Final antasy VII: Crisis Core

May 12th, 2008 by ezkill-deadmc

have you wondered what happened to Cloud Strife before he became a soldier and left his position and made war against Shinra corp? or how did Tifa and Cloud met? or worse, what made Sephiroth turn his back on the world that he knew for the sake of his so-called salvation? ladies and gentlemen, gamers of the world, i give you, Final Fantasy VII: Crisis Core.

Crisis Core revolves around Zack Fair, a member of the elite
special forces known as SOLDIER. He aspires to achieve 1st Class
status, with the long-term goal of being a recognised "hero". His
mentor and close friend, Angeal, is always by his side . . . until one
day he vanishes without a trace, arousing much suspicion given the
recent emergence of monstrous beings resembling his best friend,
Genesis - who is also missing in action. Thus begins Zack’s quest for
the truth - a journey that will take him across the sprawling world of
Final Fantasy VII, meeting many familiar faces along the way.

If you are unaware of the events that transpired in the original Final Fantasy VII, it may be difficult to follow Crisis Core’s narrative which contains many references to its sequel that don’t make an ounce of sense otherwise. However, despite this, Crisis Core is still very much noob-friendly with a extremely simple, yet exciting and fast-paced battle system which forms the core of the crisis at hand.

Battles in Crisis Core resemble a fusion of Kingdom Hearts and Final Fantasy XII.
Zack (your one and only playable character throughout the entire game)
is an agile chap who can manoeuvre himself around the battle field with
ease and attack at any angle. All commands are given on-the-fly and
each action can be linked smoothly to one another which makes for a
fighting engine that requires your active participation at all times.
It isn’t as masher-friendly as
Kingdom Hearts was (it plays very much like a solo Final Fantasy XII outing except it requires you to actively press buttons when fighting), but the depth of its mechanics are still rather shallow.

Crisis Core
offers players a wide range of ways to deal damage, so much so that it
is almost too easy to win. You can customise Zack with a large
selection of Materia - magic-imbued stones which grant him the power to
perform spinning slashes and staggering blows, and cast typical
Final Fantasy
elemental and support spells (and yes, he can steal, too). All actions
consume either AP or MP, both of which are always topped up (see later)
making
Crisis Core a ridiculous spam-fest most of the time,
with some skilful dodge-rolling all that is required to avoid enemy
attacks that would otherwise interrupt your flow of carnage.

To
make things even more easy-going, a roulette runs behind the scenes
continuously activating temporary bonuses such as reduced damage or no
MP use, and every few seconds or so random limit breaks will be
triggered that can deal massive splash damage to all enemies, restore
you to full health (and beyond) or allow you to deal a critical hit
with every strike. And with every successful result, your MP, AP and
health are replenished, often-times
breaking the limit so that your stats read something along the lines of 1985/1337 . . . which is mathematically impossible, right? Crisis Core
is a game intended to allow players to do whatever they want, whenever
they like, without having to worry about conservation - which
admittedly makes playing it a blast, despite the lack of challenge.

Of
course, there’s always the brand-new Hard Mode, accessible right from
the get-go, which requires a more strategic train of thought with
enemies hitting harder and much more frequently (they don’t stand
around like
Devil May Cry "training dummies", that’s for sure).
Unfortunately, the learning curve is pretty steep if you tackle this
mode without prior experience which may deter the younger generation of
gamers who are obviously this game’s target audience (alongside the
numerous fanboys).

Either way, Crisis Core is still an
ability-abusing, battle-orientated game. The main quest itself clocks
in at 8-12 hours, but there are several HUNDREDS of side-missions to
complete which extends
Crisis Core’s longevity substantially.
These missions take place in various locales that you travel through
during your expedition, nearly all of them have very simple objectives
(e.g. eliminate all enemies, rematch against a souped-up boss), and
they take only a few minutes (or less) to accomplish. This is a perfect
example of how incorporate
portable content into what I would
otherwise consider to be a home console game. Got a minute to spare?
Why don’t you head over to the Midgar Slums and clear some pests -
earning some experience, special items or accessories along the way?

It’s all about the fighting. And if you play Crisis Core
the way it’s meant to be played (that is, without resorting to mashing
X the entire time), it’s a hell of a lot of fun. Especially if you are
a
Final Fantasy fanatic.

Crisis Core is pure fanservice no matter which way you look at it. Zack (re)treads the same steps that Cloud walked in Final Fantasy VII
(which should be obvious as to why, for those who have played the RPG)
and encounters a large chunk of its supporting cast members. Some of
them, like the affectionate flower-girl Aerith, a pre-badass Sephiroth,
and of course everyone’s favourite spiky-haired blonde, Cloud Strife,
are sufficiently developed, but others, such as the Turks and the Wutai
ninja girl, Yuffie, play somewhat
cameo-tic roles.

