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LittleBigPlanet (PSP)

Little Big Planet's happy-go-lucky burlap star is making his way to the PlayStation Portable so you can create, explore, and share from almost anywhere. Developed by Cambridge Studio with the help of Media Molecule, LBP for the PSP is very much like the PlayStation 3 version, except modified and squished onto a handheld. The scope of the game may not be as big, but it was hard for us to tell the difference from the newly designed levels because it's just like taking a romp through the 3D hand-crafted world from the original LBP. We spent some time playing through several stages on the PSP and were impressed with all the features that have made it into the game and how it all looks.

As Sackboy--the fully customizable and lovingly sewn together doll--you'll travel across the different continents, starting with Australia and then venturing to the Orient, eventually leaving your mark all over the world. There are 30 new developer-created levels across seven themed locations, and we really enjoyed the new level designs from what we've played. It doesn't look like anything was lost during the transition, other than the fact that you have to play alone instead of with three other players. There's plenty of detail in the environments as you pass through, making it feel like it was a port from a PS3 game, even if it isn't.

After navigating through the harsh lands of the outback, hanging off koalas and jumping on kangaroos, we made our way to the Orient and had to fend off fire-breathing dragons. It's interesting to note that the levels in the Orient progress from right to left. One of the more memorable stages we saw was a level that required us to use a cannon-like device that fires synthetic logs. We hopped onto the back of a rickshaw and went blazing down a steep hill, trying desperately to hold on while using the cannon to keep the dragon at bay. We had to aim for the target inside the dragon's mouth to get it to back off--otherwise we'd be toast. It was a bumpy ride but a lot of fun. All this game needs is some rockets, which we hope will be included in the later levels.

Some puzzle-solving skills are needed to get past some areas, but the game makes good use of its tools, like switches, which are quite prominent in the levels that we played. LBP is generally fairly linear, but we came across a level that has you exploring multiple zones in order to figure out a combination code, which you then input using the switches. Even though the game is now single-player only, it's still tough to run through the levels and track down every single object. There are still an abundance of stickers, objects, and costumes to collect, all so that you can mess with the items later in the creation mode, but you'll have to carefully explore every nook and cranny to locate them all.

Like in its PS3 counterpart, you'll eventually unlock the moon so that you can create your own levels from scratch, using the items that you've found during the main game. And also like in the other version, you need to go into individual tutorials for each component of the Popit menu system before going to town with it. You can easily escape out of these tutorials, but the load times are noticeable, and it's unfortunate that you can't just have access to everything and choose to check out the demonstration later. It's amazing the amount of freedom you have at your disposal, and once you create a level you want to share, you can do so by heading to the PlayStation Network to show the world what you've come up with. LBP is about the community, so you'll have access to an endless supply of content to play through from anywhere.

Navigating through the outback.

It's going to feel very much like the PS3 version, all the way down to the controls. Instead of three planes to manage, there are two, so not only do you need to worry about going from left to right (or right to left), but you have to use some of that depth perception to navigate through the background or foreground as well. It's not bad when you're casually trying to find your way through a maze, but it can be tricky if you don't notice it happening and suddenly find yourself walking or jumping into a fire pit instead of on the block that was on the back plane. Luckily, you have an unlimited number of lives, and the checkpoints are much more frequent, so you can keep going until you feel like manually exiting the stage. The Popit menu is still there, so you can swap your outfit on the fly and access trigger stickers to help you get more items.

Because there's so much happening onscreen sometimes, it does take a while to adjust to playing LBP on a smaller screen. Sackboy isn't going to be nearly as detailed as its high-def counterpart, but you can still have him make funny faces with the D pad, and he'll easily win your heart all over again. A nice variety of music is included, and while the tracks may not necessarily fit with the theme of the level, everything so far is catchy and fun to listen to. The game is what you would expect LBP to be on a handheld, but what's impressive is that it doesn't feel like anything was lost or sacrificed to get it to fit on the system. At least, it's difficult for us to tell at this point, so be sure to stay tuned for our review later this month.

For anyone who wants a playground to play, create, and share, the possibilities are endless when Little Big Planet for the PSP is released on November 17.

