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Archive for March 11th, 2008

Bully: Scholarship Edition Review

March 11, 2008

Jimmy Hopkins is not your standard video game hero. In Bully: Scholarship Edition, he breaks a drunken schoolteacher out of an asylum, helps the lunch lady drug her date, steals panties from the girls’ dorm, and takes pictures of snotty kids sitting on a homeless Santa’s lap. But this is not your typical game, and 15 months after its release on the PlayStation 2, Bully’s gameplay stands tall and proud. On its own, the original was already an embarrassment of pleasures, but additional features have been added to this enhanced version, including some local two-player minigames, new missions, new classes, and other less-noticeable goodies. If you haven’t yet played Bully, now is the time to catch up with one of the better gaming experiences in recent years. However, Xbox 360 owners should stand warned: though Rockstar Games has promised that a patch is in the works, we experienced major bugs on that platform on multiple machines.


Jimmy Hopkins is smooth with the ladeez.

Provided that you play on the Wii or escape the wrath of the Xbox 360 version’s bounteous bugs, you’ll find an insanely entertaining experience that overcomes its small gameplay frustrations with heavy doses of humor and attitude. As new-kid-on-the-block Jimmy, you find your sneering self dumped at Bullworth Academy, a private school populated by the usual cliques we all came to know and hate in our own adolescences. By fulfilling missions, you’ll progress from one chapter to the next, alternately gaining sway over one social circle while alienating another. One of Bully’s many brilliant aspects is the variety it throws into these tasks. At one point, you’ll man a potato-spewing turret to defend arm-flailing, bedwetting nerds from invading jocks; at another, a professor instructs you to infiltrate the preppies’ dorm and kill a prized Venus flytrap. In fact, some of the most amusing missions were created specifically for the Scholarship Edition and revolve around a Kriss Kringle gone bad.

The story at the heart of Bully is incredibly involving, and Jimmy is both charming and exasperatingly cocky. He’s also believable, and likely to remind you of at least one person you know or knew in your younger years. The enormous surrounding cast of goofball nerds and slick-haired greasers deserves equal praise, from the obese and enuretic Algie to Mandy, the head cheerleader with a surprising streak of insecurity. The success here is twofold. Firstly, you have an incredible script bursting with both cringe-inducing realism and snort-out-loud one-liners. A romantic interest says “I’m such a player” after flowers and a kiss; cafeteria cook Edna tells you that hawking a loogie into the mystery stew gives it flavor. At first glance, these moments seem to play to stereotype, but each character transcends labels and comes across as remarkably individual. Secondly, the voice acting is utterly spectacular, from the main cast to the hysterical quips from minor characters you overhear in your travels.

You’re hardly stuck moving in a straight march from one mission to the next. As you play, more and more of the academy and its surrounding community open up, giving you plenty of leeway to explore Bully’s many unique nooks and crannies. If you choose to stay on campus, you can attend class in the morning or afternoon. Standbys such as gym (dodgeball time!) and chemistry are still here, but four new classes have been added, and they are arguably more entertaining than the holdovers. In biology class, you must carve open a specimen and remove its vital organs in an allotted amount of time–and it’s much tougher than it sounds. In geography, you must place the appropriate flag on its corresponding country. Math takes a Brain Age approach by asking you to quickly solve simple math problems, whereas music class involves a rhythm-based minigame. Passing your lesson means gaining a new reward, whether it be new clothing, new melee combos, or better aim with your slingshot.

