Thursday, October 29, 2009

Steve the Sheriff 2 The Case of the Missing Thing



Steve the Sheriff is back in an all new case in Neptuneville. The Mona Medusa is missing and it`s up to you to help Steve the Sheriff track down the thief. Use your Hidden Object skills to scour a multitude of screens. Find key objects within the scene to solve fun Adventure-style puzzles. Follow Steve and his lovable family in this one-of-a-kind Hidden Object Adventure game.

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Millennium A New Hope v1.4



Travel back in time and learn how the city of Myst was able to overcome its humble beginnings and become a thriving kingdom in Millennium: A New Hope. Marine has decided to help her father challenge the rich of Myst, and bring on an era of change. Travel the countryside getting stronger and taking on the oppressive upper-class in this fast-paced Action game. Gather the strongest fighters you can and walk away victorious!

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Mystic Mine



Hop in your mine car for a race against time to collect coins! Using just your spacebar, you can guide your car through a maze of underground track to collect coins. You can only go down, although passing through the exit will bring you back out at the beginning, giving you another shot at grabbing the coins you missed.

As your mine speeds through over 200 levels, you can grab pickups that help you beat the clock, including a balloon that enables you to go uphill and a ghost that allows you to move freely through the mines. Mystic Mine also includes a multiplayer game that allows up to six people to play on a single keyboard. The action gets crazy in this family-friendly mode as you bump into other cars to steal their loot! Don’t miss this instant arcade classic!

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Agatha Christie Dead Mans Folly



You’re invited to a Murder Hunt! Join famed detective Hercule Poirot and guests as you discover that this charade could be the perfect disguise for a devious scheme. Find hidden clues, decode messages and solve puzzles to unravel a story of deception, secrets and a fatal end.

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Angela Young 2 Escape the Dreamscape



Angela Young is stranded in the treacherous and mysterious Dreamscape! With help from wizard calling himself the Keeper of Dreams, she was able to progress through the dangerous maze, but still has not found her missing cat, Felix. Explore gorgeous Hidden Object scenes and solve fun puzzles as you track down your lost friend and make it back to your home in Angela Young 2: Escape the Dreamscape.

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Saturday, October 17, 2009

Dark Souls II v1.0.0



The story of a man, haunted by his violent, mercenary past and seeking a peace long denied him, talked into taking what he believes is a simple job as a bodyguard for an introverted girl with divine power and her hardline guardian. Soon however, he finds himself thrust into events beyond his control on a global scale, and must use his wits and skills to survive

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Elements (Updated)



Finally, a matching puzzler with a twist – match elements of the same size to fuse them into larger elements! Harness the power of nature’s greatest forces in this addictive swap-and-match game. Follow the clues from the Book of Elements and Leonardo da Vinci’s greatest confidante to conquer all 50 levels and unlock the Elixir of Life!

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AI War Fleet Commander v1.3.1.0



AI War: Fleet Command is a space-based RTS with incredible AI and the largest number of units (30,000+ in most games) of any game we know of. Up to eight players team up against two deadly AI civilizations in lengthy, multi-session campaigns spanning an 80-120 planet galaxy map. Over 120 hours of content means there is always something new to discover. Whether you’re a newbie or a genre veteran when it comes to RTS, you’ll discover something startlingly new and fun when you and your friends start executing coordinated attacks with thousands of ships!

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Dawns Light v1.0



After losing everyone he ever loved, Harvey is driven to revenge… but will his hatred cause him to become no different than the ones he is trying to stop? Dawn’s Light features tons of enthralling puzzles, unique dungeon designs, an epic storyline and an intuitive journal system. Explore over 25 islands across 5 different continents in this massive quest.

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Vampire Saga Pandoras Box v1.0



With a chilling crime at the center of its spellbinding story, Vampire Saga is not intended for the faint of heart. Join Matthew Ward as he steals aboard a cargo ship to escape the violence of the Spanish-American War, passes out and then wakes up to find himself alone with several sinister-looking coffins. Where did the crew go? Why is Matthew having strange visions? And why does he feel like he’s being watched?

You’ll answer these and other questions as you explore eerie locations, search for hidden objects and follow a story full of nerve-pricking encounters. Along the way, atmospheric music and sound effects will immerse you in the events unfolding on your computer screen. Without a doubt, this captivating mystery thriller will give you the creeps!

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Friday, October 16, 2009

Brutal Legend

Brutal LegendReview:
Double Fine's Brutal Legend is an unabashed love letter to an era and genre of music that celebrated fast guitar riffs and hard living. It's also a tribute to an epic lore that spoke of conquerors and death--all of which were often depicted at once on any given metal album cover with the obligatory smattering of lightning. Of course, the fact that Brutal Legend features a phenomenal soundtrack from the likes of Black Sabbath, Motorhead, and Judas Priest with suitable hack-and-slash action would feasibly constitute a reasonable tribute on its own terms. Yet, what raises Brutal Legend above that simple construct--plus what makes it a great ode to metal--is how it cleverly integrates so many different facets of the culture and its music to create an experience that consistently entertains and surprises in both single-player and multiplayer.

But it should come as no surprise to those familiar with Double Fine's previous work with Psychonauts that Brutal Legend's characters and its story are the primary highlights. Eddie Riggs, a roadie who remembers and worships the glory days of metal, serves as a perfect lead character who's magically transported to a world that ostensibly reflects his own image of heaven. This world is a vast place where enormous, crumbling statues and smaller, skull-encrusted shrines pay homage to the gods and titans that brought metal and its music to the land. Naturally, there's a heavy dose of irony involved in this setup, which gives Jack Black (who voices Riggs) plenty of room to do his funny--albeit expected--trademark sarcasm-laden, observational routine. But his act rarely gets old or overwhelming because Riggs, as a character, often humbles himself in an endearing way despite finding himself in a position of leadership. He never loses sight of his roots as a roadie, and as such, he is there to help people who have fallen under the oppressive boot of the demonic Emperor Doviculus and his human warlord General Lionwhyte (voiced by Judas Priest frontman, Rob Halford), who also happens to symbolize a not-so-subtle jab at hair metal.

Secondary characters are often just as entertaining and memorable as Eddie Riggs. Ozzy Osbourne gives an amazing (and surprisingly coherent) performance as the Keeper of Metal, a storekeeper of sorts dwelling within special monuments dotted around Brutal Legend's open-world landscape. He sells upgrades for attacks, as well as Eddie's various pieces of equipment, including his battle axe, guitar, and his vintage roadster--the Deuce. There's an equally amusing, if not subdued, performance by Motorhead's lead singer Lemmy, who--as The Killmaster--functions as a healer for Eddie's army of headbangers. Sure, part of what makes these characters so delightful is that they are just fantastical representations of their on-stage personas, but even those characters that aren't voiced by real-world gods of metal do their part to balance out the star power, and they do it well. For example, Magus, a dimwitted stage engineer, provides an extra bit of laughs when Eddie's engaged in more serious affairs.