Lego Rock Band ( PS 3, XBOX 360, WII )



It's impressive how much the minifigs have accomplished through the years, particularly when you consider that they have curved yellow pincers where their hands should be. These easily recognizable Lego figures have already starred in a series of action games that parody popular films, but they are taking a brief break from their lightsaber swinging and whip wielding to rock out with some instruments that are just as plastic as they are. Lego Rock Band is a kid-friendly entry in the ubiquitous rhythm game genre, and it has just enough style and humor to stand out from the sea of note-strumming clones. Sadly, as charming as this accessible rhythm game is, there are a few omissions that make it seem stripped next to other games in the series, most notably the ability to play online. Even though this is a little short on content, Lego Rock Band is still a ton of fun with some friends and has a setlist that's good enough to keep even Rock Band veterans entertained.

The opening cutscene for Lego Rock Band borrows the same imagery popularized in Rock Band: the band balancing precariously atop a speeding van, whaling on their instruments as they weave down a barren stretch of road in a desert wasteland. However, it doesn't take long for the game to delve into the slapstick humor that has worked so well in previous Lego games. As soon as they enter a city, a charging dinosaur begins to chase them, and in their zeal to avoid his chomping wrath, they crash their van into a million pieces. Luckily for them, Legos can be reassembled in a variety of ways, and they quickly turn their van into a few other vehicles, all while they stand on top rocking. There are a few of these elaborate, always ridiculous cutscenes during the course of your trek to superstardom, and they add a lot to the otherwise predictable experience. It's goofy fun to watch the mute minifigs grunt and gesticulate wildly to get their point across, and these serve as a good reward when you reach a milestone.

Another Lego-themed highlight pops up when, during certain performances, the story and gameplay combine in a unique way. Rock Power Challenges have you curing the ailments of your cheering fans through the power of music. In the first such competition, a demolition crew is having trouble razing a dilapidated skyscraper. When they find that their wrecking ball and dynamite are ineffective against the sturdy brick foundation, they turn to you for help. Turning that bass dial up to 11 gets the ground shaking, and by belting out a particularly intense rock song, you can cause that building to topple to the ground. Although Rock Power Challenges do not change the basic gameplay in any way, it's a lot of fun watching your music have a tangible impact in the world, even if the scenarios don't always make much sense. Why would ghosts be chased away by music? If anything, it would make their haunted abode seem even more welcoming. Once you throw logic out the window, these challenges provide a solid detour from the standard jamming.

Like the other games in the Rock Band series, Lego Rock Band can be played with up to three friends, and a full band is composed of a bassist, guitarist, singer, and drummer. The gameplay hasn't changed at all from the first Rock Band game; you still strum along as notes pour down from the top of the screen. But it's still a lot of fun, especially when you have a few friends really getting into the music. The setlist is an odd blend of classic rock, modern hits, and recent tracks that have quickly lost relevance. The eclectic mix works well because there are just enough good songs to hide the less-than-thrilling ones. For instance, the inclusion of "Ghostbusters" is inspired. The catchy riff and infectious chorus are known by just about everyone, and it's awesome to sing along while everyone laughs at the ridiculous subject matter. This camaraderie also makes it easy to stomach lesser tracks, such as the inane Good Charlotte song "Girls & Boys," since it can be just as much fun to mock their embarrassing lyrics.

There are a few features in Lego Rock Band that help make it accessible for a wide audience. The most important inclusion is the ability to turn off the kick pedal for drummers. It can be difficult for less-experienced musicians to coordinate all their appendages into a coherent beat, so being able to focus on keeping time with just your arms alleviates many of the frustrations that go along with using the full kit. You also have the option to play a shorter version of any track in the game. This is perfect for players who don't have quite enough free time to play through the entirety of some of the meandering tracks, but the editing leaves a lot to be desired. Songs often abruptly end right before a chorus or guitar solo begins, which can be jarring, even if you aren't familiar with the full-length versions. Furthermore, overdrive notes often appear right at the end of a song, which makes it impossible to take advantage of them.

Unfortunately, there is no option to expand Lego Rock Band's catalog through the Music Store, so you're stuck with only 45 songs on the disc to play through. Replay value is further hindered by a lack of online functionality, so you cannot challenge friends outside of your home. However, even with these omissions, this is another solid entry in the popular franchise. The charming visuals and goofy story make this a good place to start for Rock Band rookies, and the setlist is quirky enough for everyone else.


Dragon Age: Origins (PS 3)


Dragon Age: Origins Review

Incredible storytelling, great characters, and exciting battles are just a few of the things that make this fantasy role-playing game so extraordinary.

