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

Sunday, February 15, 2015

Review of Karaoke Revolution - Xbox

Karaoke Revolution - Xbox
Customer Ratings: 4 stars
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This is just plain fun! It's one of the few XBox titles that is made for any age, and not complicated to learn and enjoy.

Graphics are good, as are the tunes. If you score high enough, you will unlock new outfits for your performers and advance to new venues with songs increasing in difficulty.

I recommend checking out the tutorial before you try performing, as your performances are rated by the crowd and will determine your advancement through the game. Start on the easiest level until you get your confidence up! Note that if you are using the microphone, you need to have it close to your mouth to register on the game. (*You need either an XBox live headset or XBox microphone (plugs into the standard controller; front side) to play.)

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This is a fun game even if you can't sing. And I think it can help your singing as you get into it. The game is similar to the dance revolution game. On the bottom of the screen there will be the words you need to sing and a visual guide with an arrow pointing up or down to let you know that you're flat or sharp. If you're just right, you get the crowd excited and cheering. It's a great party game. My only complaint is that there aren't enough songs on it. You can go on Xbox live and download other songs, but they're $5 for 5 or 6 songs. In addition, the songs available appear to be the same songs that are on the Playstation 2 version of this game (like Jessie's Girl, I Believe in a Thing Called Love, Sweet Home Alabama). Having said that, though, it's definitely worth getting.

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Love it! Its for every person who loves to sing, but won't get up in public. I received it as a Christmas gift, and its great you can have the fun of performing in front of a crowd without ever leaving the house. My family came for Christmas and they wouldn't sing at first, when they realized how fun it was we played for 2 hours. My nieces 13, 11, 9 went out the next week and bought it for PS2 and fight over the mike. Lots of fun

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Love the series. I was never someone who hit the karaoke bar's on Friday night, but every party we have, we bring it out and its always a hit. Even the people who don't compete will usually sing along as they watch. Be careful, its addictive.

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For anyone who has only tried the Singstar karaoke games for PS2, if you really enjoy singing and doing karaoke, you have GOT to try the Karaoke Revolution games... so many more options for playing and much easier to follow the lyrics and try to stay in tune... In my opinion, ALL of the Karaoke Revolution games are a BLAST!!

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Friday, January 30, 2015

Sonic Free Riders - Xbox 360 Review

Sonic Free Riders - Xbox 360
Customer Ratings: 3.5 stars
List Price: $29.99
Sale Price: $14.96
Today's Bonus: 50% Off
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Let me introduce Sonic, master of the most grueling thigh workout on the Kinect. You probably thought you'd need to buy an exercise title featuring a screaming trainer to get a good workout. Well, it turns out this little racer will bring you to your knees as you use your whole body to twist, turn and jump your hoverboard through 16 tracks.

You can upgrade your board gear temporarily with energy pickups like a soda rocket or fully to extreme gear, which is available in both board and bike formats. The hoverboard reacts like a snowboard on steroids. Maneuvering requires your whole body:

* Cornering involves bending your body forward at the waist or backwards to steer;

* Jumping is self-explanatory but power jumping requires you to crouch down for a few seconds before leaping into the air;

* A kick dash is completed using a kick gesture using your back foot with a good follow-through;

* Braking requires squaring your shoulders toward the screen; and

* Your hands are kept busy to catch rings, grab horizontal bars, wipe away foggy screens and to cling to the bottom of trains (?!).

The game provides an extensive tutorial along with a host named Omochao, who also serves as the game commentator. I highly recommend casual gamers take the time to go through the tutorials. This isn't a bowling game you can simply step up and play.

I completed two racetracks and slumped into the couch. A trickle of sweat ran along my spine, my legs trembling. Brain synapse fired in all directions and soon I was hearing Robert Klein wailing on the harmonica and singing "I can't stop my leg."

The gameplay is not as extensive as the granddaddy of kart racers, Mario Kart DS. However, what Sonic Free Riders lacks in depth is more than made up with by the physical racing experience that comes from using the Kinect system. Even my 8-year old son stopped after competing in four consecutive races to catch his breath and get a drink of water.

So, what are the negatives?

* The controls are not perfect. Don't let early frustration turn you away. The game doesn't respond as smoothly as it would if we were gripping steering wheels. We found it helped to recalibrate the Kinect for this game and widen our playing area a couple feet to allow side-by-side racing.

* The menus are maddening. I'm tired of sweeping options left and right. Game designers need to hold back their Kinect zeal. Keep the menus basic, like a simple drop-down menu format, and save the wild moves for the game itself.

* The online features aren't that attractive. Fortunately for us, with four in our family, there's plenty of competition at home.

In summary, if you are willing to invest practice time, this is a fun, family game that also delivers a good full-body workout, too. With the initial library of Kinect games including dogs like Game Party: In Motion, "Sonic Free Riders" is a good value, especially for kids. Rating: Four stars.

Hey, look. My leg stopped.

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Well, Sonic Free Riders starts off with this frustratingly long/annoying tutorial, and once you're past it, and hit a few rounds of "World Grand Prix" you BEGIN to get the movement down. The first day of playing, my body was all over the place, trying to lean left & right way too hard and by habit, turning my body forward instead off to the side (like a skateboarder). The character was drifting way off course and I was just getting angrier". Well, After a about the 3rd track in, the frustration began to dissipate, as I was able to nail a good deal of the controls, which felt rewarding. Sonic feels more like a non-Kinect launch title as it has more depth then the other titles. Yes, it's definitely true that sometimes, the game can be super finicky with your movement, but not enough to ruin the game like I originally thought. Sega crammed a lot of moves in this game, so it's going to take practice, as this has a bit of a learning curve. I also like that it's the only debut game (I think) that has menu driven voice commands. Overall, thumbs up but I would not recommended Sonic Free Riders to the casual gamer (lol the irony).

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I have seen this game recieve negative reviews overall, and I'm still trying to figure out why. Sonic Free Riders is my favorite game for the Kinect, and I am totally hooked on it. It's like riding a snowboard, and I think I actually get a better work out from the game than actaully snowboarding. You have to lean left and right as you steer your way around the course, and actually crouch down and then jump when you hit a ramp. And it's not just leg movements either. There are weapons which require different types of hand moves to be deployed, and even a special ability to let you punch through obstacles in your path. After playing this game for awhile, you are definitely going to be sore from the intense workout you just recived. And even better, it's a much more enjoyable workout rather than a treadmill or stationary bike, for instance.

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This game is terrible at tracking the movements with kinect. If it had been the only game I had tried, I would have thought the kinect system itself was a failure. But many of the other games are great: especially Dance Central, and Kinect Adventures.

Besides being bad at tracking they take way too long explaining how to do the movements,and if you mess up, you have to hear the same LONG explanation over and over... they should just allow you to skip the explanation and try again.

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Name: Mike

Age: 21

Sonic Free Riders is the only Kinect game i find myself booting up when I don't have company over. When I'm entertaining guests it's always Kinect Sports or Dance Central; but if it's just myself, this has been my go-to game for single play. Once you get past the long (admittedly annoying) tutorial and begin to learn the ins and outs of the controls the game proves to be very fun. This is not a pickup and play casual game. It takes time and patience to learn the controls and exactly how to move your body. Because of this, Sonic Free Riders is one of my most played Kinect games. It has the hardcore-ish appeal that I need for a single player game, PLUS I get to use my Kinect and get a good workout.

I'd recommend this game for anyone looking for a reason to use their Kinect when they don't have guests over. It has its flaws here and there, but overall it's a solid game and i always have a good time with it.

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Thursday, January 1, 2015

Cheap Power Quest

Power Quest
Customer Ratings: 4.5 stars
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This game is just pure fun, and a great addition to collectors of game boy color. The action is for kids, and is repetitive due to it being a fighting game formatted for gameboy color.

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this game rocks you get to choose your own model to battle with and you get to switch your model too. you win money after every battle you win to get more parts to power up your model. its very fun and very challenging to win.

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Tuesday, November 11, 2014

Discount XBOX 360/PC VGA Switch

XBOX 360/PC VGA Switch
Customer Ratings: 3 stars
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I was looking forward to this for my computer and xbox, but within a week it stopped working for no obvious reason. I wouldn't recommend buying it unless it is very much on sale.

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Brought this VGA switcher not bad.But go for a hmdi switcher for high definition picture.I didn't know VGA is a old.Hdmi is the way to go today.

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Happy to be the first review for this Product. After Researching for over 3 days on an item that would let me connect my Xbox 360 and my computer to the same monitor i came across 2 products that said they could fulfill what i was looking for. I went with the first option which was a kvm switch kit that bragged about how good it was and had good reviews. After it arrived i go to hook it up but to no surprise it failed me and didn't work the slightest bit. Outraged i immediately ordered this product By Mayflash. I was a little Sketched out considering they are from china and their website looks like a cheap ign.com knockoff but to my surprise it works AMAZINGLY. I am ecstatic this was the best choice by far it has a good durable feel and a 6 year old could hook this thing up. There is 1 downfall that i was disappointed about and that is the VGA cable they supply. My advise TRASH IT luckly the kvm P.O.S i purchased came with 3 VGA cables so i was set so you might wanna run to the store and buy your own. I give it 5 out of 5 stars it really does the trick ;).

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Wednesday, October 22, 2014

Reviews of X-Plane 10 Global Flight Simulator (PC & MAC)

X-Plane 10 Global Flight Simulator
Customer Ratings: 3.5 stars
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SUMMARY

--------------

I've been using this product for the past two weeks, and have used both a mouse-yoke and a Saitek Pro Flight Yoke (PZ44). In short, X-Plane is a great simulator, built in a much more modern way code-wise than FSX (Microsoft Flight Simulator X); the flight model also performs better overall. It's not as "fun" as FSX and it's a bit less polished (development seems to be on-going), but it's a pleasure to fly in.

+ Excellent flight model (given good plane modelling)

+ Excellent terrain and road data

+ Professional software; same company makes a version approved for FAA simulator training (on approved hardware simulators)

+ Runs better than FSX

+ On-going development

Included aircraft modelled poorly; some are, frankly, atrocious

"bells-and-whistles" secenery poor to non-existant

Not game-like a la FSX; no real tutorials or "missions"

Clunky, technical interface

Some features are currently incomplete

DETAILED REVIEW

------------------------

If you install all the scenery at once, the install process will take ages. The total size of the whole shebang on-disk is around 55 gigabytes. I think, for me, that translated into an installation time over two hours. I assume most of that data are the extremely detailed wire-meshes of terrain and accurate road network data since 99% of the 3D scenery (buildings, trees, etc.) is autogen. Unlike FSX, the world, itself, can be pretty barren and you certainly won't see any landmarks (even such things as the Golden Gate Bridge are absent).

A few people's reviews seem to be commenting that the software runs slowly. This is true if you crank all the graphical settings up. However, the software's designed to be somewhat future-proofed, so we're not supposed to do that. If I set the graphics similarly in both X-Plane and FSX, I actually get slight better performance in X-Plane. X-Plane seems to be more graphics card-intensive than FSX, which is more CPU intensive, so that's a factor I kept in mind while jigging the settings.

Unlike in FSX, I needed to configure my Saitek Pro flight yoke and quadrant, manually assigning the levers and buttons to actions. Thankfully, that wasn't too hard (press a button, choose its function). Three minor issues: 1) I had to reverse the input for two of the levers (100% on the quadrant was registering as 0% in the software); 2) I still can't get my POV 8-way hatswitch to pan smoothly. The software registers it's directions as one of four button clicks, basically panning 25° with each click; 3) The red "cycle view" button on the yoke can't seem be made to work the same way as in FSX. None of these are major issues. Either they're caused by my own stupidity or diffences in the way FSX and X-Plane handle controller input.

