Tuesday, June 30, 2009

"Prototype" Review: Crush! Kill! Destroy!


Along with “inFAMOUS” and “Red Faction: Guerrilla,” “Prototype” is one of the few sandbox, third person action games released this summer. “Prototype” puts players in the shoes of Alex Mercer in New York after he dies and awakens in a morgue with amnesia. While escaping from the morgue and the military, Alex discovers he has the abilities to change his body into different weapons and people, absorb humans and take on others' memories. New York has also been quarantined because a virus has caused people to turn into brainless, hostile versions of their previous selves. Alex is set on using his powers to figure out who did this to his body and how to make them pay.

Players advance in “Prototype” through missions and can choose when to complete story missions, side missions or just cause havoc around New York. While some side missions like disguising Alex as the military and destroying the infected are fun, most side missions are forgettable. Story missions are fun when Alex can fight the story missions require it frequently.

Prototype is a fun third person action game, and Alex can upgrade a variety of powers with evolution points from defeating enemies and completing missions. Missions like moving from waypoint to waypoint or gliding to a certain point on the map without stopping are annoying in execution, but they are great ways to earn evolution points. Alex's powers range from different weapons his hands can transform into, such as blades, claws or hammerfists, to stealth upgrades and enhancing his movement.

It's unlikely that players will upgrade everything by the end of “Prototype.” However, some upgrades are useless and it seems unnecessary to have unlockable combo trees or the ability to curb stomp dead enemies. There are enough powers worth unlocking like the ability to glide, air dash or other attacks.

“Prototype” is close combat intensive and the only long range attacks Alex obtains are his whipfist and super-human strength. His strength allows him to grab cars, trees and destroyed tanks and helicopters to become fodder for his projectile attacks. Alex can also commandeer most military weapons like rocket launchers, tanks and helicopters and use it against them.

Alex may have to use stealth if beating his opponents into submission does not work. Alex can absorb and imitate the likeness of any human in “Prototype.” Absorbing others can be brutally fantastic or unnoticeable, but the stealth in “Prototype” could be more challenging because soldiers will not notice Alex unless he changes powers in front of them. Jumping hundreds of feet and beating the people of New York comes as no surprise to them. New York is a veritable buffet for Alex because absorbing people is not only a quick health boost for Alex, but over absorption allows Alex to use devastator attacks. These destructive abilities allow Alex to kill everything within his attacks' sight.

“Prototype” has some stunning visual moments like turning on Alex’s thermal vision or infected vision. There are also no frame rate drops when Alex throws cars, explodes tanks, or kicks helicopters down, and it's a sight to behold. Unfortunately, the in-game cutscenes leave much to be desired. Texture popping and other issues are obvious during in-game cutscenes, but the CGI scenes are beautiful and the memory flashes Alex receives when he absorbs someone relevant to his memory are interestingly done. The memory flashes are a mix of real images and CGI that will make players wonder if similar stories have played out elsewhere.

The music in “Prototype” is not intrusive and complements fighting scenes well. The voice acting is not horrible, but there were several instances when Alex would say one line during the CGI scene and transition to an in-game cut-scene to continue his speech mentally. While this annoyed me, I do not think it will bother too many people.

The story is interesting even if you do not accomplish the story missions, and it's insane fun to start wars with the military and other infected creatures in the streets of New York. While Alex may never retrieve his memories, he will have fun destroying everything. The combat is fluid, powerful and often fun to play as you make Alex crush soldiers, absorb some passerby and then initiate a devastator attack that flattens the two tanks and helicopters chasing you. Some of the visuals and voice acting could have been more polished and fluid, but the memory scenes are presented in a fresh artistic blend of CGI and real images that help immerse players in this alternate version of New York City. “Prototype” is definitely worth picking up.

Rating: B+
Platforms: PS3,Xbox 360, PC
Price: $59.99
ESRB: M for Mature
Pub: Activision
Dev: Radical Entertainment
Players: 1

Thursday, June 25, 2009

ABXY Gaming Podcast #4 is up!


Episode 4 is up! This week we discuss how to enter the video game industry and game journalism fields. Hope everyone enjoys. This week was dry as far as content, but July is shaping up to become an review filled month, so stick around. There should also be a couple of update/reviews for next week as well. THanks, and ENjoy!