The Good

  • Spectacular visual design
  • Unique, team-based combat
  • Fun skill chaining
  • Good quest variety.


The Bad

  • Generic and forgettable plot
  • Disruptive party AI
  • Combat gets repetitive
  • Customization lacks depth
  • Linear with few opportunities for exploration.

When was the last time you felt totally lost in a fantasy gameworld? When was the last time you played a game with such a well-crafted and enjoyable story that you knew you’d remember it for a long, long time? Dragon Age: Origins is that kind of game, so rich and involving that you are powerless to resist its wiles and whims, so touching and triumphant that your mind and heart will be moved. In the fictional land of Ferelden, you meet memorable characters and fight for a cause you believe in, and it's this backdrop that makes developer BioWare's newest role-playing game so extraordinary. Dragon Age is more than a well-crafted story, however: It's a lengthy, intricate, and thoroughly entertaining adventure that's easy to fall in love with

Dragon Age's plot, which deals with the impending invasion of a horde of demonic creatures called the darkspawn, isn't where the story's biggest surprises lie. The shocks, the joys, and the disappointments spring from the repartee among a number of remarkable characters; they lurk within books of lore and stories of martyrs; and they burst forth during spine-tingling moments when you must choose from a selection of difficult choices that affect the tale's direction--and the way your associates interact with you. Ferelden is a colorful and fascinating kingdom that takes enough cues from well-known fantasy tropes to be familiar, but bends enough conventions to feel original. Dragon Age features dwarves, but their caste-based society and the social paragons that rise above it twist the norms enough to keep you intrigued. Mages remain under the constant watch of templars, a restriction that doesn't sit well with those who view such policing as virtual slavery. The role of religion in human circles is of particular note. Chantries provide refuge to those worshiping the all-powerful Maker, and chanters recite the holy word near their houses of prayer. But lest this world sound too serious, don't despair: One such disciple slides food references into her chant, and a few dwarves warn you not to fall into the sky. Small, humorous touches like this are plentiful. Even if you aren't the literary sort, Dragon Age may inspire you to read every note, every character bio, and every creature description, thanks to the richness of the world and the consistency with which it's presented.

You'll learn even more from the companions who join you, and you'll grow to care about them on your quest for glory. There's Morrigan, the cynical apostate mage bound to your cause for reasons that become clear only late in the journey; Sten, the strong, silent type who isn't so quick to reveal his innermost thoughts; and Zevran, a darkly mischievous would-be assassin with a wild streak and a playful disregard for the law. There are others too, including Alistair, a wisecracking, vaguely insecure member of the Grey Wardens, an elite group of champions that recruits you early on. Great dialogue and fantastic voice acting make these characters leap off the screen as if they were real friends, and the way they interact with one another feels authentic. Morrigan and Alistair banter about the role of templars in the lives of mages, and the sweetly devout Leliana tries to communicate with your trusty canine cohort in some amusing exchanges. You may even develop a romance (or two) before all is said and done. The course of love isn't always a smooth one, though it can be a bit steamy, in a PG-13 sort of way.

Relationships must be nurtured; in the world of Dragon Age, love doesn't develop at first sight. Rather, you must improve your standings with available party members by giving them gifts and fulfilling quests in ways that please them. Doing so opens more dialogue options and may even reward you with unexpected gifts beyond the private pleasures of your tent. Your personal relationships aren't all you need to worry about when facing a difficult decision, however. On significant quests, you'll encounter complex choices that force you to weigh the risks against the rewards, even as you try to stay true to your own vision of your character. Are werewolves heartless killers, or is there a method to their madness? Should you wholeheartedly embrace a political candidate, or will some unexpected information have you playing double agent--or just killing the opposition? Such open-ended quests have become staples in many similar RPGs, but few make these decisions feel so momentous. The anxiety that results when you encounter important choices is a result of superb writing and character development: When you care about your destiny, decisions have more weight.