Of course, you can skip class entirely (and risk being seen by the keen eyes of prefects and police officers) and tool around on your own. Here, you can bully other kids to your heart’s content, or save the meeker students from their own bullies by beating up the aggressors. Close combat is on the simple side, especially after you unlock various combinations. However, there are times when you’ll need to handle multiple enemies at once, which makes for a greater challenge. If you choose to explore your inner intimidator, there are plenty of ways to do it outside of fisticuffs, though. You can shoot bottle rockets at fellow students, give wedgies, stuff them into lockers or garbage cans, or taunt them once you’ve sufficiently whittled down their health bars. If you’d rather follow the straight (mostly) and narrow, you can romance the ladies (and a few gents) by giving them flowers–or chocolates, in the case of the big-boned gals–which usually merits a sloppy-sounding kiss. Alternately, you can run quick errands for townspeople, mow lawns for extra cash, participate in bike races, drop some quarters into arcade machines and gun for a high score, egg cars, take yearbook photos, or head to the local carnival and lounge with the little people. You could probably sprint through the main quest in 10 hours or so, but could easily spend four times that number if you wanted to see everything Bully has to offer.

If you want to extend the value even further, you can try out the local two-player minigames that are exclusive to this edition of Bully. These games take classes and arcade games from the single-player experience and transform them into competitive minitournaments. There are 10 of these events in total, ranging from photography and geography to English and Consumo. These minigames are good for some quick entertainment, though they don’t add a lot to the overall package. But given that they tie in nicely with the game proper and use all four of the new classes, they serve as more than just contrived add-ons.

As you move from one task to the next, you will discover some of Bully’s idiosyncrasies. This is a game that does a lot, though mechanically speaking, not every aspect of the game works as well as every other. Triggering an event or opening a door can sometimes be a pain because, for whatever reason, even standing right on top of the marker won’t always generate the prompt; bicycle and skateboard controls can be loose, which in turn leads to some frustration on certain missions; and some targeting foibles can make it a pain to punch or aim, among other small peculiarities. Some of these quirks are specific to the Wii version. Motion controls are used in place of standard button pressing for such activities as punching, aiming ranged weapons, throwing off tackles, and more. In some cases, such as with the biology minigame or standard scuffles, these work out really well. In other cases, such as a series of boxing missions, they are repetitive and annoying. Overall, however, the addition of the Wii Remote is neither an improvement nor a liability.

On the other side of things, the Xbox 360 version lacks the stability of the Wii release. During our testing period, we experienced multiple crashes and system freezes. Additionally, we saw bugs that caused Jimmy to get stuck in place in the middle of the street for no apparent reason, twice had mission NPCs freeze while running (which forced us to reset the task), and encountered countless examples of blinking geometry, three- or four-second freezes, and sound hiccups. Similar reports are widespread, so if you are considering a purchase, you may want to wait for the announced patch to be released, or better yet, grab the Wii iteration, which exhibited a few small glitches but nothing to the extent of the Xbox 360 version.


The new classes are a welcome addition.

Of course, the high-definition capabilities of the Xbox 360 make it easier to see the visual hiccups, and in general, Bully: Scholarship Edition doesn’t live up to current-day standards from a visual point of view. However, there’s something to be said for seeing every bursting pustule on Edna’s face. Bullworth is rendered with incredible skill and style, from restrooms dingy enough to make you wrinkle your nose to a beautifully designed carnival funhouse that hits all the right notes. On the Wii, you won’t get an equally crisp presentation, but the hardware’s performance capabilities make Bully a more comfortable fit on the Wii and better hide the awkward animations and pixelated shadows that are obvious on the Xbox 360. Both versions have an occasionally erratic frame rate, though the Xbox 360 version seems to be harder hit in this regard. Regardless of the platform, you’ll get an equally amazing sonic experience. As previously mentioned, the voice acting is outstanding, and everything from ambient sound effects to the eccentric minimalist soundtrack strikes just the right chord.

If you’ve played Bully already on the PlayStation 2, the extras in the Scholarship Edition may amuse you, but they don’t justify purchasing the game all over again. On the other hand, if you skipped it the first time around, this is a great excuse to catch up on what you missed. Bully offers plenty of memorable moments and crafts an adolescent world that is both surreal and painfully truthful, so don’t be surprised if it causes you to relive portions of your own painful youth. Xbox 360 technical issues and other peculiarities aside, this is a fun and boisterous game that will ring true for anyone who has endured the unique adventures of student life.

