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MySims Agents (WII)


Be the most adorable secret agent on the block.

EA has seen a mountain of opportunities with the MySims franchise. Ever since its first release in 2007 on the Wii, the charming characters have partied hard, saved a kingdom, and participated in go-kart races in order to save a sleepy town. The lovable MySims return once more in their third spin-off game, MySims Agents, a title that is both the most original MySims adventure and the best to date.

A very important theme in the MySims games is that of helping others, and MySims Agents promptly follows suit. Players will take on the role of a neighborhood detective during the game's first missions. Once these missions are accomplished, the player will be accepted into a secret agency that is investigating the evil corporation Morcu Corp. Its leader, Morcubus, the series' main antagonist, might be working on an experiment called "The Nightmare Crown". This will force the characters to travel all over the world, view exotic locales, and meet lots of eccentric characters in a story that is intriguing while never taking itself too seriously.

The previous stories in the MySims series were always fun and charming, even if they were secondary. But in MySims Agents, the story is a key element to the enjoyment of the title, and thus has received a substantial upgrade in terms of plot while keeping the charm and wit the series is known for.

MySims Agents starts as a simple adventure title as humble as the beginnings of its lead character. When the game starts, the player is merely a neighborhood detective taking on small cases, which serve as the game's introduction to its mechanics. But once these cases are solved, you catch the attention of a secret agent, beginning a lengthy and even in-depth adventure. One of the first things you earn with your new secret agent rank is your own headquarters in the city. The headquarters will serve as the game's main hub, where the player will be debriefed on the events going on in the storyline.

When a lead on the Morcubus case is discovered, the player is sent to a scene to investigate a small piece of the plot. The first thing to do upon arrival is to talk to the people present and get their side of their story, to see if they are hiding anything that may bring new angles to the case. Once a believable story is found, it is up to the player to investigate the whole scene. Usually, an important item is missing so in order to find out where it was taken, the footsteps of the suspect can be tracked down using a magnifying glass.

There a small element of platforming in MySims Agents, especially during the later levels. Players can use a special gadget that will allow them to move objects around to create steps that will help them reach high places. The secret agent must also be wary of high places, as he or she needs to get to the other side by traveling down a small plank or branch. Jumping from building to building in order to find the odd clue is another useful skill.

During key moments, players will have to partake in various mini-games in order to get the desired clue and move the plot forward. If a door is locked, players can pick the lock by playing a sliding puzzle mini-game. If some DNA evidence is found or the agent needs to determine if the element is legit, a "connect the dots" mini-game appears as a form of analysis. In this mini-game, players have to connect the DNA dots in the right order so the evidence can be successfully analyzed. If there's a machine or object that is essential in solving a mystery, but it is damaged, a mini-game emerges where the player has to properly place the parts. Finally, it wouldn't be a secret agent game without hacking. If a video camera hides footage of the suspect, or a computer has a vital piece of data, the agent will hack it by guiding a dot of light through a maze.

In addition to the main case, there are additional side missions that can be found at HQ. Though you won't be able to participate in them, you can recruit new agents and send them to help solve these cases. During the main adventure, the agents and even the client will call the agent's cell phone and inform the progress of the case. It's a very clever way of adding interactivity to the game, even if the player doesn't get to directly participate in it.

What's important about the side missions is that success is dependent on the agents' skills, which can be modified according to how you decorate the levels of the HQ. In MySims Agents, the tradition of customizing your surroundings is present and accounted for. You can find new items, decorations, and even music that to stylize the room. These items are labeled under five different categories: paranormal, smarts, athletic, charisma, and nature. The items placed in the room will affect the agents' stats. The cases themselves will also be labeled in one of these categories. The higher the teams are in any of these stats, the better chances they have of successfully completing the case.

Successful completion of the cases (both main and secondary) can earn players new costumes and accessories to deck out their character, trophies that work as the game's achievements, and even new characters to recruit and deploy to cases.

MySims Agents surprises in its robust gameplay. A lot of thought and planning went into this new iteration of the franchise, and it shows. Levels are large, allowing the player to explore every nook and cranny. The implementation of stats for the side missions is a clever one and will have players experimenting with a layout that maximizes the agents' stats. There are also a lot of goodies to discover. It is also a moderately long title, with more than ten hours of gameplay. It is also quite balanced in terms of challenge. It is easy enough for any younger player to enjoy, but with enough challenge to keep older players interesting and even hooked. It's one of the best games to play with the family.

The look of the game is also fantastic. Even if it uses some of the same character models from previous games, it does a great job of taking the classic MySims characters and giving them a look that fits the secret agent storyline well. The worlds are also very colorful and detailed, running at a smooth frame rate. Even the music is pleasant to hear, with a soundtrack that changes in real time according to the scene or the level the characters are in at the moment. Of course, the Sims speech remains as charming as ever.

This, however, doesn't mean that the game is perfect. As wonderful as the story is, it has the tendency of dragging in places, affecting the pace of the gameplay. Some of the cut scenes are very chatty, and if the player isn't a fan of the Sims speech, it can be a potential turn-off. The game can also get redundant, thanks to a lot of backtracking and performing the same actions over and over again. Finally, the mini-games also get tedious during the later segments, especially the DNA forensics game.

Despite these flaws, EA has constructed a great game anyone from fans of the series to newcomers can enjoy. It is easily one of the most original games in the series, thanks to its globetrotting, mystery-solving theme along with gameplay that recalls classic game conventions while successfully putting a MySims theme on it. This is one mission players will not regret taking on.

Naruto Shippuden: Ninja Destiny 2 ( DS )



As an action-packed re-creation of the Naruto anime, Naruto Shippuden: Ninja Destiny 2 gets the job done, but as a solid fighter, not so much. This stylish brawler is too heavy on the button mashing and too light on the gameplay options and fighting depth to compete with other fighting games. If you're a fan in desperate need of more portable Naruto brawling, this will suffice, but fighting game purists should look the other way.

Ninja Destiny 2 comes with all the standard fighting game modes--Versus, Survival, and Story--none of which are fun for long. Story mode drags you through hours of meaningless random battles as you run back and forth across the world of Naruto performing lame fetch quests and completing uninspired missions. The story is told through fuzzy stills from the anime and poorly condensed text that summarizes events from the show to the point that only hardcore Naruto fans will be able to follow along after the first few missions.

The other modes fare a bit better because they don't drape boring quests around the bare-bones fighting. In addition to regular melee attacks, each of the 34 fighters has a special move and a couple of combos. The specials are easy to figure out, because they just require a press of the A button. The combos are a lot trickier; there's no move list or chart, which means most of the time you'll happen upon them while mashing on the two attack buttons. There are six slots on the touch screen that hold random power-ups, such as double damage or extra energy, but using them in the heat of battle can be tricky.

The touch-screen "buttons" are unresponsive, sometimes requiring multiple taps to register. Since you have to take your thumbs off the fighting controls to activate them, don't be surprised when you finally activate that extra defense power-up just as your ninja drops dead. These power-ups seem like they would add an extra layer of depth to the fighting, but since they're random, they tend to lead to imbalances and unfair advantages. That's not so bad when you're playing against the computer, but it's a real pain when fighting with friends. There are no options to turn these power-ups off, either. Actually, there aren't many options at all--button mapping, move lists, and power-up explanations are all absent.

What you'll find in place of all the options and deep combat is lush visuals that nail the look and feel of the show. The characters fight fast and fluidly, and their outlandish special moves are over the top and fun to watch. The damage doesn't always match the theatrics, though. It seems a bit odd that a special move that incorporates a massive sand tsunami would do less damage than one in which a couple of paintings are brought to life, but such are the mysteries of the ninja. Story mode, boring though it may be, has a nice look about it, and the wilderness of Naruto's world is brought to life in vivid colors. The only hiccup in the visuals is the unsteady frame rate. Some of the more visually intense characters are too much for the game to handle. The music consists of cheesy rock tracks and nonintrusive background tunes inspired by the show. There are voice clips from all of the characters, but they aren't of the best quality.

If you're not a fan of the show, you'll get all you need from Naruto Shippuden: Ninja Destiny 2 in about as much time as it takes you to finish saying its name. The fighting is serviceable for a little while, and the visuals are nice, but the lack of options, the shallow fighting mechanics, and the tedious Story mode keep this game from fighting game fame. There's no compelling reason to spend time mashing buttons on this one.

GTAIV Ballad of Gay Tony (XBOX 360 )



The current iteration of Liberty City is home to a great number of interesting people, but until now you've been able to play only as two of them. In Grand Theft Auto IV you assumed the role of illegal immigrant Niko Bellic as he stepped off a boat from Eastern Europe. In The Lost & Damned downloadable episode you played as biker gang member Johnny Klebitz. And now in the The Ballad of Gay Tony, which is being released both as a downloadable episode and as part of the Episodes from Liberty City stand-alone retail product, you play as nightclub owner Tony Prince's business partner and confidant, Luis Lopez.

