of either starting at the last checkpoint, and the checkpoints are pretty reasonable, or loading up your saved game from a shield access point which are convenient and found in pretty reasonable locations around the levels. There are over 24 characters to be used in the game, and they all play pretty differently from eachother. Most of the characters are available from the start of the game, but to unlock the remaining characters, you will have to search for hidden areas or bonus objectives. The action RPG feel to this and the X-Men Legends games has always been appealing, and is pretty awarding to you after earning experience by killing foes and doing certain tasks. It is a surprisingly deep system that allows you to upgrade powers, equip gear for adding points to attack and defence, and building up your suit. It is a pretty deep and sometimes complicated system that can be liked, but if someone justs wants to beat up bad guys, it can easily be modified by the computer. Although the different pawns and henchman look different, but dont have much variety in terms of attacks, the boss battles are outstanding.OUTSTANDING.There is so much variety in the bosses.From battling Arcade in murderworld, to Galactus on an ancient Skrull planet, you will never see more enrtaining and smart boss battles. Ill wrap this up by saying the gameplay is superb. I didnt explain the story because it is great and I dont want to give it away.

GRAPHICS-The graphics are not the best on the 360.However, it makes up for this with great level design, and awesome visual effects and player models, and sweet looking bosses. Lets hope Marvel Ultimate Alliance 2 looks better though.

SOUND-Amazing audio is to be found in this game. Incredible voice acting, including work from Phil Lamarr, can be highly respected for the over 140 characters found in the game.It can be a little cheesy at times, but you cant complain for it being a superhero game. The games sound effects are also well done with great destruction sounds and blasts from the heroes. But, I think the best part besides the voice acting for audio, would have to be the fantastic soundtrack. From rock, to orchestral scores, to techno, these beats and tunes go perfectly with the different atmosphere of each level. Great audio.

Marvel Ultimate Alliance lasted me about 25 hours. This is a long and satisfying game that is filled with plenty of secrets and alternate endings for playing through again, also with the fact that there are over 20 characters to play with a second time through. Plenty is to found in Marvel Ultimate Alliance.

Marvel Ultimate Alliance is a great game anyone can enjoy, Marvel Fan or not. RPG fan or not.Go save the universe.

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"MarioRPGer reviewed Marvel: Ultimate Alliance for the Xbox 360..." was posted by MarioRPGer on Tue, 02 Jan 2007 19:32:53 -0800
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Sun, 10 Dec 2006 12:58:02 -0800 MarioRPGer reviewed Classic NES Series: The Legend of Zelda for the Game Boy Advance... http://www.gamespot.com/classic-nes-series-the-legend-of-zelda/user-reviews/397250/platform/gba/ ...and gave it a 7.5.

Having been born in 1992 and experiencing great Zelda games such as Ocarina of Time, Windwaker, and the various Zeldas for the GBA, I had not really experienced the game that started it all.I really wasnt sure what to expect going into this game, but it was well worth it.Note, I havent finished the game yet, but Im sure my review can cover the basic things you need to know about this game, and whether or not you should check it out.

Gameplay-Apparently, from playing this game, the gameplay hasnt made that much of a change from the first game in the 2D zeldas, or pretty much any Zelda(except Zelda II).And that is a very good thing, because the gameplay is incredibly intuitive and easy to grasp.You are basically walking around in a top view environment killing various enemies, collecting important items, and entering dungeons to kill bosses to get the triforce pieces, which you will eventually need to get to Ganon( how does he keep coming back in the later games?).Anyway, the items you get in the game are very important to progress through the game. You got your boomerang, your bow and arrows,your bombs,some potions here and the there, a magic flute thingy that transports ya,and candles of some sort.Hmmm, am I forgetting something.Oh yeah, the freaking trusty sword.Every time you get a game over, you just keep wanting to come back, cause its just so dang fun and addicting.Thats all I have to say about the gameplay.

Graphics-Well, what can you expect?Since its a straight forward port of the original game, the graphics are the same.And although games today pwn this games graphics, you cant really complain here. I mean, thier not god awful, they fit with the game pretty well, and it isnt a flaw.So, basically, thier bad by todays standards, but it works well with the simplicity of the game.

Sound-Again, its a port, its an old game.But you cant complain about that.The excellent score that has been in every Zelda game is in its original glory here, and its pretty damn good.The sound effects arent bad either.

Value-Im gonna wrap this review up by saying that if you either played the NES Zelda or havent, this is a game well worth getting.

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Fri, 24 Nov 2006 16:33:00 -0800 MarioRPGer reviewed Guitar Hero for the PlayStation 2... http://www.gamespot.com/guitar-hero/user-reviews/390028/platform/ps2/ ...and gave it a 9.4!

