Showing posts with label a xbox 360. Show all posts
Showing posts with label a xbox 360. Show all posts

Monday, January 26, 2015

Best NHRA Championship Drag Racing - PlayStation 2 Deals

NHRA Championship Drag Racing - PlayStation 2
Customer Ratings: 4 stars
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Man, I was so happy they came out with a NHRA game for PS2. It blows the IHRA games away. I enjoyed every aspect of this game! The best thing is how easy it was to figure how to play and have a chance at winning a race. That was the biggest flaw in the first IHRA game they came out with. Even though they have quite a few generic cars at least they have alot real drivers with their real cars> I recommend if your a drag racing fan and have a PS2 in your family, you should buy it, because it will give hours of enjoyment.

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The game is so real to life it wild,I have raced motorcycles

ps and some cars this game is to Cool.Hope they add bikes to

there new game when it comes out

Thanks

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for what the game is it is very well made and a good bit of fun!!!

Honest reviews on NHRA Championship Drag Racing - PlayStation 2

Game seemed to be fun, BUT, after 3 uses the console would not recognize the game. Guess $9 gets you a limited use clause

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Purchased this to replace the same one we had that had gotten scratched. My kids play this game all the time.

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Sunday, January 18, 2015

Review of Forza Motorsport 5 Day One Edition

Forza Motorsport 5 Day One Edition
Customer Ratings: 3.5 stars
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This is easily the best Forza in the series in regards to vehicle physics, handling, AI and sound. The actual gameplay is phenomenal. Unfortunately it's easily the worst Forza in the series in all other regards. The efforts that the developer have made to further monetize the series with tokens stinks of Free-to-Play manipulation on a AAA title. The features have been completely neutered in order to entice the player to purchase tokens with real money, which are offered at exorbitant prices.

Additionally, Forza has always done a great job with DLC but have decided to double the price of car downloads this time around. The content (cars and tracks) have been cut in half (really even more), and although this is a launch title when coupled with the token gaming it smells like an effort to sell back more of the content that used to be part of the game as DLC. The story with this series will really unfold over the next two years as we see if Turn 10 takes action to redeem themselves with Forza 6 but until then the jury is out and the present offering is a disappointment.

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I've owned every game since the first, including having bought every limited edition and DLC/expansion available since even bought tokens in 4 and Horizon. I can even stomach day-one on-disc DLC. I held my faith despite my doubts and kept my Forza 5 order. After having played for the last few hours I sincerely regret that decision.

Let me start by saying there are a handful of things I do like about Forza 5. Finally the ability to paint stock rims, and to paint wheels white great. Engine swaps are now more varied and not limited to being within the same manufacturer, also great. The changes to make gold medals for 1st-3rd and silver 4th-6th and so on is excellent, no longer do I need to fall asleep while playing at a difficulty that ensure I am always in first place. Physics simulation seems improved as lower power cars now drift much more easily/realistically. The game is very pretty and I am sure those people who were fans of completing all the career races in past games will find equal enjoyment in Forza 5. Sadly I was never one of those types of players.

On to the bad.

I didn't mind tokens in Forza 4 when I could spend $10 and get a handful of the most expensive cars in the game to tinker with. Now the converted token-to-dollar cost of the Lotus E21 or Ferrari GTO is a staggering $63. Suppose I won't ever be playing with those, because career mode cannot hold my interest long enough to earn $6,000,000 and I will be damned if I am going to drop another cent on this franchise in its current state.

I was really looking forward to the feedback triggers, however as someone whose playstyle gravitates towards drifting, I can't stand it. The strength of the trigger vibration when sliding the car is obnoxious at best. Part of the blame lies in the controller itself since the noise it emits when at that threshold resembles what I can only describe as a honeybee trapped inside an empty aluminum can. The feel and sound while drifting or driving at the threshold is nothing short of unpleasant.

Another bizarre and unwelcome change is to the menu design & the removal of the ability to browse by manufacturers for cars and wheels, making the browsing process cumbersome. Who decided that was a good idea? I assume it was the same person who decided that all of the voiceover prompts should be unskippable to endlessly annoy anyone who is either familiar with what is being explained from past games, or simply has an IQ above 70 and doesn't need to be told that they can paint their car after they select the paint shop. I appreciate T10 is making continued efforts to reach out to casual gamers and auto enthusiasts who otherwise aren't gamers, but there is no need to make the rest of us suffer your attempts to hold their hands through everything.

Don't think I would mention the wheels without pointing out that we have had the exact same rim selection since Forza 3 and even that had a reduced selection from Forza 2. With a fraction of the car count, none of the money saved on licensing vehicles could go towards rims? How about with all the money you will apparently be making with tokens? Toss us a bone here.

Perhaps a bone is too much to ask for since we cannot even get the fantasy tracks which have been pillars of the franchise. These are tracks which countless others and I have used as tuning and performance benchmarks for our vehicles for nearly a decade. If you are going to use inaccuracy as an excuse to cut the track list of real life circuits, what is the justification for the removal of the fantasy tracks? The only foreseeable reason is so that they can be re-released as paid DLC/expansions.

Truthfully my biggest issue with the game is how I feel marginalized as a fan of variety and customization. The only reason Forza 4 and Horizon held my interest for such an extended period was my ability to buy and customize hundreds of different cars to mess around with in multiplayer with friends. The cars I loved to drive were never the first cars I liked based on look/name/brand etc.; they were the ones I picked up just to toy with and discovered how great they are. The primary '2 or 3 cars' that Turn 10 claims people use I only ever came across because of my ability to experiment and compare with everything available. Now I cannot even sell cars or parts to try something else if I decide I do not like a vehicle because that functionality has been removed entirely. To further compound the money grab, car clubs are gone so that my friends and I can no longer wisely pool our resources into different vehicles to share with one another.

The manufacturer affinities (or discount signs in Horizon) did wonders for allowing me to play the franchise in the way I enjoyed without needing to grind out the parts I disliked in order to do so. Now Turn 10 has apparently decided that I how I play is wrong and that all I should be doing is racing a handful of cars in career mode or rivals, and if I don't like it then I can pay them more money or go to hell. Every screen has a prompt for me to buy or spend tokens.

The removal of the storefront and auction house to combat money glitching without similar functionality for finding liveries, vinyl groups, tunes, etc. feels like more of a disservice than the money glitchers destroying the economy were. But Turn 10 couldn't possibly allow anything into the game that might hinder token sales.

In fact, every facet of the design of Forza 5 seems tailored to squeeze every last penny possible from the player. I don't know if blame lies with Turn 10 or Microsoft or both. I can only assume that the majority of the developers must not be happy with the published product considering past entries in the franchise were everything Forza 5 is not. As a (former) devoted fan of the franchise I find the monetization of the game, and the means by which it is shoved down my throat, simply insulting and equally disappointing. I can see why the game has received great reviews from those ignorant to what the franchise used to be. I wanted so badly to like 5, and I tried despite everything I was told, but I simply can't. Not like this.

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Let me start this review with stating what a huge Forza fan I was. Forza 4 was my favorite game on the Xbox 360. With the introduction of Microtransactions into the game, it has totally ruined the whole gameplay.

The game also has few tracks, though I fully expect them to add additional tracks for DLC at a later date. This either means you have to grind racing around the few tracks that they do offer to purchase the extremely expensive cars in the game, or you can just pay for them with real cash... Even though you just dropped $70 to purchase the game..?

That is why vehicles are harder to get in this Forza, because they are trying to influence you to spend money in the game.

I will boycott any game that tries to gouge me with Microtransactions. You have deluded your franchise with this trash.

I will never play this trash again, and strongly advise that you do the same before Xbox games turn into the garage filled mobile platform where they charge you out the ass for everything you do to progress in the game.

Thanks.

Honest reviews on Forza Motorsport 5 Day One Edition

The driving, and graphics are as great as always, but buyer beware! This game is what happens when free to play games aren't free. Read here: http://www.eurogamer.net/articles/2013-11-23-whens-a-free-to-play-game-not-free-to-play .

"Unlike in older Forza games, cars aren't offered as rewards for success: instead, the only option is to buy them in a grind that can be augmented by pumping in real-world money.

It's a problem exacerbated by Forza Motorsport 5's drip-feed of cars as part of a $50 season pass, a number of which are being reintroduced from earlier games. And even when you've bought them as DLC, in order to own them fully in the game they have to be purchased using in-game currency or, of course, by pumping in a little extra money of your own."

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I wont go into detail about the micro transactions as other reviewers have covered it well. I will say that I am disappointed at the extent of them in this game as it really feels like a lot of the game is missing unless you fork over a ton of extra money.

Pros:

The graphics are amazing. Near photo realistic on some tracks

The game runs at a perfect 60 fps

Sense of speed is outstanding

Orchestrated music fits racing well

Cons:

Tons of micro transactions

Not many tracks

While all of the tracks are insanely detailed some just don't have much to them and look a bit boring

Overall a solid entry in the series and good launch title. Would like to see a free track pack in the near future or at the very least an affordable track pack. I still recommend this game and if you are a fan of the series it is of course a must buy.

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Thursday, January 15, 2015

Review of Command & Conquer: Red Alert 3: Uprising

Command & Conquer: Red Alert 3: Uprising
Customer Ratings: 3.5 stars
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I bought this game to take the edge off during finals week. I love the Red Alert series and this was a very fun find. The graphics are still pretty decent a few years on, music and sound is great and gameplay is superb. There are three parts:

1) Single-Player Campaign

You have your standard 4-mission campaign for each of the 3 armies. A bonus campaign in which you control only Yuriko (the Japanese commando version of Tanya) is also short but substantially fun and fresh.

