Showing posts with label buy new xbox 360. Show all posts
Showing posts with label buy new xbox 360. Show all posts

Sunday, February 15, 2015

Reviews of World in Conflict - Complete Edition

World in Conflict - Complete Edition
Customer Ratings: 4 stars
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As other reviews have mentioned, the Soviet Assault add-on adds six Soviet missions interspersed within the original World in Conflict singleplayer campaign. This particular package includes the original World in Conflict, plus the new Soviet missions. For those who missed this excellent strategy game when it was first released in 2007, this is the perfect package for you! The new missions add in new characters, cutscenes, and some very intense fights. It's great to see the Soviet side of the war fleshed out more, the campaign definitely feels much more complete now.

For those who already have the original game, you can find the six new singleplayer missions from Soviet Assault separately for $14.99-$19.99. If you liked the singleplayer, these missions are even better, and in my opinion, well worth it.

If you already have the original World in Conflict, and you don't care about singleplayer, Massive Entertainment released all of the multiplayer additions from Soviet Assault (two new maps, tweaks, etc) COMPLETELY FREE, all you have to do is download Patch #10.

Even you enjoy strategy games, and you haven't tried World in Conflict before, now is your chance!

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This is not the kind of strategy game where you can sit back and plot away. You have to move quickly. I quickly learned this fact from this intense game. The graphics and story line are very good. If you liked "Red Dawn" you'll like the game. I've only played a couple of missions, but there seems to be a lot of variability to the missions. I like the use of control points.

I didn't give it all 5 stars because it is so fast paced it can be frustrating to manage your units, your fire support, your resupply options all while trying to hold one point that is being attacked while trying to take another.

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I recently purchased a new computer, and after seeing some trailers and noticing that this was only $20 I decided to throw it in my Amazon cart. I was anxiously awaiting this game, but when I received it I must admit I was a bit disappointed.

Graphics and audio in this game are, quite frankly, awesome. Units are modeled in extreme detail and the environment is amazing. Cutscenes are done excellently and the story-line is actually believable. I've also heard of CTDs and other performance issues, but for me it has run smooth as butter.

Gameplay, on the other hand, is completely not what I had anticipated. Whereas I expected a Close Combat style game, I got a Command & Conquer. They call it a Real-Time Strategy, but there is no strategy involved in this game. It's basically throwing your units into combat as fast as you can replace them and ordering air and artillery strikes and...well, that's it.

It's fun for a little while, but any serious war-gamer will be bored after an hour or two.

Honest reviews on World in Conflict - Complete Edition

Hello Folks,

I agree with 3D Viking's statements, with a slight tweak.

I would say that if you have the original game, getting this complete edition is really not worth it. But, if you are new to the game, this complete package is well worth it!

This game has a very simple/slick interface, fantastic graphics and sound. Don't expect this to be the COH series, where you have to base build, and take many little control points (circles). This is more of a real time tactical game. The SP campaigns are fun, but MP, especially where you communicate with your teammates, makes the game very fun. Do not look to this game for using the deep reaches of your intellect, or to have your micromanagement needs met. For that go to Men of War, and its clunky interface.

This game is really a "keep it simple stupid" in its interface and gameplay. Simple is not dumb, it is fun when you talk to your teammates, or are SPing, and want to relax a bit

Regards,

John

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For those struggling to play World of Conflict on Windows 7. I found if I installed it normally then it would not function correctly. However I found it worked correctly if I installed it in a non-system directory such as c:worldinconflict (choose custom when you install). This may also apply to Vista because they are fundamentally the same operating systems.

As for the game, it is excellent and full of atmosphere plus easy to get into to. The Complete Edition has all the campaigns from the original World in Conflict plus all 6 campaigns from the Soviet Assault Expansion. It plays out as one whole game which you mainly play as the US forces but also gives you the chance to see the game from the Russian point of view and also play it as the Russians. This adds even more atmosphere and gives a whole new depth to the game.

If you haven't played this game then go ahead and give it a try!

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Sunday, January 4, 2015

Reviews of Autobahn Polizei - Xbox 360

Autobahn Polizei - Xbox 360
Customer Ratings: 4 stars
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This is a great title for those who loved Wreckless. The mission structures are great, because they encompass an entire section of the city for you to take down the enemy/enemies. Which wouldnt be all that great if the AI was bad. The AI in this game is some of the best AI I have seen in any game. They know the layout of the city and use any means necessary to lose you. I had a mission where I had to track down and run 3 enemies off the road... I followed one a good 10 miles, he proceeded to pull into a circus area and do burnouts around a center divider 3 times... before taking off in an entirely different direction and losing me. The next time I tried the same mission, the same enemy went a different direction in the city and lost me on the highway. If it wasnt for the awesome AI... this game wouldnt be half as good.

The visuals are incredible, given that this is a game developed by a sort of no-name developer. Large, open cities with a ton of life going on around you. Planes flying in the sky, trains stopping and going, picking up products with cranes putting them on board, other traffic that seems to have something to get to. Everything adds to the believability of the city. The only knock against the visuals, which isnt really a knock against them as much as one in the design, is that areas of the city are generally sectioned off by bridges or tunnels that include short load times(generally under 5-10 seconds). This is due to the extreme amount of detail in the cities, as well as the cars/trucks in them. Again, there is a lot going on at any one time, so this is excusable. That and each of the city sections are huge in themselves, so it isnt as if the sections are small and you have to pull out of them.

The controls are well done and each of the cars feel different. There is a lot to unlock, also. Truthfully, this game was a surprise. I bought it because I had some left over credit and I was longing for something like Wreckless... well, since Wreckless. If you never played Wreckless, the gameplay has you finding and ramming other enemy drivers off of the road. There are also delivery and escort missions. Again, the city is huge and the enemy uses every square inch of it to try and lose you. You can and will be chasing the enemy through the city, to the countryside up and around the mountains and back in order to take them down. That is the exciting part of this game. You never know what direction the chase will lead you in and every time you play, it will be different.

I truly suggest that everyone at least give this game a rental, but it is really worth the money to buy. You get a lot of game for your money with this title... and one that you can go back through again, knowing that the experience will be completely different from the last time you played, even though the mission structure is the same.

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NOT AS GOOD OBVIOUSLY AS THE ACTUAL RACING GAMES

BUT THEN AGAIN THESE ARE CHALLENGES ONLY,YOUR NOT

REALLY RACING YOUR COMPLETING CHALLENGES,

WHICH IS ALSO FUN IN ITS OWN RIGHT. THAT IS WHY

I RATED THIS THE WAY I DID.

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Friday, December 26, 2014

Buy Alvin and the Chipmunks: Chipwrecked - Xbox 360

Alvin and the Chipmunks: Chipwrecked - Xbox 360
Customer Ratings: 3.5 stars
List Price: $19.99
Sale Price: $8.99
Today's Bonus: 55% Off
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There are 3 modes of play in the Alvin and the Chipmunks: Chipwrecked Game for @Kinect: story mode, co-op dance mode and a free play mode. You have to option to select a player or answer a series of questions and let the game choose the player most like you. It was funny when I had my heart set on being selected as one of the Chipettes and the game decided I was more of a Simon. The kids loved it!

The music! Oh, the music is AWESOME! The free play mode seemed to be the fave in our home as the kids took turns dancing to their fave tunes...and a few of your faves. They're everything from the popular "All Star" to the classic "Shake Your Groove Thing" and our family fave "Witch Doctor".

The game is Rated E 10+. For those who prefer a more competitive mode of play, the Story Mode will not disappoint. You will earn points for play on the cruise ship and on land. Or challenge a friend in Co-Op Dance play and the Free Play is perfect for those of us that would rather shake our groove thing in our own kinda' way.

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haven't quite figured out the fun of this one. it does make you move around but not too much fun for a 4 yr old yet

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a great game for the whole fsmily! graphics are crisp and the chipmunks seem so real! keeps the kids active for hours! lots of interaction and the kids totally enjoy the adventure!

Honest reviews on Alvin and the Chipmunks: Chipwrecked - Xbox 360

Bought this on sale at BB for $19.99 for my girls 6, 5 and 4 years old. Not worth it. This game is extremely boring. It is supposed to be a dancing game along the lines of Just Dance and Dance Central, but for young kids. The dances are so slow. The music is from the 70's and 80's, so the kids don't know any of the songs. The co-op game means one player dances while the other waits on the side. Then they yell switch, and player two jumps in the middle while player one watches. There is a questionnaire part that asks a series of questions, and then tries to match your answers to the personality of one of the chipmunks. It's just a lame part of the game which wastes time. Save your money as this game will probably drop to about $5 in the next month. My kids played for about 10 minutes, and then begged for the Adventure game or How to Train Your Dragon.

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I bought this for my sons (age 8 and 10) that love The Chipmunks. They've now played it twice in the 4 months since I got it. The menus in the game (including the quiz) are very hard to control, which is quite frustrating for kids. Once they finally got dancing, they enjoyed it, but only for a few songs worth. You can have up to 2 players in "co-op" mode, but otherwise it's a 1 player game. Too bad I originally bought it for a birthday party.

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Sunday, December 21, 2014

PlayStation Vita - The Walking Dead Bundle Review

PlayStation Vita - The Walking Dead Bundle
Customer Ratings: 5 stars
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PROTIP: I originally bought the Wifi only version but returned it because I thought the screen was not bright at all on the brightest setting. This replacement unit I got is noticeably brighterso if you're thinking yours isn't bright swap it out! It probably is not.