Even Dragon Age's initial moments present important decisions that affect how your adventure plays out. You'll customize your own avatar's look from a variety of presets, but more importantly, you'll choose a race and class. The choices may seem initially limited, but your options eventually expand. Later, you can choose up to two subclasses once you reach the necessary level requirements, and there are a few different means of unlocking additional skill trees. Your initial race and class choices don't just determine the kinds of skills and spells you will have access to, however; they influence how the first few hours of the game progress. You will experience one of six different "origin stories" that follow the events that lead you to the elite Grey Wardens. Every origin story leads to the same place, but that doesn't mean you leave these events behind for good. Characters you met early on will cross your path again, and crucial moments of your origin story will continue to haunt you. The varied origin stories not only provide plenty of replay value, but allow you to see familiar characters from a different angle. A prisoner you meet within a dank dungeon may not have much impact on you if you are playing as a Dalish elf, but if you play as a human mage, this encounter is a bittersweet reunion.

You aren't a lone adventurer, however. You can take up to three companions along with you, and eventually you will meet more willing (or unwilling, as the case may be) darkspawn slayers. You can switch out party members back at your camp or in other friendly areas. Party members you don't use will remain at camp, though they thankfully level up even when you don't take them along. Your comrades aren't just AI-controlled henchmen; you can take full control of any party member at any time, though how you do so depends on the platform. PC owners get the most versatile and rewarding experience in this regard. You can zoom the camera in to a close third-person view when exploring and conversing with non-player characters, or pull the camera back to a tactical view, which makes it a breeze to quickly and easily micromanage every spell and attack, in true Baldur's Gate tradition. On consoles, you always view the action from behind a single character, and you use a shoulder button to switch among them. It's a great way of experiencing the buzz of battle, though occasional pathfinding quirks are more apparent in the console versions, simply because you experience the action from a single perspective at a time, rather than while managing four characters simultaneously.

If you've played a BioWare fantasy RPG in the past, you'll feel right at home with the combat system. By clicking on your target or pressing the attack button, you don't just swing a sword, but you approach your target and queue up your attack. Once your party has gained access to a good number of spells, stances, and skills, battlefields explode with bright colors and raucous sound effects, and it's a lot of fun to switch back and forth between party members, managing your abilities and taking advantage of various spell combos to wreak havoc. There are dozens of different types of enemies to slice up, from giant spiders and darkspawn, to ghosts and walking trees, to demons and, of course, dragons. Allies will join you in the biggest battles, and the best of these, particularly those toward the end of the game, are thrilling. On the PC, they're particularly challenging, and many battles benefit from frequent pausing and tactical thinking, so that you can queue up attacks across your entire party. The same battles on consoles are noticeably easier.

Nevertheless, the Xbox 360 and PlayStation 3 versions have their challenges, and no matter which platform you choose, you can customize your cohorts' AI behavior to be more effective in battle. Using the tactics menu, you can set characters up to drink potions when their health gets low; have Morrigan cast helpful crowd-control spells when enemies are clustered together; and program sturdier characters to draw enemies' ire when more vulnerable party members are under attack. As you level up, you will earn additional tactics slots, allowing you to implement even more intricate actions. You can also apply basic behaviors to your team members, making them more aggressive or defensive, and you can switch them around on the fly if an experimental custom tactic isn't working as you intended. When things come together as you plan--such as when Morrigan freezes a hurlock in place and Alistair smashes it to smithereens--battles are even more rewarding.

Warning: In the life of a Grey Warden, death is imminent.

All of these elements coalesce wonderfully, making for a memorable and exciting adventure that keeps you on the move. The flow of loot and pace of leveling are both highly satisfying, and because you have four active characters to consider (in addition to others back at the camp), you spend a lot of time poring over armor and weapon choices. The tempo is even quicker than the Dungeons & Dragons games that preceded Dragon Age, thanks to important tweaks that minimize downtime. For example, you do not need to rest between encounters to replenish your health and recharge your spells. Instead, health and stamina are replenished quickly once the skirmish ends, allowing you to string encounters together without unwanted breaks in between. Should a party member fall during battle, he or she will be resuscitated once the battle has ended, albeit with a stat penalty applied (though it can be cured with an injury kit). These factors, and more, give Dragon Age an excellent sense of forward direction.

All the spells, tactics, and skills sound like a lot to organize, but the interface does a great job of helping you keep track of things. The PC interface is brilliant, letting you browse through your inventory and tweak your quickbars quickly and easily. The console versions do a surprisingly great job as well, making it simple to sort through your quests, and to queue up actions while battle is paused. One particularly useful feature is the ability to identify inventory items as trash and sell them all with a single button press once you're back in town. There are some console-specific interface irritations that could have been cleaner, however. For example, identifying new codex (that is, lore) entries can be troublesome, because the list doesn't scroll down until your highlight cursor reaches the bottom of the window. As a result, you can't always distinguish new entries from old ones, which is an issue that doesn't plague the fantastic PC interface. The consoles' radial menu, on the other hand, is an excellent way of letting you access every battle skill, and it works somewhat like the similar interface in Mass Effect--albeit with a few more layers.

