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Works extremely well. Never have to worry about batteries again! Induction charge is nice, but you still need to place in the cradle ... So not a distinguishing feature. Still, gets the job done fast and simple.
Showing posts with label xbox 360 offers. Show all posts
Showing posts with label xbox 360 offers. Show all posts
Wednesday, February 4, 2015
Discount Rapid Charge Induction Station Black for Xbox 360
Works great, even after the length of time since I bought it! The batteries don't seem to work very long for over-extended playing (as in more than 3 hours) but switching between two controllers doesn't bother me too much. :D definitely saves on the AA battery costs though!
Sunday, January 11, 2015
Dead Rising 2: Off the Record - Xbox 360 Reviews
Customer Ratings: 
List Price: $29.99
Sale Price: $17.33
Today's Bonus: 42% Off

Off the Record is a reimagining of DR2 with Frank as the main character.
After being proclaimed a hero, Frank soon allows the fame and fortune to go to his head. The fame soon fades and Frank is left as a has-been, rotting on his couch all day. He decides that the best way to get back in the lime light is by going on the TV show Terror is Reality (where contestants compete by killing zombies). An explosion at the TV set releases the zombies and soon infects the city.
Off the Record is pretty much the same games DR2. The plot is different, due to Frank and Chuck different motivations. What makes the game great is that it feels like a direct sequel to the original Dead Rising. The overall feel of the game is a lot more comedic and self-centered this time around.
The new sandbox mode is also a welcome addition. There is no time limit and you are free to roam and complete challenges as you please. It's a nice break from the timed story mode and a great way to rack up PP and cash.
The photo mode also returns! The weapon system from DR2 works really well with the old photo mode. It feels great setting up a giant zombie massacre and raking up PP by taking photos. It feels a lot more rewarding pulling off difficult stunts when you can get bonus PP by capturing it on film.
Overall, Off the Record is an amazing game and a love letter to fans of Frank West. If you don't like the other Dead Rising games you won't magically like this one. However, if you enjoy the series and are looking for another reason to return to Fortune City you can't go wrong with Off the Record.
The game is mostly a rehashed version of DR2, with some new psychopaths, survivors, and weapons. Obviously, the dialog is slightly different with a new lead character, but without spoiling too much, the storyline doesn't really diverge until near the end. Then, it gets a lot more interesting.
Ultimately, though, Frank just doesn't really fit as well into this story as Chuck Greene did. This version of Frank doesn't feel like the real thing from Dead Rising 1 or Case West, which is odd since Off the Record and Case West have the same writer. His reactions are less believable, and he spews far too many (grudgingly amusing) one-liners for my taste. He still has the same great voice actor, Terence J. Rotolo, but fans who buy this game just for Frank may be in for a bit of a letdown.
Frank's camera returns as another method of earning experience points and Achievements, but to be honest, I often forgot that it was there. Using it is still fun, though, and the interface has been jazzed up a little since DR1. The sidequest where you can photograph special PP stickers hidden all over the city remains an obscure annoyance.
With that out of the way, Off the Record improves a lot on the DR formula, without changing it. You no longer have to choose missions from a realtime menu, there are checkpoints, and grappling with the series' notoriously annoying transceiver isn't an issue since Frank receives a hands-free headset right off the bat.
The other main addition is Infinity Mode, where you can cast off the chains of the story mode and annoying survivors for special challenges scattered around Fortune City. Unfortunately, my initial taste of Infinity Mode was bitter, because my level was too low to complete challenges. Coming back to it after completing the story mode is more enjoyable, however. The challenges are a fun and occasionally bawdy (like "Stiff Back", where oh, I'll let you find out) way of testing your zombie slaughtering skills. It does drag a bit between challenges where you have to kill a fixed number of zombies to unlock the next one.
After waiting four years for Dead Rising to come out of its sequel limbo, I thought that I couldn't get enough of the series, but after Off the Record, I think that Capcom Vancouver should perhaps let the world wait a spell before unleashing the zombie horde yet again, and make Dead Rising 3 something really special.
My opinion:
DR2:OTR is far better than the first DR and DR2, so if buying one of them this is the version to get as it offers more.
I play the PC version using a X-Box 360 controller.
This game has a lot of adult content: gore, violence, plenty of sexual references so it is definitely not suited for the Squeamish.
The premise is still the same, a limited amount of time to uncover the truth behind the outbreak and survivors to rescue. Weapons can be combined to create powerful new ones.
My favourite part is the sandbox mode, a free-roaming unlimited time mode where you can complete challenges and explore Fortune City.
There is online multi-player, but no local multi-play.
List Price: $29.99
Sale Price: $17.33
Today's Bonus: 42% Off
Off the Record is a reimagining of DR2 with Frank as the main character.
After being proclaimed a hero, Frank soon allows the fame and fortune to go to his head. The fame soon fades and Frank is left as a has-been, rotting on his couch all day. He decides that the best way to get back in the lime light is by going on the TV show Terror is Reality (where contestants compete by killing zombies). An explosion at the TV set releases the zombies and soon infects the city.
Off the Record is pretty much the same games DR2. The plot is different, due to Frank and Chuck different motivations. What makes the game great is that it feels like a direct sequel to the original Dead Rising. The overall feel of the game is a lot more comedic and self-centered this time around.
The new sandbox mode is also a welcome addition. There is no time limit and you are free to roam and complete challenges as you please. It's a nice break from the timed story mode and a great way to rack up PP and cash.
The photo mode also returns! The weapon system from DR2 works really well with the old photo mode. It feels great setting up a giant zombie massacre and raking up PP by taking photos. It feels a lot more rewarding pulling off difficult stunts when you can get bonus PP by capturing it on film.
Overall, Off the Record is an amazing game and a love letter to fans of Frank West. If you don't like the other Dead Rising games you won't magically like this one. However, if you enjoy the series and are looking for another reason to return to Fortune City you can't go wrong with Off the Record.
Click Here For Most Helpful Customer Reviews >>
As a fan of Dead Rising since the first game, the idea of a version of Dead Rising 2 with the original hero, freelance photojournalist Frank West (he's covered wars, y'kno*shot*) was very enticing. But after finishing Dead Rising 2: Off the Record, I feel like it just wasn't a good fit for Frank.The game is mostly a rehashed version of DR2, with some new psychopaths, survivors, and weapons. Obviously, the dialog is slightly different with a new lead character, but without spoiling too much, the storyline doesn't really diverge until near the end. Then, it gets a lot more interesting.
Ultimately, though, Frank just doesn't really fit as well into this story as Chuck Greene did. This version of Frank doesn't feel like the real thing from Dead Rising 1 or Case West, which is odd since Off the Record and Case West have the same writer. His reactions are less believable, and he spews far too many (grudgingly amusing) one-liners for my taste. He still has the same great voice actor, Terence J. Rotolo, but fans who buy this game just for Frank may be in for a bit of a letdown.
Frank's camera returns as another method of earning experience points and Achievements, but to be honest, I often forgot that it was there. Using it is still fun, though, and the interface has been jazzed up a little since DR1. The sidequest where you can photograph special PP stickers hidden all over the city remains an obscure annoyance.
With that out of the way, Off the Record improves a lot on the DR formula, without changing it. You no longer have to choose missions from a realtime menu, there are checkpoints, and grappling with the series' notoriously annoying transceiver isn't an issue since Frank receives a hands-free headset right off the bat.
The other main addition is Infinity Mode, where you can cast off the chains of the story mode and annoying survivors for special challenges scattered around Fortune City. Unfortunately, my initial taste of Infinity Mode was bitter, because my level was too low to complete challenges. Coming back to it after completing the story mode is more enjoyable, however. The challenges are a fun and occasionally bawdy (like "Stiff Back", where oh, I'll let you find out) way of testing your zombie slaughtering skills. It does drag a bit between challenges where you have to kill a fixed number of zombies to unlock the next one.
After waiting four years for Dead Rising to come out of its sequel limbo, I thought that I couldn't get enough of the series, but after Off the Record, I think that Capcom Vancouver should perhaps let the world wait a spell before unleashing the zombie horde yet again, and make Dead Rising 3 something really special.
Best Deals for Dead Rising 2: Off the Record - Xbox 360
"Dead Rising 2: off the record" (DR2:OTR) Brings back Frank into the fray! Although he is.. hum... bigger in this installment, his movements certainly are not affected. The main storyline is similar to that of Dead Rising 2 (DR2) but tweaked a little to suit Frank's background as well as his trusty camera, bringing back the ability to take pictures. Also in this game are new combo cards, outfits, weapons and a new area not available on the previous one. The "Sandbox" mode is superb in here you can freely roam to most in-game locations and complete several different challenges without worrying about time constraints. Just like in DR2, DR2:OTR has an online multi-player mode.My opinion:
DR2:OTR is far better than the first DR and DR2, so if buying one of them this is the version to get as it offers more.
I play the PC version using a X-Box 360 controller.
This game has a lot of adult content: gore, violence, plenty of sexual references so it is definitely not suited for the Squeamish.
Honest reviews on Dead Rising 2: Off the Record - Xbox 360
Dead Rising 2: Off the Record follows up on Frank West, the protagonist of the original Dead Rising.The premise is still the same, a limited amount of time to uncover the truth behind the outbreak and survivors to rescue. Weapons can be combined to create powerful new ones.
My favourite part is the sandbox mode, a free-roaming unlimited time mode where you can complete challenges and explore Fortune City.
There is online multi-player, but no local multi-play.
Find helpful customer reviews and review ratings for Dead Rising 2: Off the Record - Xbox 360
Anyone who hates on this game because it's too much like the first Dead Rising 2, are just retarded for not doing a little homework about their purchase. It was never advertised as a brand new game, just same story with a new protagonist. The new additions are fun and make it worth playing again. All new achievement list is great. Towards the end of the game things change some. The challenges on sandbox mode are a lot of fun too. All around a really good, solid game.Saturday, January 10, 2015
Power Gig: Rise of the SixString Band Bundle - Xbox 360 (Band Kit) Reviews
Customer Ratings: 
List Price: $199.99
Sale Price: $136.33
Today's Bonus: 32% Off

i have most all the xbox 360 guitar games. but with the air drums and guitar that comes with this for suck a low price. the guitar alone is worth more than what it sells for on here.
