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

Friday, January 16, 2015

Discount Monster Rancher DS

Monster Rancher DS
Customer Ratings: 4 stars
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Monster Rancher has gotten a bad name in recent years due to the substandard games that have been produced in the series. Ask virtually any fan which was their favorite game, and the most common answer you would get would be "Monster Rancher 2". Well, the good news is that Monster Rancher DS plays very much like Monster Rancher 2, and this is a very good thing.

For those new to the franchise, Monster Rancher can be thought of as a cross between Pokemon and a virtual pet. Through various methods, you generate a monster and take it to your ranch where you have to carefully choose how to train it, what to feed it, and when to let it rest. In return, you can battle the monster in tournaments for money, fame, rare items, and the ability to unlock newer, more powerful monsters.

One thing lacking from previous games in the franchise was combining monsters to get a hybrid that combined the appearance of both base monsters. Lately, these monsters were simple recolorings of the base monster (as seen in the Monster Rancher Advance games), or where removed entirely (Monster Rancher 3). Combining makes a triumphant return in Monster Rancher DS, with not only different skins for the hybrid monsters, but new models as well.

All of the tournament styles we've come to know and love are included, from elimination to round robin, as are the more difficult training options that increase/decrease multiple stats at once. A new method of learning moves, called "Drills" creates an interactive board-game like experience instead of simply watching your monster succeed/fail in successive stages of errantry.

The monster list is a mixed bag, however. While we see the return of some "forgotten favorites" such as Monol and Centaur, others like Dino/Zuum are nowhere to be seen. Why the series insists on never having a "complete" monster list in a single game is perplexing, as the Pokemon games now have hundreds upon hundreds of monsters that can all be obtained in every game.

The lack of some classic monsters and more popular newer monsters, along with the somewhat random nature of what Main/Subtype combinations are allowed is the only thing that holds me back from a full 5 star review. Don't get me wrong, there are over 270 different monster combinations in this game, but it doesn't quite live up to Monster Rancher 2's "Everything combines with everything else" mantra, even if it does get almost everything else that made MR 2 great.

Its one of the best Monster Rancher games in the franchise, beaten out only by Monster Rancher 2. A must have for any Monster Rancher fan, and an excellent place to get into the series for new players.

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The Monster Rancher series has translated very well over to the DS system, bringing back many fond memories of the early titles. While it does not quite live up to Monster Rancher 2, and certain elements that were "improved upon" should have been left alone (the new exploring format doesn't quite work as well as in earlier games, for example), there is no doubt that anyone looking to relive the classic Monster Rancher experience will find it here. The new monster creation techniques are very fun to play with, the monsters have retained their capability for individual "personalities" I have one monster that is a spoiled brat no matter what, just like in the old games , and the battle system works very well. Unlike some port-type games (Kingdom Hearts comes to mind) everything on the screen is easy to read and the controls are not too cramped on the touchpad.

I would have preferred to give this four and a half stars for minor things, such as some of the smaller monsters looking very pixelated in battle scenes and how occasionally battles seem to drag on with nothing happening if both sides only have high-energy attacks. Some of the sound ballancing is very poor with monsters being VERY loud for the soundtrack, and it is occasionally frustrating to draw very different things in the generator and get the same monster. I would not say that any of these things take away from a very good game, however, and as a parent who played the originals for years I am happy I got to introduce my child to the series with this title.

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I never played the PlayStation versions, only Monster Rancher Advance and Monster Rancher Advance 2. I think this is a good next step from those versions, while preserving the feel of the franchise. The graphics are improved, and the fact that the models are other than just a change in color is a real plus, although a few of the models are quite ugly. I do not like the -ish monsters; they are useful for combining, but I wouldn't play them because they don't have faces! I was disappointed that they removed the Zuums, as they were one of my favorites to play.

I like the drills, which are a change from MRA trials. With good luck, you can raise your monster parameters pretty high in just one drill. I think the the errantry is a little bit of an improvement over the exploration, although tapping on the screen can be frustrating when he won't seem to listen. I found a lot of items when I was looking for the unlockable monsters, and they are good to sell if you don't want to use them.

To begin with, you get two ways of generating monsters, and I used both to get a good base of monsters. Later you get a third method of generating monsters. My favorite way to fill out the encyclopedia was by combining monsters. It is such an fun interface, and there is an improvement of how many monsters you can freeze at a time, so I could regenerate and combine to my heart's content.

Unlike the other versions, getting enough money to upgrade was not a problem. Some people might find that this lowers the challenge. I liked it because I was able to accommodate the bigger monsters much quicker.

This is an enjoyable little game with lots of neat-looking monsters to play. If you liked the Monster Rancher Advance games, this has a number of improvements. I am glad that I bought it!

Honest reviews on Monster Rancher DS

I was excited about this game. When I was much younger, I liked the Monster Rancher games for the PS1. However, thinking back on it, my favorite part was raiding the house for CDs to scan and to try and make a new cool monster from. The monster creation part on the DS is not nearly as satisfying. The gameplay was more dull and repetitive than I remember. Perhaps my nostalgia had just made the game more exciting in my mind, I don't know. Either way, I was disappointed, and I feel like there are more games out there now that have similar mechanics and are more fun.

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I love this game!

I've been playing Monster Rancher games since 2 was hot on the market, and this one is right up there with favorites. The concept of "drawing" your monster leads to hours of entertainment, and it's both easy and fun enough for kids and adults to understand.

It may seem really easy, but you'll be playing this game for weeks trying to collect every sub-type and get them all up to S-class. Plus the sidequests, errantries, and drills have gotten a revamp to make this even more fun!

I'd recommend this for any kid who likes the idea of monster raising :3

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Saturday, January 10, 2015

Review of XCOM: Enemy Unknown

XCOM: Enemy Unknown
Customer Ratings: 4.5 stars
List Price: $39.99
Sale Price: $19.99
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I pre-ordered this game on the strength of its demo, and I have not played the first game. So I'm approaching it from scratch. As a fan of strategy games, I like the idea a lot, and it's a fairly elegant combination of base management and tactical turn-based combat. Here's some pros and cons from my point of view:

Pro's:

Customization: Of course lots of games have character creators these days to let you customize, but it's nice to scale that up to allow customization to every one of your soldiers. You can name your soldiers after your friends, celebrities, historical figures... whatever you want. Then you can do your best to make them look the part, probably not something everyone does, but I find I'm more attached to soldiers I've customized and thus more careful with them. (Though I still don't get why character creators have about 30 facial hair options without a single handle-bar mustache option, what gives?)

Balance: Squad balance becomes very important as the game goes on. I generally end up with a sniper, a medic, a heavy and three assault troops. But playing with other configurations can be fun. My all sniper missions generally met with less success than my all drone missions, but there was fun to be had.

Panic!!: This is the main strategic factor that helps you determine where to put your satellites, and which missions to do when there's a choice. I like this a lot, and really it's the only thing that gives the game replay value. The way panic situation plays out will determine which countries fund you as the game goes on, this determines how large a welfare check you get at the start of the month (You are given money once per month, based on which countries are actively funding you), how many scientists and engineers you have, etc. I also like that the choices aren't always easy. Say you've got very high panic level in South Africa, then they give you a mission where you get to choose to help France, China or Nigeria. France and China may be higher panic than Nigeria, and none of these choices are going to help South Africa directly, but if you don't pick Nigeria then panic goes up in EVERY African country... which may push South Africa over the edge.

Cons:

Bugs: I hate docking for bugs because there's every possibility that these will be fixed by the time you're considering buying the game, but for now there are some bugs. I'm not talking about RNG-rage where you sit there and say "oh that is BS!" as one of your soldiers dies (though that definitely does happen). As other reviewers have noted, cover is sometimes bugged at this time. A perfect example is a situation where you have a soldier in cover, and across from you there is an enemy in cover, with no-man's-land between. The helpful icon on the screen shows a solid red alien face icon, which means you can shoot at an alien but they are in cover (reducing your chance to hit and crit). So, to make your attack more effective, you charge the alien, get behind his cover and wait to see that alien icon turn yellow (indicating you can shoot an alien who is not behind cover from your angle of attack) Well sometimes that just doesn't happen, there's nothing covering the alien, but he still gets the defensive bonus, your attack maybe hits him but he lives, next turn he shoots your now exposed soldier, crits and you're writing a letter home to explain to Mrs. Dash that aunt Jemima was killed in combat (Sometimes i named soldiers while hungry)... it's frustrating. There are other bugs that don't let you click on mission devices to use them. I've only had one crash, not a huge deal as it autosaves each turn.

Repetition: In terms of mission type, we've only got 5: 1)Kill all aliens, 2)Extract VIP, 3)Defuse bomb, 4)Rescue Civilians, 5)Clear UFO/Base (Which is really a glorified 'kill all aliens' but 5 sounds a lot better than 4. Nothing really wrong with that, and arguably there's just not a way to make more creative mission type. First playthrough, I ended up doing about 60 missions, that got pretty tedious.