2) Skirmish Mode

Just your basic custom-map, custom-army, custom-computer-players battlefield

3) Commander's Challenge

THIS IS IT!!! In this mode, you are taken through 50 extremely UNIQUE and challenging Skirmish battles with your army of choice, trying to beat first the scenario and unlock new units, and then improve on your time. If you are competitive, you will spend close to 50 hours beating it. If you love RTS and cannot get bored, you will spend almost 100 hours beating all the Challenges in record time. Very fun.

Pros excellent single player options, long life, good price

Cons no multiplayer, low replay value once you beat it

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One of the things that I enjoy about playing the Red Alert games is building a massive force that I can use to destroy my enemies. To me, that is the best feature of any RTS game, especially the Red Alert franchise. RA3 Uprising from my perspective was a huge disappointment. First there really isn't much of a storyline. It seems like the RA 3 creators decided to put together a number of concepts that they couldn't use in RA 3 with Uprising.

In addition, there are way too many covert ops missions. I don't mind one or two missions where I have a few units and spies and I need to accomplish an objective, but to make an entire mission out this is just beyond frustrating. I completed the first 3 Soviet Missions and the first 3 Allies Missions then I just decided I've had enough covert ops missions. I easily got tired of the game because it wasn't giving me what I wanted, which is more opportunities to build a massive force to destroy.

I hate to say it but I can't recommend this game even for the die hard RA fan. It's just not as fun as the previous RA games.

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The game has great add ons and expansions but with the multiplayer being taken away the game kind of stinks and the super short campaigns suck

Honest reviews on Command & Conquer: Red Alert 3: Uprising

First, I love this series. I love these kind of games. However, someone at EA must have been beaten as a child and wanted the rest of us to suffer.

Reasons why this game needs 6 months more in development.

1. The computer is NOT effected by the FOW, (fog of war). It seems like it plays at trying to make you believe it can't see you, but it can. (i.e. hide something out in a corner of the map, away from everything. Without a scout or any hint of something "finding" you. The computer will head right to you.

2. This game should have been called Exploit Rampage, or Super Bum Rush.... There was obviously hundreds of hours put into thinking up all the different vehicles and characters...Buuuuut the only way to win many of the battles is to use exploits. Forget studying all the details about what shoots how far, and balancing your air and cav to achieve the right force balance. Screw it, just hover cheap ERS air units over your targets and let them shoot them down and they will become the most powerful bombs in the game. Or just bum rush you opponent with a Dojo and flood the computers base with tank busters. Nice to know all the work on those beautiful stats and details went to waste.

3. BUGS...enormous numbers of console locking bugs. On multiple occasions I have been ready to deal the killing blow, but guess what. I can't... why?... don't know. push the button and NOTHING....

4. the computers AI is smart... your troops are not. 9 times out of 10 you send a troop to do something and it will take the longest route or the route that will get it killed. I've seen engineers circle an oil well TWICE before it finally tried to capture it. Your troops will always, ALWAYS shoot at the least important target. They with ALWAYS shoot at the thing not shooting at them (unless that thing is the only thing in the area). They will NEVER shoot at the thing shooting them. (unless again there is only one thing in the area)

5. The computer can execute millions of commands before you can even think about what you want to do. AND it does. Most of the time its like playing against 50 other players.

6. You cant take any of the new units back to the old game...FAIL...

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Not working in WIN8!!!

If you are using that, DO NOT BUY THIS!!

I've tried many ways, all of them are not working

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Thursday, January 8, 2015

Best PlayStation 3 3D Glasses Deals

PlayStation 3 3D Glasses
Customer Ratings: 4.5 stars
List Price: $69.99
Sale Price: $22.10
Today's Bonus: 68% Off
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I recently bought a Sony Bravia KDL-55NX720 which is 3d capable but comes without glasses. The 3d factor was of interest to me and being a bit of an electronics geek. I had to get 3d glasses and check it out. Rather than getting just one type of 3D glasses I decided to get 3 different compatible glasses and check them out. The three glasses I got are:

Xpand X103

Sony TDG-BR250

PlayStation 3 3D Glasses

I wear rimless bifocal lenses that are 32 mm tall. For comfort I would rank the glasses as follows:

1. Sony TDG-BR250

3. PlayStation 3D glasses

3. Xpand X103

All of the glasses worked over my prescription glasses but I found the Sony TDG-BR250 to fit over my glasses best and to be the most comfortable. I found the Xpand X103 the least comfortable though they are OK and I don't really have an issue sitting through a movie. Based on other reviews, the comfort level varies quite a lot from viewer to viewer. Both the PlayStation glasses and the Xpand were a little more awkward to get adjusted over the glasses. So for me, that was probably the biggest comfort factor. None of the nose pieces that came with the Xpand gave me a great fit. The PlayStation glasses had an adjustable nose piece that worked better for me.

For 3d performance I would rank them in the following order:

1. PlayStation 3D glasses

2. Xpand X103

3. Sony TDG-BR250

The PlayStation 3D and the Sony TDG-BR250 resulted is similar colors and brightness. I think I got the most flickering with the BR250s but hard to say on that count, none were bad. The TDG-BR250 looked good as long as you kept your head level, if you tilted it even slightly to the left or right, the picture got lighter and there was abundant crosstalk. The PlayStation glasses have a polarization filter that reduces the crosstalk and it definitely works. The Xpand 103 glasses were similar to the PlayStation glasses with crosstalk performance. You could tilt your head left or right and the picture didn't change much. However; the picture was a touch darker with the Xpand glasses and the colors were a touch different. I liked the brighter picture and the color rendition of the Sony glasses better. You could probably adjust your picture so that the Xpand glasses would give you a similar color/brightness profile if you were just using Xpand glasses. The color and brightness wasn't so different that watching programing with the different brands would be a big deal.

I know the Xpand 103 glasses work for brands other than Sony. They were easy to synch with my Sony Bravia TV. I believe the SonyPlaystion glass are also universal for infrared (but not the newer Bluetooth) systems. They are listed as compatible with Sony, Samsung, Panasonic, Mitsubishi, Toshiba, and Sharp Active Shutter 3D. At least for the Sony system, they synced automatically. The TDG-BR250 are meant for Sony systems.

Both sets of Sony glasses are rechargeable. The Xpand uses an easy to get inexpensive battery. I haven't had the the system long enough to know which I prefer. It is really going to depend on how long the battery lasts on the Xpands versus how often the Sony's need to be charged and how well they hold their charge if unused for a period of time. Since I use the Xpand battery type for a locator system I use to find my cats when they go outside, I always have a ready supply of the batteries. I'm guessing I would actually prefer the battery system, which I assume will not need batteries very often, to recharging. The Sony's are supposed to only need 3 minutes of charging for an hour of viewing so they charge fast. Still, stuff that recharges tends to not stay charged if it sits around unused for a period of time. I can see it being a pain if someone comes over and wants to check out the 3d but the glasses need charging. Same goes if we get more content on TV. Batteries tend to not run down for a long time when idle and can be changed immediately (IF you have the batteries on hand) if they are dead.

Here's my final rank

1. SonyPlaystation 3D glasses

2. Xpand 103 3d glasses

3. Sony TDG-BR250

There are polarizing filters available from Sony for the TDG-BR250 that are supposed to correct the crosstalk issue. I ordered a pair from Sony a couple of weeks ago but still haven't received them. If they work, I might raise the Sony TDG-BR250 to the top of the list since, for me, they are the most comfortable. Without the filters, the Playstion glasses definitely outperform the other sets. I gave them 4 star rating because they don't really fit perfectly. Also, if you have lights on behind the viewing area you get a fair amount of reflection in the glasses.

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This glasses is also marketed as a "universal active shutter 3D glasses" that works with Panasonic TVs. However it uses IR receiver with sync up with the TV. All Panasonic TV that produced after 2012 has switched from IR emitter to RF (Bluetooth) emitter for their 3D glasses. In other words, it will NOT WORK with your Panasonic TV if it's a newer model. There are very little information about this. I spend an entire night searching on the web to find out why it wouldn't work with my TV (TC-P55UT50). Many vendors even market this glasses along side with my TV even though they don't work together.

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These glasses are rechargeable and work with the Epson 3010 projector, for those of you looking for a half-price alternative to Epson's $100 glasses.

Honest reviews on PlayStation 3 3D Glasses

I was one of the first to join the 3D 'party' back in late 2010, and refused to be upset by all the issues that came with it. Being a techno-geek I pretty much sucked-it-up when I found annoyances like ghosting/crosstalk of images when I moved my head watching the TV, and was just grateful that it worked at all.

Who knew the glasses should be such a big differentiator between 'ok' technology and 'amazing'.

I originally purchased my Sony Bravia with the external 3D transmitter, and 2 pairs of the Sony TDG-BR100 Adult Size 3D Active Glasses, Black As I described in my review for those glasses, they're pretty good but unless you go to the trouble of getting additional filters from Sony , you do get some pretty bad image crosstalk if you so slightly move your head.

Enter the new Playstation 3D glasses with a feature to 'reduce crosstalk'. Well, who am I to turn down an apparent technology step-up. I purchased these during the black friday sale, and quite frankly have been blown away by them.