Rocketmen: Axis of Evil Review

March 11, 2008

At first glance, Rocketmen: The Axis of Evil might appear to be just another top-down shooter patterned after Robotron, Smash TV, or Geometry Wars. The mix of RPG elements, however, sets it apart.

You create your hero and then traverse the solar system through 10. The levels are mostly linear. There is some variation in terrain and secondary objectives to be completed, but otherwise, a couple branching paths in a couple levels can’t save the game from being a linear experience. Throughout the game you’ll be picking up weapons, shooting enemies, and otherwise blowing stuff apart to save the galaxy, gain experience, and upgrade your equipment (in order of importance). Primary controls are mapped to the thumbsticks: shooting with the right thumbstick and moving with the left. You can also deploy secondary weapons by making use of the triggers; left one cycles through available options, while the right one deploys the selected weapon or power-up.


Upgrading your character is easy and arguably the best part of the game.

The character customization may not be as deep as many RPG aficionados would like. You can create your own protagonist, male or female. You can also choose from interstellar species including: Mercurian, Venusian, or a rebel human. The classes aren’t really well defined, but they provide your character with a different costume and a single attribute boost. Where it really shines is allowing you to reinvest your experience points into your attributes. Your shots will then become more powerful, your health meter will deplete slower with damage, and your speed will become fast enough to actually dodge enemy fire and make it through the many misadventures in which you may find yourself.

Rocketmen changes up the conventions of traditional action RPGs. Enemies don’t drop instantly equippable loot, but rather drop different elements that represent currency. You can then cash in this currency to buy powerful gun upgrades, secondary weapons, or to stock power-ups. You can accumulate additional accoutrements by completing levels, either online or offline, as well as by cashing in your hard-earned carbon to purchase three tiers of increasingly attractive armor. Whereas the initial set of armor is modest in its coverage and appearance, the top-of-the line armor lives up to its designation: wicked. Though you can’t do anything flashy with it, the armor certainly protects you from taking the full amount of damage from enemy weapons.

Rocketmen’s visually appealing cutscenes are all rendered in-engine and employ a fun comic-book panel style, complete with dialogue bubbles and sound-effect lettering. It’s just too bad that the writing comes across as overwrought. Though the concept of the Martians causing havoc in the solar system is not beyond belief, the cutscenes don’t take enough time or make enough of an effort to help players understand who they are or to suitably establish the different factions’ motivations. The writing is a bit too preoccupied with adding cinematic references, smarmy dialogue, and one-liners that make the characters too self-aware. For diehard fans of shooters who don’t need a story to tie two levels together, this won’t be much of a problem.

The voice acting in Rocketmen doesn’t succeed in carrying you to another world. The Mercurians, Venusians, and Martians draw upon modern dialects and trite sci-fi camp to create a weak story of interstellar drama that pales in comparison to the levels of excitement found in even the 1981 remake of Flash Gordon. Many of the lines come across as stilted. In addition, some of the weapon sound effects are grating after a while.


Getting together online might sound like a blast, but it turns out to be a dud.

The camera speed during gameplay is often a problem. As you play through the levels, the camera frequently scrolls too slowly after you’ve cleared the enemies but moves way too fast at times when you are trying to secure objectives on the edges of the screen. This results in preventing slower characters from saving prisoners, unlocking control panels, or otherwise completing secondary objectives. During online play, the problem is only exacerbated. The way the levels pan may end up leaving you unable to get at an objective or trapped behind a wall, which forces other players to move on without you. We played many times with up to three other random participants and these issues are not isolated. Players frequently got stuck, failed to be able to respawn, or had to drop out because the level became a completely unplayable slide show. Although this didn’t happen every time, the problem happened often enough to make any player wary of venturing into the online campaign.

Rocketmen’s campaign shouldn’t take the average player more than 3 hours to complete, which makes the $10 price tag seem a bit steep, particularly when upward of 30 minutes of that time is spent in supremely campy cutscenes. After finishing on normal difficulty, there’s really no compelling reason to play more. The online experience is inconsistent, buggy, and difficult to enjoy even if you have three friends willing to play. And truth be told, it is just the single-player game all over again. Despite Rocketmen’s great visuals and its decent RPG system, the inherent faults of the game keep it from being recommendable to anybody but the most dedicated of shooter fans.