My bad review is on the instrument peripherals.
The airstrike drums are completely frustrating and UNfun. They don't register hits half the time. You're not actually playing drums, you're striking the air with the drumsticks. The IR sensor has to be exactly aligned with the drum sensors and you have to "shake" it to get it to register the hit. It definitely does not feel like you're really playing drums. Do yourself a favor, use a Rock Band drum kit.
And then the "real guitar." It really is technically a real guitar, that you can use to play this game. But it's mostly a gimmick-don't expect to actually learn how to play guitar. This is a rhythm game just like guitar hero, except you're using a real guitar with strings instead of a plastic guitar with buttons.
The only addition is the option to play "power chords". The game uses a whopping TWO power chords-one uses two fingers and one uses one finger-and the fingering is exactly the same no matter where it's played on the fretboard. A monkey can learn how to do that.
Actually playing the song with the power chord option, I did not find to be very much fun either.
If you want to learn real guitar skills I suggest you get Rock Band 3 and buy the pro guitar peripheral.
List Price: $199.99
Sale Price: $136.33
Today's Bonus: 32% Off
i have most all the xbox 360 guitar games. but with the air drums and guitar that comes with this for suck a low price. the guitar alone is worth more than what it sells for on here.
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I haven't played the game yet because I bought the unit for the drum kit to use with my other games. The guitar works great as long as you can remember to skip the nut and go to the first fret, which requires some knowledge of a real guitar. The drums work great with my other games once I angled it like the other drum sets instead of straight on the ground. I wish it was made to sit like this instead of me having to angle with other things but after that inconvenience they're fine.Best Deals for Power Gig: Rise of the SixString Band Bundle - Xbox 360 (Band Kit)
OK, the game itself isn't that bad. Despite the cheesy graphics and goofy storyline, the music is actually OK.My bad review is on the instrument peripherals.
The airstrike drums are completely frustrating and UNfun. They don't register hits half the time. You're not actually playing drums, you're striking the air with the drumsticks. The IR sensor has to be exactly aligned with the drum sensors and you have to "shake" it to get it to register the hit. It definitely does not feel like you're really playing drums. Do yourself a favor, use a Rock Band drum kit.
And then the "real guitar." It really is technically a real guitar, that you can use to play this game. But it's mostly a gimmick-don't expect to actually learn how to play guitar. This is a rhythm game just like guitar hero, except you're using a real guitar with strings instead of a plastic guitar with buttons.
The only addition is the option to play "power chords". The game uses a whopping TWO power chords-one uses two fingers and one uses one finger-and the fingering is exactly the same no matter where it's played on the fretboard. A monkey can learn how to do that.
Actually playing the song with the power chord option, I did not find to be very much fun either.
If you want to learn real guitar skills I suggest you get Rock Band 3 and buy the pro guitar peripheral.
Honest reviews on Power Gig: Rise of the SixString Band Bundle - Xbox 360 (Band Kit)
I FEEL AS THOUGH SOO..MANY PEOPLE HAVE BEEN SLEEPING ON THIS WHOLE POWER GIG GUITAR THING! THE BAND SET IS NICE! THE GUITAR IS AWESOME! I CAN USE THE GUITAR TO PLAY EITHER ROCK BAND AND GUITAR HERO GAMES! AS WELL AS THE GAME IT COMES WITH! ROCK REVOLUTION OR ANY OTHER GUITAR GAME! HECK EVEN WITH ROCK OF THE DEAD! AND ALSO...FOR ROCKSMITH!!! PEOPLE HAVE SAID THIS GUITAR WOULDN'T BE GOOD FOR ROCKSMITH BECAUSE IT'S CONSTANTLY GOING OUT OF TUNE! HAVE THEY TRIED!? BECAUSE IF THEY DID THEN THEY'D KNOW THAT IT STAYS IN TUNE PERFECTLY FINE WITH THE GAME! I KNOW! I'VE PLAYED THIS GUITAR WITH BOTH THE GUITAR AND BASS INSTRUMENTS ON THE GAME! DAYS AND DAYS AND HOURS ON END WITH NO PROBLEMS AT ALL! IT ALWAYS STATES THAT,"YOUR GUITAR IS IN TUNE"! NOW I'LL ADMIT,I'M NO GUITAR PLAYING PRO! BUT THIS GUITAR WORKS JUST FINE FOR ME,A BEGINNER WANTING TO LEARN HOW TO PLAY GUITAR! TO HAVE A REAL ELECTRIC GUITAR,THE PRICE IS WORTH IT FOR THE THAT ALONE! I DIDN'T HAVE TO PAY HUNDREDS OF DOLLARS FOR THE ROCKSMITH GUITAR BUNDLE! JUST $35.00 FOR THIS BAND SET AND THE ROCKSMITH GUITAR AND BASS GAME SOLD SEPERATELY AT $36.00! FOR A TOAL OF $71.00 WITH SHIPPING AND HANDLING!(ALL HERE ON AMAZON) I REALLY REALLY REALLY LIKE MY POWER GIG SET! AND I THINK IF YOU WERE TO GIVE IT A TRY...AND DON'T BASE YOUR JUDGEMENT AND OPINION ON WHAT OTHERS HAVE SAID! BE OPEN MINDED AND HAVE YOUR OWN JUDGEMENTS AND OPINONS! RESPONDING LIKE THAT, I THINK YOU'D REALLY REALLY REALLY LIKE IT TOO!!!Find helpful customer reviews and review ratings for Power Gig: Rise of the SixString Band Bundle - Xbox 360 (Band Kit)
Power gig sucks. Who played air strike drums and its the same as guitar hero with the buttons. I only like the fact that its a real guitar. Thats itWednesday, December 31, 2014
Cheap Xbox 360 WWE All STARS BrawlPad Hulk Hogan and John Cena
THIS IS A AWESOME CONTROLLER FOR FIGHTING GAMERS...I USE THIS NOT ONLY ON WWE GAMES BUT ALSO ON STREET FIGHTER, MORTAL KOMBAT, TEKKEN, SOUL CALIBUR AND ALL MY OTHER FIGHTING GAMES...GOOD GRIP, CONTROLS ARE FAST...TURBO OPTION TOO...I GOT 2 BECAUSE THEY WERE SO GOOD...THANKS GUYS!
The buttons work and feel good, the Pad can be made to emulate the Left or Right stick or the D-Pad. (Left Stick mode works best with PC games. Just a heads up)
The feel of it kinda reminds me of the classic Sega Genesis and Saturn 6-Button controllers that were the best for fighting and platform games...
If you want a controller for some retro games on your PC or Xbox 360, get this thing. It's exactly what you need. Even if it has two cartoonishly overdeveloped goons mugging at you the whole time.
This gamepad is very effective and much better than the other madcatz (SFXTekken) gamepad, which is a bit smaller... making it a little uncomfortable for adult gamers.
The artwork on this gamepad is a little "funky" but that affects gameplay in no way.
Definitely recommended.
Click Here For Most Helpful Customer Reviews >>
I use this to play Mortal Kombat and it works much better than the standard 360 controller. Even the simple quarter-circle moves used to give me trouble but since I bought this I can do them very reliably.Best Deals for Xbox 360 WWE All STARS BrawlPad Hulk Hogan and John Cena
Need a reasonably price alternate for my Street Fighter controller. Everyone is charging a fortune for SFIV controllers so here I go. Works just the same. Happy CustomerHonest reviews on Xbox 360 WWE All STARS BrawlPad Hulk Hogan and John Cena
It has Wrestlers on it. That's it. That's my -onlycomplaint. A superficial aesthetic gripe.The buttons work and feel good, the Pad can be made to emulate the Left or Right stick or the D-Pad. (Left Stick mode works best with PC games. Just a heads up)
The feel of it kinda reminds me of the classic Sega Genesis and Saturn 6-Button controllers that were the best for fighting and platform games...
If you want a controller for some retro games on your PC or Xbox 360, get this thing. It's exactly what you need. Even if it has two cartoonishly overdeveloped goons mugging at you the whole time.
Find helpful customer reviews and review ratings for Xbox 360 WWE All STARS BrawlPad Hulk Hogan and John Cena
Works perfect with SSFIV, MK, KoF, and MvC.This gamepad is very effective and much better than the other madcatz (SFXTekken) gamepad, which is a bit smaller... making it a little uncomfortable for adult gamers.
The artwork on this gamepad is a little "funky" but that affects gameplay in no way.
Definitely recommended.
Wednesday, December 24, 2014
Buy Xbox 360 Real Arcade Pro. EX
Edit:
After 6 months of ownership of both the HRAP and the TE, I would just like to add some pros/cons for those curious.
Pros: Extremely durable feel in comparison to the TE, mods easily, going to be a comfortable purchase for previous HRAP owners on past systems.
Cons: Hori buttons out of the box are not great and should be replaced, lack of a locking mechanism for the guide button, start and back on top.
Note: I stand by my five star rating, but these are just some things to think about. I own the TE as well, and for what it lacks (build quality) it makes up for by having a full sanwa layout, a lock for the guide button (to avoid pressing it at the wrong time by accident) and rear placed back and start.
If you have been teetering on the idea of getting this stick, you will not be disappointed when you do.
Easily the best stick available for the 360 RIGHT NOW, and arguably best stick for the 360 FOREVER. There is of course the TE SF4 stick due out late this month, but I have played with one recently, and I personally prefer the HRAP EX which I own. this is a super solid stick, legendary quality of past HRAP's.
Works with XBOX and PC. Great for MAME. Easily moddable. Comes with Sanwa JLF stick installed... buttons are Hori, but easy to change as hooked up to quick disconnects. I immedeately threw in some black/clear Seimitsu buttons with custom art, but thats me.
Do not hesitate. Buy this stick !!!! a must have for hardcore and budding fighting game players alike!!!This stick will far outlast the cost!
After hearing about the Hori brand from a fellow at a local GameStop, I logged on to read some testimonials on other sites about the company. Everything I read was positive. One thing that people kept stressing was the craftsmanship and durability of the Hori equipment. That was enough to sell me on choosing this controller after never owning a Hori product let alone use one. The reviews on the Mad Catz Tourney stick were also very positive. However, I worked in an electronics game store (Babbage's) back in the 90s as a teenager. When I tell you almost every peripheral they made was returned within two weeks, I would not be lying. I am sure they have made quality improvements, but that memory was enough for me to pass on their equipment.