The interface, itself, is a lot less user-friendly than FSX, but it's nowhere near unmanageable. You roll the mouse towards the top of the screen to expose a menu with dropdown lists, most of which lead to panels full of settings, and toggles, and guff like that. The whole thing has a very industrial feel to it, so I might not recommend it to people who aren't too comfortable with computers. If you're comfortable in the Windows classic Control Panel, you probably won't have too many problems with the interface.

The star of the X-Plane simulator is its simulation system. FSX uses look-up tables to run its simulation. This means that it will look-up how the plane has been calculated to act in the specific circumstance it's currently in. The look-up table system works well as long as the look-up tables are accurate and they've data on the current situation.

In contrast, X-Plane looks at how the forces of flight would affect the current shape of the plane. This gives very realistic results, as long as the aircraft is modelled correctly. Unfortunately, the included aircraft range from good to kind-of-atrocious. It seems like the X-Plane team recycled aircraft from earlier editions from what I have read. Certainly feels like it. A lot of them have low-resolution textures and simple modelling, which actually makes them fly oddly. Honestly, I spend most of my time in add-on third-party planes (mostly ones by Carenado, which are extremely true-to-life). Give it the correct data and X-Plane works wonderfully. Everything's just a bit more fluid and lifelike than FSX.

X-Plane is chiefly a simulator. It has no missions or any real tutorial. There are "senerios", such as fighting fires, landing on carriers, and landing space shuttles, but these aren't really fleshed-out missions like those in FSX. The ATC and AI flight isn't really finished yet, it seems. The software feels like a work-in-progress in terms of any sort of extra features on the whole. Updates have come every few months so far.

On the whole, am I happy with my purchase at 70-some-odd-dollars?

Yes, with reservations: 1) I had used the demo for two weeks before buying, so I understood what I was getting; 2) I had bought FSX at release, when it was roughly the same price as X-Plane 10; 3) I'm expecting it to improve with age as updates roll out 4) This is the first edition of X-Plane I've purchased and used.

If any of those things don't apply to you, either try out the demo or wait a few years. The price of the previous X-Plane version dropped significantly as it aged (and, probably improved). I don't see why X-Plane 10 would be any differnt.

Personally, after owning X-Plane 10 for about two weeks, I now prefer it over FSX. I still spend about 10% of my time in FSX, exclusively when I'm itching for missions or complex ATC. When I want to just have fun flying or want to try applying something I've read, I use X-Plane.

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As many have stated before, calling X-Plane 10 a game would be a mistake. What it really is varies from person to person, but to make anything out of it requires you to put some time into it. Expect to spend an hour or so setting everything up, getting the graphics settings just right, configuring your joystick and other equipment to work just right... But once you do...

I am in the process of getting my private pilot/single engine rating. I hit a spot in my training just after I solo'ed where my landings were completely horrible. I got tired of hearing everyone say 'ohh, well, any landing you walk away from is a good one.' I hit a plateau that many students apparently hit. For over a month I was drilling patterns over my local airport with my instructor in the right seat, and I just couldn't seem to get it.

I decided to use X-Plane to get better. I got it as a gift last Christmas and I had been flying it on and off since then. I modified my yoke to make it smoother in pitch. And then I started doing patterns at my "local" airport. Eventually I just saved the game when I was on short final because the level off and flare was what I was having trouble with. And after a couple of hours, I finally got the hang of it. Over 100 virtual landings and I finally was able to always put the plane down safely in a crosswind. It wasn't exactly the same as the real thing, but it was really close. And my next lesson, I did it with in a real Skyhawk too.

So for me, X-Plane isn't a game; it is a training aid. It's close enough to the real thing that I got something useful out of it. And one that has paid for itself many times over.

So, for the plus'es, very realistic to the point of getting real skill out of it (as long as you put the time into it). Good graphics and performance can had with a strong computer and some time dialing the settings in. A strong community with plenty of free add-on's. It runs on Linux in addition to PC and Mac!

There are some con's though. The GUI is a bit clunky (there really needs to be a UI outside of the sim so you can configure everything before it loads. That way you are not sitting there loading the game twice when you want to change something). Installing was weird; there was a note in the folder of disks saying 'do not use the installer on disk 1, download the installer from our website'. I did and everything worked, but it was still odd. It is hard on your computer; you need a good rig to turn on a lot of the eye-candy (and even then, you probably can't max it out). And to get the most out of it a good joystick or yoke, rudder peddles, and a TrackIR are highly recommended. Cities and towns at high altitudes don't look right to me. And finally, not all of the included aircraft are created equal; some are kind of rough graphics wise compared to others.

The cons to me are minor though. All in all, if you want a serious flight simulator and you have the hardware to use it, get this. If you are looking for a more casual sim, give Microsoft Flight a chance. A combat sim, Rise of Flight. But look no farther if you want to learn to fly.

PS: If you are thinking about upgrading from X-Plane 9, I would recommend that you do so. X-Plane 10's performance, especially at higher resolutions, is a lot better in 10 than in 9.

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I really hesitated before buying this product, and for good reason. The reviews out there are absolutely terrible. I had thought after reading them that I was paying $80 for a piece of paper to make a paper airplane out of. Despite all the heresay, I decided to decide for myself and downloaded the demo. Best decision I ever made! Unlike a lot of people who own fs9 or fsx, I was looking for a flight SIMULATOR. Not a game. I have a yoke I use with X-plane and every time I use the simulator, I am astounded by how realistic the flight characteristics are. In fsx, I never felt as if I were flying, I felt like I was playing a game; and I was. Every burst of wind, bit of turbulence, even wake turbulence is modeled perfectly. The graphics are so-so, but was not a problem for me as I use it primarily as a simulator. The whole "plausible" world thing really looks good as does the rest of the scenery. It's neat to see semis on the highway while flying low and slow. I was wary at first, but I am kicking myself for not buying this sooner!

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After some miscommunication with a software problem, the problem was remedied. This is the best Flight Sim on the market. As a retired pilot , I have flown X-Plane 9 many hours and found it to be as real as it gets for a sim. I am looking forward to even better flying with X-Plane 10. I heartily recommend this for any person who wants to learn how to fly or is a student pilot. Wish this had been invented when I was learning!!!!!!! Well worth every cent spent!

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It's a great simulator. I got it to save some money on flying lessons, but my graphics adaptor wasn't enough to handle the game. With the right computer, this would be awesome, but mine just couldn't handle it. If you're going to use xPlane, read the system requirements and opt for more!

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Saturday, September 13, 2014

Modsticks Pro Xbox 360 Controller Analog Sticks (Green) Reviews

Modsticks Pro Xbox 360 Controller Analog Sticks
Customer Ratings: 4.5 stars
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I just received my ModSticks Pro's and Fusion grips.

#1. My first impression was disappointing. First, the packaging is nothing like what you see on the website. These are just in heat sealed bags and not the cutout foam you see on the website. That diminished the first impression...ultimately not a huge deal since it would all end up in the trash anyway.

#2 I ordered the green but these are nowhere near the green you see on the web. They are considerable less vivid a green than I expected. I wrestled back and forth between green and blue and now regret not getting blue because this green is pretty dull.

#2.1 The green on the "Fusion grips" are a different green from the whole kit. They are actually closer perhaps to the green I was expecting. Perhaps as I have seen mentioned in another review "the fusion grips" should be the standard ones, not sure yet...gotta get some game time on them and I will update this opinion after some use...

#2.2 The spacers are NOT GREEN. They are silver, blue and black. Fail. They should match. No reason not to for a product at this price point.

#2.3 Given the apparent inconsistency in their anodizing process you might just order black or silver.

#3 Everyone that has said so far to watch the video are for the most part right on. The included "directions" if you can call them that, are just an exploded view of the controller. I follow these kinds of instructions pretty well but in this case I had already watched the video while waiting on them to arrive so that influenced may have my opinion of the included literature.

#3.1 They included several optional length set screws, three of each. It seems like that's not necessary. Perhaps it was to give you height options on the D-pad joystick but I don't know why you would need/want that since the concept as a whole is brand new to us all. The fault in the design here is that the threading goes all the way through the D-pad and if any part of the set screw goes thru then you cannot screw the D-pad down properly. Later, the only thing stopping the screw will be the plastic piece of the original D-pad that you keep with the ModSticks...could be a problem later if that screw digs into the plastic below. If you bottom the medium length set screw into the joystick is protrudes through the D-pad. The shortest set is the only one that does not protrude but it also does not bottom in the joystick. Minor fail on the design here.

#3.2 The directions do not say, well, anything but the video said to thread the set screws into the parts that are internal to the controller shell first. I suggest it might be better to bottom them into to the grip instead. I think that you might tighten them in the grip tighter with the wrench to have the connection to the controller be the finger tight part to avoid getting the wrong end stuck in the future. It would also I think be better for the set screws to have the hex on both ends in the event that later when/if changing the grips the set screw stays un-hexed side out making it difficult to extract. Perhaps have the threaded hole go all the way through the grips...that may be the easiest thing to fix and prevent stuck set screws...could make the set screws actual torx screws instead. In fact replace the Philips screws on the D-pad with torx as well and you are down to a one tool install rather than the three we have now. That will make the spiffy tool included seem more useful since you pay for it, need it or not.

#3.3 That tool. Nice and all but some of us have one already. Even if we don't, if we are doing more than one controller we don't need but one tool yet we have to buy it for each set...presumably an additional $9.99 (what it sells for alone) per extra set that we don't need. Don't include it and knock down the cost of these by that amount. Winning idea there if I do say so myself...and I did!

#4 I must say that even though the color is terrible the look pretty sharp. They feel smooth and fit is good. The D-pad has a tiny amount of wiggle that I didn't feel on the plastic one but that could be skewed by the joystick and also is probably not an issue anyway. I think the included grips feel pretty nice...need to get them warmed up with an hour or two of thumb sweat to see if they get slick but I suspect they will be better than stock in any event. We will see.

#5 I will report back with playability impressions after I put a few hours on them...for now I have to give them 3.5 stars based on what I have listed so far...

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I was amazed how adjustable Modsticks Pro are. I tried FPS Freeks sticks but i could never get the feel i was looking for they are too tall. The Modsticks Pro come with all the tools spacers and screws to adjust the height of the analog sticks just how i like them, with no spacers they are a little lower than normal and they can go higher than FPS freeks. The higher you set them the more accuracy you get moving the sticks. I also added the modstick fusion grips to my xbox controller. They are super comfortable even though they are aluminum. The Modsticks are narrower coming out of the controller this lets them mover further. Set your controllers sensitivity to max then move the stick over and you will go even faster than your supposed to. It took about 10 min to install them it is worth watching the install videos on youtube. They are not cheap but totally worth it if you are really into xbox 360 gaming.

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I ordered at the Modstick website and they were quick with responses to my questions. The thumbsticks themselves are smooth and stylish adding more distance on the x and y axis for the xbox 360 controller. I have received numerous positive comments and expect orders for custom controllers using the Modstick Pro package over the next few months. There is currently no substitute for the Modstick Pro package. Modsticks Pro Set Xbox 360 Controller FPS Analog Gaming Mod Sticks Color Black

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i love modstick pro very much i can't see not playing online game with out modstick pro any more ....

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Saturday, September 6, 2014

Review of Rampage World Tour

Rampage World Tour
Customer Ratings: 4 stars
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Having a bad day? Do you feel like destroying the world? Now you can without creating your criminal record. Just plug "Rampage World Tour" into your Nintendo 64, choose from one of three characters: George (an ape), Lizzie (a prehistoric lizard), or Ralph (a werewolf); and have at it. You start in Peoria, Illinois and go on a world tour of destruction. If you die (turn back to a human), simply push the Start button. You actually have unlimited lives that way.