The differences between versions aren't limited to the interface. Dragon Age doesn't look amazing on the PC, but it's an attractive game nonetheless. Zooming from an isometric view to a third-person perspective is slick, and while environments don't hold up quite as well when viewed up close, they're consistently lovely when viewed from above. On the flip side, the Xbox 360 version looks positively disappointing. Textures are highly compressed and colors are washed out, though the upside is that this version maintains a smoother frame rate than on the PlayStation 3, where things might get jittery when swiveling the camera around. The PlayStation 3 version features higher-quality textures than those on the Xbox 360, better color saturation, smoother facial animations, and shorter load times. Minor visual hiccups, like corpses that disappear and reappear, are a bit more common on the PS3, however. The PC version is the superior experience, but if you're choosing between the two console releases, the PlayStation 3 has the upper hand. Some minor glitches are shared between the console versions, however, such as rare occasions when the soundtrack or voice-overs disappear. We also ran into a few quest malfunctions that could be replicated on all three platforms, though they were relatively minor and did not interfere with the progress of the main quest.

No matter which version you choose, however, there are plenty of audiovisual details to note. In many ways, Dragon Age looks and sounds like other high-fantasy games, but while the towers, forest paths, and underground caverns are what you've seen before, the art style is attractive, and a few sights, such as an underground dwarven city, are particularly eye-catching. Character models don't exhibit Mass Effect-level expressiveness, but they look good and animate smoothly enough. Also of note are the splatters of blood that appear on your party members after battle. It's a nice idea, but the splotches look like they've been splashed across you with a paintbrush. The crimson stains are a cool thematic touch, however, because blood plays an important role in Dragon Age. The sound effects are excellent, console glitches notwithstanding, and the soundtrack, while typical for a fantasy game, swells and murmurs at all the right moments.

Few games are this ambitious, and even fewer can mold these ambitions into such a complete and entertaining experience. You might spend 50 or more hours on your first play-though, but there are so many paths to follow, so many details to uncover, and so many ways to customize your party that you'll want to play again as soon as you finish the first time. PC owners even get an extra dash of depth via the downloadable toolset, which lets you create new levels, spells, skills, and even cutscenes. But any way you slice it, here's the fantasy RPG you've been waiting for, the one that will keep you up late at night, bleary-eyed, because you have to see what happens next. Like the best fiction, Dragon Age will sweep you up in its world, so much so that when you're done, you'll want to experience it all over again.


Magna Carta 2 (xbox 360)


Magna Carta 2 Review

Excellent visual style does little to mask Magna Carta 2's middling story and annoying AI.

The Good

  • Spectacular visual design
  • Unique, team-based combat
  • Fun skill chaining
  • Good quest variety.


The Bad

  • Generic and forgettable plot
  • Disruptive party AI
  • Combat gets repetitive
  • Customization lacks depth
  • Linear with few opportunities for exploration.

Magna Carta 2 is an unapologetically cliched role-playing game that focuses on real-time, team-based combat, which the game translates into a single-player experience rather successfully. Its novel battle system, emphasizing speed and brutal skill chains, is initially fun, but it eventually struggles with hack-and-slash mechanics and aggravating AI, occasionally regressing into repetitive button mashing. Though the game looks superb and is mildly interesting at some points, its substandard plot and unsophisticated gameplay undermine a lot of the excitement.



The storyline is underwhelming and dull, offsetting its dramatic tone against flat, archetypal characters and a confusing world history. A greedy politician has murdered the queen of Lanzheim and seized the throne, sparking civil war between the usurper and a shoddy resistance group. You control Juto, an amnesic country bumpkin who stumbles into Princess Zephie, the overburdened heiress and a major pawn for the resistance. You guide the duo and Zephie's elite combat unit to retake the throne, unveiling Juto's troublesome past along the way.