I love the Vita, in fact I had a PSP which I let go a few years back because I was not using it. I immensely regretting trading it in because I absolutely love locoroco (a must have game if you ask me!). The PS Vita doesn't fail to impress. The game library may be a little thin now, but the thin PS Vita game library is supplemented by a huge PSP, PS Classic library.

The battery life could be great, but 3-5 is okay. If you're going on a trip make sure to bring a battery charger with you.

I personally am never going to use the cellular data feature. I have a smartphone with tethering plan, so I can just tether it to that. Then I can get 4G LTE and play multiplayer games. The GPS is a nice touch, however.

The buttons are a little small, along with the thumbsticks. But I have big hands. They would be okay for average hands.

This unit is a stealit includes a game and the device over the Wifi only version. There is no reason NOT to get this over the wifi version. But, a bit of warning. I would get the 16gb card at a minimum. This card will only hold this game and MAYBE another PS Vita game if it is small. It will definitely fit a PSP game though or a PS Classic title.

I initially had the 8GB card, but that will hold 2 games and MAYBE 3. Kind of annoying. The 16 will fit 5-6 games comfortably. But if you intend on buying all of your games through cards, then the 4GB card will do. 8 if you want to store music. Games can be found on the PSN Store at a small discount which is really nice since you save on packaging and material costs.

The graphics are mind blowing. When I was playing games I first thought the cutscenes were pre-rendered but they were not! It is amazing what mobile graphics can do. These chips are also on smartphones, but they can't be optimized because the hardware isn't standardized. The vita, however, can be. If you're worried about the lack of Vita titles, there should be a lot more A++ titles coming soon. The Vita TV may end up helping the platform, if that happens more games could be made for the Vita.

The Vita only supports 2.4GHz Wifi, unfortuantely no 5GHz support.

I see portable consoles serving a purpose: gaming on the go. That being said, if you're not always on the go traveling somewhere, I would not get a mobile gaming console at all. There's no point in gaming on a tiny screen for most of your time. However, if you are, the gaming experience here is very pleasant.

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Get this system in your hands and you'll never want to put it down..

Surprises:

Remote play is not pefect, but very cool and easy to set up. You can use it over the internet. Almost all PS4 games will support this feature. (At this point, not many PS3 games do.) Next Gen on a handheld.

Web browsing actually feels great.

I can browse my pictures, play my music, and watch my downloaded movies, all streamed from my PC on my home network. (Video formats are restricted to MP4).

The OS is fast and easy to use, with a customizable home screen. Being able to stop at any point in a game and switch to another task or just put the system into a hybernate mode and come back to it later with almost no loss of battery is really convenient.

Skype works great.

Disappointments:

AR is not being utilized yet. There are a handful of gimmicky "Augmented Reality" games you can download for free, but they're not worth bothering with really.

Needs more great games. Listen, this is coming from a guy who has bought multiple repackagings of MarioKart, Yoshi's Island, Katamari Damacy, Metal Gear Solid, etc. Ports and remakes and HD versions and classics; those things are all great and I'm fine with them, but I also want more new, exclusive titles like Gravity Rush, which I'm loving.

Here's the deal: this is the best handheld system ever made. What it needs is for people to get on board so that developers will feel confident that if they spend the money to release a game for it, they'll see a return on the investment.

Anyone who has 200 dollars and loves handhelds, Playstation, great tech, or any combination of those, should buy this system.

And by the way, I don't game "on the go". I use this system in my bed at home, the same way I would read a book before going to sleep. And when PS4 comes out I'll be able to do this while playing amazing next gen games. Sometimes I'll just grab it and use it like an iPad when I want to Google something or watch a Youtube video or Netflix. The point is, this system is not just for people with commutes or who travel often. My Vita's home is on my nightstand and I can't wait to kick back and pick it up once the kids are in bed.

Also, it's been said, but yes this bundle is an awesome deal.

Best Deals for PlayStation Vita - The Walking Dead Bundle

At first I was just considering buying a vita but now I'm really glad I did. The graphics are brilliant for a mobile console and the feature content is great as well. Overall a great attempt by Sony because I usually sell whatever PSP I tend to own and the vita will be staying with me for how feature rich it is. I guarantee you would be pleased with this purchase!

Things you should know first

First thing you should do is update your vita using your pc. (Using the vitas safe mode is best.)

Second the vita does not come with on board memory so get the largest size memory card you could afford.

Third the vita online games cards are region dependant so to get walking dead use a US address in setup.

Last but not least enjoy the experience!

Honest reviews on PlayStation Vita - The Walking Dead Bundle

If anyone is planning to buy a PlayStation Vita, I would recommend this because it's the same price as the normal Vita. So, basically when you buy this one you get a free game which is The Walking Dead Complete First Season includes all 5 episodes, plus special episode `400 Days'. And you get a 4GB memory card which is very good and this model is a 3g/WiFi model.

GOOD DEAL!

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This is a great deal. In my opinion this is a great value. You get the 3g ps vita, a game, and a memory card! The game itself is very entertaining. I can't put it down! Now is the time to buy a vita, especially since the ps4 is coming out soon, and remote play is going to be awesome.

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Saturday, December 6, 2014

Review of Rallisport (Jewel Case) - PC

Rallisport - PC
Customer Ratings: 5 stars
List Price: $9.99
Sale Price: $6.42
Today's Bonus: 36% Off
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Great Racing Game! Graphics are great, configurable, controls work, drives very realistic. Best game to have force feedback. Audio is good!

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This is the best ralli racing game on the market as of 2005. Microsoft has put out one awesome game with graphics, controls, and sounds. Details...details...details....if youre driving in a safari race, you can see zebra herds running in the distance. Dirt is flying up as you handbrake around tight corners, the sound of the engine changing gears is so lifelike. Car damage could have been a little better perhaps, but thats the only area Colin 2005 has over this older game. I'm still playing this game online in 2007, so there are plenty of folks out there still racing! You can do career mode, time trials, online, and as in other games you have to unlock your way to different cars and tracks. Two levels...easy and normal and both are pretty easy. First time thru i literally won every race the first time on easy mode, so you might want to steer away from that. Controls are simple and easy to configue using either keyboard, wheel, pad, or stick. Theres a new sega ralli game comign out later this year that might knock off this game from the best ralli racing spot, but until then this is king! Graphics and sounds are killer and the game takes up less than 2gb on your hard drive. Even with a poor video card, you can get pretty good graphics and framerates. I started with a 5600fx card back in 2003 and upgraded later to my 7800gsoc. I got great graphics and effects with both, so this game ISN'T a system hog. Get it..you'll luv it!

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Friday, November 28, 2014

Best Sins of a Solar Empire - PC Deals

Sins of a Solar Empire - PC
Customer Ratings: 4 stars
List Price: $19.99
Sale Price: $13.95
Today's Bonus: 30% Off
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This is an EXCELLENT game that takes the galaxy civilization games a clear step further. Open-ended like a new science-fiction world and played as a seat-of-your-pants RTS game, this is a very intelligent hybrid that I greatly enjoyed.

In effect, SINS is a successful blend of the wonderful GALACTIC CIVILIZATIONS and HOMEWORLD series, with a sprinkling of TOTAL WAR for good measure. This is NOT a turn-based civilization game, so expect a much faster pace. What this means is that while it maintains the characteristics of classic turn-based civilization games (exploration, expansion, exploitation and extermination), by relieving from the micromanagement tedium, it allows for an intense RealTime Strategy experience. Now, this probably may not appeal to turn-based purists, but I would advise an open mind: this is a good game.

This concept-blending is new, so expect a slow learning curve it took me a number of ...false-starts to get the hang of it: after all, it plays like an RTS and (although simplified) it still has enough of turn-based features that need to be taken care of. The interface is simplified and informative at the same time, with info trees sliding out only when needed.

There are three different factions to choose from (financiers, technologists and psitecs) yet, their differences focus mainly on research tree-branching and ship designs. What I did not like was that the ships of all three factions are effectively the same and their differences are only skin-deep. What I would have liked to find (and was disappointed to the point of withholding the 5th star for fun) was ship design and building! Remember how much fun was to design our own spaceships (from freighters to battleships) in GALACTIC CIVILIZATIONS II? Well, no such luck here. Let's hope they keep it in mind when the patch gets prepared.

Quick and constant exploration is not only encouraged by a necessity if one wants to survive let alone win. Spaceships built within a solar system cannot travel beyond it, unless using "wormhole"-like singularities. This adds to realism but can stretch your finances to their breaking point since only locally built ships can be used. Moreover, it makes really hard to locate the strategic points to either built defenses or focus an attack. The AI will constantly be bypassing your planning like the Maginot line and leave you with such a French feeling...

The graphics (of all of backgrounds, planets and units) are very nicely done. I really liked the multiple afterburners tracing through space as a spaceship squadron was dopplering past my screen...And less-than-cutting-edge PC owners rejoice: even 4-5 years old systems can handle this game like a breeze!

What I truly appreciated was the realistic scale of things. Galaxies are much larger than star systems, which in turn are much larger than planets, which in turn are much larger than space stations...than spaceships and so on. How is this achieved? Excellent zooming!

SUPREME COMMANDER was the first game to introduce strategic zoom; however, SINS implements it much better and shows how it should had been done: from a galaxy to a single planet and to a single spaceship, zooming in or out firmly maintains the effectiveness of battle controls by grouping and simplifying the info-tiles as one zooms out. In SupCom, we had to chose between either discerning the units or moving ...info-tiles around the battlefield not a bad first attempt, mind you. In SINS, one almost never looses perspective: ongoing battles, critical hotspots, or colony revolts are all easily identifiable in real-time.