Eddie Riggs--roadie, lover, demon slayerThese characters and the story they tell are major reasons to keep playing through Brutal Legend's single-player campaign, but there's also plenty of good action to be had despite some shortcomings. The game is set up in an open-world structure that lets you set the pace of progression, so you can either stick to Eddie's main mission to defeat Doviculus and Lionwhyte or drive around in the Deuce to find secondary missions with the help of an in-game map. At first, the motivation for taking the secondary route is pretty clear. Every completed mission rewards you with fire tributes, or points, that function as the game's currency, and because secondary missions are usually pretty easy and don't require much time, this is a quick way to make a substantial amount of cash. You can then visit The Keeper of Metal and exchange points for aforementioned weapon, combination, and vehicle upgrades--additional items unlock as you venture deeper into the game.

But at a certain point, perhaps even just a few hours in, the motivation to engage in Brutal Legend's equivalent to level grinding wanes, and the reasons are clear. First, most secondary missions share the same objectives, so it doesn't take long for all of the ambush, race, and defend-this-point scenarios to get old. Secondly, you can purchase most of the useful upgrades relatively early in the game, which makes these missions even less enticing. In fact, by the end of the game, you may find yourself purchasing upgrades just to check them out, never to use them again. There are some exceptions to the tedium in the secondary missions, though, including a run-in with a bat that has a human head resembling Ozzy Osbourne in his earlier years, but Brutal Legend's side missions would've benefited greatly from more of these kinds of scenarios and fewer of the cookie-cutter options.

Conversely, its primary campaign does a much better job of breaking up different mission types and mixing in action that plays to its different mechanics. Granted, there are a couple of dreaded escort missions where you have to follow your army's tour bus from one location to another while fending off enemies, but these aren't all that difficult as long as you keep an eye on where enemies spawn. Eddie also has to go on foot into unknown areas for some missions, relying only on his axe for close combat and his guitar for long-range lightning and fire strikes. It's in these moments that you also learn to use some of his other skills, specifically guitar solos.

These solos, which you can unlock by finding shrines, function as special moves for Eddie. They allow him to melt faces of nearby enemies, recruit new army members, negate an enemy's magic abilities, or even summon a massive burning zeppelin to crush enemies. Of course, you actually have to get the solo right (each solo has a different, miniature rhythm-game-like series of button presses), but the trick is that you can't use these solos all the time (some of them have a long cool-off period) and Eddie still takes damage from enemies while performing them. This adds a nice dynamic to an otherwise straightforward combat system, and the missions (along with their accompanying boss battles) where you have to rely on Eddie and his combat skills are thoroughly enjoyable, but it would've been great to have more of them.

 Stage battles are more engaging in multiplayer than in single-playerInstead, Brutal Legend replaces what would ordinarily be more of these kinds of missions with stage battles--a recipe with hack-and-slash and real-time strategy as its ingredients. A good portion of Brutal Legend is a real-time strategy game, and surprisingly, it's one of the best console adaptations of the genre's mechanics in quite some time, though its multiplayer incarnation is definitely better than its single-player counterpart. To give some context: Stage battles usually occur when facing an important evil character in the game. Each side has access to what are essentially fountains of fans that you need to build merchandise booths over (by playing a guitar solo) in order to claim them as a resource for building additional "units." Building more merch booths and claiming more fans lets you not only summon more units, but also different types of units.

You can control these units in different ways, either by using various commands on the D pad (defend, attack, and move) or by taking to the air and setting waypoints via a marker that you can place just about anywhere in the level--a highly recommended move because it gives you a better overall strategic view. And yes, Eddie grows wings that let him fly and survey the battlefield, but in either case, you still have to be reasonably close to your units to issue these commands and ultimately make your way towards the final goal of destroying the enemy's stage. The single-player version of these battles does an excellent job of tying all of Brutal Legend's gameplay elements together in a real-time strategy scenario, barring some minor context-sensitive control problems with double-team moves when there are too many units crowding around you.

Still, aside from the final confrontation, most of these stage battles are won through brute force--making a mad dash for all of the fan fountains and throwing wave after wave of units at the enemy is usually enough for a victory on normal difficulty. But multiplayer stage battles are completely different beasts that require far more skill and strategy--trying to win these matches through strength alone often results in complete failure within minutes. In fact, these battles almost become games of chess where fan fountains and merch booths become the pieces on the board. You use some of them to advance and strengthen your forces while you sacrifice others to the enemy for the same purpose.

Indeed, diversionary tactics also play an important role for success because another player can easily drop in and see what you're doing at any given time. As such, it's important to send out different groups of units to various areas on the map at all times, using one to bait your enemy into thinking that's where your main attack is coming from while you have a stronger group of units taking another route. Sometimes it's worth it to throw a few units directly at an enemy's stage or to drop in yourself and wreak some havoc and fly back to safety; if only for distraction purposes while you adjust your strategy. And the great thing about all of this is that you can play as one of three different factions--each with wildly different units--and an evenly matched battle shouldn't last more than 20 minutes or so.

While multiplayer is genuinely the surprise hit of the Brutal Legend experience, the single-player mode does have many other notable qualities, including a great metal soundtrack. Some of the songs seem a little questionable given the theme of the game ("Rock of Ages" is a great song, but doesn't seem like it belongs), and it's great that you can listen to anything while driving the Deuce around. But the soundtrack truly shines when it's obvious a specific song was chosen for a specific mission. "Through the Fire and Flames" by DragonForce is perfect for its intended sequence as is Nitro's "Machine Gun Eddie." There's a little bit of everything here on the spectrum, but to be fair, if metal's not really your thing, you might find it a little grating.

Brutal Legend's excellent cast of characters is part of what makes it so entertainingBut one thing that should appeal to just about anyone is Brutal Legend's visual style. It's not necessarily a technical powerhouse in terms of special effects, but it more than makes up for it with cool-looking characters and varied environments that obviously had quite some thought and detail put into them. One particularly cool location is near the Sea of Black Tears--a gothic-inspired area decorated with candelabras and dilapidated cathedrals. But no matter where you are in the world, there's always some cool object to look at, whether it's a massive guitar statue sticking out of the ground or some a gigantic wall of amps where seagulls with microphones for heads fly. Unfortunately, there are some hiccups in the frame rate here and there, particularly when you're driving around or when there's a bit too much happening in a stage battle, but otherwise it remains rock solid throughout the game.

Whether it's excellent vocal performances from heavy hitters of metal or a strong multiplayer element, Brutal Legend is a game that continually surprises, and it does so in a genuinely fun and interesting way. And Double Fine deserves some major respect for keeping so many aspects of the game closely tied to its subject matter. Of course, Brutal Legend also has some shortcomings. The secondary missions are weak and the single-player campaign lasts about seven hours if you're not too keen on unlocking every single last shrine or secret item. In that respect, it's unfortunate that there's just not more of the good stuff, such as the on-foot missions with boss battles or more fleshed-out side quests. Otherwise, Brutal Legend is just about the finest tribute to this genre of music that a fan could hope for, and its successful execution of real-time strategy elements in an action setting is something that should get everyone off their feet and clapping.