To be honest the build quality is 'average' at best sort of like a pair of plastic sunglasses, but what they lack in tactile quality they make up for by being so lightweight you can wear them for extended periods. The nose piece does rub slightly at first, but that wears off as the rubber softens with time. Some other reviewers comment they were tight on the head but these fit me comfortably.

More importantly , the 3D image is unsurpassed. Whatever Sony did with the polarization filters in these glasses, they got it 110% correct. With no change to my other equipment, these glasses allow me to fully enjoy the 3D picture, without the frequent need to adjust my head position (honestly they even work at extreme angles).

If you're looking for any replacement or 3D glasses, dont be put off by the Playstation logo these truly are the glasses to beat above any other that Sony produces at the moment.

[Additional] Only one small annoyance is that all the PS3 peripherals use a mini-usb connector, yet randomly these glasses have now moved to the micro-usb interface. Granted the glasses ship with a USB->micro USB adapter for charging, but its just another connection to keep track of and another USB port that gets used up they are in short supply on most TV's and PS3's. My next Amazon purchase will be for one of these cables which lets me do mini & micro USB from a single cable StarTech.com USBHAUBMB3 3 Feet USB to Micro USB and Mini USB Combo Cable A to B

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I discovered two simple adjustments to make these glasses 100% more comfortable. First of all the nose pad is bendable so that you can form it to fit your nose. Secondly, you can loosen the temples (arms) of the glasses by bringing some water to a near boil, pouring it into a glass, and then sticking each temple into the hot water for 20-30 seconds. After that, you need to apply pressure to the plastic for 20-30 seconds in order to bend it, then immediately stick it into a glass of cold water to flash cool it, before it goes back. You need to use a fair amount of force when bending it so that the temple is straightened out because it will automatically spring most of the way back into a curve shape. It's easiest to do them one at a time. Also, it helps to use a ruler to measure the distance between the temples before and after the adjustment is made so you can determine a good size. If the glasses are still too tight, you can repeat the process using more bending pressure. If they become too loose then just use the hot water with little to no bending and then flash cool them and they will tighten up. For me this was the end-all to the issues that I had with these glasses and I hope that other people can benefit from it as well.

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Monday, December 29, 2014

Best Monster Cable PGLS 100 SV/R-6 GameLink Standard Composite/S-Video Deals

Monster Cable PGLS 100 SV/R-6 GameLink Standard Composite/S-Video A/V Cable
Customer Ratings: 4.5 stars
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I really only bought this particular cable for the S-Video connection, so I cannot say anything about the Composite output. If I were a more diligent soul I would have compared the Nintendo composite quality to the Monster composite quality to get a better comparison. But I'm not very diligent, I just want to plug and play, and I certainly did. The S-Video quality is great on my Panasonic TV. I think this cable was definitely worth it for me. I'm no A/V nut so I didn't want to spend a ton of money buying Nitrous Platinum Super Awesome cables, but I do know that Monster makes a good product, so I'm glad they had these low-end cables available.

Final thought: Worth every penny if you are looking for a cheap upgrade and not overly concerned with having the best of the best high end cables.

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by this cabel i can playing ps2 on my pc by msi fx5200 card

Saturday, December 13, 2014

NCAA Football 14 - Xbox 360 Reviews

NCAA Football 14 - Xbox 360
Customer Ratings: 4 stars
List Price: $59.99
Sale Price: $49.96
Today's Bonus: 17% Off
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Coming off two very weak efforts EA Sports needed to reestablish the NCAA Football franchise as something other than an also-ran to Madden. What used to be an innovative series has been anything but in recent years and when trying for new features they've failed miserably with the implementation and their assessment of what consumers truly desired out of the product.

While NCAA Football 14 doesn't break any new ground actual effort is immediately recognized in areas that have desperately needed it. The challenge from the CPU which can now execute all manner of plays along with the physics engine and incredibly responsive player control makes the game fun again.

Debuting in NCAA this year is the "Infinity" engine physics that were first found in Madden NFL 13. The physics have been refined limiting the number of goofy looking pileups and players tripping over one another. There is still some of that but they're more easily overlooked. The benefit to gameplay though far outweighs those occasional oddities. Each play feels much more dynamic and the outcomes appear far more realistic.

The CPU AI is one of the biggest advancements made with NCAA Football 14. The CPU runs a wide variety of plays well ones that it had always failed at in the past and operates more true to the styles of each individual school. I've been absolutely gashed on the ground by an up-tempo pro style running team and had trouble stopping a team that primarily ran the triple option. The CPU QB just makes much better decisions. Users are also able to utilize a number of plays that had never worked in the past and that really opens things up to more creativity and variety.

Blocking improvements drive the success seen in the running game. Though there are instances where a blocker will break off prematurely to go after someone on the next level those haven't been too frequent. Whether at the line of scrimmage or downfield the blockers can be trusted much more. That, along with the exceptional player control, makes running the ball immensely enjoyable. Controlling the ball-carrier with the left stick is really all one needs to cut or make guys miss but the right stick also offers up a number of combo moves.

A few other gameplay related notes: running the read-option is an absolute blast, there has been encouraging push by defensive tackles to create interior pressure, the presence of an actual pocket for the QB is great to see, and the new Coordinator camera angle is a nice option to have I just can't commit to it since it isn't in Madden. My main takeaway gameplay wise is that I'm able to play the game the way I have always wanted to, go heavy in the run game and utilize movement in the passing game, and the competent CPU presents a unique challenge in every game.

While gameplay has seen dramatic advancement one area that notably lags behind is the presentation and atmosphere. This has been a weakness of the series that has yet to near an acceptable level. Commentary is more stale than ever, post-play scenes are better but still don't completely mesh with the idea of TV presentation, and the atmosphere just doesn't live up to what is expected from game day. It doesn't even come across as well as it can on TV let alone for those who experience it in person.

As far as Dynasty mode goes I'm not deep enough in to analyze the effects of the changes but so far like the simplified process in recruiting. Getting rid of what some will still feel was depth truly it was artificial depth that made things tedious and few fully understood was a good move. The skill trees for coaches is intriguing (tying in goals and point accumulation) as are the scouting effects and planning of campus visits while custom playbooks being brought in was a crucial move. The in-game Dynasty related presentation such as the new halftime show to go with the studio updates and bottom line ticker all add to the feel that the games are important and part of a bigger world.

The streamlined menu navigation and quicker loading times may be overlooked by some but it is a vast improvement over what has been arguably the most sluggish sports game this generation in those areas. No longer am I dreading firing up the game and moving through the menus.

Another valuable addition worth mentioning is the Nike Skills Trainer. EA has managed to create a tutorial that not only teaches well but is challenging to complete and has some rewards at the end in the form of Ultimate Team cards. I managed to get a feel for things like the Triple and Shovel Options that I never bothered to try and figure out in the past and now may choose to integrate in my gameplans and custom playbook.

Authenticity remains a problem with NCAA Football 14. It's astonishing how many uniforms are missing and stadium renovations not reflected. The new Husky Stadium isn't even in the game which makes playing as Washington far less appealing for me. I've actually hunted for different teams to use solely because of that and it's a bummer. For the most part only fans of the teams are likely to notice such specific omissions but there are a hell of a lot of fans of teams who are missing something. These are not things that sprung up as last second surprises but rather have been ignored, dismissed, or overlooked. EA will have difficulty hooking consumers for the long term when they fail to pay the proper attention to the specifics of each program.

Some issues spotted in early play include safeties stopping their drop back and coming forward when they shouldn't allowing for deep routes to be wide open. This seems to occur primarily when multiple receivers are going deep (hail mary and four verticals as examples). There are some reports of turnovers in the end zone resulting in a touchdown or ball placement on the wrong 20. The CPU almost never (I've yet to see it happen with 40+ games started) chooses to receive when they win the coin toss. Also somehow it's 2013 and there still are no surprise onside kicks despite that being a legitimate strategy coaches have at their disposal and attempt from time to time.

Ultimate Team has a lot interesting ideas that have been implemented but it falls short with some of them either due to limitations or aspects that went overlooked. Having professional players and some legends re-created as their college selves is pretty neat and legendary teams comprised of them are cool to go up against. The number of players who look nothing like themselves, not being able to challenge friends to head-to-head games, and the inability to see how the opposition's team shapes up hurts the mode though.

Despite the deficiencies the bottom line is that the fun factor is back with NCAA Football 14 thanks to the gameplay enhancements and changes in Dynasty. Two troubled iterations are now in the rear view mirror and this one has at least stepped back into adequate territory and may resonate far better than that with many. Other thoughts will be included after additional time is spent Dynasty, online play, and the new Ultimate Team mode.

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Look, by now you either know what NCAA Football and Madden are or you're probably not interested. They're football video games. This is more of that. If I hadn't lost last year's version in a move, I would have regretted this purchase.

In this version, EA crammed in four new features that I can think of, though I'm sure EA marketing can think of more:

1) Trading Cards

The trading cards are a dumb gimmick, but if you've ever wanted to collect electronic trading cards featuring former college athletes, well, I guess you might like them. It's part of a new mode featuring online and single-player games that let you build a custom team. If you say 'well isn't that kind of what Dynasty mode was already?' you'd be right.