Episode 4: download here

Friday, June 19, 2009

"Rock Band Unplugged" Review: Let There Be Rock!


It’s weird playing “Rock Band” or “Guitar Hero” without their plastic counterparts. Even “Guitar Hero: On Tour” was bundled with a peripheral. So I admit to being skeptical of “Rock Band Unplugged,” but I remembered that my favorite rhythm games like “Frequency,” “Beatmania” and “DJ Max Fever” did not have peripherals. While the sudden transition to PSP seemed odd, the “Rock Band” experience has respectfully been preserved.

The goal of “Rock Band Unplugged” is to conquer the rock world one gig at a time. Band world tour mode is back, and it’s as streamlined as it was in “Rock Band 2.” This means players only have to repeat songs during the larger setlists in cities. Players can still customize their band’s outfits, hairstyles and guitars. Collecting every item is reasonable, and hiring different staff to tour with your band will help earn more money, fans or allow new venues to be accessed.

While each instrument is still on it’s own track, players can switch from bass, drums, vocals and guitar. Each instrument track is divided into phrases, and completing a phrase will make the rest of the track disappear until the next phrase is ready. Players will then have a second or less to switch to the next indicated track. This adds some challenge to the game, but most players will find it easy to adapt to. The biggest problem I had was accidentally switching past the track I needed to play.

Missing a phrase continues the current track and causes the crowd meter to drop, and because each track is meant to be completed the first time, another instruments’ phrase will begin. While this may seem overwhelming, it’s not as long as players stay focused or use overdrive to recover. Chaining notes and phrases will increase the score multiplier, and the band will enter a groove after the multiplier reaches 5x, and using overdrive will increase the multiplier to 11x. One minor complaint is that activating overdrive briefly slows the track’s frame rate enough to throw some players off rhythm.

Because “Unplugged” uses two directional pad buttons and two face buttons for each note, and the shoulder buttons to switch tracks, players who usually play on hard difficulty in “Rock Band” will probably like expert difficulty in “Unplugged.” I played on expert and it’s slightly more difficult than hard.

New modes like band survival, warm up and training are specific to “Unplugged.” Band survival allows players to play each instruments’ track without phrases and it’s the most difficult mode because players have to constantly manage the crowd meter. However, warm up mode serves the same function, but without penalizing players for not playing other tracks. It’s a great way to play one instrument throughout a song. Training mode is a great way for beginners who have never played any rhythm game to understand the fundamentals of “Rock Band Unplugged” or other similar rhythm games. Unfortunately, there is no practice mode, but it would have been a great way for players to learn difficult solos.

“Rock Band Unplugged” is on par with the presentation and production value of “Rock Band 2.” The transition between menus is seamless, and the personality displayed throughout the “Rock Band” franchise is still apparent. Graphically, “Unplugged” uses similar colors and effects from “Rock Band 2.” Harmonix and Backbone Entertainment did a great job keeping the look and feel consistent with the franchise, and while the stages look similar, the graphics will grab most peoples’ attentions and players can expect the graphics to look as well as other high production PSP titles.

The song selection is awesome. I enjoyed playing every song with the exception of some metal songs. “Unplugged” has some songs from previous rhythm games like “Carry On Wayward Son” by Kansas and “Everlong” by the Foo Fighters, but the addition of “Buddy Holly” by Weezer, “ABC” by the Jackson 5 and “Rock Your Socks” by Tenacious D help round out the great song selection. As a whole, the setlist has a consistent relaxing vibe and I really enjoyed the emphasis of each instrument during its phrase.

The music store is also included, and downloadable songs are already posted at $1.99 each. While it seems expensive for a song to play on the PSP, song packs and albums will help increase the replay value. “Rock Band Unplugged” would be a decent 4-player game, but the lack of multiplayer or an online leader board will be puzzling for players looking for competition after completing tour mode.

“Rock Band Unplugged” is a solid rhythm game. The songs are fun to play, the notes are synced perfectly and pulling off a perfect guitar or drum solo feels great. Extras like no fail mode, the ability to unlock all songs and playing without solos is an awesome addition that makes “Unplugged” the most accessible rhythm game I have played. “Rock Band Unplugged” is a great addition to the PSP’s small rhythm game library, and I dare say it could tear me away from my beloved “DJ Max Fever” obsession.