After a few "days", you will start encountering a robot that shoots bullets, and that will spit fire at you if you get up close in front of it. Don't bother getting in a slug fest with this thing. It's a distraction to keep you from completely destroying whatever city you're in. There's a bigger one as well, and while I recommend getting rid of this one, always make sure you attack it from behind (You're not going to win a boxing match with this thing.) Watch for clues and other information the game gives you before you start each "day" such as "powerball tv shows". There are three mega foods (One for each of the characters.) For George, it's a bunch of bananas, Lizzie prefers sushi, and Ralph eats steak. You'll know what I'm talking about when you play the game.

This is an awesome game. I highly recommend it.

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This game is the best game it rocks hard. this game should get 1,000,000 stars I like it. by BRADEN D.

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As much as I want to be able to like this game, I just can't. The original idea is still a good one (control one of three gorillas and level one city after another), but I think it's finally been exhausted. When I frist started playing this game (with a friend), I was having fun. But as the levels progressed the experiance soon became mind-numbing. I know that the game is just supposed to be a fun excursion but it could at least demonstrate some kind of variety within the levels. Each time you play a level the whole experiance becomes more boring. I began to dread having 80 or so cities left to destroy. Also, the multiplayer could have been improved. The only difference between it and single player is that you now have two or three people destroying building, and they have the ability to punch each other. I really expect better of Midway, which is usually a company that puts out good games, and I still can't believe that they made a sequel to this without any significant changes. Almost nothing has changed even from the original Rampage of the 80's. It's time that Midway either puts the series to bed or makes it more interesting. To wrap things up, this is a game that starts out as a very entertaining cartrige but quickly takes a turn for the worse. Rent this game...don't buy it, since you'll be tired of it before the game is due back.

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This Game Is The Best In The World. It's Awesome (if you like destroying things, but hey, who doesnt?) It's Worth The Money!

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a classic video game of destruction. the goal is to simply defeat the other two opponents this game is fun i forget if it is a 2 player game or not.

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Saturday, August 23, 2014

Xbox 360 NFL St. Louis Rams Controller Review

Xbox 360 NFL St. Louis Rams Controller
Customer Ratings: 5 stars
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My 18 year old son is a Ram's fan(regardless of their record). He found this controller he wanted for christmas on a different site. It was twice as much. I always look at Amazon.com to compare prices and found this one for almost half the price. It is not wirelss, but that is what my son wanted, as the ones that run on batteries, run out of "juice" to fast.

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Friday, August 1, 2014

Quake 4: Special DVD Edition Reviews

Quake 4: Special DVD Edition
Customer Ratings: 4 stars
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Sometimes, very rarely a 3D shooter playes better on a console than it does on a PC. Well, it's not one of those times. As a matter of fact for those who have played a PC version of Quake 4, playing it on Xbox 360 will be a huge step down. Surely the HDTV graphics are there and overall the game looks similar to the PC version, but controls are again the weakest link here.

Well, since the opening was about the "bad parts" of the game, let's go ahead and get though them before we get to the "good ones".

Having played Quake 4 on PC, and deciding to be a hot shot by start the Xbox 360's verion right away on the "corporal" difficulty, I quickly realized how bad of an idea that was. Aiming is certainly something that takes a good time to get used to with a controller. But even after about 5 hours I was still no where near good at locking into enemies and strafe dodging shots as I was on a PC after only 10 minutes of play.

Surely by switching to the "private" difficulty I was able to get though the game with a relative ease but the excitement wasn't there. All underminded by the fact that 3D shooters are meant to be played with a keyboard and a mouse.

The graphics in this game while not "Half-Life 2" realism like, are certainly pretty. And if you enjoy watching people get cut in half with saws, you will certainly appreciate all the character, textures, particle effects (yes, blood) and lighting quality of this game. (On the same note, if you enjoy it TOO much, you may want to see a doctor *wink*).

The problem, however, lies in the inconsistent FPS (Frames Per Second). Many times FPS plunge into low teen numbers, making the game a slide show for a few seconds. It wouldn't have been a problem if that happend every now and then but frames don't stay consistent for more than a couple of minutes at a time. Combined with already hard to work with targeting system, it can bring pure hell in certain situations and quickly lead to death. Which then leads to perhaps the last big problem in the game long "loading" times. Loading times can last in excess of 30 seconds. And although they don't appear often if you progress though the game (about once every 30 minutes), they can become enormously irratating if you keep dieing. In situations where it takes more than simply shooting at the enemy (usually boss fights), it may lead to situations of running into a room, getting nailed with one hit and looking at "loading" screen. It can test a patience of those who are not sure what they are doing and die in seconds only to look at spinning Quake logo for half a minute, over and over.

On the good side, however, the game is a well made 3D shooter from the point of level designs, overall graphics, and a relatively deep storyline for a what most would consider "mindless shooter". The story is easy to get into: Stroggs are continuing the fight against the human race. So as one of the marines you get dropped off on their planet to show them who the boss is. The missions are the ones that tell you story from a "brotherhood" military point perspective. You know that the war is going on, but inside the game it's more about surviving together with fellow marines. Assigned to the squad, you constantly on the move to help others, and AI (CPU controlled NPCs) do a surprisingly good job helping you as well. Which certainly takes away the feeling many other shooters give you that you are actually "baby sitting" the NPCs instead of working as a team.

Through out the game you get to know quite a few peronalities and spend most of the game fighting along side of them. Never knowing who will live and who will die. It isn't until you get deeper inside enemy bases that makes you understand why this game deserves a strong "M" rating. The images of graphical torture of captured fellow marines, blood and gore are everywhere. But what can you expect from a complex called "Strogg's Medical Facility"?

The level and environemt designs are good, but at times can get a bit seamless. And the fact that many missions force you going back and forth though same rooms certainly doesn't help. But it isn't significanly de-valueing the game overall.

There is a good choice of weapons in the game that get modified through out the game for a bigger punch. And there are a number of vehicles available for the use through out the short missions (usually outside). It seems fun but certainly nothing you haven't aleady seen before in other 3D shooters.

Multiplayer is pretty good and certainly adds a good amount of fun to the game. However, Xbox 360's version suffers from the same problems mentioned above. Where things like precise controls play bigger role than they do in a campaign mode. Making a PC version truly shine and leaving 360's version in the dust.

Overall, this game is an almost perfect example of what you would expect from "big hitter" companies like Raven Software and Id Software. But I wish they had taken a slight risk and tried to add something new to the game to spice it up and make it stick out from the rest.

PC version of this game strongly deserves 4.5 our of 5 stars. Xbox 360 version, however, is proabably somewhere in between of 3.5 and 4 stars out of 5. Mostly due to problems mentioned in the beginning of this review. One thing can be guaranteed is that you will have a blast playing it if you are into linear Gory, and Bloody 3D "twitch" shooters. The only suggestion here is to get the game for a PC if you have a powerful enough computer. If you don't, you will still have a blast on Xbox 360. Just probably not as a big one.

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The latest in the Quake series is just short of perfect. Quake 4 follows the story from Quake II (which is included in the DVD edition of the game), and, like Quake II, is completely unrelated to Quake I and Quake III.

The story itself is fairly well done, better than most shooters (hard to be worse than nothing, lol). A couple small things here and there are unexplained (like the multiple Makrons...), but they are definitely not story stoppers. Moves pretty well.

Top notch graphics, based off the Doom 3 engine. A little intense for most computers, but once you set it to what your box can handle, it still looks wonderful. I had mine set to near-lowest settings (since my hardware is nearly three years old), and it still looked and moved fluidly.

The gameplay is fantastic, with nearly non-stop action. There's a lot of unit-based action, with the player spending quite a bit of time with other soldiers and even developing a bit of a bond with his own unit, Rhino squad. Enemies are always coming from everywhere, though a cleared area usually stays clear (thank you id). There are a couple pathetic attempts to include puzzles later in the game, though they are easy enough.

There are a few vehicle levels (riding in a troop carrier, driving a tank, driving a mech, and riding in a tram) which are very well done, proving difficult but not impossible. I would've liked to see more tank or mech time, but the game is already pretty long.

The sound is pretty sad. I had to pull some tricks out of nowhere to get it to work, and even then it all sounds really tinny. It gets the point across, though, so it's not a total failure. Honestly, I'm not even sure if there is music in the game. I want to say that there is, but I can't remember any for the life of me. So I suppose the soundtrack, if there is one, is completely forgettable.

Scores:

Gameplay 9/10

Sound 6/10

Graphics 9/10

Story 8/10

Overall 9/10

Well done and very much worth picking up when they support more hardware (or if you have the extra cash and an itchy trigger finger).

*Note: the above scores are my opinion, and are not based on any system. Also, I run Quake 4 on a AMD Athlon XP 2600+ with 512MB DDR400 and a GeForce FX5600 with 256MB vram, which is running SuSE Linux 10.0.

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Whoa! Some folks are comparing this to DOOM! No way! Firstly, the AI is much improved. You aren't stuck in constant corridors where the AI doesn't have to have a brain. It just has to 'be' right in front of you, and come at you.

Not so here. I have actually watched the enemy AI step away and hide behind a pole until i passed the pole and shoot me in the back! You gotta keep your eyes on this one.

Of course, it can be a system hog. I have a P4 3200 + 1 GIG DDR RAM + 256 MB DDR PCI EXPRESS ATI VIDEO + SOUND BLASTER AUDIO. With those specs, i got a REALLY sweet framerate that hardly dropped under 75 fpm. That with a 1024X768 screen setting and *MOST* features cranked. I was glad they alowed key binding to be changeable, and that they included the save anytime feature also. NO FREAKIN' CHECKPOINTS! I see minor comparisons to HALO and DOOM and even F.E.A.R. But, not so much that the game feels derivative. I thought the graphics were sweet at the settings i chose. And, the weapons sound incredible. You can almost smell the gunpowder. This is worth every penny.

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Once again, you, the player, return as a battle hardened marine fighting the forces of an alien enemy on the planet Stroggos. Your enemy, the clever and malevolent half machine half human Strogg have been invading earth for years, stripping the planet of its natural resources and using the body parts of the deceased for gory experiments. Now, in a last attempt to stop the invasion, you are sent to Stroggos to destroy your enemy before they destroy your world. However, the planned invasion on Stroggos goes awry, many of your comrades are killed and your ship is wrecked. Now, with the help of a few remaining fellow soldiers, you must battle your way through this bizarre and malevolent alien world. However, your worst fears are soon realized when it becomes apparent that to defeat your enemy, you must become one of them! The battle for earth begins . . .

