Showing posts with label xbox one capabilities. Show all posts
Showing posts with label xbox one capabilities. Show all posts

Wednesday, January 28, 2015

Buy Black/White Xbox 360 Modded Controller (Rapid Fire) COD Modern

Black/White Xbox 360 Modded Controller COD Modern Warfare 3, Black Ops, MW2, MOD GAMEPAD LEDS
Customer Ratings: 4 stars
List Price: $149.99
Sale Price: $89.99
Today's Bonus: 40% Off
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for my son to replace one he had for years he seems to love it and said it works fantastic!

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it would be better if the xbox button was white this is the closet thing to a scuf yang ying thanks for this! i like the price of 69.99 and i might buy more from you guys thankn you

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Controller was a gift for my step-son, and we received this item promptly. I haven't heard a word from him, which is a good sign that he is satisfied with the purchase.

Honest reviews on Black/White Xbox 360 Modded Controller (Rapid Fire) COD Modern

The whole reason I bought this controller was for the extra button underneath to help drop shot. THERE IS NO EXTRA BUTTON UNDERNEATH! Just a rapid fire mod, cheat.

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Monday, January 5, 2015

Best Tiger Woods PGA TOUR 12: Collectors Edition - Playstation 3 Deals

Tiger Woods PGA TOUR 12: Collectors Edition - Playstation 3
Customer Ratings: 3.5 stars
List Price: $29.99
Sale Price: $24.99
Today's Bonus: 17% Off
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Tiger Woods PGA Tour 2012 is a solid golf game with great graphics and nice customizable features. Playing the Master's tournament is fun, and experiencing the new courses, sights and sounds make this is an enjoyable experience. However, EA's greed and complete lack of respect for the people who buy their products is finally starting to take its dreary toll.

As I mentioned before, the graphics and sound in this new installment are the best yet in the series. Everything from the birds chirping, to the wind blowing, to spectators chattering, this game demands to be played whilst wearing headphones. The commentary is one of the freshest changes this year with Jim Nance calling the swing by swing. Whether he's commentating golf, football, or basketball, I've always respected the guy for having a sense of humor, and a fresh and enthusiastic voice on the sports he's involved in.

The new courses are pretty cool as well. You can go to ancient Greece, Africa (complete with lions and tigers roaring in the background), and a few other exotic locales that serve up some nice challenges.

I enjoyed how "Tiger's Moments" and "Master's Moments" are integrated into your career as a player. In the past those things felt more like a side chore that had nothing to do with your skill level or advancement in career mode, but now you must complete these things to make you a better pro.

Using skill points to buy things from the shop remains unchanged, and your golfer will advance nicely into the Master's, provided you make some additional purchases (more on that below).

These positive things are just enough to keep the average golf gamer happy and challenged for a long while. Having said that, nothing much has really changed from last year, apart from a few peripheral ideas that fall flat on their face.

Undeniably, the worst addition of this year's Tiger game is the caddy feature. It offers absolutely nothing to the experience other than having to remove him from the screen each and every single time you get ready to hit the ball. You can disable the caddy from speaking, but that still doesn't mean he disappears from the screen. Every play, he'll be there, waiting for you to sweep by him so you can actually line up your shot. The voice of the caddy is unbelievably annoying, as well. Those of you who have played the Mass Effect games will recognize this voice as that of Kaiden, who more or less sounds like a mentally deficient surfer dude. Even if the caddy was offering sound advice which he doesn't always do you'd turn him off just because of his grating voice. Your caddy gains more experience as you progress in the game, and so his pointers are supposed to get better and more accurate, but the fact is, you just don't need him. After a few rounds of experimentation on the golf course, you'll know what to do without him blathering away in the background.

Those of you who plan to play this on the PS3 and use the Move feature will be disappointed as well. The swinging system is just broken with the Move, and after a few frustrating games of watching my swings be completely off with my movements, I gave it up and played the old fashioned way. Something happens when you pull back to hit the ball where the Move controller just never gets it right. The swinging is almost never accurate, and it ultimately feels clunky and awkward.

The biggest slap in the face when it comes to this game, though, is the requirement to purchase additional golf courses in order to get the full Master's experience. As you go on in your career, you will notice courses you must master in order to finally wear the illustrious green jacket. You can skip by certain courses, but your skill levels will take a hit, and you'll have to move ahead onto something else because a course isn't available. Of course, it's available for a small price that EA has arbitrarily set. Some courses cost three dollars, others seven. That's right: SEVEN DOLLARS. Why the price discrepancy? Are some better than others? Sure, you can buy the "Eagle Pack" for 35 dollars which includes the rest of the available courses (this is if you bought the PS3 collector's edition which charges an additional 10 dollars for five extra courses, giving the illusion that you're getting some kind of deal). Otherwise, if you want to get the truly full experience of the Master's, well, you're going to have to cough up a little extra dough for the privilege of playing a game made by EA.

EA really needs to be careful with how they nickel and dime consumers in the coming years. Are you telling me that advertising a Master's game but not giving you the full experience for 60 bucks (70 bucks if you bought the Collector's Edition) is good enough? Does it mention that these additional courses are not available on the game disc itself? Nope. Punishing consumers for buying your product only to find out they didn't quite get the complete version is unacceptable. You can't justify it. Keep in mind that EA is also punishing people who buy used games by charging them an additional fee to have the privilege of using their servers. EA is becoming insanely greedy, and consumers will slowly begin to take notice more and more as the months wane. This needs to be said! I understand that EA is a business, and businesses need to make money, but not making this clear on the game case is a misrepresentation of the product.

Tiger Woods 2012 is a solid game, but you have to factor in ethics and fairness in this case. You can't make DLC a requirement to enjoy the full experience of the Master's. No matter how fun a video game is, there comes a time when consumers must speak with their wallets, and I, for one, will not be buying another Tiger Woods game until this glaring greed is erased for good.

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Most reviewers will cover the presentation, gameplay, Augusta, etc. Yes indeed, this game is fantastic at every turn. From what I've played so far, I'm thoroughly impressed. Do not expect to pick up this game and start straight draining putts like you did in the EA Sports golf games of the past. It's a (more) realistic challenge.

What I wanted to mention to those PS3 owners debating between the standard and collector's edition version is this : the downloadable courses cost between $4 and $7. For an additional $10, you get 5 extra courses with the collector's edition. In my opinion, it's a no-brainer.

The downloadable courses will host events in the "Road to the Masters" segment of the game. If you're going to be playing this storyline (using your created golfer, this is the main gameplay mode this year), you'll be better off getting the courses on-disc rather than shelling out more $$ later.

May I just add that this is the most enjoyable TWoods game since it was created way back when. Yes, I'm old enough to have had the first TWoods games ... the addition of Augusta National is worth the price of admission ten times over, and add all 4 major championships, the Presidents Cup ... this game has reclaimed the excitement of golf on video game consoles.

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I bought a PS3 with the move controller in January, and have been playing Sports Champions pretty regularly on it (frisbee golf, ping pong, etc) and have been having a blast. I decided to buy TW12 because I love golfing and thought move would work pretty well with a golf game.