The real-time battle system is refreshingly fast-paced, incorporating active, turn-based elements that let you control every aspect of combat while keeping you on your toes. You fuel your abilities with kan--energy stored by constantly slashing opponents with standard attacks. Exerting yourself raises a stamina gauge, and once it's full, you go into an overdrive state that briefly increases your attack power but can cause you to overheat, rendering you unable to attack or use items for a period of time. It takes some finesse to avoid overheating, which you can do by instantaneously switching between party members in the heat of battle; this grants you direct control over every ally's stamina gauge and attacks at a moment's notice, encouraging you to strategize on the fly. Each character possesses two distinct fighting styles and a healthy variety of skills to enliven combat, along with special talents that you activate via onscreen prompts. These abilities often boost your defenses and can help make the game's challenging boss fights less daunting.

The battle system's most enjoyable aspect is its high-speed chaining, which intensifies combat by forcing you to focus on proper timing and stamina management. Ideally, you'll time your basic attacks to keep your party's stamina gauges up. This lets you easily initiate a chain by performing a skill while in overdrive status, though you'll overheat. Your goal is to quickly perform a second skill using another party member who is in overdrive; doing so before the previous member recovers from overheat completes the chain and resets both characters' stamina gauges, freeing them from overheat status and dealing increased damage. If you slip up, however, you'll have two useless characters briefly trapped in overheat. The process may sound complicated, but it's relatively painless to learn, requiring some skill in balancing how long you stay in overdrive against the risks and rewards of chaining. The chaining system's only disappointment is its failure to mature beyond the bare-bones basics, restricting you to repetitive, two-character chain spamming that often devolves into button mashing, which lowers the excitement.

Party AI is functional but frequently problematic. Characters get stuck on environmental obstructions like barricades, trees, or even small dips in the ground, which makes you feel like you're controlling a party of nitwits. Sometimes your allies will stand on affected status areas that are harmful to them or stray too close to a boss, resulting in fevers, poisonings, bouts of vertigo or heavy beatings. Fighting in tight corridors is especially frustrating, because they're usually littered with objects, and the camera zooms in too close, limiting your field of view and making it difficult to manage your party. The AI settings could also use some tweaking; even if your party members are set to attack whatever you target, they'll often loaf around while you're being pummeled or designate their own targets, which interrupts your strategizing. Ultimately, the only way to work around the AI is to assume direct control of offending teammates, which is an annoying distraction.

A good variety of side quests and basic customization provide a little depth to relieve the sometimes finicky combat. These include missions to rescue civilians, hunt vicious monsters, and activate character-specific quests to acquire special gear, but a few frustrating yet thankfully sporadic quest bugs prevent you from receiving rewards. A basic crafting system lets you tweak stats by creating accessories from gems, or you can insert the gems into weaponry to directly enhance abilities. Unfortunately, you can't combine gems to unlock new varieties or forge weapons and consumable items, so the system is limited.

Aesthetically, the game achieves a distinctive, surrealistic look. The expansive, richly detailed environments are well textured, and battle effects are impressive, with colorful lights and flamboyant sequences, though they periodically cause minor slowdown. Characters are creatively designed with exquisite outfits, and everything from facial expressions to fluid battle movements has been expertly modeled. The orchestral soundtrack offers appropriately sullen background music for the serene forests and desolate war zones, along with livelier scores for battles, but it's hardly exceptional. Sound effects are usually grandiose and often gratifying to hear, such as the sound of steel weapons sliding against one another. Voicing is a little melodramatic but competent, so you'll rarely feel the need to reach for the mute button.

The game has a respectable 40 hours of playtime if you complete most side quests, but its replayability is lowered by a noticeable lack of dungeons to explore and a high degree of linearity, restricting your adventuring until you're more than halfway in. The battle system's initial allure also wanes, making one play-through more than sufficient. Magna Carta 2 struggles with irritating AI and a generic plot, leaving its high-speed battle system and impressive visual style as highlights to an otherwise banal adventure. Some combat aspects are enjoyable, but the game's shallowness and redundancy are uninspiring.




DJ Hero (X BOX 360)



This new frontier in rhythm gaming is electrifyingly fun, but the cover charge is steep.