Inventory System: I know, anytime someone starts griping about inventory it just seems whiny, but there are legitimate issues here, especially late game. By the end of the game you will probably have a lot of soldiers you use. By this point you will have ranked up a lot of soldiers and you may rotate some in/out of the squad based on the mission and their individual specialties. But high end equipment gets expensive, so you'll want to share armor and such. You may find yourself in a situation where you have to play a game called find-the-titan-armor. This is where you have to clear a soldier from your squad, add another soldier in his or her place, and see if they're wearing your very expensive late game armor (so you can have them take it off and put it instead on whoever you wanted to bring along). It shouldn't work like this, it should just be that all of your equipment across all of your soldiers is selectable when equipping a squad. Captain Crunch isn't coming on the mission, so I don't need him wandering around the base with my plasma rifle that could be used by Colonel Sanders on this mission.

Panic!!!: I'm not talking about the country panic level described above, I'm talking about panic within the tactical-turn-based part of the game. Sometimes, when fighting horrible alien things that shake your faith in everything you've been raised to believe, you get a little scared... this is understandable. But I just think this mechanic is poorly executed, basically, when things go wrong in the game, sometimes your soldiers will panic. When panicked, they will perform a random action and be useless for a turn. That random action may be a harmless 'hunker down', it may be a friendly-fire incident that crits and kills your sniper named Wesley Snipes, or it may even be a random lucky shot that kills the alien that made your soldier panic in the first place. I just think the idea of a super-elite-multi-national-fighting-squad is inconsistent with someone panicking at the first appearance of zerglings... I mean, really? I know it's terrifying... but we all played starcraft, time to man up

Thus we have my review. I do enjoy the game, and I've put 70ish hours into it already, but the flaws are enough to make it a frustrating experience sometimes.

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The X-Com series dates back to the early 90's -I still remember the hours I spent on X-COM: UFO Defense... In fact, the game is considered by many to be one of the greatest (if not the greatest) strategy games ever developed. With the randomly generated maps -concept of fog of war and line of sight -getting shot at from nowhere -permanent death -and that fantastically good music that so fit the mood of the game, it's no wonder many still play it, almost 20 years after it was released.

There's been many efforts to remake/redo the game, with how far computers have come since then, but no big game companies decided to take it on, until now, and I do believe I'm in good company when I say that Firaxis really have a winner on their hands...

First the box -this is the special edition version, so you get the artwork book and a nice insignia thing. I appreciated the artwork book, especially when they showed some of the original designs and the updated ones -it's really amazing to see how far things have come from the early 90s, in terms of the capabilities of computers. Poster was nice too but that's all just fluff to me. If you're downloading it, be prepared to wait: there's 2 DVDs in the box, so that's around 13-14 GBs of data. Well worth it.

There's already tons of reviews and videos out there about the gameplay, so I'll stick with some lesser known ones, for some pros and cons:

PROS:

I really like the addition of new mission types -the original only had terror, crashed UFOs, landed UFOs, and alien bases. The new ones adds VIP retrieval, bomb disarming, and I believe one other one (turns out its target extraction there's a difference between it and VIP -usually, in target extraction, whoever you save actually joins your team). This helps to shake things up, as the old one tended to get repetitive, especially once you researched heavy plasma. Shoot down UFO, send in soldiers, blast away those pathetic alien scum with some heavy plasma, clean up: wash, rinse, repeat. Now, things can still get tense -even late in the game.

The soundtrack really stands out to me. Music really has an ability to heighten moments and situations, if done correctly. The original did an amazing job of capturing the creepiness and emotion that danger really could be behind every corner -and they did it again. Major props to whoever did the sound/music on this one.

Multiplayer: this one your mileage may vary with. Me personally it's nice to sometimes play as the aliens. It's also pretty interesting to see how others react in a given situation (some choose to barge, some choose to flank, some choose a decoy, some choose stealth) -everyone reacts differently. It's also nice to know I'm not the only one who accidentally dashes instead of just moving to get a better shot.

Medikit: thank you for allowing me to heal the soldier who carries the medkit. If anyone remembers the original, it was a PAIN to have to heal your guys. Had to be facing them -couldn't heal yourself (had to drop it (throw it) have someone else pick it up, then use it. Make sure you don't run out of time units. Ridiculous) It gets a whole lot simpler now. Thank you 2K.

CONS:

They took out base defense. This really annoyed me. In the original, depending on the difficulty and how well you were doing, the aliens would send ships to take out your base(s). It was a cool way to see your base from the battle mode, and it was an interesting way of keeping you on your toes. They took it out in this one, which disappoints me somewhat. Hopefully they might bring it back...

Soldiers can't kneel (goin prone would've nice to add). This sucks. Cover is a big part of the game don't use cover, and you're pretty much goin to die. In the original however, you could also kneel (while not in cover), which not only made it harder for you to hit, but increased your own soldier's accuracy. They got rid of that ability in this game, which really bugs me. Why can't I kneel while not in cover? Why can't I go prone -that would've been nice to add... Maybe it's just me though.

Stunning: this wouldn't be so bad, if it wasn't critical to the game. But it is. In the original, eventually you would research Stun Bomb/Stun Launcher, which made stunning the required aliens a whole lot easier. They took that away. The ONLY weapon to stun with is a close ranged one. You can research to increase its range but it only goes from like 2 to 4. Plus its a hefty cost. This makes stunning a heck of a lot harder. Plus a bunch of the aliens you have to stun have to be injured before they can even GET stunned. What the heck?? Basically -it becomes impossible. Be prepared to lose a bunch of guys just because of stunning.

Those are really the two biggest gripes I have -pretty amazing, considering the game they remade. Guaranteed game of the year right here -this game will certainly be responsible for me not getting sleep, and that not just becau... you hear that??

Someone there???...

UPDATE (10/12/2012) -finished the game, and it really is quite good. I can definitely see indicators of a sequel coming out... I edited my list above, most good, a few bad. But it really is quite an excellent game. And challenging dang Impossible mode...

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Hello Commander, and welcome to XCOM: Enemy Unknown

This is a game I have been following very closely for months after I learned of its development. I have very fond memories of the original game which I had until now still pulled out and played every couple of years for old times sake.

So how is this newest iteration? In short, it's pretty good and a lot of fun. Easily the best turn-based game of the year.

Now, I'm going to write this review in comparison to the original game that any 'old time' gamer has likely played as it was massively popular during its prime. The biggest mistake people who have not followed the development of the game make is assuming this is just an HD remake of the original. It isn't. It's a re-imaging, which means they took the concept and made their own game around it. Same world, most of the same aliens, a lot of the same weapons, but implemented in a new way.

All of the old mission types are still in this game, with the exception of one which is base defense. In its place there are a few new mission types: Bomb Disposal, VIP Escort, and Abduction. The ending is also different, there is no Cydonia, but I won't spoil it for you.

Bomb Disposal you have 3 turns to reach the bomb and disarm it before it blows, but there are power nodes scattered on the map that each one you reach will give you an extra turn.

VIP Escort you either have to find the VIP, then bring them back to the Skyranger or you start at the VIP and must fight your way back. As the VIP moves across the field, new aliens will jump in and must be killed immediately or there is a good chance the VIP will die.

Abduction missions are a simple deathmatch (kill all aliens) but ... they come at you three at once and you can only choose one to complete. This game is all about forcing you to make hard decisions. Each mission offers a different reward (§200, 4 Engineers, 4 Scientists, or a veteran soldier). Another factor is world wide panic, completing an abduction mission will reduce panic in that country, while the other two will increase in panic (along with the continents they are on). More on panic later, and also decisions.

Combat:

The 'Battlescape' is where combat takes place, you field a squad of 4-6 troops for each mission. Fans of the old game may cringe that this is half, or less than half, but they make up for it in that each troop has a class. Assault (up close and personal), Heavy (rockets and machine gun), Support (medic/buffer), and Sniper (Long Range). Every class has a skill tree so you can customize how they specialize. The trees are not all that deep, only two choices at most ranks, with Squaddie and Major only offering one choice (their signature abilities).

So does that mean your guys are super soldiers instead of easily one shot killed fodder? Nope... While they can do far more than the original game soldiers, they will still die fairly easily to mistakes. Combat in this game is heavily cover based, while the original game had no cover. No cover? None at all, it had concealment and there is a difference.

Geoscape:

This is now referred to by the developers and the community as the ant farm, and is a cross section view of your base as the main screen, while in the original game the main screen was the globe. Here you manage your base, manage your soldiers, manage aircraft, manage research, and manage manufacturing.

While you only have one base, you do have 4 other interceptor bases that you need to station fighters in to protect your satellites. Satellites are your radar, they are needed to detect UFOs. So, in the old game you build new bases to expand radar coverage and get interceptors in range. In the new game you build satellites to expand coverage and assign interceptors to continents to protect them as the aliens can, and will, attempt to destroy your satellites. Satellites are VERY expensive and take a long time to build, protect them with your life. The loss of a satellite will instantly max out panic for that country, and increase panic for the entire continent. It is VERY bad news.