By Giancarlo Varanini, GameSpot

$350 250GB PS3 hits US Nov. 3

Sony officially confirms long-rumored high-capacity Slim console will arrive pre-holidays; no word on North American bundles...yet.

Nearly two months after the 120GB PlayStation 3 Slim went on sale in North America, Sony has officially unveiled plans to release a higher-capacity version of the console domestically. Today, Sony Computer Entertainment America used the official PlayStation Blog to announce that it is releasing a 250GB PS3 Slim in North America on November 3 for a suggested retail price of $349.99.

The latest flavor of PlayStation 3The larger hard drive-equipped console was released in the UK and Europe on October 1 in a variety of bundles, including one containing the acclaimed PS3-exclusive Infamous. However, despite reports of an Uncharted 2 bundle bearing a North America-only ESRB rating label, so far SCEA has only announced plans for an a la carte version. Japan will be getting a limited-edition 250GB PS3 Slim packed in with Final Fantasy XIII in December.

Today's announcement will surprise few Sony-watchers, as the 250GB PS3 Slim was first revealed in August via a Federal Communications Commission filing. It will be the seventh hardware configuration of the console in the US, following the 120GB, 160GB, 80GB, 40GB, 20GB, and 60GB models released since the platform's 2006 launch.

By Tor Thorsen

Tuesday, October 13, 2009

Resistance 3 due in 2011

Resistance 3 due in 2011,In tandem with being named the fifth best place to work in CaliforniaWhat we heard: That Insomniac Games would be working on a new PlayStation 3 title isn't a particularly big shocker. After all, the Burbank, California-based independent developer has made its bones exclusively through Sony's PlayStation platforms from its inception, establishing such franchises as Spyro the Dragon, Ratchet & Clank, and, most recently, Resistance.

In tandem with being named the fifth best place to work in California, Insomniac revealed in March that it had another PS3 exclusive in the works. And judging by a billboard emblazoned with "Resistance 3" spotted on a Shreveport, Louisiana, film set over the weekend by a NeoGAF forum-goer, it appears that said title will be a new installment in Insomniac's alternate-history first-person shooter series.

The billboard in question will purportedly appear in Battle: Los Angeles, which, belying its name, is set to begin filming this fall in the Shreveport-Baton Rouge area. While a release date for the film has yet to be confirmed, industry sources such as IMDB.com list the movie with an early 2011 premiere. Should this date hold true, the marketing campaign indicates that Resistance 3 will see release sometime during the first part of 2011.

is set to begin filming this fall in the Shreveport-Baton Rouge areaNotably, the billboard also gives a small clue on the plot of the title. In the past, Insomniac has used the "A" in Resistance's titles to display a landmark from some pivotal location in the game. The original Resistance: Fall of Man featured London's Big Ben, while Resistance 2 showed San Francisco's Bay Bridge and Resistance: Retribution for the PSP displayed Paris' Eiffel Tower. As for Resistance 3, the A in the billboard clearly depicts the Statue of Liberty, indicating New York City will be a prominent locale.

The official story: "To date, we have made no official announcements regarding the Resistance franchise."--A Sony representative.

Bogus or not bogus?: Looking not bogus. Insomniac's Resistance franchise has been a commercial and critical success for Sony, so it seems to be a foregone conclusion that the studio would return for a third console installment. However, considering that Resistance 2 shipped at the end of 2008, a 2011 release window seems a bit longer than a normal development cycle would call for.

By TomM_GScom

Marvel: Ultimate Alliance 2

Marvel: Ultimate Alliance 2 Carnage Hands-on

Marvel: Ultimate Alliance 2,Lock your doors and turn on the lights Carnage is comingIt hasn't even been a month since Spider-Man, Captain America, and all of their friends stormed stores in Marvel: Ultimate Alliance 2, but Activision has already announced the first Marvel heavyweight you're going to be able to download and use in your game.

If you need a refresher in Marvel folklore, Carnage is kind of Venom's son -- kind of. See, when the black symbiote reunited with Eddie Brock in jail to form Venom again, it left behind a symbiote offspring that got into Brock's cellmate's bloodstream. Soon, the serial killer known as Cletus Kasady was overtaken with the symbiote's red and black goo and power. He's super-strong, can morph the symbiote into all kinds of weapons, and bat-crap insane.

The first thing I noticed when loading Carnage onto my team screen were the super-long, super-sharp fingers he's rocking. He's got the whole red and black veiny suit you'd expect, but these digits are gross on their own and only serve as a warning to foes of why they should not engage the man in hand-to-hand combat.

When I got the symbiote loaded into my game, I discovered Carnage runs on all fours, talks with one of these echo-y/modified voices, and has a number of deadly superpowers. From the get-go, the Symbiote Surprise will probably be the most visually appealing move he's got. Here, Carnage stands on two legs and projects a bunch of razor sharp tendrils out of his body to stab any bad guys in a given area; it's similar to the tendril attack from Prototype. Right now -- at the beginning of the game -- the effect's pretty small, but I'd expect the radius to get bigger and bigger as you pour Power Points into the move.

The other move Carnage has unlocked when you start is the Lunatic Leap. Here, the villain charges bad guys and bites them. In all honesty, I thought the move was just a simple charge attack because the biting isn't played up that much, but after having him do it at the camera, you can see this enlarged red head actually chomp at bad(der) guys. Rounding out Carnage's moveset were two powers I didn't get to play with. The Berserk Blade allows the villain to throw a "razor-like" axe at opponents and the Slice 'n' Dice has Carnage slashing ahead with blades.

If you want to talk about abilities you'll be able to pour your points into, "Homicidal Tendency" raises the chance of critical hits, "Bloodthirsty" gives you hit points for every defeated foe, and "Battle Frenzy" gives you stamina for everybody you take down. These upgrades are of course building on base stats, which for Carnage are a 7 for Strike, 4 for Focus, 72 hit points, and 104 stamina points.

Slashing at dudes with my giant claws and running around like some kind of creepy dog was fun and fit in well with the game. It was a bit odd when I would double jump and Carnage would swing from invisible weblines, but hopefully that's a visual that can be fixed in the final product.

Still, when I did my first Fusion with Carnage, I thought I was destined to be disappointed. Teaming the serial killer with Wolverine led to the two just running around the map clobbering people. I sighed, teamed him with the Thing, and was blown away. Here in a targeted attack, Thing throws Carnage up into the air so that he's off screen before the creature hurtles back to Earth headfirst and eats the intended target (assuming he's a grunt). Carnage just gulps him up and slams into the ground causing all of these cracks in the pavement. Best of all, after the guy was gone, Carnage says "Your spine: it's what's for dinner."

Marvel: Ultimate Alliance 2,It doesn't look this cool in-game, but this still looks coolSo far, Carnage's dialogue actually seems on par for his character. "It's a scream," "Dinnertime," and "It's more fun when they fight back" all fit the insane maniac Kasady's supposed to be -- and the Freddy Krueger-like voice gives me the willies.