About half of music from Crisis Core are remixes of original Final Fantasy VII tracks: Aerith’s Theme, One-WInged Angel, Fighting, Still More Fighting,
and so on. They are now as far removed from MIDI-quality as possible,
drawing inspiration from the progressive rock style of The Black Mages
- the band helmed by Nobuo Uematsu (the genius behind
Final Fantasy VII’s
original score). The new tracks fit in with this modern style very well
and serve as a perfect accompaniment to the special-effects laden
action.

And must I mention the graphics? We all know that Square-Enix take pride of their high presentation values, and Crisis Core is no slacker. Some of the finest real-time graphics for the PSP are blended almost seamlessly with Advent Children-quality FMV, especially during the massive summon sequences. This is one of the best-looking portable games I’ve ever played.

PSP
fans, rejoice. This is the killer-app that you have been waiting for;
the game which will send PSP units worldwide flying off the shelves -
just like what
Final Fantasy VII did for the original
PlayStation. Granted, it has more fanboy than mainstream appeal, but
the former group is a large demographic in its own right.
Crisis Core may not finely strike a balance between easy and hard, and it may be difficult for newcomers to fully appreciate the world of Final Fantasy VII from this episode alone, but with a metric tonne of exciting battles geared towards both short and long-term play, Crisis Core is clearly a winner. *Victory Fanfare*

and so the verdict ,i give this game 10/10 on graphics, sound, and gameplay… solid spinoff to Final Fantasy VII of the PS1. Behold the lofestream, people…. behold the advent children.

God of War: Chains of Olympus

March 25th, 2008 by ezkill-deadmc

Ready At Dawn Studios have had a pretty good track record for the PSP, despite only making one game for it. Daxter was a very fun platforming title that raised the graphical bar for the PSP, so it’s only natural that Sony gave RAD the task of putting a God Of War title onto the little beast. So now we have God Of War: Chains Of Olympus, a powerhouse prequel to the first two GOW titles that easily stands toe to toe with it’s console brethren in delivering an excellent (and bloody) action-adventure game!

CoO takes place some time before the events of GOW1, as everyone’s favorite ghost of Sparta is currently serving the gods of Olympus, in an attempt to be cleansed of the sins of his past. The gods give Kratos the task of defending the city of Attica from the invading Persian army, who brings the Cloverfield monster—I mean the dreaded Basilisk along with them. After defeating the Basilisk, Kratos witnesses the sun literally falling out of the sky, which leads to total darkness starting to take over the land. So the gods give Kratos yet another task: find Helios, god of the sun, and save humanity from everlasting darkness.

Compared to the first two games, the story in CoO isn’t as strong or interesting, but it does pick up steam towards the end of the game and does build up Kratos’s character quite a bit. There is also some interesting foreshadowing to events that happen in GOW1 and 2, which was pretty nice. However, story is just one part of the GOW equation…

First things first: God Of War’s excellent control scheme translates near perfectly to the PSP. Kratos’s main weapons are still the blades of chaos, and pretty much every combo and attack they have are carried over from GOW2, so series veterans will immediately feel right at home. Square does the light attacks, while triangle does the heavy ones, and putting in different combinations of these buttons will unleash different combos. The circle button will cause Kratos to grab his enemies, and the X button will cause him to jump. Guarding is done with the L trigger, but the biggest control changes come with the magic attacks and the evasive maneuvers. On consoles, you choose Kratos’s magic attacks with the d-pad and activated them with the triangle button, but on the PSP it’s simplified by having you hold down the R trigger and pressing one of the face buttons to activate the corresponding magic attack. Evading, usually done with the right analogue stick on the PS2, is done here by holding both L and R triggers and evading with the analogue nub. This all works phenomenally, and Ready At Dawn should be commended for such a fantastic control translation.

If you haven’t played a God of war game, 1) What the hell is wrong with you, and 2). …seriously, what the hell man? For those of you who have played GOW, then you’ll be happy to know that CoO is the exact definition of a console game shrunk down to size. You control Kratos as you move through linear (but fantastic) environments while laying waste to anything in your path, and with some light puzzle solving thrown in (yes, there is a sex mini-game as well…pervs). You’ll be fighting somewhat familiar enemies; each with their own attacks and defenses to get around. So prepare yourself to slice through legions of undead warriors, Cyclopes’, harpies, gorgons, and all the other mythical creature you’ve grown quite fond of throughout the other GOW titles. Of course, the excellent battle system remains fully intact, rewarding you for keeping up huge combos using regular and magic attacks. Like I said before, Kratos’s blades of chaos remain virtually unchanged from GOW2, but he’ll also gain the use of three new magic attacks that include burning enemies with the Efreet of sucking the life out of them with Charon’s Wrath. Kratos will also gain the use of the Gauntlet Of Zeus, which in my opinion may be the best secondary weapon in any GOW game, especially when it is fully leveled up. Larger enemies, in typical GOW fashion, can have their final deathblow dealt by initiating a button-pressing mini-game by whittling their heath away enough so a big “circle” appears above their heads. So…go on ahead and press circle next to them, then just watch the beautiful killing animation while pressing the buttons that appear on screen. However, some of the button presses require a turn of the PSP’s analogue nub, and sometimes the turns I did just didn’t register, causing me to break the killing animation and allowing the enemy to get some free damage. I was able to rectify this by doing the analogue turns very slowly, but initially it was still annoying. Still, GOW combat is just as brutal and satisfying as ever.