It does it's a really great experience to nail incredible shots in your living room you could never pull off in real life. Below are a couple of my observations:

1. The controller is not as long as a real golf grip, so as a right handed golfer I grip the controller and pull the trigger with my left hand and the right one hangs off loosely. For shots up to 80% power, I can swing with both hands like a real shot. To get 100% power on drives and long fairway shots, I take my right hand off at the top of my backswing and let it rip with my left arm only. Caution stretch out before playing, I strained my shoulder the first couple times I played and was worried I was actually going to injure myself.

2. It is much easier to get 100% power on your swing with shorter irons, so be careful if you swing with what would be 60% power on your drive with a wedge, it will be 100% and you will go over the green. Each club has its own 100% power calibration, and the more you play with it the better you will be able to swing for that individual club.

3. Putting was really frustrating until I realized I could stop at the top of my backswing for as long as I wanted, which is really different from real golf. This lets you fine tune the power exactly where you want it (in the disappearing yellow zone) before completing the swing. If you try to take a smooth pendulum type putt swing like real life, it is incredibly difficult to hit the right power. I don't see any other way than to stall at the top until you get it just how you want it and then complete the swing.

4. One of the most challenging aspects of the game, just like in real life, is chipping around the green. It is usually with power somewhere around 40 70%, which is very hard to calculate and execute. It feels great when you get it just right.

5. The move controller is incredibly perceptive of the smallest movements. Slightly turning your wrist as you address the ball will change the clubhead angle in very tiny increments (I don't really know how much this affects the overall shot, but I have fun trying to dial it in perfectly). Also, it records my swing plane, confirming my real-life inside-out swing, and also shows me the angle of the clubhead at impact (so I can see the difference from where it was when I addressed the ball).

6. So far I have just made it to Q school to get my PGA tour card. The game will probably get harder then, with less computer assistance and "smoothing out" of my swing problems. As it stands, I haven't yet hit a horrible hook or slice off the tee, which makes me wonder just how much the computer is compensating me. I'll continue to experiment.

This game is tons of fun. With a little "suspension of disbelief" you can really imagine yourself on the course the topography is really there, looks great, and the ball rolls on it very realistically. Enjoy!

Honest reviews on Tiger Woods PGA TOUR 12: Collectors Edition - Playstation 3

I am enjoying this game. So far I have played as an amateur, but I will probably crank up the difficulty. At the current setting, I would have to make an effort to cause a drive to go into the rough. The graphics are fine, and the music and commentary are decent (although after only a few hours of play the remarks of the announcers is already repeating a bit too much).

WARNING: Even with the special edition, if one wants to play all of the events in a season, you will have to purchase the "Eagle" set of downloadable courses (the special edition already provides the "Birdie" set). This ran me just shy of $40 after tax. I haven't purchases a Tiger Woods in some time so I am not aware whether one can transfer courses from prior TW games. Anyway, I as not happy that I had to plunk down the additional money.

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My main intentions for writing this review are to counter some of the negative reviews that I don't think this game deserves. Overall, I think Tiger Woods 12 is a really good game. I also have had this game for about a month and half, so I've played it more than enough to give a full review. I don't like to write a review after only a day or two of playing the game.

My review will concern mainly the offline season mode "Road to the Masters". I will add that the last tiger woods game I bought was 2009, but I have played just about every year of Tiger Woods over the past 7 or 8 years. I don't really see a need to buy the game every year, or really buy any sports game every year. First, I did buy the collector's edition because it was worth the extra money for five extra courses. Right after I received the game I also bought the eagle pack which gave me I think 15 more courses. Like I said, I don't buy this game every year so for about $95 I have a lot of courses to play. I know many complain about all the extra costs, but I like the option of having more courses and I know it isn't cheap to use and get the rights to utilize these courses in the game.

So the pros: The graphics are better than any other Tiger Woods game I have played. I know many have mentioned they aren't, but I notice a pretty big difference especially on Augusta. The addition of Augusta was definitely a big factor in me purchasing this game. August plays pretty accurate as I have been to the course. It looks exactly the same and plays similar to what the pros have to deal with. Overall, I really enjoy the way the game plays especially on tournament conditions and playing on tour pro, which I normally play on. I enjoyed trying to make the tour in career mode, although it really didn't take me long. I won the first tournament, qualified for the nationwide tour and then won two nationwide tournaments to make the pro tour. I also like the caddie system in most cases and it is easy to ignore or custom your own shot. Also, the caddie will help you figure stuff out like the wind. Usually what they select is pretty close so you can still customize your shot by taking some of the caddie's knowledge. The chipping and pitching part with the caddie are almost never used though. It constantly tries to make you hit a shot around 46% or something. So you will always either add loft or choke up to get the shot so you can swing around 100%. If they improve the caddie a little more, I actually think it is a nice touch. There are also many different settings you can set so that is a big plus in the game. The focus feature is alright, but I could live without it. Should also be an option to just take off. You can always play without using it. The commentary is pretty good but just like all commentary in games it gets old. I don't really buy games based on commentary so this isn't a negative for me.

Cons: My first issue is with some of the pin placements. Some are on slopes where even if you land inches away your ball will wind up 20-30 feet away. I have played some of the courses in the game and I can tell you that these greens in real life don't have some of these 45+ degree slopes. Also, no greenskeeper would ever put the pins on a slope like that. It starts to ruin the game when your having a decent round and in a fight for the lead and you come to this type of pin and will make a 6 or 7. If I hit a really good shot into the green and am going to make double or more I usually save and restart the hole so I make a par or bogey. Its quite annoying and disrupts the overall flow of playing a tournament. If just for fun the developers want to make insane hole locations then they can, but shouldn't put into the tournament mode. If you play four rounds of a tournament also, the pin selections go easy (1st round), medium (2nd round), hard (third round), and then expert (4th round). In a real tournament this is somewhat true, but usually you have a mix of easier and more difficult pins in a round.

Also, still no playoff. You tie for the lead and you win, but no playoff. It would be nice even if they just told you the other player made a 4 or something on the first playoff hole. I would like to see the option of in last round or playoff you just see a blue tracer or something so at least you can see where your guy landed. I know they can't have every player actually in the game, but I think having a tracer or just a ball displayed for your opponent would add to the excitement.