Despite the fact that he shows no remorse, and even appears to enjoy killing people for money, Lopez is a multifaceted and extremely likable protagonist. In part, that's because he's clearly someone who wants to better himself after doing a stint in prison for dealing drugs as a teenager, even if he's not going about it in a way that any parole officer would approve of. Lopez is loyal to a fault, so while the missions you undertake in his shoes are rarely selfless acts, you often perform them primarily to help other people out. A lot of the time it's his business partner, Tony, whose life needs sorting out, but missions also come courtesy of childhood friends, the always-amusing son of an Arab billionaire, the older brother of a previously prominent character, and a disapproving mother who has fallen on hard times, to name but a few.

Depending on how you play and choose to move around the city, Lopez's never-a-dull-moment story will likely take you around 10 to 12 hours to play through. Mandatory missions are significantly more varied than those in either the original game or the previous downloadable episode. To cite examples would be to risk spoiling some of the most memorable moments, but in addition to the regular gunplay and driving, you can expect missions to incorporate plenty of helicopter combat and parachute jumps, a handful of cage fights, and even something resembling a game of golf. You can also expect to experience some missions from both Niko's and Johnny's stories from a different perspective, which will bring a smile to your face if you've played through them before. All of these missions are a lot of fun, and your performance in each of them is now rated based on the time taken, damage sustained, enemies killed, and other mission-specific criteria. Scores are then uploaded to online leaderboards, and once you've beaten the game, you have the option to revisit any mission in an attempt to improve your rating or just to play through your favorites again.

In addition to story missions, Liberty City is again filled with all manner of optional activities--many of which expand upon gameplay mechanics introduced as you progress through the game. For example, base jumping isn't something that you're required to do very often, but it's so easy to grasp and so much fun to do that after your first freefall you'll almost certainly want to check out all 15 of the optional jumps that are scattered across the city. Furthermore, there's a good chance that you'll end up making some of them multiple times, not only because riding a motorcycle off the roof of a skyscraper and then parachuting down onto a moving boat is a blast, but also because each jump has its own objective (typically a target on the ground or a moving vehicle) and is scored in the same way that missions are.

Drug Wars, another optional undertaking, are another great addition. Early on, there's a distinct lack of gunplay in Lopez's storyline, and while that's certainly not the case for the duration, you're undoubtedly going to be looking for an excuse to play with some of this episode's new weapons. Sticky bombs, a .44 pistol, an advanced sniper rifle, and an automatic shotgun with explosive rounds are all excellent additions to the GTAIV arsenal, and they're way too much fun to just have them sitting in your inventory. And that's where Drug Wars challenges come in: There are 25 in total, and they generally involve plenty of shooting as you help a couple of smalltime dealer friends to rip off their rivals.
If you'd rather test the expanded arsenal against other players than against street gangs, you can hop into The Ballad of Gay Tony's multiplayer suite at any time via an option on your in-game cell phone. Unlike The Lost & Damned, which introduced a number of brand-new modes to GTAIV, this latest episode only offers modes from GTAIV, albeit enhanced with a few new features. The Free Play mode now seems designed primarily for players who want to make parachute jumps and impress one another with stats that let everyone know how long you were falling for and how close to the ground you opened your chute; Deathmatch and Team Deathmatch games benefit from the inclusion of new weapons and location options; and Race and GTA Race contests (the latter are races that encourage the use of weaponry) play quite differently now that every vehicle comes equipped with a nitrous tank that gradually refills after every death-defying use. New street circuits have clearly been designed with nitrous use in mind, because they incorporate lengthy straight sections and some spectacular jumps.
When you're not taking down drug gangs, jumping from tall buildings, or racing exotic sports cars that have never been seen in Liberty City before now, you might opt to spend some time at one of the nightclubs that you partially own, either partying or putting in some hours at work. If you do the former, you can take part in a simple champagne-drinking minigame in the VIP area or strut your stuff on the dance floor in a rhythm-based game that starts out simple but has the potential to get more challenging if everyone else on the floor decides to join in with a full routine. Other potential outcomes when you start dancing with a girl don't involve gameplay at all, and while they're hardly surprising, they're still pretty amusing.

Working in the club is a quite different experience, and while there's still some interaction with members of the fairer sex to be had, much of your time is spent walking around and keeping an eye on things. Standing in certain spots will shift you to a first-person perspective so that you can look for trouble more easily, but it's a message in your earpiece that alerts you when, for example, a drug dealer is operating inside the club and needs to be ejected. Time spent working in the club isn't particularly entertaining, and it would more or less be a waste of time if it weren't for the random missions that crop up and bring your shift to an end prematurely. These play out a lot like story missions and can include anything from helping a high-profile patron escape the paparazzi to running halfway across Liberty to fetch a snack for a supermodel while her assistant calls you every two minutes for an update.

As you'd expect, there's no shortage of humor in The Ballad of Gay Tony, and while plenty of it comes in the form of phone conversations during gameplay, a great deal of it is deftly delivered during cutscenes that are noticeably longer than those in previous games. Both Lopez and the titular "Gay" Tony Prince are wonderfully voiced and animated, but it's tough to call them standouts because there are so many other characters who are every bit as impressive. The cast is arguably even better than that in GTAIV, which perhaps isn't surprising given that a couple of the best characters from Nico's storyline make cameo appearances in Lopez's.

If you've revisited Nico's storyline recently, or Johnny's for that matter, you've probably noticed that GTAIV's visuals are starting to show their age. It's still impressive to see an environment the size of Liberty City rendered with such attention to detail, but jagged edges and frequent, noticeable texture pop-in are a little more difficult to overlook now than they were almost 18 months ago. The audio, on the other hand, continues to be impressive. The city sounds like a city, vehicle engines have satisfying roars, conversations between pedestrians often raise a smile, and there are even additional radio stations up and running in Liberty now, such as Vice City FM, which you'll love if you were a fan of the '80s music in 2002's GTA: Vice City. Incidentally, you can find new content on the TV as well as on the radio, including not only the latest episode of the Republican Space Rangers cartoon, but also an amusing anime spoof titled Princess Robot Bubblegum.

The Ballad of Gay Tony wouldn't be difficult to recommend as a full retail product, so at 1,600 Microsoft points this downloadable content really is a steal. There's a lot of content here, even if you just play through the superb story without ever checking out any of the optional activities. You might be disappointed that this episode doesn't bring much in the way of new multiplayer content to the table, and it's true that one or two of the optional activities aren't as much fun as they might have been, but the incredible value offered by The Ballad of Gay Tony is undeniable. This is superb additional content for one of the very best games of last year, and you won't want to stop playing it until you've sat through the entertaining and enlightening end credits.


Tekken 6 ( XBOX 360 )



Despite the dozens (and sometimes hundreds) of moves available per pugilist, intricate juggle combos, complex counters, and esoteric gameplay quirks that have evolved through five prequels, Tekken 6 is an altogether welcoming fighting game. For veterans, the game offers the most comprehensive roster in the history of the series, a new way to extend damaging combos, and enough change to--whilst not exactly feeling brand new--make it feel exciting to play Tekken again. For newcomers, the game's comprehensive training modes and expansive single-player beat-'em-up campaign serve as an enticing gateway into the world of the King of Iron Fist Tournament. For everyone else, Tekken 6 features the same outstanding qualities that have made the series a fighting favorite on consoles: deep yet accessible mechanics, as well as excellent extra features not seen in arcades. Whether you're a complete stranger to the series, an occasional masher, or someone who can pull off 10-hit combos without dislocating a finger, the superb Tekken 6 has plenty to offer you.

That abundance begins with Tekken 6's roster, which is a beefy lineup that features 41 fighters, including old stalwarts, such as Kazuya, Lei, Paul, Nina, Jin, and others. It also includes more recent additions from Dark Resurrection, such as Lili and the emo-Nazi look-a-like Dragunov. Even series veterans may find Tekken 6's jam-packed character selection screen a little overwhelming because it's initially tough to identify characters from their small portraits alone. But once you've found your favorites, experienced Tekken players will see that the tweaks and changes made to the move sets of returning characters are, for the most part, minor. Most characters get a new attack or two, some stances have been modified, and it seems the damage dealt by some of the more powerful combos in the past have been slightly toned down. Despite this, all of the returning characters feel completely familiar, so you'll never feel like you have to relearn your favorite fighter from scratch.

It's not all veterans, of course, with six new characters making their home console debut in Tekken 6. These include: Bob, a rotund American fighter who is deceptively speedy for his size; Leo, an androgynous German martial arts specialist; Miguel, a Spanish brawler who seems to rely more on power than speed; Zafina, a member of a mysterious secret order who sports some creepy and unusual stances; Alisa, a seemingly naive young girl who's actually a jetpack-and-chainsaw-wielding android; and Lars, who has some relation to the sprawling Mishima bloodline (hence his move set similarity to Jin and Kazuya). Of the new recruits, Zafina feels the most unique, thanks to her distinctive-looking moves that incorporate stance-based attacks, such as the off-putting tarantula, which sees her get down on all fours to creep low along the ground. Alisa is just sheer fun to play as given her frankly bizarre move list, which includes using her own head as an explosive and a whole series of attacks based on her chainsaw appendages.