Then we have the light puzzle solving that gives you a “break” from all the killing, and whatnot. Just like the last games, most of these puzzles involve turning levers and pushing crates and statues onto pressure points. So…they aren’t head scratchers, but some may appreciate the killing breaks. Unfortunately, no human sacrifice puzzles here, but if you watch the “lost levels” extra feature, you’ll see a very cool one was planned. Anyway, you’ll also be looking hard for the hidden chests scattered throughout the game that hold extra red orbs, gorgon eyes, or phoenix feathers in them. Gorgon eyes and phoenix feathers increase your health and magic when you collect 5 of either one. Speaking of the red orbs, leveling up your weapons and magic is done in classic fashion: collecting the orbs from fallen enemies and chests, and pumping them into your weapons to level them up.

I do, however, have some issues with CoO. First off, is that CoO plays much more like GOW1 then GOW2. What I mean is, it sticks to the regular formula of killing and puzzle solving, rather than throwing in some new gameplay elements like GOW2 did, and truth be told it’s kind of disappointing. Also, there aren’t that many boss battles in CoO (about 4 or 5), and with the exception of the last boss, most of them are very easy to defeat. One more thing is the placement of checkpoints and save points at some areas of the game. I mean, WHY place one right before a un-skipable cut-scene before a tough area? Very, very annoying, but thankfully cut-scenes can be skipped on a second playthrough. Other than these gripes, GOW is just as fun as ever, even in handheld form.

Remember when I said that Silent Hill: Origin’s graphics put other PSP games on notice? Well, CoO takes that notice and staples it onto SH’s forehead, then writes “**** you!” in it’s own blood next to it on the street. Simply put: THIS is a beautiful-looking PSP title that easily matches its PS2 brothers. Fantastic and artistic environments, great lighting, and marvelous animations all push the PSP to its limits. Every decapitation, mutilation, and destruction Kratos causes are all depicted in bloody and gory excellence. I bet if you put Kratos’s character models from the PS2 games next to the CoO one, you would see no difference. The game also has zero load times, yet another awesome achievement. Cut-scenes, in game or CGI, are all impressive. A new notice has most definitely been put out; one that I doubt will be ripped to pieces anytime soon.

What can I say? Sound effects are terrific, the orchestrated score is as awesome as ever, and the voice acting (with returning voice actors for Kratos and the Narrator) is superb. That, how they say, is that.

CoO, unfortunately, is a very short game. I beat it in less than five hours, but what would a GOW game be without enticing extras? Here, you unlock the extremely hard God mode upon completion, plus the equally as hard Challenge of Hades, which is the same thing as the Challenge Of the Gods from the previous GOW games. You can also unlock new costumes, concept art, and various “making of” videos. All in all, CoO will be in your PSP for quite a while.

God Of War: Chains Of Olympus is one hell of a great action-adventure game that not only stands tall next to GOW1 and 2, but also stands equally as tall as a showpiece title for the PSP. Ready At Dawn has proven that they are masters of the PSP, now all PSP owners have to do is buy their latest masterpiece, and wonder how much more awesome God Of War 3 can possibly be. And so the verdict, graphics gets a 9/10, sound gets 9/10, and gameplay gets an 8/10. Kratos lives! Arise Spartans!!!!!

Fight Night Round 3

February 3rd, 2008 by ezkill-deadmc

During the years, sport has become one of the world’s most famous entertainment for the masses, besides video games of course. but not everyone appreciates all kinds of sports. some prefer a more subtle approach like Golf, others prefer something more of a team play and treated like a second religion like Football/Soccer, and others prefer those where they see people soar through the air as if they have wings like basketball or even better, something that will nick your arse and even break a few bones like Extreme Sports. but probably the most aggressive of them all is the sport which was first held on areas away from the masses. and usually done by brute looking slaves, and rich people would bet on one of them, then they get to see them beat each other up silly and see who will remain standing. i’m talking about boxing. and what more can you ask for when you combine boxing and video game? yes, you get the third installment of Electronic Arts’ Fight Night for the PSP.