Intercepting UFOs is a little different, instead of choosing how close you want to get you instead can use one time use items to boost your aim, dodge, or time to intercept. You will not get these immediately but must research and build them. You can only send a single interceptor at a time, unlike the original game which let you send multiple ships for larger UFOs. Honestly, this part of the game feels under developed, they could have done a lot more with this.

Money is extremely tight in this game, and there is no way to 'game' the system like in the old game and build up a manufacturing powerhouse that can fund itself even if the funding nations pull out. You will need every funding country you can get! This forces you to make a choice of what to build because you will never have enough money for it all until late game. And you are so limited you pretty much only get a single choice per game month in the early stages. Choose well!

The ant farm is also where you manage panic levels. Each country has a panic meter, and if it is full at the end of a game month that country will leave the council. Loose 8 countries and it is game over, this is the only way to lose the game. There are many ways panic can rise or fall. I'll talk a little more on this in the next section on difficulty. In short though, panic will rise faster than it falls and satellites are necessary to have any sort of control.

Difficulty:

The game comes with 4 modes: Easy, Normal, Classic, and Impossible. In addition you can enable an optional setting called "Ironman" which will not allow you to make custom save files, you only get a single auto-save. In Ironman Mode there is no undo button when you make a mistake, you must live with your choices good or bad. You can still quit the game and load up your save, you just can't hit the reload button if you get your squad killed.

Easy and Normal are both frankly fairly easy. You'll be punished for mistakes in Normal, but the game scales itself back big time with a dumber AI and limiting the number of aliens you will fight at any give time. If you stumble upon too many, it will have a group fall back into the fog of war.

Classic however is a real kick in the pants. It was played up as for experts of the original game ... but even so you will get dominated most likely. The difference between Normal and Classic is massive. Not only do enemies have a little more health (you would be surprised how much a single hit point can change things), but the AI is fully unlocked, there is no limit to the number of aliens that will attack you, and they have better aim and critical chance. You may very well learn to fear the simple Thin Man alien that has insane aim and crit chance. Your troops are more likely to panic as well. The loss of a veteran squad of troops can very well mean the loss of the entire game as your rookies will be hard pressed to survive without anyone to support them. Honestly, this game is far harder than the original game.

The other challenge with Classic/Impossible is managing panic. On these upper difficulty settings panic rises faster from failed missions and abduction missions. You will likely lose some, probably a lot of them, and the best you can hope for is not losing more than 7 before you finish the game. That said, on Classic it is possible to save them all, but this partially depends on luck for where Abduction missions occur. It is speculated that on Impossible it literally is not possible to keep panic low enough to play forever, the only way to win is to finish the games objectives before too many countries bail on you. The 'strategy layer' (Geoscape/ant farm) may very well prove to be far more difficult for you than the tactical game.

For you X-COM vets out there, swallow your pride if Classic kicks your butt, and give Normal a go until you learn the new games mechanics. I know I had to.

Graphics and Sound:

The game uses the Unreal engine, so graphics are on par with that. I think they're pretty decent, but they will not blow you away. The music and sound effects are both good, you still get that creepy feeling as you hear aliens moving around in the dark wondering if they'll wander onto your guys while they're all out of ammo or if you have another turn to reload before you find them.

PC requirements for the game are fairly low so most should be able to play it if they have anything about the integrated HD graphics that comes with the intel i series (i3, i5, i7).

Controls:

This may be the only sore spot for PC players, the interface isn't the best and clearly was designed around console controllers. You can change key bindings, but until you learn the interface it can be a little frustrating. The use of a gamepad is fully supported (and probably easier to play with).

Multiplayer:

I can't speak on this as I have not played it. What I know though is there is only a Deathmatch mode, no co-op or objective based multiplayer. A game is set up with a set 'point' pool and a time limit for turns. You then 'buy' units with your points. If you would rather, you can set points to be unlimited and make the best squad possible (of course your opponent will do the same). You can use both humans and aliens in a mixed squad, or go all human or all alien. For humans you can customize their gear and select a perk package. The perks are not individually selectable.

Play Time:

The play time for this game is fairly short for a strategy game. Around 15-20 hours of so for an Easy/Normal playthrough if you keep trucking along and don't reload your game every time something bad happens. For Classic, add 5-10 hours. You may say this is short in relation to the old game, but keep in mind that people have beat the old game in under 10 minutes. The times I give are for a fairly complete game, it's possible to finish it faster, and it is also possible to keep playing for as long as you like (provided you can keep panic under control).

Conclusion:

The game is pretty solid. The game does have its fair share of bugs. There has been one patch so far, but it only fixed a few issues known before the game came out. I have in my 52 hours of playtime encountered one game stopping bug. I was able to recover from it, but not without some cost to my game. The bug involved my interceptors and I was forced to dismiss all of mine from one of my bases which resulted in a UFO getting missed and a satellite destroyed, ouch! You may or may not want to hold off doing Ironman (mine was) until some patches if you want to play it safe.

Be careful of a lot of false rumors out there, for example IGN was unhappy that aliens were all static and didn't patrol around. Well, I can account personally on how false that statement is. They can and do patrol! Depends a lot on the mission type you are one. Some groups are static (don't move) while others are dynamic (they patrol). The council missions are all static (VIP and Bomb), while Terror missions are all dynamic. The others are a mix of the two.

The game is highly rated, and it deserves it in my opinion. This is a game I will continue to play many times as I try to at least beat Classic Ironman, if not Impossible.

Steam is required no matter what PC version you get (digital or physical) so be aware of that. It employs a one time online activation, after which you can put steam into offline mode and continue to play. You may install it as many times as you want, on as many computers as you want. Of course, you can only play on one at a time.

Good Luck Commander!

Honest reviews on XCOM: Enemy Unknown

Like many reviewers here, I was a huge fan of the original 1994 XCOM game. It was truly lightyears ahead of its time and just the perfect culmination of sci-fi storytelling and thousands of finely-tuned gameplay design decisions that just made the game so much fun and immersive. It took months off my life and contributed to some poor grades in high school and college. 2K had very high expectations to live up to and for the most part, the reboot is successful. I'm glad for that because it could've gone horribly wrong and become a giant letdown (ahem.. Duke Nukem). It brings the graphics and gameplay into the 21st century (Unreal Engine) while retaining the spirit and vision of the original. Overall, it is worthy of the tremendous legacy that is XCOM while standing on its own two feet as its own unique experience. By no means perfect (because of some awful bugs and the removal of several key gameplay aspects), but still very much fun and I've already lost 3-4 hours of sleep a night to it since I bought the game.

Because this game was designed primarily for consoles, many many of the interface elements have been severely stripped away or over-simplified. I'll talk mostly about the annoyances because the gameplay and fun stuff you can read about elsewhere. The download is 1.5GB, so be prepared to wait several hours for it (3.5 for me over cable modem). Installation afterwards is very quick however. I ran it on a HP Pavilion dv7-7010us 17.3-Inch Laptop (Black). Cranked up to high on all graphics settings, the game was still smooth as silk.

What I didn't like is the first level tutorial which I didn't know was skippable until reading forums. In it, 3 of your 4 squaddies die. When you start a new game, consider checking off the tutorial box.

Next is the annoying chatter from the NPCs, especially Dr. Vahlen who can't decide if her accent is German, French, or British. The voice actor for her is terrible. This isn't a big deal as it has no effect on gameplay. I just wished they'd gotten a real German person to do the acting.

Movement is confusing in the new XCOM. Both games limit how many squares you can move during your turn. The old one had time units explicitly spelled out as a bar as well as numbers in the HUD, and you can reserve some time units for shooting with a button toggle. The new one just has a segmented arrow indicator. You also can't group select to move all squaddies. Gotta move them one at a time. Sometimes the camera is extremely problematic and defaults to the wrong z-plane (elevation), especially when inside of UFO's. The hull of the UFO will sometimes be cut away (but then dead aliens will still show up floating on the roof). Sometimes not.

I HATE the no inventory system in the new version. You can only have 2 or 3 items which you must assign to backpacks before the mission, forcing you to choose between a medkit, grenades, stun gun, and a scope. In the old one, you had multiple slots and you could fully load out your squaddie with as much as he/she could carry. The penalty, of course, being that this slows down movement (reduces the number of time units available). The old game had ammo clips, adding another layer of strategy to the game, forcing you to budget ammo (take single shot, or multi-shot?) or scavenge. The new game has unlimited ammo, but the reduced inventory is not fun. You can only carry 1 or 2 grenades (if you level up and take the upgrade). That also means you can't pick up items from dead squadmates or aliens like you could in the old game. The ability to pick up spare grenades and alien weaponry at will was a key element of fun in the old game. You could even pick up dead aliens, stuff them in your sack and walk around to build up strength. The new one you can't.