On another note, SINS OF A SOLAR EMPIRE is a STARDOCK release which, yes, means their specialized installation utility. Nevertheless, this game hides no DRM or other intrusive security idiocy. Since trust and respect between a game publisher and its customers is a two-way street (and STARDOCK was willing to prove its friendship first), SINS deserves our support.

HIGHLY RECOMMENDED!

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First, this game isn't exactly what you may have heard. Don't expect a real time version of Gal Civ 2, or a sort of Europa Universalis in space, this is an RTS game first. Game play consists of collecting resources, building ships, and hurling big piles of them at big piles of enemy ships. It has some characteristics of TBS space games, like warp lanes, planet hopping, and a broadly slower pace. It also has some light approximations of the research and infrastructure elements of TBS titles, but there's no empire-building here to speak of. There are also no victory conditions beyond "annihilate the other guy." The bulk of your time will definitely be spent on traditional RTS activities, so if you don't care for that genre, don't invest.

I have played this unique title for several weeks now, and come to some conclusions. It's an interesting game with a steep learning curve for an RTS. I finally have a good feel for the rather unique interface, and it works reasonably well. The empire tree is a novel tool to control building and to try to track structures and ships in your empire. It lacks a sense of relative position, however, and as such I still find myself missing a mini-map. The main problems, however, all stem from one simple component of the design: the real time battles take place in the same timeline as the real time strategy. That is, while your ships are fighting, time is ticking by all across your empire. Got 3 battles going on? You can only watch and manage one of them. The AI's ok at handling fights for you, but I dislike being reliant on that. For that matter, the graphics are gorgeous and the battles are genuinely exciting, it kind of sucks that at best I can only watch one at a time and frequently I'm pulled away from that to handle managerial issues. The empire tree mitigates this at times, but fails to do so at others. It's not the universal control panel that I believe the designers intended it to be.

It's probably also worth mentioning that there are only three factions, and they play quite similarly. The art and voice work for each is well done and quite distinct, but the vaunted unique tech trees are actually about 75% equivalent to one another, at a guess. The result is that there's little different between factions beyond the aesthetic.

The single player diplomatic system is peculiar. I'm not fond of it, and it bears a few words simply because I've never seen a system like this before. In a free for all, single player game your opponents will give you "missions" to curry their favor. These can be straight-up extortion, like "give us X amount of this resource" or they can be something like "kill X number of ships/structures belonging to this enemy." Performing the task in the time allotted will increase relations with the faction in question, failing to do so will lower relations. What's a bit strange is that even if you're actively engaged in hostilities with an opponent (like, say, bombarding and recolonizing their worlds) they'll still message you with these missions. Even when you've made friends with a given AI, in many cases performing these tasks are a practical impossibility. Imagine, for example, being in the midst of a massive war with one enemy when your "ally" demands that you destroy a large number of ships and structure from a different enemy in a short amount of time. This kind of thing causes you to lose allies when you need them most quite often and for no good reason. If it were a bit more context-sensitive (ie when you're fighting a joint war, the requests involve the destruction of the opponent you're both actively attacking), it'd work better. Since your other actions in the game beyond these "missions" affect your relations with the AI players not at all, as best I can tell, I find it's best to simply play with locked teams and avoid the system altogether. The result, though, is that the diplomacy element of a 4X game is either broken or missing, here, depending on how you play.

On the positive side, the random map generator is the single most powerful function of its type I've ever seen in a game, bar none. It's better than the map generation in the Civilization series, and that's really saying something. There appear to be hard caps on almost nothing, you can create a map of any size to virtually any specifications you can dream of (and that your PC can handle), it more than compensates to the lack of a story-based campaign IMO.

It's also worth noting that the game is very modable. With a sufficiently engaged, motivated fan community (which this game appears to have, at this early date) and with the level of support and additions I expect from a Stardock product, there's reason to think it'll only get better with time.

So for what it is, I'd say the game is pretty well done. It seems reasonably polished, very stable, the AI's adequate while you're learning, and the graphics and sounds are great. It scales well to low and high end systems. The capital ship level up system is neat (if borrowed completely from Warcraft 3) and the battles are quite cool looking. The problem, at heart, is that the large scale strategy (which already has a few flaws, as mentioned) and the tactical battles conflict with, rather than complement, one another. It's two games that don't quite fit together, and thus make one flawed game when all is said and done.

But don't take my word for it. The best way to find out about Sins is to play the demo, which the devs have said will be out within a month or so of Sins' release (that is, sometime in March '08). You are wise to wait and do this, as there's never been a game quite like this one and whether or not it works for you is going to depend a great deal on your personal tastes.

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I must say, if Sins of a Solar Empire is typical of the products that Stardock is going to release, they just might be the next Blizzard Entertainment. Though most of the fundamentals in this game aren't exactly revolutionary, they are presented with an attention to detail and level of polish that make the game seem new and exciting. Sins is surprisingly easy to pick up and play, but is definitely a game that would take time to truly master.

The basic resource and base model is something that should be familiar to most RTS veterans3 resources (creditsfrom tax income, ore and crystals from harvesting) and facilities orbiting planets. There is a limit to how many can be built around a planet, and this varies depending on how well developed said planet is. You can also build defensive platforms and production facilities for your fleet. Research is also a pretty standard model, and is based on how many research labs you possess.

Where it starts getting interesting is the way you expand your empire, which you surely must in order to survive. Sins definitely favors aggressive players, as they will have more spaces for buildings and more credit/resource income as a result of higher population and more asteroids to harvest. At the start of a game, you usually have one home world connected to a few other systems. These may be colonizable, and may notand in general, the better the planet the stronger the defense forces of the indigenous population. This means your pitiful starter fleet will likely not be able to conquer any prime worlds without taking losses, which can be bad if your opponents decide to attack you in the meantime. Additionally, some sorts of planets require research to colonize, and you need to colonize to build. This makes scouting of potential objectives and a general strategic plan essential.

To move between systems, you have to follow 'warp lines' connecting them. That is, you can't just go from your homeworld to any other system directly, but likely have to pass through several (and potentially hostile) worlds on the way. In order to make a jump, your ships have to travel to a fixed distance from a planet, power up their drives, and make the transit at high speed. This is a lengthy process, so you have to keep in mind that your forces might not get back in time if you need to mount a defense against a surprise attack. Thus you will always have a problem with balancing your defensive and offensive capabilities, and in safeguarding chokepoint planets that have warp lines to many systems. This is similar in concept to the map model in some other games, such as Conquest: Frontier Wars. It also allows battles to be taking place in multiple systems simultaneously, which can lead to some seriously frantic action.

There are three factions in the gamethe TEC (essentially, humans), Advent (a bunch of weird female human psychics), and Vasari (the 'real' aliens). Though they have radically different looks and somewhat different weapons and technology, the corresponding ships of each empire are about equal in strength. Thus it's more an aesthetic choice and matter of personal preference. Ships are broken down into frigates and cruisers, and capital ships. The latter are your 'hero' units that gain experience and have powerful weapons and special abilities. Your first is free, and it's critical that you keep them alive and kicking. The other vessel types are the grunts of the fleet, and are substantially cheaper and more expendable. The vessel types, in all three classes, have a wide array of roles ranging from colonization to direct battle to fighter/bomber carrying mother ships. You can't afford to specialize in all technologies and upgrades, so it's best you figure out what you like to use and stick to that. There is no really clearcut paper-rock-scissors setup like in most RTS games, so as long as you invest in at least two roles (e.g. carriers and main battle units) you will likely be fine.

Research and expansion are critical if you plan to win against computer or human opponents, who will be your serious adversaries in any campaign. There's also pirates, who can be irritating, and local forcesbut these are generally far less aggressive than other players. You can also help your empire along by trading goods on the black market and even by bribing pirates to attack your enemies. There's also a simple diplomacy interface where you can form alliances and break them at will (if you aren't a fan of backstabbing, you can also enforce permanent alliances before a game starts).

Admittedly, combat is a bit simplistic. You pretty much send ships at others, and even if you don't they auto-engage if in the same system. It's all done on a 2-D field even though the game is fully 3-D, so there's no 'depth' to the battlefield a la Homeworld. You can maneuver ships and order individual ones to retreat, and can manually manage special abilities, but it generally works to just leave them on automatic. However, the game graphics and interface are so attractive and slick that you tend to not notice. Effects and detail make it fun to watch even though you're not doing a whole lot, and the sound design is also excellent.

The game supports full online play, but also includes a pretty challenging AI for skirmish mode. I have found the 'easy' setting to be hilariously weak and the normal setting to probably be a bit too much of a step up, however. Additionally, computer opponents seem to do really weird things on occasion, such as building tons of siege frigates or forming a grand alliance to wipe you out (if there's more than one). Nothing that can't be patched, but still weird. Online is probably where you will have the most fun, since real people are generally a lot more inventive than the AIand Sins gives you a lot of ways to use your cunning to give your opponents a hard time.

Despite its complexity the game is pretty easy to pick up and play as a novice. There is a very brief tutorial that teaches you the control and user interface basics, and then the best way to learn is to just start a game vs. one easy computer. After you beat them down (or not) you will likely know enough to play seriously.

The one big letdown in Sins is the lack of a single player campaign. It is such a glaring omission that it's hard to forgive, even with the superb gameplay and production values. This universe just begs to be explored in terms of a developed storyline, and the opening cinematic leaves you salivating over how much fun that would be... but there isn't one. Maybe in version 2.0? Please? I'd seriously beg for one if it helps.

The bottom line is that Sins of a Solar Empire is a finely polished, extremely fun strategy game. It is fast-paced, has great strategic depth, and looks amazing. If you've ever played and appreciated any RTSnot even necessarily ones set in spaceyou will most likely love this game.