A fembot with chainsaws for hands may seem overpowered in a fighting game, but Tekken 6 manages the tough task of presenting a well-balanced brawler despite the abundance of characters. For novices, Tekken's fight mechanics--each limb assigned to a button on the controller, with special moves usually performed via button combos and directional stabs on the D pad or control stick--are just as easy to get into as they have been in the past. Most of the hundreds of moves in the game are a cinch to perform individually, which means you'll be able to pull off some flashy moves from the get-go. Stringing them together into increasingly damaging combos, however, will take some practice, which is where the game gets deliciously deep. Juggle combos--where you launch your opponent into the air and try to keep him or her there--are still integral to the Tekken experience for expert players. Other important moves include throw counters, wall juggles, roll evasions, and various in-depth strategies. For those already comfortable with their various 10-hit combos, Tekken 6 introduces a new way to deal extended damage. The bound system essentially allows you to extend combos by slamming an airborne opponent into the ground, leaving him or her momentarily vulnerable for further strikes. Just as with juggles, each of the characters has his or her own bound launcher, and it's a great new addition for Tekken fanatics to explore.

While those with only moderate Tekken experience probably won't be performing too many juggle or bound strings, everyone will be able to make use of Tekken 6's other biggest gameplay addition: rage. Rage kicks in when your character's health drops to about 10 percent, bathing him or her in a red aura and significantly increasing the damage he or she dishes out. It's pretty exciting when you're able to pull off a miraculous win, thanks to your rage-fuelled strikes, but the rage system is one that's unlikely to change the course of most matches because by the time it kicks in, you're usually only one hit away from oblivion.

Tekken 6 packs in plenty of gameplay, which starts with an Arcade mode. As in Tekken 5, Arcade allows you to gain ranks for each individual character you decide to try out. If you're an utter recluse or just don't have access to the Internet, the game also tries to emulate the experience of playing against real people by having your AI opponents appear with their own individual gamer names, win/loss ratios, and ranks. The AI here is strong--there are five difficulty levels to choose from, ranging from ridiculously easy to frustratingly tough, so there's a good chance you'll find a fit for your own experience level. If Arcade mode isn't your bag, then you can take on a virtually endless lineup of opponents in Ghost Battle, which is a mode that pits you against the ghost data of real players downloaded online. There are also the stock-standard fighter modes of Survival and Time Attack, as well as two dedicated two-player modes--VS Battle and Team Battle, the latter of which allows you and a friend to choose up to eight characters to fight in consecutive battles.

If you find yourself getting pummeled too often by your friends or the AI, Tekken 6 features a comprehensive Practice mode that allows you to polish your moves. Practice won't take you through the very basics (such as movement, blocking, throw counters, and more), but newcomers will still get plenty from this mode, thanks to the helpful way the game demonstrates every move. This includes showing you the specific timing required for each button and direction press. Practice can also help you shore up your defense, with a dedicated mode that lets you set an AI opponent's attack so you can better identify each move and counter it in a real match.
While previous Tekken home releases featured several extra modes outside of the one-on-one fighting core, Tekken 6 only has one extra: the beat-'em-up mode dubbed the Scenario Campaign. Unlike previous Tekken bashers, such as Tekken Force or Devil Within, this is no short-lived distraction. The Scenario Campaign is a surprisingly addictive multihour marathon that takes place over a wide variety of environments. It's also a must-play if you're at all interested in the story of Tekken 6, since it follows the adventures of two new characters--Lars and Alisa. During their adventures, they try to unravel the global-war-raging machinations of the Jin-controlled Mishima Zaibatsu, find out what part the Kazuya-controlled G Corporation plays, and discover just how the game's end boss (the Egyptian godlike Azazel) fits into the whole story. The Scenario Campaign is also the only place you'll see each character's full video ending, which is another highlight of previous Tekken games and definitely a winner for Tekken 6. After completing the first few levels of the Scenario Campaign, an Arena mode becomes unlocked. Acting like a truncated Arcade mode, Arena allows you to play through the storyline for all of the characters. It starts with captioned still images that outline their involvement in the latest King of Iron Fist Tournament and culminates in their ending movie. Unlike Arcade mode, however, you won't have all of the characters unlocked immediately--you'll have to unlock them by playing through the Scenario Campaign and defeating them when they appear as boss characters at the end of each level.

But figuring out the convoluted plot of Tekken 6 isn't the only reason to play through the excellent Scenario Campaign. This mode could almost be a full game on its own, taking five or six hours to complete and having plenty of replay value, thanks to its compelling item-drop system. While the Scenario Campaign tells the story of Lars and Alisa, you can play the mode as any character you've unlocked, although all of the major cutscenes will still feature the two main protagonists. In terms of gameplay, the Scenario Campaign isn't too taxing on the old synapses--you and your AI-controlled partner Alisa will have to fight through waves of enemies. And while the controls are initially fiddly to come to terms with, you'll quickly get used to them. You can move freely anywhere on the screen using the left thumbstick, and when enemies are within view, you can use the D pad to pull off your character's moves and the right bumper to switch targets. It's a lot of fun, if a little repetitive, although it's a mystery why two-player offline co-op play wasn't included in this mode.

As opposed to Tekken's previous attempts at a beat-'em-up, the Scenario Campaign mode actually features a decent number of different enemy types and environments. And while it's easy for most of its duration, the difficulty ramps up considerably in its final few stages. But what makes it most worth playing are the items that certain enemies drop when defeated. These items are pieces of clothing for every Tekken 6 character, and there are literally hundreds to collect. These items include new shirts, pants, shoes, headgear, accessories, weapons, and more, with each item having its own unique properties that confer special bonuses when worn. You can find clothing that will increase your health; increase defense; add elemental properties, such as fire or ice, to your attacks; improve the value of items dropped, and much more. It's an almost role-playing-game-like loot system, giving plenty of incentive to keep playing Scenario to get better gear for each of the game's 41 characters.

But even if you don't play Scenario, you can still buy any of the hundreds of different costume items for each character using money earned in almost every other mode in Tekken 6. There's a ton of customization available here: Ever want to know what Panda looks like wearing a pink bikini? Don't like the particular shade of Lei's shirt? Think Eddie looks better wearing a baseball cap? Or would you prefer your Ganryu with angel wings? You can mix and match to your heart's content; thus, with some truly wacky costume options, it'll be easy to come up with a unique look for your favorite fighter.

You can show off your uniquely costumed character in Tekken 6's online modes, although any bonuses that piece of clothing may have in the Scenario Campaign won't carry over into proper bouts. The game has both ranked matches for battle points and friendly bouts where you can set up lobbies with up to three other people. The matches we played since the servers went live this week globally have been mostly stable with very few dropouts, but lag seems to be an issue with most matches. With slower connections, you'll notice a definite gap between your controller input and what's happening on screen, and there seems to be a very slight lag with even the fastest links. It's not unplayable, and if you're just after a few fun games against players online it plays well as long as you're on a decent connection. But anyone serious about their Tekken will recoil in horror at the input lag present.

A much more interesting online option is the ability to download ghost data from players all over the world. You can download up to 100 different "real" personalities, which you can then play in the offline game to help improve your skills against the top players in the world (your own ghost data becomes uploaded automatically). These ghost players do act noticeably different to the game's AI, and they're often a better option than trying to find stable connections to play online when you're hankering for some real competition. You can also download replays of people's matches, which is another great training tool if you want to see how the best go about their brutal business.

Tekken 6 looks impressive, but it's not the prettiest fighter out there. There are definitely some impressive details to be found on each character model, and the whole game runs smoothly at 60 frames per second, but some of the game's textures look rather bland. Skin, for example, looks pretty waxy, giving near-nude characters like Ganryu a mannequin-like look. There's also some noticeable aliasing to be found on the game's various stages, from which both the PlayStation 3 and Xbox 360 versions suffer. The game's stages, in fact, can be a little too distracting. There's plenty going on in each level, such as helicopters crashing, jets flying by, and even livestock milling around, but some of these aren't rendered in impressive ways. Seeing a poorly animated sheep or pig bounce away as you accidentally hit it, for example, just serves to draw your attention away from the solid fighting. Thankfully, the sound is quite impressive, with solid and bone-crunching effects adding a great deal of believability to your every strike. But perhaps Tekken 6's most apparent technical downside has to do with its load times. They're not so long as to break the game, but there are noticeable lags when matches load and character models appear on selection screens. Installing is practically a prerequisite on the PS3 version to get it on par with the Xbox 360, which features shorter load times from the get-go.
While a bouncing pig may be a slight distraction and the online can be disappointing, it's nowhere near enough to dull the outstanding qualities that Tekken 6 has to offer. For fans, Tekken 6 is the most complete Tekken experience so far. It features a large roster, strong customization options, and tight mechanics, and it's sure to be a time sink as you enjoy battle after battle and strive to perfect your skills. If you're a newcomer, the game is as welcoming as ever, and there's plenty here to keep you occupied until you're ready to start busting out your own combos. If you're a fighting fan or are just curious to dip a tentative fist into the genre, then Tekken 6 is the game for you.