Personally, I'll probably download Carnage for fun and go after some of the Trophies/Achievements that are still out there for me to grab. Of course, my willingness to pay for the content will probably depend on price, and Activision isn't saying how much Carnage will set you back. In fact there's no word as to whether he'll be part of a pack of characters, if there will be new missions, or even what the release date is for this stuff.

by Greg Miller

Sunday, October 11, 2009

Uncharted 2: Among Thieves

Uncharted 2: Among Thieves,SCEA Naughty Dog Modern Action Adventure Release: Oct 13, 2009 » ESRB: Teen Review:

There isn't much time to relax when you live the life of a treasure hunter. The ever-imperiled Nathan Drake is at it again, traveling the globe, searching for a lost artifact, and trying not to get shot, all for the sake of his noble (saving humanity) and selfish (impressing a lady) ambitions. Uncharted 2: Among Thieves doesn't veer far from the great formula established by Uncharted: Drake's Fortune, but a few tweaks and a strong focus on details make this a better game in every way. Your journey once again becomes an incredible adventure, constantly thrusting new obstacles in front of you that not only offer variety, but are also an absolute blast to overcome. The stunning visuals bring these exotic locales to life, giving you a scenic tour of a tropical jungle, crumbling ice cave, and dilapidated city, among others, while making every new place feel unique and welcoming. The gameplay isn't perfect--the cover mechanic is too sticky in tight places and there's some inconsistency when it comes to climbing obstacles--but these small problems are largely inconsequential. Uncharted 2: Among Thieves is an awesome game that continually surprises, impresses, and entertains.

Treasure hunter Nathan Drake is off on another adventure, chasing an ancient artifact that is rumored to hold mysterious powers. After being lured into his latest adventure by his smarmy friend Harry Flynn, he quickly realizes the ramifications of his latest discovery. He then begins a new quest to thwart an evil warlord from grabbing this sacred object for himself and growing all-powerful in the process. The plot contains a number of not-so-surprising twists, but it stays interesting throughout because Drake and the supporting cast are so realistic and likable. His motivations are pure, but Drake takes on the formidable task with a roguish smile and sarcastic comments, making him inherently likable and rather funny. The playful back-and-forth with his friends also sounds realistic. Depending on what the situation warrants, the characters toss casual insults or helpful advice, and the ease with which they converse brings a feeling of authenticity to the action. This crisp dialogue, along with the finely crafted cutscenes and well-developed characters, helps the narrative of Among Thieves shine, making it a strong part of this excellent adventure.

Drake doesn't take his duty as a world-class treasure hunter lightly. He is well equipped to tackle anything that comes his way, whether he's fighting well-armed mercenaries, making treacherous leaps across near-bottomless pits, or using his noggin to piece together ancient puzzles. Taking down hordes of nameless soldiers is incredible in Uncharted 2 because of the wealth of awesome weaponry and the smooth shooting mechanic. Your arsenal packs a mean punch, and it's sadistically satisfying to let loose a deafening point-blank blast from a pistole or knock a sniper off a ledge with a perfect shot from your rocket launcher. The grenades are easy to aim, making it a joy to lob one right at the feet of a chain gun-toting madman and watch him soar with arms flailing into the clear blue sky. If you get close to your enemies, Drake isn't afraid to get his hands dirty. You can quietly snap the neck of an unsuspecting foe if you can sneak behind him unnoticed, but even in a face-to-face brawl, the fisticuffs are impressive. Mashing on the square button delivers powerful haymakers, but you'll need to avoid and counter the retaliatory punches of your enemies to finish them off. These killing blows are over-the-top, displaying your surprising power in slow motion as your enemies crumple to the turf.

Given that Drake can't withstand a bullet barrage, cover plays a huge part in Uncharted 2. While stop-and-pop action has been seen in other shooters, the levels in Among Thieves are designed to take advantage of vertical space to give these tussles a more dynamic feel. In many of these set-piece battles, you have the choice to stand meekly behind cover, peppering enemies from afar when you can risk sticking your neck out for a second, or to dance away from the action, strategically positioning yourself right where your foes are most vulnerable. This maneuverability adds a feeling of controlled chaos to battles, letting you constantly change your strategy to adapt to the different tactics your enemies will use to bring you down. Unfortunately, the controls are less than precise in cramped corridors, making it difficult to smoothly slide from cover to cover without mistakenly exposing your vulnerable backside. It's a small complaint, but it can be frustrating during some of the more intense battles if you find yourself sitting in the open air when you meant to hide behind a nearby desk. Nevertheless, the combat is explosive and unpredictable in Uncharted, and the huge variety in the levels forces you to constantly change your strategy.

Drake's impressive agility plays a major role during combat, but it's when he has the freedom to explore that his leaping prowess is fully revealed. You can climb up walls, swing from ropes, shimmy across ledges, and even leap from one moving vehicle to another during a thrilling chase sequence. The platforming sections do not demand that you be ultraprecise. Drake easily grabs onto any ledge he jumps near, so you need to worry more about what path you're going to take rather than how to land a ridiculous leap of faith. The environments you have to navigate are organic. You can climb a large variety of structures to continue on, whether it's a traffic sign in a war-torn city street, an icy rock face in a frozen cave, or a dangling branch in a tropical jungle. The only problem is that the platforming is pretty linear, so you often can't interact with surfaces that seem like they should be climbable. While this minor quibble chisels away a bit at the believability of your actions, the platforming sections are well designed and quite entertaining. And just when you get comfortable making your way across a treacherous precipice, a handhold will fall apart in your hands, making you quickly figure out a new way across and ensuring you never relax during these awesome sequences.

The majority of your quest is made up of these combat or platforming sections, but there are thoughtful puzzles you must solve as well. These quiet moments are not as entertaining as the action sequences, but they have their own charm. Here, you must perform such tried-and-true tasks as reflecting a beam of light onto a specific surface or placing ornamental blocks onto the correct squares, but there is a twist to the formula that gives Drake even more personality. Drake’s journal contains everything you need to know to solve the puzzle at hand, and you must manually flip through the pages to find what you need. The book is filled with pictures and brief notes, and you must carefully analyze these diagrams to figure out the solution. The puzzles are far from challenging, but flipping through the book feels realistic, and piecing together the mysterious clues gives you a taste of what a real treasure hunter might experience. The doodles that Drake added to the journal are another cool aspect, although they don't have anything to do with your quest. One page depicts the various moods of his longtime friend Sully, and the goofy caricatures are pretty amusing.