2) RPG-Style Coach Skill Trees

This is my favorite new part of the series, but mostly because I think an RPG-Sports genre bender sounds amazing. You level up your coach and can follow a skill tree, choosing to be better at different aspects of your game. Not that deep, but at least novel.

3) New physics engine

For all the hype, their new physics engine is horrible. They tout 'bone-crunching tackles' and et cetera, but in reality what has changed is that you will regularly see players falling all over each other after a play is over and achieve never-before-experience levels of frustration as your dumb AI lineman trips up your HB more effectively than ever before.

4) A tutorial (finally)

Another definite positive. These games have long been inaccessible unless you already know everything about football, and their clear disregard for people who just want to learn the game was always baffling. Finally they've added a tutorial, though from the blatant ad placement it seems that Nike actually led the effort. It'll teach you when to do what and why and then let you practice, and it's great. If, though, you already know the stuff, don't expect 20 reps of an option play to be too fun.

--

Another new feature for this year: Now includes a bug that causes Kirk Herbstreit to continually mock you (in the same voice clips from last year) for going for it on fourth down, regardless of whether you do so.

Look, the rules of football haven't changed much since last year. If you want a new version of the same tired football game that asks for $60 and then spams you with pleas for microtransactions and in-game advertisements, this is for you. If you already have last year's version, don't get it. EA needs to stop this annualized garbage until they decide to actually innovate.

Best Deals for NCAA Football 14 - Xbox 360

Its another year of NCAA Football. I had the pleasure of getting to play this game since Friday with the EA Sports Season Ticket Package. This is my last year having EA season tickets since I'm not sure what system I will be playing NCAA on next year. Anyway let's talk about football....

This is it for current generation consoles. I don't see things getting much better for the NCAA franchise until the next generation systems really start to blossom. The gameplay is very similar to last years. This year there is more emphasize on smoother running animations than anything else. Juke moves look more natural than ever and spin moves still work to well. The graphics look the exact same as the last 2 years. Nothing improved at all. I managed to make it through 2 seasons of Road to Glory and 2 season of a Dynasty over the weekend and both modes feel the same as last year with a few dynasty mode changes... In Dynasty mode the recruiting is streamlined. Instead of making phone calls every week you simply allocate points to each player that carries over from week to week. No more talking to each player about special things your school is known for. Honestly I think it's almost too dumbed down. There is really nothing special to do. Allocate your points, offer a scholarship and simply play the season. The recruit visits are a little different this year in you can get more bonus points for your recruits if you do certain things during the game. For example you have a WR visiting your school week 11 and he wants you to throw for more than 250 yards in the game. IF you do he gets bonus points. Nothing special but it adds a little different challenge to those games. I found myself a couple times trying to pass for 250 yards, Rush for 100 and get 2 picks and 3 pass deflections all in the same game to appease all my recruits in town. The biggest change to recruiting comes in the off season. Now you only have 1 week to recruit in the off season. You can put all your points into a single player if you wish... As I said before the whole recruiting system is far to dumb down for what I'm use too. The whole point of playing dynasty is to go through the recruiting phase, not a streamlined allocate points and forget about them system. Then again NCAA killed the whole point of recruiting when they allowed users to be modified teams during the season. Simple start a game with any team you want and you can change all your players to 99's if you want. Then you can simply recruit 1 star prospect and make them 99's once they join your team.... I'm sure some people like all-star squads but it makes recruiting absolutely pointless.

The new feature I liked the most in this year's addition is definitely the skills tree for coaches. As your play through dynasty games your coach earns XP that can be spent on different upgrade for recruiting or gameplay. Sort of like Madden's introduction of XP last year. At first I was really excited but after playing through 2 seasons the only real benefit my coach received was I able to get more recruiting points each week. I wish the decisions I made had a bigger impact on the game but it's their first year with this new XP system.

The Big Question most people know already is can draft classes be exported to Madden?... Yes they can. Its back which is great because without draft classes my purchase of NCAA last year was pointless.

So that's about it for the new features. I know I'm leaving stuff out like the fact there are 20 different new option plays and things of that nature but they don't drastically change ones viewpoint on the game. Honestly NCAA FOOTBALL 13 was a better game but didn't have the draft class option which made people hate it. Some people will really like the new recruiting. I'm pretty indifferent about it but honestly preferred the old method of learning about players interests and trying to appease them. However like I said before the new XP system makes you feel like you can sort of customize your coach to your play style. Even if after 2 seasons your choices don't do much on the field for you. If you are an NCAA fan this is probably the best its going to get on current gen consoles so I recommend picking it up.

Honest reviews on NCAA Football 14 - Xbox 360

Love this game....If you bought NCAA 13 then you better buy this one....The Run Game is better this year an the recruiting is more challenging....no longer can you just recruit all the top 10-15 5/4 star recruits....now its actually a fun challenge. An I love the trait thing for the coaches that affect gameplay an recruiting. It can really make or break a teams possibilities.

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For anyone curious about the title, well a short explanation is that NCAA ended their licensing agreement with EA Sports. Also after the recent lawsuit, EA is done making future College football games as of now. Which to me is disappointing because EA was really starting to pick up their game and had a great looking future of NCAA games ahead. With that said I will start the real review, with what I liked and disliked about the game.

This year it seems the mechanics were a lot more polished than previous versions of NCAA Football. Now I've been buying the NCAA Football games since '04, (With the exceptions of '09, '10, and '12) 2006 has always been my favorite version from the series, and to be honest, it's been hard to find one since then to match it. EA Sports has been known to just throw out a new version year after year, with no big changes. This really goes for Madden as well, but there is always something special about the College football games that I liked. For one, it's the atmosphere of the crowd, that's 1 thing they can never seem to get right with Madden. Madden always feels too dull (Nowadays anyways) whereas NCAA always felt energetic and fun.

This year they have made a lot of steady improvements with the infinity engine. Initially I was disappointed when playing Madden 13 (When they introduced infinity physics) the gameplay didn't really grasp me, so I was a bit wary when I heard they were bringing pretty much the same thing to this years version of NCAA. Well my initial doubts were quickly thrown out when I played the demo and realized how much better the game felt. Now having it and playing it quite a bit, it is a huge improvement over last years game and the years before that. It even works much better than Madden. It feels like a real college football game again, no more of players "gliding" across the field, no more stiff looking animations. The game plays much more fluid now, with the players actually being able to make cuts, and they actually look like they run now. Before the running animations seemed off, and clunky. NCAA 13 was fun, but NCAA 14 has really set the bar. A bar that can no longer be passed with the cancellation of the series lol.

If you're a fan of the series, you'll love the new look, the players look more realistic. Catching, running, tackling animations are much more realistic this year. The atmosphere is still there and better than ever, which like I said before is 1 thing I always enjoyed about the series. Whether you like to play with friends or like to win the championship in Dynasty mode, you will love this installment of the franchise.

Dynasty Mode: My favorite mode I use, it's pretty much the only mode I use anymore. This year they've fixed it and returned back to the days of old.

Recruiting: Is so much better this year, ever since they introduced the calling system of NCAA 11, I've been wanting back the system of 06 where you just used points to recruit your players. This year they finally brought it back! Don't get me wrong,I liked the calling system at first, but after the first few weeks in a season, you get tired of it really quick. It took you away from the time you could be playing the actual game. Now it's quick and simple.

Other than recruiting Dynasty mode hasn't changed a whole lot, in terms of features, but that really doesn't matter as all we really want to do is play football anyways right?

With that said I do have a few minor gripes about the game. The actual gameplay itself, like I said is really top notch and fun. There is always those lingering issues they can never seem to get right. The "Shoestring tackle" for instance, when you dive for a player a fair distance away and tackle them at the feet, EA Sports haven't really been getting this entirely right. As it is annoying when the CPU goes for a shoestring tackle and they are further away from me when they are on the ground, them bam, they fly forward and bring me to the ground. An annoying issue when you have an open hole to break a huge run, it can get annoying. Also interceptions in the game, I get they wanted a more fluid style of play, which is what they have created, but also it's annoying when you intercept the ball, you're holding down to run and the camera turns around then you're running away from where you want to. I do more so prefer the old stop, screen turns then you go. I guess this way can make things a little more interesting in some instances.

The Pause Menu: Ugh I don't know where to begin here, I don't get why they insist on changing this every year. To get a "Fresher look" I can understand that, but do they really have to make you go to such great lengths to find things? Like when you are in the game and need to use that 1 challenge you have, you have to pause, go over to strategy go down to coach's challenge. They could have just put it in the pause menu for in game use. It can be a nuisance to be looking around for something when you just want to get it over with to play the game.

There still is the other issues of calling a fumble from the QB an incomplete pass, when you look and it's clearly a fumble. You can't do anything about it though, the commentating is off in some parts of the game. Saying things that really don't make much sense to what is really going on in the game.

One last thing that annoys me this year, EA Sports finally brought back Draft class exporting. I've been wanting this feature back and the year they finally do it, the timing couldn't have been more worse. It's practically useless (to me anyways) with the problems I've been hearing about Madden again, and the fact that I didn't much care for the Madden demo again. I will be skipping on Madden this generation, and I'm holding out for Next-Gen to see if it is improved at all. (from what I've seen, no lol) With no NCAA on Next-Gen (Or anymore NCAA games at all for that matter) them bringing back draft class exporting is like a slap in the face. IMO.