Game Play

When I first started playing Quake 4 I was immensely impressed. The graphics were marvelous, the plot absorbing, and the general aura of palpable tension enthralling. However, as the game progressed I became less enamored. I freely admit that I have no gaming skill whatsoever, and am a frequent user of cheat codes, however, I was able to play Doom 3 through without a great deal of reliance on cheat codes. Buoyed by my success, I assured myself that at last I had acquired some amount of skill and would be able to enjoy Quake 4 . Alas, but it was not to be! As the game wore on, I instantly tired of getting killed every few seconds, getting stuck, lost, confused, and just generally enraged. I gave in and searched the internet for my trusty old cheat codes. So much for that self fabricated palaver about having acquired some gaming skill. Still, I was certain that once I typed in my cheat codes (the ones that gave me all the weapons and made me invincible) I would be able to finish the game. After all, how pathetic would it be to have the invincibility cheat code on and still loose! Surely even I wasn't that bad. Well, I was. Actually, I'd prefer to blame that on the game. Okay, so I'm not that skilled a gamer but even so, a game really shouldn't be that hard. So, why was this game so impossible? Let me count the ways:

Complexity of the Missions:

As can be assumed by this sections title, the mini-missions that were present during each level were particularly complex. Within the first few levels, the player is inundated by seemingly impossible missions to acquire objects that can't be found, save other soldiers who seem to throw themselves into harms way, open doors that just won't open (even when I cunningly gave myself the cheat code for a rocket launcher in hopes that I could just blow up the door), etcetera. As the game wore on, the fun dissipated and each mission became like a chore. After finally completing a task, I was rewarded with yet another extraordinarily difficult mission until finally I became so stuck and so dispirited that I gave up and refused to finish the game. Even with every cheat code known to man, I simply couldn't get past that impossible level. I was only four levels in when I became irreversibly stuck. This then, was why I choose to write this review. For a highly experienced gamer this game will probably not seem quite as unfeasible, however, the extreme level of complexity will still prove annoying despite the gamers skill and tenacity. For a fairly new gamer like myself, avoid this product at all costs! Quake 4 is for experienced, skilled, and infinitely patience gamers only!!!

Ineffectual Cheat Codes

This then brings me to my second qualm, the ineffectual cheat codes. Although not everyone is so reliant on these odious codes, I found that sadly I was. So, imagine my surprise when I donned the invincibility cheat code and still got killed! How is that even possible you ask? Well, the design of the game is such that in each level the player will be presented with a mission that, if failed, is often fatal. Therefore when the player doesn't finish the mission in time the game automatically stops and the player is obliterated forcing them to start the same level all over again. Therefore, the cheat codes are completely ineffectual, useless, futile, inadequate, ad infinitum.

Along these same lines is the critical timing of the missions. Often I was killed because I did not perform the feats with enough speed. Being a new gamer, I found it extremely tiresome that such great skill and unwavering attention was expected of the player. I much preferred the method that the Doom series employed where the player was allowed to choose their own level of difficulty. This enabled new players to start the game and become accustomed to the gaming world whereas older players were allowed more challenges. Had this method also been presented in Quake 4 I feel that many of my complaints would have been rendered void. Sadly, this was not to be.

Character Provided Information

Compiled with the level of sheer complexity, is the character provided information. Unlike the Doom games, each level is so complex and the missions so minutely detailed, that it became essential for the game creators and programmers to use other characters, such as army commanders and other soldiers, to deliver important mission oriented messages. Through their explanations, the player learns of the current circumstances, ongoing storyline, and the various minutias regarding an impending mission. Because of this, it is essential to have the computer sound blaring. As I soon discovered, this is any easy way to irritate your family members especially when you feel like indulging in a game while they try to watch television. Also, because all essential information is conveyed through dialogue, it is essential to listen carefully to everything the characters' say. This level of concentration soon becomes yet another irritating aspect inherent in Quake 4.

Weapons

As if the game was not already difficult enough, the weapons provided made actually hitting a target nearly impossible. Only the machine gun was actually useful in striking the aforementioned targets. The other weapons, including the advanced weapons only to be acquired later in the game, were completely powerless and therefore made actually hitting a target nearly impossible. The targets themselves were always provided with better weapons, were able to move faster, hide more efficiently, etcetera, therefore culminating to make them nearly indestructible.

Enemies

The Strogg themselves prove to be rather undeveloped villains. Unlike the Doom villains, we are never truly allowed to see our adversaries. They are often two far away to see and for the player's own safety, especially without the benefit of cheat codes, it is imperative to shoot at them from a distance. Therefore, the villains are never truly seen thus diminishing the level of terror expected from a horror/action videogame.

Also, the programmers made use of the same villains in several levels resulting in the gamer being subjected to a re-run of identical carnage sequences. This repetitive feeling of déjà vu was yet another flaw in the ever crumbling façade of Quake 4

Besides all these qualms, the concept of the villains themselves, half machine, half human, simply didn't evoke as much imaginativeness as could have been expected. Perhaps I have been spoiled by years of Doom but the concept behind Quake 4 simply wasn't as imaginative or terrifying as it could have been. Still, the rich storyline and character details more than made up for this small fault.

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All of these flaws, laboriously explained above, proved fatal to the Quake 4 experience. Although they were several nice elements to the game, these elements were simply not enough to overcome the great complexity of the plot, the endless mind numbing missions, and the countless conundrums presented in each tiresome level. However, for the benefit of the reader, I have provided a brief segment below that detail the more pleasant elements of the Quake 4 experience.

Graphics

After having just recently finished Doom 3 , I was instantly able to recognize the graphics employed in Quake and was not overtly surprised to learn that Quake 4 relied on the Doom 3 engine. As in Doom 3 the virtual world of the Stroggs was fully brought to life with fluid graphics, realistic companions, and (unlike Doom) excellent lighting. The graphics were almost perfect and certainly the best that I have seen to date.

Storyline

Although the storyline of Quake 4 was not as unique as the Doom saga, it was more highly developed. The aura of tension and mystery was sustained throughout the few levels I managed to master and the greatest regret that I have about discontinuing my excursion in the Quake world was that I would be unable to witness the ending of the finely crafted storyline. Indeed, at times the game acquired and almost cinematic feel that left the gamer hungry for more. Sadly the sheer complexity and hopelessness of the mission made it impossible for me to continue further in the Quake world and therefore, I remain ignorant as to the story's conclusion. However, judging by the beginning portions of the tale, I can only assume that the story continued onward at an exciting and intriguing pace. Would that I could have finished it.

Characters/Dialogue

Unlike the Doom 3 saga, Quake 4 boasts superior characters. Instead of pursuing the same Doomesque aura, the programmers allowed for greater variety of characters in Quake 4rendering them far more important to the continuation of the tale. Indeed, the marine is rarely ever left alone and is either accompanied by a squadron of his soldier comrades or his commanders. Each character is essential to the story and thus a more realistic aura is created. This was one of the most enjoyable aspects of Quake and effectively helped to construct a distinctly personal and relevant aura.

As for the character's dialogue, this aspect is far less believable. The dialogue is generally corny and over done but still helps to keep the gamer's interest and proves to be an entertaining if unrealistic addition to the Quake 4 atmosphere.

Special Edition

I purchased the Special Edition CD-ROM. Included in this edition are the following features:

* Concept and Production Art Gallery

* Quake II plus expansion packs Reckoning and Ground Zero

* The Making of Quake 4: Behind the Scenes

* Interviews with id Software and Raven Software

Conclusion

Although Quake 4 boasted several nice features most notably the cinematic story telling and the inclusion of more than one character, the devastating flaws that surrounded the game proved fatal to the gamer's enjoyment. The complex missions, impossible time limits of each adventure, the poor weapon design, and the ineffective cheat codes all conspired to take a game with great potential and render it un-enjoyable and irritating. Recommend only for those with extreme patience and great gaming skill.

Ravenova

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Well this is my first real taste of Quake. I played the original shareware Quake 1 back in the day and I also owned Quake 3 Arena for Dreamcast. Now I know Quake 3 was insanely popular but since I didn't own the keyboard attachment, the game was frustrating as heck. Now with Quake 4 here, I have come to realize why everybody loves the Quake series so much.

For starters, the game's graphics are fantastic. Truley some of the best out there and they are improved over Doom 3's as well. The sounds are great too although the machine gun's sound will really start to irritate you especially in multiplayer. As for the singleplayer campaign, its pretty decent. Basically its an old school style of gameplay where you blast the living heck out of anything that walks. My complaint with the single player is that its over way to quickly. The vehicle levels are over before you know it and the story isn't the best either. But the shooting is well done and since thats what you're doing most of the time its fun to play.

Now the multiplayer portion of the game isn't really my favorite style for online FPS games. Its basically a combination of Quake 2 and 3's maps with much improved graphics. Most of the people online are seasoned vets and since I am a noob when it comes to this games multiplayer, I usually end up dead more often than alive. So if you loved the other Quake games online, then you will surely enjoy this one too. If your like me and enjoy games like Day of Defeat, Call of Duty, Ghost Recon, or the Battlefield games, then you won't probably care too much for Quake 4's online aspects unless you put in a great amount of practice.

Normally I wouldn't have spent more money on the special edition version of the game just to have it on dvd as opposed to multiple cds, but I had a giftcard and since I never played Quake 2, I bought it. Although I have only played a few levels of Quake 2, it is a very fun game and I'm sure the included expansion packs are fun too. Well, if you're looking for a new FPS and you are either a long time Quake fan or are new to the series, then you will most likely have some good old fashioned fun with Quake 4.

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Tuesday, June 24, 2014

Best SimCity 4 Deluxe Edition - PC Deals

SimCity 4 Deluxe Edition - PC
Customer Ratings: 4 stars
List Price: $19.99
Sale Price: $10.95
Today's Bonus: 45% Off
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You don't have to be a gamer to appreciate SimCity 4. If you have the hand-eye coordination to browse a website, you're covered there. You don't need a great sense of spatial relations with the various levels of zoom. You don't need to be able to make split-second decisions with the possible exception of quickly hitting the pause button. You don't need many of the traditional computer gamer skills to enjoy SimCity 4.

What you do need is the ability to make risk-benefit decisions, and a sense of how the real world works. You need to know, for example, that people with a few bucks in their pockets don't choose to live next to a factory, and you need to understand whether it's better to spend money to build a fire station now, or risk having to rebuild if you wait.

One thing that SimCity 4 does real well is it's simulation of how a government budget works. If, for example, you build an infrastructure that appropriately supports your city, you'll find that funding everything at 100% would require raising taxes beyond what the residents and business owners will stand for. Pretty soon you'll see abandoned residential, commercial and industrial properties. That means your tax base goes down, and you'll have to raise taxes even further.

If you take the alternative and cut the funding to your infrastructure so you can lower taxes, you'll be faced with teachers, fire fighters, police, transit and healthcare worker strikes, and satisfying them enough to bring them back to work will cost you more than appropriate funding would have.

Just when you think you've found that balance between funding your infrastructure and your tax rate, the power plant and roads you originally built start reaching the end of their lives, and you need to replace them. (You were building up a surplus you can tap into, weren't you?)

While your budgetary problems may consume you, there are other factors to consider. A big one is transportation. Sims don't like rush hour traffic any more than you do and probably less. If you let commutes get too bad, the Sims will stop going to work. You'll either need bigger roads, more efficient mass transit, or you'll need to move the factories and residential areas closer. But wait... Didn't we already establish that people don't like to live next to factories? Again you have to struggle to find a balance and that balance needs to fit within your budgetary constraints, too!

SimCity 4 Deluxe includes the Rush Hour Expansion Pack. In addition to more transportation options, Rush Hour (and thus Deluxe) adds a "you drive it" feature that allows you to control cars, planes, helicopters, and other transports. If you're really getting into the planning and strategy of the game, these options are a distraction. But if you're showing your city to someone less interested in city planning, a you drive it mission may be a fun way to tour the city.

Something I would love to see in real life is instead of having candidates for public office debate each other, set them down in front of computers, and have them prove their ability to successfully build a working city in SimCity 4. The only governing skill SimCity 4 doesn't simulate well is the ability to work with others. I think we should be very worried about any big city mayor who isn't able to demonstrate their abilities by being successful in SimCity 4.