As is the case with almost every rhythm game out there, playing DJ Hero will not prepare you to be an actual DJ. The songs are premixed, the sound effects are preloaded, and the wheel (just one) of steel is actually plastic. Yet, as is also the case with many rhythm games, this is no barrier to having a whole lot of fun. DJ Hero comes with a turntable peripheral that is well engineered and responsive, though it may take a little ingenuity and creative furniture rearrangement to find your optimal playing position. There's a large, diverse catalog of energetic mixes to choose from, many of which are fun just to listen to, let alone play. As you get the hang of tapping, scratching, and crossfading, DJ Hero grabs a hold of you like the best rhythm games do, drawing you into the music and triggering the adrenal rush of performance. Unfortunately, the price of admission to this show is steep: the game and the required turntable cost as much as two full-price games, and significantly more than other single-instrument rhythm games. And those hoping to flex some creative muscle will likely be disappointed with the limited opportunities to do so. Yet despite these drawbacks, DJ Hero is immensely entertaining, and manages to earn its place as a sparkling new star in the rhythm game heavens.

The key element is the wireless turntable peripheral. It's a few inches longer than a horizontally positioned Xbox 360, half as tall, and much, much lighter. It's made up of two pieces: one contains the spinning circular platter, and the other houses the crossfader, effects knob, and other buttons. It is built to accommodate lefties and righties alike, and though it features a few aesthetic touches (like the silver bumps that ring the platter edge), it definitely focuses on function over form. It is so light that it initially feels a little flimsy, but once you get used to it, you'll find it very well suited to the task. The lightness actually encourages you to be more deft with your motions, something that comes in handy once things get hectic.

But don't worry--things get hectic only if you want them to. There is a wide array of difficulty modes to help you get the hang of the relatively few actions you'll have to perform. On the platter are three buttons (green, red, blue), and you tap these to correspond with the note jewels that come down the note highway, much like in Guitar Hero. You hold down one of these buttons and move the platter back and forth to scratch (that is, make that "wikka wikka" sound that people make when they are pretending to be DJs). On easier difficulties, you can move the platter in any direction you want, but as things get tougher, you'll encounter directional scratches that require you to move in certain ways. The noise the scratch makes is prerecorded in the mix, so you don't have any creative control there. The only chance you get to add your own sounds comes courtesy of the effects knob. This allows you to tweak the timbre of the mix during certain sections and lets you choose which of your five preset samples will play when you tap the red button during freestyle sections. You can also earn the ability to briefly rewind the song and play a certain section again. This can be used to boost your score or repeat a favorite section, though it works only in single-player and will occasionally ruin your score multiplier as if you had made a mistake, even if you think you're in the clear. From a creative standpoint, these outlets are minimal, but it can still be fun to add your own spice to the mix.

In addition to tapping and scratching, you'll have to start crossfading once you hit medium difficulty. Every track in DJ Hero is a mix of two songs, and crossfader is used to highlight different songs at different points in the mix. The crossfader is a simple gray tab that moves on a slider between far left, far right, and a central position marked by a small divot. When the crossfader is in the center, both tracks play equally and the screen shows your three colored paths of light (green, red, blue) evenly spaced. The green and blue paths represent the two songs in the mix, and pushing the crossfader all the way left or right will also bump one of those two paths out to the left or right. When you are done highlighting one song, you slide the crossfader back to the center position to resume playing both, and this can be a little tricky. The divot in the center serves as an indicator of the center position, but it doesn't catch the crossfader tab. This allows you to fade from far left to far right unimpeded, but it also makes it easy to overshoot the center. Leaving a finger in the middle can help, and applying some downward force can help you hit the divot a little harder, but it's one of the toughest things to master, and it feels like the turntable design could have been a little more helpful in this regard.

So you're going to need to practice if you hope to crank up the difficulty. DJ Hero is very accommodating to all skill levels, from rhythm game newcomers to hardcore plastic thrashers. Lower difficulty levels start out with simple requirements, and no matter what level you're on, you can never do so badly that you fail a song and it abruptly stops. If you make a mistake, you may hear awkward static or scratches, and one of the tracks may drop out temporarily. Hitting a note or nailing a crossfade will bring that track back up immediately, and the track will come back automatically after a certain amount of time. DJ Hero is geared toward letting you enjoy the music, and the difficulty levels range from super easy to blisteringly hard. Tougher difficulties require faster and more frequent tapping, scratching, and crossfading, and they challenge you to do many of these things at the same time. You'll also see crossfade spikes, which require you to move the crossfader out and back in a quick stabbing motion. If you nail certain sections, you'll earn euphoria. Activating euphoria with the quick press of a button doubles your score multiplier and automatically performs your crossfades for as long as it lasts.



 
Console Gaming Reviews | TNB