Back to the Hori Controller. It arrived yesterday (Feb. 11, 2009). I wanted to see how it felt so bought some MS Points and downloaded Super Street Fighter II Turbo HD Remix to give it a go. Absolutely love it. It's going to be perfect for Street Fighter IV next week.
The Hori Real Arcade Pro. EX is sturdy but not too heavy that you can't keep it in your lap if that's how you want to play. If you are planning on putting it on a flat surface/table, it's weighty enough to not slide. The surface feel, the button feel, the stick feel...true to the arcade.
If you order now and pay a little extra for shipping, you might just get it before SF4's release!
With regards to customization as others have said, this stick comes with great parts that will perform to most standards and types of playing. With that said though, some may choose to customize the HRAP, and it is very easy to do so. The buttons are all snap in, and it's easy to disconnect the wires since they use quick disconnects. The stick itself is also easy to customize. Sanwa offers many solutions for restrictor gates and bat tops. I myself, wanting the feel of an American arcade stick, swapped out the standard square gate for an octagonal one and put a bat top on the stick in place of the bubble top. I am extremely happy with the feel. A quick google search on-line will take you to a couple suppliers where parts can be ordered if you choose to go the custom route (I ordered my stuff from lizard lick amusements), and a visit to the forums on srk has plenty of info for everything. The only other thing I may do is add some weight inside the cabinet. It's pretty hefty already, but a little bit more wouldn't hurt. It's a personal perference.
All in all, this is a great stick. I am extrememly happy with my purchase and love using it with SF4. 30 years and I've finally realized my dream of having an arcade in my living room no quarters required!
As you know, playing fighting games or arcade style games can be a pain to play on the XBOX 360 controller. The D-Pad just doesn't cut it. So I went looking for a good joystick to use for the 360 since some friends of mine have only the 360.
As I've owned other Hori sticks for other consoles I knew this would be quality. The build quality is high with the Sanwa joystick being the highlight. Worth mentioning is the heft from this. You can play it on your lap or lay it on a table, nice and secure. Not too heavy though. For a casual player the stock buttons work fine, but I swapped them out for Sanwa buttons which is fairly easy to do. Playing SF II HD Remix is smooth like butter. Playing SF IV this weekend, I can't see myself even thinking about playing with the normal controller. It's that much better. Even better, if you're worried about how the buttons would correlate with the game, there's settings in SF IV to correspond exactly with the layout on this stick. (two default joystick settings, for the Mad Catz layout and for this stick)
The price was a little bit on the high side, but if you're like me, the EX2 doesn't cut it. Go with this one.
Pros:
-It has a nice heft to it, which helps keep it from sliding around during play
-The joystick is very responsive, sturdy, and comfortable
-Top surface has a very slight decline, makes for more natural wrist positioning
-Buttons are easily replaceable thanks to quick-connects.
-Overall sturdy construction
-This stick is simply awesome
Cons:
-Some people may not like the placement of the buttons. The two leftmost buttons are placed lower than the rest, and the others are placed in a slight curve, which some people may not like
-The placement of the headset connector is not ideal
The placement of the headset connector is the only thing that nags at me, I'm perfectly comfortable with the placement of the buttons. Some players also don't like the buttons themselves very much, but the truth is that they're far from terrible, and this stick will serve any fighting game player just fine with the stock buttons. I've put this stick through some intense gaming sessions, and it's still holding up exceptionally well.
This is a great alternative to the TE sticks, and IMHO, it's of practically the same quality for a reasonable price.
After 6 months of ownership of both the HRAP and the TE, I would just like to add some pros/cons for those curious.
Pros: Extremely durable feel in comparison to the TE, mods easily, going to be a comfortable purchase for previous HRAP owners on past systems.
Cons: Hori buttons out of the box are not great and should be replaced, lack of a locking mechanism for the guide button, start and back on top.
Note: I stand by my five star rating, but these are just some things to think about. I own the TE as well, and for what it lacks (build quality) it makes up for by having a full sanwa layout, a lock for the guide button (to avoid pressing it at the wrong time by accident) and rear placed back and start.
If you have been teetering on the idea of getting this stick, you will not be disappointed when you do.
Easily the best stick available for the 360 RIGHT NOW, and arguably best stick for the 360 FOREVER. There is of course the TE SF4 stick due out late this month, but I have played with one recently, and I personally prefer the HRAP EX which I own. this is a super solid stick, legendary quality of past HRAP's.
Works with XBOX and PC. Great for MAME. Easily moddable. Comes with Sanwa JLF stick installed... buttons are Hori, but easy to change as hooked up to quick disconnects. I immedeately threw in some black/clear Seimitsu buttons with custom art, but thats me.
Do not hesitate. Buy this stick !!!! a must have for hardcore and budding fighting game players alike!!!This stick will far outlast the cost!
Click Here For Most Helpful Customer Reviews >>
If you are reading this review, you are most likely anticipating Street Fighter IV's release next week (I'm an Xbox 360 owner). I was on the fence about which arcade stick to get: The Mad Catz Tournament Stick or this Hori Real Arcade Pro. EX.After hearing about the Hori brand from a fellow at a local GameStop, I logged on to read some testimonials on other sites about the company. Everything I read was positive. One thing that people kept stressing was the craftsmanship and durability of the Hori equipment. That was enough to sell me on choosing this controller after never owning a Hori product let alone use one. The reviews on the Mad Catz Tourney stick were also very positive. However, I worked in an electronics game store (Babbage's) back in the 90s as a teenager. When I tell you almost every peripheral they made was returned within two weeks, I would not be lying. I am sure they have made quality improvements, but that memory was enough for me to pass on their equipment.
Back to the Hori Controller. It arrived yesterday (Feb. 11, 2009). I wanted to see how it felt so bought some MS Points and downloaded Super Street Fighter II Turbo HD Remix to give it a go. Absolutely love it. It's going to be perfect for Street Fighter IV next week.
The Hori Real Arcade Pro. EX is sturdy but not too heavy that you can't keep it in your lap if that's how you want to play. If you are planning on putting it on a flat surface/table, it's weighty enough to not slide. The surface feel, the button feel, the stick feel...true to the arcade.
If you order now and pay a little extra for shipping, you might just get it before SF4's release!
Best Deals for Xbox 360 Real Arcade Pro. EX
I was fortunate enough to order one of these while they were still in stock, and I must say, I could not be happier with my purchase. Out of the box the stick is solid and really feels like it can take some abuse. The joystick (Sanwa JLF) is extremely responsive and the Hori buttons are nice as well. Another great thing about this stick is the sheer size of the cabinet. It allows for plenty of space to rest your hands on and it works well wether you place it on the coffee table or in your lap. I've used this exclusively since getting SF4, and even with the amount of use it's gotten already, it still feels solid. My friends say the same when I take it with me to video game nights. They love it as well.With regards to customization as others have said, this stick comes with great parts that will perform to most standards and types of playing. With that said though, some may choose to customize the HRAP, and it is very easy to do so. The buttons are all snap in, and it's easy to disconnect the wires since they use quick disconnects. The stick itself is also easy to customize. Sanwa offers many solutions for restrictor gates and bat tops. I myself, wanting the feel of an American arcade stick, swapped out the standard square gate for an octagonal one and put a bat top on the stick in place of the bubble top. I am extremely happy with the feel. A quick google search on-line will take you to a couple suppliers where parts can be ordered if you choose to go the custom route (I ordered my stuff from lizard lick amusements), and a visit to the forums on srk has plenty of info for everything. The only other thing I may do is add some weight inside the cabinet. It's pretty hefty already, but a little bit more wouldn't hurt. It's a personal perference.
All in all, this is a great stick. I am extrememly happy with my purchase and love using it with SF4. 30 years and I've finally realized my dream of having an arcade in my living room no quarters required!
Honest reviews on Xbox 360 Real Arcade Pro. EX
I purchased this stick for the 360 because they sold out of the Street Fighter Tournament Edition joysticks for the 360 (I had one preordered for the PS3, still waiting for that).As you know, playing fighting games or arcade style games can be a pain to play on the XBOX 360 controller. The D-Pad just doesn't cut it. So I went looking for a good joystick to use for the 360 since some friends of mine have only the 360.
As I've owned other Hori sticks for other consoles I knew this would be quality. The build quality is high with the Sanwa joystick being the highlight. Worth mentioning is the heft from this. You can play it on your lap or lay it on a table, nice and secure. Not too heavy though. For a casual player the stock buttons work fine, but I swapped them out for Sanwa buttons which is fairly easy to do. Playing SF II HD Remix is smooth like butter. Playing SF IV this weekend, I can't see myself even thinking about playing with the normal controller. It's that much better. Even better, if you're worried about how the buttons would correlate with the game, there's settings in SF IV to correspond exactly with the layout on this stick. (two default joystick settings, for the Mad Catz layout and for this stick)
The price was a little bit on the high side, but if you're like me, the EX2 doesn't cut it. Go with this one.
Find helpful customer reviews and review ratings for Xbox 360 Real Arcade Pro. EX
I've had this stick for well over a year and a half (purchased when SFIV first came out), and I'm very pleased with it. In my time using it, here are some of the pros & cons I feel it has.Pros:
-It has a nice heft to it, which helps keep it from sliding around during play
-The joystick is very responsive, sturdy, and comfortable
-Top surface has a very slight decline, makes for more natural wrist positioning
-Buttons are easily replaceable thanks to quick-connects.
-Overall sturdy construction
-This stick is simply awesome
Cons:
-Some people may not like the placement of the buttons. The two leftmost buttons are placed lower than the rest, and the others are placed in a slight curve, which some people may not like
-The placement of the headset connector is not ideal
The placement of the headset connector is the only thing that nags at me, I'm perfectly comfortable with the placement of the buttons. Some players also don't like the buttons themselves very much, but the truth is that they're far from terrible, and this stick will serve any fighting game player just fine with the stock buttons. I've put this stick through some intense gaming sessions, and it's still holding up exceptionally well.