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With SIMCITY 4 DELUXE EDITION, which conveniently contains both the regular SIMCITY 4 plus the RUSH HOUR EXPANSION PACK, EA Games is really beginning to live up to their tagline "Challenge Everything." Apparently, the game designers decided to challenge everything that seemed to be holding the game back in the past, and have taken a brave step forward in designing this new edition with those of us in mind who want to be able to create a SimWorld. In other words, you now have an entire continent on which to build cities; instead of having fake adjacent cities that you're forced to do business with, you now can make your own adjacent cities yourself! You can choose from any of a hundred or so "squares" on which you can build one city after another and have them all trade with each other and everything! You can connect them with superhighways, rail, roads, power, water; it's great!

Another major improvement is in the increased flexibility in building up each of your cities. Remember how, in previous SimCity versions, it's such a pain to figure out where to place your streets within your zones? Not anymore; each time you lay out a zone, whether it be Residential, Commercial or Industrial, the game will automatically lay down a grid of streets for you! That saves A LOT of time right there. Also, remember how you had to blow up your streets in order to replace them with bigger streets? Now, it's a lot easier, because first of all, the road system is much better organized. For example, when you start building a town, you start by using the simple, narrow streets (which are now specifically labeled as being "streets"). However, as people move in and your streets begin to get crowded with traffic, you can then upgrade to wider roads. Eventually, as traffic begins to overwhelm your roads, you may upgrade to wide avenues. All you need to do to "upgrade" is to simply drag a road along a street, or an avenue along a road and---boom!---it automatically changes to a road or avenue. No more having to demolish anything in the process!

The Rush Hour Expansion Pack just adds a new dimension to the game: now you can go out on selected "missions" by car, boat---even helicopter---and earn new buildings, more money, etc. for your city. Admittedly, I'm still trying to get the hang of these missions, as they aren't too easy, but it's still a cool feature for the game. Also, the buildings and airports are in much better detail now, and there is far greater variety of them. There are also many new landmarks to choose from; they are in much greater detail and there is no longer any limit how many you may place. (However, you now have to pay to place them.) There are many new rewards for being a good Mayor, too!

My hope is that with SIMCITY 5, they will make everything more 3-D and will finally provide us with the ability for a ground-level Pedestrian View; imagine being able to walk the streets and boulevards of your own cities, drive around, even take your own trains! I think the possibilities are endless. Till then, this will have to do. But, for what it's worth, it's still a pretty darn good game!

HIGHLY RECOMMENDED FOR SIM FANS

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Well, being a fan of Simcity for a long time I decided to purchase this game, *after* I finally got a computer capable of running it the system requirements are very large, so it's not going to work well on a computer more than three or four years old.

I found out fairly soon that there were some problems with the game like spontaneous crashes and stuff, which need to be fixed by downloading a patch from the official website. And it still has occasional problems with crashing or parts of cities disappearing when I save. There could be significant improvements in stability here, and it doesn't appear that EA is going to release any more patches for the game.

The graphics are a definite improvement over the previous SimCity games, there's a lot more detail to everything, and there is a larger variety of buildings, although you still start to see the same building over and over pretty fast.

The game differs from previous versions right away the map is a large region of squares to build interconnected cities on. Unfortunately, there is no large-scale terrain editor here, nor is there a terrain generator as in Simcity 3000. Instead, you have to go into each little square and edit from there with the terrain tools, which are better than the previous versions, but aren't very useful in the sense that you will have to go back and forth between squares, reconciling the edges to make a realistic region. It is possible to import grayscale images into a whole region, but it requires being a total geek and a lot of time and patience, something that a lot of people won't have time to do.

Once you do have a suitable area to start the game is pretty fun, if a bit challenging. If you've never played the previous versions of this game before you'll definitely need to play the tutorials, and if you have played before, you are going to need to unlearn a lot of stuff. It can be a bit difficult at first to get things going and the money coming in, but after a little while you'll start to fill up the square on the map, and that's where things get start to get interesting. People can and will commute between two connected squares, and the two "cities" can trade utilies much like the neighbor deals in Simcity 3000. And from this point, at least in theory, you can build a much larger city.

That's the idea, anyway. In reality as my megacities expanded I've just noticed more and more problems that make the game become very frustrating. There are a number of problems I've hit at this stage of the game:

1. The large squares become basically unusable as they fill up. The transportation system becomes so complex that the simulation more or less gives up on finding paths for commuting, which in turn halts new development. I've had to stop using these altogether because of the choke they can put on the region. And then there's an issue where things like trees and other of the so-called "props" (basically a lot of small detail that goes along with buildings) may just disappear from large sections of these maps while saving the game.

2. The transportation system eventually stops working logically. People will start commuting just to the closest edge of the map connected to another "city", which leads to going in circles, extremely high traffic counts on side streets when there's an empty freeway nearby, and eventually brings the game to the point where I'm trying all sorts of strange tricks to force people into driving in a direction that makes some sort of sense.

3. There's also this issue with micro-management that becomes very annoying later in the game. Each school and hospital needs to have funding set for them just right if it's too low the workers go on strike for apparently eternity, if it's too high it's easy to lose a lot money fast. And then there's the fact that buildings (especially factories) catch on fire an awful lot, and apparently the fire department can't dispatch to these fires on their own.

4. It's difficult to build any sort of realism in these cities, partially because of the issues with the scale of things, for example you will likely need dozens of power plants scattered all over the place, and the same thing goes for sanitary landfills, and while it's theoretically possible to have some central location for these kind of things, in reality the cost is prohibitive. In addition people will not commute more than about 1 1/2 miles from their homes, which takes them like TWO HOURS in good traffic.

In addition, perhaps it's just me, but I don't see a whole lot of fun in the so-called "U-Drive-It" part of this game. I find it boring for the most part and difficult to use. I think this feature is way overrated and overhyped.

My advice is if you are already a fan of Simcity go ahead and buy this game (if your computer can handle it), but don't pay full price for it. If you haven't played a Simcity game before this one will likely be somewhat overwhelming and confusing and I would recommend buying and playing an older version, such as Simcity 3000.

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Simcity 4 could probably be one of the best of its kind ever. The game is very realistic and involves most of the daily problems a city mayor has to deal with. It is even very difficult to keep the budget balanced. But here is a tip for this: when you start a new city, always create industrial zones and some commercial that will start to generate new business that would add an income to the city and they do not need any or but a few public services. One you have a big budget surplus you start creating residential zones and leaving space for public buildings. Never create small hospitals, fire and police stations, because in the long term you'll need about 3 times de number of big buildings to keep your citizents happy.

The only bad thing the game has is the fact that it needs a super pc to run always at a normal speed. I have a Pentium 4 2.80 ghz and 512 RAM with and excellent Video Card and when you use the zoom in your city it sometimes goes a bit slow. So I would suggest that if your planning to get this video game you better have a superb pc or you'll find it frustating to see that the game runs slow.

I don't know if this game can get any better but I sure hope so. Buy it, you'll end up playing it for hours.

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First, some history:

I've been playing SimCity since the old DOS version. I loved it (all of Will Wright's sim games, like SimAnt and SimEarth), and loved the series even more when SimCity 2000 came out. I would spend sometimes all day playing it, and using SCURK to make my own buildings.

When SimCity 4 came out I begged my mother to buy it for me for my 21st birthday (she did), and I played it once then didn't play it ever again until just a few weeks ago. I finally got into the game then.

Let me tell you don't play SimCity 4 unless you've got Rush Hour or Deluxe because you'll never manage to get a city up and running. In no time there is too much traffic and the budget is terrible. You only get property taxes and an incredibly tiny amount of fares for public transportation (no wonder the CTA has never made a dime) as income, but everything else comes out of your pocket hospitals and clinics, schools, fire and police protection, as well as maintaince for the roads, pipes, and other infrastructure to keep a bustling metropolis going.

Rush Hour (or Deluxe) makes it all better your city has many more, sometimes cheaper, alternatives to transit, which helps reduce your burden. Use larger avenues for increased traffic, and place tollbooths on them and make a few hundred simoleons a month extra. Create elevated rails in your car clogged downtown and elimiate both traffic and pollution at once. On top of that, you now have easy/normal/hard modes that start you out with a bit more than the original 100,000 (500,000 in easy). Also, I swear, your population, jobs, and demand are more balanced in the expansion than the original game. It is also easier for commuters to get to jobs too I haven't seen a single No Job zot over any houses yet, even though my city is physically larger than any I'd created in the original SimCity 4.

On easy, you also get more from taxes than the other difficulty levels. Create cities next to each other and sell services, or better yet, put your power, industrial, and garbage in the next town and your residential and water in the first and sell back and forth. Use a few avenues to lead up to the industrial and place a tollbooth on each one and watch your revenues rise.

Just remember, though: read the manual SimCity 4 is really really complex and hard to understand at first, but is worth it!

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Thursday, June 12, 2014

Cheap Suikoden II

Suikoden II
Customer Ratings: 5 stars
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I have played the suikoden series from the beginning and suikoden II is by far the best of them. If you enjoy enjoy an rpg with a good story and gameplay mechanics this should occupy your time. The major battles are one of best parts in my opinion. Your basicly playing a tatic game with recruited character for your army. Also there are a lot mini-games in your caslte. If you like a challenge try to recruit the 108 stars for your army. If you think a couple hundred dollars is too steep for this game wait a year or 18 months. Suikoden II should be released for Psp in 2007. Psp is remaking old rpgs for its system and this is one of them. I will get my copy even though I own the original. I just like the idea of playing one of my favorite games on a potable system. Overall suikoden II is one of the best 2-D rpgs of the 1990's. If your a retro gamer this is a game for collectors value and a fun game to play. And for rpg players, if you don't like to read play kingdom hearts or diablo 2.

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When I look back now at when I bought this game, as well as several other great games, I can't remember exactly what inspired me to buy it. What I do know is why I kept it. Suikoden 2 is not only the best game in the suikoden series, it's also one of the greatest role playing games to ever grace the market. The story is rich and immersive, the characters memorable and iconic, and the battle system is classical perfection.

The game puts you in control of one of the two main characters who, although they are best friends, have opposing destinies. When their own country betrays them for an excuse to go to war, the two start on a path to try and find their place in the world, trapped between the home that betrayed them and their sworn enemies.

A lot happens during the course of the story, not unlike the drastic changes that would take place during a war. Yet the story never stretches itself thin. It keeps you interested in every step up to the final confrontation. The game also takes advantage of genius war tactics, that were used in actual campaigns in history, as part of the story.

There are also the customary 108 characters that are collected through out the game. Some are support characters that will add functions to your army and dimensions to your base castle, and most of them are playable characters that you can use in battle. Each of the characters, even if shortly introduced, are memorable and full of dimensions that are sometimes established with only a few short sentences. Even in such situations, the characters are rich with life making this perhaps the best cast in any suikoden game. Each character is animated in an anime-esque style, which makes sense it being a japanese game. Even if you are not a fan of the style of art it is the perfect face for the game when you see it all together.

The battle system in the game is traditional RPG turn based format. But they use the turn based system to perfection. There are six characters on screen, 3 in the front row 3 in the back. Characters in front can attack freely but characters in the back row can only attack if they have long range weapons, such as a bow. Characters that share some kind of history, or know similar fighting styles, can team up to do combined special moves. These moves range from being simply entertaining to completely devastating. Charactes who can't attack from the back row can still function as fighters if they have a combo attack with another character. This adds a well rounded strategic element to the set up of a conventional group, since characters with combo attacks usually need to be in the same row or in the same column to perfom their attacks.

I have beaten this role playing game multiple times and still find it just as entertaining as the first day i picked it up. It is truly a gilded great, and that's not just a funny phrase. Anyone who has looked for this game in recent years has probably found it ranging from $55 to $250! I will certainly say, I am grateful I never sold this game, and if you ever obtain it, you will not be disappointed.