This is what I would really like to see added to the game. An overswing. It is way too easy to hit it 98-100% everytime and you pretty much always adjust your shots to do so. I would like to see them make you stop your swing at the correct position at the top. If you go past it would affect your accuracy even more in negative way. This would also give you the chance to hit a drive further, but with less overall accuracy. This could be an option for the higher levels. Even on tour pro mode I just hit too many shots straight. My fairway % and greens in regulation % is higher than what is realistc. This would help make the game more difficult on tour pro without having to play on tournament pro. Putting also gets too easy once your guys putting attributes get higher. Putting is difficult when you first start cause your guy's attributes aren't great, so reading and hitting a putt where you want to is difficult. I would like to see some improvement in putting so that it makes it more difficult to hit a 20 footer with little or no break. Once your good, you don't miss many putts unless they have a lot of break. Also, maybe a career mode where you can pick one if you don't have the extra courses and another one if you do. I bought the extra courses but only one or two of these extra courses only come up in my career. I would like to play Pinehurst, Hazeltine, Oakmont, etc. in my career quite a bit. I also don't need to play fantasy courses in my career mode. They are fine if you want to play for fun, but not realistic for career mode. Fix the few glitches. The one I have right now is saying I've only played 20 tournmanets and Tiger Woods has played 35. Well, I've actually played more than 20 but it keeps me at #3 world rankings, and I can't pass him even when I win all the time. Lastly, the computer's scores. I like that you can adjust it, but I want realistic scoring. On normal the computer usually finishes 4 rounds around 8 to 12 under no matter what course or what conditions. On easier courses they should be around 12-15 under and on more difficult ones around 5-10 under. It just seems like 4 under is the best they will do in a round, unless you move the setting up then they will be 8 under every round and 30 under for all four rounds will win the tournament. Just appears to be too much of a gap and not enough realistic play based on the course, conditions, etc.

Overall, I really enjoy this game and I feel I have gotten my money's worth out of it. The graphics are good the gameplay is fun for the most part, and I like all the courses you can get even if not implemented that well. I probably won't be buying next years or the year after unless the game is incredible.

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Review of Blue's Clues Treasure Hunt - PC

Blue's Clues Treasure Hunt - PC
Customer Ratings: 5 stars
List Price: $19.99
Sale Price: $14.99
Today's Bonus: 25% Off
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This game takes the child through three separate 'blue's clues' hunts, plus three separate 'treasure map' hunts, all in the familiar setting of Steve's house and neighborhood. The puzzles are varied and interesting; each 'clue' leads to a mini-game which the child can return to again and again. There are plenty of small hidden things on each screen for the child to discover, and extensive live action video of Steve helping to lead the way. There is a high quality of art and music throughout the game (although the 'poetry' in some of the clues is dreadful.) Definitely recommended for children from the age they can use a mouse through 5 or 6.

My only problem with the game is that it comes on 2 CD's, which need to be swapped out halfway through the game my 2 year old is old enough to enjoy this game, but not old enough to be trusted with CD swapping. Also, I can't get the CD's to work with 'GameDrive8', which I use to mirror most of her games so that she doesn't need to swap CD's the game always looks for the CD in drive 'D:'.

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I bought this game for my 4 year old sister for Christmas this year. She has been an avid fan of Blue's Clues since she was 2, and I decided to buy this game for her. Since she was upset over the gameplay in Blue's Birthday Adventure, she had more fun with this game and I have enjoyed playing it with her. I'd suggest this title to any Blue's Clues fan!!!!

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THINKING AND PROBLEM SOLVING PLUS BLUE AND HIS FRIENDS AND OH YEAH AND STEVE. THIS IS TERRIFIC FUN AND EDUCATIONAL. WHAT MORE CAN YOU WANT. MUST HAVE!!

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Sunday, January 4, 2015

Reviews of Autobahn Polizei - Xbox 360

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

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

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

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

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NOT AS GOOD OBVIOUSLY AS THE ACTUAL RACING GAMES

BUT THEN AGAIN THESE ARE CHALLENGES ONLY,YOUR NOT

REALLY RACING YOUR COMPLETING CHALLENGES,

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

I RATED THIS THE WAY I DID.

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Friday, December 19, 2014

Cheap Tom Clancy's Splinter Cell Blacklist Deluxe Edition

Tom Clancy's Splinter Cell Blacklist Deluxe Edition
Customer Ratings: 3.5 stars
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If you liked any of the Splinter Cells, you will like this game. If you like action games, you will probably like this game.

[Good]

Level Design: Much better than the old Splinter Cells. There's a lot more choice as to how you want to complete the missions. You can either take everyone on, avoid everyone, or take them out when they're not looking. In fire fights there's good emphasis on flanking. Even the final boss fight was really awesome. It just looks great and plays great.

Replayabilty: Since you have a lot of choices for completing the mission, the game has challenges for specific play styles as well as different sets of weapons and gadgets. The changes in difficulty and the semi-randomness of how enemies are placed and how they behave is nice as well.

Multiplayer: Co-op missions are awesome assuming you can find someone to join you.

Story: This is the best Splinter Cell story so far.

Weaker: Even with good armor, Sam can't take too many shots. This is good.

Performance: I only have a mid-range PC with a mid-range video card, but even with all the settings maxed out, the game still ran pretty smoothly.

[Bad]

Uplay: I really don't see any value with this. It's just another separate login that doesn't really offer anything, aside from locking up parts of my game. This should be removed. Ubisoft I'm never going to buy games from either your online store or EA's store. Just stop this and stop annoying me with Uplay.

Bugs: A lot of people are reporting bugs i.e. Game won't start or multiplayer doesn't work. My guess is the source of these bugs is Uplay. It needs to be removed.

Steam Family Share: Because of the extra DRM from Uplay, this game doesn't support Steam's Family Share feature.

Multiplayer: Maybe this will change with time, but there's no one online for PC. This is probably due to Uplay. See a pattern? I like single player better anyways so I can quit playing anytime.

Story: Like all Splinter Cell games, the story isn't very good. This time however, it's not as ridiculous and horrible as the older Splinter Cells. It's just super vague about everything. There is still some really unrealistic and ridiculous stuff in the game, but you don't play Splinter Cell games for the story. On the bright side, the story is better and makes more sense than anything from Metal Gear. Hint: to make the story better, Sam Fisher and his organization can't be the good guys all the time. Those stories are for children and yet this game is for adults. A lot of adults enjoyed the Sopranos and Breaking Bad. Why can't this type of maturity in storylines cross over to video games? One more thing. In the field during an operation, professionals use call signs instead of their real names. This franchise sorely needs a story reboot with either better script writers and advisors and / or less constraints given by Ubisoft execs for the story. Maybe Ubisoft should hire a former spook to consult?

Choice: The game does give players some choices, but I don't feel that they actually affected anything. It would have been nice if they actually changed the game or even the ending.

FPS view: I didn't like the small solo missions with FPS view. Splinter Cell to me is meant to be played in 3rd person view.

Not the best deal: Paying ten bucks more, gets you weapons you probably won't use, much better suits, and two new missions. The two new missions are nice but I didn't care much for the weapons. As for the suit, you may like if you want the game to be easier. I'd just get the normal edition and wait for the DLC to get cheaper. I just bought them all because I wanted to have them right now.

[Misc]

Not a full reboot: When you do something drastic as changing Sam's voice to someone younger sounding, you really need to change the story. A 30 year old with a college aged daughter doesnt make too much sense.

I am really thankful that Ubisoft removed their always on DRM, but they need to get rid of UPlay.

If you don't like Steam, you probably won't like this download.

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It's been awhile since I last went to bed at 3 AM because of a game. This game takes some getting used to and figuring out, but once you learn the ropes, leave all hope. I have only been through several main missions and a few side missions (those are difficult) but it is already safe to say Awesome!!! Have some patience before you master the controls and user interface, and you won't regret it...