Rating: B+
Publisher: Electronic Arts
Dev: Backbone Studios and Harmonix
Price: $39.99
ESRB: T for Teen
Players: 1

Wednesday, June 17, 2009

Episode #3 of the ABXY Gaming Podcast!

Episode #3 is live! So what's it about you say? Motion controllers. Why do we need so many, what are the differences, does it matter, and will they all be able to coexist. Wiimote vs. Project Natal vs. ....Wand Thing/Dual Wand Thing.


ENjoy!

Tuesday, June 16, 2009

“The Legendary Starfy” Review: A Simple, Yet Refreshing Platformer


Sushi, kimonos, giant battle robots... some things just scream Japan. That was the thought that came across my mind as I fired up my copy of “The Legendary Starfy” on my DS. Cutesy music immediately greeted me along with a full cast of undersea creatures sporting “chibi” faces, there was no escaping it. In fact, the little star-shaped prince from Pufftop was kept out of the United States for seven years, excluding minor appearances in games like “Super Smash Bros. Brawl” as a trophy, for that very reason – would American gamers be willing to try such a game?

I jumped at the chance to get my hands on a game whose online screenshots reminded me of my old Kirby games for Super Nintendo. The levels and enemies brought back plenty of memories of my favorite pink fluffball from Pop Star, and Starfy's end-of-the-level dance on a seashell certainly gives a nod back. However, Starfy doesn't split into three of himself, which never made sense to me. While the similarities are fairly unavoidable, Starfy can hold his own against his aquatic-themed enemies.

The story is presented in scenes like a comic book with panels of speech bubbles and sound effects written out. Starfy and his friend, Moe the clam, are literally attacked by a shadowy gang and are knocked into the sea where they meet the gang's real target – a spacesuit-wearing rabbit named Bunston. Bunston has lost his memory and has no information on his pursuers, but his memory reacts to a silver crystal shard – thus beginning the main quest of the game.

Most of “The Legendary Starfy” takes place underwater and the player controls Starfy using the directional pad. Gameplay is on the upper screen, while the touch screen can be set to different options such as a treasure finder, current key item collection or hints from the mermaid who saves your game. Starfy's main 'legendary' attack is the “Star Spin,” which can take down nearly anything in your path. However, doing a few in succession sends Starfy into a dizzy stupor for a couple of aggravating seconds. He also recieves special abilities after a few levels are cleared.

Levels are designed on a simple overworld map where secret areas appear as dark circles until they are unlocked in the main story. There are five or six levels in each location of the game that end with a boss battle, then Starfy heads to the next place a crystal shard has been sighted.

New side characters are introduced at each location and some inspire Bunston to create a new ability for Starfy. The two can combine powers and become a fire-breathing dragon or an ice-shooting seal. These could sound somewhat fearsome, but the sight of Starfy's face showing through the dragon's stomach is almost too much to take. Unfortunately, a dense, purple fog before each boss battle negates Bunston’s abilities.

Although gameplay is simplistic, it’s accompanied with a load of special features which can be accessed from the overworld map through “Moe's Chest.” There are five mini-games which can be played individually or through a local wireless connection. My favorite is a race against the timer to stack octopus dumplings. Another feature is the “Stuff” menu where Starfy and his sister Starly can be dressed in outfits found throughout the game in treasure chests. These outfits show up on the pause screen. Special combinations will unlock more options.

Soon after Starly’s early introduction, the option to play certain levels two-player is available. The game’s option allows a friend with or without the cartridge to play. Starly has her own set of abilities and can sometimes fit in areas Starfy cannot to find treasure or health items.

Though the extra features help, nothing about “The Legendary Starfy” is complex. The story isn't crucial to playing. If tons of blood, guts and gore are more your style and you don't think you can handle the cutesiness, Starfy probably isn't the game for you. Starfy is a great platformer that reminds me of simpler times, and it’s a great way to pass a bus ride or the time until the latest reality show is over and your mom, sister or girlfriend stops hogging the TV. It took a while for the “legend” to arrive in America, but I hope to see more of Starfy in the future.