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When I bought this game I had no idea what I was letting myself in for. I had never played it nor its predesessor before and didn't know what to expect. After I had started playing it, I couldn't stop until I had finished it with all 108 characters and got all of the secrets I could find. It really is that good!!

You take the role of an anonymous young boy who is serving in the youth brigade of the Highland Army with his best and childhood friend Jowy. After the two are decieved by their home country of Highland in a surprise night attack, they embark on a quest to bring their country back to rights and out of the control of the evil prince Luca Blight. It is a poignant tale of friendship, love, trust, betrayal and destiny which will have you gripped till the end. The characters are those whom you feel a real connection with and actually start to harbour feelings for (I say that at the risk of sounding totally cheesy, but it's true.) The story is admittedly not a hundred miles away from that of every other RPG out there but there is something that makes it seem very special.

Many people I have heard have tried to put it down for its graphics, which are to say the least are hardly ground breaking, but with a story and gameplay this good who cares. I personaly think that if Konami had created Suikoden II in 3D, it would have made it considerably less enjoyable. The music also adds a lot to the atmosphere of the game (especially noticeable in the amazing starting sequence.) There are great orchestral tunes for the more dramatic parts yet happy, perky tunes for the more light-hearted moments. No matter the situation the music and SFX are always fitting.

The battles play major role in the game and are very similar to the first game (which i played after the second.) There are the usual random party battles with up to six characters being in the party at once. In these battles you will fight many different enemies in a variety of different backdrops. Characters have the commands to attack using standard weapons, use magic from their different runes which can be attached, use items (e.g. curative and attacking) of which each character can carry three, defend, change between back and front row positions, and special unite moves. Unite allows the characters to team up with other specific characters and use a more powerful combined attack. Not all of the characters can use these attacks. This is a great way of encouraging you to experiment with characters rather than staying with the same old party throughout the game. There are also one-on-one battles with important characters at certain points of the game, which aren't exactly brilliant but offer an interesting change. Then there are the strategic army battles in which the good guys (you and your followers) take on the bad guys (the Highland Army) with entire armies. These are some of my favourite parts of the game and are great fun. Although sometimes you are forced to lose because that is the way of the story line.

All of the elements of Suikoden II come together to make the most complete, entertaining and truly epic game I have ever played. If you don't buy this or at least give it a chance and try it you will truly have missed something special.

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Monday, May 26, 2014

Best Seablade Deals

Seablade
Customer Ratings: 4 stars
List Price: $29.95
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I like to play all or most of the way through a game before judging it because you never know how the later levels are going to be. I beat the entire game (39 levels) and can tell you that it needed more variety to make it fun.

There is only one really good ship in the game so the decent selection of aircraft to choose from is pretty pointless. You use your ship to do the same few things over and over again. The first time you are in a new area, you have to fly all over in a timed mission. The rest of the missions involve you rescuing people. Sometimes you just find the people and rescue them. Other times, you are ordered to act as a courier and pick things up and then drop them off. That's it other than a few "boss" levels.

The "gimmick" to this game is that you can take your Seablade and dive into the water with it. That would be kinda neat if they expanded on that idea further. There isn't a whole lot of water on any level...much less an actual sea. Many levels in the game don't ever require you to even enter the water at all. That's lame for a game called "Seablade".

This was an Xbox exclusive title but the graphics are extremely mediocre. Your enjoyment of this title depends on how much you enjoy flying around a lot shooting at other aircraft and turrets that are shooting at you. You pick stuff up, you drop stuff off and it all leads up to one of the easiest bosses in video game history. I beat the evil alien my first try without breaking a sweat. "Seablade" would've been fun if the developers built on their original idea more and put some variation in your tasks. As it stands, the game is too repetitive and simplistic to be exciting.

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I'm considering a purchase of a used copy of the game after renting it. The gameplay is fast and fun and the difficulty can be tough in the beginning until you get used to the controls and what weapons work well for your particular style. The missions are varied early on but can feel repetitive later on in the game. My biggest issue with the game is that for a game called "SeaBlade" there isn't much to do underwater. I was expecting more of a balance between the aerial sections and the underwater sections. The maps also feel a little confined after playing them over the course of a few missions. I also found that there really isn't much of a need to try to the different types of ships. The base ship can do everything you need it to even though you may have to make multiple trips to pick up cargo with the limit of passenger capacity. Needing to carry large numbers of passengers at once never got to be a big issue for me and the larger ships seem much too cumbersome in flight to make them worthwhile choices.

Also, there doesn't seem to be much use of the cast of characters in the game. They seem to be there just for background info only. Maybe I didn't get far enough into the game (I made it to Mission 10 out of 40 in the campaign.) to see them.

All-in-all, enjoyed my time with this flight-shooter, but felt a little more polish could have really put it over the top.

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I just bought this game a few days ago and have to say that it's one of the most fun shooters I have played in a long time. Great graphics, tight controls, and lots & lots of action. The difficulty is a little hard, so you might want to start on the "easy" level until you get used to it. But I highly recommend Seablade to anyone who loves arcade shooters!

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Tuesday, May 6, 2014

Best Silent Hill: Downpour - Xbox 360 Deals

Silent Hill: Downpour - Xbox 360
Customer Ratings: 4 stars
List Price: $59.99
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God dammit Silent Hill, either come out with a completely horrible game or a really stellar game! I'm sick of the past 5 Silent Hill's just being "okay", and Downpour is no exception. I'm not going to go over the story because really it's better to experience rather than be told what it is. However it got some things right and some things wrong, lets go over them shall we?

Pros: The atmosphere is WONDERFUL! Not since Silent Hill 2 has it been filled with so much dread, when the town started raining I started getting nervous on how many monstrosities would emerge from the thick fog as I was frantically running around the town looking for shelter, and a moment like that without any combat or monsters is a really really good thing from a Silent Hill game, subtelty is a hard concept to pull off that the other past installments haven't really grasped.

The story is good, I'll keep this short for my afromentioned reason but the characters are much more lively and realistic than the other games (especially Homecoming), the facial animations were great and the characters were interesting enough. The story also ditches that cult BS (really we're not trying to play virtual Wicker Man) and sticks to someone's personal hell, which 2 has shown us can make for a strong story. When I got to the ending though the character (who looks a lot like Henry Townshed btw) completely contradicted his personality from the course of the whole game, and that felt a little inconsistent. Overall though the story is good, yeah.

The puzzles are also good, they don't slap you in the face with their simplicity and they're all unique and rather memorable.

The combat is perfect as well, items break and your character sucks at fighting, that's exactly how survival horror should be. This isn't resident evil here where you take out hordes after hordes of monsters with a minigun, you're supposed to be at a disadvantage and they got that part right.

The levels are pretty good too, most other games keep throwing you in the amusement park or the hospital but this one finds some new areas of Silent Hill to explore, the cavern level especially was fresh and new and the library level felt right at home with the classic Silent Hill games.

Cons: Well my biggest gripe with Downpour is the monsters. THEY AREN'T SCARY! All of the monsters are usually just people with weapons, *yaaaaawn*. Where are the grotesque abominations of nature like the Manneqins or Schisms? The monsters are seriously disappointing and almost killed the game for me, the tense atmosphere contradicts the goofy looking standard horror movie monsters. Correct me if I'm wrong but Silent Hill was a lot creepier when weird contorted monsters would come out of the fog, not some woman holding a knife or whatever. Seriously, after getting atmosphere down they completely dropped the ball on this one. Wow. Also the giant red ball chasing you was cool, the first time. After awhile though it's just "here we go again", it's that predictability that takes the tension and fear out.

Another problem I had with it is the game freaking lagged out more often that not. It wasn't even a quick subtle thing, it's like the whole game is lagging when you're playing online, but since this game is offline there's no reason why it should be chugging along when I enter a new room.

As the game progresses it starts to become repititious with few suprises. I was hoping the game would get more and more f'd up and disturbing, but it just kind of stayed consistent the whole time, never taking any risks or upping the ante. So while the atmosphere was really well set up the whole pay off was really disappointing, playing Downpour was like inflating a balloon and nervously waiting for it to pop, but instead it slowly deflates until it's empty again. A lot of good ideas were shown here and all the pros show that the designers are heading the right direction, but I think I'm done with paying $60 for a new silent hill game until people say it's a perfect game.

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*CONTAINS SOME SPOILERS***********

So your probably like why give it 5 stars for fun.. but a 4 overall??.. well lets get into it..

As a whole Silent Hill Downpour is almost what you want it to be.. dark.. creepy.. intense moments of i dont want to go that way.. the puzzles.. its just missing one thing very classic to the franchise :(.. lets start with the puzzles..

~Puzzles: If your an old school player you know not to just run around aimlessly without taking the time to check out everything around you. Because you WILL miss clues, pieces to quests or puzzles, and mysteries all over the place.. the puzzles can be complicated. on easy they make the puzzles a cakewalk but on normal and hard the pieces to puzzles are scattered around the map.. not just laying next to or in the same area as the puzzle.. e.g: The movie theater puzzle.. on easy everything is in the theater.. on normal or hard you have to go outside looking for the part needed. But the puzzles are fun none the less with the creativity to majority of them.. Some Are simple as "ashes to ashes".. And then some require you go into hell for "dead mans hand"... lol my personal favorite one.

~EXPLORATION: In this game you have the ability to free roam to your hearts content.. theres no rush to get anything done..There is numerous side quests along side the main story line.. giving you multiple stories to get immersed in besides the one about the main character himself.. The open world addition to this game is awesome in my opinion.. The map is huge.. you think you have almost explored it all, then you realize theres an entire upper map and sides as well as underground! that you havent even touched yet! also the CHANGING elements outside, when you spend too much time wondering around outdoors, you'll notice the smog starts to get darker, and eventually rain drops start to fall.. stay out longer and then the thunder and lightening comes! The open world enemies get real excited when it rains hard so beware. dont wonder around defenseless *WARNING*..

~Combat: yeah it can be hit or miss with the combat.. you can power attack or quick attack.. me personally ive found it easy when you use the autolock on button before engaging in the fight with any enemy.. The weapons arent forever. let them crack into any weapon long enough and your just holding a piece of the handle that was your axe.. or just your barehands!.. Dont sit still is a good tip for fighting any enemy to keep the weapon from having to be used for blocking.. Ammo for guns is almost non existent on normal and hard so save any when u come across it.. Easy seems to have it more plentiful or maybe its the easiness of the monsters that dont require much work in the fights. Also Your not required to fight anything in the open world roaming, you can flee at anytime and escape on foot or into buildings ending the confrontation.

~Main Story: The writing to the stories is deep all the quests have back story.. except for maybe 2 or 3 quests.. with the main story being a touchy subject, ill leave it at that.. and this is where i found some of the gripes about this game sadly.. first off being the softer side of the monsters in the main story, they are all the same monsters your run into in open roaming, with the exception of the "new" boss (i wont say the name).. and the "otherworld" monster.. that really just seems like a giant killer wormhole..:\ nothing seat jumping unfortunately.. DONT get me wrong.. the transformation into "otherworld" is awesome each time!!.. a few times the graphics of where you are is amazing to look at (tick tock ;p).. the other gripe about this game, of which i found the most saddening is the removal of the **SILENT HILL AIR RAID SIREN!!!!!.. i cant even begin to complain about how much of a let down it was to not get that epic part of the franchise in this game.. i mean its what you get silent hill for.. to walk into a door.. have it close behind you and suddenly have all hell break lose around you as you hear the sirens fill the air and skies blacken to night.. ahhhhhh! such good stuff!.. But no sirens.. just a bell rings as you transform into the otherworld..