Tekken 6 ( PS 3 )



Despite the dozens (and sometimes hundreds) of moves available per pugilist, intricate juggle combos, complex counters, and esoteric gameplay quirks that have evolved through five prequels, Tekken 6 is an altogether welcoming fighting game. For veterans, the game offers the most comprehensive roster in the history of the series, a new way to extend damaging combos, and enough change to--whilst not exactly feeling brand new--make it feel exciting to play Tekken again. For newcomers, the game's comprehensive training modes and expansive single-player beat-'em-up campaign serve as an enticing gateway into the world of the King of Iron Fist Tournament. For everyone else, Tekken 6 features the same outstanding qualities that have made the series a fighting favorite on consoles: deep yet accessible mechanics, as well as excellent extra features not seen in arcades. Whether you're a complete stranger to the series, an occasional masher, or someone who can pull off 10-hit combos without dislocating a finger, the superb Tekken 6 has plenty to offer you.

That abundance begins with Tekken 6's roster, which is a beefy lineup that features 41 fighters, including old stalwarts, such as Kazuya, Lei, Paul, Nina, Jin, and others. It also includes more recent additions from Dark Resurrection, such as Lili and the emo-Nazi look-a-like Dragunov. Even series veterans may find Tekken 6's jam-packed character selection screen a little overwhelming because it's initially tough to identify characters from their small portraits alone. But once you've found your favorites, experienced Tekken players will see that the tweaks and changes made to the move sets of returning characters are, for the most part, minor. Most characters get a new attack or two, some stances have been modified, and it seems the damage dealt by some of the more powerful combos in the past have been slightly toned down. Despite this, all of the returning characters feel completely familiar, so you'll never feel like you have to relearn your favorite fighter from scratch.

It's not all veterans, of course, with six new characters making their home console debut in Tekken 6. These include: Bob, a rotund American fighter who is deceptively speedy for his size; Leo, an androgynous German martial arts specialist; Miguel, a Spanish brawler who seems to rely more on power than speed; Zafina, a member of a mysterious secret order who sports some creepy and unusual stances; Alisa, a seemingly naive young girl who's actually a jetpack-and-chainsaw-wielding android; and Lars, who has some relation to the sprawling Mishima bloodline (hence his move set similarity to Jin and Kazuya). Of the new recruits, Zafina feels the most unique, thanks to her distinctive-looking moves that incorporate stance-based attacks, such as the off-putting tarantula, which sees her get down on all fours to creep low along the ground. Alisa is just sheer fun to play as given her frankly bizarre move list, which includes using her own head as an explosive and a whole series of attacks based on her chainsaw appendages.

A fembot with chainsaws for hands may seem overpowered in a fighting game, but Tekken 6 manages the tough task of presenting a well-balanced brawler despite the abundance of characters. For novices, Tekken's fight mechanics--each limb assigned to a button on the controller, with special moves usually performed via button combos and directional stabs on the D pad or control stick--are just as easy to get into as they have been in the past. Most of the hundreds of moves in the game are a cinch to perform individually, which means you'll be able to pull off some flashy moves from the get-go. Stringing them together into increasingly damaging combos, however, will take some practice, which is where the game gets deliciously deep. Juggle combos--where you launch your opponent into the air and try to keep him or her there--are still integral to the Tekken experience for expert players. Other important moves include throw counters, wall juggles, roll evasions, and various in-depth strategies. For those already comfortable with their various 10-hit combos, Tekken 6 introduces a new way to deal extended damage. The bound system essentially allows you to extend combos by slamming an airborne opponent into the ground, leaving him or her momentarily vulnerable for further strikes. Just as with juggles, each of the characters has his or her own bound launcher, and it's a great new addition for Tekken fanatics to explore.

While those with only moderate Tekken experience probably won't be performing too many juggle or bound strings, everyone will be able to make use of Tekken 6's other biggest gameplay addition: rage. Rage kicks in when your character's health drops to about 10 percent, bathing him or her in a red aura and significantly increasing the damage he or she dishes out. It's pretty exciting when you're able to pull off a miraculous win, thanks to your rage-fuelled strikes, but the rage system is one that's unlikely to change the course of most matches because by the time it kicks in, you're usually only one hit away from oblivion.

Tekken 6 packs in plenty of gameplay, which starts with an Arcade mode. As in Tekken 5, Arcade allows you to gain ranks for each individual character you decide to try out. If you're an utter recluse or just don't have access to the Internet, the game also tries to emulate the experience of playing against real people by having your AI opponents appear with their own individual gamer names, win/loss ratios, and ranks. The AI here is strong--there are five difficulty levels to choose from, ranging from ridiculously easy to frustratingly tough, so there's a good chance you'll find a fit for your own experience level. If Arcade mode isn't your bag, then you can take on a virtually endless lineup of opponents in Ghost Battle, which is a mode that pits you against the ghost data of real players downloaded online. There are also the stock-standard fighter modes of Survival and Time Attack, as well as two dedicated two-player modes--VS Battle and Team Battle, the latter of which allows you and a friend to choose up to eight characters to fight in consecutive battles.

If you find yourself getting pummeled too often by your friends or the AI, Tekken 6 features a comprehensive Practice mode that allows you to polish your moves. Practice won't take you through the very basics (such as movement, blocking, throw counters, and more), but newcomers will still get plenty from this mode, thanks to the helpful way the game demonstrates every move. This includes showing you the specific timing required for each button and direction press. Practice can also help you shore up your defense, with a dedicated mode that lets you set an AI opponent's attack so you can better identify each move and counter it in a real match.
While previous Tekken home releases featured several extra modes outside of the one-on-one fighting core, Tekken 6 only has one extra: the beat-'em-up mode dubbed the Scenario Campaign. Unlike previous Tekken bashers, such as Tekken Force or Devil Within, this is no short-lived distraction. The Scenario Campaign is a surprisingly addictive multihour marathon that takes place over a wide variety of environments. It's also a must-play if you're at all interested in the story of Tekken 6, since it follows the adventures of two new characters--Lars and Alisa. During their adventures, they try to unravel the global-war-raging machinations of the Jin-controlled Mishima Zaibatsu, find out what part the Kazuya-controlled G Corporation plays, and discover just how the game's end boss (the Egyptian godlike Azazel) fits into the whole story. The Scenario Campaign is also the only place you'll see each character's full video ending, which is another highlight of previous Tekken games and definitely a winner for Tekken 6. After completing the first few levels of the Scenario Campaign, an Arena mode becomes unlocked. Acting like a truncated Arcade mode, Arena allows you to play through the storyline for all of the characters. It starts with captioned still images that outline their involvement in the latest King of Iron Fist Tournament and culminates in their ending movie. Unlike Arcade mode, however, you won't have all of the characters unlocked immediately--you'll have to unlock them by playing through the Scenario Campaign and defeating them when they appear as boss characters at the end of each level.

But figuring out the convoluted plot of Tekken 6 isn't the only reason to play through the excellent Scenario Campaign. This mode could almost be a full game on its own, taking five or six hours to complete and having plenty of replay value, thanks to its compelling item-drop system. While the Scenario Campaign tells the story of Lars and Alisa, you can play the mode as any character you've unlocked, although all of the major cutscenes will still feature the two main protagonists. In terms of gameplay, the Scenario Campaign isn't too taxing on the old synapses--you and your AI-controlled partner Alisa will have to fight through waves of enemies. And while the controls are initially fiddly to come to terms with, you'll quickly get used to them. You can move freely anywhere on the screen using the left thumbstick, and when enemies are within view, you can use the D pad to pull off your character's moves and the right bumper to switch targets. It's a lot of fun, if a little repetitive, although it's a mystery why two-player offline co-op play wasn't included in this mode.

As opposed to Tekken's previous attempts at a beat-'em-up, the Scenario Campaign mode actually features a decent number of different enemy types and environments. And while it's easy for most of its duration, the difficulty ramps up considerably in its final few stages. But what makes it most worth playing are the items that certain enemies drop when defeated. These items are pieces of clothing for every Tekken 6 character, and there are literally hundreds to collect. These items include new shirts, pants, shoes, headgear, accessories, weapons, and more, with each item having its own unique properties that confer special bonuses when worn. You can find clothing that will increase your health; increase defense; add elemental properties, such as fire or ice, to your attacks; improve the value of items dropped, and much more. It's an almost role-playing-game-like loot system, giving plenty of incentive to keep playing Scenario to get better gear for each of the game's 41 characters.

But even if you don't play Scenario, you can still buy any of the hundreds of different costume items for each character using money earned in almost every other mode in Tekken 6. There's a ton of customization available here: Ever want to know what Panda looks like wearing a pink bikini? Don't like the particular shade of Lei's shirt? Think Eddie looks better wearing a baseball cap? Or would you prefer your Ganryu with angel wings? You can mix and match to your heart's content; thus, with some truly wacky costume options, it'll be easy to come up with a unique look for your favorite fighter.

You can show off your uniquely costumed character in Tekken 6's online modes, although any bonuses that piece of clothing may have in the Scenario Campaign won't carry over into proper bouts. The game has both ranked matches for battle points and friendly bouts where you can set up lobbies with up to three other people. The matches we played since the servers went live this week globally have been mostly stable with very few dropouts, but lag seems to be an issue with most matches. With slower connections, you'll notice a definite gap between your controller input and what's happening on screen, and there seems to be a very slight lag with even the fastest links. It's not unplayable, and if you're just after a few fun games against players online it plays well as long as you're on a decent connection. But anyone serious about their Tekken will recoil in horror at the input lag present.