Fight Night 3 is an awesome game. the game allows you to experience the world that revolves around a boxer and his painful and glorious journey to fame and fortune. you start by creating your character, choosing features like hair, face, and you can even put a mustache and beard to make your guy look a little scruffy. you also distribute attributes to different aspects to your fighter like power, speed, stamina, agility, and more. and you can also select if your fighter is right or left-handed, and if he’s more on the speed type, damage type, or the balanced type fighter.

you can also create and make your own version of some of the famous fighter throughout boxing history. some of the few includes Sugar Ray Leonard, Roy Jones , Jr., Muhammad Ali, and even our very own featherweight Champion Manny Pacquiao.

the game itself was designed with difficulty set to medium. graphics are well defined and smooth for the PSP. although there have been a few instances when your character or your opponent’s character keeps punching towards the opposite direction of the enemy and still gets to hit it. minor glitches. sound is good, especially when you love to hear the smack of leather on face and the a lot of Rap music, they even feature lots of upcoming artists in the rap scene. the commentators are a little bit annoying as you keep playing the game, they keep saying the same things over and over and over again. as for gameplay, the real deal is the ability for you to create your own combo moves and cross attacks. devising you own combination allows you to hone your combat skills so you can show what you got against other players through wireless connection or even through the internet. COOL!

and so the verdict, graphics gets an 8/10, sound gets 8/10, and gameplay gets 8/10. this game will never please you though if your all alone so i suggest you go out and look for a few sparring partners to show your skills. just remember to keep the punchings on the buttons and not on your buddy’s face. LETS GET READY TO RUUUUUMMMMMBBBBBLLLLLEEEE!!!!!

Gitaroo Man Lives!

January 20th, 2008 by ezkill-deadmc

Now that you can shred through your favorite tunes with a plastic guitar controller, the idea of using face buttons and analog sticks to keep the beat must seem antiquated. As the handheld remake of a 2002 PS2 cult classic, Gitaroo Man Lives! hopes you’re in need of such a blast from the past. But this game is about more than learning the rhythm of a few songs. It’s a story of a young man stuck with the strange name of U-1, as he rises from a wimpy doormat to an intergalactic savior. Each strain he strums is a perilous battle for survival. With GML!, it’s time to make a real guitar hero.

Ten songs must be cleared to accomplish that feat. During each one, your focus will be on a little blue dot sitting in the center of the screen; it rules the two forms of playing the gitaroo. In the defensive phase, an opponent’s attacks fly in along this point’s vertical and horizontal axes. Each direction corresponds to one of the four face buttons, and damage is deflected by pressing when the attack is centered on the blue dot. This keeps U-1’s life bar steady, but he must also deplete the enemy’s energy and replenish his own to emerge victorious. In attack and charge modes, a trace line flows to the origin, but it can come from any angle. The analog nub has to be continually pushed in the direction of this line’s approach. At the same time, bars appear along the trace line that designate the guitar’s part in the music, and holding and releasing a face button as the bar begins and ends sounds out the harmony. The modes will flip several times during each song, and seamlessly transitioning between the two is quite a challenge.

The latter style of gameplay makes a surprisingly authentic connection to the guitar arrangements. The trace line winds around as the notes change, veering off suddenly as the pitch bends or slides. A new bar comes with every note, and it gets extremely hectic with intricate picking sections. The manual actually advises laying the PSP on a flat surface during play in order to free up all your fingers to follow the rhythm. The major problem with these control schemes, though, is accuracy. The idea is that the buttons must be depressed exactly as the target is aligned with the blue dot. Absolute perfection is required for a high performance grade, but the interface of lines, bars, and circles make it difficult to perceive that degree of precision. Even in beating a stage without any mistakes, it’s hard to feel as though you’ve done that well.

It’s a small cloud hanging over everything else that is great and unique about Gitaroo Man Lives!. The predominantly instrumental music, composed by a duo know as COIL, jumps between diverse genres. The game starts off with the thrashing power cords that signify traditional hard rock. Then it quickly shifts to high-strung electronic pop, and just as coolly swerves to low-key lyrics and slower tempo of reggae. There’s even a sweet acoustic lullaby, and its gentle strumming charms a pretty girl to nap on U-1’s shoulder.

Rocking a cutie to sleep is by far the most benign challenge found in this title, however. Worlds aren’t saved with soothing melodies alone. The moment our hero’s dog presents him with a mystical guitar, U-1’s quest begins. In order to save the planet Gitaroo, U-1 must acquire the power and assume the mantle of the legendary Gitaroo Man. Standing in his way are the wicked Gravalians, a spectacular group of enemies who want the mastery of the gitaroo for themselves. One is a funky brutha sporting a giant fro and white disco suit, accentuated by a giant bee costume. Another is a waifish glamour boy with long silvery hair and the chops of an opera singer; his voice resonates throughout the gothic cathedral he inhabits. There’s also a trio of skeletons who strike their ribs like a marimba, banging out Latin beats while U-1’s part provides a mariachi feel.