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First off, my bona fides: I've been playing computer games for over 30 years; heck, I was designing computer games nearly 30 years ago. I don't even want to think about how many hundreds (if not thousands) of hours I've spent playing various games (mostly 4X and RTS) over the years. You can check out some of my other game reviews here on Amazon (via the link above) to get a sense of my preferences and biases.

I gave SINS four (4) stars overall because it is way above average for the clean, innovative user interface and general quality of the software. It's slick, professional, and absolutely solid. The user interface takes a bit to learn, but once you get the hang of it, it helps you get things done very quickly. And the ability to zoom smoothly from very close to very far out make operating at different scales very easy.

On the other hand, I have a hard time giving the game more than three stars for fun because every game I've played so far (and I've played a lot) ultimately degenerates into shuffling fleets from system to system as your remaining opponent(s) attack. And since ship movement is so slow (yes, even on the 'quick' setting), I find myself spending a lot of time just staring at the screen, watching my fleets inch their way to the current system(s) under attack. Resources (credits, metal, crystal) and 'slots' (logistical and tactical) tend to be so constrained that it's very hard to set up a system that can really defend itself without a decent fleet on hand.

There are no real politics beyond very simple agreements (cease fire, peace treaty, trade agreement, share intelligence). Other (AI) factions make demands of you -initially for resources, but then for attacks on other factions. You are under a time limit and you have no option to decline gracefully; you either fulfill the demand (and receive a reward comprising some mixture of good will, credits, metal, and/or crystal), or you fail to do so, and you lose goodwill with the faction. Note that you cannot turn around and make those same demands on the AI factions -an asymmetric disparity that is (IMHO) a serious flaw.

A typical Sins game starts out interestingly enough, but tends to become tedious towards the endgame. Because both movement and construction are so slow, progress in the latter portion of the game tends to be slow as well:

-Faction A attacks Planet X occupied by Faction B

-Faction B starts bringing its fleets from elsewhere to Planet X

-Faction A manages (or not) to wipe out the population on Planet X

-Faction B manages to bring enough ships to bear to force Faction A to retreat

-Faction A starts the slow process of building new ships to replace those lost in the attack and then moving them (slowly) to where its fleets are

-Faction B starts the slow process of recolonizing Planet X (if necesary), after which it can start the slow process of rebuilding the logistical and tactical infrastructure of Planet X, as well as the slow process of building new ships to replace those lost during the battle for Planet X

Or, alternately, Faction B retreats from Planet X, in which case it is Faction A that has the slow process of recolonizing and rebuilding Planet X.

Fleet tactics during battles mostly consist of aiming all your ships at one of your opponent's ships for the 30-60 seconds it takes to destroy it, then repeating that until your opponents flees or is destroyed, or you flee or are destroyed. The variety of technologies that the different capital ships can have are nice, but if you have two or more battles going on simultaneously, it's pretty difficult to do any actual tactics or maneuvering for more than just one battle.

Now imagine that you're doing this simultaneously against 2, 3, or 4 AI factions. It's easy for them to wear you down, but hard for you to make real progress against one of them.

Did I mention the pirates? If you have pirates in the game (some games exclude them), they'll show up out of nowhere and attack your systems also. You can bribe them to go attack other factions.

In the end, it's that combination of simultaneous attacks, slow production, slow movement, and slow progress that pretty much makes Sins very tedious in the endgame. Based on the glowing reviews I've seen here and elsewhere, there must be people who really enjoy that sort of thing and/or have some magic strategies that make all this work.

In sum: great technology, great UI, great initial gameplay, and very tedious endgame. YMMV. ..bruce..

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Don't like the space pirates? Thank goodness the latest release (downloadable from Stardock) has a series of "game options", including one to make them "inactive". In the (admittedly beginner-level) game I'm playing, they're still there on their maniacally-armed planet, but so far I haven't had them putting bounties on my head.

I leave it to the more experienced gamers to fathom how things work. Me I'm puzzled that, as quickly as I can get a scout ship to start exploring my little corner of the solar system, the "other guys" all seem to have large fleets of frigates and cruisers, even battle cruisers (!), already assembled. And those damned PIRATES! One look at their "home world", and I'm simply ready to abandon all hope. Dozens of defensive platforms, and scores of ships! Does the game START with everyone BUT me ready for massive combat? (And yes, this is with "Easy" mode selected.)

As another reviewer has pointed out, things CAN get a bit tedious. I had a 2.5-hour space battle I went through three capitol ships and countless frigates and cruisers, but somehow the "other guys" (playing in single-player mode) seemed able to match my output ship-for-ship, PLUS a few extra. Had I left it to AI strategy, it would have been a massacre. But after so long a battle, I simply wasn't enjoying it and bailed.

The system-building option also strikes me as a little unusual. I suppose you could use it to give yourself either a huge advantage or to handicap a game, but in normal play, I prefer the random assignments of resources. Your ability to acquire knowledge and to build ships depends on the availability of vital resources: metal and crystal. If you're fortunate enough to start with or conquer a planet with multiple crystal asteroids, you have a great head start over the poor slob with one or none.

Dedicated gamers will find scope enough to occupy them for weeks, probably months. Casual gamers: don't expect anything to get settled in just a couple of hours. The *smallest* game, a single-system scenario, takes about 8-10 hours of play. Unlike other games I've played, there's no "just putzing around and exploring" this is definitely a hostile system, with most planets armed to the teeth and itching for a fight. (Diplomacy? Why does someone want to have me perform some oddball "mission" at the same time they're bombarding the bejeezus out of my home planet?)

All that said yes, I'm having a good time. Very fluid graphics, lots of "good stuff" to work through, and great value for your gaming dollar. If you're on the fence, I hope a demo comes out soon, because it really is a fun and involving game.

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Wednesday, November 26, 2014

Reviews of Mario Party: Island Tour

Mario Party: Island Tour
Customer Ratings: 3.5 stars
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There is no question that Mario Party has been one of the guiltiest pleasures Nintendo has ever came out for their systems all the way back to the 90's. It has been a class act with gameplay, fun and characters that everyone loves from Mario and Luigi and Toad, as gamers race across boards trying t master challenges and compete against the simplest of games.The games have done well for Nintendo's home consoles over the years, the Wii, NIntendo 64 and Nintendo Gamecube, with bridging and interactive fun with others in board games that are absolutely fun and challenging. But, the feeling couldn't be said for the handheld systems. They have been heavily overlooked for the NIntendo DS, and Game Boy Advance through the years, and people never gave it the drive to succeed. Now, a new party has finally reached the Nintendo 3DS, and the question is that is it worth it for this party? The answer is yes with the roll of the dice.

Mario Party: Island Tour takes in on the fun as you play with as many as 3 other friends through 7 different game boards, and a whole lot of fun in the game. The game takes on the fun that works well just like the classic Mario fun as you play with Mario, Yoshi, Luigi and Boo among others. There are many great games for you to play where you can test the fun of the NIntendo 3DS action from goomba wrangling to slot car racing. There are 80 great mini-games to play and each one is fun with others well. There are also great game boards to play on from scaling Banzai Bill's Mountain, to going through a road to the finish on the stars in the Rocket Road, all the way up to scaling Bowser's tower of fury as you try and get to face him through a fierce showdown. The game plays nicely on the 3DS with good graphics, but doesn't have as well-rendered graphics on the 3D effect. It works well in fun on the Nintendo 2DS too. The control works well on the stylus, but the tilt controls on some games takes a bit of practice to get used to on some games, but can easily be mastered with time. The multiplayer works nicely with others, but could've had a bit more challenge as it could've included online gameplay through Wi-Fi, but that hasn't happened yet.

All in all, what you have gotten with Mario Party over the past 2 decades of games from Nintendo, you absolutely have definitely captured fun. While the games have had a lot of highs, and some strong lows, it has always a great centerpiece with interactive board game fun. There have been knockoffs that failed, but Mario still reigns supreme in on the fun. I absolutely recommend Mario Party: Island Tour not only because it is a good game with others, there has been a real lack of great games fr the Nintendo 3DS this past year, but this works well with others. This island hopping will work well for your Nintendo 3DS library.

Graphics: B

Sound: B 1/2+

Control: B 1/2+

Fun & Enjoyment: solo play B 1/2+; multiplayer B

Overall: B

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I am disappointed that I bought this as a download from the eshop, as after only one night, I would probably sell the game if possible. The last Wii game had no change in game rules from board to board, so I was glad to hear that this game would feature 7 boards, each with its own rules. First off, unless you have plenty of friends with a 3DS, consider this to have 6 boards, as the 7th requires at least 3 human players. My wife and I played through 5 of the 6 we could play, then she said she won't play it again, just 2 hours after I bought it. We used to play the old games for weeks! The rules for the boards ARE varied and generally good, however no board has classic Mario Party rules. You won't be collecting coins and stars and there are no bonus stars at the end of the round. These boards are mostly about getting to the finish line first, that's it. Obstacles and how you get there change, BUT the game has been shortened for handheld play to the point that it all seems more pointless than ever. These are boards with 20 spaces that can be beaten in 4-5 turns! When you add in the luck-factor of these games, the short boards ruin everything. Somebody rolls a 6 on turn 1 and they're 1/3 of the way to having won! One board is hilarious as it has you collecting "boosters" to multiply your dice roll. 3 turns in you play a mini game to win 3 boosters. I won, used the 3 boosters and immediately won the board. Whichever player had won that very first mini game would have won the board that turn without question. Only 1 of the 5 boards we played had any length to it at all, but we knew who the winner was well before the game was over. That was an issue with all boards, with no bonus stars, the winner was clear before they even crossed the finish line. It's very strange, as the rules are mostly unique and there are tons of mini-games that are of the same quality as past games in the series... It is only the length of the boards that kill the game. There is no concept of "catching up" as the game is over in 5 turns. You can however randomly shuffle players on the last turn and have someone instantly win with no effort. I am very confused why Nintendo couldn't just offer a short and long version of each board. All of the work they put into the game and it would seem like the easiest thing they could do was add 30 spaces to each board and let you choose between 20 spaces for a quick game or 50 spaces for a REAL game. Even if they used the same boards as is and let you choose the number of "laps" you had to make around those boards before it was over. That's a simple fix that would satisfy everyone! For now, the game is like choosing to flip a coin on game night because Monopoly is too long.