No free-targeting. You MUST have an alien in your line of vision in order to shoot. You can't just shoot whatever you want. This is a severe lack. The old game let you shoot doors, walls and barriers to destroy cover and expose aliens. This one doesn't. While cars catch fire and blow up when aliens shoot at you and miss, you can't return the favor if they're hiding behind cars. You can't shoot cars.

Terrible market mechanics. Periodically, a nation will send equipment requests which reward you with money, scientists, or engineers if you fulfill. The old game let you manufacture and sell equipment to generate a source of income. Enemies very infrequently leave behind intact weapons. When killed, their gun and grenades shatter. WHAT??? But it doesn't matter since, you can't sell weapons.. only alien corpses and UFO parts. But you need these parts to research and build things, and they fetch only 1 or 2 credits each, so there's really no point. So, the items you don't need, like antiquated tech, you can't sell. Go figure. So, there is almost no way to make money in this game, if you are short on funds. You have to wait until the monthly stipend.

Very limited customizability of squaddie appearances. You can change the face, skin color, hair and head shape, but they all pretty much look the same. This is really boring and I had hoped to be able to make some really unique looking squad members. No height, body shape, uniform color. I also don't like the overt nation flags plastered all over the squaddie UI menus or on the backs of their suits. Yes, flags are sewn onto the back of each squaddie's collar!

No concept of friendly-fire. Shots just go through squadmates if they're in the way. In the old one, you could accidentally kill a team member with a stray shot, or if they are in your line of fire. Sometime shots go through walls due to clipping problems.

No ability to hire scientists or engineers. You get them as monthly rewards from nations, missions, or by building the required workshop or laboratory. You can hire soldiers but not scientists or engineers. What?? Not that it really matters. You can only have one base. The original, you could have maybe 6 or 8.. basically a base and interceptors at every major world region.

These are just some of the things that frustrate me and I don't know why Firaxis decided to change these mechanics that worked so well in the original. Don't break what ain't broke.

Worst of all, however, is a bug that renders the game unplayable. Sometimes the HUD completely disappears when you're back at base, making it impossible to do anything except quit the game and reload. SAVE OFTEN! On several occasions, after returning from a mission, I found that all my squad members had turned into men. Somehow, their appearances all got changed to the same character model (same face, hair, etc). Reloading solved it. Two of my squaddies are permanently wounded and unusable until Firaxis fixes this bug.

Graphics are as good as I expected, with some weirdly Halo-looking weapons and monster designs (Brutes... erm... I mean mega-mutons.) Maps all look the same, regardless of what country. Firaxis claims to have several hundred hand-crafted maps, but I'm on my second play through and I see the same maps again and again. The VIP extractions are the same map every restart.

I do like that saving and loading is very quick. Overall, there's not a whole lot of load time and most of it's hidden with transitional animation or a narrated briefing. Bewilderingly, Firaxis decided to make F10 quick save and F11 fullscreen/windowed toggle. You will hit this F11 many many times by accident, I assure you. It may sound harsh or overly longwinded to list out all the flaws, but really this is a fun game, and would've been vastly more superior had they not made these changes. I doubt that Firaxis will change any of the gameplay mechanics with a software update, but a guy can hope.

I've finished the single player campaign. I abandoned my first game because I progressed too far towards the endgame goal too fast, following the mission objectives. It feels really short and very rushed. The tech tree is super short. I ran out of things to research very quickly. The old one, tech research was a BIG BIG DEAL and it took forever researching multiple branches in order to unlock all the dependencies of creating a new weapon, vehicle, or item. I liked this challenge. In the remake it's a breeze. They made it even easier with research credits that you earn by capturing live aliens. They half your time. So most of my things took 2-4 days to research.

In sum, still a fun game, but owing to the console pedigree, many of the things that made XCOM fun are dumbed down. Console games typically target 40 hours of gameplay, so I think that is to blame for most of the negative impact of these design decisions. There's no real reason to play the game again, as there are no unlockables of any kind.

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[PC Version]

TL;DR

For X-COM fans this is a respectable re-release of the original (as opposed to a sequel) and worth the money. I rate it somewhere between 3.5 to 4.0 stars this is definitely not 5.0 star material (even as a fan). I would rate the original 80's game as 4.3 to 4.8 (for relative comparison to this). Most of the penalty comes from the lack of base defense, one-base-only setup, and annoying storyline.

Unfamiliar with X-Com? This rendition is a friendly and addictive *turn-based* strategy. It's worth trying (demo available on Steam) before you lay down the cash.

------

For the X-COM veterans:

+Most of the game is a modernized re-release of X-Com UFO defence (sp). This is not a sequel so relax ;)

+The X-COM "feel" is still there many core mechanics are present (definitely not all)

+Typical X-COM "Awww @#$^ you gotta be kidding me" situations. You know, the ill-timed alien grenade that lands right after the LZ. The ethereal "chain mind @$^%" stuff is gone. I know, I miss it too (Psionics is still in the game)

+New mechanics that genuinely add to gameplay (grappling suits, suppression fire, cloaking, soldier specialties, country-specific bonuses, etc.)

+Mostly bug-free no significant issues with the initial release (do a bios update with AMD FX CPU if you crash)

+Added difficulty/challenge strategic dilemma quests. Saving one country often leads to the loss of another. Perfect, clean games are a little harder to pull off early on.

-"Consolfied". Dumbed down for console play, increased pricing. This includes overly simplified controls, dated graphics/sound. Not a problem if you're playing on a console, naturally.

-Omitted/missing core game mechanics. Removed crouch/kneel, base defense, multiple bases. The worst aspects are the removal of multiple bases & base defense. The time unit system is still present per se, its just been simplified.

-Some minor bugs with Nvidia PC graphics. Clipping, flashing, and other anomalies (Nvidia). If you played the 80's game this is no real issue. Probably fixable with a patch (running latest Nvidia driver as of 10/10/12).

-Collision and line of sight issues. Firing through walls (not as a piercing wall shot. Difficult sometimes to mouse target a different elevation for movement (texture flashes, target location ends up being for the lower elevation, etc)

-Annoying dialogue and upfront storyline. The "UFOpaedia" feel isn't there. The original encyclopaedia-type story line was more enjoyable with its subtlety.

-----

I was a big fan of the original and even liked Apocalypse (the rest ranged from okay to just plain bad). 5 stars is a disservice to other buyers as much as 1-2 stars. Where it falls between 2.5 to 4.4 stars depends on you of course. Fans of turn-based strategy and the original X-COM will probably lean towards 4. Enjoy!

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Monday, January 5, 2015

Katamari Damacy - PlayStation 2 Review

Katamari Damacy - PlayStation 2
Customer Ratings: 5 stars
List Price: $29.99
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One thing can be said for certain: you haven't played a game like this before. Everything about this game is off-the-wall, but it works. When you load the game for the first time, you will be greeted with giraffes, rainbows, bicycles, and a plethora of other thingsall performing some contorted dancejust for you. Welcome to the world of Katamari Damacy, where the gameplay is original and surprisingly addictive. Your goal?roll your sticky ball around to collect the "objects from earth". As your ball gets bigger, you can pick up bigger things. So you go on a hunt to keep growing your ball. The levels you play in are simply hugeI never felt like I had seen everything in a levelso replay level is quite high. Meanwhile, the background music is a lot of fun, good enough to put you in a good mood if the rest of the game doesn't. And the storywithout ruining anythinghas to be the product of mixing drugs and alcohol. The controls are quite simple, employing only the analog sticks and a couple shoulder buttons (although I never found much use for the shoulder buttons). When I heard about and found the game, I worried that it would be too simplistic to entertain meit seems my worries were unfounded; Katamari Damacy is a great game for everyone....and cheap, too!

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I really hope the success of this game convinces publishers to bring over more off-the-wall Japanese titles. This game is awesome. Gameplay is very simple: you roll around a ball (using the analog sticks in a control scheme reminiscent of Battlezone) and things stick to it. That's it. There are basically two kind of challenges: get the ball to be a certain size, or pick up as many of something as you can find. (Katamari Damacy loosely translates as "ball of stuff.")

While this may not sound like the world's most exciting way to spend your time, the flawless execution gives Katamari Damacy the simple, in-the-zone addictiveness of Tetris. The backstory is bizzare: your father, the King of All Cosmos, goes on what sounds very much like an acid trip and breaks all the stars. When he sobers up, he finds that everyone is annoyed, so he tasks you with going to Earth to collect raw material to rebuild the sky. The raw material turns out to be anything from thumbtacks to people to ships. The King's disconnected, slightly deranged speech patterns add much to the style of the game, as does the intro video, which is better seen than described. Add to that another side of the story told by following a Japanese family in very weird, stylistic interstitials and you've got a very surreal experience.

Katamari Damacy is backed by a soundtrack that would be worth $20 by itself. With replay value assured by levels that are easy to conquer but difficult to do perfectly, this game is a great addition to anyone's console library.