Rating: B
Platform: Nintendo DS
Price: $34.99
ESRB Rating: E for Everyone
Publisher: Nintendo
Developer: TOSE
Players: 1-2

Saturday, June 13, 2009

Dynasty Warriors Gundam 2 review: My RX-78 Beats Your Zaku


“Dynasty Warriors Gundam 2” is the second “Dynasty Warriors” spin off that places thousands of computer controlled opponents against your Gundam. “Dynasty Warriors Gundam 2” has new gundams up to “Gundam Seed Destiny” and builds on the strengths and weakness of “Dynasty Warriors Gundam.”  

Battles are either on land or in space, and the levels have some variety. Gameplay is similar to other “Dynasty Warriors” titles and involves completing objectives and taking enemy commands points, or taking out select officers. “Dynasty Warriors Gundam 2” is a “hack and slash” game and players will spend hours pressing the attack buttons. 

One new feature in “Dynasty Warriors Gundam 2” is boss fights. This brings some new light to the “Dynasty Warriors” series, but falls short because it pairs players with another officer or players have to do escort missions. Unfortunately, the computer AI charges straight into the boss’s SP attacks which usually kills them instantly and forces players to start from the mission’s beginning. This is a possible hour or more setback.

The two main game modes are official and mission mode. Official Mode follows the anime’s storyline of certain characters, while mission mode has an original storyline for each character. Mission mode has a large number of  characters to choose from and a wide variety of gundams from the anime. Fans of the anime will appreciate the irony in beating levels and officers with weaker units from the anime.

“Dynasty Warriors 2” offers four difficulty settings. Each difficulty adds a new layer to combat by making enemies have more health, deal more damage and work together to attack in groups.

While “Dynasty Warriors Gundam 2” has a few control options, the standard layout is easiest to learn. The controls are similar to other “Dynasty Warriors” titles with the exception of pressing X for a quick dash to avoid enemies. After enough kills or getting an item, pressing circle will activate each gundams’ unique SP attack.

The music is very good and the developers have integrated the music into combat so players can almost tell when something is about to change for better or worse. The music may be repetitive, but it’s tolerable. Even if you do not understand gundam, it’s not enough to ruin the enjoyment of blasting thousands of robots while watching red dots on radar slowly disappear behind SP attacks. However, music played during menu screens are the same and gets old fast. 

“Dynasty Warriors Gundam 2” is a great edition to the “Dynasty Warriors” series and captures what Koei was trying to sell with the original. There are also more missions available via download on the  PlayStation Network. Mission mode, co-op and trophies will have players sitting for hours trying to unlock everything. While the game might not be for those who have never understood the anime or dislike repeated gameplay, “Dynasty Warriors Gundam 2” is a great game for gundam fans. If you have not bought it then maybe it’s time to pick it up.

Rating: B-
Platform: Xbox 360, PlayStation 3 & 2
Price: $59.99, 29.99
ESRB: T for Teen
Pub: Koei
Dev: Omega Force
Players: 1-2

Wednesday, June 10, 2009

ABXY Gaming Podcast Ep. 2: E3 Wrap-up

It's my pleasure to finally unveil our second episode of the podcast, don't ask about the first episode....it's in the ether like our other two episodes lol. Anyways, I hope you enjoy listening and we'll try to post them each week. This week's episode is our impressions of what occured at E3. 


THanks and ENjoy

"inFAMOUS" review: Shock or Be Shocked!


I originally was not too hyped for “Infamous,” and I was not a fan of the “Sly Cooper” series, but I trusted Sucker Punch, the developer, to create an interesting experience. I thought I would just play a solid game, but I found an experience that offered much more.

“Infamous”  begins 14 days after Cole, a mail courier, is found at the epicenter of an explosion that leaves Empire City quarantined by the U.S. government. The blast gives Cole electrical powers and it’s up to him to save the city from gangs that have taken advantage of the explosion, or to take over the city himself. Cole is also on a mission to escape Empire City, to uncover who gave him the package and to  protect his relationship with his girlfriend Trish and best friend Zeke. 

“Infamous” features a huge sandbox world with no loading.  It’s easy to compare “Infamous” to “Crackdown‘s” superhero gameplay fused with “Assassin’s Creed’s” parkour mechanics. Cole can climb everything from phone booths to sky scrappers with ease. The controls are simple, and pressing X makes Cole jump from object to object. Cole’s body acts similar to a magnet when he jumps from any object to another, but it felt natural and helped me become confident to jump further distances. The mechanics feel very similar to “Sly Cooper,” so the platforming and climbing felt organic and I enjoyed traversing the city.