Those are just a few of my minor gripes about the game, I'm sure I would have more, but no sports game is absolutely perfect, so those issues will always arise. I will finish by saying this is definitely the best NCAA I have played in a long time by far. If you are a fan of the franchise, then you really have to pick this one up. Because there is no more "holding out" for a better experience. The college football games are now finished it seems, and this being the last installment is perfectly fine with me, because this title will have longevity for the years to come, with downloadable rosters, the game should live on just fine for this gen. You can take this for what it is, it's just my opinion on the matter, buy the game you won't be disappointed.

TL;DR: Best one in awhile, Buy it. Lol

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Sunday, November 9, 2014

Review of Journey Collector's Edition - Playstation 3

Journey Collector's Edition - Playstation 3
Customer Ratings: 5 stars
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Flow is a good game. Flower is a GREAT game. But Journey... Journey is the best game I've played in my life, and I've been playing since the days of the Nintendo Entertainment System in the 1980s. The following review is SPOILER FREE.

It's difficult to put into words what exactly makes Journey so special. As the title implies, it's more of an "experience", and I might even call it a spiritual/digital pilgrimage, as odd as that might sound. I have never before been so captivated while playing a game, so fully immersed, and so interested in what would come next. This accomplishment is even more remarkable when you consider that Journey contains no dialogue (written or spoken), and breaks many of the standard conventions that gaming relies upon.

My recommendation for your first time through is to play it in solitude, in a darkened room, preferably with a good sound system, as the music is phenomenal. On the visual side, an HDTV is a must, and the larger the screen, the better. This is an incredibly immersive experience, and the more you can focus on it, the more you will get out of it. On subsequent playthroughs, it's fun to watch a friend play, and take joy in their reactions to the wonders they experience.

Journey contains an orchestral soundtrack that is breathtaking, and fits the game perfectly. The visuals are equally spellbinding, and they become more and more fantastic as your journey progresses. Photos do no justice to the feelings that Journey's sweeping landscapes will evoke in you.

One of my favorite aspects of Journey is that it can be completed, from start to finish, in a mere two hours. This means that going back and revisiting this incredible experience is relatively easy, even for those of us who are pressed for time between jobs and real world responsibilities. Journey can be played any evening after work, and it's fantastic to revisit its immersive, therapeutic, and breathtaking world. Making this game short was not a mistake, but a stroke of genius. There is no bloat, and every minute spent in the experience is finely tuned to provide maximum enjoyment, emotional stimulation, and thought provocation.

I downloaded each of these games as they were made available on PSN. Therefore, I do not own the physical copy, so I cannot comment on the packaging or the bonus materials. My review is strictly for the content of the games themselves, and I give this collection my highest possible recommendation.

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I've played through Journey several times, for a few reasons. The first time I played the game, the typical "gamer" in me came out. The goal, to get from beginning to end, while trying to take in some sights along the way. After I completed the game, I got it. It hit me what the point was of the game, and I restarted my Journey again the next night. I spent more time looking around, and found little hidden symbols along the way. Then suddenly someone showed up in the game with me. You can't talk, or type in the game. They are just there. You can chose to run around together or not. These other people just drift in and out in the game, all on their own journey. After I completed the game a second time, I had spent longer enjoying the amazing music and the astonishing visuals through the game. I put it away and didn't play for a while.

Then some time later, I learned there was such thing as players called "white cloaks". I wanted to see one, so I went again into the game and meandered around online. I met one who was on their journey, and decided to play through the game with them. We had so much fun working together. We had no way to communicate, we just had to use our intuition. We completed the game together, and it was almost a shocking moment for me. This game and it's meaning are so much deeper than one can understand on the first play through. The older you are, the more the meaning of this game will touch you.

After working for a while, I finally found all the hidden symbols in the game, and became a white cloak as well. My red garment turns white when I play, and my scarf regenerates itself, letting me fly for longer periods of time. While the game itself is short, it's got enough content for several play throughs. There is an incredibly deep meaning to the Journey, it's what the journey stands for. It's who you meet along the way, and your choices of whether to go alone, or take the journey with someone else. You can't "die" in the game as others have mentioned, but that's because it would defeat the meaning of the game. I agree with what others have said. Play this game alone (not offline, just alone at your home without distractions of other people around), on the best TV you have, with the best sound and in a dark room or in the evening. You will get the best visuals from the game, and have a better environment for contemplating the full meaning of the game. There is much depth to be found in it's simplicity.

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I was cautiously optimistic as I prepared to play Journey for the first time. There were so many glowing reviews by game journalists that I could not discount its quality, however I wasn't completely convinced of its greatness and so approached it with hope and a slight amount of pessimism.

There have been many defining moments with video games that I've experienced in my life. The joy and wonder of discovering likes of Pac Man and Centipede in the arcade as a five-year-old. As I grew up and video games changed, my horizons opened up with the possibility for adventure in The Legend of Zelda on the NES. Super Mario Brothers, Mario 64, The Legend of Zelda: Ocarina of Time, Doom and Half Life. Each of these represented major evolutional steps in video games. Exploration, adventure, 3D worlds, immersion, storytelling. I look back fondly on all of those experiences but in doing so realized that as the years have gone by these types of moments came with less frequency and impact. I love games such as Mario Galaxy, Red Dead Redemption and Skyrim. I can appreciate the mind-blowing quality and depth of these games but they don't stack up to the experiences of my youth with, arguably, vastly inferior games.

It only took a short time with Journey to come to the realization that I was experiencing something that I had been missing for many years. Chills ran down my spine. My pulse quickened. I was enthralled. It was not immediate but grew like a wave, building slowly and consistently until the wave broke in a crescendo that was moving and awe-inspiring that left me speechless and teary-eyed. I had not been affected like this in years and perhaps ever.

Journey is an experience that is a privilege to partake in. It evokes a range of emotions from joy and wonder to fear and heartbreak. The visuals are a sight to behold. It is simple, but not simplistic. It will make you ponder life, friendship, love, loss and triumph. Journey deserves to be experienced.

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Being a person who is detrimentally opposed to purchasing any and all digital content it killed me to not play these games so I overjoyed at finally being able to buy a physical copy of these games and I did so without hesitation. I can only comment on the 3 main games as of now since I haven't checked out the bonus content or the mini games yet and waiting till I have finished and satisfied with the 3 main releases in this collection.

Flower: An absolute joy to play. It has been decades since I played a game and found myself smiling and actually feeling happy playing it. It's such a simple game with no spoken dialogue, no words, no context given or anything. You use one button essentially, have the visuals and music throughout the game and nothing more. I found something akin back to a Disney movie of sorts about good and evil that is told so subtly that its mind boggling as to how they told a story that is barely there using so little and having such an effect on me. I played the game twice and had just as much fun the second time. Its a very soothing game, very peaceful and yet instills a sense of dread at certain points.

Journey: Like so many others, it made me cry at the end. I can't explain why or how but I just felt a surge of happiness that it made me tear up right at the last section of the game. Again it told this story using very little at all beyond just images and interpretation. Although this game seemed to have more story to it. Sadly I can't go into details without spoiling anything, but once you play it you will see what I mean. Wonder, happiness, sadness, danger, loneliness and excitement were feelings I had when playing this game. I played it twice but I'm holding off as I don't want to overdue, this will be a game I come back to again soon but I don't want to wear out its welcome.

Flow: Not a terrible game but just not something I enjoyed. It was fun, interesting and different. But it just felt unfinished and the controls left something to be desired. I didn't hate it by any means but it just didn't resound with me the way the other 2 games did. This was also their first game so growing pains are to be expected and you can definitely see they made a huge leap in their skills when making flower and further polishing themselves with journey.

All in all I can't recommend this collection enough. For 30 bucks purchasing it new shouldn't be a problem because I got more out of these for 30 bucks than I have spending 500 bucks on big name games from the past 2 or 3 years. I reminded me of why I love games like I did when I was a kid instead of just spending 60 bucks on brand x AAA title of the month and going through the motions only to finish it and forgetting most of what I just played. Not to mention your measly 30 bucks will support this amazing developer and keep them making more great titles.

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This is the game that you share with your children, because it's beautifully crafted and non-violent. The underlying messages are there, about how we are destroying our planet. It's packaged in a wonderful story with excellent visual and sound. Remember "Myst"? This is Myst in the 21st century. My favorite game collection of the last five years.

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Wednesday, November 5, 2014

Reviews of Rocksmith 2014 Edition - Xbox 360 (Cable Included)

Rocksmith 2014 Edition - Xbox 360
Customer Ratings: 4.5 stars
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This is really not a game. There is no career mode with tour buses and goals that typical games have. I think this is a good thing. The achievement that you earn is the ability to play guitar or bass. That's all I'm looking for. If you bought the first edition of Rocksmith and did not like it very much (I didn't like it), don't let that prevent you from getting this. This is like another planet.

Everyone is talking about Session Mode and I'm sure that will be a big selling point for people that already know how to play. For me, a beginning bassist, it's nice to have the band backing, but randomly hitting notes when you have no real idea of what you are doing is cool but I'm sure once I get the hang of playing, this part of the game will be much more enjoyable.

If you want to learn to play, get this. I am doing bass only but I am sure the guitar play works the same way. I am using the Lessons and here is how they are laid out:

You first choose your instrument and click Lessons if you are a noob like me. The first couple show you how to hold the instrument and things like that. Then you start getting videos of different techniques and each of those lessons comes with a practice track. Here is where Rocksmith shines! Using the Riff Repeater feature, you can adjust the difficulty level from 0-100 using a slider: the lower the difficulty, the fewer notes that will scroll on by. If you start at say, 30, you can play that difficulty until you nail all of the notes and then move up to 40 and so on until you reach 100 which is all of the notes.