A much more interesting online option is the ability to download ghost data from players all over the world. You can download up to 100 different "real" personalities, which you can then play in the offline game to help improve your skills against the top players in the world (your own ghost data becomes uploaded automatically). These ghost players do act noticeably different to the game's AI, and they're often a better option than trying to find stable connections to play online when you're hankering for some real competition. You can also download replays of people's matches, which is another great training tool if you want to see how the best go about their brutal business.

Tekken 6 looks impressive, but it's not the prettiest fighter out there. There are definitely some impressive details to be found on each character model, and the whole game runs smoothly at 60 frames per second, but some of the game's textures look rather bland. Skin, for example, looks pretty waxy, giving near-nude characters like Ganryu a mannequin-like look. There's also some noticeable aliasing to be found on the game's various stages, from which both the PlayStation 3 and Xbox 360 versions suffer. The game's stages, in fact, can be a little too distracting. There's plenty going on in each level, such as helicopters crashing, jets flying by, and even livestock milling around, but some of these aren't rendered in impressive ways. Seeing a poorly animated sheep or pig bounce away as you accidentally hit it, for example, just serves to draw your attention away from the solid fighting. Thankfully, the sound is quite impressive, with solid and bone-crunching effects adding a great deal of believability to your every strike. But perhaps Tekken 6's most apparent technical downside has to do with its load times. They're not so long as to break the game, but there are noticeable lags when matches load and character models appear on selection screens. Installing is practically a prerequisite on the PS3 version to get it on par with the Xbox 360, which features shorter load times from the get-go.
While a bouncing pig may be a slight distraction and the online can be disappointing, it's nowhere near enough to dull the outstanding qualities that Tekken 6 has to offer. For fans, Tekken 6 is the most complete Tekken experience so far. It features a large roster, strong customization options, and tight mechanics, and it's sure to be a time sink as you enjoy battle after battle and strive to perfect your skills. If you're a newcomer, the game is as welcoming as ever, and there's plenty here to keep you occupied until you're ready to start busting out your own combos. If you're a fighting fan or are just curious to dip a tentative fist into the genre, then Tekken 6 is the game for you.

Pro Evolution Soccer 2010 ( PS 3 )



UK REVIEW--It's been a tough few years for the Pro Evolution Soccer series. After first showing signs of stagnation in 2008, it's subsequently been overtaken by FIFA in the area it once dominated: gameplay. While Pro Evolution Soccer 2010 doesn't stop the rot, it's a step in the right direction. The gameplay returns the series to its simulation roots and the online mode boasts much improved features and functionality. That said, major issues persist, including stilted animation, terrible commentary, and a lack of licenses that have long spoiled the series. Pro Evolution Soccer 2010 plays a good game of football that's substantially different to its rival FIFA, but in the face of such strong competition, it still falls short of expectations.

While the tweaks to this year's gameplay are minimal, the result is a better game overall. The speed has been reduced to make the game feel more like a simulation, and the goalkeepers have become much more efficient, which lowers the overall scorelines. These two changes address some of the major criticism from fans, but many of the old problems remain. Player animation looks incredibly stilted thanks to simple repeated running animations, while the transitions between moves are sharp and generally unpolished. The headline gameplay feature is 360-degree player control, which should make players more natural to control, but there's little noticeable difference in terms of the way these players move over last year.

What Pro Evo 2010 does offer is an incredible amount of player detail, with facial likenesses that are among the best in the sports genre. Famous players, such as Wayne Rooney and Steven Gerrard, look uncannily realistic, with incredibly lifelike faces, hair, and limbs. The likenesses can be hit or miss--Lionel Messi looks much better than Michael Owen, for example, and the likenesses are much more accurate in the upper leagues than in lesser known teams. There's a much better sense of physicality to the players than there was in last year's game, with head-on clashes resulting in the weaker player hitting the floor and some much more involved tussles for the ball.

Off the pitch, the game boasts two new features this year: team style and playing style cards. When you opt to adjust your team style you can customise settings in eight categories, such as attacking style, defensive line, and support range using a 100-point scale. Your changes are represented via an onscreen animation, so you can immediately see how the rest of your team will react to the player on the ball if, for example, you change the support range bar. However, these changes result in very little difference on the pitch, and unless you're the sort of player who likes to finely adjust all of your tactics, you can happily live with the default settings.

The playing card system suffers from a similar problem, with specific player skills having little noticeable impact on the game. You can toggle individual player skills, but the idea is redundant in most instances. Why would you want to turn off Steven Gerrard's ability to shoot from long range, for example? Some options make more sense--you can turn off Rooney's natural tendency to chase back to help in defense if you've set up a solid midfield. Again, these options are all tucked away in the menus with no tutorial offered on how to make them work. It certainly doesn't help that the written guide for these features is badly written (or perhaps poorly translated), with missing words and wonky grammar throughout.

The one major new game mode this year is Community. This mode allows you to start a Pro Evo party for up to 32 total players, and then play out cup and league competitions with friends. You can opt for either one-on-one play or have multiple players on each side, all while keeping track of individual performances. It's a good idea that's well implemented, and while it's easier to just play exhibition games, it's great if you frequently host Pro Evo events. The Champions League mode is even better presented this year, although it's ridiculous that some of the teams that play in the real competition still aren't featured in the game. The Master League mode has also received some improvements. Most notably, the Champions League has been included, which becomes a real highlight as you play out a career at your favourite club. This mode also boasts a much cleaner menu system than in previous years, with clearly defined screens to help take care of your major affairs. You also need to look after sponsorship contracts this year, with expectations around your performance. All of this is finally done using real currency rather than arbitrary points. The Master League may not have received a huge overhaul, but the accuracy of the transfer system, the simplicity of the presentation, and the long-term challenge it presents make it arguably the best single-player mode in any football game on the market.

The multiplayer mode was a mess in Pro Evo 2009, but thankfully, Pro Evo 2010 fixes all of the major problems. You no longer have to click through numerous pages and join a lobby just to play a quick match--you just go online and dive straight in. There are also more multiplayer features. You can start an online community, join a competition with other users, or take your Become a Legend player online. However, it was lag that really destroyed the experience last year, and this is an area that has been actively addressed this time around. A high proportion of matches are still laggy, but the game senses if it's going to be an issue early on and cancels the match with no penalty to either party. The result is a comprehensive and highly enjoyable multiplayer package that's much better than in previous games.

Presentation has improved dramatically, with smoother navigation, licensed music from such acts as the Stereophonics and Guillemots, and an aesthetically pleasing magazine-style menu system. Sadly, the same can't be said of the commentary. John Champion and Martin Lawrenson may have recorded new dialogue, but their delivery is unnatural and highly repetitive. This is particularly the case for Lawrenson, who--aside from sounding like his voice was recorded separately from Champion's--delivers inaccurate observations while sounding thoroughly bored.

Pro Evolution Soccer still plays a good game of football, and if you loved previous games in the series, you'll no doubt enjoy playing this year's model. However, Pro Evo can no longer claim to be the best football game in any given area, and other than the incremental improvements made over the past few years, it's in desperate need of a complete overhaul. Fixing problems, such as online play, is certainly welcome, but for a game that hasn't substantially changed across five years and two console generations, there's a definite sense of diminishing returns from this increasingly stale series.

Pro Evolution Soccer 2010 ( XBOX 360 )



UK REVIEW--It's been a tough few years for the Pro Evolution Soccer series. After first showing signs of stagnation in 2008, it's subsequently been overtaken by FIFA in the area it always dominated: gameplay. While Pro Evolution Soccer 2010 doesn't stop the rot, it's a step in the right direction. The gameplay returns the series to its simulation roots and the online mode boasts much improved features and functionality. That said, major issues persist, including the stilted animation, terrible commentary, and a lack of licenses that have long spoiled the series. Pro Evolution Soccer 2010 plays a good game of football that's substantially different to its rival FIFA, but in the face of such strong competition, it still falls short of expectations.

While the tweaks to this year's gameplay are minimal, the result is a better game overall. The speed has been reduced to make the game feel more like a simulation, and the goalkeepers have become much more efficient, which lowers the overall scorelines. These two changes address some of the major criticism from fans, but many of the old problems remain. Player animation looks incredibly stilted thanks to simple repeated running animations, while the transitions between moves are sharp and generally unpolished. The headline gameplay feature is 360-degree player control, which should make players more natural to control, but there's little noticeable difference in terms of the way these players move over last year.

What Pro Evo 2010 does offer is an incredible amount of player detail, with facial likenesses that are among the best in the sports genre. Famous players, such as Wayne Rooney and Steven Gerrard, look uncannily realistic, with incredibly lifelike faces, hair, and limbs. The likenesses can be hit or miss--Lionel Messi looks much better than Michael Owen, for example, and the likenesses are much more accurate in the upper leagues than in lesser known teams. There's a much better sense of physicality to the players than there was in last year's game, with head-on clashes resulting in the weaker player hitting the floor and some much more involved tussles for the ball.