This is a great alternative to the TE sticks, and IMHO, it's of practically the same quality for a reasonable price.
Friday, November 28, 2014
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List Price: $19.99
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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!
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.
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.
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..
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.
List Price: $19.99
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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.
Honest reviews on Sins of a Solar Empire - PC
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..
Find helpful customer reviews and review ratings for Sins of a Solar Empire - PC
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.
Sunday, October 26, 2014
Cheap Pokemon XD: Gale of Darkness
[Note: This is coming from a 21-year-old reviewer]
I don't see why people are having a problem with this game. Personally, I was a big fan of the 3d-cartoony style of RPGs from when they first made big splashes on the Dreamcast. Games like Grandia, Skies of Arcadia... I just love how these games are done, and Pokemon XD is no exception.
So what the XD for? An "extra dimension" of play. Apparently, all this really means is that you get a new character, a new storyline, and get to set out on the usual Pokemon adventures. Which isn't badI haven't played a Pokemon game yet I didn't like (excluding the smaller spinoff games, of course). This game supports the full cast of characters from Sapphire / Ruby / Emerald, and that's a whole lotta Pokemon.
You start as (since you name yourself, I'll call the character Hero), a kid who finds out, as usual, that you're responsible for saving the world by battling cute little monsters with monsters of your own. This time, you're given a sort of cybernetic arm attachment and headset that allows you to analyze and capture Shadow Pokemonwho must be converted back to the "light side" through love and affection in order to regain their former power.
What's new? If you played Colliseum, basically nothing. There's a new story, and the new Shadow Lugia Pokemon wandering the continent. Other than that, however, you'll only want this game if you just enjoy "catching them all" that much.
For fans like me who missed Colliseum, but have played the original games, you get to experience Pokemon in a well-thought-out 3d setting that's just gorgeous. Shadow Pokemon come equipped with Shadow type moves when you get them, so Pokemon you never would have thought about bringing out before suddenly become extremely useful as you'll always have Shadow moves to fall back on. Very nice. Speaking of whichyes, you have to steal Shadow Pokemon from the villians who use them for battling. What you'll really do is defeat all of the opponent's other Pokemon and from there, it's no different from capturing rare Pokemon in earlier gamesonly this time, the enemy can't run away, and if you accidentally defeat it instead of capturing, you can re-battle almost any time you want!
Never played Pokemon? It's an extremely easy to learn game, complete with insanely cute and cool Pokemon to battle, and it's family-friendly, as not even the wildest situations would rate above PG.
A lot of reviewers have said you can't catch wild Pokemonand that's not exactly true. There are many "spots" where you can leave out treats and try to capture wild Pokemonleaving more treats means Pokemon stay longer, so they're easier to capture. It's not quite like crawling through the grass in the old games, but it gets the job done. I saw a few other reviewers comment that converting the Shadow Pokemon takes too longjust through battling in the early game, I was able to cleanse more than one Pokemon per hour of play, and that included time it took to unlock an area to complete the process. Doesn't seem so bad to me! Plus, I haven't even opened up the secondary cleansing method available in the game.
OverallIt's another Pokemon game, and a pretty good one. It's colorful, it's cute, and it's been extremely fun to play. If you're plopping down money for a Pokemon game, isn't that exactly what you expect? Sure, stealing Shadow Pokemon and cleansing their hearts is a little differentbut it's fun. The only people I wouldn't reccomend this game to are Colliseum fanatics who don't feel like starting the experience overthe two games are basically very similar. My girlfriend played Colliseum tons, and I could barely pull her away from the Gamecube on this one, but apparently other Colliseum fans feel otherwise.
The main differences are as follows:
1. What we all wished for has happened .. you can SAVE the game anywhere, anytime, as often as you like! This was by far the most annoying thing that I discovered when I first bought Colosseum. I was so used to saving my game before any major battle, or before trying to catch a "one-shot-only" Pokemon. With XD, you no longer have to seek out a PokeCenter or a computer to save the game. This makes all the difference in the world. I am no longer "afraid" of what's lurking around the corner because I can always start over if I wasn't ready for what was lurking in the darkness! LOL
2. You can catch WILD POKEMON in XD. Another thing that I could never get used to in Colosseum. In XD, you are shown three "Poke Spots" where you leave treats (bait) for wild Pokemon. You have a Pokemon-detector that goes off if any wild Pokemon are munching your treats at a Poke Spot. Again, with the new "save feature", you can save the game and THEN go hunting. If you kill the wild Pokemon by accident, just restart.
3. There is a cool new Purification machine so you can purify up to NINE Pokemon at the same time. Very much a time saver. No more dragging around Pokemon that you never intend to use just to open up their hearts.
4. New story line. Some old towns, some new towns, but an interesting storyline throughout.
5. Graphics. Graphics are noticibly better in XD.
6. Shadow Moves. Instead of one shadow move, all shadow pokemon automatically come with at least two. There are many possible shadow moves .. all with different strengths and effects. Much more interesting.
7. New Pokemon. There are (at least) two new Pokemon. You can't catch them, but I think their appearance foreshadows a new batch of Pokemon which will probably be available in the next version of the game. One character even mentions that new Pokemon are being spotted all over the land.
All in all, much better than Colosseum. Just adding a few simple changes (most notably the "save feature") brings a whole new enjoyment to an older game. Pokemaniacs will not be disappointed with this purchase.
NOTE: As I have suggested in my other reviews, buy the NINTENDO POWER guide instead of the Prima guide. MUCH more complete.
That being said, here are 10 main differences between XD and Colosseum:
1. You start out with one level 10 base evolution pokemon (Eevee) instead of two higher level, already evolved pokemon. (I like this because it gives you the oppurtunity to chose the evolution of your Eevee and also allows you to power up "from the bottom").
2. You don't have to go to a friggin computer to save the game. You can save anywhere anytime. That was a BIG improvement.
3. Purifing pokemon is made a lot easier. The cool new thing with this is the purification chamber. Theoretically, you can purify 15 shadow pokemon at once (9 in the chamber 6 in your party).....not going to go into more detail...buy the game...check it out.
4. You don't have to wait until the end of the game to catch shadow pokemon you accidently knocked out (They brought back Miror B for this).
5. Pokemon storage system has been updated to be easier to use.
6. Music and XF are WAY better in XD than in Colosseum. They have also updated the move animations (and the trainers do a cheesy "rats" air punch when you hurt their pokemon).
7. You do not have a constant partner tagging along with you throughout the whole game.
8. Overall story is longer than Colosseum
9. Pokemon spots...you CAN catch wild pokemon. Once you progress enough in the game, you will be able to go to Pokemon spots and put out food (kind of like putting a pokeblock in a feeder at the safari in the GBA games). Go on about your business, and sooner or later, you get a beep on your P*DA saying a wild pokemon has appeared. Go catch it!
10. Shadow pokemon in Colosseum only know one move when you catch them and have a state called Hyper mode. The one move has recoil and hyper mode increases your critical hit ratio. In XD, the shadow pokemon have at least 2 moves when you catch them. One is a physical attack, the other is a stat modifier. The actual attacks vary. I have seen 7 different physical attacks and about 5 different stat modifier attacks. Also, the attacks do not have recoil. When you enter reverse mode (hyper mode in colosseum), it does not seem to raise your critical hit ratio, but you do recieve damage after every turn your pokemon stays in reverse mode. I guess this compensates for the no recoil attacks.
All in all, XD beats Colosseum hands down. It keeps the good parts of Colosseum and changes the bad parts. As for if XD beats the GBA games......don't get me started.
It's not a "Pokemon Stadium"-type game; it's like Story Mode in Pokemon Colosseum.
The plot involves the unexpected return of Cipher, five years after its defeat in Colosseum. Cipher has returned with a vengeance, as is evidenced by its suddenly showing up with a massive Shadow Lugia. The Lugia steals a ship transporting Pokémon one night, causing numerous news reports, and when it turns out that Cipher is involved, a young boy with great Pokemon Trainer skills sets out to save the day from the bad guys.
Here are the pros:
1. You can now save wherever you want, like in the Game Boy Advance games! WAHOO!
2. The graphics have been improved since Colosseum. There are a lot of really nicely done "cutscenes", and the trainers react to what's happening in the battle--
i. e. the trainers act triumphant if they win, frustrated and/or anguished if they lose, etc.
3. The music and sound effects are quite good, as is the writing.
4. There is a lot to this game--I like games with a lot in them (unless I'm really anxious to find out what happens at the end).
5. Not terribly violent--if a character is defeated in battle, they just faint (they never die or anything like that. Actually, this holds true for all Pokemon games, and I think it's a really nice touch).
Cons:
1. Like with Colosseum, you can't play as a girl. But I really like the character you get to play as, so it's not really that much of a problem. (He looks like Lan Hikari from MegaMan Battle Network.) I also imagine it would be really hard to have to animate the entire game twice over--once with the girl character and once with the guy character--so it's sort of understandable.
2. You can't revisit cutscenes. Really, though, this is true for almost all video games, but still, I'd like to be able to see them again.
3. If you want to start a new game, it erases everything you did. I can't stand this, and it unfortunately holds true for all Pokemon games. They should let you start a new game and keep the one you have in progress at the same time. (AAAAAAAARRRRGGGGGHHHHH!!!!!!)
In conclusion, Pokemon XD: Gale Of Darkness is a must-have for any Pokemon fan, and the expense is well worth it.
I don't see why people are having a problem with this game. Personally, I was a big fan of the 3d-cartoony style of RPGs from when they first made big splashes on the Dreamcast. Games like Grandia, Skies of Arcadia... I just love how these games are done, and Pokemon XD is no exception.
So what the XD for? An "extra dimension" of play. Apparently, all this really means is that you get a new character, a new storyline, and get to set out on the usual Pokemon adventures. Which isn't badI haven't played a Pokemon game yet I didn't like (excluding the smaller spinoff games, of course). This game supports the full cast of characters from Sapphire / Ruby / Emerald, and that's a whole lotta Pokemon.