Gameplay-The gameplay in Guitar Hero is phenominal. Hook up your sturdy guitar controller and prepare for some addicting shredding to some of your favorite tunes.Gameplay consists of pressing the fret buttons on the controller along with the strum bar according to notes that are being thrown at you to create awesome rock to your favorite songs including "More Than A Feeling" by Boston, "Ziggy Stardust" by David Bowie, and of course " Iron Man" by Black Sabbath, and alot more.The ramping difficulty may be smart to gamespot but can be a bit challenging as medium difficulty is a big leap from easy, however, this incredible gameplay makes it easy to learn and difficult to master.Anyone with a brain should enjoy this game.

Graphics-Well, there isnt much to see here, as you will be mainly looking at notes going down, but if you feel like failing a song and looking aroung youll see that Guitar Hero has a pretty cool art style. Other than that, its an ok looking game, which is very minor due to the awesome gameplay taking over the game.

Sound-Rock, plain and simple. Great sound quality from the songs, and although most of the recognizable songs are covers, they sound pretty freaking good.

Value-You will be spending many fine hours with this novel of a game, and although the second Guitar Hero is out, this should still be checked out, aas it packs plently of unlockalble songs and high scores and songs that will keep you coming back.

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"MarioRPGer reviewed Guitar Hero for the PlayStation 2..." was posted by MarioRPGer on Fri, 24 Nov 2006 16:33:00 -0800
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Mon, 09 Oct 2006 16:18:08 -0700 MarioRPGer reviewed Madden NFL 07 for the Xbox 360... http://www.gamespot.com/madden-nfl-07/user-reviews/371072/platform/xbox360/ ...and gave it a 9.1!

Gameplay-Another Madden.The gameplay in Madden has pretty much never changed, except for a few minor adjustments to sell the game. The new gameplay addition this year is that when you are doing a running play, you can switch to a blocker and control the blocking, so your backs have room to run.I do not personally use this feature, but it is still a nice addition, and can make offence easier.But besides that, its same old, same old.But it is still very fun. All the modes you are familiar with are here, including the new superstar mode, and you can now create a player, which is pretty cool.So all in all, the gameplay in Madden still holds up, and provides great fun for football and non-football fans.

Graphics-The graphics are pretty iffy. I mean, there pretty good, but I think people think theyre good because its so shiny, which in my opinion is pretty annoying.But the character models are good and the stadiums are great to look at.The graphics could have been better.

Sound-The sound is probably the best part of the game. Everyone loves to hear the bonecrunching sound of tackles and the collision of helmets. Its pretty atmospheric in that respect. Its cool that players chatter on the field and stuff like that.But the soundtrack is very unremarkable. Unpopular emo rock and stuff like that. It could have been more arena rock to fit with the game. But the sound effects and the atmosphere of the game is great. Good sound.

Value-Its Madden.

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"MarioRPGer reviewed Madden NFL 07 for the Xbox 360..." was posted by MarioRPGer on Mon, 09 Oct 2006 16:18:08 -0700
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Sun, 13 Aug 2006 05:27:02 -0700 MarioRPGer reviewed The Warriors for the Xbox... http://www.gamespot.com/the-warriors/user-reviews/351212/platform/xbox/ ...and gave it a 9.6!

Gameplay- The Warriors is a pure beat-em-up. In which you puch, kick, grap, and have heavy attacks. But it is the sheer mayhem and madness of the fights that make this game one of the most exciting games to come out in a while. The size of the fights can range from 4 on 4, 5 on 4, or in some cases, 9 on 9. But no matter the size, you can bet that each fight will be as fun as the last. When in your in a fight, you have plenty of options, you can either fight normally, by locking on to a target or just punching like mad, or you can pick up a weapon( be it a bat, stick of wood, brick, beer bottle, etc.)and whack opponents with the weapon.It looks simple on paper, but in practice, it all amounts to fun and mayhem, due to the size of the fights, and the number of possibilities. Overall, the gameplay is excellent and accesible.

Graphics- The graphics, however, are not very on par with most Xbox games to come out during its life cycle. The character models are blocky, and even though the gritty environments make you feel like your a 70s gang is an apocolyptic New York, they could have worked on improving the graphics more.They are pretty average graphics.

Sound- The sound is excellent- From the awesome bone- crunching in fighting, and the wacking of weapons to the awesome soundtrack, this should win the award for best audio for sure.Awesome audio.

Value-The story is 18 levels long, and there are 5 flashback levels thrown in. You can also go out into the city and do bonus objectives. After the game you can go out into the city still, and after you beat the game, there is an awesome X-Menish beat-em-up called Armies of The Night which is awesome. So I think players will be playing this game long after they complete the game.