Cole’s powers are integrated into the city’s power grid so absorbing electricity from nearby power transformers or cars will replenish Cole’s health and energy. Sucker Punch did an awesome job always keeping Cole within range of electricity, and Cole’s “spider sense” is shows nearby electrical sources on screen and on the radar. Some areas of Empire City have not had power restored and are dangerous to venture into early on. Cole gains another power every time he restores electricity to each section of the city.

Cole’s powers develop through karma choices and his rank. Choosing the evil path will make Cole’s powers focus on destruction, while Cole’s good powers allow him to target specific enemies to avoid harming nearby citizens. There are over eight powers in “Infamous” and each have three ranks of upgradeability along with being good or evil. I played through “Infamous” completely evil, and the result was insane. 

Karma choices effect Cole’s power development and rank . These moments allow you to decide whether Cole is good or evil. Honestly, the choices do not feel creative until the end of the game, but some earlier choices will effect the storyline. The game pauses and explains the situation and what choice will make you good or evil.

Healing citizens or making the right choice will increase Cole’s karma meter toward good and after an amount of time his rank will increase. The last ranks are infamous and hero. When a new rank is reached, Cole’s good or evil powers are available to upgrade. However, if Cole loses his rank by making too many opposite choices from his current karma, he will lose the ability to use the power level until he increases his rank again. 

People pushed Cole and gathered crowds to stone him when I became infamous. While it rewarded them with a shock or two, I had to become cautious of them while fighting against gang members. 

I constantly picked fights with gangs and citizens to arc electricity between them and finish someone with a head shot that would create an explosion that would arc to others. If enemies take cover behind cars, blow up every car around them and toss in electric grenades to make if flashy. “Infamous” successfully makes evil feel great, completing stunts keeps combat fresh while introducing creative ways to dispatch enemies. 

              

While the graphics in “Infamous” do not stand out, the story’s presentation and replay value do. The story is shown through digital graphic novel panels that are vibrant and captivating, and interesting broadcasts on television. Cole effectively narrates each panel and I was eager to watch the next one. The city is externalized through television broadcasts. One voice labels Cole a terrorist and negates his good deeds by saying it was other citizens, while the other is a news reporter who disguises Cole’s deeds as the government’s. The 350 blast shards scattered throughout the city are addicting to collect, and the scattered radio messages provide useful background information to the story. 

“Infamous’” only negative points are its graphics, the enemies being too accurate and there are some frame rate and collision detection issues after the first part of the city, but it never becomes a problem.

The highest compliment I can pay “Infamous” is that I wanted to keep playing more. Side missions last five minutes or less and are an easy way to receive experience points. Being evil is worth playing because Cole’s powers are more aggressive and enjoyable. Highlights like gigantic gang battles and platforming sections are found throughout the city. “Infamous” is a worthy addition to any PlayStation 3 owner’s library. 

Rating: B+
System: PlayStation 3
Price: $59.99
ESRB: T for Teen
Pub: Sony Computer Entertainment
Dev: Sucker Punch
Player: 1

Monday, June 8, 2009

The Sims 3 review: Steal Someone's life...or two....


I have been an absolute fanatic of “The Sims” series since it debuted in 2000. Maxis took a leap of faith when they attempted to create a “life” simulation game, and it was a great success. In nine years, EA has pushed the franchise harder than any other I can imagine. The series has been on PC, PlayStation 2, Wii, DS and now the “Sims 3” is on the iPhone and iPod Touch.

The most important thing to know about the “Sims 3” is that it’s all about what you do with your character. Forget spending the day going to the bathroom, taking showers, and sleeping because they have become easy to manage. Players only have to manage energy, hygiene, hunger, bladder, social, and fun. Watching TV will fill your sim’s fun for a couple of days, while socializing at work makes maintaining social easier. Sim’s will only use the bathroom once a day, and players can even “serve dinner,” put it in the refrigerator and then have instant meals until they spoil or have been eaten.