You start as (since you name yourself, I'll call the character Hero), a kid who finds out, as usual, that you're responsible for saving the world by battling cute little monsters with monsters of your own. This time, you're given a sort of cybernetic arm attachment and headset that allows you to analyze and capture Shadow Pokemonwho must be converted back to the "light side" through love and affection in order to regain their former power.
What's new? If you played Colliseum, basically nothing. There's a new story, and the new Shadow Lugia Pokemon wandering the continent. Other than that, however, you'll only want this game if you just enjoy "catching them all" that much.
For fans like me who missed Colliseum, but have played the original games, you get to experience Pokemon in a well-thought-out 3d setting that's just gorgeous. Shadow Pokemon come equipped with Shadow type moves when you get them, so Pokemon you never would have thought about bringing out before suddenly become extremely useful as you'll always have Shadow moves to fall back on. Very nice. Speaking of whichyes, you have to steal Shadow Pokemon from the villians who use them for battling. What you'll really do is defeat all of the opponent's other Pokemon and from there, it's no different from capturing rare Pokemon in earlier gamesonly this time, the enemy can't run away, and if you accidentally defeat it instead of capturing, you can re-battle almost any time you want!
Never played Pokemon? It's an extremely easy to learn game, complete with insanely cute and cool Pokemon to battle, and it's family-friendly, as not even the wildest situations would rate above PG.
A lot of reviewers have said you can't catch wild Pokemonand that's not exactly true. There are many "spots" where you can leave out treats and try to capture wild Pokemonleaving more treats means Pokemon stay longer, so they're easier to capture. It's not quite like crawling through the grass in the old games, but it gets the job done. I saw a few other reviewers comment that converting the Shadow Pokemon takes too longjust through battling in the early game, I was able to cleanse more than one Pokemon per hour of play, and that included time it took to unlock an area to complete the process. Doesn't seem so bad to me! Plus, I haven't even opened up the secondary cleansing method available in the game.
OverallIt's another Pokemon game, and a pretty good one. It's colorful, it's cute, and it's been extremely fun to play. If you're plopping down money for a Pokemon game, isn't that exactly what you expect? Sure, stealing Shadow Pokemon and cleansing their hearts is a little differentbut it's fun. The only people I wouldn't reccomend this game to are Colliseum fanatics who don't feel like starting the experience overthe two games are basically very similar. My girlfriend played Colliseum tons, and I could barely pull her away from the Gamecube on this one, but apparently other Colliseum fans feel otherwise.
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A fun trip back to the land of Orre with some familiar faces and some new friends. If you like Colosseum, you will find the upgrades in this game to be a godsend. I still don't enjoy the GameCube versions as much as the GBA ones, but everything that I WISHED I could do in Colosseum can be done in XD.The main differences are as follows:
1. What we all wished for has happened .. you can SAVE the game anywhere, anytime, as often as you like! This was by far the most annoying thing that I discovered when I first bought Colosseum. I was so used to saving my game before any major battle, or before trying to catch a "one-shot-only" Pokemon. With XD, you no longer have to seek out a PokeCenter or a computer to save the game. This makes all the difference in the world. I am no longer "afraid" of what's lurking around the corner because I can always start over if I wasn't ready for what was lurking in the darkness! LOL
2. You can catch WILD POKEMON in XD. Another thing that I could never get used to in Colosseum. In XD, you are shown three "Poke Spots" where you leave treats (bait) for wild Pokemon. You have a Pokemon-detector that goes off if any wild Pokemon are munching your treats at a Poke Spot. Again, with the new "save feature", you can save the game and THEN go hunting. If you kill the wild Pokemon by accident, just restart.
3. There is a cool new Purification machine so you can purify up to NINE Pokemon at the same time. Very much a time saver. No more dragging around Pokemon that you never intend to use just to open up their hearts.
4. New story line. Some old towns, some new towns, but an interesting storyline throughout.
5. Graphics. Graphics are noticibly better in XD.
6. Shadow Moves. Instead of one shadow move, all shadow pokemon automatically come with at least two. There are many possible shadow moves .. all with different strengths and effects. Much more interesting.
7. New Pokemon. There are (at least) two new Pokemon. You can't catch them, but I think their appearance foreshadows a new batch of Pokemon which will probably be available in the next version of the game. One character even mentions that new Pokemon are being spotted all over the land.
All in all, much better than Colosseum. Just adding a few simple changes (most notably the "save feature") brings a whole new enjoyment to an older game. Pokemaniacs will not be disappointed with this purchase.
NOTE: As I have suggested in my other reviews, buy the NINTENDO POWER guide instead of the Prima guide. MUCH more complete.
Best Deals for Pokemon XD: Gale of Darkness
When I first read the online reviews about this game, I was really hesitant to buy it. Every review I read was negative, and seemed to concentrate on how you couldn't catch wild pokemon. This was very discouraging, because catching wild pokemon was the main reason I was going to buy XD. Anyway, I bought the game (after talking to the experts...my nephews), and I am here to tell you, that all the reviews are wrong (RTFM) you CAN catch wild pokemon. Granted, the way you catch them is not the same as in GBA games, but would you really expect the same thing on a 3-D GameCube game as you would on a GBA game? I hope not. You expect something different when you move from a handheld system to a home console. It's like comparing apples and oranges. They are meant to be different. The main issue is that the GBA games have been around forever, and people have gotten used to the same old way of doing things. If can learn to accept the fact that some things change as they get better, you will love this game.That being said, here are 10 main differences between XD and Colosseum:
1. You start out with one level 10 base evolution pokemon (Eevee) instead of two higher level, already evolved pokemon. (I like this because it gives you the oppurtunity to chose the evolution of your Eevee and also allows you to power up "from the bottom").
2. You don't have to go to a friggin computer to save the game. You can save anywhere anytime. That was a BIG improvement.
3. Purifing pokemon is made a lot easier. The cool new thing with this is the purification chamber. Theoretically, you can purify 15 shadow pokemon at once (9 in the chamber 6 in your party).....not going to go into more detail...buy the game...check it out.
4. You don't have to wait until the end of the game to catch shadow pokemon you accidently knocked out (They brought back Miror B for this).
5. Pokemon storage system has been updated to be easier to use.
6. Music and XF are WAY better in XD than in Colosseum. They have also updated the move animations (and the trainers do a cheesy "rats" air punch when you hurt their pokemon).
7. You do not have a constant partner tagging along with you throughout the whole game.
8. Overall story is longer than Colosseum
9. Pokemon spots...you CAN catch wild pokemon. Once you progress enough in the game, you will be able to go to Pokemon spots and put out food (kind of like putting a pokeblock in a feeder at the safari in the GBA games). Go on about your business, and sooner or later, you get a beep on your P*DA saying a wild pokemon has appeared. Go catch it!
10. Shadow pokemon in Colosseum only know one move when you catch them and have a state called Hyper mode. The one move has recoil and hyper mode increases your critical hit ratio. In XD, the shadow pokemon have at least 2 moves when you catch them. One is a physical attack, the other is a stat modifier. The actual attacks vary. I have seen 7 different physical attacks and about 5 different stat modifier attacks. Also, the attacks do not have recoil. When you enter reverse mode (hyper mode in colosseum), it does not seem to raise your critical hit ratio, but you do recieve damage after every turn your pokemon stays in reverse mode. I guess this compensates for the no recoil attacks.
All in all, XD beats Colosseum hands down. It keeps the good parts of Colosseum and changes the bad parts. As for if XD beats the GBA games......don't get me started.
Honest reviews on Pokemon XD: Gale of Darkness
Pokemon XD: Gale of Darkness is the sequel to Pokemon Colosseum. (I think the "XD" stands for "Extra Dimension".)It's not a "Pokemon Stadium"-type game; it's like Story Mode in Pokemon Colosseum.
The plot involves the unexpected return of Cipher, five years after its defeat in Colosseum. Cipher has returned with a vengeance, as is evidenced by its suddenly showing up with a massive Shadow Lugia. The Lugia steals a ship transporting Pokémon one night, causing numerous news reports, and when it turns out that Cipher is involved, a young boy with great Pokemon Trainer skills sets out to save the day from the bad guys.
Here are the pros:
1. You can now save wherever you want, like in the Game Boy Advance games! WAHOO!
2. The graphics have been improved since Colosseum. There are a lot of really nicely done "cutscenes", and the trainers react to what's happening in the battle--
i. e. the trainers act triumphant if they win, frustrated and/or anguished if they lose, etc.
3. The music and sound effects are quite good, as is the writing.
4. There is a lot to this game--I like games with a lot in them (unless I'm really anxious to find out what happens at the end).
5. Not terribly violent--if a character is defeated in battle, they just faint (they never die or anything like that. Actually, this holds true for all Pokemon games, and I think it's a really nice touch).
Cons:
1. Like with Colosseum, you can't play as a girl. But I really like the character you get to play as, so it's not really that much of a problem. (He looks like Lan Hikari from MegaMan Battle Network.) I also imagine it would be really hard to have to animate the entire game twice over--once with the girl character and once with the guy character--so it's sort of understandable.
2. You can't revisit cutscenes. Really, though, this is true for almost all video games, but still, I'd like to be able to see them again.
3. If you want to start a new game, it erases everything you did. I can't stand this, and it unfortunately holds true for all Pokemon games. They should let you start a new game and keep the one you have in progress at the same time. (AAAAAAAARRRRGGGGGHHHHH!!!!!!)
In conclusion, Pokemon XD: Gale Of Darkness is a must-have for any Pokemon fan, and the expense is well worth it.
Find helpful customer reviews and review ratings for Pokemon XD: Gale of Darkness
This game is adventurous and fun. You can kick Cipher bu**. You have to capture and purify shadow pokemon. After playing a while you can enable Pokemon trading with your GBA games. However, you can't trade shadow pokemon. You can also battle with GBAs if you have the right cable. The game has a story line and you might have to go online to find clues when you get stuck or buy the guide. It's not easy to purify Lugia. Once you snag Lugia that is. XD is a lot like the GBA Pokemon games but the graphics are much much better and you have to catch shadow pokemon and purify them in order to purify Lugia. You can still trade with your friends if they have Pokemon GBA games like Ruby or Emerald. The GBA games have to have access to the Hall of Fame before they can start trading. This game is a lot of fun if you are already a fan of the Pokemon games. There is enough new stuff and things to do and a new story line to keep you interested for hours and hours of fun.Saturday, October 25, 2014
2in1 combo Silicone Skin BLUE and GREEN Game Controller Protection Review
Customer Ratings: 
List Price: $19.99
Sale Price: $7.99
Today's Bonus: 60% Off

I bought these for my son's controllers because they are always dropping them. They have small hands and these really have helped them in dropping them. The colors are bright, and in the package there was 1 green and 1 blue. Of course they both went for the bright lime green one. It covers perfectly, no issues moving the joy sticks or accessing the battery pack. They were easy to put on and take off. These make finding a misplaced controller easy to find thanks to the bright color. I would buy this product again! You just can't beat the price.