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After first reading about this game in PSM, in a small article in the back of the magazine, and then finding discussions everywhere on the web I was intrigued. I found it in a bigbox for cheap so I bought it. It is great. It is a nice diversion from killing people, and scoring touchdowns (both of which I enjoy tremendously). The game is a trip. It is very odd, but the music rocks, the graphics are trippy and the controls are flawless. THIS IS THE BEST BARGAIN THERE IS IN PS2 GAMES.

Honest reviews on Katamari Damacy - PlayStation 2

A true sleeper hit in the video game market. This formerly little known Japanese game from Namco (makers of Pac Man) has slowly but surely become a big hit with fans here in the North American Continent.

You are the prince of the King of Cosmos and you have to fix a mess the King has made of the stars. It seems that the King accidently ruined the stars, moon and constilations that once glittered the Earth night sky, so being you are his son and he doesn't want to do it, it's up to you to fix it. So what's a little 5 cm green guy to do? Roll a huge ball that can pick up any item smaller then it as it rolls around. The more items you pick up the bigger the sphere gets. Each stage has a size you must get the ball to within a time limit so you can restore the stars of the sky.

The game is a very 'unique' and quite addicting. The early stages start off with very small sized goals like having to pick up items on the floor of a room in a house, then progresses to outside, into small towns, to whole cities and eventualy the planet. The real joy of this game is how simplistic and how many items there are in the game. Each item in this game eventualy you will be able to collect on this sphere of yours. Whether its a small button on the floor or a huge skyscraper , there is nothing in this game you won't be able to collect, as long as your sphere is the proper size to do so.

The game takes on a very Japanese anime type of feel to it. It has very addicting and catchy Japanese music, with a theme song that will get stuck in your head. It has a full inventory for you to look at all the items you collected along with the size you had to be to collect it and what the item actualy is. There are thousands of items in the game to pick up and while the challenges are few, the fun is constant. There are even some clips after you finish each star restoration as you follow a family noticing the weird stuff going on with the stars missing.

I can't recomend this game enough. You may get through the game in a few sessions but the replayability and fun is so high it just won't matter. It also has a mulitplayer mode where you can battle with a friend. There are hidden presents you can find in every stage and so much more. It's such a simple yet complex game and most of all.. its fun! You won't be sorry adding this game to your collections. Anyone will enjoy this and the price is most defintely right.

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Something that's tugged at the back of my mind for years now is the question of what, exactly, happened to the ingenuity, simplicity and sense of wonder that was traditionally associated with video games throughout the seventies, eighties and early nineties. There's no question, today's games are a much more detailed, beautiful, realistic and life-altering bunch than the titles that filled the SNES, NES and 2600. As a NES owner, you'd never get an experience quite like what Metal Gear Solid or Grand Theft Auto can give you today. You're afforded much more freedom on an Xbox than you were on a Sega Master System, everything's in crystal-clear high definition and the soundtracks routinely eat up several CDs all on their own. You take it for granted that Mario can fly, because that's just the way it's (almost) always been. To introduce a similarly outlandish game in this day and age where anything new is scrutinized by the overcritical eye of parents, teachers, internal boards, the media, the government, the FCC and, perhaps harshest of all, the critics is almost unthinkable.

That's why I'm amazed a game like Katamari Damacy made it to our shores virtually untouched. This game's a throwback to the absent-minded titles of gaming's infancy, when everything didn't need to make sense under the restrictions of the Earth's gravitational pull, didn't need to abide by the dynamic lighting of the sun as it floats across the sky, and didn't send you on missions that would give a real life government operative nightmares. Things just happen in Katamari, and you accept them as fact because that's just they way they are.

Basically, Katamari Damacy is a telling of the life of a dung beetle on a cosmic scale. You control "The Prince," heir to an apparently galactic kingdom, as he rolls tiny, sticky balls called Katamaris around the Earth's floors, streets and continents. When you roll over something, the item sticks and the size of the Katamari snowballs. The size of your ball is directly proportionate to the size of the items you can pick up. If you're piloting a tiny trash heap, you're just gonna bounce off if you try to roll up a tree or a fencepost. Your Katamari usually starts small, barely large enough to roll up an acorn or thumbtack, (not to mention easily tossed aside by the numerous mice that roam the city streets) and slowly increases in size to the point where it's picking up cats, then large dogs, then children, adults, motorcycles, cars, wrestling rings, houses, office buildings, etc. The real star of this show is the incredible scale of the game, how nothing is off limits so long as your Katamari is big enough.

And that's really all there is to the game. You get a time limit and a certain size that your Katamari ball must reach within that timeframe, you're dropped out onto the floor somewhere, and you just start rollin'. It's incredibly simple, yet indescribably inspirational. While it may sound lacking in depth and replay value, I dare you to spend an hour with this disc and then casually put it away. It's physically impossible. I've never been one to immediately replay a game after finishing it, but I did just that in Katamari. The only thing that'll keep you playing is the never-ending challenge to top your existing high scores... well, that and your need to constantly explore this bizarre, psuedo-Eastern world... and it's been quite a while since I felt this motivated by nothing more than a number saved onto a memory card somewhere.

Alongside its outlandishly original gameplay and story, Damacy is equally original with its simple, understated control scheme. The only buttons you'll need to use in this game are the PS2 controller's dual analog sticks and the "X" button. It plays like a weird mixture of Pac-Man and the old Midway tank-based arcade game, Vindicators. Pushing both sticks forward moves you forward. Pulling both sticks back moves you back. Pushing both sticks left strafes you left, two rights strafe you right, pushing the left stick forward and the right stick back turns the whole thing (camera and all) right, and vice versa performs the exact opposite function. The only time your fingers should leave the analog sticks is when you're reading some dialog (unfortunately, there's no prominent voice acting in Katamari) and you need to hit the "X" button to move things along.

Visually, this is far from the most stunning game on the PS2 today. Honestly, I don't think there's a single object in the game that couldn't be faithfully reproduced on the Sega Dreamcast a thousand times over. Now that I think about it, the original Shenmue puts the graphics of Katamari to shame. But if you still think the visuals are the point, you obviously haven't been paying attention. However, one thing I'm relatively sure the old Dreamcast couldn't do is scale every one of those millions of objects, both moving and still, from full-screen to ant-size with no slowdown in sight. It's not right up in your face and obvious, like the majestic beauty of Gran Turismo 3 or Final Fantasy X, but this is a great display of the PS2's sheer polygon-crunching power.

This is seriously one of the greatest games of 2004. If you haven't already played it and were waiting on some sort of official endorsement to do so, consider this your call to action. It's discount-priced right out of the gates at twenty bucks, (which makes perfect sense, because no matter how good this game is, I don't think I could've justified fifty dollars on it) and will reward you and your friends with hours upon hours of entertainment, even after you've completed all of the single-player quests.

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Monday, December 1, 2014

Reviews of Pro Evolution Soccer 2013 - Nintendo Wii

Pro Evolution Soccer 2013 - Nintendo Wii
Customer Ratings: 4 stars
List Price: $19.99
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I've had this game for about a week now, and after putting in many hours of play I thought I'd put a quick "first impressions" review up, and then update it later on. Just a bit of background: my last version of PES was 2009 for Wii and I've played it almost continuously for the several years I've had it. The control that Wii interface gives you is pretty amazing and addictive and it's easily the best sports game I've ever played.

Other than different menus, the first thing I've noticed is that the physics of player movement and momentum have been updated to be more realistic I haven't played any more recent versions, so this may be the same from last year. It's subtle, but it's unmistakeable and a big improvement, IMO. You can now run after a ball heading toward the sideline and stop & control it, rather than just running out of bounds as in PES 2009. Not always, but these world-class athletes now act more like world-class athletes. Another big change is that when holding Z to pressure the player with the ball, your defender will now sometimes knock the other guy over. Mostly this just results in a free kick, though I've gotten a couple of yellow cards and one very frustrating penalty kick in the 89th minute to lose a game. I guess the lesson is that you can't just hold Z forever at some point the pressure is too much and your defender steamrolls the player he's pressuring.

I primarily play Master League and that's the only part of PES 2013 I've touched, other than to edit the EPL teams to their proper names. Champions League is now integrated into Master League (finally!) and you can rename the FA Cup to the FA Cup (which you could in 2009, but for whatever reason it didn't make the change within Master League).

Now, here's my big disappointment: there is no more second division. You start in the Premier League, and there is no relegation. WHY, Konami, WHY? Ideally I would've loved them to put in MORE lower divisions, not remove them altogether. Why not give us 50-60 teams from each country, then we can edit them as we like and set up whatever level of promotion/relegation we want? It seems that this wouldn't be that difficult since it was already there to one level in past versions.