Progression is a little different in “Sims 3,” but in a good way. Sims can still climb their way to the top in a 10 promotion tree, but this time they have to depend on one skill. Sims no longer need a certain number of friends, but they do have to get along with co-workers. The several options that sims can do at work are business as usual, working hard, taking it easy, sucking up to the boss or socializing with co-workers. 
In addition, sims go on one “quest” at their job or for their skill that makes them go to a location, complete a task, and return to work. For example, my sim is a “master cook” and other sims would call at random for a batch of cookies. I cooked the cookies, put them in my inventory, delievered them and received the cash reward. In this sense, it feels more like an RPG and less like a simulation.

Master cook is one of many traits that can be assigned to sims. Traits range from being a technophobe, the fear of technology, to being a kleptomaniac, which makes sims steal at random. My sim is a kleptomaniac and I have been satisfied with the results, a free treadmill from the gym. Five traits can be picked for adult sims, while children will have traits assigned to them if they are neglected, but you can pick them as well. Remember traits can be negative. I met a sim with the “no sense of humor” trait and the relationship did not last long.

The first thing to notice in “Sims 3” is that the world is a living, breathing environment with busy people. The entire world is an “instance” where events happen in real time. “Sims 3” goes out of its way to make sure sims are social, so walking to the park and meeting with a friend to hang out occurs with no load time. Beware, not all Sims will not get along and members of the opposite sex might not find your sim attractive. I was “good friends” with a sim for a long time and even had a child with her, but she refused to be my sim’s girlfriend. Apparently he’s pathetic.

The amount of customization is endless. “Patterns” can be created and placed on shirts, drapes or anything else imagined. Each Sims is different, and players can download others’ creations on the Sims Exchange. While the amount of in-game items are currently limited, EA will probably release expansions to change that. EA is already offering some priced items to download from their online store.

“Sims 3” is by far the best in the series. That said, some of the same performance issues since the series’ debuted still remain. The immense customization options and more realistic situations will still leave players in shock and awe. “Sims 3” is an amazing must have for anyone.

Rating: A
System: PC, Mac, iPhone/iPod Touch
Price: $59.99/$9.99
ESRB: T for Teen
Pub: Electronic Arts
Dev: Maxis
Players: 1

Friday, June 5, 2009

“Shin Megami Tensei: Devil Summoner 2 Raidou Kuzunoha vs. King Abaddon” review: A Worthy Addition to the Series


For an action-RPG, “Shin Megami Tensei: Devil Summoner 2” builds extremely well on “Shin Megami Tensei: Devil Summoner.” Newcomers will the find interesting characters and the diverse gameplay fans have come to appreciate.
“Devil Summoner 2” continues following renowned devil summoner Raidou Kuzunoha as he is charged with protecting Japan’s capital during the Taisho era. Kuzunoha is placed in the Narumi Detective Agency to give him an alibi while protecting the capital. The game is split between bustling cities of people and the dark world full of demons, but most of Kuzunoha’s detective work occurs in the cities. Players must use clues from talking with people to advance the story. “Devil Summoner 2” does a great job balancing detective game play with fighting and action. When Kuzunoha is unable to recieve answers from people, it's often time to use demons.

The diversity of demons in “Devil Summoner 2” is where the game shines. The more than 200 demons to fight and recruit have their own personalities and dialogue choices, and the different personalities amongst familiar “Shin Megami Tensei” demons is welcomed in the saturated selection of RPG’s on the PlayStation 2. Two demons can enter battle with Kuzunoha after being recruited.

Battles occur randomly while walking around the map. At the beginning of battle, barring an ambush or preemptive strike, players can choose to negotiate with demons or fight. During battle, Kuzunoha enters a separate map in which his demons, enemies and himself can move freely and attack. Demons can be leveled up to become stronger, fused to pass on traits and create other demons, or used in investigations to help Kuzunoha. Demons can also learn various skills to complement their inherent strengths and weaknesses, so players must monitor their demons to receive the most out of battle.

Kuzunoha's four basic actions within battle are attacking with his sword, gun, demon skills or dodging and blocking. An interesting feature in “Devil Summoner 2” is the ability to fuse new swords allowing Kuzunoha to use basic or special sword attacks. Sword souls fall into either the sword, lance, or ax class, and special attacks change depending on the soul fused into the sword. The gun can be used to stun faster enemies, but it's a small attack. Blocking and dodging allow Kuzunoha to minimize damage while keeping his demons immune to damage, but it must be used sparingly because some demons disagree to being yanked to his side in the midst of battle.
All special attacks use Kuzunoha’s MAG. MAG is a critical combat element and is accumulated when a demon is defeated or when an enemy is stunned by its weakness. Over using MAG leaves Kuzunoha vulnerable, while not using MAG bars using stronger special attacks, healing, and support skills.