OK, after initial infatuation I have to take one star off and here's why:

1. First, the game is rather short. It has 13 main missions (two more than Conviction) and 10 side missions (solo play, 4 more than Conviction), and all of the missions are short. I feel like I make a couple of moves and I'm done. That is not much given that this is 20 GB installation. It's true, it has many more coop and multiplayer missions and if you play those as well, you may find the length of the game satisfying, but the main story ends quickly.

2. There are considerable parts of mission maps where you just pass through, they include no hostiles, they can't be used for any action, and you cannot return there.

3. There are bunch of weapons and equipment to buy, but you only need a few of them, and money making makes no sense after you get all the plane upgrades and equipment you need (this kind of undermines replayability). Once you get a good sniper rifle and full equipment, the game gets pretty easy on normal difficulty. I will try the 'perfectionist' for replay and see if it makes a difference.

4. Overall, the story was not that interesting and it is forced a bit, it moves too quickly, and you miss most of it. They have to make the threat bigger and bigger each time.

I must say, I kind of liked the Conviction better

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Splinter Cell: Blacklist is the latest installment in the beloved series. With Splinter Cell Conviction, Ubisoft decided to make the game less about stealth and more about brute force. Sure, there was the option at times of using stealth but I never felt the need to use it. With Blacklist however, stealth plays a much bigger role. Gone are the days when it was ok to charge headlong into a room emptying clip after clip on enemies. While I enjoyed Conviction, Blacklist takes all the good parts of Conviction and adds so much more to it.

For a game bearing Tom Clancy's name, the plot line is exactly what you would expect. Terrorists are threatening to destroy something and an elite group of soldiers have been given carte blanch to stop them. In this case, terrorists are threatening to destroy the United States by systematically taking out high value targets, or what they call the Blacklist -things like energy, food; basically the backbones of the country. Sam Fisher of the elite 4th Echelon is tasked by the President to do anything necessary to stop the attacks. While the plot isn't spectacular, it serves it purposes to facilitate the missions and lead you towards the final encounter.

From the first mission it's evident that there is an enhanced fluidity to movement. It's easy to slip into the shadows, mantle over cover, climb up a pipe and drop down onto an unsuspecting enemy. There is a certain satisfaction in sitting in one spot for several minutes studying enemy movements to really plan out a route that will either let you slip by completely undetected, or to divide and conquer without raising any alarms. Each mission allows you to complete it any number of ways; some force you to remain undetected while others encourage it by sending in swarms of reinforcements. It proves beneficial to not start large scale gun battles.

One complaint I had with Splinter Cell Conviction was, while stealth was a game mechanic, there was very little true need to use it. That has completely changed with Blacklist. Sam Fisher can only take limited damage and when multiple enemies are attacking it can end very quickly. Planning before the mission is just as important. Deciding what gadgets and gear to equip before you put boots on the ground is imperative to making the mission go as smoothly as possible. There is a wide array of gadgets you can purchase with money earned during the mission such as smoke bombs, EMP grenades, sticky cameras, sleep gas grenades, etc. Depending on your play style, there is certain to be gear you will quickly fall in love with.

Graphically the game looks good. On Xbox there is an optional HD Texture pack that can be installed from disc 2. It's approximately 3 GBs of data; honestly if you have the space just download it for the full effect of the game. Lighting and shadows are well done. The lights on Sam's suit flare when you are under cover of darkness. They provide a nice indicator so you are not left guessing if you are in the shadows or not. Likewise, the sound track and effects are pretty good as well. They won't win any awards here, but they don't detract from the game either, but with one exception. I have a surround sound headset which is perfect for a stealth game like this. However, on more than one occasion the enemies footsteps did not mesh with where the enemy was on screen. This created some frustrating moments when I needed to go off enemy positions purely based on sound.

On top of the single player campaign there are two multiplayer offering as well. The first is the fan favorite Spies vs Mercs mode. Spies are elite, agile stealth-based characters who need to hack certain terminals, all done in third-person perspective. The Mercs and heavily armed, first-person based characters whose job is to stops the Spies from hacking or to kill the spy responsible for the hack before it completes. Playing as the Merc, there is always a sense of tension as you search for the spies, knowing at any moment you may be taken down by a lithe assailant. Conversely, as a Spy you know if you are caught in the open the fight will end quickly. There are a couple different modes within the Spies vs Mercs umbrella. Classic 2 vs 2, 4 vs 4, and then Uplink where there is a combination of Spies and Mercs on the same team. All three are high tension modes, but when you succeed luring an enemy into a kill spot and execute it to perfection, there are not many video game moments that can live up to it.

The other multiplayer mode is 14 Co-op based missions. These appear as side missions during the campaign, and all but 4 can technically be done solo. Yet, playing through these missions with a partner adds an entirely new level of strategy, planning, and tension. Executing double kills, having a partner distract a guard so the other can sneak up behind them and eliminate them is so rewarding. I have never hid the fact that I love co-op games, missions, or stories. While Conviction had a Co-op mode, it was a self-contained story and felt more like an add-on. The co-op in Blacklist feels and plays so well. Enemies rarely do the same thing no matter how many times you play a mission, so repeating the missions with different play styles, or partners, still offers an engaging experience.

I haven't enjoyed a Splinter Cell game this much since Splinter Cell Chaos Theory. Blacklist went back to the roots of what made it an outstanding game and added more variety and appealing gameplay. I have always been a fan of stealth-based games, a few games claim to be stealth-based but quickly become run and gun games where the only stealth is hiding when you are waiting for your health to regenerate. Blacklist is not one of those games. It's a game that forces you to plan ahead, and rewards you for good choices, and punishes you for rash decisions.

Pros

Stealth, that actually works and is beneficial

Amazing Co-op and MP modes

Fluid movement

Cons

At times audio is out of sync with events on screen, most notable enemy footsteps

At times the control scheme gets in the way of the game

Splinter Cell Blacklist is the stealth game that Conviction promised it would be. With solid gameplay, and fantastic level design, it delivers many memorable moments while not sacrificing its true vision. Allowing the player to play anyway they want through almost each mission, and still feel as though it was the way the developers intended it, is a testament to how much Ubisoft wanted to get this right. Blacklist is a deeply rewarding game for those who take their time, plan, and execute a strategy. If you are looking for a fast paced, run and gun shooter you can play like that. If you are looking for a game where you can sneak past virtually every enemy leaving nothing but a shadow behind, you can play like that. If you want something in between those you, you can do that as well. While Conviction was a decent game, Blacklist excels as a stealth -based game with loads of replayability. This is one game I will be trying to convince as many friends as I can to pick up. This one is simply too good to ignore.

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Will have additional updates in the future. Having a great time with my first night playing the game. Only played for about 90 minutes total. I was quite angry when the activation code did not work, but it started working after a few hours. I don't see any deniable ops which was the most enjoyable part of Splinter Cell Conviction, but I don't know everything about this game yet so there may be other features that are just as cool (or maybe better). Using XBOX 360 controller on my PC and it all controls seem to work fine, but still getting the hang of the controls. Experience? I have played every Splinter Cell game, it is the only game I like.