But that is not all. In addition to choosing the difficulty level, you can also use a slider to increase/decrease the speed. So if you want all notes but really slow, you can have that. If you want fast but fewer notes to play, then you can have that and everything in between. You can also loop the tracks so you play it a couple of times instead of just one, or you can have an infinite loop and the track will rewind and begin again until you stop it. You can pause and ramp up the difficulty and go right back into the track. If you overstep your ability, just pause, open Riff Repeater and readjust as you need to.

This is really an educational package for the Xbox rather than a game but it's amazing. I received it on launch day from Amazon and have been strictly using the Practice tracks in the Lessons and working on the Walking Bass lines in there at slow speed with fewer notes. I've inched up the meters a few times but need to master the level that I'm at now before moving on. Playing the track in an infinite loop has me playing it over and over and over and over again and I can feel my fingers beginning to stretch out and get more comfortable moving around the fingerboard.

The idea that you can plug in that guitar that's collecting dust rather than having to purchase special instruments to play with this game makes it such a worthwhile buy. It will be frustrating in the beginning if you've never played before (I know the feeling very well) but you really do find yourself saying "I'll never get this" and then all of a sudden you nail it and get such a rush. Then you add a few more notes, up the speed a little and get that too and you can't pull yourself away from playing because you realize that you can do it.

I have had DVD tutorials for bass and while good, they don't provide the instant feedback that Rocksmith does. The presentation in this game is lightyears ahead of the original. Loading times are fast and the options were created to accommodate learners of all kinds and proficient players as well.

I just can't say enough about this "game." It's just amazing, fun, and really teaches you to play. While there is no substitute for a real teacher and learning theory and the like, if you are just a hobbyist looking to learn to play some songs and jam out on a real guitar, this is definitely for you.

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Customer review from the Amazon Vine Program My 10 year old son and 39 year old self are having a blast with this game. Neither of us has ever played a "real" guitar before. We have played guitar hero, but there is just one strum bar and five buttons for frets on those guitars. For Rocksmith we have a 6 string guitar with 22 frets. That was (and still is) extremely intimidating to us.

Rocksmith came with

USB plug from guitar to my 360

6 ft HDMI cable

An audio adapter for the 360

An audio cable

Lucky for me my 360 is plugged into a receiver via HDMI so the only cable I needed to use was the USB plug from guitar to XBox.

First thing I had to do was tune my guitar. Rocksmith walked me through it and checked the tones for me (good thing for a tone deaf guy). The cool thing (for me at least) was that the software knew the problem before I did. If I hit the wrong string, it knew and told me to check which string I hit.

So I went through about 5 tutorials and tried to 100% them. The tutorials are excellent. It starts easy...if you can't get it, then it slows it down to get you used to moving across the frets and strings in time. For a noob like me, this was great. The game amazed me when it told me exactly what I was doing wrong in the tutorials (ie: wrong string, wrong fret...it knew). After you get through the first test, it does the same riff with more notes and complexities. It allowed me to practice and have a sense of success before it upped the level.

You can choose to play lead guitar, rhythm, or bass. You can use your electric guitar for bass, but I have not tried yet. I have only tried lead guitar so far but plan on trying the others.

There are 20 or so more lessons to do, but I was interested in trying a song (knowing I would fail). Low and behold, they actually up the level of play on each song as you improve. So the first time through the easier songs was not impossible even for me to achieve some success. I felt like "I can actually do this with some practice".

The part I recently tried was the guitarcade which is awesome. Retro style arcade games that work on your guitar technique. The first game is similar to jet pack joyride, but based solely on how loud you strum the strings and control the volume. The next game is like the old Root Beer Tapper game but you have to hit the right string to "shoot" down the right area. I had trouble with volume and finding strings and these were fantastic ways to practice. It includes high scores, mini achievements, and online rankings. I also tried the slide arcade and a duck shooting game that helps practice slides, frets and strings. There are many more arcade games that I have not tried because I don't know the concept (ie: bending) yet. Some games are more fun than others, but the fun and rewarding way to practice is top notch.

The main thing this does not do is teach you to play guitar by reading sheet music. That was not important to me, but worth noting.

We try and limit video game play for our kids, but this game is so educational that we bend the rules and let our kids play Rocksmith at times when they normally are not allowed to play games.

I highly recommend this game for anyone who wants to learn to play a real guitar for fun. It provides learning, fun, and a sense of accomplishment. It will provide our family many hours of fun time together.

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Customer review from the Amazon Vine Program To be clear, you MUST own, or have one on its way, either an electric guitar or an electric bass. One or the other is required to learn using Rocksmith. Those old plastic instruments we all came to love and adore, then ignore, do NOT work with Rocksmith.

Also, be sure you get what you need. If you have a previous version of the program, and already bought the guitar/bass to USB cable, you don't need to buy the cable included edition again. The old cable works just fine.

Why does Rocksmit seem to work where DVDs and books fail? It teaches you actual SONGS, real songs, not wimpy, silly lullabies or children's songs. You want to learn Slayer? You can. This is the goal of pretty much every guitar player (not to play Slayer necessarily, but play a son in general!) you want to play like your rock heroes. The books and DVDs are good with teaching basics, getting you started, but they tend to just whet your appetite, not get you on the fret like Rocksmith does.

This being said, Rocksmith isn't easy. You won't likely be playing like Randy Rhodes after an hour or two. It will take practice, REAL practice, but... this is again where Rocksmith shines. You play games that help you practice. They can be fun, to the point that you don't really realize you are actually practicing. It's brilliant.

You can adjust the difficulty to suit your needs. If you've ever played, I recommend starting in the 10-20 range, if you've never played, hit the bottom and work your way up. And the most important part: DON'T FEEL BAD STARTING LOW! You WILL get better if you stick with this crazy "game."

Where the game excels at teaching you is the "riff repeater." If you have a part in a song that you absolutely just cannot get, fire up the riff repeater. This thing just adds to the brilliance! It lets you choose the speed and difficulty of the section ramp up the difficulty as you seem to start learning the sections.

Session mode, when I am good enough at actually playing, will definitely be fun. It's OK right now, but I don't feel like I know enough to really enjoy having a band backing up my playing. And it's cool because it tries to match how you are playing with a level of randomness it's not just the same beat and riffs over and over.

And it really does start at the beginning. Really, the beginning. How to hold a pick, tune your axe and so on. I say it again it shines the brilliance of the entire package.

AND THEN there is the option to use a TON of equipment, really expensive equipment in the real world, using just the 360 to simulate the tones and so on that only certain amps and equipment can lend the guitar.

A note on configuration. When the pamphlet included tells you not to include your TV in the mix, and they tell you not to plug your system in w/ HDMI or optical, they mean it. I tried it and the lag really did kill the fun and the lessons. Please make sure you have this configured for the best option to "win" at it before playing, or you will be disappointed.

Bottom line if you've ever wanted to learn the guitar and not have to pay for a lesson every day, this is the best $60 (or $80 if you need the cable) you will ever spend. But like anything, you really only get what you put into it, so make sure to leave your mind open and give the program a chance to teach you. They say 60 days on Ubi's website, and if you stick with it I'm sure 60 days is more than enough to make you quite a few levels better than where you are. Well, unless you are a Randy Rhodes naturally.

Honest reviews on Rocksmith 2014 Edition - Xbox 360 (Cable Included)

If you are a beginner or an advanced player this game is for you. No matter what skill you are the game adapts to you and now rocksmith 2014 has new integrated features that will blow you away. I preordered this game and received it the day it was released. Right after work I turned on my console and started playing it. I have to say it was the best moment ever. I was waiting to play session mode and this new mode is so awesome because the virtual band plays along with you. If you stop they stop, and if you play loud also the instruments play louder. If you are thinking of getting this game, don't hesitate to get it, because on the long run you will become a better guitarist or base player. I will play this game with family and friends and finally. Thank you Ubisoft for making the greatest games ever. I am loving rocksmith 2014 so far and can't wait for the new one to come out.

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Customer review from the Amazon Vine Program To start, here's who I am and what I hoped to get out of Rocksmith. I'm a drummer. I think all drummers are frustrated guitarists and all guitarists would like to play drums. I've owned guitars, still own a couple, but never found the time, or really, was willing to dedicate the time to lessons. Rocksmith came to my rescue. Like many people, I love to play video games, and enjoy things like Guitar Hero and Rock Band, although I always found them to be games, and not realistic, since what you do to "win" on screen has little to do with how you'd play an instrument live.

Rocksmith is a great game and so much more than a game. It comes in three flavors for Xbox: Just the game, the game with the cable, and the game, cable and a guitar. I got the version with a cable included and am using my own guitar, so that is what I am reviewing. If you do need a guitar, the Rocksmith version which includes one presently comes with an Epiphone Les Paul Junior. It isn't a bad deal if you need a starter guitar. A Jr. usually sells for about $130, and this game costs $80 withouta guitar, so a combo selling for $190 is a decent deal. That said, keep in mind typically you aren't going to want to play a gig with a Junior.

So what's in the box?