So, what this means is that when I start with a team of unknowns (which is how I like to do it) you now have a 1.5 star team playing against EPL squads! In the past my low-quality team would've been in the lower division playing against better-but-still-middling competition. Makes it pretty tough to get any progress going. I cut as much of the dead wood from my team (it seems you start with a bunch of guys with really poor stamina so many of them are useless) at the January transfer window, traded an aging striker (with poor stamina) for a much better goalkeeper, and was able to get a couple of good midfielders, but no improved strikers. With limited funds to work with, this has put me in only a slightly improved position for the remainder of the season. But that's ok. Progress is being made and it shouldn't be too easy. But I had bids for 6-8 different strikers rejected. Oh, and there are far fewer "bargains" to be found. No more young strikers waiting to blossom for only 250 points, etc. Overall the players seem more expensive which makes sense, I guess, if we're only dealing with top division teams. So far with my slightly upgraded team but with still far too many poor quality players goals are hard to come by, so I've got a lot of 1-0, 0-1, 0-0 & 1-1 results.

One new feature (to me, anyway, it may have been there in the past) is that you can now take free kicks from a "behind the kicker" perspecive and choose the arc/curve of the ball based on the kicker's abilities, of course. Kind of cool, and it's nice to have a bit more control on free kicks.

So, overall, I think this is a big improvement. I don't know if it's a big change from 2012, but that's part of why I don't buy the update every year for sports games usually the small changes don't justify the price. But this is only $20, so kudos to Konami for that. I'm very happy with PES 2013 so far. The gameplay mechanics are unchanged, for the most part, but the feel of the gameplay has improved for the better. I can't wait to get some better players up front to see how that helps.

A couple more quick notes: the in-game graphics are pretty much the same, maybe slightly better, but there's only so much the Wii can do. (I'm looking forward to a Wii U version) The cut-scene graphics are improved, mostly in the fact that the player models are more varied, and they've done a better job of making famous players more recognizable, though many players now look vaguely cro-magnon.

Lastly I think the AI is much improved. AI is one of those effemeral things that game companies like to tout and give fancy names to, but I think Konami have actually done something here. In 2009, even at the highest difficulty level, defenders would sometimes just move out of your way. Now they mostly position themselves intelligently and make it much more difficult to get off a clear shot. They crowd the box, they hound you constantly, they make intelligent passes, they will play to open space, and keep the ball moving. Plus they dive in the penalty box or at least that's my take on it. A penalty in the 89th minute! It had to be a dive! :)

UPDATE 12/29/12: So I'm still enjoying this game. I've now upgraded my team and I'm leading the EPL just past the January transfer window of my second season. Negotiations are much tougher than they were in 2009. Most offers seem to get rejected, but that's probably more realistic oh, and I have all of the Master League transfer settings at their defaults. One last note on AI: it's improved, the box is often crowded with defenders. It's tough to get a cross to your men in the box, shots and passes are blocked much more frequently and you really have to work to find open space. Still love this game, still disappointed by the lack of a second division.

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This is from my son who is 10 yrs old and loves to play, watch and play video-games with soccer..

This game is very good. The graphics are great, and there are many more features in this game than FIFA for WII, like in PES, you can go straight to penalty shoot-outs,(instead of having to play a full game, like FIFA) also you can choose the order of your pk takers, and free kickers. This didn't matter to much, but Chelsea F.C. and Arsenal F.C. are called London F.C. and North London F.C. And their jerseys are differnt, but what matters is that the players are all there with their numbers like Chelsea's new signing Edin Hazard, and Arsenal's new signings Lucas Podolski, Oliver Giroud, and Santi Cazorla. The graphics are also incredible, and what I like is most players has it's own playing style, like for example, in PES 2013 WII, when Cristiano Ronaldo steps up to take a penalty kick for Real Madrid and Portugal, he stops at the last second like in real life. The controls are good, but in my opinion, there are too many controls. Almost every control is used for gameplay like 1 and 2 and plus and minus.

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this game is pretty much the same as 2011 and 2012. there really needs to be some changes to make this a little more comparable to the versions on other consoles.

the online/multiplayer part needs to be fixed. searching for an opponent is really inefficient and it doesnt even tell you how many people are online. if a party quits the game before it ends (especially towards the end when they are losing) it doesnt count negatively towards them or indicate that for future match ups.

Honest reviews on Pro Evolution Soccer 2013 - Nintendo Wii

Tough game to learn how to play. Will take some time to get used to it, but I'm trying and not giving up.

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The graphics are good, but is not much different from other versions. They enjoy playing it for long periods, so they are not bored.

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Wednesday, November 19, 2014

Reviews of Drop shot, Auto-aim, Jitter Xbox 360 Modded Controller COD Ghosts

Drop shot, Auto-aim, Jitter Xbox 360 Modded Controller COD Ghosts, MW3, Black Ops 2, MW2, Rapid fire mod
Customer Ratings: 4.5 stars
List Price: $209.99
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Everything is working great and hes found other uses for his mod. Overall a great buy and considering picking one up for myself.

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The controller is really cool, although the controller you actually get may be slightly different from the one in the picture. Mine had matching blue triggers and a plastic blue guide button, although I'd prefer to have the default guide button. Also, the controller works pretty good mostly. Except sometimes I'll be playing Black Ops 2, and there will be an enemy right in front of me and my gun won't shoot because of the mods. And then I get killed. It's really frustrating. And also, if you press the left trigger and then the mods button, it will make the player four light come on, and I don't really know what it does but it sure as heck messes me up in the middle of the game. Oh, and then there are the messages I get from angry players, complaining about my mods. And lastly, the LEDs could be better...mine are uneven and they get dimmer when the controller needs charged.

Overall, I DID get the controller at a good price ($85) but sometimes it gets screwed up in the midst of a game and renders me gun-less.

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My remote was sent to me with a broken battery pack which was annoying and it over heats quite often

Honest reviews on Drop shot, Auto-aim, Jitter Xbox 360 Modded Controller COD Ghosts

Me and my kids play Black Ops 2, and this controller works great. If I play with mods and they have their mods turned off, I actually stand a chance against them! We play video games together as a family quite a bit, and we own a set of a few modded controllers. The tiger ones are my personal favorite, something about them just stands out from the others.

The rapid fire is very fast, and has never let me down. We've played it online and have had no issues. Everyone online seems to have modded controllers now, so we got some modded controllers to keep up with everyone else. Now I know how everyone has been dropshotting so good online.. these controllers make it so simple to do so.

Highly recommended.. Geniusmods will not let you down. Everything about them is professional. The manual was easy to read, came in full color with plenty of photos. Packaging was great, very professional, quality product.

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This controller is great I love it. It shoots fast and its not made cheap if you want a controller i would get one from genuis mods their cheap and great. Thank you Genuis Mods.

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Saturday, November 8, 2014

Discount Gel Tabz Universal Silicon Grip

Gel Tabz Universal Silicon Grip
Customer Ratings: 4 stars
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I was hesitant to buy these after seeing reviews mentioning "riding up", "comes right off", and needing "permanent superglue" (yikes!), but I am really glad I gave them a try. Simply put, these things are great! I've had them on my 360 controllers for 2 weeks now, and I will never go back to the stock 360 thumbsticks. I haven't tried them on PS3 controllers yet, so my review is primarily for Xbox 360 use.

Installation: This was a breeze. Invert, place on top of the regular thumbstick, then flip the sides down.

Fit: VERY snug fit on my official 360 controllers. They never move during play (and no, I didn't use any superglue!) In fact, I just tried wildly flailing the sticks around and they still didn't move at all. I don't know why others had trouble I'm curious whether they used aftermarket controllers, or maybe pulled off the original stick coverings before putting these on.

Control/feel: Very comfortable and provides excellent control; precise movements seem easier to make. Each grip has a slightly raised surface with 16 tiny bumps for texture and friction. Also reduces concavity and covers up those 4 big uncomfortable bumps on the 360 sticks (I think those bumps are supposed to be for grip, but they just irritate the skin on my thumbs when I play.)

Overall: A hearty two thumb(stick)s up! Will it double your K/D ratio? Probably not, but for $5 you can hardly go wrong!

Pros:

+ Pleasing to the touch and comfortable to use

+ Gel material provides excellent control for precise movements

+ Fast & easy installation

+ Very snug fit on 360 thumbsticks

+ Reduces concavity and covers the uncomfortable bumps on stock 360 sticks

+ Package includes 2 (black) universal grips for Xbox/Playstation, plus 1 (blue) for the Wii nunchuck

+ Low price

Cons:

Seems to pick up grease from fingers easier than the stock thumbsticks, so keep them clean! (Maybe this is why some found them slippery?)

Clicking in the sticks takes a bit more effort because of the extra gel material

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btw, neither are necessary

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I bought a pack of these online elsewhere and it came with 3 grips, two black ones and a smaller blue one. The black ones are designed for the PS3 and 360 analog sticks while the blue is designed for the Wii Nunchuk (though all 3 can work on any analog stick I believe). The blue one is VERY good for the Nunchuk analog stick which only has one rib on it (unlike the ribbed GC analog stick). The blue Gel Tab has a lot of pronounced bumps which give it a good grip. The black ones are terrible. The bumps are fewer (despite being bigger) and not as raised. I actually found my thumbs slipping more than when I used the PS3 analog sticks without them. That pretty much defeats the purpose of them. I don't think they're necessary for the 360 controller since that has concave analog sticks. I haven't tried since the black ones on a Wii Nunchuk since the blue one is perfect for it.