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Off the bat, I took away 2 stars for being forced to use Uplay. It doesn't add any value. I'm forced to create another user account for another service that I don't want.

The game is pretty. There is great potential there. The environments and the character models are quite polished. My PC allows me to run the game on the "Ultra" setting without hearing the fans kick in. It's great to be able to see a game how the developers meant for it to be seen. Unfortunately, the game is full of glitches that make the game unplayable. Whenever I kill an enemy, the body flies around the environment, shattering windows, alerting other enemies , etc. Tech support, if it were only a graphics glitch then it should not affect the environment or the AIs in it. It completely prevents me from being stealthy so I get gunned down quickly, or have a random dog fly through a wall and chew my arm until I die. Why are the dogs so deadly in this game?

Also, why do I have to pay to upgrade my gear? It doesn't make any sense. The government wants me to track down and stop the terrorists. Why would the government not give me the tools to perform that duty for free? Do you want equipment that's going to keep you alive? Well, you have to buy it. You buy them with in-game currency that you receive for completing missions, which doesn't make sense either. I'm guessing Ubisoft intended to sell in-game items and upgrades for real money, but I didn't explore the upgrade system deep enough to see if it was a "pay to win" model.

If I hadn't received this game free with my GTX 760, I would ask for a refund. It's not worth the aggravation.

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Friday, October 3, 2014

Best Mega Man X Collection - PlayStation 2 Deals

Mega Man X Collection - PlayStation 2
Customer Ratings: 5 stars
List Price: $19.99
Sale Price: $13.21
Today's Bonus: 34% Off
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In 1993, Capcom began to cult classic series, Mega Man X. Now after thirteen years, the first six games (from the Super Nintendo and Playstation) have finally received a re-release. It's what longtime fans of the series have been waiting for, but it isn't nearly as worthwhile as the original Mega Man Anniversary Collection.

To put it simple, Mega Man X takes place in the future, after the original Mega Man series. A group of robots calling themselves the Mavericks are waging war with the humans. They are lead by an evil reploid named Sigma. Meanwhile a rebel group--a group of robots calling themselves the Maverick Hunters--are on a quest to save humanity. And if you couldn't guess, it's Mega Man X leading this group.

You won't find any members of the original Mega Man series here, except well... Mega Man. The Mega Man X series shows a Mega Man that has more edge to him. The series also shows a more mature and grown up storyline.

Each of the Mega Man X games plays virtually the same. You control Mega Man X, created by Dr. Light years ago. Unlike the original, X can climb walls and cling to them. Like the original, however, you select a stage, go to it, and make your way to the boss and defeat it. Upon defeating a boss, you'll gain its special abilities. It's simple gameplay, but it works out just as well as it did in the original series.

Another highlight was how they introduced a key character. Zero. Zero isn't playable throughout the first half of the series, but in the later half he becomes a key player. He plays a very important role in the story.

In this collection, however, the games have been basically emulated. The emulation is perfect. Even the original passwords from the Super Nintendo versions will work. The soundtracks are unchanged, and they look almost exactly the same. There are a few differences. The original dialogue that was edited for the SNES releases has been restored (such as cusswords), and there's actually a bit of animated blood. Also, the slow down that plauged the cartridges has been fixed. Each game runs at good speed.

The only game that suffers horrible treatment is Mega Man X3. CAPCOM, for whatever reason, ported the PC version of the game, and the PC version wasn't all that great. The soundtrack sounds horrible, and I began to wonder why they skipped out on giving us the far superior Super Nintendo Version.

In addition, there's also a kart racing game called Mega Man Battle and Chase. It's a fun game, but the excitement of it drowns pretty fast. However, outside of that, there aren't nearly as many extras as there could be. For one, there are art galleries and that's about the only thing outside Mega Man Battle and Chase that's really worthwhile. I would've really liked to see some interviews and background on the series. The good news, though, the Gamecube and Playstation 2 versions are exactly the same. Both of them have the same unlockable extras, and if the controls bum you out, you can change them with no problems.

The other problem with the game is that like the original Mega Man Anniversary Collection, you're also getting games that were bad to begin with. The first four Mega Man X games are solid, but X5 and X6 weren't that much to get excited about in the first place(perhaps because by then the original developers of the series left). X5 and X6 also suffered some heavy criticisms by several fans. Still, six games for the price of thirty dollars isn't all that bad. And if you really didn't like them, you don't have to play them.

However, for what it's worth, it's nice to see this collection. There aren't as many extras as I had hoped for, but you do, for the most part, get some classics games. It's better than looking for the original SNES counterparts, and the look and feel of the games is still the same. It's great nostalgia for any fan of the Mega Man X series.

The Good

+Six games, for only thirty dollars

+Excellent Emulations-even the original passwords still work

+The look and feel is the same, meaning it's great nostalgia

+A seventh game is included Mega Man Battle and Chase

The Bad

-Later games in the series aren't nearly as good

-There just aren't nearly as many extras as there could've been

-They gave us the PC version of Mega Man X3. The audio is no where near as good on the PC version.

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This has the best Megaman X games out there, I'm a big fan of X1,X2,X4 and X5, the menus/features aren't great and are lacking but it's the games that are important. All of the games work just as well as the originals and I feel they work best on the PS2 controller over the other consoles. All of the games are untouched letting the experience be as it was when they came out. It even has the PSOne version of X3 with better quality music, which is a big bonus since X3 is incredibly rare and expensive alone.

This has every game in the series up to X6, the quality of the games are mostly high though that's mostly up to personal taste. I honestly didn't care for X3 or X6 but the rest of the games are top-notch platforming with some of the best soundtracks in the genre.

There are some forgettable extras, a few bits of concept art, music, nothing you can't find online. Honestly the reason to get this is strictly the games which are 100% worth it.

The one big gripe I have with this collection is if you play it on PS2 through an component, it will NOT work, the games will not display though the menus will. I'm not sure why this is since I've played Sonic Mega Collection on the same set up and I've had no problems.

The collection does work on compatible PS3's via HDMI there's very slight controller delay which can be hard to take in a 2D platformer. However this can vary as I understand between monitors & set ups.

However with that problem it's still a solid collection as a lot of these games are hard to get and they are emulated really really well.

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Back in the late 80's/early 90's, there were few names in gaming as beloved and hardcore as Mega Man. Time after time, Mega Man's games on the NES proved to be masterworks in hardcore gaming, and that classic series continued to stay on the NES even after the Super Nintendo was released. Then, in 1993/1994, Capcom introduced to the world a new kind of Mega Man to grace the more powerful system, and the gaming world would once again never be the same. Much like the classic Mega Man series, the X series would continue producing awesome hardcore gaming experiences for years to come (although it's definitely not as consistently excellent as the classic series, unfortunately). In traditional Capcom fashion, they produced a ton of X games, and now they've rereleased the first six onto a disc for your gaming pleasure, and what a pleasure it is.