* Rocksmith 2014

* ¼" audio-jack cable

You might assume, at first glance, that the game is similar in concept to other Guitar hero/Rock Band type games. But it goes way beyond that. Rather than "just hitting colors" to emulate playing an instrument, Rocksmith takes you down the path of learning to play guitar. You may see familiar style screens, a huge fretboard scrolling at you, lyrics, etc. but this is not Guitar Hero. Don't mistake what I am saying the mini-games are present and they are a lot of fun but they are not the primary focus. I did not play Rocksmith 2013, but by all accounts the 2014 version keeps the "guitar lessons" intact while adding much more fun/games. You choose what instrument you will be learning/playing, lead guitar, rhythm guitar, or bass guitar.

You must use a real guitar or bass with this game. For example, You CANNOT use the plastic guitars that come with Guitar Hero. The included cable is a standard guitar cable with an Xbox adapter on one side, so you can disconnect that if you wanted to use this as a straight ¼" guitar cable.

Those expecting all game play, different gaming modes, may be disappointed. There are some "missions" you will play out, but the goal here is really to learn to play guitar. You start off with very basic tasks, how to hold the guitar and pick, tuning the guitar. In the game play, you progress from notes to chords to songs. Of course, if you already know some things, you can skip ahead to what you want to play/try.

There are different modes which allow you to change the speed so you can master a technique. As you progress, Rocksmith adapts to your skill. Once you've mastered notes and chords, you will achieve a level where they aren't displayed, fading off the screen. As you make mistakes, they will fade back in to assist you.

I know kids today will often be self-taught by using gutar tabs. While that works, something like Rocksmith is a more realistic way to learn how to play guitar. Guitar tabs teach you only how to duplicate a song, not to freely play guitar. On the other hand, Rocksmith helps you progress through the steps of actually learning to play guitar.

I found the playing from what is happening on the screen to be a realistic approach. There are a few different modes:

Session Mode: A chance to play freestyle, but stay within the confines of what is on the screen (the right key, etc.). This is a jam session, so to speak.

Virtual Band Mode: Allows you to play and create music, selecting what instruments accompany you, and in what genre, tempo, etc. This is fun, but not something anyone will probably sit and do for hours on end.

Master Mode: more challenging, but also more fun with "Guitarcade" minigames. These are fun to play while improving you bending, sliding and picking skills. My favorite was Return to Castle Chordead, combining guitar practice with a arcade shooter game.

If you must play this like Guitar Hero or Rock Band, you can switch to Score Attack mode, which follows the tried and true formula of different skill levels, and an arrangement for each level.

Rocksmith does track your progress, so it will adjust levels to how it assesses your current skill-set.

There are a few limitations. Remember, the focus is learning how to play guitar, but the game takes you in one direction at a time. So, for example, you cannot switch "on the fly" from rhythm guitar to lead guitar. If you pick one of those, those are the parts you will see and be expected to play. You have to pause and choose the other guitar role. Once you do that, you are now in that role (say, lead) and the role you formerly were playing (rhythm, for example) is the one not displayed. I would have preferred the freedom to jump as you choose.

The song library is pretty good. There is a good mix of music, so the playlist should appear to a rock fan of most ages. I won't list the whole thing here, but to give you an idea, there are 3 songs from the `60's, 7 songs from the `70's, 6 from the `80's, 13 from the `90's, 7 from the first decade of this century, and 24 from 2010 to now. So, clearly someone who listens to today's rock artists may have more they recognize than someone who prefers classic rock of the 70's. The artist range is excellent, from Aerosmith to Kiss to Alice Cooper, The Police to Nirvana, Weezer to System Of A Down, and more current artists, with works from Arctic Monkeys and Alice In Chains. If you are a lover of classic and mainstream rock bands, you may find there is not enough of that and too much Indie music.

Overall, this is an excellent game, and if you want to have fun while becoming a little better at guitar, it is great. Novices will surely like it, if they are truly interested in learning guitar, but even an accomplished guitarist will have some fun. The advanced player probably won't gain anything skill-wise, but will have fun with some of the challenges. I've been using the game for a few weeks. It has kept me entertained enough to learn a little more about playing guitar, while making the chore of a lesson more fun.

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Saturday, November 1, 2014

Best World Series Baseball (Xbox) Deals

World Series Baseball
Customer Ratings: 4.5 stars
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Year two of my franchise and I'm having trouble stopping. After playing all three baseball games for the X-Box (Triple Play, ASB, WSB) I can say without thinking, WSB beats them both. Triple Play is just plain bad. ASB is very good, almost as good as WSB, but it doesn't offer as many features. Now, back to WSB. Fans of the 2k series of any sport will instantly be familar with the layout of the menus of the game, simple to navigate. I have yet to find a real flaw in the gameplay. It's very easy to pick up and play, the batting, pitching, and fielding all goes very well. The graphics are excellent, the player faces are copies of their real life counterparts. The commentary lives up to the standard that the 2k series has set so far.

One of the games best features is it's franchise mode. For those of you that don't know, it really puts you in the game, you sign coaches, bump up the minor leaguers, sign free agents, and all very easily, not the same clumsy menus of NFL 2k2. I played two seasons as the White Sox, the first went pretty bad, but the second was half decent after I drafted some potential and made some trades. I also beefed up my pitching staff. It really makes you feel like you own the team.

Lastly, for those of you who are very picky on accurate rosters, you'll be pleased. The rosters are, from what I've seen, accurate within very recently.

Overall, this is the baseball game I'd recommend for anyone. If you have doubts, rent it first, but, you probably won't regret buying it.

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This is basically a slightly enhanced version of World Series 2002 for the Sega Dreamcast. As such, if you liked WS2K2, you will like WS2K3. Others have focused on the many, many positives of the game (graphics, player animation, pitching control, franchise mode, etc) so I'm going to focus on the few aspects of the game that prevent it from being perfect:

A) I realize that the developers wanted the graphics & animation to be silky smooth, and they are, but that hi-res visual goodness comes at the expense of fielding accuracy. I'll echo the complaint that double-play grounders that should be automatic are far too often not. I'm sorry, but Kevin Young hasn't been seen beating out a DP ball ever. Same goes for outfielders after catching a fly ball. The CPU AI is tight and will run on you at a moment's notice, but the throws from the outfielders are very slow to react when they throw to a base, thus giving an unnecessary edge to baserunners. Both problems would be solved by ironing out the "molasses effect" that restricts fielding.

B) The commentary, while not often incorrect, is horribly bland. The play-by-play is strictly meat-&-potatoes stuff (name & position) and the color commentary is often too generalized and rote. Besides the opening of the game, and maybe during a relief appearance, the announce team will say nothing individualized about any of the players. And there is a glitch when it comes to CPU pinch-hitters: they are 100% always announced as pinch-runners by the color commentator (former SF Giant pitcher Mike Krukow). This might be being tough on the game, but a powerful next-gen console like the XBox deserves better than PS1-era play-by-play announcing. You'll be begging for NFL 2K2's cheesy announce crew by the time 9 innings are up.

C) Make sure you know what base you want to throw to as a fielder, because once you press the button, that's where the throw is going. I have botched a few plays at the plate because at the time I caught it, the runner wasn't tagging, but then he decides to go, but the fielder will throw to whatever base you initially chose. In other words, there is no button override function. This goes similarly for baserunning: if you are halfway down the 1st-base line and push the button to go to second base, then decide against it, make sure you return to 1st base because the game keeps that first button press in memory, but luckily the baserunning allows you to return fairly easily.

D) The graphics often fail to match up to the play being made. A runner attempting to steal might be called out merely because the throw was in time, though the tag was obviously (via replay) not applied at all. The fielders will occasionally pull a Matrix move and magically slide across the field on their feet to make a diving catch. Once again, it's not to much positioning deciding the catch, but general timing. Which again, might be harsh, but in a next-gen universe, these same old shoddy corner-cutting measures need to be cured, or we all might as well go back to MLB '99.

Even with the small gripes, WSB2K3 is still far and away the best choice for baseball on the XBox. And perhaps because the game is so strong in most areas, it leaves itself open to minor criticism in lesser areas. Sorta like pointing out a handful of weeds on an otherwise lush, green lawn. I can only imagine if Sega remedies these small issues, we might be as close to perfection as possible.

Best Deals for World Series Baseball (Xbox)

The much anticipated World Series BB2K3 is a phenomenal effort from Sega, and does not disappoint. The game delivers on all levels:

>> Superb graphics: This game is rich in texture and the graphics are deep. There are hundreds of never seen before action sequences, highlights, play-making shots, slow-mo, instant replay, batting stances, authentic pitching motions, etc., you name it, Sega's done it.

>> Realistic playability: On the "All-Star" mode, the game provides a solid challenge. There'll be close games, occasional blow-outs, hot streaks, cold streaks, etc., just like a season should be.

>> Miscellaneous: Other options include -Extensive franchise mode to test your managerial aptitude; Legend Mode where you can play with the likes of Cobb, Mays and DiMaggio; Create-a-Player mode (where you can choose gloves, shoes, sleeves, bat color, stance, power, speed, etc.); Season, Playoff, Quick Start modes; Home Run Derby ---basically, there's enough exciting options for hours and hours of competitive fun.

A must have for the baseball season ahead. A leap beyond WSBB2K and 2K1, and an eternity from half-inspired games such as All Star BB and Triple Play.

Now get to it.

Honest reviews on World Series Baseball (Xbox)

This game is great!