Off the pitch, the game boasts two new features this year: team style and playing style cards. When you opt to adjust your team style you can customise settings in eight categories, such as attacking style, defensive line, and support range using a 100-point scale. Your changes are represented via an onscreen animation, so you can immediately see how the rest of your team will react to the player on the ball if, for example, you change the support range bar. However, these changes result in very little difference on the pitch, and unless you're the sort of player who likes to finely adjust all of your tactics, you can happily live with the default settings.

The playing card system suffers from a similar problem, with specific player skills having little noticeable impact on the game. You can toggle individual player skills, but the idea is redundant in most instances. Why would you want to turn off Steven Gerrard's ability to shoot from long range, for example? Some options make more sense--you can turn off Rooney's natural tendency to chase back to help in defense if you've set up a solid midfield. Again, these options are all tucked away in the menus with no tutorial offered on how to make them work. It certainly doesn't help that the written guide for these features is badly written (or perhaps poorly translated), with missing words and poor grammar throughout.

The one major new game mode this year is Community. This mode allows you to start a Pro Evo party for up to 32 total players, and then play out cup and league competitions with friends. You can opt for either one-on-one play or have multiple players on each side, all while keeping track of individual performances. It's a good idea that's well implemented, and while it's easier to just play exhibition games, it's great if you frequently host Pro Evo events. The Champions League mode is even better presented this year, although it's ridiculous that some of the teams that play in the real competition still aren't featured in the game. The Master League mode has also received some improvements. Most notably, the Champions League has been included, which becomes a real highlight as you play out a career at your favourite club. This mode also boasts a much cleaner menu system than in previous years, with clearly defined screens to help take care of your major affairs. You also need to look after sponsorship contracts this year, with expectations around your performance. All of this is finally done using real currency rather than arbitrary points. The Master League may not have received a huge overhaul, but the accuracy of the transfer system, the simplicity of the presentation, and the long-term challenge it presents make it arguably the best single-player mode in any football game on the market.

The multiplayer mode was a mess in Pro Evo 2009, but thankfully, Pro Evo 2010 fixes all of the major problems. You no longer have to click through numerous pages and join a lobby just to play a quick match--you just go online and dive straight into a match. There are also more multiplayer features. You can start an online community, join a competition with other users, or take your Become a Legend player online. However, it was lag that really destroyed the experience last year, and this is an area that has been actively addressed this time around. A high proportion of matches are still laggy, but the game senses if it's going to be an issue early on and cancels the match with no penalty to either party. It's also easy to bring your Xbox Live party into a multiplayer game and play a two-player-versus-two-player match. The result is a comprehensive and highly enjoyable multiplayer package that's much better than in previous games.

Presentation has improved dramatically, with smoother navigation, licensed music from such acts as the Stereophonics and Guillemots, and an aesthetically pleasing magazine-style menu system. Sadly, the same can't be said of the commentary. John Champion and Martin Lawrenson may have recorded new dialogue, but their delivery is unnatural and highly repetitive. This is particularly the case for Lawrenson, who--aside from sounding like his voice was recorded separately from Champion's--delivers inaccurate observations while sounding thoroughly bored.

Pro Evolution Soccer still plays a good game of football, and if you loved previous games in the series, you'll no doubt enjoy playing this year's model. However, Pro Evo can no longer claim to be the best football game in any given area, and other than the incremental improvements made over the past few years, it's in desperate need of a complete overhaul. Fixing problems, such as online play, is certainly welcome, but for a game that hasn't substantially changed across five years and two console generations, there's a definite sense of diminishing returns from this increasingly stale series.

News : Brutal Legend multiplayer DLC drops next month



With Activision and Electronic Arts no longer feuding over the rights to release Brutal Legend, Double Fine is free to riff upon its third-person action game however it deems fit. As such, EA and Double Fine announced today the first downloadable content for Brutal Legend will be available for the Xbox 360 on November 3 for MSP400 ($5). PlayStation 3 gamers will be able to download the pack on November 5 for free until November 19, at which point it will cost $4.99.

Titled Tears of the Hextadon, the DLC adds two new maps to Brutal Legend's Stage Battle multiplayer mode, which plays as a real-time strategy game. The Circle of Tears map sees players competing in circular combat zone that has an inhospitable region that players must navigate around to get at their enemies. The second map, Death's Fjord, is positioned atop a frigid mountain pass, with players challenged to secure fans without aid of cover.

In addition to the two multiplayer maps, those who pick up the Tears of the Hextadon DLC will receive the Blade of Ormagoden for free.

News : The Who: Rock Band set for 2010?



Source:
The Who lead singer Roger Daltry told Massachusetts paper The Republican that The Who will be getting its own Rock Band. When an interviewer brought up the recently released The Beatles: Rock Band, Daltry said, "The game, yeah, yeah, they're going to be doing a Who one next year. There is one planned."

What we heard: It makes some sense that The Who would be next in line for the Beatles treatment. In addition to being one of the biggest classic rock acts out there, The Who has been tied to the Rock Band franchise almost since day one. When Harmonix originally announced full album downloads, The Who's Who's Next was the first one revealed, even if technical difficulties forced it to be scrapped in favor of a sampler of the band's hits. And in a promotional push for the sequel, the legendary British rockers played a surprise set at Harmonix and MTV Games' big E3 2008 Rock Band 2 party.

On the other hand, the report contained no more details about the game, leaving some question as to whether Daltry spoke of a stand-alone title like The Beatles: Rock Band, a retail-exclusive offering like the AC/DC track pack, or simply another round of downloadable content. A dedicated Who Rock Band game would also raise questions as to which songs would be included in the setlist. Versions of many of the band's biggest hits are already available in existing Rock Band games, including "Won't Get Fooled Again," "Pinball Wizard," "Baba O' Riley," "My Generation," "Who Are You," and "Behind Blue Eyes."

There's a long history of loose-lipped musicians breaking Guitar Hero and Rock Band news in advance of official word, and a slightly shorter history of them flubbing the details in the process. When Joe Perry spilled the beans on Activision's plans for Guitar Hero: Aerosmith, he said it would be Guitar Hero IV, not a stand-alone spin-off to the series. Then there's the Guitar Hero Jimi Hendrix and Rock Band Green Day downloadable content packs, which were initially reported to be full games by Slash and Billie Joe Armstrong, respectively.

While Daltry's statement about the game left room for interpretation, his endorsement of rhythm games was more concrete.

"Anything that gets nonmusical people interested in music is wonderful," Daltry said. "In my opinion, music is our last true great freedom. They can burn our books, they can burn our paintings, but they can't stop us singing and making music."

The official story: A Harmonix representative declined to comment.

Bogus or not bogus?: Plans change, and interviews with musicians are often as open to interpretation as the songs they perform. Another wave of downloadable content for The Who is a possibility. However, given some analysts' disappointment with The Beatles: Rock Band's sales and the numerous Who songs already available in Rock Band, the idea of a stand-alone game for the band looks less appealing than it once might have.

News : Bad Company 2 devs tout dedicated PC servers



Infinity Ward hit a chord with PC gamers last week when it revealed that the desktop edition of its highly anticipated Call of Duty: Modern Warfare 2 wouldn't support player-run dedicated servers. Instead, Infinity Ward plans to introduce IWNet, a service that trades off dedicated servers for a more structured, console-like online multiplayer experience controlled entirely by the developer. Though billed as an improvement in matchmaking, the move will prevent owners of the PC version of the game from managing their own servers as they wish.

Following the news, many devout PC gamers expressed their discontent over Infinity Ward's decision en masse through an online petition that has secured more than 164,000 signatures. Capitalizing on this furor, fellow online PC shooter developer EA DICE has taken the opportunity to remind its fan base that dedicated servers will be a part of the Battlefield: Bad Company franchise's first iteration on desktops.

"Since Battlefield 1942, DICE has used dedicated servers for all platforms," the developer wrote on its Web site this week. "This formula has worked well, and still works well, for us and for the gaming community. We have stayed true to this practice and will continue this tradition into the upcoming title Battlefield: Bad Company 2."

As noted by DICE, Battlefield: Bad Company 2's online servers will be hosted by a variety of a datacenters in locations throughout the world that players can rent space from. Accordingly, server owners will be afforded admin control over their rented space, "allowing you to manage your server, your way." Players will also be able to earn ranks and rewards on dedicated servers, and they will also be covered by anti-cheat software.

The sequel to last year's well-regarded new expansion of EA DICE's shooter franchise, Battlefield: Bad Company 2 will be available for the Xbox 360, PlayStation 3, and PC on March 2.

Source : Gamespot

SuperCar Challenge ( PS 3 )



AU REVIEW--The prohibitively high cost of real supercars means that few of us will ever know the thrill of hugging the barrier at speed or throwing a vehicle worth as much as a suburban home around a track with reckless abandon. SuperCar Challenge attempts to fulfil every car nut's fantasy by granting access to some of the world's most sought-after four-wheelers. But while it's appealing to thrash these pricey beauties around virtual tarmac, the game's incompetent AI, steep difficulty, and repetitious gameplay conspire to make the fun short-lived.