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This entry into the Mario Party universe was definitively done with portability in mind. Boards are short, games play quickly and there's not a whole lot of time to strategize. (Not that strategy ever paid off in Mario Party) You will see the fruit of lucky or unlucky rolls and awards present themselves immediately. There is almost no chance to recover or be overtaken depending on which side of fortune you find yourself on early in the game. That being said, the games last only a handful of turns or so, so you are not left frustrated (or bored with no competition) for long.

Personally I feel the game is well suited for the handheld. The longer Mario Party contests can come later on the Wii U. I appreciate the adjustment made to the game to accommodate more mobile play and shorter gaming sessions.

A final touch which is seen less and less these days is the single cart download play. This means you can play with friends in the same room who do not own the game. I love this feature and I wish it were available on more games.

As a fan of Mario Party from the beginning, I would recommend this game to anyone who likes the series, board games and/or minigames (WarioWare)

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Bought this as as downloadable content, as the file is relatively small and I want to have it around when I'm around others who are playing in, but use the cartridge slot for a more single player title. That said, I've only played the solo-mode so far, as most of my friends only first day purchased Zelda.

I see that as the bigger drawback to this title, being released the same day as an AMAZING looking Zelda game. By the time people start thinking of getting around to this, it'll be viewed as a "flop" game due to not having immediate sales. I'd say someone in the Nintendo marketing department dropped the ball on that, but with Pokemon X Y coming out and Zelda, there was no other good time to release this before the Christmas season. Hopefully this becomes the "Christmas present" game for the kids to play with each other while Zelda is the single player game of the season.

That said, this is a huge step up from the last Mario Party. The different boards have different mechanics, and the mini games give different rewards board wise. For example, the "standard" board gives a bonus dice for the winners of the mini-games, while the most "skill" board gives out specific move distance cards to use for your turn so you can know exactly where you're going.

Game has things to unlock with having played a bunch, but (as this is close to release date, not having played a bunch) they all look like graphic trophy type things, not used in game. There's also streetpass features, but again, not enough people own it quite yet (wait till they beat Zelda).

As for the minigames themselves, the computer is actually pretty good at most of them (doesn't ever beat me on normal, but there are 3 levels higher than normal). A few totally random ones, most involve skill. Not a fan of the "tilt the system" ones, but might just have been my angle at the time.

Ultimately I'm very happy I opted for the download version of this, as its going to be something I want to have to get streetpasses with all the time (like when I travel to airports or McDonalds). I just think its going to be a slow start, and pick up in popularity after Christmas (when a lot of people get it) rather than be that "have to have immediately" type game that Pokemon and Zelda are. But the fun and replay-ability of it (even single player) makes this a title I know people will be playing longer than the others

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The boards are short and everything seemed TOO luck based. This game is a real let down in the Mario Party series.

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Wednesday, November 19, 2014

Xbox 360 6 in 1 Bundle - Black Reviews

Xbox 360 6 in 1 Bundle - Black
Customer Ratings: 3.5 stars
List Price: $39.99
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I cannot disagree more with the only other review listed. This starter kit has been great for me, especially for the price point we are talking about here. If you just acquired an Xbox 360 for Christmas or you have had one for years and are in need of an all in one accessory pack, this is it. You aren't going to get the sound quality of other headsets that cost over $100, but you are saving all that money, and you get the extra batteries to boot! The comfort of this headset vs the original one that comes with the system is alone worth the money. Also I blow through batteries all the time, and they aren't cheap either, so for me, this pack has worked out nicely. The HDMI and ethernet cable are of average quality, but have worked just fine. The charger is also a useful item to have if you play for hours at a time or have friends play with you. It's always good to have a battery charging as you play! Hope this helps people make a more informed decision, enjoy!

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Nice set especially for the price, but headphones stopped working after 4 days use...not good! Was going to return but other parts seem to be okay. I'm not going to say: "don't buy" because over-all with other packaged parts, it's still a good deal.

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This bundle is a good starter pack. The batteries still hold their charge and give a solid 5 to 6 hours of play when used constantly. If we use them for short periods of time the charge will actually last about 2 days. The HMDI cable at the time in this bundle was the cheapest way to purchase one. The headset was comfortable, but you pay for what you get. The microphone worked, but if it wasn't right up against your mouth other parties had a hard time hearing you. Overall, it is a good starter pack, but there are many better quality components out there.

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All the accessories are okay in this bundle. The hdmi is probably the best. The headset broke after a week and the charging station holds very little charge but if you keep swapping out it works fine. I don't use any of these things anymore. Not the best bundle but okay for starters.

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After about a month the headset broke and was no longer able to be used. For the money expected more

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Thursday, November 13, 2014

Skylanders Giants Lightcore Single Character Shroomboom Reviews

Skylanders Giants Lightcore Single Character Shroomboom
Customer Ratings: 5 stars
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If your into the lightcores definitely worth buying. Shroomboom has two points of light,(most of the Lightcores only have one.) his mushroom glows green and his eyeball is like a little lightbulb. A great addition to the collection.

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Part of the fun of the game is collecting all the Skylanders. My son enjoys all of them so far, including this one. Something that's NOT fun is overpaying for the figures. Just wait it out and eventually they'll all be at the suggested retail price. I picked this one up a few days ago from here and it was even less than what the Lightcores usually go for. I haven't overpaid on a single Skylander (original one and Giants) to date and don't plan on. What people advertise to be "rare" is eventually going to be as common as a pack of toilet paper. The truly rare ones will remain rare, such as the crystal ones, unpainted, etc., but those are for the hard-core collectors.

Shroomboom was one of the first Skylanders out and now he has a makeover with the new pose and of course the lights. Not the most robust character in the game, he has his moments. If you're not interested in collecting all of them, you can easily pass this one by; but for completionists, this won't disappoint.

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I've ordered yet another LightCore Skylander. The first one is Jet-Vac, normally I'd go for normal version, but these two are a special case for LightCores.

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My Son loved it, I love it LOL. Just the coolest character & it looks so good lit up on the portal.

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My son loved it and it was a really good deal. I think the light could be a little brighter though. The Eye Brawl figure is really bright and cool.

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Tuesday, November 4, 2014

Buy Tomb Raider Anniversary

Tomb Raider Anniversary
Customer Ratings: 4 stars
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If you were around to enjoy the original Tomb Raider, playing this game is like meeting a girl you thought was hot in junior high, only now you're both in your 30s and she's still just as hot as you remember. As for you, well. The less said, the better.

If you think that's just a questionable metaphor for the character of Lara Croft herself, you may be right, because she does look just as good in this iteration (given today's graphic advances) as we old-timers thought she looked back in '96, triangles and all. I was actually in college when I played the first TR on the PS1, and at the time, I was (along with legions of other gamers and non-gamers alike) smitten with the heroine that helped launch the 3D action-adventure genre. A few increasingly tired sequels...bad movies...and countless 3D action-adventure games later...and the magic was all but gone.

10 years later, this "re-imagining" takes what was great about the original TR (level design, puzzle solving, a great sense of exploration, tight control), and dresses it up in a new coat of paint, adding tweaks here and there for modern sensibilities. It looks a lot better, Lara's got new moves, everything has a bigger sense of scale. Some changes have been made some for the better, some seemingly for change's sake. Most importantly, the soul the essence, if you will of the original TR is here, and that's why I give this game a hearty recommendation. I can think of few other games that deliver a sense of grandeur, danger and giddy pleasure in quite the same way Tomb Raider can when it's firing an all cylinders.

If you're feeling nostalgic, you'll love the developer commentary you can toggle on or off in the option menu, then trigger by activating one of the purple diamonds in the level (they look like the original's save points). If you're a fan, it's pretty interesting to hear Toby Gard, the designer of the original, and Jason Botta, the game director of the new version, go back and forth about the challenges and changes involved with both the original and this remake. If you're the "gotta catch 'em all" type, you'll probably enjoy replaying levels to collect hidden relics and artifacts, finish the time trials (speed runs) and take a run through Croft Manor.

Obviously, as a person who played and enjoyed the original, I'm bringing a lot of mental baggage along. If you're new to the franchise, the experience certainly won't have the same impact, but I suspect you'll still have a grand time anyway. In this day and age of first-person-shooter over-saturation, this game may even come as a breath of fresh air.

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This game kills two birds with one stone. Basically it's cool being retro these days, the team at Edios redressed the whole game improving Lara, the physics, the levels, the graphics, and detailing the story. Plus this games grants Edios the chance to start from scratch with Lara and the series. It was also a cool way to give something neat back to the fans: especially after the backlash from fans over "Angel of Darkness". Anyway, The graphics and the story are awesome and do Lady Croft and the scenery justice.