Pros:The graphics are excellent, the player animation is awesome and lifelike, the artificial intelligence is superior, the announcers (Mike Krukow & Ted Robinson) mix into the game well, the contol is customizable and easy to learn, the difficulty is adjustable, fielding is a breeze, and it's fun!

Cons: The announcing repeats a little too often, jumping for fly balls are not an option (although sliding is), there are hardly ever any walks, and there are no bench-clearing brawls(not expected, but would have been fun to see).

Definitely Recommended, Worth the Price

Find helpful customer reviews and review ratings for World Series Baseball (Xbox)

First off, the graphics in this game are UNBELIEVABLE. Birds fly through the outfield, the animations are awesome. Batters adjust their gloves and stance, fielders shift from foot to foot and kick up dust to dig their cleats in. This is by far the best looking baseball game I've ever played. The sound is also top notch. During a Yanks Red sox game in Boston a fan yelled "Jeter, if you retire you can spend every day with models!" simply amazing. The announcers are good, the sound effects are dead on, all and all a great presentation. As far as game play is concerned the game is great, fast and realistic. Everything is selectable, from turning the batters box on or off, three different pitch speeds, to making the pitching and umpires realistic or computery (ie make mistakes or not). The stat tracking isn't as robust as High Heat but they are serviceable, unless you really care about how many times your catcher threw out a base stealer, and what your pitchers WHIP was you won't bat an eyelash at the basic yet complete statistics WSB tracks. This is also made up for by the fact that this game has the best franchise mode EVER. I already have a season and a franchise saved on my Xbox HD, the franchise I only manage while the season I play all the games, both are fun, considering that there are some PC games which only offer management and are quite successful this is almost like having two games in one. My problems with the game are few: you can't warm up pitchers; no team/league creation other then fantasy draft (though if you really wanted to you could draft every team in the league to emulate your fantasy league, but this would take a LONG time and I wish there was a way to simply create custom teams or leagues); confusing menus which differ slightly from the other 2k games; and no season MVP/golden glove type awards.. The only reason I don't give this game five stars is because I think that Sega and VC and iron out some of these problems/omissions. All and all WSB is a great baseball game that plays at least as well as and looks a ton (A TON!) better then High Heat for PS2. In fact the only reasons one should ever buy High Heat are; if you're really really... really into stat tracking, or if you don't have an Xbox. WSB is by far the best baseball game on Xbox, and with its presentation and gameplay one of the best (along with High Heat and Saturn WSB) baseball games ever made.

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Saturday, October 11, 2014

Reviews of High Heat Major League Baseball 2004

High Heat Major League Baseball 2004
Customer Ratings: 4 stars
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I've been playing baseball games on computers and consoles for a long time. I date myself here by saying that I started with Microleague Baseball on the Atari 800XL. I still regard that as my favorite experience in the baseball genre. I recently purchased an X-Box and when I buy a new console I always buy my gaming staples. A baseball game is always one of my first priorities. There are a lot of choices out there. I picked HIGH HEAT 2004 based on what I'd read in magazines and on-line.

The game is good but flawed. It isn't the prettiest baseball game out there (particularly on the X-Box), but boasts some very strong features. If you're like me, one of your favorite things about a baseball game is the simulation aspect. The best thing this game offers is the pitcher/batter interface. It really makes you work the count to have success as a batter, or to retire your opposition.

The stats are deep in the game, but the interface is sometimes difficult. For example, when looking at your team's pitching numbers, the batters are listed as well (even though they obviously have no pitching stats). Also, league leaders only lists about the top 5 in maybe 7 different categories. The game tracks what must be about 50 different statistical categories, why can't I look at who is leading the league in doubles, or walks, or innnings pitched, or you get the picture.

The minor league system with the game is interesting, but I'm not sure I'd want to replace current major leaguers with computer generated farm-hands with names like "Chappie Gardner". The player creator is somewhat lacking details as well. You only get to choose height and weight and whether the player is muscular or "average".

I still give the game a good score though. The game has done something I have rarely seen with a baseball game of this type, eliminated the possibility of throwing runners out at first on singles from right field. You can also hit legitimate doubles and triples, something very difficult to do on most console baseball games. I recommend it to baseball fans. I'm hoping to win a World Series with my Marlins.

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High Heat Baseball is one of the most in depth baseball simulators ever created. The ammount of statistics is overwhelming. The minor leqague farm system is well incorperated in this game as well. However the actual player and team names are not used. It is a great representation of the actual game. If your looking for an in depth, statistically superior game, with the ability to draft, sign, and trade your entire team, as well as your minor leage teams, through a plethora of multipul seasons, than this game is for you.

However... the graphics leave A LOT to be desired. The player animations are generic. They don't varry from player to player. The only difference you can see is either their pitching style, if they have a unique style, or their batting stance and styles. For example Nomar Garciaparra fidgits with his gloves and taps his feet in the box. Really cool.

Along with the lacking graphics, the commentating, music, and ambiant noise is horrible. Very noticable pauses in between the announcement of teams while the commentary is "loading" is extremely annoying. "The.........Red Sox.......5.........The........Yankees........nothing........in the.......bottom of the 9th. That can get frustratring especially since there are awesome games like FIFA 2003 with superb commentary. The crowd is very unimpressed with any major event taking place in the game. Hit a HR and see NO dramatic replays or hear any excited crowd or commentary. 3DO needs to improve those things first before it can compete with MVP.

It is however a fun and addicting game to play. I got hooked. But I am still planning to buy MVP, maybe today! Stick with MVP in the long run, you'll be happier with all the extra graphical and audio features it has to offer

Best Deals for High Heat Major League Baseball 2004

A few run throughs with this game and I thought it was good.

After playing numerous games though, I have to disagree with my initial response.

After playing MVP with my friends, I have to agree that the graphics in High Heat are terribly generic. But, I can get by on lousy graphics if the gameplay was good.

These are my frustrations on..

Pitching:

you can somewhat control where the ball goes, but really all you do is angle a pitch and select ball or strike. Then it's up to the AI to either opt for good control or not.

Fielding:

it takes too long for a fielder to field the ball then crank up the throw. This makes it almost impossible to turn a double-play.

It is IMPOSSIBLE to field a ball with the first baseman and have enough time to get back to the base to tag out the runner. To complicate things, the pitchers and second basemen take forever to get to the base so by the time they get there, the other team has a cheap infield single.

when the ball gets to the outfield sometimes the camera gets stuck where the ball is and you don't know where your player is so you might be taking the wrong angle to field the ball.

BASERUNNING:

i think baserunning on any baseball sim is complicated enough, but on HIGH HEAT it's even worse. MVP has better base running. On MVP you can view the lead-offs.

Other stuff:

If you have more than one team picked as Human control, it's complicated switching through the teams one the schedule. You can't just pick the team you want to play with and play their scheduled game you have to adjust the team control. BIG WASTE OF TIME.

because it came out so early, some of the roster changes had not been adjusted yet (but that goes for a lot of baseball games)

The trading function is complicated too. Trading is easy but having to reset which team you're trading with is a nuisance. There's also numerous lists you have to run down (and i'm not talking about the different leagues) to trade. It's just monotonous and not fun.

I AGREE about the terrible AI on the commentary.

THERE ARE A LOT OF BUGS. I've struck out numerous times only having one strike prior.

OVERALL, it's just a boring game. I haven't played the other mini-games yet, but I'm not into them on any sports game.

I DO LIKE the batting in the game where you try to hit the location of the pitch with proper timing. I don't like the style of MVP where you target the area of the field you want to hit.

Honest reviews on High Heat Major League Baseball 2004

Pros: 1. High Heat is on Xbox!

2. The great simulation engine comes along with it

Cons: 1. No Improvements at all on the gameplay

2. About the worst graphics i've ever seen on the Xbox

3. Sound and announcers are humdrum and repetitive

4. Menu system is too complex to begin with

5. Market system needs tuning

6. Potential to be a great game gone to waste.

FINAL VERDICT: just a rental. Not worth the [$$$]fee to buy it. But baseball fanatics will find it interesting

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I played all 3 of the major baseball games this year(HighHeat, InsidePitch, and ASB) I liked High Heat the best because of the graphics and gameplay.Also i think it is the most realistic baseball game out this year. Graphics are awesome and the gameplay was smooth. Pitching is great but i liked Inside Pitches the best. The thing i liked best about this game is that you can now select to throw balls or pitch out a hitter. In previous baseball games it did not give you an option to throw balls or strikes it just made you throw strikes or if you got the chance to throw a ball the batter never swung and he always knew. In previous baseball games you threw 40-50 pitches a game and usually after you threw the first pitch they would hit the next one. In previous baseball games i didnt like the ability to hit a homeruns in every inning and like BarryBonds hit a homerun at every at-bat and over one hundred in the season.I did hit a homerun in the first 10 minutes i played it(Albert Pujols) i thought it was going to be just another one of those previous games. But homeruns did not come easy. i hit 2 in 3 games . this was a good game buy it over any other game. But if you like hitting hundreds of homers but allstar baseball, the games are usually won by a large margin. I beat one team 23-2 on veteran level on the 5th day i played it. Inside pitch's pitching was awesome but lost everything in its gameplay and feilding. Catching the ball in the outfield was so easy, even if it was popped not so high between the ss and outfeildser. The ball usually hung for more than 15 seconds. Buy High Heat it easily beats out the competion if you like realistic baseball games.

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