All of these different elements, along with the lighthearted story, are mixed together perfectly, providing an intoxicating pace that continually builds upon the previous section. The incredible rate at which Uncharted moves is staggering, seamlessly urging players from one incredible experience to the next, without ever staying on one mechanic for too long. This effortless pace is showcased exceptionally well during a stage that takes place on a train halfway through the adventure. It seems like your options would be limited onboard a narrow vehicle, but every new car you leap to has a surprise, and the sheer breadth of different actions makes this one of the highlights of a fantastic quest. Whether you're gunning down enemies in a tight passenger car, hanging desperately on to handholds on the outside of the train, sniping enemies way off in the distance, trading punches with a hulked-up mercenary, or dodging fire from a pesky helicopter, this section is an adrenaline rush. And the scenery is just as varied. You will fly past a wide variety of backgrounds, which gives the impression you really are onboard a fast-moving vehicle. From beginning to end, Uncharted 2 keeps up its brisk pace, creating an experience that is exhilarating, thrilling, and never boring.

All of this incredible action is complemented by some of the most impressive visuals on PlayStation 3. As you travel through lush rain forests, into snow-covered wastelands, across the ruins of a crumbling city, and to the many other places Drake ventures in his quest, you will be treated to a huge array of breathtaking sights. It's easy to get lost in the atmosphere, swinging the camera around to admire the sights while briefly forgetting about the angry man with a gun shouting at you in the distance. The animation is particularly impressive. Drake moves and reacts with eerie believability, whether he's stumbling realistically after a long jump, quickly reaching behind his back to grab a weapon, or just walking up a long flight of stairs. The attention to detail during the cutscenes is just as striking. The characters move and interact with each other with subtle touches that make them seem almost lifelike. There are lots of little details that add even more to the experience. When you're in the jungle, you can see squirrels scamper up the towering trees, and you get wet when you wade through a river. And even with all this detail, the game runs smoothly, even during the most hectic fights.

If you're hankering for some more treasure hunting after finishing the campaign, there's a three-player cooperative mode as well. This mode places you in modified levels from the main quest, and you must mow down a bunch of enemies on the way toward achieving your ultimate goal. The exciting combat makes the transition intact, and playing through these gorgeous locations with a few buddies is certainly fun, but it's not quite as engaging as the main adventure. Enemies swarm from all around you--throwing grenades from the front, sniping from above, and unleashing torrents of Gatling gun bullets from behind--and it can feel a bit overwhelming at times. The sometimes finicky cover controls don't always function during the heat of these ultraintense battles, and it can feel claustrophobic as you desperately roll out of the way to avoid a screaming rocket blast. Despite the small problems, this is a welcome diversion for people who love the main quest but crave sentient companions.

The competitive multiplayer is even better. The levels are once again modeled after the environments from the main quest, but your impressive agility in battle combined with the powerful weaponry make for explosive competitions. There are a number of gameplay types, which are variations on such popular formulas as Deathmatch, Capture the Flag, and Territories. But the sheer thrill of battle raises these beyond the forgettable squall of other shooters. Your agility is the main differentiating factor. It is simply incredible to spring away from your vicious buddy who is happily wielding a shotgun, leap across a gaping ravine, and grab on to a far-off ledge with just your fingertips. Frantically slamming on the X button to hoist yourself to safety while your opponent comes storming after you is a heart-racing experience, and turning the tables on your pursuer as he tries to make the same treacherous leap is so satisfying. There is also a perks system that gives you rewards beyond mere fun for sinking time into this endeavor. These rewards increase your killing power and make the mode even more fun.

Uncharted 2: Among Thieves is a complete package. The perfectly paced campaign is pure joy from beginning to end, seamlessly combining top-notch shooting, smooth platforming, clever puzzles, and a playful story into one of the most engaging and satisfying adventures around. Competitive multiplayer is just as compelling, displaying the same fun gameplay elements from the main quest in a chaotic battle against other players. The cooperative mode has its own unique pull, letting players merge their efforts to take down an unrelenting force of angry attackers. The few flaws--touchy cover controls in tight spaces and linear platforming sections--are so slight they barely stand out among the sea of fantastic features. Uncharted 2: Among Thieves is an incredible game.

By Tom Mc Shea

Unreal the 'unofficial engine' of Natal - Rein

By Tom Magrino

Having provided the Xbox 360 with arguably its first blockbuster hit in Gears of War, Epic Games has maintained a close working relationship with Microsoft. It should come as no surprise, then, that the company that is known as much for its games as its ubiquitous Unreal Engine 3 would be helping to lead the effort in creating games for Microsoft's forthcoming camera-based motion-sensing device, currently known as Project Natal.

Speaking to XOM UK, Epic vice president Mark Rein confirmed that the Unreal Engine will support Natal development, going so far as to say that the tech is the "unofficial engine" of Microsoft's new peripheral.

"We are going to work with Microsoft to make that available to Unreal Engine licensees who want to make Natal games," Rein said. "So, if you want to make a game on Natal, you want to get a big head start and use the same tech as Microsoft, come talk to me. We are the unofficial engine of Natal, or maybe the official, I don't know. In other words, we consider ourselves the 'economic engine of Natal.' You want to make money with Natal, come talk to us, we'll help you."

Notably, though, Epic has yet to fully sit down with Project Natal for the purpose of creating its own games using the device. "We're just sitting down with them in the next two weeks I think, to bring our studio guys in to have a look. I have no idea what we're going to do from a game standpoint, but from an engine standpoint, it's definitely cool stuff, and we will support it. I think any future Xbox games we make will have some Natal support."

In July, Epic design director Cliff Bleszinski expressed cautious doubt about the studio's Natal support, saying, "We'll take a look at Natal--no promises--but it's likely that the classic control interface is what Epic will be working on in the foreseeable future. But I think there's ways that you could merge the two interfaces and supplement a classic game with Natal controls to make something compelling."

Lastly, Rein also may have inadvertently revealed Microsoft's plans to bundle Project Natal with all new Xbox 360 consoles when the device launches, an event currently expected next year. "I think they said they were going to ship Natal with every Xbox when they actually launch the thing, so everybody will have one," he said. "And then they are going to sell it to everybody who doesn't have one. Or try."

The statement jives with a similar slip maybe by Microsoft CEO Steve Ballmer, who said as part of an investor conference that "a new Xbox 360 will hit the store shelves in 2010." Though widely misinterpreted, Ballmer's statement was later clarified by Aaron Greenberg, director of Xbox 360 product management and Xbox Live, who said the comment pertained to Project Natal.

Final Fantasy

The review of this product is based on a re-released version of the game. Because of this change of medium and the passage of time, it is possible that there are slight factual differences between the original retail product and the version reviewed. The following review should be used as a reference for how well the game stood up over time rather than an evaluation of how it would have scored based on its original release date.

You've no doubt heard the story before. Squaresoft was on its last legs in the '80s, edging close to bankruptcy and the collapse of the entire company -- mere months away from going under. Unwilling to go down without a fight, though, the developers at Square put all of their remaining effort into one last product. One single, epic role-playing adventure. It if succeeded, the company would survive. If it didn't, Square would be no more.

They called their final game Final Fantasy. But, as it turned out, it wasn't their final game after all.