I'd only recommend this if you really want a grip for your Wii Nunchuk.

Honest reviews on Gel Tabz Universal Silicon Grip

I was looking for something to go over the thumbsticks of my 360 controller since my 1 year old son decided to chew off the rubber that was on them. They're pretty easy to put on, they look great, feel great and the price was easy on the wallet. They cover up the exposed plastic on my thumbsticks and now I can play forza 3 without getting a callus on my thumb, and its much cheaper than going out and getting a new controller! I recommend them

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Terrible for ps3 analog. Slips off whole using. Makes playing extremely difficult as you feel as your fingers will slip and any second.

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Monday, October 13, 2014

Buy Samurai Warriors 2: Empires - PlayStation 2

Samurai Warriors 2: Empires - PlayStation 2
Customer Ratings: 4.5 stars
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KOEI is back with yet another Dynasty/Samurai Warrior hackenslash game. This genre is now infamous for its simplistic run around aimlessly killing dumb soldiers until you reach a slightly more difficult to defeat general. The franchise hasn't changed much over the past few years. This is both good and bad. From year to year we are subjected to sequels which are more along the lines of touch up packages. A few added characters, a few added features, and just barely updated graphics. However, recently with there new "Empires" series they seem to be hoping to add an element of strategy to a franchise that as of late has been becoming quite stale.

The game has 2 modes of play. The usual "free" mode which is essentially the pickup and play mode where you select a section of the map then pick your generals and lieutenants (up to 3 of each) then go to battle. Then there's "empire" mode where you become a Japanese feudal lord. You are assigned a fief and from here it is your job to expand your territory. The fun part is that how you do it is up to you. You can use force, diplomacy or trickery as you build your army recruiting new generals, lieutenants, and boosting your number of troops.

During battle you can order your soldiers to protect a base, attack individual bases or generals, and defend another general or even yourself. The best part about this game is that your generals now level up with you and are no longer the sissy's whining for help that they were in the other games. On one occasion my round ended while I was off fighting a rival general my troops had already captured the main camp. Keep in mind that your opponents are no longer slouches either. You'll have to work a little to defeat them as the strength of the characters and AI has been revamped slightly. Formations are used in a rock paper scissors fashion. When they are employed they give you a stat boost however the army using the stronger formation is the only one to receive it.

The game does a good job making you feel like you are in charge of a powerful army. You can trade with China or Western nations; tax the people, train your generals and lieutenants, there are so many options as far as what you can do it would take forever to name them all.

So in summing up this game, SW2 Empires is still an upgrade package. Don't be fooled. It does however improve vastly with a strategy element and AI. So here's a comparison list so that you can make the decision

PROS:

essentially still running off of the Dynasty warriors engine

create a character feature

added strategy element

slightly tougher AI, your army now fights for themselves

CONS:

essentially still running off of the Dynasty warriors engine

not much variety in the battlefield maps

slightly tougher AI, you may have a little difficulty fighting your opponents in the beginning

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When I first played this game, it was over four years ago at an old friend's house. He was really into the samurai genre of games, and he introduced me to this exciting world with this game. Some of you might think it's not a proper introduction, for there are better samurai games out there, but none like this one.

Samurai Warriors 2: Empires is an expansion of the original SW2 game. The gameplay has been changed, with the major addition of the strategic element. You take your pick of famous historical events (such as the Battle of Kawanakajima and the Honnoji Incident)and choose your warrior and clan. The element of button-smashing your way through hordes of enemies is ever present, with few objectives along the way that help you turn the tide of war. Another new feature is the New Officer Mode, in which you can create a character of your own. Additional artwork and movies are unlockable with every progression of the game, which comes to be satisfactory.

Few things I would complain about this game is the lack of diversity and choices in the New Officer creator. One other thing I feel obligated to tell you (and basically warn you about!) is the horrendous voice work. Lame one-liners that will have you laughing at first then flinching in annoyance, to the point you learn to ignore and live with them.

I also feel this game could've been a bit more than it wanted, but for a new concept, it was done exceptionally well. The strategic a la Risk concept give it a good feel, as you impliment all sorts of cunning strategies to develope your clan. Your characters (both player created and in-game stock) level up at a good rate, unlocking more special moves and weapons. If you're into the button-smashing, thousands of enemies on the screen games, this is one worth giving a good look.If you can get over the few things that could've made this game a true gem of its time, SW2 Empires will keep you entertained for hours to come.

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I'm a big fan of the Dynasty Warriors series ever since my cousins introduced me to Romance of the 3 Kingdoms on nintendo and Dynasty Warriors 2. I love strategy games as well as some basic hack and slash games myself. Samurai Warriors actually was the first of the series to actually add some strategy to its basic hack and slash (Dynasty Warriors had pretty much none). Then they came out with the Empires series. I love this game. I love the fact that battles have to be fought with battle bases rather than just defeat the leader. I also love the fact that I can play with any of the minor Generals as well as create my own. I like the History lesson involved in this game. The game itself is still a basic hack and slash but with better elements such as setting up ambushes, winning over other generals in battle, taking particular bases that have certain effects working for you, formations during battle that give you either a advantage or disadvantage depending on which formation you and your oppenent has, better computer allies, and tougher opponents. Those who get bored with hack and slash elements could miss some of the finer points in this game when it comes to strategy. I look forward to more of the series with new characters and even more strategy while keeping the graphics up to date.. The graphics portion of this game is slightly better than those before but overal it hasn't changed. The sound and voice overs have gotten better(I havent heard Okuni's yet, Her last voice over was horrible!!). This game is great! I think it just keeps getting better. I recomend buying this game to fans of the 3 kingdoms series and Dynasty series as well as someone who wants to try a new game where the every battle isn't predetermined because of its replayability. This is a great game for a time burner as well as trying to achieve total conquest.

This is the best game in the series so far. Lets see what they add next.

Honest reviews on Samurai Warriors 2: Empires - PlayStation 2

skips a bit in opening intro but able to start and game plays perfect. Not bad for a used game.

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I like the strategy involved in this installment. Also enjoy the customization. But after a while it can get monotonous. I prefer Warriors Orochi over the "Empires" games. If you're a strategy person, who likes 3rd person hack & slash however, then it's a good game for you!!

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Friday, September 12, 2014

Buy WWE All Stars - Xbox 360

WWE All Stars - Xbox 360
Customer Ratings: 4.5 stars
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IF you remember the old wrestling arcade games that quarter after quarter was pumped into when you was a kid/teenager this is an exact equal to that experience.

This is an arcade wrestling game. Over the top moves with nonstop action.

Controls take alittle getting use to but within 30 minutes you are laying the smackdown like it has never been laid down before.

This is an equal to the Nintendo64 wrestler we loved back in the day.

Controls 8/10

Presentation 9/10

Sounds 8/10

Fun Factor 10/10

Fantasy Warfare

The buildup for each match in Fantasy Warfare is nothing short of awesome. Its sinks you into the moment of the match

Nothing like whoopin CM Punk with Stone Cold!!

Path Of Champions

You have three roads to take on this one Battle Undertaker, Randy Orton or DX...But before you get to them you must win 10 matches to prove your mighty skills. Wait until you start the DX road. Classic DX Humor to get you on your way. Use Hogan and Macho man and pop an achievement after your first win for using them two as your tag team.

Online Play

So Far So Good. No lag for me. 4 player slobber knocker fun.

If your still on the fence about this game go rent it. But it will be money wasted you could have used to buy it.

Im Off to lay down some Latino Heat!!!

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Let me start by saying I've been playing wrestling games since I was about 6 years old, beginning with the NES games like WWF Wrestlemania and Steel Cage Challenge. I've owned nearly every console since then and have also purchased almost every WWF/WWE game ever released (exceptions being WWF In Your House, King of the Ring, Crush Hour, and the Game Boy Advance titles). Like many other fans, I felt that THQ's N64 wrestling games (WCW vs NWO, Wrestlemania 2000, No Mercy) were the most fun to play overall, and will always be considered classics.

I enjoy Smackdown vs Raw for what it is, and I think they've made a decent amount of progress since the PSOne Smackdown games, but the recent titles just haven't been that much FUN to play. The moves are mostly accurate, but many feel weak and lack hard-hitting impact. There are STILL things, over 10 years later, that the N64 titles did better (including submissions, location-specific damage, weight detection, momentum shifts, and overall pacing), and I honestly feel that SvR has become more of a yearly roster update and cheap cash-in, similar to what EA does with their annual sports titles. Remember the amount of progress made between Smackdown: Just Bring It and SD: Shut Your Mouth? And the equal amount of progress made with Here Comes the Pain? We never see that anymore. Yeah, we have more match types, features, and modes than ever before, but the in-ring gameplay has become an afterthought.