The X series, from its very inception, was meant to advance the Mega Man name into a more hardcore direction, and it most definitely succeeded. Of course, the main gameplay retains the classic Mega Man formula. You go after 8 bosses with their own unique stage, you take on a final fortress series of levels, you gain new abilities and weapons from your vanquished foes, it's all about tight platforming and running and gunning, and so on and so worth. However, it's not just classic Mega Man with an "X" at the end of the title. New moves, health upgrades, and Light capsules that hold armor upgrades for X are attributes first introduced in Mega Man X, and quickly became series' mainstay elements. In later X titles, you could play the game as Zero, who utilized a totally different style of play with his melee-centric Z-saber focus and a "Weapon Get" system that totally differs from X's and is very unique. I love playing as both characters. They're both about as good as it gets when it comes to 2-D action platforming.

I love the story behind the Mega Man X series and this paragraph will be somewhat of a tangent about it. Much like the gameplay, the story took the Mega Man name into more mature, complex themes that resonate with gamers of all ages. It takes place 100 years after the events of the classic Mega Man games, and features a new cast of characters, villains, and a very different type of conflict. The story in this series often explores themes of betrayal, loyalty to your brethren, the philosophical implications of freewill in machines, and war itself. It's all quite awesome. The main character is X (the new Mega Man), and he has a whole cast of great support characters, including his greatest comrade and close friend Zero, who also becomes playable in later X titles in this collection. It's all great. I love the charming and fun aspects of the classic series, but the X series just appeals to me more from a narrative perspective. Each game has a fairly different story too. No "Wily was behind Cossack/fakeProtoMan/Mr.X the whole time!!!" stories, and I quite like that. Sigma may be the main villain in each X game, but X4 is a great example of moral complexity and ambiguity that makes the overall plot quite compelling. The whole notion that the absolute evil you face, Sigma, was once the greatest hero in the world, and that Zero, one of the most awesome heroes, was once evil and Dr. Wily's last and greatest creation, is just fantastic. X1, X4, and X5 are personal highlights, for me, when it comes to the plot. Great stuff.

The quality of the collection itself is quite awesome. The controls have always been very tight, and thankfully this collection really does work well on the PS2 and Gamecube both. I personally prefer the PS2 controller's d-pad, shoulder buttons, and overall button arrangement, but both are great to play (I personally own both versions). There aren't nearly as many extras on this one as the classic Mega Man Anniversary Collection, but there are some such as unlockable artwork, as well as a PSX Mario/Crash Bandicoot Kart racing clone with Mega Man, which is quite a lot of zany fun. All-in-all, a stellar job at compiling it all together, and of course, the core X titles are what make this collection a must-own.

If you fancy yourself a classic gamer who loves action titles, then it really doesn't get much better than Mega Man X. Sure, there are some weaker entries in the series (I personally am not fond of 3, and 6 is downright atrocious, in my opinion), but overall, the Mega Man X collection is a fantastic package of multiple gaming masterpieces that must be played. I really cannot recommend it enough. Any hardcore gamer will love this series. So buy it, go to war against the Mavericks who would rob the world of peace, and put an end to Sigma's evil, twisted ambitions!

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I've been waiting for this since the first Mega Man Collection came out. The anniversary collection they released with the original Mega Man games was fun, but I think every gamer who had played through all the old ones had some problem with it. Capcom figured out what exactly it did wrong, and really drove this one home.

One of the reasons this really shines as being just like it was on the original systems is because the controller designs line up naturally. The Super Nintendo and Playstation both have 4 "action buttons" if you will, so executing button combinations works out exactly the same on the Playstation 2 as they did on the SNES.

As for the actual games, they're exactly like they were on the old systems. Some people might be disappointed, but I was happy to see that there were no alterations in the graphics. Some people were wishing for more extras, but for me, the only thing I really wanted was all of the old X titles in one package (since the older games are hard to come by these days). Capcom did that.

I'd recommend this to anyone who really liked any of the X titles--as a general rule, the series started great and as new games came out, they got worse and worse. I think straying from side-scrolling was a bad choice, but that's the direction that graphics went. Sometimes the best games are the ones with minimal graphics, an obvious goal and a little bit of inventiveness. I think over time that inventiveness became really hard to come by.

Old Mega Man fans will not be disappointed. This collection is ahead of the anniversary collection that came out about 2 years ago by leaps and bounds.

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A short while after releasing the solid Mega Man Anniversary Collection, Capcom wisely heeds the call of its fans for the re-release of the blue bomber's older, tougher, future self in Mega Man X Collection. Bringing another heaping portion of the finest 2D platforming around in six yummy courses, it even throws in a racing game and some extra goodies for dessert.

The X series debuted in the early 90's on the SNES with a darker, more mature feel designed to expand on the tried and true formula of the original NES titles. The main difference lies in the progressive, overarching plot dealing with human/reploid (fancy word for robot) conflict and some very grown-up ideas about this self-proclaimed 'race' of androids seeking freedom and realizing their dream of a robotopia. That's pretty intense for a side-scroller.

As far as gameplay evolution, the X games focus on collecting various ability upgrades and health extensions in addition to the old "kill the bosses and get their special powers" mechanic of the classic Mega Man. New actions like charge shots, dashing and hovering add a deeper set of variables to the equation and really flesh out the experience. Gone are Cut-Man and Dust-Man, as the baddies in X get wacky animal-based monikers like Spark Mandrill, Morph Moth and my personal favorite, Duff McWhalen.

Mega Man X through X6 are included in this fairly robust package, covering three SNES and three PSOne titles released over an eight-year period, and each game adds variation and depth to the experience. X3 introduces the mysterious, androgynous, light-sabering Zero as a partially playable character (think Proto-Man with a ponytail), and X4 tops that by giving Zero his own playable storyline. Things start to take a turn for the worse in X5 and X6, however, where the heavy plotlines and vast amount of upgrades start to buckle under their own weight. Ultimately, the bells and whistles of the PS titles hasten the slow decline from the series' original greatness by adding a bit too much drama and cheesy gameplay tactics.

All the games share the same sweet, distinctive art style of cartoonish robo-animals and colorful, interactive levels. The emulation is rock solid, and unlike the Mega Man Anniversary Collection, you can now configure your controller however you see fit. There's no noticeable difference between the PS2 and Gamecube versions, although the PS2's controller is better suited for hours upon hours of holding that charge shot while trying to dash-jump off walls.

Barring a strange audio loop plaguing the SNES games, the sound is spot-on, too. Nice, catchy tunes carry you through the whole shebang. The sound effects are faithful as well, although the PS titles tie annoying 'Yeah!' and 'Hah!' sound effects to every jump and attack, and I guarantee your ears will ring with the sound of a held charge shot after a few hours.

Password support is still in working order for X, X2 and X3, so feel free to skip to the end, but you're also able to simply save your progress to a memory card like the PS games. The incentive to bust through the first three titles lies in the fact that once completed, you'll unlock Mega Man Battle and Chase, which is a Mario Kart-esque racer that was only released in Japan. It's nice to see such a rarity, but why they buried it beneath three other games is mystifying. As you plow through the other games, you'll also unlock various art galleries and soundtracks to fawn over, if you're the type.

And it's hard not to be at this price thirty bucks for seven games ain't too shabby, even if a few of them aren't terrific. While the Mega Man Anniversary Collection contained more meat, there's simply a ton of robots to blast, dozens of armor capsules to grab, and really no good reason not to let ol' Blue back in your life once again.