Final Fantasy exploded onto the scene in the late '80s in Japan, offering a deeper, more thorough and more challenging RPG experience than 8-bit Nintendo players had ever seen before -- besting even Enix's first Dragon Quest in many respects, and selling tons of copies, just like DQ did. And a few years later, its localized release for the NES in America also brought in millions for the ailing studio. Final Fantasy was such a hit that Squaresoft was brought back to life, and this single project -- intended as nothing more than a swan song -- became, instead, the flagship installment in one of the industry's most beloved and longest-running franchises ever.
Final Fantasy,Get equipped in townNow the original NES edition of Final Fantasy, the version that first shipped to the States almost 20 years ago in 1990, has been re-released in Virtual Console form on the Wii. And it's easy to remember, within just the first few minutes of playing it again, just why it caught on so quickly two decades ago.

Final Fantasy puts you in command of the Light Warriors, a group of four heroes prophesized to one day appear and save the world. You'll go on a quest that takes you and your band of adventurers through castles and dungeons, forests and caves, meeting up with pirates, witches, elves and evil Elemental Fiends along the way. You'll travel by foot, by boat, by airship and even by canoe on your way to achieving your destiny, and ultimately come face to face with Chaos itself in a final showdown to determine the fate of the planet. Epic stuff.

One of the fresh features this first Final Fantasy offered that set it apart from other 8-bit RPGs was its character selection -- you get to pick and choose the configuration of your Light Warrior party, building the group from a selection of six different classes. There's the weapon-wielding Fighter, commonly chosen as the party leader. The martial artist Black Belt, skilled in bare-knuckle brawling. The rogue class Thief, able to ultimately master the skills of a ninja. And then three different colors of Mage -- White Mage, the healer; Black Mage, the attacker; and Red Mage, something of a mix of the other two.

Most players put together a balanced party, picking a couple of the warrior types and a couple of the magic users. Some players, though, add to the challenge of the game by choosing all of one kind -- a party of four White Mages, for example. If it's your first time diving into this first Final Fantasy, though, I'd advise against such an unbalanced approach. Because this game doesn't need any extra challenge boost, at all.

Final Fantasy is beastly tough. This is old-school, level-grinding, pull-your-hair-out RPG gaming at its most frustrating -- you have to be dedicated and determined to spend the time investing in growing your party's experience through tons of random battles in order to be able to get through most of this quest. If you're impatient, or stray too far too quickly, you'll just get murdered.

This is the original Final Fantasy, remember. No alterations made. This game's proven so popular over the years that it's received tons of remakes and re-releases -- on the original PlayStation, the Game Boy Advance, the PlayStation Portable and more. Many of those remakes have rebalanced the challenge, making it a more accessible experience. That rebalancing isn't here, though. This one's just plain tough.
Final Fantasy,Attack the darkness in dungeonsAnd other, more subtle improvements made in subsequent sequels and remakes are sorely missed here, too -- like simple battle commands. Final Fantasy's battles are iconic, with your party of characters lining up on one side of the screen and an array on unanimated enemies appearing on the other. You issues orders to your men using menus and a big pointing finger cursor, telling your heroes when to attack, when to cast magic, when to run.

But there are lots of little annoyances -- like missed attacks. Say you're facing two Imps. You make two of your heroes target the first Imp with their attacks. Your first hero strikes, and does enough damage to kill the Imp himself. All right! But then your second hero attacks, and instead of automatically shifting his attack to the second, still-alive Imp, he just attacks the empty space where the first Imp used to be. Miss. Sorry. Waste of a turn.

Then there are weapons and armor that don't equip themselves, so won't function if you don't remember to do it by hand. And a lack of an interface in shops to tell you who can equip what, and what kind of stats boost any given item will offer. And the inability to revive fallen comrades without trekking all the way back to a town to visit a Clinic. And so on, and so on.

What I'm getting at is that this first Final Fantasy is unaltered, unedited and unforgiving -- if you go into it thinking you'll be able to breeze through thanks to your vast amount of experience playing other, more modern RPGs, you may be in for a rude awakening. This is raw role-playing still trying to find its stride as a genre, offered as-is, without any added comforts.

by Lucas M. Thomas

FIFA Soccer 10

FIFA Soccer 10
UK REVIEW--EA Sports' FIFA series has improved dramatically over the last few years, finally bringing the gameplay up to the same standard as its glittering presentation. With FIFA 10, the developer has produced the best game in the series to date, thanks to incredibly fluid 360-degree player control, improved animation, and realistic opponent AI. This year's game also introduces a revitalised Manager mode and a brand-new Virtual Pro feature, allowing you to put yourself in the game and unlock new abilities across nearly every game mode. The result is an unparalleled game of football, whether you're playing a quick game with your mates or sitting in the manager's chair over several seasons. There are still some issues--the sheer number of options and game modes result in an overloaded menu system, while the ability to upgrade players in exchange for real cash is a worrying sign for the future of downloadable content. However, these small issues aside, FIFA 10 is without a doubt the best football game yet, and it's a package that no football fan will want to be without.

Virtual Pro allows you to create your own player, put him in your favourite team, and then unlock new things whenever you play him
The gameplay hasn't been radically overhauled this year, but the tweaks and improvements really add depth to the game. The biggest new gameplay feature is 360-degree player control, which makes player movement much smoother than before. Previously, players were limited to an eight-way axis of movement--a throwback to the days before analogue control that saw them zigzagging across the pitch. In FIFA 10, they move much more naturally, since you're able to make finer tweaks to their runs and subtle alterations to their angles of attack. It's a change that really doesn't become apparent until you go back to FIFA 09 and compare the differences, but FIFA 10 possesses a fluidity that has been missing in all football games before it.

In addition to the new controls, the improved animations and more-intelligent AI banish the small but niggling problems with last year's game. The computer no longer has an unfair advantage winning the ball in the air. The goalies are superb, with an increased number of animation routines that result in more realistic saves. The players have an incredible sense of physicality, and the differences in stats such as height, weight, and fitness have never been so accurately represented. Players now deal with the ball in a more realistic way, moving to intercept a high ball and chesting it down, rather than waiting for it to land at their feet. In short, it's difficult to fault the gameplay in FIFA 10.

FIFA 09 added a lot of new game modes to the series, including Be a Pro, where you took a single player through a career. Be a Pro returns this year, but Virtual Pro builds on the idea by allowing you to create a player in your own likeness and then play him across a greater number of game modes. The customisation options are the same as they are in Be a Pro, but the big new feature is the ability to upload a digital photo of yourself and import your face onto your Virtual Pro player. Unfortunately, we were unable to get the GameFace feature working despite repeated attempts--the server reported errors on the PCs we tried, and this problem has been echoed by numerous users. The whole process seems unnecessarily complicated: you have to take a photo, upload it, and then manually map out features such as your nose and eyes on a computer.