Uber Destruction (Team Fortress 2 - Xbox 360)

March 11, 2008

Calling all Team Fortress 2 teams!


Here's your chance to put your warring skills and expertise to good use. Sign up now to compete in the Team Fortress 2 tournament Uber-Destruction. Everyone on your team could win a $250 gift card.

Plus, just for participating you'll get a unique Team Fortress 2 emblem in your profile.

Registration for Uber-Destruction begins March 7 2007, at 4 p.m. PT. and will close on March 11 at 2 p.m. PT.

In Uber-Destruction, sixteen 5-player teams have the chance to show off their strengths in intense combat.


As always, we'll broadcast the finals live on If Its Games Tournament TV. You'll get to see your favorite If Its Games editors provide analysis and commentary on the competition, as well as interviews with some of the top players. Be sure to tune in!


NEWS

March 10, 2008

Today’s qualifier matches have been postponed until tomorrow. In addition, we plan to keep registration open until tomorrow, March 11th at 2pm PT. If you need more players or waitlisters for your team, please go to the Tournament forum.

For a limited time, we have allowed free users to sign-up for the tournament. If you have any questions, please direct them to gameadmin@IfItsGames.com.

Posted by JodyR, 11:44am


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If Its Games Tournament - Uber Destruction (The Orange Box)

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Army of Two Review

March 11, 2008

Army of Two is a decent third-person shooter that unfortunately sticks its boot in its mouth. It does so by belittling volunteer armed services and selling a power-but-no-responsibility mercenary fantasy, part of which takes place in the modern-day Iraq war. It mostly plays fine. The Aggro system works well (whereby your partner can hold your enemies’ attention while you flank), and the online multiplayer is hectic fun. But the way it broaches and then mishandles such a controversial modern day issue is far from army strong.

The story follows Salem and Rios, two mercenaries who fight terror for big bucks with big guns. As they battle through ambush after ambush, it begins to dawn on them that someone within their own organization is selling them out and setting them up. That’s right, one bad apple is screwing up the privatized military business for the rest of the upstanding mercenaries. Neither Rios nor Salem engages in any dishonorable behavior, aside from making fun of the Army for being so slow and ill-equipped. That would be fine if the Army they were making fun of were the Venusian Army. Or conversely, if Blackwater mercenaries in the real world hadn’t been asked to leave Iraq for flipping out and massacring its civilians. But in Army of Two, there’s no such thing as a civilian. If they aren’t good guys, they’re terrorists.


Sometimes it’s easier to grab enemies than shoot them.

The game itself is a lightly tactical third-person shooter in which you take on terrorists from Somalia to Miami by shooting them with guns, punching out their lights, and hitting them with car doors–all while wearing a scary-looking goalie mask. As you thwart terror and complete missions, you earn cash that can be spent on awesome guns. From there, you can spend even more money pimping out stocks, adding grenade launcher attachments and even gold plating.

But with all this, you’ll have a hell of a time hitting anything. Sure, you can stop, aim, and quickly kill a stationary target with a headshot. But if you’re trying to run and shoot, you won’t do nearly as much damage with that pimped-out AUG as you’d like. This was probably done to force you to rely on your teammate, but it seems like an unnecessary handicap all the same. Even worse, enemies have incongruous visible life bars, and some of them can take more bullets than a terminator. To top it all off, they have superior aim and can hit you just as easily from 50 feet as they can from five. Talk about asymmetrical warfare.

To keep yourself and your partner alive, you have to take advantage of the Aggro system. Borrowed from online role-playing games, Aggro is an artificial intelligence system that makes enemies focus on whoever is doing the most damage and ignore the person doing the least. The basic idea is to have one guy draw all the enemy fire while the other one sneaks around back and shoots everybody dead. It isn’t rocket science, but coordinating attacks with a friend or with the CPU is still rewarding. Sometimes, one plus one equals fun.