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Sunday, September 21, 2014

Buy Days of Thunder - Game and Movie - Playstation 3

Days of Thunder - Game and Movie - Playstation 3
Customer Ratings: 4 stars
List Price: $29.99
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This is a great game, especially if u love nascar games. Also the movie is crystal clear HD i couldnt believe how good it was. Overall great product.

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This PS3 game is very fun for anyone who loved Days of Thunder. I was a little concerned at first to find out that both the blu-ray and game were on one disc. However there appear to be no glitches in either format. I am very pleased with it.

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The game is great, we like all the NASCAR games and pin ball and golf, all of them are great. however we did not receive the movie.

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I checked and the movie is not on the same disc. I got game only. And it isn't that good if I at least got movie it might have made it not so bad?

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since EA sports ran away NASCAR sims are few and afsr between. took a gamble on this and was terribly disappointed. car control is awful. graphics are well below todays standards. NASCAR the Game 2011 is much better.

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Monday, September 1, 2014

Buy Halo 3: The Official Strategy Guide (Prima Official Game Guides)

Halo 3: The Official Strategy Guide
Customer Ratings: 4.5 stars
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There isn't so much complexity, nor are there really a handful of secrets in Halo 3 which require you to actually use a guide. That shouldn't suggest a guide is bad, though. It's a great guide, just not one you'll find yourself in dire need of. However, for what you get you'll more than likely be pleased. It's a very well designed guide and is very well organized. There's a lot of content to swallow but at least the guide is organized and easy to use. Just don't be surprised if you spend a bit more time reading it instead of playing the game.

This guide actually begins with a foreward that explains what you'll find in the guide. Noting that it won't spend a lot of time on the basics and that they really did want to design a good guide. They succeed... almost too well because this is certainly an exhaustive guide. Don't let the size fool you, this is far more detailed than any guide I've ever seen.

Halo 3 doesn't exactly reinvent the wheel. In fact, it plays almost exactly like Halo 2 did. For that the basics section of this guide spends a little too much time reiterating what Halo fans already know. At least it doesn't spend too much time here and if you are new to Halo it'll get you acquainted with the game. In the basics it'll go over basic controls and how to control vehicles and such. Again, nothing veterans will need, but it is good for beginners to take a look here.

The Campaign is where this guide gets interesting. Many strategy guides out there simply focus on one difficulty level: Normal. That's not the case with Piggyback Interactive's guide. This walkthrough has been designed for all difficulty levels. The way they organized it is how it succeeds in doing this. Each section begins with a map. These maps are basically from a birds eye view of the level. They point out weapons, enemy packs etc. for you.

However, the layout is what's interesting. On the map they point out what you should do at each spot. It's brief and to the point. These call outs on the maps are for those going through Easy and Normal. On the facing page is where they give you a ton of detail for what to do on Legendary. Things to do on Legendary are also called out on the map but in the A, B, C format established in other guides. So if you see "A" on the map, look on the facing page at what to do. The walkthrough is designed to help with all the difficulty levels but written with the assumption that you'll be playing through Legendary. Needless to say you can easily use the Legendary tips for the lower difficult levels.

For the gamer who fears spoilers, the walkthrough in all its detailed glory is spoiler free. There's a lot of reading, but it makes sure not to tell you about the story. It also will debrief you after each chapter of the campaign.

The extras chapter is a different story. It doesn't spoil anything, but it is meant to be read only after you've completed the campaign. Here it'll tell you more about Legendary Mode and give you tips. It also talks about the skulls. However, Bungie would not let the authors of the guide reveal the location of the skulls. You know which mission it can be found in but not where in the mission. That doesn't stop them from revealing the effects of the skulls.

There's also a bestiary, info on vehicles and most useful of all, talking about the Score System and the list of achievements. For the score system they also provide great tips to reach the score needed to net yourself achievements.

There is then a huge section of the guide dedicated to multiplayer. Most of this is just showing you maps of the area and providing tips, but they talk briefly about co-op here and they also talk about all the different modes and all the weapons you can get as well. The last thing they mention here is about Forging. It's another section that is generally brief, only helping you to get the basic feel of it.

It's an exhaustive guide, but a good one. You might find yourself a little exhausted with information at times, but at least you know its all there.

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This is very helpful for game play.I would greatly encourage the xbox live gamer to get it because it tells the respawn times for the weapons on each multiplayer map.

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Very detailed strategy guide. The artwork is awesome and the level of explanation from the writers is incredible. A must have for any Halo fan.

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This guide is well written and put together in a fairly logical order. But allot of the higher end details that made the HALO 2 guide great are not included this time around. Bungie (I.E. Microsoft) told/gave prima only the material they wanted exposed. So for the whole story you may need to look else wheres. But for great maps and detailed level layouts that will keep you up to speed until the downloadable content comes out, then look no further.

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Artwork is fantastic and although the game does not require the guide, this is a must-have for any Halo fan.

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Friday, August 29, 2014

The Sims 3: Ambitions Review

The Sims 3: Ambitions
Customer Ratings: 4.5 stars
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I have been playing Sims since The Sims 2 was released and I haven't felt much excitement playing The Sims 3 until I bought a copy of The Sims 3: Ambitions. I, too, became quickly bored with World Adventures, and was hoping this new expansion was a bit more substantial than the last. When I was through with my first 8-hour game-play session with Ambitions, I was left with a new-found love of the Sims and also some new gripes.

First, I must say that I loved going through the Stylist Profession and liked that I did not complete the whole entire profession in one gaming binge. I enjoyed being actively involved in my Sims' career path and I enjoyed making Sims over. I personally have a lot of custom content installed and the residents of my town ended up getting much-needed styling. The most valuable new addition in this profession was the new hair options for men. (Previously, I repeatedly used the same hairstyle for many male Sims, as I hated all the other styles and custom hair for men is not abundantly available.) There are several new hair options for female Sims as well, but I don't use them since I have so many custom options that are much more attractive. While you do only receive 2-3 job opportunities per work day as a stylist, you can go back to the salon once you complete those opportunities and continue to style other Sims to gain job experience, and you can also buy a drafting table for your Sim to research new design ideas and further increase your job experience, which allows you to be promoted.

Active participation in professions is very time consuming, which I love and am annoyed by at the same time. Like the reviewer before me stated, if you have multiple Sims in your household, there isn't really much time in a day to be actively involved in their lives when you are so busy with your Sim with an active profession. I found myself only tending to my other Sims' needs when my Stylist Sim had a day off. If there is a way to send your Sim to their Ambitions profession and turn off the active involvement for a period of time, I have not found it yet, and it's been impossible for me to fulfill opportunities for other Sims in the household when my one professional Sim is always busy. This is my biggest gripe about Ambitions so far, but compared to World Adventures and The Sims 3 base game, this expansion is quite impressive.

I also added a SimBot to my household. I did not have an issue with my SimBot breaking thingsin fact, she repairs everything that breaks and came to my household with a good amount of Handiness skill. This SimBot is a robot that you can control just like any other Sim, but the robot has different and interesting needs.