Even though we didn't get to play with a photo-mapped version of ourselves, it didn't hamper our enjoyment of playing with a virtual pro. Once you've dropped your player into a team, he's in that team across nearly all game modes--local multiplayer, Manager mode, and even the practise arena. The only exception is the head-to-head online matches. Whenever you play with your virtual pro, he gradually improves physically while also unlocking new goal celebrations, tricks, and clothing. Your progress is mapped out in the form of a sticker book, with new stickers added for doing things like beating 50 players with skill moves. It's a great incentive to play as your virtual pro whenever possible, and while it’s practically impossible not to act favourably towards your avatar, you’re still rewarded for making accurate passes and setting up goals. More objectionable is that you can buy short-term upgrades for your virtual pro in the new FIFA Store--160 MS points turns your footballer into a "perfect footballing machine" for four matches, and you can buy similar short-term performance boosts for 80 MS points.

The Virtual Pro upgrades aren't the only problem with the new FIFA Store. Following on from the successful implementation of paid-for content such as Ultimate Team in FIFA 09, there are plenty of extras to buy in FIFA 10. Whereas FIFA 09 let users download one free Live Season update, they cost 400 MS points per league in FIFA 10, or 800 MS Points for all six leagues. Thankfully, Live Season 2.0 is more comprehensive than before and lets you play out real-world league fixtures for your favourite teams on a weekly basis. You get one chance to win that week's game for your team, and as you progress, player transfers, injuries, and general form data are all upgraded automatically. On the downside, this mode replaces a very similar multiplayer mode called Interactive Leagues, so you now have to pay for a slightly improved version of a previously free mode. Thankfully, the FIFA Store does have one redeeming feature--you can download the Real Madrid Bernabéu Stadium for free.

The arena mode is still present, allowing you to practice whenever you're in the main menu, and it too has been improved for its FIFA 10 outing. You can practice moves using any player from the game in a variety of different stadiums, and you can also play out free kicks and even entire matches without having to sit through loading screens. The most significant addition to Arena mode, though, is the ability to create custom set pieces that can be activated from the D pad in any full-match mode. You have a great deal of control: set pieces can be taken from eight different places around the goal, and you can incorporate runs for up to nine different players. The amount of practice required to make your set pieces work means that this feature will ultimately be the domain of hardcore players, but intermediate players can still set up simple runs so that they can guarantee their strongest player is in the box when they want him.

The new custom set piece function allows you to save runs for up to nine different players from a variety of different positions, and then activate them during a match
Of all the existing game modes, Manager mode has received the biggest overhaul this year. There's a much greater focus on player development and transfers--you have to focus on individual player needs and be wise about when to play them. The international transfer market also means that there's more realistic competition when you're trying to scope new talent, and the scouting system is impressive for a non-dedicated management game. Thankfully, the game offers plenty of help for those who want it, but throw in sponsorship, staff demands, and player contract negotiations, and you have a game mode that offers significant depth and longevity. It also offers plenty of rewards if you're playing with a virtual pro, as well as substantial achievements for going the distance.

With so much packed into the game, it's no wonder that navigating all the modes and options can be a little daunting. The most popular game modes are easy to find, and you can jump into a multiplayer game quickly, but if you go further down the menu list, each mode has several options and sub-options. The game does a poor job of explaining the custom online leagues and how to create a Virtual Pro club with your friends, which is a shame, because they're daunting and complicated to set up and play. Thankfully, the new tutorials help newcomers learn the ropes, and they're in-depth enough to teach even advanced players some things they might not know. The overall presentation is as good as we've come to expect from the series, with great graphics, superb music, and a brilliant English commentary. The overly long in-game transitions have also been trimmed, which certainly improves the pace of online multiplayer games.

FIFA 10 is a high-caliber football game--it plays a fantastic game, offers a wealth of modes, and addresses every major fault from FIFA 09. The new 360-degree control in particular is a revelation, and while problems currently impacting the creation of Virtual Pro players are unfortunate, there's still a lot of fun to be had playing with them. FIFA 10 will be a tough act to follow for every football game released from this day forward, but rather than worry about that you should just be happy basking in the light of this sublime football experience.

By Guy Cocker

Star Wars: The Clone Wars -- Republic Heroes

Star Wars: The Clone Wars -- Republic Heroes Star Wars. It seems that once the new trilogy sprang to life that the flood gates were burst wide open and the amount of new, official stuff coming from the franchise is growing by leaps and bounds yearly. The 3D animated Clone Wars series is the latest thing to hit, and with it have come a handful of titles based on its look, feel and storytelling slant. The latest is Star Wars: The Clone Wars -- Republic Heroes, a title that is clearly aimed at the younger audience out there. Now just because the target audience is younger doesn't mean that the game should get any less polish or have lower production values than stuff catered towards the hardcore crowd, but unfortunately that's the case here.

The first thing you'll notice is that pretty much regardless of which system you play it on, it looks rather terrible. Most everything looks a generation behind what it should be. That is, the PlayStation 3, Xbox 360 and PC SKUs look like a PlayStation 2 game, while the PS2 version looks like a PS1 game. The PSP version looks OK for what it is, but it doesn't run well enough given the graphics at hand. Perhaps the only game that looks like it belongs on the system you bought it for is the Wii version, though even in that case it's only passable.

About five seconds after you notice how bad it looks, you'll realize that the game's platforming elements are unresponsive and oftentimes frustrating. The game tries to manage the platforming bits for you, where it'll have you automatically land on certain spots. However, unless you jump from the right piece of land, the helper bit won't kick in and you'll fall to your death. Over and over again.

So it looks bad and the platforming is frustrating. While this is happening, Yoda will pop up and tell you how to do stuff, acting as your tutorial guide. The problem is that he never shuts up even hours into the game. Were he to chime in when you seem to be getting stuck, that'd be one thing. But no, his green head pops up constantly and interrupts whatever fun you might have been squeezing out of the game.

Given these other issues, it's not surprising that you'll really have to dig to find that fun. Enemies are repetitive, and the combat is very basic. Yes, it's meant to be played by the youngin's out there, but when you implement basic controls in your game, you then really have to step up what you're doing with the environments and set pieces. Here, they're all bland, boring and, again, frustrating to navigate through.

To make matters worse, you have to keep using the same hooks over and over again. The biggest culprit here is the use of droids. You can jump on top of almost all of them and control them for a short bit, which you'll need to do to shoot down barriers, drop bombs on certain spots or what have you. After being forced to do this for the millionth time, you'll start asking yourself why a lightsaber can burn through steel and yet can't take down a rock.

There are a couple things that could have worked well on paper here, such as an upgrades system where you can spend points earned on new powers, cheats and the like. You can also take part in challenges throughout the game to set high scores, and the hop-in/hop-in co-op works well - except on PSP, where it isn't supported. Again, the production values were not exactly high on this one.Be prepared to do this a million timesAfter a while, you'll find that all of this boredom and frustration just goes on and on. I have no idea what the point of the story was or what the end goal was going to be for a long, long time, so that wasn't drawing me through the adventure. Aside from having to play it simply to write this review, I had no interest in playing the game, and I think that says enough.

by Chris Roper

Monkey Island: Special

Monkey Island: Special Review

Monkey Island: Special ReviewVideo game publisher LucasArts ruled the world of 1990s graphical adventure games with an iron fist. Every new game offered considerable advancements, from voice-over "talkie" versions on CD-ROM to 3D graphics…and they were all riotously funny. And this nearly flawless iPhone version of The Secret of Monkey Island is just as clever as we remember.