Enter WWE All-Stars. Gameplay is the focal point of this title. Sal Divita, formerly of Midway Studios and creative mind behind titles like NBA Jam, NFL Blitz, and WWF Wrestlemania: The Arcade Game, has given us something completely new and fresh. Yes, the character models look like action figures on steroids, but they're some of the most beautiful graphics I've ever seen. Yes, many of the moves are completely over the top and ridiculous, but they're also so much fun to watch. There aren't very many game modes or match types (1 vs 1, 2 vs 2, Handicap, Elimination, Extreme Rules, Steel Cage), but this type of game doesn't necassarily need them. I rarely even leave the ring to grab weapons or climb the turnbuckles, because I'm too busy pulling off crazy combos and defending myself from my opponents attacks. Yes, the entrances are very short, but this is an arcade-style game and isn't trying to be a simulation.

Beneath the cartoony style and crazy moves is a surprisingly complex and VERY responsive grappling engine. If you played TNA Impact, they based this game on the same engine, but seriously tweaked and expanded on it. You have 2 buttons for weak and strong strikes, and various combos that can be performed by entering different sequences. You also have weak and strong grapples, then each face button will perform a different move. You can also tap the right analog stick while in a weak or strong grapple transition into a headlock, go-behind, or other positions and perform alternate moves w/ the face buttons. Also, you can irish whip by holding the right trigger after you lock up, then perform a number of moves out of the irish whip position. There are a number of turnbuckle moves, flying moves, springboard moves, and so much more. I was shocked by the hidden depth, and it reminded me of Day of Reckoning with much better animations and a great reversal system.

Each character class (acrobats, brawlers, etc) plays differently, but the thing I was most impressed with was the difference between individual wrestlers. I expected more generic movesets and repeated moves (similar to TNA Impact) and was pleasantly surprised by THQ San Diego's attention to detail. For example, when you play as Rey Mysterio, he does a lot of his signature lucha-libre style moves. Although John Morrison is also in the "acrobat" class, his moveset is much different and includes moves that you'd expect Morrison to perform. Randy Savage has his signature punches and taunts, Randy Orton has his signature stomps, kneedrop, and other moves. Each wrestler has a number of signature moves than can be performed from various positions (Orton has his punt as a ground signature, his neckbreaker as a standing signature, etc), and of course one finisher, which has to be activated and then performed. Many times you'll activate it, then get attacked and have to rebuild your momentum. This makes for some amazing back and forth endings to matches. The best thing is that most wretlers have moves that they don't use anymore. HBK has his old side suplex finisher as a signature move. Sheamus has the Fiery Red Hand, which he hasn't used since his days on the independent circuit. Orton has his old standing neck-drop move that I haven't seen him use in at least 5 years. The developers paid very close attention to the wrestlers movesets and mannerisms, and clearly are passionate about their product.

The steel cage match is my favorite match type, by a long shot. During this match, your signature moves include crazy slams and throws into the cage wall, and you can perform multiple diving moves from the cage wall and the top. I can't describe in words how awesome this is. There's also a challenging mini-game for escaping the cage (similar to TNA Impact's Ultimate X mini-game), but it's not frustrating and makes sense for this particular match.

In future All-Stars games (if they continue this series), I think they have the potential to really expand on what they've done here. The grappling engine, while deep, could be much deeper. They could have twice as many grapples if they would assign different moves to different directions on the analog stick. Right now, if I grapple and press A, for example, I'll do the exact same move if I press a direction + A. I remember the old wrestling games had different moves for Up + A, Down + A, etc, etc. This could really open up the moveset and make the game feel less repetitive. They also need to place more emphasis on submissions and have the wrestlers stay down longer and sell the moves a little more. They could give us tables and ladders, and definitely Hell in a Cell. I'm sure they could find a way to make those match types insanely fun. The surrounding environments could be more interactive (i.e. announcer tables, ringside barricades, backstage areas, parking lot brawls, the stage itself could be used to toss opponents off of, etc). I'm sure THQ SD is one step ahead of me, and they're probably working on implementing new match types.

Even if the gameplay was garbage, the roster is clearly the game's best feature. When I began watching WWF programming in 1990, Hulk Hogan, Ultimate Warrior, and Randy Savage were the biggest stars. Then came Bret Hart, Undertaker, and HBK, followed by Rock and Austin, and now Cena, Edge, Orton and The Miz are the top guys. So I basically get all my favorites in one game, and it's actually a GOOD game. I do have a few gripes about the roster (Drew McIntyre?), particularly the upcoming DLC. Mark Henry? R-Truth? Michael Hayes?? Where's Batista, Evan Bourne, and Rick Rude? Why do we have to wait for guys like Chris Jericho, Big Boss Man, Road Warriors, and "Million Dollar Man" Ted DiBiase??

Bottom line This game is the polar opposite of Smackdown vs Raw, and that's a very good thing for fans who are growing tired of the same old thing. Don't expect a wrestling simulation, and don't expect the huge number of wrestlers, modes, and match types that you would get from SvR. If you're simply looking for a fun, solid WWE game that doesn't take itself too seriously, pick this one up.

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So my little brother got this game as a gift from my sister, I couldn't help but think how stupid it looked when I would walk by and see him playing it. I eventually picked up the control and played an exhibition match. My initial impression was it was too damn hard as many people have said. It is a bit challenging, it's not your typical arcade style game, but you adapt to it the more you play so don't give up on it right away. It has 3 different path of champions mode featuring DX, Randy Orton, and The Undertaker. I haven't watched wrestling in quite a few years due to it being awful, so seeing Paul Bearer in the story with the Undertaker was really cool. There are unique wrestler classifications, (Brawlers, Big Men, Acrobats and Grapplers) that all come with their own unique abilities. There are also 15 Legend/Superstar matches that are battle for a specific title such as The Undertaker vs HBK for the honor of holding the title "Mr.Wrestlemania".

There's a nice intro video showing the wrestlers greatest moments before the match. I thought that was a nice touch. I like the nice stylish cartoon graphics, but I feel they go a bit overboard. I wish they would have gone for the Legends Of Wrestlemania look instead. It's odd seeing Randy Orton with a Jay Leno chin, but to each his own. Overall they're nice. The entrances are cut short. They fade as you walk down the aisle. Think No Mercy. The only time I went online it was a bit laggy, but I was connected wirelessly. A good game overall, but I'd be a bit weary of the 60 dollar price tag. If you can wait, get it when there's a price drop.

Honest reviews on WWE All Stars - Xbox 360

This game is great fun to play, but I feel the roster is lacking. If you add a few more 70's, 80's, and 90's stars to the mix,this game would have been the ULTIMATE.

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I remember hearing how good it was a few months back when it came out, and I planned to check it out and forgot about it. I just played it for 6 hours strait with my friends and I had to force myself to stop after "just one more match" turned into just 20 more matches. I am trying to think of something about it I DON'T like, I guess I wish it had a few more modes. That is about it.

Honestly, this is the most fun I can recall having with a video game in possibly this entire console genre. I never once got frustrated, in fact I spent the majority of the time laughing until tears rolled down my face at some of the outrageous things that happened. This is THE local multiplayer game I have been searching for since.... a long time.

I can not praise WWE All Stars enough, it is just that good. I can say without a doubt this will be a title played in my house for years to come. I feel sorry for people who don't know what a great game they are missing out on, I was one of them until a couple days ago.

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Saturday, July 12, 2014

Review of Halo 3 ODST & Forza Motorsport 3 (2 in 1) (Xbox 360)

Halo 3 ODST & Forza Motorsport 3
Customer Ratings: 4 stars
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Purchased from Seller: halo3forza3

Received as advertised and within 3 days of ordering.

Brand New (never opened) with game manuals/instructions.

The games are great and it was cool that the bonus disks were there too.

I shopped everywhere, even Ebay and this company is selling it for $31.00 on ebay.

Go to ebay and see their ad and how many they have sold for $3.00 more than the selling price on Amazon.

Buyer (halo3forza3) also has terrific buyer reviews on their ebay site.

Halo3: odst/Forza3 for $28.00 was a steal (best price anywhere online).

Great Games !!!!!

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Thursday, June 12, 2014

Buy Top Gun Hard Lock

Top Gun Hard Lock
Customer Ratings: 3 stars
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It seems to be an alright game, i mean i received it as a free game from payday 2 but, haha it just seems like an arcade game but i guess i can't complain for a free game

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The graphics are not too bad, the controls are quite simplistic. good to kill 15-20 minutes when you're bored. I got it free for some reason, free=good. It also has the top gun soundtrack songs, which made me feel like a real fighter pilot one time after the autopilot had completed a mission, but it looked like I did it.

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This is not Top Gun as any reasonable person should/would expect. It's using the name to sell but it is just a poorly made knockoff of what was a great game when it was originally made. This is an arcade shooter with no replay-ability IMO. It took longer to download and install than I will play it for. Bad choice buying it.

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Perfect for my young sons who for some reason love Top Gun. Now they can safely shoot down enemy planes!

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This is a boring game. The graphics are of poor quality and the controls of the aircraft respond very slow.

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