Endless Ocean 2 review
A full campaign, plenty of side quests and an improved online mode, there is nothing that Akira hasn't taken the time to consider and improve on.
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gamingeek
1up preview Zangeki no Reginleiv
"Zangeki no Reginleiv is bloody murderous joy"
1up.com impressions
gamingeek
Square Enix Takes Shots At Western Reviewers
They don't like how FF13 is being handled.
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aspro
Xenoblade Famitsu preview
In the end, all that was left of the two gods were two giant corpses.
andriasang.com impressions
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New Super Street Fighter IV Characters Confirmed
MAKOTO, IBUKI AND DUDLEY. FUCK YES.
iplaywinner.com news
darthhomer
Nintendo wins lawsuit against R4 chip sales
R4 now effectively banned in Australia
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Ellyoda
Mario and Sonic Winter games sells BIG
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Gamedaily Endless Ocean 2 review
"gorgeous presentation, a strong co-op multiplayer component and lots of discovery"
gamedaily.com impressions
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The Only 5 Characters in Bioware Games
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Ellyoda
MTV review Miles Edgeworth
Series fans run the risk of having a joy-induced stroke when they start playing.
mtv.com impressions
gamingeek
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Archangel3371 (2m)
All my impressions for RE5 Lost in Nightmares are spoiler filled. My sum up is this, overall it was a great nostalgic trip with a few brilliant moments. But it was like a big tease. An awesome, full of fan service tease. I can't wait to go back and try it again on harder difficulty levels and play with the old style camera angles. It is worth $5 for sure, if just to see the locations they created, really great stuff.
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Now the wait for Desperate Escape begins, I have a feeling I will like that one more. I really really feel like shooting things after that slow level.
Detailed impressions below:
SPOILER SPOILERS SPOILERS
Well finished it for the first time, took my sweet time so it took an hour and a half. What can I say it was pretty damn awesome. The mansion is stunning, that first moment as you walk up the stairs and a body falls down had me knowing that this was going to be fantastic. The atmosphere of the entire episode was so foreboding, so horror movie like, definitely what was missing from RE5. I took my time exploring the main hall, I almost forgot what it was like to find locked doors in a RE game, or a missing emblemI went through the first door and the camera simulated the door opening load screen, I had a smile so huge at that point. Looking for items that unlock pieces of the mansion brings back that exploration aspect the old RE games had. I loved the moment in the dog hallway, I didn't expect anything, I was surprised when a bat came through, loved that touch. The mansion part was great, it was definitely missing enemies though, it's not RE without enemies, without weapon management. So it was more of a setting type of gift than gameplay. There was one puzzle that actually made me thing for a second, the fireplace paper thing, very nice, it should have had more like it.
The second part started to ramp up, the prison area was creepy. You see the keepers moving in the distance, everything about how they setup that areas was in perfect classic RE form. Future RE games need to learn from this, this kind of setup, this kind of build up for enemies, don't be afraid of slowing things down. RE4 did this a few times and it was some of the most memorable parts of the game. Once the keeper came out to fight the magic was kind of lost. As I knew it is nothing but a new skin on the executioner, oh and it has acid blood, no big deal. It has a new weak spot on the back. They seemed to have areas where you can kind of run in circles so battling it was nothing more than running to side and shooting it. They didn't really pose much of a threat. This area more interesting because of the build up of fighting the keepers than the actual fighting.
Which brings me to the final part which was BRILLIANT. Now this is what I wanted. Here was a segment that was not afraid to do something completely different. It created a setpiece that was unlike anything in RE5, RE4 and even old RE games. When I landed in that dungeon area with no weapons I felt so disoriented, so naked and vulnerable that I actually felt fear. I felt fear in RE game, I haven't felt that in years. One a zombie popped out of the water to grab me I was actually startled. I could hear the sound of the keepers, I don't see them. I don't know what is going on, I see all these shapes with holes and I don't know what they mean. It brought all those feelings of being lost, of desperation cause I don't know when the next enemy will show up and kill me. I finally found my way to a crank and quickly figured out what must be done. I loved this segment, very unique.
Then came the final battle, kind of sucks that it went right into a cutscene where nothing was said and then the fight was on. What is the first thing you see when the fight starts, the flash of lightning and Wesker's silhouette going dark except for his glasses which shine bright MY GOD that was so awesome. Wesker beat my ass the first two times, the QTE prompts were insane, I couldn't press them in time. The way he attacked looked great, when he knocks you across the room you feel that power he has. In the end he is a pattern boss, and a rather simple one, even more so than the RE5 battles. It was different which is important, in RE5 it was more about hiding where in this episode it was about matching reflexes with reflexes. It ended with no new scene which sucked.