Standing on the shoulders of its predecessor, last year's lukewarm Ferrari Challenge Trofeo Pirelli, SuperCar Challenge feels more like an expansion with minor tweaks to the formula than a whole new product. The most notable change is the move away from a Ferrari-exclusive roster to include vehicles from McLaren, Aston Martin, Corvette, Bugatti, Maserati, Pagani, Mercedes-Benz, and Koenigsegg. Unfortunately, with the exception of a double helping from Mercedes-Benz, each has only contributed a single vehicle, and as a result, the vast majority of the game's 44 cars are Ferrari models past and present. Pulled up alongside the 400 and 950 car offerings found in the latest instalments in the Forza and Gran Turismo series, SuperCar Challenge comes across as undernourished, even given its supercar niche.

The game features around two dozen tracks and lets you race across a mixture of iconic real-world licensed circuits like Mugello, Nurburgring, and Silverstone, as well as fictional raceway Riviera--a track that shares more than a passing resemblance to Monte Carlo's Monaco loop. The tracks are well modelled and fun to drive, and reducing your lap times by learning the intricacies of the corner approaches is satisfying. You'll spend more time eyeballing your racing line and competitors than the trees and stands peppering the skirts of the track, but developer Eutechnyx has included the usual tyre walls, trees, and grandstands. Vehicle models look good for the most part: the sun glinting off your pristine paint job and the water beading on your hood as you whiz around in the rain are particularly attractive.

Engine audio is a standout feature; each car sounds rich and guttural as you rev off the line or open up hitting the straight. The indie, rock, and dance music from Ferrari Challenge is gone, and though custom soundtracks are supported, your only other option is to listen to the steady hum of motors, because there is no commentary. Race driver turned television presenter Tiff Needell returns and offers the same bland mix of berating and praising instruction as you work your way through the tutorials. There are quite a few of them, but they don't provide any specific cornering, racing line, or overtaking advice. Needell flip-flops between encouragement and terse, goading sound bytes and makes inane observations about how it almost rained earlier in the day.

The game attempts to straddle the line between simulation and arcade racing, and while the move away from pure sim makes it slightly more accessible than last year's Ferrari Challenge, it doesn't nail either effort well. Sim fans will be disappointed with the paltry car customisation options, and while you can adjust suspension stiffness, wheel alignment, damper strength, anti-roll bar stiffness, or ride height to your preferences, most settings only provide two options to choose between. There are no performance parts to unlock or upgrade over time, meaning that once you've bought a car, you'll race the same stock vehicle every time you take it out. Assist settings for traction and stability controls (as well as racing and braking lines) can be disabled, which will force you to rely on your knowledge of the course and visual indicators like tyre marks on the road (although these have a habit of mysteriously disappearing) to determine the appropriate braking distance.

Arcade fans have the option to turn all these guides on, and with assists cranked all the way up, even the most powerful vehicles grip the road like glue. Auto-braking can be toggled and automatically slows your car in response to the racing line to help take corners at the optimal speed. But while the setting helps inexperienced or lazy drivers focus on the steering by allowing them to simply hold down the throttle and let the game do all the hard work, even closely following the racing line with traction and stability controls on can severely reduce your pace as you try to power out of a corner only to be held back by the traction limiter keeping you on the road. Even on the easiest racing difficulty and with a conservative driver at the wheel with the assists at max, it's not uncommon to be outpaced by AI cars. As a result, arcade racing becomes the dull task of following the green racing line.

Handling and physics are two of the game's strongest features, and despite the small selection of cars to choose from, each has its own distinctive driving feel. Lighter cars like the Aston Martin DBR9 respond quickly and snap to attention to take sharp corners, while the heavier Bugatti Veyron EB 16.4 feels tanklike on the bends. The game's physics engine does a good job of bringing home the experience, and you'll feel every rear-end collision, AI shunt, lurch, and oversteer as you throw your vehicle weight into corners. Oddly though, while SuperCar Challenge includes vehicular damage, it seems as though the manufacturers weren't completely sold on the idea. Flying off a bend and ploughing into a brick wall or running headlong into another car results in trivial cosmetic damage like smashed headlamp covers. It's particularly disappointing then that while in some modes you can be disqualified from a race for reaching the maximum amount of damage allowed, your car shows little more than scuff marks as it limps back to the pits.

Racing is split into five modes: Challenge, Quick Race, Time Trial, Supercar Tournament, and Arcade Competition. These modes see you travelling the globe unlocking the next race against a full grid of competitors. There's no full-season racing option, and whether you're vying for trophies or for points, you'll often need to repeat races until you earn the required amount of currency, such as race points, to continue. The slow doling out of these points means it's not uncommon to need to replay races multiple times, which serves as a cheap way to artificially inflate the length of the game, resulting in frustration rather than incentive to excel.

Difficulty scaling is one of SuperCar Challenge's biggest bugbears, and even at the easiest difficulty the game can be brutally hard. With assists enabled and AI skill turned down, it's nigh impossible to qualify towards the front of the grid. Skipping qualification and starting dead last and barging your way through the pack at the first few corners like a dodgem car becomes one of the most effective (though unsportsmanlike) tactics. AI cars follow the racing line to a fault and will often ram into you from behind, or simply sit behind you, while you serve out a penalty, rather than overtake you.

Once you're done butting heads with the pushy game AI, there's LAN and online multiplayer support, though like in Ferrari Challenge, there's still no split-screen to be found. Online play runs smoothly, and you can race against up to 15 other human players using a variety of customised race settings, such as grid order, collisions, weather, and penalties. Long load times plague the single- and multiplayer modes, and even simple tasks such as beginning a race over after a dud start, navigating through menus, or checking your lap records will have you sitting around waiting.

A bad case of identity confusion means SuperCar Challenge isn't sure if it's channelling Schumacher or street racing and ends up compromising simulation depth for the sake of arcade accessibility. Racing fans who have already forked out money for Ferrari Challenge will more than likely come away feeling a stinging sense of deja vu since token feature updates and new cars make SuperCar Challenge feel more like overpriced downloadable content than a new game. The snappy vehicle handling, solid game physics, and eye-catching cars are sure to impress you, but as a whole, SuperCar Challenge is outpaced and misses out on a podium finish when the race really gets moving.

Source : Gamespot

Ratchet & Clank Future: A Crack in Time ( PS 3 )



Clank has dutifully served as Ratchet's robotic sidekick for years, accompanying the gun-crazy lombax across the universe but mostly staying in the background while Ratchet had the fun. In Ratchet & Clank Future: A Crack in Time, Clank steps out from the shadow of his furry friend, finding his own obstacles to overcome that not only provide an awesome change of pace from the Rachet's explosive action sequences, but are also the highlights of this great adventure. The time-manipulation puzzles are as thought provoking as anything that has appeared in the series and go a long way toward making the seventh iteration in this long-running series feel fresh. That's not to say the standard gun-shooting action has grown stale, though. The beautiful worlds Ratchet visits are huge and diverse, seamlessly blending shooting with platforming to provide some of the most exhilarating and downright fun moments that have ever appeared in this series. Even though it treads familiar ground, A Crack in Time is the best in the franchise so far on the PlayStation 3, and a raucously fun and engaging adventure to boot.

A Crack in Time is the conclusion of the story that began with 2007's Tools of Destruction. The game begins with the always entertaining Captain Quark narrating a brief summary of the events from the last two games, so series newcomers don't have to worry about being confused by all the talk of zonis, fungoids, and other alien species with silly names. In short, Clank is still hanging around with highly advanced robots, learning why he was created in the first place; and Ratchet is scouring the universe in search of his metallic buddy. Despite some dramatic moments late in the game, A Crack in Time rarely takes itself seriously. The villains, sidekicks, and various creatures you meet along the way have quirky personalities that provide more than a few laughs. Quark is the center of attention whenever he's onscreen--whether he's lamenting technology for once again foiling him or cursing the inhumanity of being served tap water while in prison--and the consistent string of jokes maintains a goofy, lighthearted vibe throughout your quest.

Although you spend most of the game playing as Ratchet, the Clank portions are the most inventive portions of the game. As you run through a giant clock at the center of the universe, you have to solve a series of time-based puzzles that will tax your brain but never feel cheap. Each puzzle places you in a room with buttons, time pads, and a locked door at the end. By standing on a time pad, you can record your actions for up to a minute, and you must make clones of yourself to stand on every button to be allowed to pass through the door. The most interesting aspect of these puzzles is how you have to work in perfect harmony with clones of your past self. For instance, you must record yourself standing on a button to lower a platform to ground level and then get off the button to make the platform rise again. Once that recording exists, you can start a new recording in which you run toward that platform, stand on it when it gets lowered, and then leap off when it rises to the top. The puzzles build on this idea of using your past self to help you move forward, and it's a kick trying to time your actions perfectly to make sure you can safely make it to the next room.

If it's difficult to wrap your head around those puzzles, you'll find solace in the much more straightforward and immediate Ratchet sections. You once again travel across the universe, landing on a wide assortment of alien worlds that all have their own unique style, as well as inhabitants to mingle with and different enemies to destroy. You spend your time moving from over-the-top shooting sequences to careful platforming portions, with the odd puzzle thrown in for good measure, and the game does a great job of mixing up your objectives without distracting you from the exciting action. The shooting is as awesome as ever because the controls work so well. Even though the game frequently floods the screen with a small army of angry attackers, you'll never feel overwhelmed because of how smooth the combat feels. It's a joy to be able to deftly dance away from a bomb being thrown at your head and then retaliate in kind.