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"MarioRPGer reviewed The Warriors for the Xbox..." was posted by MarioRPGer on Sun, 13 Aug 2006 05:27:02 -0700
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Mon, 17 Jul 2006 08:11:51 -0700 MarioRPGer reviewed Major League Baseball 2K6 for the Xbox 360... http://www.gamespot.com/major-league-baseball-2k6/user-reviews/339069/platform/xbox360/ ...and gave it a 7.2.

Gameplay-Another year, another baseball game. The gameplay in MLB 2K6 is good, and the hit stick provides awesome control. There are alot of bugs in this game(sometimes it freezes up on me)but its not terrible.Pretty much same old, same old.

Graphics-Far less than remarkable. The lightings great, but I actually think that MLB 2K5 for the XBOX lokks better. Pretty good character models and close to life faces and fields, but they could have done a better job.

Sound-The sound effects are good. The commentary however is not. Jon Miller and Joe Morgan sounded like zombies, and had no emotion for awesome plays.For example, if someone hits a ball, and an outfielder makes an awesome rob, Jon Miller would say, "And he makes the catch, and the inning is over" in a bored voice. The soundtrack is average.

Value-Its an average game that supplies an OK baseball experience, good for casual fans.

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"MarioRPGer reviewed Major League Baseball 2K6 for the Xbox 360..." was posted by MarioRPGer on Mon, 17 Jul 2006 08:11:51 -0700
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Fri, 14 Jul 2006 09:08:34 -0700 MarioRPGer reviewed MLB 06: The Show for the PSP... http://www.gamespot.com/mlb-06-the-show/user-reviews/337817/platform/psp/ ...and gave it a 9.2!

Gameplay-This is the greatest portable baseball game ever made. The controls are very intuitive and simple to learn.X is swing, very easy.X, square, circle, triangle, the various pitches you can toss, and the direction of the throw when you field. Apart from the controls being terribly easy, the season and career modes have tons of depth. From franchise modes spanning several seasons to a career mode, where you can create a player, and raise him through the baseball world.There is so much you can do and its all done so right.

Graphics- Not the best on the PSP, but these graphics are very good for a portable baseball game. The faces compare pretty good to their real life counterparts and the fields are detailed ver well and also look like thier real life counterparts.All in all, a wonderful looking game.

Sound- The soundtrack to this game is pretty well done, with the usual semi-popular indie rock songs and stuff like that, its pretty catchy and will appeal to most players. The sound effects are great and sound pretty close to the real thing.

Value- There is so much to do in this game, anyone, even non-baseball fans will more than likely enjoy its simple controls.Hardcore fans to casual fans will have this spinning in thier PSPs for a pretty long time.

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"MarioRPGer reviewed MLB 06: The Show for the PSP..." was posted by MarioRPGer on Fri, 14 Jul 2006 09:08:34 -0700
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Wed, 14 Jun 2006 07:09:14 -0700 MarioRPGer reviewed New Super Mario Bros. for the DS... http://www.gamespot.com/new-super-mario-bros/user-reviews/325277/platform/ds/ ...and gave it a 9.6!

Gameplay- Gameplay has never been a problem with Mario games and thats not changing with New Super Mario bros. They are still intuitive and very simple. The same powerups are here as well, like fire flower, super mushroom, and such, but there are also new ones as well. Like the Mega Mushroom which turns Mario into a hugely Mario which can pretty much ram through anything and the blue shell which then you can do a shell dash and kill enemies. You move around on a gameboard type thing like in Super Mario Bros. 3 and to get to certain spots on the voard you have to collect star coins which are coins that you can collect in courses, and they arent always easy to get.Yep really awesome controls as you will always find in a Mario game( except Partners in Time, you can read that review to if you want)

Graphics- Theres nothing like the excellent fusion between 3D and 2D and I think Mario was the bestr idea to do it on. Awesome graphics, very pleasing to the eye. Mario and the other characters in the game are polygonal and the backgrounds and block and stuff are 2D, believe me its really cool.

Sound- While all the familiar tunes are back, there is also a vast variety of new music as well which gives the levels atmosphere and there pretty fun to listen to. All the familiar sound effects are here like the usual ching noise when you grab a coin and the boing noise when Mario jumps. It all makes it seem very much the same as any other Mario but this game is very good for old fans and newcomers alike.

Value- You will get plenty out of this cartridge. With a lengthy single player and tons of fun mini games, you cant go wrong with this one.

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"MarioRPGer reviewed New Super Mario Bros. for the DS..." was posted by MarioRPGer on Wed, 14 Jun 2006 07:09:14 -0700
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