I enjoy when a developer respects it's audience by staying true to the character it created while still improving, expanding, and evolving that characters development. The developers thoughtfully intertwine the plot to suit "Tomb Raider: Underworld" (which in-turn resolved both the stories from this game and "Legend"). The reintroduction of Natla's character also helps to explain to fans what happened prior to "Underworld". While "Anniversary" can stand on it's own as a cool game, it does set up the other two games. Though all the games were released out of order: Legend in 2005, Anniversary in 2006, and Underworld in 2008. Anniversary does create a time line that is respectful to the fans that appreciate continuity.

The Tomb Raider series is not for kids and this game is no exception. Tomb Raider: Anniversary is a reintroduction of Lara and a spring board for new story lines and a way to introduce new fans to a classic game and story. As a fan of the series it's nice to be able to play the original Tomb Raider on today's graphic superior platforms. I don't know how they do it but each adaptation of Lara Croft and her abilities is stunning in every game and this game does not disappoint. I might add that the ability to earn and wear different outfits (introduced in "Legend") is included in this game as well the added fun of finding artifacts, relics, completing time trials and the use of the grappling-hook.

All in all, I recommend this game to new and old fans alike. It's the old game with improved graphics, physics, clothing, and abilities. It is joy to play and experience time and again.

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Prior to the current generation of video game consoles, I had last played Tomb Raider when it was introduced on the PC in the 90's. Before this release, I had already played Tomb Raider: Legend, which I had really enjoyed, so I figured I would give this title a try. Fortunately, it did not disappoint.

From a graphics perspective, this game provided an incremental improvement over Tomb Raider: Legend. The environments are beautifully detailed, and they are extremely large. Not only are the environments big, but they are also extremely high -be prepared to climb a lot. Once you enter an area, nothing additional needs to load, so you are not disturbed by "loading" screens, and you end up totally immersed in the environment. I encountered no framerate issues. The sound is excellent, and compliments the environments perfectly. Music is kept to a minimum, so you won't be distracted during gameplay.

From a control perspective, this game introduces a new "adrenaline dodge" move, which may take a bit for novice players master. The move is extremely important to gameplay, and it will be necessary to master the move in order to complete the game. This move replaces the "bullet time" move, which became standard in many games in recent years. Otherwise, the control scheme is exactly the same as Tomb Raider: Legend, and Lara's movements have not changed. If you played Tomb Raider: Legend, you can play Anniversary.

The level bosses are amazing. The T-Rex is probably the most enjoyable challenge I have ever encountered in a video game. There are some other challenging moments, and you may find yourself reaching for a strategy guide, but if you are patient and continue to practice, you should be able to master the game and complete it.

"Completion", however, is subject to interpretation. The game's achievements are challenging, and it will take some effort to achieve a 1,000 GS on this game. Reaching the end of the game may take between 10-15 hours, but completing everything and collecting all of the items in the game could take an additional 10-15 hours -without a strategy guide. Fortunately, the game has decent replay value because of the way the achievements are structured.

The only thing that keeps me from giving this title a perfect score is the poor development that went into the CGI transitions between levels. They are simply too short, and they don't provide enough information to really get immersed in the story. The final CGI presented upon completion of the game is somewhat disappointing, when compared to the ending in Tomb Raider: Legend.

This title may only appeal to Tomb Raider fans, but I believe it is a must-play for this console generation. It's exactly the type of title that I would like to demonstrate for friends and family. Given its solid gameplay and replay value, it will retain its place in my collection indefinitely.

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As a Veteran to all Tomb Raiders created from the 1st Playstation to current game consoles now. I am well familiar with the Croft chronicle line. Due to this game was a remake as a remembrance anniversary to the 1st Tomb Raider created for PS1. I was not disappointed, it was well remade and the graphics are to die for. Lara never lets you down in this game with her new gadgets and my personal favorite, new costumes. I say take a shot at this remake and sit back and enjoy the best selling shooter female heroine of the year Lara Croft Tomb Raider Anniversary. – P.S. > This game does have a lot of violence and as a mother of two, maybe not a good gift for the young ones.

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A lot of people say how terrible this game is. You'll have that with any remake of a game because they're soo focused on what the game used to look like that they become too close minded to appreciate it for how interesting and visually complex it really is. I've had this on my pc for years. I played it almost completely through soo many times and eventually my hard drive would crash or I would forget to back up my saved games when doing maintenance I finally just decided to order it for the 360. My computer would run this fine on lower graphic settings but once I popped it in the Xbox I realized that I had no limitations anymore and the scenery is impressive. The content and game play is sort of like Prince of Persia without that annoying control type where you can only jump as you reach a ledge and in this game, you can actually tap a button to make you move faster when hanging from the side of a cliff. This title is very memorable and something I could play over and over. I would recommend it to anybody.

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Wednesday, October 8, 2014

Best Ace Combat Assault Horizon - Xbox 360 Deals

Ace Combat Assault Horizon - Xbox 360
Customer Ratings: 3 stars
List Price: $39.99
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This review will not concern anyone new to the series because If you have never played an ace combat you will have no idea of what was changed. If you are a new player to ace combat go ahead and pick this up. You will more than likely enjoy it just.

For those who have been playing ace combat since PS2 (only ones I can relate to since I never played it on PSone) here are some things to consider:

Before starting the game:

Make sure you set all settings including invert settings (at least the gunner). There will be an opening credit scene where you need to operate the guns and it will not let you pause to change the settings (which was stupid and sucked for me lol since I didn't know this).

Flight controls:

you only have two options... the new assisted flight option where you cannot roll and the "original" option where you are not bolted to the screen and can roll. The original option is what you will want to use since it resembles the older ace combat games. You get 3 views. Inside the cockpit, a full screen view, and a third person view that shows the aircraft.

For the helicopter the views other than full view are obstructing (for me at least). 3rd person takes up close to half the screen and cockpit view gives you tiny window to look out through.

Damage:

You regenerate your air damage while flying pretty darn quickly in this game which means you really have to be bad if you blow up in the game * will retract this and say latter you will die but usually due to stupid reason...or at least fail a mission*. And you don't ever have to land unless you need restock ammo (which throughout the whole game I never needed to).

Also you can fly away with only critical damage if you hit the ground!?(playing on normal). Now if you nose dive into the ground you blow up however. With the Helicopter you can pretty much bounce off anything without taking damage.

(update)Story:

Finished the game and can concur with my original statement. Story is throw away. You don't feel anything for your team. The characters are kind of awkward really. Especially the ending dealing with your pal Guts. Now you never felt anything for the team in previous ace combat games either but you had a great feel for the cause as to why you were fighting. You don't get that amazing feeling like in older ace combats with some epic music playing while the sky is covered with jets and crowds cheering you on. The story really is stupid.

Gameplay:

Everything in this department has changed.

You no longer buy planes like in past games. There is no longer a map at the end of missions showing you're in game trail of kills and no point/Rank system that I saw. If FORCES you to use the new dog fighting controls for many of the air battles or you will have a hard time destroying the lead targets. You enter the dog fighting mode and need to keep the enemy within the circle or you will lose him. You're on his tail and shoot missiles and bullets till the plane blows up. There are counter moves and flares as well if someone locks in on you. Expect to use this new DFM and various variations of it a lot since there are certain times you must trigger these modes to advance in the mission. Explosions will be zoomed in on which are fun and entertaining but gets repetitive. Most noticeable change that hurts the series is the briefing segments from the past. This isnt present anymore so you have no idea what you will be facing and hence no idea what to what use as your special weapon.

Why the COD reference?

They have clinged to a slogan quote that referring it to COD is underselling it to hopefully sell more copies and you can tell why when you play. You don't feel a sense of pride like you did in the others. There is no heart to the game story wise like the others and there are many ideas, controls, and missions (AC 130 mission very COD4) that resemble COD. Even down to the quick lock where if you are on a helicopter mission you can auto target the enemies much like the same way in COD or the gunner wearing a skull mask.

When all is said and done its still fun but not the same kind of fun as the past. Dumbed down...Yes. Realistic?...No. Ace combat never was (you're kidding yourself if you think that). Something you should consider buying? Yeah it is a good rent or purchase but id wait for a sale. They decided to change things up to try and sell the series better due to the poor sales of the last entry but if they just released the same formula with minor tweaks and shorter missions than the last AC on both PS3 and XBOX 360 instead of just one they would have been fine.

If you are an Ace combat vet hold of awhile on this or rent it to see if its right for you. They have removed a lot.

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Dear Namco,

If I wanted to putz around in a helicopter, I would play that POS Apache Air Assault game. If I wanted to lumber along in an AC-130, I would play Call of Duty. What I want is to strap into a 1200mph fighter jet, do a little fancy flying, and overcome the insurmountable odds to become the victorious ace you know, the Demon Lord of the Round Table.

In the Ace Combat series I've evaded Megalith and Nimbus, shot down Skybird and Aigaion, and scrumbled with Yellow Squadron, Strigon Squadron, and Pixy's ADFX-02. Those were good times. And in Assault Horizon you've tossed them all aside in your desperate pursuit to be Infinity Ward. The story, despite being penned by a bestselling author, is barely noticeable. The graphics are better, but to cram them on the Xbox's limited capacity you made extensive use of repeated animations. And the now-infamous Dogfight Mode is a debacle (ps it's a flying game, you're almost ALWAYS dogfighting. You don't need a separate, dumbed-down mode for it).

I mean, I kinda get what you were trying to do. And I understand that after AC 4, AC 5, AC Zero, and AC 6 were all pretty much the same you ran the risk of being labeled stale. Was HAWX breathing down your neck as this went into production? Sure. But you had millions of copies sold and a legion of fans under your belt, so why did you let those things rattle you?