List Price: $19.99
Sale Price: $7.99
Today's Bonus: 60% Off
I bought these for my son's controllers because they are always dropping them. They have small hands and these really have helped them in dropping them. The colors are bright, and in the package there was 1 green and 1 blue. Of course they both went for the bright lime green one. It covers perfectly, no issues moving the joy sticks or accessing the battery pack. They were easy to put on and take off. These make finding a misplaced controller easy to find thanks to the bright color. I would buy this product again! You just can't beat the price.
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I love green so now I have the controller color I love. thank you. I hope I can find more stuff for my xbox in green..Best Deals for 2in1 combo Silicone Skin BLUE and GREEN Game Controller Protection
These arrived FAST. and the kids were stoked as soon as i opened the package. Having the two colors is great. One for each child, so now they know which one is theirs. The fit is great and still able to access and operate everything the way it is supposed to. The soft grippy surface allow better grip for small hands and also helps protect it from drops. I would recommend 2in1 combo Silicone Skin BLUE and GREEN game controller protection for anyone looking to add an instant dash of customization and to protect the controllers for more durability.Honest reviews on 2in1 combo Silicone Skin BLUE and GREEN Game Controller Protection
I ordered this silicone combo back to protect and compliment my blue and green Xbox controller. These work great and definitely no complaints here.Find helpful customer reviews and review ratings for 2in1 combo Silicone Skin BLUE and GREEN Game Controller Protection
These silicone skins fit my Xbox 360 controllers well. Reasonable price and fast shipping. I am waiting to see how my grandkids like them.Friday, October 17, 2014
X360 Gamepad Pro Micro Controller - White Review
Customer Ratings: 
List Price: $34.99
Sale Price: $24.99
Today's Bonus: 29% Off

I purchased this controller specifically for my girlfriend who has made complaints about thumb cramping when using a standard sized controller, so covering the size reduction first it really is quite a bit smaller. When you read 15% you may think that isn't much, but you'll see in the pictures it's quite a difference! She says it's alleviated the strain, so as far as that goes, better than expected results. The ergonomics and button placement (note the much flatter bumpers and triggers, and position of Back and Start being above the Guide button) are different from a normal layout, but feel nature after a single 30 minute play session.
All of the buttons articulate well, with the face buttons not feeling as "squishy" as a first party controller, and the triggers having a shorter travel range yet still feeling tactile despite that. The joysticks have excellent unobstructed and uniform feedback in their movement, and the joystick button (clicking the sticks down, L3 and R3) always work as intended regardless of the stick positioning. This is perhaps due to the complete absence of a dust-cover, as you'll see in my pictures... which is cause for concern when thinking about the longevity of this device... but no way to know about that for now.
The finish is a nice flat powder finish, contrary to the high-gloss seen in the manufacturer photos was very happy to find this out. The little rubber grips added to the side, and the texture on the rear are nice touches for ergonomics and grip. Definitely noticeable in the feel of the unit in hand, not just superficial.
The turbo functionality seems to work as intended.... excluding the input you are most likely to want it for, the triggers. I was able to get the turbo function to apply to the bumpers and face buttons with no problems, but no such luck for the triggers no matter what I tried despite the fact that the included manual states you should be able. Not a major concern, as I wasn't even aware of this feature when I made the purchase, but good to know info. (MadCatz, was this a purposeful revision made to the device and the manual wasn't updated to reflect this or is my unit not working as intended?)
Overall, very pleased with this controller. Build quality easily surpassed expectations just be mindful of the uncovered joystick bases. Would definitely suggest this to anyone looking for a smaller form of 360 controller.
I was disappointed when the left thumbstick popped straight off the metal rod that it was sitting on within the first 48 hours of ownership. I suppose I could super glue it on, but I'm sure it was just a factory mistake.
Overall, I would recommend this controller to someone else who either feels the standard XBox controller is "a touch too bulky" or someone buying a controller for young players. I personally prefer this sized controller over the standard sized controller.
________________________________________________________
UPDATE after three months of ownership:
* After a few weeks of use the right thumb stick "broke"...the connecting portion under the thumb contact pad actually cracked during use. I have since super glued BOTH thumb sticks on carefully while not upsidedown in order to not let the super glue go down into the controller. I wish someone would have told me right off the bat to use a little super glue to seal the thumbsticks right when I received the controller. I recommend doing this!
* Also the "A" button is starting to stick a little. If I'm using it repeatedly, sometimes it doesn't come back up and drags against the hole it goes down into. Which causes problems during gaming.
...so, I dropped the stars from Four to Three. I hope this controller does not continue to degrade over the next few weeks. It only gets used an average of about two hours a week anyways.
It's really annoying that it's not sell in France.
As far as I know, there are only 2 controllers officially licensed by Microsoft: this controller and the Power A Mini Pro Ex. I have owned the Power A Mini Pro Ex at one point and while it was an amazing controller for its size, my main gripes were that the bumpers were way too hard to press than what I'm accustomed to as were the main XYAB buttons (although not as hard as the bumpers).
The MadCatz controller feels a tad smaller than the Power A controller (even for me, I'm surprised this was advertised as 15% because this feels like way more than 15%) and has flat bumpers (which aren't too hard to press and feel great) as well as comfortable buttons with a nice rubbery grip on the top half of the controller. The sticks feel responsive but time will tell if they last long. The joysticks remind me of the N64 joystick where it's a long thin stem into the controller.
My biggest complaint about the MadCatz controller is the exposed motherboard as some other reviews will mention and which you'll find a picture of. Fortunately, I'm careful when it comes to dust and dirt but I still can't help but feel paranoid about stuff getting in there.
My takeaway is that if you're looking for a mini controller for the 360, both the Power A and MadCatz controllers are good choices to consider. However, the softer buttons on the MadCatz and the rubbery grip has won me over.
UPDATE 8-30-12: I forgot to tack on one other important issue. Whenever you have to fully pull the left and right triggers, sometimes the ends of the triggers may touch your other fingers tht are holding the controller. I believe this is because the actual distance they used to pull the triggers but for some people this may not be a problem.
List Price: $34.99
Sale Price: $24.99
Today's Bonus: 29% Off
I purchased this controller specifically for my girlfriend who has made complaints about thumb cramping when using a standard sized controller, so covering the size reduction first it really is quite a bit smaller. When you read 15% you may think that isn't much, but you'll see in the pictures it's quite a difference! She says it's alleviated the strain, so as far as that goes, better than expected results. The ergonomics and button placement (note the much flatter bumpers and triggers, and position of Back and Start being above the Guide button) are different from a normal layout, but feel nature after a single 30 minute play session.
All of the buttons articulate well, with the face buttons not feeling as "squishy" as a first party controller, and the triggers having a shorter travel range yet still feeling tactile despite that. The joysticks have excellent unobstructed and uniform feedback in their movement, and the joystick button (clicking the sticks down, L3 and R3) always work as intended regardless of the stick positioning. This is perhaps due to the complete absence of a dust-cover, as you'll see in my pictures... which is cause for concern when thinking about the longevity of this device... but no way to know about that for now.
The finish is a nice flat powder finish, contrary to the high-gloss seen in the manufacturer photos was very happy to find this out. The little rubber grips added to the side, and the texture on the rear are nice touches for ergonomics and grip. Definitely noticeable in the feel of the unit in hand, not just superficial.
The turbo functionality seems to work as intended.... excluding the input you are most likely to want it for, the triggers. I was able to get the turbo function to apply to the bumpers and face buttons with no problems, but no such luck for the triggers no matter what I tried despite the fact that the included manual states you should be able. Not a major concern, as I wasn't even aware of this feature when I made the purchase, but good to know info. (MadCatz, was this a purposeful revision made to the device and the manual wasn't updated to reflect this or is my unit not working as intended?)
Overall, very pleased with this controller. Build quality easily surpassed expectations just be mindful of the uncovered joystick bases. Would definitely suggest this to anyone looking for a smaller form of 360 controller.
Click Here For Most Helpful Customer Reviews >>
Good controler for smaller hands. my granny(75) had a hard time running when play call of duty or mw3 now she can run like the younger folks.now she gets 6 or 7 kills in a game then here regular 2 in a game she no longer on the bottom of the board.Best Deals for X360 Gamepad Pro Micro Controller - White
I am an adult and like the feel of this controller. The size is a preference thing, but I do have "smaller" adult hands. Younger players (kids under 10) I have given this to find the controller easy enough to handle. The rubberized portions also help the grip on the controller compared to a standard XBox controller. I also like the "triggers" on this a bit more than the regular one. What I feel to be the "extra curve" on them seems to help get more precision in the throttling of various racing games.I was disappointed when the left thumbstick popped straight off the metal rod that it was sitting on within the first 48 hours of ownership. I suppose I could super glue it on, but I'm sure it was just a factory mistake.
Overall, I would recommend this controller to someone else who either feels the standard XBox controller is "a touch too bulky" or someone buying a controller for young players. I personally prefer this sized controller over the standard sized controller.
________________________________________________________
UPDATE after three months of ownership:
* After a few weeks of use the right thumb stick "broke"...the connecting portion under the thumb contact pad actually cracked during use. I have since super glued BOTH thumb sticks on carefully while not upsidedown in order to not let the super glue go down into the controller. I wish someone would have told me right off the bat to use a little super glue to seal the thumbsticks right when I received the controller. I recommend doing this!
* Also the "A" button is starting to stick a little. If I'm using it repeatedly, sometimes it doesn't come back up and drags against the hole it goes down into. Which causes problems during gaming.