That’s the kind of crazy, wonderful world Gitaroo Man Lives! inhabits, and its energy must be tough to create. Maybe that’s why the game is so short. With the number of songs and levels barely breaking double-digits, the single-player campaign simply can’t last more than a few hours of play. There is an unlockable Master Mode that requires you to cover a lot more notes, and conquering its greatly increased demands will take a ton of additional time. But it hurts that the game doesn’t have more difficulty settings inbetween that would offer greater variations on the gameplay choreography. The ad hoc multiplay functions, versus and duet, provide a little of this because you get to perform sequences usually reserved for enemy. As your partner or opponent can be either human or the CPU, these modes are accessible to anyone. That’s particularly important, since the duet mode features two songs not found in the original or single-player game.

Ultimately, though, the limited playlist wears out all the options in Gitaroo Man Lives!. Even with characters and surroundings that are colorful, detailed, and a little insane. Even with gameplay mechanics that are uniquely authentic. Even with a soundtrack that is high-spirited and distinct, you can only listen to the same songs so many times in a row. Any recommendation for Gitaroo Man Lives! has to include this major qualifier. And so the score, graphics gets 7/10, sound gets a 10/10 and gameplay gets a 10/10. A masterpiece in the art of music and game, ROCK ON Gitaroo Man!

Jeanne D’Arc

January 17th, 2008 by ezkill-deadmc

no stoopid… this ain’t your ordinary history lesson. well maybe a little, but still this ain’t ordinary. if you’re not familiar who the hell is Jeanne D’Arc ( God bless her soul ) is, read this really carefully. Jeanne is a French maiden who resides in a small village in France in the olden times. living the simple life with her parents, they thought that everything went quite well with their lives until a sudden turn of events happened. their village was sacked by the English Army, one of King Henry VI plans to conquer the whole of France from the French peasants and nobles. unfortunately this only enraged Jeanne’s burning anger when her loved ones perished from the English’s assault on their village. fueled by anger and driven by hate and vengence, she vowed to take charge and win back France from the hands of King Henry VI. Jeanne was also known as the Pucelle, the messenger of God, who was sent to the French nobles to unite their forces against the English horde. but then in the end she after the crowning of King Charles of France, her own countrymen burned her at the stake, charging her of being a heretic and blasphemous. she was sentenced to die after all her help on her own people.

ohh yeah, this ain’t history lesson for the hardcore RPG gamer. because in this game, you get to play as Jeanne and her comrades and some Therions ( man-beasts ) who will aide her in claiming back France and forging an alliance with the aristocrats. armed with a bracelet given by God during the first war of the reapers which she accidentally ( or maybe fated ) acquired, Jeanne travels all over France seeking vengence and victory together with her comrades.

the game is so simple yet a little complicated for some players. a traditional RPG with a twist of tactical gameplay is involved, kinda like Final Fantasy Tactics, set in a 3D world which you can rotate using the L-R keys. graphically it is not that good looking since you look at 3D images of people looking like dwarves. but the cut-scenes are cool if you are an anime fan, and there are even scenes that will make you weep.

the sound quality of the game is on the above average mark. basic noises of sword hitting metal and spears plunging through human vitals is quite the common thing in the game. but the voice acting in the cut scenes are absolutely cool.

control is so simple even a 5 year-old non-RPG lover can play. but the biggest deal is the gameplay since their are stats and you can also manage your troops and suit them up for battle as well. but the combat system is well damn-hard since they put in a statistic based style, in which you try to hit a target bit there are chances where you can hit it or not, cause critical damage or not, or even, have your attack parried.

so as this goes, my verdict is that graphics gets 8/10, sound gets 7/10, and gameplay goes 10/10. this one is for keeps and is definitely playable a lot of times if you really want to master the art of warfare. i say this one worth to be in the record books. Vive Le France! Vive Liberte!

Tenchu: Shinobi Taizen ( Time of the Assassins )

January 13th, 2008 by ezkill-deadmc

Tenchu is a mysterious franchise. Each game seems to sell significantly less than the one before it, many aspects of the series are incredibly outdated and From Software don’t seem too keen on making it very applicable for the next generation, especially on the heels of Metal Gear Solid, Hitman and Splinter Cell. So, here comes the first portable rendition of Tenchu, and while it largely delivers a solid experience similar to that of it console brothers, it fails to evolve and even missteps in its own ambitions.

The version of Time of the Assassins I played was the Japanese import, Shinobi Taizen, so the lavish FMV sequences and dialogue boxes meant little to me, aside from the strange and stupid cameo appearances from past games; shouldn’t these guys be dead? So while it’s impossible for me to fairly judge the story, it’s unlikely it is anything noteworthy as Tenchu was never really known for its narrative.

Gameplay has always been what makes Tenchu such a celebrated name for some, and specifically, the over-the-top, visceral stealth kills your playable ninja would perform on unsuspecting prey. From draining jugulars, to piercing skulls with pins or full-blown decapitations, Tenchu has no shortage of making your hero look like a complete badass. That, or making the foes unbelievably stupid. As you traverse throughout the large 3D levels, it comes to light that as a ninja, your characters don’t prove to be very efficient. They move slow, boast disturbingly awkward animations and overall have a lack of finesse that are found only in the stealth kill scenes. Once you regain control of your assassin, they’re playability is more akin to that of a gimped junkie.