~lasting appeal: The game again has several sidequests.. some that require you play a second or third time to beable to unlock them.. "digging up the past".. alternate endings.. :X so playing just once is out of the question if your an achievement hunter seeking all 42.. And even if you didnt want to do the achievements.. just to roam around in the ghost town with the dark ominous music creeping you out in the dark should be enough..lol

for the people not big on the franchise but want to check out a very deep and rich single player story, this game is for you.. with hrs upon hrs of gameplay.. (i was over 17 hrs into the main story and still not completed it only 45%) one thing for a good experience, dont cheat and put your brightness settings up though :p.. they give you flashlights that stay on as long as you want for those afraid of some darkness.. also a lighter that you can only hold with no weapon equipped..

For old fans of the game pick it up also just to show love to its history.. some points like i mentioned above were left out sadly but change comes to everything so just run with it.. it doesnt diminish the game any in the over all aspect. The ability to open roam the whole town is well worth checking it out.. just to treat yourself to that feeling of man.. im in silent hill.... going door to door... alone... get me out of here! lol

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The only thing that kept me from giving this an overall five was the lack of Newgame+. If you enjoy unlocking costumes and weapons for another play through then too bad, no Samurai swords or sexy beams to be found here.

Combat:

Fighting can be fun and challenging with breakable weapons. Block too much and snap goes the weapon, which is exactly why they did just that. If all you did was block until you had a chance to counter combat would grow stale. After awhile you learn not to keep your back to the wall and maneuver around groups of enemies to keep from being surrounded.

Puzzles:

Kinda disappointed with the difficulty levels. I tried it on normal because I didn't wanna get stuck anywhere too long, but once I tried it on hard the answers were the same. For some I didn't even need to figure out the combo for a door cuz it was still the same. Some puzzle hints became more cryptic and the answer slightly altered but I still felt cheated. So if you like brain teasers start on Hard for the puzzles.

Spook Factor:

I must admit this one was much more freaky than Homecoming. Hearing women crying or children laughing as you enter a dark room gives you that uneasy feeling. Then you see the item you've been seeking in the back of the room, knowing hell could break loose the second you grab it really freaked me out. However this occurs more in side-quests throughout the town than in the Nightmare world. All it really has to offer is being chased by some fiery orb thing, which becomes more annoying than anything else. Its kinda like "Oh, here's this jerk again...well let's get to it."

Lastly I have a few gripes about some decisions that were in the games creation. Whenever you die you are given full health after you load you're last checkpoint. Seems kinda stupid if you ask me, you're omost rewarded for your failure. It pretty much eliminates the need to heal because you know if you do die you can try again, probably with more health than you previously had. You can also regenerate up to forty percent of your health. Again eliminating the need to heal. Over time you'll have a stockpile of Medkits you may or may not choose to use. If you're like me and you don't want to run out of healing items when the bossfight comes then you need not worry. Speaking of which there are two bossfights, as the series goes you enter the nightmare realm then fight some ugly-ass monster to return to reality. Am not sure what I love more, fighting those things or just seeing what the twisted freak will look like. Sadly there is not much variety with the monster here.

You might think with all those complaints why did I give it four stars? Well it is really fun, and on my third time through I still have yet to figure out all the mysteries. Plus the multiple endings keep wanting to play.

Honest reviews on Silent Hill: Downpour - Xbox 360

Intro:

The Silent Hill franchise has gone through as much corruption, loss and self-discovery as the souls so often finding path into the quiet, plotting town. It too has seen brighter days. Any major fan will talk about the golden age of Silent Hill, one that cleared a new path for survival horror, pockmarked with rust, cult insignias and letters from deceased loved ones. It was a franchise unlike any other of its time, giving nods to classic American horror freshly picked from the minds of Stephen King, David Lynch, Edgar Alan Poe and Wes Craven, going as far as naming streets after these figureheads of terror.

The fan base will claim the Golden Age of Silent Hill spiraled downward when the original creative team (AKA Team Silent) began to trickle off to follow their own individual paths. While this would have happened eventually, Konami was forced to toss the series between developers like it was a troubled, deformed foster-child. In truth, Silent Hill was just misunderstood.

Around this time, Sony released Silent Hill in theaters and harvested a new audience that grew enough curiosity to hop on the next big game. During this period, one started to see the effort on combat increase in the games, while a lot of creative decisions fell short, blurring the brand of Silent Hill. In some cases, the art was brilliant while the writing stunk. Other titles had a genius plot but drab design. While the franchise still released solid, functional games, these titles just couldn't reach the caliber the franchise grew up on. The spirit of Silent Hill felt lost. And so did the fans.

In 2012, Konami promised audiences three new game titles and a movie sequel wearing the brand of Silent Hill. One of these games was Silent Hill Downpour by Vatra Games, the title most closely following the formula for a Silent Hill game while also continuing the franchise's chronology. While skepticism from recent history still hung in the fog for fans, many of them feel a sense of lifted stigma from this title.

My Review of Silent Hill Downpour:

Let me start by saying I'm reviewing this game as a long-time fan of the series since 1999. I do not blindly love every Silent Hill game in fact, I'm highly critical of certain titles as I believe certain developers really didn't know the town of Silent Hill at all. While the ability to make a great horror game seemed apparent, the ability to carry on the Silent Hill brand and spirit were quite absent.

I also consider myself a survival horror fanatic that means, I understand the formula, elements and impact of what the genre of survival horror should have. Furthermore, I know the basics for any successful Silent Hill game:

The town of Silent Hill

a cast full of questionable, untrustworthy, damaged, unstable characters

a deep, unsettling score full of ambiant sounds and moody melodies

realistic environments under psychological wear-and-tear

raw combat with man-made weapons or everyday objects against unnatural looking enemies that often resembles the protagonist's psyche

multiple pathways and endings

and last (but certainly not least), those little in-game menu sounds for obtaining/using items. If you experience the series like I do, you know exactly what I'm talking about. If not, I might go as far to say you won't agree with my opinion of this game at all.

Story 9

Likely so, Downpour starts off with a simple enough concept to become the engine for a good Silent Hill game. A prisoner escapes his shackles after a transport bus crashes on the outskirts of Silent Hill. Murphy Pendleton's freedom is just on the other side of this little tourist town, and if only he can find his way through, that freedom is all his.

To me, a good plot starts off with a simple enough concept like this with plenty of room for exploration. Who is our protagonist, Murphy Pendleton? Why is he a prisoner, and is he truly guilty? The game begins with a handful of questions that Silent Hill will eventually answer in full or in part, giving the player the resources and information to dig as deep as they'd prefer without getting overwhelmed.

There's a handful of personalities that Murphy meets along the way, all with varying levels of involvement in the town and in Murphy's story. Some only make a small entrance with a more mysterious exit, while others just won't stop showing up. Some are completely vital to the main campaign while a small few are encountered optionally through side quests, which adds a whole new level to getting the Silent Hill experience.

More on the side-quests Murphy has the option of investigating different paths on the town map. For example, he might meet a character in person or through journal entries that sends him off on a scavenger hunt for a small list of items. In that same area of town, an unlocked door pleads to tell you the history of its contents. I really loved the addition of these mini-games as it fleshed out the town. Whether you're gaining insight on a specific resident, location or experience, these side-quests were always full of memorable moments.

If a player decides to follow the main campaign without side-quests, he or she will still get a fulfilling enough experience. As with any Silent Hill game, be prepared for a ton of reading, searching, and exploring the foggy streets and dark buildings.

There are a few events where players decide how to interact with other characters that could drive the rest of the story. My only wish here was that these decisions carried more weight than they actually do. For instance, Murphy is asked whether he wants to save a woman falling from a cliff or simply let her fall. Whichever decision you make still has the woman falling. It would have been more dynamic if helping her actually prevented the fall altogether, but each decision still warrants different cut-scenes and dialogue.

Sound 9.5

Like a lot of fans, I felt a bit distraught over Akira Yamaoka's absence in this title. However, when I heard that Daniel Licht took the reigns, my level of hope quickly replenished. I've been watching Dexter for five seasons, so I'm familiar enough with Licht's style that I thought it would effortlessly find its place in Silent Hill. I was right.

While Yamaoka made heavy use of creaking metals and wailing machines in his scores, he contrasted the deep, industrial sounds with moody, western-inspired strings that sounded like music you'd hear on an old, European record player.

Licht kept all this in mind, commemorating Yamaoka's sound but never seeming too shy to add the Licht style. The two composers actually have a very similar feel to their work the obvious similarity is their appreciation for the strings. While Yamaoka seems to love short, catchy picking of the guitar or mandolin, Licht loves the long, crying melodies of the violin or cello. It's these similarities that helps the Silent Hill sound undergo a smooth transference from one composer to the next.

Yamaoka aside (we'll never forget you, Akira!), Licht introduces some tunes with what could have been inspirations from classic seventies horror films. There's a ton of ghostly riffs interrupted by chaotic, squealing notes. Never does the music feel too powerful to the point of it taking you out of the game. It feels like something following your every step, yet never stepping right in front of you. Overall, Licht truly composed a haunting score completely fitting to the Silent Hill franchise.

The general sound effects of the game are no less perfect than the score. Like most elements of a good Silent Hill game, it's the little things that really make the whole so successful. Random, inaccessible cries of a disturbed child or nearby, muffled footsteps all make a much-welcomed return. There's a crisp "kerplunk" after dropping your rusty, hollow pipe on a sidewalk and alarming slams of a door. Distant howling enemies accompany the background hiss of rainfall. Nothing seems too melodramatic or out of place, but rather quite realistic to the franchise.

I can't give a perfect 10 for sound as Konami allowed Korn to make the theme song. Unlike Licht and Yamaoka, Korn portrays their emotion on the forefront of their track through angry vocals and hard rock-n-roll rather than behind intelligently orchestrated sound. With no judgement on their music as a whole, it's inconsistent with the subtlety of malevolence that previous Silent Hill tracks do so well.

Gameplay 7

Within recent years, a new horror sub-genre, mostly carved by Capcom with the Resident Evil franchise, has emerged from horror franchises. It's been coined as "Action-Horror", and, while I hold a special place for this sub-genre in my gaming library, I must clearly emphasize that Silent Hill Downpour is not Action-Horror and an audience expecting this will be firmly disappointed. Its apparent that Silent Hill became a successful enough series to catch eyes of fans from nearby genres, but I just don't think those gamers have any idea what they're getting themselves into when playing a true survival horror game like Silent Hill. While the environment and enemy roster can seem completely otherworldly, our protagonist and his struggle in fighting must seem realistic and plausible.

With that disclaimer said, I was mostly satisfied with the mechanics of combat in Silent Hill Downpour. Some previous Silent Hill entries designed combat systems where enemy attacks were too calculated and fighting became too much of a formula rather than a true-to-life struggle with monsters. Don't forget the fact that you're basically fighting demons it makes no sense to assume a protagonist understands them. Vatra made close examination to how this combat would work in their game.

Fighting is mostly done via melee weapons, which are strewn about Silent Hill like they would be in any given town. You'll find a wrench next to a garage and some glass bottles in a pile of trash. While many of these weapons will eventually break, some of them break too soon. I doubt a fire axe will meet its demise even after cracking 100 skulls. Who knows I can't say I've tried it. With a semi-unrealistic weapon breaking system aside, the general desperation of a person fending off Silent Hill creatures is there. Murphy grabs anything sharp, blunt, or sturdy enough to defend himself. While guns and ammo are rare, they're still found in believable recurrence and locations.

Your weapon inventory is limited to two slots one for a firearm and one for melee weaponry. While it might not make sense to hold a pitchfork, shotgun, and hatchet in one's pocket, it made me wish Murphy would at least find a backpack or side-bag to hold more of a weapon selection system. Of course, it never became an issue of not having another weapon in the immediate vicinity, as there is always something laying around to wield against foes once an equipped weapon breaks. If there's not, Murphy always has his bare fists to use.