There is a good array of weaponry in Crack in Time, ranging from such shooter standards as a shotgun and sniper rifle to ridiculous weapons that have become a staple of the Ratchet series. You can turn your enemies into monkeys, freeze enemies with ice grenades, or scatter electric spikes all over the battlefield. Although some of the weapons have been recycled from previous games, they are all fun to shoot, and the newest additions are just as quirky and entertaining as the many guns from older games. Killing enemies is always fun, but the combat in A Crack in Time is rewarding because of how quickly you can upgrade your guns. Every shot you land earns you a little bit of experience, and after killing a few dozens enemies, your gun levels up, which makes it more powerful and useful in battle. There are also collectibles all over the galaxy that let you build new guns, upgrade your old guns, or even unlock a new boss fight. A Crack in Time doles out rewards at a steady rate, making you always feel like you're accomplishing something whether you're mowing down foes or exploring exotic wastelands.

Ratchet also has a fancy spaceship that lets you travel across the universe in style. Space missions have appeared in older games in the series, but dogfighting in A Crack in Time is more exciting and gives you more freedom than previous space ventures. Your movement is restricted to a 2D plane, but you can quickly pull off barrel roles and loop-de-loops, making it easy to evade enemy blasts. You unlock more moves and weapons as you get deeper in the game, and it is certainly fun pelting your foes with heat-seeking missiles or melting them with scalding blasts from a laser burst. However, the crazy weapons and acrobatic moves are never fully utilized because your enemies are so easy to destroy. The enemy squadrons fly in a predictable pattern, firing slow-moving shots that barely damage your powerful shields. It's still pretty fun flipping through space and gunning down space pirates, but more intelligent and diverse enemies could have made these portions really special.

Being able to choose where you want to land is the coolest aspect of space travel. There are inhabited moons all over the galaxy, and you can take a breather on these exotic spots to gun down the locals or navigate a treacherous obstacle course. There are always a few precious collectables tucked away on these spherical worlds, which gives you a tangible reward on top of the pure fun you get from running and shooting. Once you land on these moons, there is one really neat effect where you can look into the sky and see the universe drift lazily overhead. You can see asteroids and enemy ships flying above you, planets floating far off in the distance, and galaxies swirling many light years away. Unfortunately, the camera doesn't always cooperate. Jumping long distances can be disorienting because the view changes so rapidly, which makes the platforming portions slightly more difficult than in other sections. There is also a strange jumping quirk that crops up no matter where you are in the universe. You'll sometimes slam into an invisible wall when trying to leap off a platform, even though there isn't anything blocking your path. It's a small problem that crops up infrequently, but it can be annoying if it results in an unexpected death.

A Crack in Time looks incredible. Every planet and moon you touch down on has its own look, whether it's a molten mess or a serene forest, which makes it a treat to explore every inch of these fantastic locations. The view from outer space is particularly impressive. The many galaxies you travel to have different lighting effects and cosmic bodies that look simply stunning, painting an amazing backdrop to your intergalactic adventure. The Clank levels are the finest looking portions of the game. The training stages take place in a desolate void, with floating televisions showing Clank's memories and shifting platforms molding to your every step. As impressive as the artistic design in A Crack in Time is, the technology is just as important to the overall experience. Landscapes stretch as far as the eye can see, enemies flood the screen, and explosions frequently go off all around you, but the frame rate never falters, giving you an unhindered view of the gorgeous scenery.

Even though you can complete the main adventure in less than 10 hours, there are so many side missions and collectibles in A Crack in Time that it can take more than 20 hours to experience everything this great game has to offer. The arena missions are particularly cool; handicaps limit what weapons you can use, which forces you to learn a few new tricks. It's not too difficult to take down a giant monster called Snowball with your full arsenal, but it's a lot more challenging when you're limited to just your wrench. A Crack in Time doesn't drastically change the formula of the series, but that's not a big problem. The core gameplay is still rock solid, and the few tweaks and additions help to differentiate this from previous iterations. The overall pacing has also been greatly improved, focusing on the best moments to keep this adventure fun and rewarding the whole way through. This is the best Ratchet game in years and a great platformer no matter how you look at it.

Source : Gamespot

Panzer General: Allied Assault ( XBOX 360 )



Panzer General: Allied Assault is not the game that you might remember. The beer-and-pretzels SSI wargame from the 1990s has been revived in name only for Xbox Live Arcade by Petroglyph Games, returning to life a decade after the fact as a card-based game. So although old-timers may initially be disappointed at not finding the turn-based strategizing and hexes of the original franchise, they should stick around for the game's captivating matches set during the closing days of World War II. Mechanics are simple, but the gameplay is deceptively deep, only limited a bit by repetition when it comes to mission goals and battle terrain.

In many ways, Panzer General: Allied Assault is more reminiscent of a set-piece WWII board game, such as the Memoir '44 board game, than its '90s namesake. It's Americans versus Germans in turn-based battles on what looks like a chessboard, with cards and dice rolls handling virtually all of the unit placement and fighting. Every scenario sees the combatants starting on opposite sides of the board with set victory conditions, such as taking over tiles in the enemy's home row, conquering a percentage of spaces, wiping out all rival units, or taking the enemy's home base. The game system is a no-muss, no-fuss arrangement where you play cards to place units and then move around the battlefields assaulting enemies and using cards to assist in combat. Playing cards costs prestige points, which are earned through conquering territory and removing it from your enemy after victorious battles. Cards are varied, and the deck consists of three different classes. Unit cards include paratroopers, artillery, and various types of tanks and armored vehicles. Action cards add a range of special abilities, such as the chance to sabotage the enemy hand and strip away cards or lay down pre-battle damage to bad-guy positions through strafing attacks and bombing runs. Combat cards provide bonuses during engagements, which are handy when you want to increase your offensive or defensive values or soften up the enemy courtesy of something like a hit-point-draining sniper attack.

Combat is surprisingly deep. Board spaces all come with unique terrain features that have dramatic effects on battles. So you have to be careful about attacking enemies in forests and on hills, because the pluses gained from these locations stack the deck against you when calculating battle results. You also need to watch out for no-go areas for certain types of troops. Planning an infantry assault that runs through a swamp tile, for instance, isn't a smart idea. Tiles also have varying prestige value, so a town is worth more than a plain forest, for example. Units support one another from both adjacent and far-away tiles, making it a necessity to employ tactics when defending as well as attacking. Having a few howitzers in range of the enemy position being assaulted is key, as is surrounding the baddies with armor and infantry units prior to moving in. If you don't layer your forces and take their attack abilities into careful consideration, you'll quickly get chewed up by the enemy.

Cards are varied enough to provide a fair amount of variety to missions and give you a range of tactical options to consider, but not so numerous or convoluted that you get lost in their rules and intricacies. Chances are good that you'll have a couple of doubles in your 10-card-max hand at all times. And even when you encounter a new card, you can figure out its effects from a quick glance at the text summation and the black-and-white photo illustration. Cards can also be used outside of their stated abilities during battles. Every scrap has a stage where you can sacrifice a card for its stated combat value, adding that number to your attack or defend values. This adds a strategic layer to the entire game, because you have to be very careful with card management. If you burn through all of your cards during your turn, you'll hamstring yourself during the enemy phase, because not having cards to sacrifice during battles is tantamount to suicide. Unless you're in the mop-up phase at the end of a mission, taking out already weakened rival units in your final turn or two, you have to make sure you're loaded up with cards, or you risk being surprised by what the enemy plays. This ever-present danger, plus the damage-altering dice roll that the attacker throws, can flip what looks like a lopsided battle on its head.

All of these features really pull you into Panzer General: Allied Assault and make it awfully hard to stop playing. Just a few issues conspire to hamper your Nazi-smashing fun. The single-player campaign where you play as the US (Germany is available as a playable side only in skirmish and multiplayer) is impressively lengthy, starting with the D-Day landing and taking you through much of the last year of the war as the Allies roared across Europe toward Berlin. But the victory conditions are pretty static, so in some ways you feel like you're stuck in repeat mode. Skirmish play and multiplayer over Live are similarly limited. Being able to set up custom rules and victory conditions in these modes isn't a big plus when there are so few options to choose from, and deck customization suffers from a clumsy interface. Map terrain and unit types aren't varied enough for a video game where you can whip through multiple levels in a sitting. They seem more appropriate for an actual tabletop board game, where the number of cards and terrain tiles would be offset by the longer time it would take to play a mission. Things wouldn't grow so familiar so fast on the dining-room table. Yet despite the speed of matches, battles themselves are too drawn-out, with too many unskippable animations, slow dice rolls, and text prompts telling you what to do. The game isn't great-looking in the first place, being a simple board game with rudimentary frills such as planes making bombing runs and infantry tossing grenades. So you really don't need to sit through this stuff eternally.

Even though this isn't the wargame that you might have played on your 486, Panzer General: Allied Assault is an impressive strategy game in its own right. It might not please hardcore grognards, but anyone looking for a quick card-based board game with a WWII atmosphere will find this a great way to spend 800 points.

Source : Gamespot

 
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