...so, I dropped the stars from Four to Three. I hope this controller does not continue to degrade over the next few weeks. It only gets used an average of about two hours a week anyways.
Honest reviews on X360 Gamepad Pro Micro Controller - White
It is a perfect joystick for little hands like for kids!It's really annoying that it's not sell in France.
Find helpful customer reviews and review ratings for X360 Gamepad Pro Micro Controller - White
I'm a gamer in my mid 20's and am very specific about my console accessories. For a while, I have used the official wired XBOX 360 controller and the Air Flo controller for the 360. While they were ok, they certainly felt a little too big for my hands (especially the Microsoft wired controller). It was clear I ought to be looking for a smaller 360 controller.As far as I know, there are only 2 controllers officially licensed by Microsoft: this controller and the Power A Mini Pro Ex. I have owned the Power A Mini Pro Ex at one point and while it was an amazing controller for its size, my main gripes were that the bumpers were way too hard to press than what I'm accustomed to as were the main XYAB buttons (although not as hard as the bumpers).
The MadCatz controller feels a tad smaller than the Power A controller (even for me, I'm surprised this was advertised as 15% because this feels like way more than 15%) and has flat bumpers (which aren't too hard to press and feel great) as well as comfortable buttons with a nice rubbery grip on the top half of the controller. The sticks feel responsive but time will tell if they last long. The joysticks remind me of the N64 joystick where it's a long thin stem into the controller.
My biggest complaint about the MadCatz controller is the exposed motherboard as some other reviews will mention and which you'll find a picture of. Fortunately, I'm careful when it comes to dust and dirt but I still can't help but feel paranoid about stuff getting in there.
My takeaway is that if you're looking for a mini controller for the 360, both the Power A and MadCatz controllers are good choices to consider. However, the softer buttons on the MadCatz and the rubbery grip has won me over.
UPDATE 8-30-12: I forgot to tack on one other important issue. Whenever you have to fully pull the left and right triggers, sometimes the ends of the triggers may touch your other fingers tht are holding the controller. I believe this is because the actual distance they used to pull the triggers but for some people this may not be a problem.
Monday, October 13, 2014
Buy Battletanx: Global Assault: Playstation 1
This game RULES on N64, because they're 4 players, here only 2. Not as much fun... If you want this game, get it on N64.
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Still like the fist one better, but over all a great game. They should redo this one with today's graphics.Best Deals for Battletanx: Global Assault: Playstation 1
This game is a hoot---absolutely terrible graphics, but my fiance, brother and I were in stitches laughing as we blew up enemies with our 3 pixeled tanks. I'm well pleased with it----delivered just what I expected from when I played it as a kid.Honest reviews on Battletanx: Global Assault: Playstation 1
I got this game quick in the mail. It was in great condition. I love this game. No scratches or marks on the disk.Find helpful customer reviews and review ratings for Battletanx: Global Assault: Playstation 1
This is an excellent game. I happened upon it and decided to buy it, since I loved the N64 version, and the gameplay is much the same. It is incredibly fun, and can be played in co-op which is amazing. The graphics aren't the best, and sometimes the tanks are hard to control, but they're TANKS. An excellent game, and not too hard nor too easy to beat.Monday, September 22, 2014
eForCity PS2 to PS3 Playstation Controller Adapter USB Converter Reviews
Quick and dirty, this is what you need to know about this adapter:
[*] I experienced some initial trouble using my PS3 controllers to play PS2 games, but have since found that they work for most games. So this USB adapter is NOT necessary to play all PS2 games on your PS3.
[*] This DOES enable use of your old PS2 analog controllers to play MOST PS3 games. However, any PS3 game requiring the Sixaxis functionality of the new PS3 controllers and some that require R2/L2 sensitivity will not function perfectly. Also, since PS2 controllers do NOT have the Playstation/Home button that PS3 controller's have, you cannot easily exit out of games to the PS3 menu screen as you can with PS3 controllers.
[*] This DOES enable use of your PS2 analog controllers to navigate the PS3 menu screens, PSN, internet browser, etc.
[*] This is NOT fully functional with your old PS2 Guitar Hero controller. It is partially functional, but that's not good enough for GH.
[*] This IS functional for using MOST PS2 accessories (eg, steering wheels, arcade sticks, DDR mats) on your PS3. But your device may not work 100% which is likely an issue with your device's compatibility with the PS3, not this adapter.
[*] You can order this directly from Eforcity, the manufacturer in CA, for a total of $6.25 through Amazon. Mine was packaged well and shipped very quickly. It arrived in just 2 days.
[*] A Playstation 3 Dualshock 3 Wireless Controller costs $50 & the 'old' Sixaxis cost ~$40-45. A PlayStation 2 Dualshock Controller Black only costs $20 + $6.25 for this adapter. Even a nice wireless PlayStation 2 Cordless Action Controller only costs $30.
I am very happy with the two eforcity adapters I purchased. They are small and simple, but they allow me to play old PS2 games on my new PS3 as well as use my old PS2 controllers with new PS3 games.
Hope this information is helpful. Please click 'Yes' if it is.
I originally ordered one because it was so cheap and figured if it didn't work oh well. I wanted to be able to play with three other friends on call of duty, but a new controller would cost $55. With this I was able to use an old PS2 controller and this $4 adapter saving a lot of money. It works perfectly even L2 and R2 (in call of duty at least) great way to save money!
Thank you
Just a note that doesn't contribute to my rating of the product: I e-mailed the seller for a return, BargainCell in my case, but they never replied to me. However, I went through my personal e-mail so I will try again through Amazon. So I still have this adapter that I have no use for and am out $7. EDIT: The seller eventually e-mailed me back and refunded me even though I thought it was too late.
[*] I experienced some initial trouble using my PS3 controllers to play PS2 games, but have since found that they work for most games. So this USB adapter is NOT necessary to play all PS2 games on your PS3.
[*] This DOES enable use of your old PS2 analog controllers to play MOST PS3 games. However, any PS3 game requiring the Sixaxis functionality of the new PS3 controllers and some that require R2/L2 sensitivity will not function perfectly. Also, since PS2 controllers do NOT have the Playstation/Home button that PS3 controller's have, you cannot easily exit out of games to the PS3 menu screen as you can with PS3 controllers.
[*] This DOES enable use of your PS2 analog controllers to navigate the PS3 menu screens, PSN, internet browser, etc.
[*] This is NOT fully functional with your old PS2 Guitar Hero controller. It is partially functional, but that's not good enough for GH.
[*] This IS functional for using MOST PS2 accessories (eg, steering wheels, arcade sticks, DDR mats) on your PS3. But your device may not work 100% which is likely an issue with your device's compatibility with the PS3, not this adapter.
[*] You can order this directly from Eforcity, the manufacturer in CA, for a total of $6.25 through Amazon. Mine was packaged well and shipped very quickly. It arrived in just 2 days.
[*] A Playstation 3 Dualshock 3 Wireless Controller costs $50 & the 'old' Sixaxis cost ~$40-45. A PlayStation 2 Dualshock Controller Black only costs $20 + $6.25 for this adapter. Even a nice wireless PlayStation 2 Cordless Action Controller only costs $30.
I am very happy with the two eforcity adapters I purchased. They are small and simple, but they allow me to play old PS2 games on my new PS3 as well as use my old PS2 controllers with new PS3 games.
Hope this information is helpful. Please click 'Yes' if it is.
Click Here For Most Helpful Customer Reviews >>
A whole lot better then spending 50 bucks on a new ps3 controller because the ps2 controller works well on most ps3 games. Now I can play my friends without dishing out much cash at all. Just can't use 6-axis obviously. Also some games might not let you use the ps2's L2 and R2 buttons because the pressure sensitivity may be different, but I've only experienced that on one game so far.Best Deals for eForCity PS2 to PS3 Playstation Controller Adapter USB Converter
PS2 Controller Adaptor for Sony PS3I originally ordered one because it was so cheap and figured if it didn't work oh well. I wanted to be able to play with three other friends on call of duty, but a new controller would cost $55. With this I was able to use an old PS2 controller and this $4 adapter saving a lot of money. It works perfectly even L2 and R2 (in call of duty at least) great way to save money!
Honest reviews on eForCity PS2 to PS3 Playstation Controller Adapter USB Converter
I wasn't too sure when I made the purchase that this controller would work, for the cost was inexpensive. I am glad to say that i can now use all my ps 2 hardware on the ps 3 with no hesitation. WAY TO GO!Thank you
Find helpful customer reviews and review ratings for eForCity PS2 to PS3 Playstation Controller Adapter USB Converter
Unfortunately, this adapter did not completely work for me. I bought it for the sole purpose of allowing me to play PS2 DDR on my PS3 (I have the old one that is completely backwards compatible). It would not recognize stepping on two arrows at the same time, which is essential for playing DDR. I checked the dance pad on a PS2, and it was not an issue with the dance pad so it had to be the adapter. I was hoping this would work, as another reviewer said it did, but somehow it just didn't completely work for me.Just a note that doesn't contribute to my rating of the product: I e-mailed the seller for a return, BargainCell in my case, but they never replied to me. However, I went through my personal e-mail so I will try again through Amazon. So I still have this adapter that I have no use for and am out $7. EDIT: The seller eventually e-mailed me back and refunded me even though I thought it was too late.
Wednesday, August 13, 2014
Reviews of Bionic Commando - Xbox 360 (Game)
I had been anticipating this release for quite some time. I saw a gameplay trailer for it almost two years ago and had been waiting anxiously for it ever since. I'm not disappointed, but some gamers might be.
There's a lot of ground to cover, so I'll try to be succinct.
Unfortunately, if you're not into this game for the nostalgia factor then you're probably going to grow tired of it somewhat quickly after you complete the story mode once or twice. The multiplayer may grab your fancy and keep you coming back, but if you're a CoD or GoW or Halo (later referred to as "The Big 3" in this same review) online player than likely you will find yourself putting your "drug of choice" back in when you need an MP fix.
If you played the original Bionic Commando for the Nintendo Entertainment System this game will have lots of retro flare for you (the Title screen music is the original title music from the NES game redone on piano) and many references to the 1988 game. For those of you who never played it, you're still in for a fun 3rd Person action/adventure/shooter.