In a given enemy encounter, Murphy can attack, block, and throw a weapon (which can still be picked up later after a brawl). There's no guarantee that these moves will always work with success, as enemies become pretty unpredictable and fierce. It makes sense to me that holding a weapon in front of your face won't always stop a raging monster from getting a good swipe in. In a lot of games, the block is successful without fail if you time it right despite the ferocity of enemies you're encounteringbut not in Downpour. In the same turn, a monster can't always block the 30 pound pick-axe you've sent down on their head.

If swinging a brick around seems worthless to a player, he can instead stand near a pile of bricks and hurl them at a hovering enemy. Throwing becomes a huge asset to the combat system, as getting close to certain opponents could seem like suicide. In other cases, a toss could also function as a simple way to draw attention to a given enemy if one has built a solid lure-and-kill system for encountering groups. The act of throwing weapons further builds the concept of desperate combat that Silent Hill should maintain.

Vatra introduces the element of rainfall in this new title while also setting a precedent of weather directly impacting game-play. Roaming the streets of Silent Hill feels somewhat safe if Murphy can just avoid enemy encounters. Here comes the rain again. As the drops fall harder and more plentiful, the monsters feel more invitation to show up in numbers and surround our protagonist. This helps deter a feeling of safety during exploration as the rain can come at any moment. I found myself on countless occasions wanting to stay near shelter or a subway system for when rain began to fall.

When encountering the Otherworld, Vatra gives a semi-unique spin on gameplay. Murphy will suddenly see the fabrics of one world burn away to reveal the metal skeleton of Silent Hill's alternate, sinister dimension. This cues the appearance of a bright, red light that begins to pursue Murphy with it's deadly presence. If Murphy doesn't run quickly enough, his senses start to slow and he eventually becomes devoured. These chase sequences felt like obvious nods to Silent Hill: Shattered Memories, where the protagonist ran from an unstoppable force of monsters. I loved how Vatra included these sequences and I genuinely enjoyed them, getting the intended effect of panic and fear; I did, however, miss uninterrupted exploration of the Otherworld. In Downpour, you're only given glimpses of rusty doorways and moldy corridors as you rush past them with no time to stop and absorb the not-so-heavenly sights.

Puzzles also return in Silent Hill Downpour. Not only are these riddles engaging and fitting to the story, but players also have the option of choosing a puzzle difficulty level similar to the first 3 titles. It further enables the player to customize their game to their combination of difficulty preferences.

A minor setback for me (but a huge hangup for a lot of audiences) comes when the game encounters bugs and/or frame-rate issues. Vatra could have polished their product more in this aspect. Murphy will be running when suddenly the game will slow down, stop, and skip ahead a few seconds. It didn't happen often enough for me to completely break my appreciation for the rest of the game. It was, however, enough of an issue to cause a red flag for many fans.

Art/Design 10

Downpour looks great. There's some introductions of new elements that could have easily fell through but worked well. I applaud Vatra for taking these risks and, unlike some past developers, actually having success with them.

One of those additions, as mentioned in the game-play section and blatantly in the game title, is rainfall. While it certainly adds fear and panic during town exploration, the rain also holds symbolism for Murphy's condition and recent life events. There's a metaphor in the fact that Murphy's demons come out to spite him most during the downpours. Rainfall not only interacts symbolically with the game but graphically as well.

After a storm recedes, the presence of water still remains as the environment and Murphy both hold a wet after-sheen. Oftentimes, the sun will slightly start to peek through the fog to give accent and reflection on the layers of water. There's a subtle sparkle to the town's exteriors that, anywhere else would seem enchanting, but in this particular setting seem surprisingly sinister and even mocking to Murphy's hope for freedom. Silent Hill has never mixed fog with rainfall and sunlight, but Downpour does so successfully. It makes for an overall intelligent use of light for mood, storytelling, and aesthetics.

The town of Silent Hill the most basic foundation for the game itself seems both real and understood. There exists an obvious care and patience in its sculpting that allowed me to truly believe Vatra got it right on their first go-around. I saw a delicate balance between layers to any given setting. A row of Victorian houses that once sat gracefully in succession to each other are now overgrown with dying weeds and weaved together by twisted, rickety scaffolding. A movie theater, at one time painted with romantic movie posters and colorful advertisements, now sits in tragedy with overturned furniture and dark, empty rows of seats filled with memories of giggling teenagers. It's a dichotomy the Silent Hill franchise so well established as an art form in the horror genre of gaming, and Downpour gives it a dramatic comeback.

While Silent Hill initially shows a sullen, desaturated surface characterized by the fog and realistic architecture, she's notorious for revealing her more threatening side a world coined so famously as "the Otherworld". Of course, we've learned how this dimension appears depends on the game and the protagonist roaming it. For some, it has come with rust, flames and metal. With others, it appears as swollen, mold-infested hallways or rooms lined with veins and flesh that appear to be breathing. In Downpour, Silent Hill presents its Otherworld to Murphy as an intricate system of machines and engineering, oftentimes with water flowing between loud, rapid mechanisms. It holds an undeniable likeness to imprisonment. Murphy will head towards open doorways that are abruptly slammed shut with barred doors. Corridors become mere crawlspaces that force undeniable claustrophobia on the player. At one point, the Otherworld transforms into gears of a clock tower while Murphy tight walks a spinning minute hand. This side of the Silent Hill universe seems so familiar yet completely unique to Murphy's psychological journey.

The monster design is no different when it comes to reflecting Murphy's psyche. For the most part, the creatures appearing in Silent Hill downpour are humanoid. That is they're form does not stray too far from human anatomy. I didn't mind this as much as I would've guessed. A few of the designs resemble prison inmates, incorporating tattoos and restraints something Murphy undoubtedly saw during jail-time. There's a particular enemy design that stood out from anything I've seen yet a glass-like statue whose shadows are the culprits for causing Murphy harm. Though to defeat the foe, Murphy can only attack the statue. Another enemy uses its scream as an stunning attack. While Vatra didn't go for the completely surreal approach with the enemy design, their choices still fit into the universe and gave the player some variety in concept and combat.

Replay Value 9.5

Vatra filled Silent Hill Downpour with enough side-quests, Easter eggs, bonuses and information that a second play through is highly encouraged. A particular side-quest opens up on a second play-through which requires a good deal of experience to complete. Not only are certain side missions only available after you finish the game, but Vatra also gives the option of achieving multiple endings. Having various end-results to a game doesn't just add replay value it contributes to the overall dimension of plot and character. Seeing different paths Murphy and his supporting characters make are points a player may not want to miss out on if engaged in the story. These endings are mostly fueled by decisions Murphy must make throughout his campaign, and seeing the result of opposing choices seems enticing enough to try a second time.

The plot is deep enough that it could easily benefit a player to go through the game a few times. A lot of my questions were not answered clearly as my first play through overwhelmed me with a lot of information. Playing the game again, I'll have more of a chance to focus on what I missed for a better understanding of Murphy's story as a whole.

The game is also filled to the brim with small, but powerful references to previous games. I've heard rumors of a few that I definitely didn't see or find and am eager to experience them myself. While most Easter eggs are static points of interest, some of them show up for mere seconds, and if a player fails at catching them, the experience expires instantly until beginning a new game.

For a perfect score, I would have included some more bonuses for finishing my first game. Perhaps a collection of alternate outfits and even a bonus weapon that mirrored the humor of previous bonus weapons like Heather's light-sword or Alex's laser gun. These small, goofy additions often make a second play through an even greater time, as there's nothing quite as satisfying than offing a Silent Hill demon with neon green lasers.

Overall 9/10

My experience since beginning Silent Hill Downpour has been extremely positive aside from a few technical glitches. The game felt like a proper continuation of the series in this gaming generation. Vatra added a substantial amount of setting, character and game-play to the Silent Hill universe and Daniel Licht composed a beautifully unsettling score all while the whole team kept the brand of Silent Hill unscathed and prominent.

Opening the town to more side-quests and encouraging the player to explore came as the best new addition to the series. My desire to freely roam and investigate Silent Hill never felt completely satisfied by previous Silent Hills. Vatra succeeded in painting rich new angles of my favorite, maleficent town by letting us confront and interact with these simple sidescenarios. I don't know if I'll ever forget my moment in the movie theater or the story behind all the ribbons tied to telephone poles. The experiences set new landmarks and pushed the boundaries further for future games to nod to and aspire from.

Furthermore, Daniel Licht's score fell right into place, especially after this being his first shot at portraying the concept of Silent Hill. I can't think of anything he didn't do right. It came as such a pleasure to experience Silent Hill musically in a new, yet fitting way. The story begins with the right amount of intrigue necessary for a Silent Hill plot to develop healthily. The feel of a natural survival horror game makes a return with the moody atmospheres, puzzles, and desperate combat any survival horror fanatic lives for. Its an overall package that I'm really proud to play and look forward to replaying in the future. While the Silent Hill franchise may have grown rickety after the years, it has finally made its comeback with Downpour.

I applaud Konami, Vatra, and Daniel Licht for releasing such a solid addition to my Silent Hill library. I can only hope that Konami recognizes they've reformed Team Silent and that they hit the target with this game.

Find helpful customer reviews and review ratings for Silent Hill: Downpour - Xbox 360

Downpour is easily the best Silent Hill game since SH3.

For those unfamiliar with the previous installments, don't worry. You don't need any knowledge of the previous games to understand this one. For those familiar with Silent Hill, Downpour should be a welcome surprise.

I think the game has received some bad reviews for one simple reason. Ironically, it's the same reason I've come to love the game so much: Downpour feels like a classic Silent Hill game. While the controls and menus are certainly easier to manage than what you'd find in SH 1-3, they're very reminiscent of those older features, and that may be a problem for gamers who expect more refinement in 2012. If you're not accustomed to the older titles, then combat may feel a bit clunky to you. But trust me, that's part of the fun. If you could handle these monsters like Chuck Norris, you wouldn't be so terrified of them. And if you loved the way those classic games felt, then Downpour should feel like coming home.

If any part of the game is lacking, it's the monsters. They're still scary most of the time, especially when you don't expect to see one. But they're not as grotesque and disturbing as what you'll find in the classic titles. Still, this game has scares where it counts, particularly in the game's eerie atmosphere. My favorite moments in SH 1-3 were the parts where I'd find something strange in a dark room, like a mannequin, and when I'd turn, there'd suddenly be a bloodcurdling scream, and I'd discover that the mannequin's head had been chopped off. What just happened?! That element has returned to Silent Hill.

In regards to the technical issues some have cited, I've experienced slight lag in maybe two of the game's environments, and I've had a few freeze-ups occur on the loading screen. Luckily, the game saves quite frequently, so I was never set back that much. Another issue is the graphics. While most areas look spectacular, others feel a bit bland. In most houses, nearly every window has the same smudge prints, every table has the same books, the same vase of flowers, etc. Sure, the table's contents are organized differently room-to-room, but it's still noticeable. However, it's hard for me to fault the developers too much, seeing as how the world they've given us is quite large, and identical decor is kind of a staple of the older games, isn't it?

To sum it up, Silent Hill Downpour's strengths and weaknesses are the same strengths and weaknesses present in the original trilogy. On the one hand, this might trouble some newcomers to the series and keep it from attracting positive reviews. On the other hand, those looking for a taste of what they experienced in SH 1-3 should be pleasantly surprised. If you can handle the occasional glitch and you love old-school survival horror, I'd say give this game a chance. The pros definitely outweigh the cons.

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