At other times, it can be a little confusing. In the single-player campaign, you either control Salem or Rios; you can’t switch between the two. If you’re mortally wounded, your CPU partner can drag you to safety and heal you. Sometimes, however, he’ll ignore all the obviously safe places and drag you through the entire level (assuming you both survive) before patching you up.

The campaign isn’t that long, but to the game’s credit, it is fun to play through cooperatively. You can set up public co-op campaigns that just anyone can join, or private ones for just you and a friend. Once you finish, you can go online to challenge other two-man squads in versus mode. The point of any match is to make more money than your opponents, which is earned by making kills and completing objectives. Some modes have you flying around, racing to kill enemy non-player characters, while others have you rescuing hostages or planting bombs. The best of these throws a mix of objectives at you, so there’s a great deal of diversity within a single match. Then again, the fact that you can’t hit targets without stopping and aiming is especially apparent online. Instead, you’re better off running up and smacking people, then shooting them when they’re down. This is entertaining for a few hours, but it gets old pretty fast.


That’s what he gets for trying to shoot two guns at once.

The PlayStation 3 and Xbox 360 versions of Army of Two are almost indistinguishable from one another, though the former incorporates some minor motion controls. Both versions look and sound good. But with numerous loads and small environments, they should. And even though the graphics are impressively realistic; the silly hit point bars attached to your enemies break the spell a little. The silly suicide bombers who run at you screaming like something out of Serious Sam don’t help either. The gun sounds are mostly fine, and the voice acting is OK, except that any time there’s an enemy who has to be killed from behind (once every 10 minutes), your partner will repeatedly say something along the lines of “He looks tough, better take him from behind!” If there’s one thing that can be said for private military, it’s the lack of a don’t-ask-don’t-tell policy.

Army of Two is a better than average shooter that roughly treads on a political landmine when it should have stormed some future battlefield. It features cool co-op mechanics and is fun to play online, with or against friends. But even its title mocks the Army, literally one-upping its slogan while glamorizing a sector that, if anything, deserves scrutiny–not macho fantasy. If you’re the type of person who would rather shoot first and ask questions never, by all means, pick up Army of Two. But if you like to think–and the fact that you’re reading this review suggests that you do–be warned: Army of Two is less than the sum of its parts.

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AU Shippin’ Out March 10-14: Army of Two

March 11, 2008

Some might find the idea of making money from war morally corrupt. For Salem and Rios, who are Army of Two’s protagonists, it’s just another day at the office. The game starts off with the pair being deployed to Somalia in 1993 by the US Army. Their mission is to work with a Security and Strategy Cooperation operative on an assassination job. Soon after, they are recruited by SSC as mercenaries, and you spend the rest of the game traveling around the world to various conflict zones and making money. At its core, Army of Two is a two-player co-op game that can be played in either split-screen or online. You can also play the game solo, with the console controlling your partner. Aside from co-op mode, the game supports two-versus-two competitive multiplayer online, where you must defend or defeat your objective from the other team. Army of Two is due to hit shelves around Australia on Thursday.

This week’s new releases are listed below (list taken from retailer and publisher information–actual dates may vary).

March 12, 2008

FlatOut: Head On (PSP)

Soldier of Fortune: Payback (PS3, PC)

March 13, 2008

Army of Two (PS3, 360)

Odin Sphere (PS2)

Petz Bunnyz (DS)

The Dog Island (Wii)

Dragon Quest Monsters: Joker (DS)

Chessmaster: The Art of Learning (PSP)

MX vs. ATV Untamed (Wii, 360, PS3, DS, PS2, PSP)

El Tigre: The Adventures of Manny Rivera (DS)

Naruto: Uzumaki Chronicles 2 (PS2)

Dynasty Warriors 6 (PS3, 360)

Bomberman Land Touch! 2 (DS)

Author admin

EA Sports: Two original projects in the pipe

March 11, 2008

One of the criticisms constantly levied against publishing powerhouse EA is the company’s perceived emphasis of turning a profit through sequalization and annualiziation over innovation and risk. In laying out the publisher’s $6 billion revenue goal for 2011, EA CEO John Riccitiello lended further support to this perception, noting that the company will reach its goal by keeping its eggs in established baskets, including Need for Speed, The Sims, Burnout, and Madden NFL.