The scurvy (and hilarious) pirates of Monkey Island return on your iDevice
Generally, games have gotten bigger and more aggressive, or smaller and more accessible, but they have not developed a better sense of humor. Not only are the settings and puzzles in Monkey Island amusing, but the characters are also witty in a way that we haven't seen in a long time. They speak with ironic awareness that they are, in fact, video game characters and can do ridiculous things. So once you accept it and play along, you can appreciate the humor for what it is--hilarious.

One standout experience typical of the humor in The Secret of Monkey Island is the classic "insult sword fighting," which is not based on skillful timing, but rather, on witty put-downs. One character will throw out an insult, like "You fight like a dairy farmer!" and your job is to match it with an appropriate retort, like "How appropriate. You fight like a cow."

Sword fighting is a highlight, but it's not the whole game. In this type of adventure game, you use a series of commands to navigate your way through the world. Your character, the nerdy pirate wannabe Guybrush Threepwood, can move around, talk to characters, pick up items, and manipulate certain objects in the environment. Your actions in the game are propelled by a vast amount of dialogue and cinematic storytelling techniques, such as cross-cutting.

Throughout most of the game, you'll be exploring locations, such as Melee Island and Monkey Island, often with a clear goal in mind that must be achieved in the most ludicrous manner. Because the convoluted puzzles can take hours to solve on your own, the game provides you with a very useful hint system. Just by shaking the device (in frustration, perhaps?) a gradually more-specific series of hints will appear on the screen.

Expect to see ghosts, pirates, and ghost pirates on Monkey IslandAlso, the great save system means you can exit out at a moment's notice and find your game autosaved right to the line of dialogue at which you quit. You can even save your progress in separate slots. These hint and save systems take out the frustration factor completely and let you enjoy Monkey Island's story, graphics, and sound design without any hang-ups.

The Secret of Monkey Island also looks great. While you can look back at the original graphics with two swipes of your finger across the screen, you might just want to keep the brand-new art style front and center. The characters are much more detailed, even if they don't move around that much, and the backgrounds are bright and beautiful. Most of your view is taken up by these new visuals, hiding your inventory and action commands behind icons in the lower portion of the screen.

Monkey Island fans may also be pleasantly surprised to hear the incredible new voice work in the game. The cast that voiced these characters in later installments has returned to give them new life in this special edition, and even the MIDI soundtrack has been upgraded to a full-on orchestral score.

With so many drastic improvements made to such an entertaining game, it's hard not to be slightly disappointed by the lackluster control scheme. Instead of tapping on an object to select it, you have to laboriously drag your cursor around every time.

Pardon me, but have you seen any pirates around here?The Secret of Monkey Island's new graphics, voice-over, hint system, and autosave make a great game even better. It's a truly an entertaining and memorable experience, whether or not this is the first time you've played it.

By Andrew Podolsky/SlideToPlay.com, GameSpot

Jak and Daxter: The Lost Frontier

Jak and Daxter: The Lost FrontierSCEA, High Impact Games,Fantasy Action Adventure The Jak and Daxter series got its start as a fairly straightforward action platformer game that focused on a pair of mascots jumping all over a bright, shimmery island world. As the years went on, the series grew and added more variety to the gameplay with lots of weapons and lots of vehicles. Jak and Daxter: The Lost Frontier for the PSP is the latest game in the franchise, and though it doesn't quite mark a return to those simpler times, it does look like it should bridge the gap between early and late Jak games by giving hints at both its early style and the wackiness that ensued in later iterations.

Jak and Daxter: The Lost Frontier What's New: The last time we had a look at The Lost Frontier, we got to see a Jak level that was heavily focused on jumping puzzles, which felt like a nod to the series' roots. This time around, we saw something a bit different. The new level we checked out was one focused on Dark Daxter, which is the transformed version of Jak's wisecracking sidekick, Daxter, after he has been overtaken by dark eco. Dark Daxter is a more beastly version of his normal self, complete with mean spikes on his back and the ability to pull off moves such as the frenzy whirl (a Tasmanian devil-style cyclone) and a ground pound attack.

The game's Dark Daxter levels are very puzzle-oriented. In this one, we had to run around guiding a beam of energy by hitting various switches on the ground to deflect the beam and get it to blast through various locked doors. At other times, there were giant mounds of spiderwebs blocking the way; we had to set fire to them by doing a frenzy whirl into a big flame and then guide our way toward the web. It's a bit tough to guide yourself in this frenzied state, so making your way around the level is a bit like bouncing around a pinball table.

What's The Same: We also had the opportunity to see a flight combat level, something that was detailed in our last preview. Various points in the game let you take to the air in a jet plane customized to your own exacting standards. You can use scrap metal (the game's currency) to buy upgrades for your jet that include armor upgrades and performance enhancements, and you can also choose where you want to mount weapons, such as machine guns, lightning guns, and missile launchers.

The air combat is pretty fast and over-the-top. With a touch of the D pad, you can execute a quick 180-degree turn or an automatic barrel roll to shake off targeted missiles. In this level, we had to shoot down the repair drones flying around a special tower that were keeping us from entering a certain door. Shoot down the drones, shoot down the tower, and it's back onto land for another on-foot Jak level.

Jak and Daxter: The Lost Frontier
What Impression The Game Made This Time: It looks like the team at High Impact Games is casting a wide net with the type of game they want to make. There's platforming, puzzle-solving, and dogfighting air combat, just to name a few examples. We'll wait to see how cohesively these different elements can come together into one overall experience when the game is released toward the end of this year.

By Shaun McInnis

Cars Race-O-Rama

Cars Race-O-Rama,ps2In Cars Race-O-Rama, players will join Lightning McQueen and Chick Hicks in Radiator Springs as they prepare their academy of student racers to compete in the Race-O-Rama Exhibition. Players will encounter 12 new playable characters making their video game debut. A new and improved Lightning McQueen will come fully equipped with special racing kits, allowing him to better maneuver brand new, action-packed tracks that will take players to metro city streets, the Baja desert and sandy beaches. In addition, players are now able to modify Lightning McQueen's wheels, rims, hood, side skirt, rear bumper, spoiler and paint with special customization features, giving Lightning a personalized style and look that has never been seen before. As players compete in this high-speed, racing adventure game, they will be able to utilize Lightning McQueen's newly designed drifting abilities and perform "Kachow" poses for enthusiastic reporters and fans encountered throughout the game.

Cars Race-O-Rama will also feature multiplayer mini-games based on Disney/Pixar's "Cars Toons," a series of animated shorts from the Disney Channel.

Genre: Racing
Publisher: THQ
Developer: Incinerator Games
Local Play: 2 Versus

Release Date:
October 13, 2009
MSRP: $19.99
Also on: DS, Wii, X360, PS3, PSP
ESRB: E
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