To be fair however, the sluggish movement still proves to be adequate for the most part, but this is entirely because of the amazingly dumb enemies; these guys have no sense of hearing, are blind as bats and are fooled by the simplest of tricks. As a lone guard finds his ally sprawled in the dirt covered in his own blood, the guard is of course aware of some murdering intruder. So, how can you revert this guard back to his once ignorant state? Make an animal call. No, I’m not joking. The auburn clad ninja Rin has the ability to imitate animals in an effort to fool suspicious opponents into thinking that the roof-top leaping acrobat he spotted was actually just a chicken, or the cause of his defiled friend was merely the careless act of a cat. I wish I was joking, but I am not; the non-friendlies in Tenchu pose as much of a threat as the ledges your team of ninjas traverses: a simple obstacle easily dispatched with the press of a button or two.

I may sound very critical of Tenchu, but don’t get me wrong; I in fact love the Tenchu games. Even amidst the dumb challenges and handicapped protagonists, there is still a charm in dashing up behind a baddie and using him or her as a brush to paint the surroundings red. The formula is primitive to be sure, but it’s fun and entertaining to play a stealth game that’s a bit more light and arcade-ish in the stealth department. A game that instantly oozes charisma from its attractive feudal Japan inspired ninja backdrop and is simple in execution, but badass in style. That is Tenchu. Sure it’s a shame that this fun and simplicity is caused by aspects that would typically be considered faults, but it’s forgivable; fun is fun.

And without doubt, some other Tenchu characteristics have made the handheld transfer, including the vast amount of ninja items and weapons to use. All the way from poison rice balls, to grenades and enemy disguises, Time of the Assassins ain’t short of inventory by any stretch of the imagination. Unfortunately, none of these items are new and they’re hardly needed to beat the game, aside from the ever trusty grappling hook they still manage to be a cute diversion if you want to replay a mission to see how X affects Y.

If that was all Tenchu: Time of the Assassins was, I’d be more than happy. Unfortunately, some nasty flaws haunt this would-be gem. First and foremost are the camera and controls. This is a console inspired PSP game; did you expect anything less than this to be the game’s biggest issue? Due to the rather merciful stature of the game, the crippled camera isn’t as much of a hassle as it might be for other PSP titles, but having to sit it the dirt stone still to get a decent view of the environment is hardly a luxury. However, that is not the worst of the game; the draw distance is. Never have I seen a game with such an incredibly intrusive field of view. In the landscapes of Tenchu you can really only ever see a few dozen feet in front of you at most. The rest of the level is covered in a ridiculous darkness that only evades your sight once you move so close towards it. This might give the impression that every level in the game takes place at night, but on the contrary, each level’s layout is extremely bright otherwise. Most definitely the worst aspect of the PSP version of Tenchu is the lack of visibility. If this had not had been an issue, the game would have been significantly better.

That major hiccup aside, Tenchu: Time of the Assassins is still a pretty good looking portable game. The character models are sharp and detailed in spite of the bland and quite drab level textures and design. In fact, most of the levels are so dull that it seems pretty obvious that they were created with the level editor included in the game. They’re designed exceptionally well knowing the tool used to create them, but it’s still disheartening to know the developers didn’t really put much ingenuity into the missions’ schematics. The FMVs scattered throughout the fifty or so main missions are sharp looking, and the game features an excellent compilation of music used throughout the entire Tenchu series. In fact, let’s get that out of the way now; this is hardly a new Tenchu game.

Tenchu: Time of the Assassins isn’t really a sequel; it’s more of a spin-off anthology of sorts, but dressed up into a new package. None of the content is particularly new truthfully, just a bunch of stuff from past games rolled into one. Past playable characters return such as Rin and Tesshu, and of course Ayame and Rikimaru as the staple warriors of the series. Onikage is of course the reoccurring antagonist as many likely expected (and is revealed in the opening cut-scene). Returning from Tenchu 2 and 3 are the meaty and excellent level editor and multi-player. Create your own challenges and send them to friends (if by some planetary alignment they actually have the game as well) or play through the levels themselves in co-op, or take them on head-to-head as one of the many absurd sub-characters from the game. Tenchu: Time of the Assassins is not a title lacking any meat, and that’s real gamers need. If you’re a Tenchu fan, this PSP installment will keep you busy for a long while should you overcome the game’s nearsighted hurdle. However, while five main storyline campaigns sounds pretty lengthy, there’s only about ten missions for each character, and each one can be completed in about five or ten minutes. This does add some portable friendly nature of the game, but with the PSP’s sleep mode, this was never really a problem anyway.

So the verdict, graphics gets 8/10, sound gets a 6/10, and gameplay gets 5/10.If you’ve gamed all of these years and have never played a Tenchu game, there’s really no reason to start now.