I myself am the type to flip through the game manual for a few minutes before I take the game itself for a spin. And at first glance I have to admit I thought the controls would be rather complicated, but I was wrong. Most actions in the game are simple and can be completed with one or two button presses. Use of the Grappling arm (that pretty much IS Bionic Commando) is extremely simple, and fun as well. Some swinging tricks take a little getting used to, but anyone who's played a Spider Man game on 360 will likely have no trouble at all adapting. But fear not if you haven't, it still really simple to get the hang of.
The game looks impressive. The colors are vivid, the shading is nice, and water and shadow effects are pulled off nicely. Sometimes it looks a bit fuzzy, but I blame that on my TV. The levels/areas themselves, unfortunately, feel somewhat restrictive, and life-threatening radiation often prevents you from swinging to an enticing perch.
When it comes to achievements, Bionic Commando is probably a pretty easy completion (1000/1000 GS) for most avid gamers. The achievements are based around the game's Challenges, which require you to perform certain actions throughout the game and reward you with weapon and armor upgrades. Most challenges are relatively simple, but progress in difficulty throughout the game.
The weapons in the game are diverse and fun to use. Enemies die with satisfying replicated agony, and Spencer (your character) makes many little wise-cracks and quips throughout the game. Sure, it's nothing original in that respect but always amusing when done well. I think it was done well in this case.
Unfortunately, the game doesn't really offer much in the way of replay value. There are 3 difficulty levels, and many collectibles stashed throughout the games areas. There are achievements in the game centered around finding all of the collectibles and completing all of the challenges, but you must find/complete them all in one play-through to unlock the completion achievement. That is really the only replay value I see in the game for those just looking for something new to play.
The multiplayer is nothing new or innovative when it comes to game-type selection. Deathmatch, Team Deathmatch, and Capture the Flag are available. But, if you're looking for something a little different than the aforementioned "Big 3" than this might grab your attention for a while. The grappling hook can make battles very interesting.
So, if you really liked the original 1988 NES release of Bionic Commando, you're going to like this game as a matter of principle alone when it comes to content and story. The gameplay mechanics and vivid scenery will keep you playing. There's even and old friend or two who pop up to say Hi.
If you never even knew there was a 1988 NES Bionic Commando until you read this review, you still may enjoy this game if you like 3rd person action/adventure/shooter games with a few unique mechanics and quippy dialog.
-There weren't COMPLETELY random toxic areas to limit your exploration and to punish you for no apparent reason.
-You didn't pretty much die every time you fell into water. (Seriously,in some places it's maybe a foot deep-just stand up for goodnessake!)
-The controls weren't so completely unforgiving at times when you need them to be accommodating.
-Swinging from floating mine to floating mine was actually nuanced and smooth instead of insanely aggravating because of poor attach detection and doofus swing mechanics.
-You didn't have to re-play huge chunks of the game over and over again because the save spots were in such stupid and unintuitive places.
-If the story was little more than truly ignore-worthy.
-The main character was less of a tool-shed.
Of course it really would've sucked if not for:
-Really great graphics.
-Fun grappling mechanics.
-Decent combat.
-Taking enemies out by throwing cars and debris with your mechanical arm (One of the game's ONLY saving graces)
-A couple of cool bosses and some really great larger enemies.
I wanted to like this game. I really did. There are some really great moments in it, but man it was hard to get through with all of the frustration. A poorly designed game, with deeply flawed controls a good experience does not make. Play something fun instead.
Other than that though it's pretty fun swinging around the levels spider-man style. Too bad the swinging mechanic isn't too polished or I may have given it a high rating.
I found the controls as good, if not better, than most Spider-Man games. And it is like playing Spider-Man with a weapon arsenal. It's just awesome to fling yourself off a high rise, falling, then at the last moment hitting your grappling arm to a light pole swinging up in the air, taking out your gun, firing at you enemies below, then before you even hit the ground throw your arm again into an enemy, fling him in the air and empty the last of your rounds into him.
There are great moments like this throughout the game. The environments are wonderfully built around the grappling mechanic, and surprisingly diverse, from destroyed cityscapes, to jungles, to vast underground caverns.
The one downside is the story. Utterly ridiculous.
There's a lot of ground to cover, so I'll try to be succinct.
Unfortunately, if you're not into this game for the nostalgia factor then you're probably going to grow tired of it somewhat quickly after you complete the story mode once or twice. The multiplayer may grab your fancy and keep you coming back, but if you're a CoD or GoW or Halo (later referred to as "The Big 3" in this same review) online player than likely you will find yourself putting your "drug of choice" back in when you need an MP fix.
If you played the original Bionic Commando for the Nintendo Entertainment System this game will have lots of retro flare for you (the Title screen music is the original title music from the NES game redone on piano) and many references to the 1988 game. For those of you who never played it, you're still in for a fun 3rd Person action/adventure/shooter.
I myself am the type to flip through the game manual for a few minutes before I take the game itself for a spin. And at first glance I have to admit I thought the controls would be rather complicated, but I was wrong. Most actions in the game are simple and can be completed with one or two button presses. Use of the Grappling arm (that pretty much IS Bionic Commando) is extremely simple, and fun as well. Some swinging tricks take a little getting used to, but anyone who's played a Spider Man game on 360 will likely have no trouble at all adapting. But fear not if you haven't, it still really simple to get the hang of.
The game looks impressive. The colors are vivid, the shading is nice, and water and shadow effects are pulled off nicely. Sometimes it looks a bit fuzzy, but I blame that on my TV. The levels/areas themselves, unfortunately, feel somewhat restrictive, and life-threatening radiation often prevents you from swinging to an enticing perch.
When it comes to achievements, Bionic Commando is probably a pretty easy completion (1000/1000 GS) for most avid gamers. The achievements are based around the game's Challenges, which require you to perform certain actions throughout the game and reward you with weapon and armor upgrades. Most challenges are relatively simple, but progress in difficulty throughout the game.
The weapons in the game are diverse and fun to use. Enemies die with satisfying replicated agony, and Spencer (your character) makes many little wise-cracks and quips throughout the game. Sure, it's nothing original in that respect but always amusing when done well. I think it was done well in this case.
Unfortunately, the game doesn't really offer much in the way of replay value. There are 3 difficulty levels, and many collectibles stashed throughout the games areas. There are achievements in the game centered around finding all of the collectibles and completing all of the challenges, but you must find/complete them all in one play-through to unlock the completion achievement. That is really the only replay value I see in the game for those just looking for something new to play.
The multiplayer is nothing new or innovative when it comes to game-type selection. Deathmatch, Team Deathmatch, and Capture the Flag are available. But, if you're looking for something a little different than the aforementioned "Big 3" than this might grab your attention for a while. The grappling hook can make battles very interesting.
So, if you really liked the original 1988 NES release of Bionic Commando, you're going to like this game as a matter of principle alone when it comes to content and story. The gameplay mechanics and vivid scenery will keep you playing. There's even and old friend or two who pop up to say Hi.
If you never even knew there was a 1988 NES Bionic Commando until you read this review, you still may enjoy this game if you like 3rd person action/adventure/shooter games with a few unique mechanics and quippy dialog.
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Bionic Commando would've been good....if:-There weren't COMPLETELY random toxic areas to limit your exploration and to punish you for no apparent reason.
-You didn't pretty much die every time you fell into water. (Seriously,in some places it's maybe a foot deep-just stand up for goodnessake!)
-The controls weren't so completely unforgiving at times when you need them to be accommodating.
-Swinging from floating mine to floating mine was actually nuanced and smooth instead of insanely aggravating because of poor attach detection and doofus swing mechanics.
-You didn't have to re-play huge chunks of the game over and over again because the save spots were in such stupid and unintuitive places.
-If the story was little more than truly ignore-worthy.
-The main character was less of a tool-shed.
Of course it really would've sucked if not for:
-Really great graphics.
-Fun grappling mechanics.
-Decent combat.
-Taking enemies out by throwing cars and debris with your mechanical arm (One of the game's ONLY saving graces)
-A couple of cool bosses and some really great larger enemies.
I wanted to like this game. I really did. There are some really great moments in it, but man it was hard to get through with all of the frustration. A poorly designed game, with deeply flawed controls a good experience does not make. Play something fun instead.
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It was a well put together game, I couldn't put it down. The story line about spencer's wife was a little far fetched. And I had expected more in the ending then there was. The bionic swing was probably my favorite thing in the game. My fav weapon, throwing stuff at my targets. The thing I would change would be the story line about the wife. (My wife is still confused about it). Look forward to a second one (Hint hint)Honest reviews on Bionic Commando - Xbox 360 (Game)
I've heard a lot of negative things about this game so I avoided it forever, but I couldn't pass it up for 2 Dollars. I actually enjoyed myself playing this game. Maybe most people were upset because they paid full price for the game, and I understand that completely. I would have been angry as well. The game is pretty shallow gameplay wise and the voice acting is god awful.Other than that though it's pretty fun swinging around the levels spider-man style. Too bad the swinging mechanic isn't too polished or I may have given it a high rating.
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I loved this game. I think a lot of people that gave this game negative reviews just did not get it.I found the controls as good, if not better, than most Spider-Man games. And it is like playing Spider-Man with a weapon arsenal. It's just awesome to fling yourself off a high rise, falling, then at the last moment hitting your grappling arm to a light pole swinging up in the air, taking out your gun, firing at you enemies below, then before you even hit the ground throw your arm again into an enemy, fling him in the air and empty the last of your rounds into him.
There are great moments like this throughout the game. The environments are wonderfully built around the grappling mechanic, and surprisingly diverse, from destroyed cityscapes, to jungles, to vast underground caverns.
The one downside is the story. Utterly ridiculous.
Saturday, July 19, 2014
Review of Rugrats: Time Travelers
I got the Rugrats Time Travelers Game when I was about ten years old, for my birthday. At first, it was really fun, the music, the graphics, they were all great! But then, as I got to the first level, it didn't seem so great to me anymore. It was very hard to pass the levels, even after so many times playing, I still never have passed the first one. The object of the game is also very unclear. I would recommend this game to older kids who still like the Rugrats, or anyone who is very intelligent when it comes to Game Boy games.
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