I think you've made a serious miscalculation with Assault Horizon that will alienate loyal players to the series (who will refuse to acknowledge this as AC7, and will just wait for that game) while not making a compelling enough game to attract new players. I forgave you for making me fly around in a trainer plane when I had a perfectly good F-22 in the hanger. And I hoped you'd learned from that misstep. So seriously, get it together for Ace Combat 7, will ya?

Regards,

Mobius One

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I ran out and bought Ace Combat Assault Horizon because I love airplane games. And for the past decade it would be a safe statement to say that the Ace Combat games were among the best if not THE best aircraft games available on consoles. I played Ace Combat 6 a lot and loved it. Assault Horizon is just a sad, tragic even, installment for a great franchise.

What went wrong? First the flight controls got dumbed down. "Optimum" mode is like flying in molasses and terribly frustrating: it is impossible to roll your aircraft. This mode can be disabled if you prefer better controls. However no matter which controls you use, the new "close combat" system turns the thrilling fights of previous games into hair-pulling frustrating exercises in button pushing. Assault Horizon calls this experience "dog fight mode." In a nutshell if some one is shooting at you slow down and click right and left bumpers all at the same time (as long as some random circles on your screen are lined up) -do all of this and you can evade incoming missile. The same convoluted button pushing is REQUIRED if you want to shoot sown target leaders (basically enemy aces)-no matter how many missile locks, how good your attack angle, or any other factor the only thing that matters is putting the leader in some on screen circle and clicking a bunch of buttons simultaneously. It totally destroys the sense of flight in the game.

Single player / campaign mode is a total bust. There is a faint glimmer of redemption in the online modes. There is a pretty innovative and fun capture the flag mode. But it is currently difficult to find a lot of players online.

At the end of the day, if you were shopping for a flight game for the xbox 360, I have to say stick with (or go find a copy of) Ace Combat 6. HAWX 1 & 2 are also overall better flying games on the xbox. It breaks my heart, but the only honest recommendation I can make about Assault Horizon is SKIP IT.

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I have to admit, I kind of enjoyed this game. For the first 2 or 3 hours at least. And then it hit me. The entire experience has been reduced to a series of... well basically minigames. Fun minigames, yes. With absolutely gorgeous visuals and the beautiful music I've come to expect from Ace Combat. But none of the other stuff I've come to expect from Ace Combat. It's an arcadey series and had no intention or need to change that... but it didn't need to make a massive change TOWARD the arcade either. Dogfight time... lemme click the shoulder buttons... alright now fire when the circle turns red. Oh he's trying to engage me? Lemme line up these arrows and... BOOM shoulder buttons... haha I'm SO good at dogfighting. Alright, took some damage, time for a forced landing. Don't worry about the throttle, just keep this plus in the diamond... PERFECT. Dang I'm SO good at landing! And that's basically how most of the game goes. Dogfighting, landing, airstrikes, door gunner, heavy bombing runs, all made so easy a 10 year old could do it. But I could get through Ace Combat 4 at about that age too. As a matter of fact as someone with (admittedly limited though including landing) flying experience, I started to feel like the game was insulting my intelligence. It was fun, for sure, but it wasn't the series I know and love. It required some skill, but raw reflexes and recognizing simple patterns is required by any minigame. Finally, the story and characters, though acceptable, were seriously underdeveloped.

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This game is overly scripted. For example, some enemies are scripted to die by crashing into the ground. If you just so happen to lock onto that enemy, no matter how many missiles you hit him with, he will stay alive until the scripted sequence plays. These scripted sequences completely removes the player's sense of accomplishment. Moreover, in dogfight mode, the game steer you towards the enemy. The semi-autopilot does not feel like flying, more like being pulled along on a string towards the enemy jet.

The non-fighter missions are completed ripped off from Call of Duty series. The reason this works for CoD is that you play first on the ground and understand the pain of groundfighting. When you get into an AC-130, you then feel empowered by the 120s annihilating enemies that gave you so much trouble before. The AC-130 in Ace Combat feels mind-numbingly like popping bubble wrap. You pull the trigger when enemies show up, and that's about it.

The variety of weapons that derived from the previous series like the multi-targeting missiles are rendered useless in this version, since they just miss on purpose. They are enforcing the dogfight mode, so rarely do you see enemies die outside of going into the dogfight mode. If you dislike linear cinematic games, this game will frustrate you to no ends.

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Friday, September 26, 2014

Skylanders Giants Single Character Pack Core Series 1 Flashwing Reviews

Skylanders Giants Single Character Pack Core Series 1 Flashwing
Customer Ratings: 5 stars
List Price: $9.99
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I never thought from the You Tube footage that she would be so powerful! But straight out of the box she was pretty powerful and a lot of fun to play with among the newest figures available. Initially her earth element attack consists of shooting a crystal out of her curled up tail (like a scorpion). It makes her appear a little more aggressive while she's in battle(for the guys out there). She spins as part of her secondary attack (like Warnado) but seems to be much more powerful and controllable. I have found her to be surprisingly useful when battling the human shields. They can't be attacked from the front, but you can spin "dash" behind them and attack. As her third attack she shoots multiple lasers all around her from her wings(they can't be aimed). This doesn't help with enemies straight in front of her, but it does shoot all the way around her sides and from behind which is handy when she becomes surrounded. Over time she increases in damage levels from her crystals, and gets her armor increased by 40 after the third upgrade. She never truly flys, just spins quickly. Her final Soul Gem upgrade can be found in the "Bringing Order to Kaos" level. This creates a crystal lighthouse that keeps Flashwing from moving but creates a long range attack from a light emitted from it every few seconds and is her most powerful damaging attack.

BEGINNING STATS:

MAX HEALTH:260

SPEED:43

ARMOR:24

CRITICAL HIT:10

ELEMENTAL POWER:25

Choose Your Path Choices:

SUPER SHARDS PATH:

This attack strengthens her long-range abilities with more rapid fire of her crystal shards. After her fourth upgrade on this path her crystal shards stick into surrounding walls and shoot an additional attack when you press her primary attack button (the X on PS3) a second time. Her last upgrade along this path actually helps her to heal from those wall embedded crystals as she passes closely. Each crystal gives her an increase of 5 HP.

SUPER SPINNER PATH:

This increases her ability to do more of a spin "dash" attack with increased damage and armor while spinning. Eventually with her "Reflection Deflection" upgrade her armor increases to over 100 while spinning! This upgrade also reflects her opponent's shots right back at them.

KEEP IN MIND WHEN YOU CHOOSE YOUR PATH.. ONLY THE SERIES 2 (OR ORIGINAL RE-RELEASED)FIGURES CAN CHANGE BETWEEN PATHS AT ANY TIME. I GUESS IT'S A BONUS FOR BUYING THE "NEW" OLD FIGURES.

MY OPINION:

In the early stages of the game with all the currently available figures, I'd have to say that Flashwing and Hot Head are my top two new characters that I like! They are my 6 year old son's favorite too! I tend to prefer ones with powerful attacks, not melee attacks, by the way. I was honestly shocked by her beginning critical hit number (being her weakness) but I have really enjoyed playing her and can only guess that she must get powered up rather quickly from her starting numbers or the Pants Hat that looks like red and white spotted boxers made the difference.

AMAZON AND OTHER RETAILERS SELL FOR APPROXIMATELY $9.99

ANY OTHER AMOUNT IS THIRD PARTY..

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The people behind Skylanders sure have come up with an interesting variety of dragons, and Flashwing is a great addition to the mix! An Earth Skylander, her body is composed of gems and crystals, and her attacks incorporate not only that, but the ability to reflect and use light. "Condensed light" even eventually increases her armor. I was worried, being a gem dragon that she'd be all girlied up, but I was luckily mistaken!

Speed: Slow

Flashwing moves at a steady but slow gallop. She's a handy Skylander though, so don't be put off by that. A well chosen hat will fix that problem.

Primary Attack:

As can be expected from a gem dragon, Flashwing's primary attack is firing crystal shards from her tail. It starts out slow, but is sped up considerably after being upgraded. Holding in the primary attack button for a few seconds (after being upgraded of course) allows her to fire a laser beam from her wing tips. If you choose the Super Shards upgrade path, the crystals can embed in walls and shoot off more Crystals, as well as heal Flashwing if she stands close to them.

Secondary Attack:

This one, the Shimmering Spin, I actually find myself using more than the primary. Flashwing gets up on the tips of her toes and spins quickly, crashing through everything in her path. This, like the crystals, needs to be upgraded to be the most effective, but it still very much gets the job done, especially when you get surrounded by enemies or use her in the Battle Arena. If you chose the Super Spinner upgrade path, the Shimmering Spin will gain the ability to last longer, deflect enemies shots, and shoot out lasers if attack one is pressed.

Tertiary Attack:

In Flashwing's basic upgrades, she can also fire crystal shards in all directions except, unfortunately, forward. While it is effective if surrounded by Chompies, I personally don't find it all that helpful in the harder levels. When you are surrounded by Mace Majors or something of the sort, it just doesn't deal enough damage or fire fast enough to take them out efficiently. I also tend to single out my enemies, so while this may be a good attack for somebody else, it doesn't do much good for me.

Soul Gem Ability:

This is definitely one of the best Soul Gem powers, counting the ones from the original game! Crystal Lighthouse causes a large crystal to spring up from the ground and create spinning beams of light that deal constant damage to enemies so long as the attack button is held in. This does unfortunately leave Flashwing vulnerable to the tougher enemies, but it can start hurting them from a distance so that by the time they get close enough to do any real damage, they're just about dead.