Overall it was a great glimpse into what could be the future of the series but it never really tries that hard, it gives us the minimum. You get the mansion and a few puzzles, but you don't get enemies, you dont get that old RE gameplay feel. Also the mansion was rather linear, only one pathway opened at a time, it gave you the illusion of a mansion but it was a controlled series of unlocked areas to guide you through one set path. It gave you the atmosphere of an old RE game, it actually attempted to scare the player but it didn't give us new enemies or try to create a scenario where ammo management was an issue. It had one gameplay segement where I can truly say the devs gave us something new but even there it kind of got repetitive, maybe a different enemy or two would have helped there. It gives you tiny pieces of new story but doesn't go deep into it. Chris and Jill talk a few times but it leaves you wanting more, in MGS4 Snake and Otacon wouldn't shut up during the Shadow Moses area, thats how I wanted it, acknowledge the past. And when you find Wesker say something!
Blade Kitten baby!
+_+_+_
In other news, where is the game about Lola Montez?
Except the physics aren't as good
What's up with the phantom wood in the second explosion? Like someone pulling at it with a string. Seriously though, looks really cool, especially all the tumbling shacks.
I read all that, thanks for the write up. For $5 you cannot complain really. It sounds kinda fun, but QTE needs to die a horrible death. It's only remotely acceptable when you use motion for it like in Disaster DOC.
Prince of Persia sounds like a big old pile of annoyance to me! I hate the combat in the POP games, especially having to vanquish the sand guy at the end with the dagger or they all come back. And now we have 50 enemy fights and combos and shit. Nooooooooooooooo.
Visually, the new POP is halfway between the Arabian fantasy look of The Sands of Time and the dark and harder edged look of The Warrior Within. The Forgotten Sands is timed to release with the Prince of Persia feature film in May, but it still has a ways to go in terms of its animations and overall polish. The game currently looks a little rough, especially compared to the quality the Prince series has offered over the past decade. Fortunately, the gameplay is looking solid.
Combat is a big part of The Forgotten Sands and is no longer a one-on-one affair as in 2008's Prince of Persia. For the new game, the Prince engages in large-scale battles. Early on, you must take out 10 enemies who swarm you. That's a small battle. You will battle upwards of 50 enemies at time before vanquishing the sand army. Melee combat is a combo-heavy affair, but you can steer the Prince from one enemy to the next so that a five-hit combo can take out close to a half-dozen sand demons. Bosses come big and mean and must be beaten with skill as there are no quick time events
Updating now, BTW guys, Miles Edgeworth is out today and only £15 at Amazon with free shipping.
This post made me laugh
http://www.neogaf.com/forum/showpost.php?p=19870006&postcount=31
And the reply
http://www.neogaf.com/forum/showpost.php?p=19870158&postcount=35
WOW
Ubisoft has responded to PC Gamer's report that Assassin's Creed II PC requires a constant internet connection to be played.
Explaining how the system works on the event of a disconnection occurs, the publisher told Ars Technica: "As long as you do not quit the game, the game will continue to try to reconnect for an unlimited time. Once the game is able to reconnect, you will immediately be returned to your game.
"Where exactly you are reconnected in the game may differ from title to title." It went on to say, explaining that Settlers 7 slaps you right back where you left off while Assassin's Creed 2 puts you back to the most recent checkpoint - not the last autosave.
It also said that this only occurs when the disconnection is of a notable length. Momentary disconnections that only last for a second or two will simply cause the game to pause and then resume play as normal. "Our online services platform will require a maximum of 50kbps of available bandwidth, so even with the slowest connection, gameplay won't be affected," it added.
Does that make it sound any better for you?
UK wanna Play trailer you'll want to watch this one.
http://www.gametrailers.com/video/uk-wanna-red-steel-2/57419
Shows the lead designer playing. I suspect its culled from the video doc "Taking control to the next level" but it streamlines it and shows real time how accurate the controls are. Pretty cool.
So you end up stuck in game but unable to play it!?
Sometimes my net connection is spotty, I dont want the game pausing every 5 minutes because of that.
And the freaking ISP bills you if you go over any limit. So if its always on thanks to Ubisoft games are you going to get higher bills?
Sony patent universal game controller With a touch screen LCD panel to emulate other systems
You know I saw something like this many years ago. Back when the crazy wii speculation existed back in the days of the Nintendo ON, I wondered if this is what the controller would be like. They already exist, but its a terrible idea because there is no physical feedback from a flat LCD panel.
Some remotes already have this, like the One For All remotes, they sometimes have bumps where the buttons will appear, but if its changing set ups all the time, it will be hard to remember with changing control schemes. I dont think this will ever see the light of day as a standard controller.
Did you ever check out the Novint Falcon? That thing looked so cool in video, how you can feel surfaces in a game. But its not practical for games though, being tethered to a base and all.
Agreed.
Lately, I've grown tired of motion controllers too. Ever since my Wii's DVD drive has been acting up, I've mostly been playing my GC and 360. The traditional gamepad is just easier and more comfortable for me to use. No crazy nunchuck wires, no plastic doohickeys to look for, and much, much, much longer battery life.