“Devil Summoner 2” has exceptional presentation, but the lack of voice acting is disappointing since “Shin Megami Tensei” games often have excellent voice acting. It also misses cinematic moments by having the screen fade to black, describe what happened in text and fade back with the scene resolved. The series has proven it's ability to handle scenes more artfully, and the lack of cut-scenes to support scenes is disappointing. The soundtrack, composed by the talented Shoji Meguro, is perfect. Comical detective, battle and dramatic music set the mood for critical moments.
“Shin Megami Tensei: Devil Summoner 2” addresses many of the first game's issues while adding it's own style and flair to the experience. After completing the game, recruited demons and items can be carried over to a new game plus mode. It offers plenty of replay value with multiple endings, hundreds of demons and extra bosses to defeat. “Shin Megami Tensei: Devil Summoner 2” is an excellent game and definitely worth picking up.

Rating: A-
System: PlayStation 2
Price: $39.99
ESRB: M for Mature

Wednesday, June 3, 2009

UFC 2009: Undisputed Review: Feel, See, and Love the Pain


Pounding an opponent’s face into the ground can be one of life's simple pleasures. Despite what “Fight Club” might say, you cannot fight strangers in back alleys or bar basements without serious consequences. That’s where “UFC 2009: Undisputed” comes into play. “UFC 2009: Undisputed,” from developer Yuke’s Media Creation and publisher THQ, delivers the mixed-martial arts experience fans have waited for.

On the surface, “UFC 2009” seems like a glorified button masher. High, low, and midsection punches and kicks along with their corresponding blocks will be the primary way for novice players to fight most initial matches. However, the grapple and submission mechanics make “UFC 2009” become complicated and inaccessible. Each mechanic utilizes the right analog stick to perform a series of specific rotations to gain the upper-hand. 

Unless you memorize the lengthy tutorial, the ground game breaks down to wildly rotating the analogue stick like a “Mario Party” mini-game. To be fair, executing a submission is satisfying and very possible, but it seems like more luck is involved than skill.

Flash knock outs are the one-shot kills of the mixed-martial arts world and happen too often at random moments. Flash knock outs can occur on the first punch thrown or in five rounds. There are no indicators to what cause flash knock outs to happen – they just do. 

Standard modes like exhibition, career, classic fights and online matches are present. Online matches work well, but “UFC 2009’s” career mode will consume most players’ time and is the focal point of “UFC 2009.”

  Career mode starts off by creating your fighter, which unfortunately is limited. Fighters must then work their way up through the UFC world to eventually become the champion of their weight class. Unlike the options when creating your fighter, career mode offers quite a bit to do. Between matches, fighters can train to improve different aspects of their game, sign to sponsors, go to promotional events and purchase better training equipment in addition to a few other activities. 

Joe Rogan and Mike Goldberg provide commentary for the matches and do an admirable job. The only drawback to fighting with a created character is that they have no history, so you will only hear a detailed history of the opponent.

“UFC 2009” has beautiful graphics. Each fighter, announcer, referee and ring girl is accurately modeled after their real-life counterpart, but it seems like an entire team at Yuke’s Media Creation was dedicated to creating each ring girls’ body movements. 

Although the collision detection has a few issues, the fighting is done well. Fighters bleed on each other and the mat, bruises develop and corner men have as many details as the fighters they work on. Unfortunately, everything is bland outside the octagon. Fans are modeled the same with different color clothing. It’s not a huge gripe, but it’s still noticeable. 

“UFC 2009: Undisputed” is a solid game that fans of wrestling games should enjoy it. “UFC 2009” has its issues, but they are not enough to deter hardcore mixed-martial arts fans and fighting game fans. The “2009” suggests that UFC have yearly installments, so hopefully the minor problems will be addressed and turn “UFC 2010” into a serious contender. With the start Yuke’s Media Creation has been given, a championship is not far away.

Rating: B
System: Xbox 360, PlayStation 3
Price: $59.99
ESRB: T