Twisted Metal: Head On

January 13th, 2008 by ezkill-deadmc

how long has it been since you wrecked your dad’s car and brought it back into your garage with a front bumper hanging loose, or maybe the spoiler is missing? or better yet, have you ever tried customizing your ride so that it can go real fast and launches has 2 machine guns on the hood? wait a second? what am i saying? this ain’t no ordinary car fanatic’s customization dream, this is a ride which will take you to the streets and directly to hell and back again. NO!!! i am not talking about the frustrating game 10 years ago called Carmaggedon. this one is one of SCEA’s well "driven" title for the Playstation console, only this time, it’s hand-held. Ladies and Gents rev up yer engines and load them missles and 52 caliber ammo’s coz this is Twisted Metal: Head On for the Sony PSP.

it’s been nearly 7 years since the last Twisted Metal title was released for the Sony PS2. And to tell you frankly, there’s not much to say about this game is that still the story revolves around this wierd guy named Calypso, who keeps giving wishes to the winner of the Twisted Metal tournament. the only difference is that the drivers of some of our beloved vehicles have been changed. like Thumper, now it is driven by a chick who wants to win the low-rider competition, well if you ask me, she’s in the wrong contest. another thing, in this game, you will also get to fight some of the most beloved ( hated ) vehicles known throughout the Twisted Metal Franchise. Axel, Crimson Fury, and even Hammerhead are few to mention. you can also play the game using these vehicles but it will take you a little while because you have to unlock them in certain maps with certain mini-games. quite fun, and quite frustrating because the game itself is hard even with the normal handicap, and it is even harder in the mini-games. COOL….. i like a real challenge.

the controls of the game have been altered a little to suit the playing capability of the PSP. like for example, the ice or freeze missile, instead of pressing, left-right-down button, it is now, up-down-up. and so on and so forth. you try to figure out the other combinations yourself.

the game also features a few new entries for the vehicles you can use in combat, with their own twisted endings. plus the return of Dark Tooth is so awesome you might be surprised why he fires napalm cones so rapidly, and also slams you down like Mr. Slam. talk about monstrous. and you will also face the Final boss known as Tower Tooth. how does he look like? think about it. how strong is he? imagine facing Dark Tooth twice in one go. how hard is he to beat? you will drain your PSP battery first before you get rid of him for the first time, try after try after try.

sound gets a real deal, lots of hard rock, alternative and even techni beats that suits the combat action and the battleground. although there are certain times when the sounds of missiles and guns firing and even explosions disappear due to the music.

graphically this is not a very well-polished and clean-looking game, but the sight of exploding cars and puny humans being ran down or shot down by napalm is a sight to see. creepy, yet NICE.

so the verdict, i give graphics an 8/10, sound gets an 8/10, and gameplay gets 9/10. this is one truly one for the books. so blast those  cars out of the way, ram those obstacles and burn some rubber, make way for Twisted Metal: Head On.

Gun: Showdown

December 17th, 2007 by ezkill-deadmc

have you imagined yourself wearing a gunbelt with a shiny 6 shooter in its holster? or even getting into trouble in a saloon instead of having a drink of whiskey and a bar wench on your lap? getting an itch on that trigger finger? well here’s one for those who fancy the wild west and wants to become a cowboy for a few hours with the PSP. howdy, partner, here’s Gun: Showdown.

at first i thought this is just another Activision mistake after that Transformers: The Game foul up (sorry guys but that game really sucks). but then again i told myself to give it a try. anyway it won’t harm me. and it didn’t. because i was the one hurting those bastards in the game. shooting them, cutting them or even decapitating them using a cherokee tomahawk or a sabre, and blasting them to kingdom come using dynamite, or setting them on fire using a whiskey flask bomb.

the game starts with an introduction where a group of Spaniards and their priest journey to the westlands, in search of gold, and they found it. unfortunately they get hacked by a group of Indians for messing up with their land. then 300 years later you narrate the story to the gamer, you play as Colton White, a young gunslinger who travels the westlands with his father Ned White, hunting game and selling them to the rich people you come across in your journey, until that fateful day you discovered that your father Ned is not actually your father, worse, it was his dying words before he got blasted out to oblivion on a steamboat where you get to play a little gunfight with some raiders looking for an item which holds the secret to the Spanish gold lost for 300 years.

traditionally, shooting games have developed their own sense of style and gameplay, like some other titles out there, they have their own gimicks in store for gamers. i say, here you get to use a whole bunch of weird weapons, some of it you barely heard, and some, only existed during the 1800s. each weapon has it’s own strengths and weaknesses. like a peacemaker pistol for example, this 6 shooter is your standard weapon the game, it reloads normally, damages normally, and acts like real gun. but you can also enhance it to perform or kill better for a price. shotguns are good weapons up close range but horrible when your enemies are at a distance. rifles are good for mid-range attacks, but reloads a slow. for the ral long range shots you can use the snipes, but are really a pain when it come to reloading. you can also use other weapons like bows, fire bows, loco dynamite bows (a bow and arrow with dynamite attached to it), and even throwing knives. there are also dynamites and whiskey flasks bombs to throw on to enemies and structures too. you heal yourself by gulping a shot of whiskey, ain’t that nuts?