Overall:

To me, she definitely gets a 9/10. I was so eager to get her I overpaid a bit to have her shipped from a part of the country where she was in the first wave, but it was worth it! She's definitely a good addition to anyone's collection of Skylanders.

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This product was ordered for my 9-yr old son who loves Skylanders and was getting the upgraded game for Christmas. This was more affordable than most retail stores and arrived in perfect condition. Thanks!

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My daughter loves the new Skylanders Giants, and these new character designs are both clever and creative. They are great additions to any collection.

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The whole faminly loves this game. Its fun for all ages and we rec'd this package on time and as listed in the details. Great game for any family to play!

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Friday, August 22, 2014

NFL 2K2 (Xbox) Reviews

NFL 2K2
Customer Ratings: 4.5 stars
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For those who have been afraid of buying the NFL 2K2 after being disappointed by the Dreamcast version, fear not! It seems that Sega Sports listened to the complaining fans and forced Visual Concepts to actually _improve_ the passing game, blocking, sound quality, etc.

The original NFL 2K2 on the Dreamcast had the best pass coverage AI ever seen a football video game. Cornerbacks, linebackers, and safeties all intelligently reacted to passes thrown their way. They were good at zone, man, and 'bump & run' coverage.

The XBox version continues this tradition, actually improving upon the original's already magnificent AI. Players in coverage are much more likely to tip passes than before. The only problem on the defenseive side of the ball is that Visual Concepts removed the 3 man fronts almost entirely.

The running game is the best out there. Hands down. All the moves are effective, from the juke or spin to the stiff arm or shoulder charge. The blocking creates good holes to run through. The defense actually reacts realistically, making counters, cutbacks, draws, and reverses valid choices. Perhaps the best part of the running game are the 'get skinny' moves that ball carriers _automatically_ perform. This means that there is no longer the annoyance of getting stuck on your own blocker, feet churning yet going nowhere.

The only problem with the original NFL 2K2 was the horrendous passing game (and ball security, but that's tied in). While VC had improved the animations over NFL 2K1, there were several problems with the passing and catching system that made the game almost unplayable for pass oriented teams:

1) The offensive linemen were incapable of holding blocks for longer than .0025 seconds with consistency.

2) Top tier receivers very often dropped passes.

3) Anyone but a top receiver did not have a preayer of making a catch.

4) Even after you finally were able to thread the ball through defenders' hands and your receiver was lucky enough to grab the ball, if he got hit within a full second after the catch you would see the ball lying on the turf.

Thankfully, Visual Concepts has fixed this problem. Pocket passers can thrive behind a good offensive line, completing passes without thought, until the defense gets in the way. Low-rated receivers, such as tight ends, are much more likely to make completions, and the high-rated are just like they are in reality: hard for defenses to handle. Not too hard, though, due to the insanely good defenive AI. After intensive playtesting (Heh, I always wanted to say that.) I have found the only true problems with the passing game in 2K2, and VC should have little difficulty fixing them. I hope that Visual Concepts have already noted these problems themselves, and if they haven't...

1) Receivers jog their routes. Either this is true or defenders can backpedal faster than Isaac Bruce, Torry Holt, and Co. can run their routes.

2) Quarterbacks do not lead their targets correctly, even when a receiver is _standing still_. For example, the Rams have a play where all 4 WRs go out 8 yards, stop and turn around. If you attempt to throw to them while they are standing still, Kurt will throw the ball about 3 feet over their heads. The WR will then dive for the ball. Yes, dive. As in towards the ground.

3)The receiver logic is absolutely horrendous. Receivers like MARSHALL FAULK will, when they see the ball coming in a perfect spiral right towards their shoulders, dive off to the side to avoid coming in contact with the ball. It seems that the only functional routes are the straight line ones.

People will respond to this game with cries of "But Madden has momentum based movement! It's more realistic." Momentum based movement is realistic when it is implemented in a way that creates a modicum of realism. In Madden (and in Fever) it simly gets in the way, making reaction times slower and control more imprecise.

"But Madden has a better Franchise system!" You know what? They're right. The Franchise mode in the Madden games is MUCH bettter than in NFL 2K2. But which is more important: stat-tracking and resource management, or gameplay? Most would probably reply that gameplay is the most important part of any sports game, while all the rest are just extras.

"But Madden is more of a football sim!" I simply do not understand this 'argument'. The only way in which Madden is more of a football sim is in the franchise mode. True, there is no 3-4 set anymore, but look at how much the offensive side of the ball has been improved: the Rams have TWENTY-EIGHT (28) different formations to tear other teams apart with, not counting special teams, of course.

Overall, the XBox version of NFL 2K2 is the game that we Dreamcast owners were hoping for when we first bought the original version except for some parts of the passing game. Simply put, it is the best playing football game on the market. Better than Fever and better than Madden. However, I would recommend waiting for NFL 2K3, giving VC time to fix the only thing that needs fixing: the passing game.

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The first game I ever demoed on the Xbox was NFL Fever at one of those kiosks in Best Buy. I thought NFL Fever was pretty cool but it didn't make me want to buy it that instant. For months after Xbox was released, I read reviews, watched videos and looked at screenshots of Madden & NFL Fever, trying desperately to decide between the two. Meanwhile, a third football game comes on the market. They did a decent job with 2K1, the videos looked tremendous, and people were pretty optimistic about 2K2. This long time fan of EA Sports (NHL, FIFA, & Triple Play) decided to abandon Madden and give Sega a try.

I am still blown away each time I play this game. I am so glad I decided to wait. I can't speak for Madden, but every aspect of 2K2 seems to be slightly to much better than NFL Fever. The graphics are lifelike, commentary is colorful and insightful, and the gameplay is the best. You can actually have a decent running game in NFL2K2, which has historically been tough to do in football games. How about an example that illustrates just how awesome this game is? I fumbled on the 20 yard line, picked up the fumble, and my running back takes it in to the end zone for a TD. The announcers actually made JOKES about how this could have been a designed play. I got a delay of game on the extra point because I sat there with my mouth agape. Even the instant replays are better than any other game I've seen. They swivel 360 degrees on catches and sometimes clip together several segments from different angles.

I also wanted to take a sec to respond to a few of the negative reviews about this game. Someone commented that it is a strange menu interface. Different yes, strange no. It isn't that hard to get used to. It doesn't take any longer to cycle through menus than other games. Regarding the other review listing a number of negative things... I question this person's authenticity, as they wrote their review well before the release date of this game. Perhaps they are reviewing 2K1? It is simply not true that there aren't big hit replays, but they must be on a big play (sacks, 4th down stops). Players DO grip the ball well, the best I've seen to date. And as far as the comment regarding no helmet popping hits... perhaps you need to learn where the turbo and tackle buttons are, because my controller rattles non-stop when I'm on D.

Get this, and prepare to be blown away. Now, my season calls...

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Madden vs. 2K2, which is better? In my opinion NFL 2k2 is better based on these facts. First of all, in 2k2 you offensive linemen actually make blocks that create a hole for your RB to run through, whereas in Madden that does not happen very often... In fact most of the time in Madden you usually end up going to the outside because there is no hole to run through. Also in 2k2 the running game is very realistic, as far as breaking tackles and juking defensive players. For example, a small running back rarely breaks a tackle from a 270 lb. linebacker who hits him square on, unless you can avoid the head on hit. However in Madden, any RB including small ones can break tackles regardless of the defensive mans size, it just looks fake because the defensive man will hit the RB and then just dive like he hit a brick wall and then slide to the ground. However in 2k2, if a tackle is missed by defensive man, he is thrown to the ground just like in real life. He'll hit the RB, fall and roll on the ground just like any real life missed tackle. Now as far as the passing game goes, once again 2k2 is better. First of all the catches look more realistic. The receiver actually looks at the ball and most of the time makes a real looking 2 handed catch. But in Madden, the ball just hits the receive and somehow it ends up in his hands. Finally, the Defensive AI is way better in 2k2. Linebackers actually read plays, they will stand their ground until they see will the play is going then attempt to prevent to play. For example if you do a dive between the Center and guard, a lineback will notice this and try to plug the hole.. unless he is blocked by your fullback. So overall, in my opinion 2k2 is better. Madden has a better interface and more options. But 2k2 gameplay is way better.

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After the surprise success of NFL 2K2 on PS2, the Xbox version should not disappoint. Madden was just more of the same great football that we've seen so many times before, and the beautiful looking NFL Fever came up a little short in its attempt to duplicate Sega's balance of arcade and simulation, so there is room for a fully upgraded 2K2 on the system.

Fully licensed by the NFL and NFL Player's Association

Animated sidelines with chain gang, teams and camera crews

Natural lighting effects

Advanced playbooks and play calling system

Realistic TV presentation with improved commentary, replays and telestrator usage thanks to FOX

Players with faces and facial animations

New quarterback behavior system

Revamped passing system

What more could you ask for? Forget Madden, get SEGA!

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I've personally played NFL2K1 on my own dreamcast. It was nice, a little bit choppy, but over all pretty fun. Some of the moves couldve been better, but over all a good game.

Then Sega hits the market with NFL2K2, I bought it for the dreamcast. This game is awesome, great graphics, amazing gameplay, the replay value is through the roof.

The graphics in the game literally enhance the intire systems graphics while playing. Its incredible.

Realistic moves is the biggest plus. You really look like your playing in a stadium. Players spin away from tackles, break them.

And one of the best things in this version You can break away for the endzone.

One of the bigger problems on the running game with NFL2K1 was if you had a big running play, you still would never break unless playing on a low level. In NFL2K2, its completely changed, you can break away with good blocking.

Incredible game, good job Sega.

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