However, despite EA’s track record of incremental innovation, the publisher hasn’t forsaken creating its own new intellectual property outright. Closing out January, EA unveiled its haymaker-in-waiting FaceBreaker, an arcade-style boxing game that more closely resembles Punch-Out!! than the publisher’s relocated Fight Night series.

It now appears the publisher has a few more original sports titles in its queue. Speaking with New Zealand gaming blog Geekpulp over the weekend, EA vice president of global marketing Todd Sitrin said the publisher has a pair of original projects in the pipe to complement FaceBreaker.

“We actually have three new original IPs in development; the only one that’s been announced is FaceBreaker. We haven’t done an original IP at EA [Sports] for several years, not since back to Freekstyle Motorcycle,” said Sitrin. Since making its first run in 2002, Freekstyle has sold more than 520,000 units on the PlayStation 2, GameCube, and Game Boy Advance in the US alone, according to the NPD Group.

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Microsoft Cuts Xbox 360 Price Up To 20% In Europe (TechWeb)

March 11, 2008

TechWeb - The basic version of the Xbox 360, which includes a 20-GB hard drive and one wireless controller, will drop from about $500 to $400.

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Microsoft Cuts Prices for Xbox 360 in Europe (NewsFactor)

March 11, 2008

NewsFactor - In the shoot-out between video-game consoles, Microsoft has drawn a new weapon — a major price cut in Europe. Beginning March 14, the 20GB Xbox 360 with one wireless controller will cost 270 euros (US$414), 80 euros cheaper. The Elite, with a 120GB hard drive, will be 370 euros (US$568), down 80 euros. And the Arcade entry-level model, with no hard drive, will drop 80 euros to 200 euros (US$307).

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EU launches probe into U.S. online gaming measures (Reuters)

March 11, 2008

Reuters - The European Union launched an investigation on Monday into whether U.S. measures on foreign online gambling companies break international rules, possibly paving the way for World Trade Organisation action.

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EU Probes U.S. Online Gaming Enforcement (PC World)

March 11, 2008

PC World - The European Commission has agreed to look into a complaint filed with it last year by a London gambling trade group that claims the U.S. is unfairly discriminating against European online gambling companies.

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Take-Two shareholders slash stakes (Reuters)

March 11, 2008

Reuters - The two biggest owners of shares in Take-Two Interactive Software Inc said on Monday they drastically cut their stakes in the video game publisher, potentially undermining management’s stance that a $1.9 billion buyout offer from Electronic Arts is too low.

Author admin

Motorized remote control Wii television stand

March 11, 2008

Ever wished you could raise your TV for Wii gaming at the push of button? A Japanese retailer is selling a TV stand that does just that. The stand is apparently aimed for Wii gaming and can raise and lower a 60 inch TV with a remote control. The stand costs around $700.

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Wacky Races coming to Wii & DS?

March 11, 2008

According to a listing on Gamefly, Eidos will be releasing a game called Wacky Races on 6/30/08. So its pretty safe to assume the game will be based on the Hanna-Barbera cartoon of the same name.

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Iron Chef America Debut Trailer

March 11, 2008

Square off in the Kitchen Stadium and battle through a series of intense, fast-paced culinary challenges, in the upcoming Iron Chef America game for the Wii and DS.

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Nintendo hasn’t blocked game about Nazi’s

March 11, 2008

Developer Atlen 8 has said that \’Imagination is the Only Escape\’ has not been banned from release on the DS by Nintendo. The New York Times had reported that Nintedndo blocked the game, however a representative said \”The status of this game is currently concept / pre-production at this point in time,\” and \”[Imagination is the Only Escape] is only in its early stages. No one has blocked it, and it has no definitive time scale for release.\”

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