graphically this game’s been polished to the the core, making it look like your in a western film. or better yet, try the cut scenes, they look like your watching an old western movie. the sounds of guns blazing and ammo hitting on pavements sounds real and even looks real. but the real deal is the gore factor of the game. animated blood looks almost real enough for some, but the decapitations and dismembering baddies are a common in this game. the fun part of this game is the actual physics of things, things would react as to how they should in real life. mobs have one of the best AIs i’ve ever tried, reacting quick to simple gun shots to movement on the sand.

so i rate this game this way, graphics gets an 8/10 for the western movie feel, 8/10 for sound, and i give 8/10 for gameplay. it’s a real cool and fun game to play if you wanna feel like someone who came out during the wild west years, and you can even play against another player using Wlan on your PSP for a head to head gun showdown. do you feel so lucky, punk? go ahead, make my day.

Prince of Persia: Rival Swords

December 13th, 2007 by ezkill-deadmc

after releasing kaileena from her doomed fate and appeasing the Dhahaka, the Prince of Persia returns to his homeland Babylon seeking sanctuary and peace after 7 years of struggling against time and his fate.

unfortunately his homecoming was to become a living nightmare when he saw the destruction of Babylon. Kaileena is then captured by the minions of your most foul enemy, the vezier. yes, he’s alive. since you reversed the timeline itself, it turned out that the vezier didn’t actually die, unlike what happened on the first installmet of the series.

this has to be one of the best platform, adventure game made for a handheld console. Rival Swords is the exclusive PSP version of the PS2s Two Swords, only with a plus. in this version you get to play 3 chariot races with different kinds of stages. all stages have different difficulty levels. for example is the stage where you run yourt chariot inside a sewage facility complete with pipelines protruding out of the concrete walls and floors, and landmines scattered all over the place. the challenge of playing these races makes the game more fun though the actual game lasts only for 6 hours unlike the previous PoP: Revelations which could last for a little longer from exploration.

graphics still holds its actual flare from the Revelations concept but the atmosphere differs now, leaving you out it an open city of Babylon for exploration.

sound differs entirely from the 2nd installment. the original middle-eastern feel music returns. although the developers can’t help but snap a few parts of rock, and pop into the background music every now and then.

controls is still the same, giving you the amzingly cool free-form fighting style but this time with a bonus. the speed-kill concept is introduced. this time the Prince is able to kill enemies without having the difficulty of getting mobbed. with one move, he is able to kill 1 or 2 enemies at the same time.

the gameplay is the coolest part because this time players are able to play as the Prince of Persia or his alter-ego, the Dark Prince who wields a chainblade. if you guys have no idea what it is, imagine a whip, but instead of leather, every single chain is made of bladed steel.

as a result, the final verdict i give upon the Prince on his final mission to date, graphics gets an 8/10, sound gets a 7/10, and gameplay gets a 9/10.

although i bet this game won’t last long to pay, it will still hold gamers and fans alike to the edge of their seats with a great story and gameplay, and besides this one is worth to be a part of a collection.

Long Live the Prince.

Beowulf: The Game

December 12th, 2007 by ezkill-deadmc

there was once a legend of a man who killed monsters. a legend worth to be told to generations and generations. a legend that is unforgetable and worth listening to. a legend known to all as Beowulf.

unfortunately i must say that game never met my expectations. graphically, the game almost looks like the games we played on the PC, 7 years ago. 3/4 view and full of huhum.but the scenematics are eye-catching and clean-cut.

controls bites. you have 2 types of attack buttons. light attack button which gives you a chance to connect combos for one and the other button for a heavy final blow which never gives you the chance to hit an enemy again. you also get the chance to become heroic with the heroic gauge, giving you and your Thanes the edge in combat, and the other is the Carnal gauge which gives you the strength of 10 men but you will also be able to kill your own comrades in the heat of battle, most especially with a lot of button-mashing to do.

sounds have glitches in the game. now you hear them, then you die and must retry the whole episode again.when retry the episode, sometimes the background music you heard before disappeared. constant screaming of the main character and murmurs of your Thanes are annoying as hell. but the sound acting of Anthony Hopkins, Angelina Jolie and the rest of the cast is amazing, only during cut scenes.

all in all i give graphics a 6/10, sound gets 7/10, and gameplay comes with a huhum 5/10.

for fans of the legend,fans of the movie, or even fans of the actors, this is so unlike the movie. a poorly made game based on a good movie and a good legend. this one is not going to be on the history books.