Another thing I love about this new expansion pack is that it contains elements of Open for Business from The Sims 2. For example, my child Sim can make numerous baked goods using his toy oven and sell them at a newly-purchasable baked good stand in front of the house, and anything your Sim creates can be sold for good money (depending on your skill level) at the consignment shop. You can also choose to be self-employed and make good money fishing, farming, sculpting, painting, and more, and I really enjoy the options that this new expansion pack allows for.

Overall:

This is definitely a major improvement over World Adventures, and I think this new expansion pack allows for a more active and engaging gaming experience, which I personally like, aside from the fact that I am alienating my other Sims. I think this EP was worth the money because of how it changes game-play and doesn't just add new items, interactions, and wishes as some other EPs have done. I can't wait to explore more professions, and hopefully there will be more available to us all in the future. Happy Simming!

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I got my game delivered on Friday, May 28 and was very excited to get it installed and start playing. This really looked like it would be a ton of fun and it was at first. The new town that you get with this expansion, Twinbrook, is beautiful. The EA Sims team did a wonderful job creating this new town. There are lots of new things to see (I really like the "swampy" area, it's kinda creepy and spooky). They also added several new items with this expansion and I think the new laundry system adds some more realism to the game. I thought it was kind of dumb at first but it is kind of neat to see them do laundry now.

As for the careers, I started off with the new architect career since I love to build houses. It seems more like an interior designer career to me. All of the jobs were to redo some particular room so there was very little building to do. This may change after a while but it got boring doing the same types of rooms over and over so I moved on.

Next, I tried the ghost hunter. Again, this was a lot of fun in the beginning but I soon realized that I get the same types of jobs over and over. There are about 5 different types of jobs for your ghost hunter sim to perform. These range from collecting "casper" looking spirits to investigating paranormal activity inside the rabbit holes around town. This career got boring fast too. You do the same types of jobs over and over and you only get maybe 2 or three jobs each night. I had my sim do these and he was back home way before his job time was supposed to be over. Also, it didn't take me very long to reach the top of the career.

After I had been ghost hunting a while, I got my sim hitched to a sim lady who registered as a self employed sculptor. This is probably my favorite of the careers I have tried so far. She sculpts some pretty cool looking statues after her skill gets high enough. When she first started, she was sculpting chairs, toilets, and other household items and it was pretty humorous to see these. I like that she starts out with a big block of whichever material I choose for her to use (clay, topiary, wood, ice, etc.) and I get a nice surprise when she finishes. If you want a particular sculpture,you can have your sim sulpt it if he or she has already learned to make. After my sim's skill was high enough, the sculptures sell for a high simolean price too. So, between her sculptures and my ghost hunter's salary plus selling spirits to the Science Lab, they got pretty rich rather quickly.

My sculptor's lifetime wish is to maximiaze her painting, sculpting and inventing skills so I also have an inventor's table. Most of the stuff that she has invented is useless crap that you can sit around your house as nothing more than decoration (like a bobbing llama head that drinks). She has invented the digger thing but it woke up everyone in the house when I tried to use it and then the hole only had scrap in it. The digger may prove to be interesting though from what I've seen in videos online.

The only other career I have tried so far is the stylist and I hated it. I created a stylist to be married to my architect. Each time she offers to give a makeover to another sim, it opens a new CAS window where you style the sim however they request (new makeup, new hairstyle, new everyday wear, etc.). At the start of this career, no matter what I chose in CAS, the sim always came out looking horrible. It got on my nerves so I gave up on it very quickly. I don't see the point of doing anything to them if they are just going to come out looking bad.

I haven't tried any of the other careers yet. I did get a simbot and it annoys me. The sim couple had a baby and it would always go get it out of the crib, even if it was sleeping. The baby has been pretty cranky with this thing around. The sim babies have always kind of worked my nerves anyways but they are necessary if you want to play a family but they really are annoying with this thing around unless I watch him and make him leave the kid alone so it can get some sleep. It's handy to have it do the laundry and some cleaning but it keeps breaking stuff in the house when I try to have it do upgrades. It's handiness skill is high but it always breaks whatever it's working on so I hate the thing. It just kind of gets in the way.

One thing that did surprise me and I thought was a nice touch is that as your sims progress in their careers, they will get a notification that the mayor is honoring them at city hall. If they make it there in time, they get medals, commemorative plaques or even keys to the city. My ghost hunter even received something that looks like a small graveyard. It's really kind of cool looking. I forget what it's called though. I do think that the recogonition for outstanding work is pretty cool and it was totally unexpected for me.

All in all, this EP is kind of fun but it is VERY repetitive and I can see it getting old fast. There were not very many new items which adds to the sims everyday lives. There is the laundry system, trampoline and a couple of other things though. Oh, and the "Curly" hair that you get when you register the game is horrid!

If you like the new task oriented sims that it seems we have to live with now, you'll like this. As for me, I really wish they would give us an EP that gives the sims more open activities like some of the EP's of the past (Nightlife, please!). I don't care for this new style of play that the EA Sims team keeps coming up with. I miss the days of the open ended gameplay. Sure, it got repetitive too but I at least controlled more of the sims lives than I do now and that was what I liked about it. I mean the game is called The SIMS, it should focus on SIMS and not a pretty new town or repetitive tasks that are far too easy and get way too boring way too fast. For the way the Sims has now progressed (whether I like it or not) this is a decent expansion. I can have my sims do the painting, sculpting, writing, etc. and register them as self employed and still get some fun out of it though so it's not completely horrible for me either.

Best Deals for The Sims 3: Ambitions

I suppose by now I should know better. The second expansion pack for the Sims 3 promised great things, much like both the base game, and World Adventures. Like both, it fails to truly deliver.

Basically, like the previous installments of the sims 3, this EP is little more than a rehash of a previous one-in this case, Open For Business. Sadly though, it doesn't really play as well. If you are interested in crafting and selling items, instead of opening up your own store, You send your items to a consignment shop, which in turn sells your items, and gives you a cut of the money earned.

The new "Professions", as they are called in game, are interesting enough; inventor, sculptor, fire fighter, Private investigator, Stylist, architect, tattoo artist, Paranormal investigator. There might be a couple more, but these are the ones I explored in any real detail. As I said, the professions seemed interesting, at first. The new items for use in increasing your skills for each profession were also fairly neat. But the professions themselves are a bit of a letdown. For Jobs that require you to gather information, or hunt in some fashion, all you really do is run from lot to lot, trying to fulfill certain requirements, in order to get to the next step of the assignment, much like the quests in WA. After the first couple of jobs, it gets very repetitive. For the more creative professions,you spend most of your time crafting or designing. Again, interesting at first, but after your 3rd or fourth tattoo or hair appointment, it gets pretty boring.

Adding this to the severely limited amount of time in a Sim day, and what was already a hectic game of time management for your sims, becomes a race against the clock to get anything done at all. It didn't really make for an enjoyable time.

However, there are a couple of bright spots in this EP, so all is not lost. The inventor profession has some fairly cool items you can make: Mining equipment for drilling large holes in the ground; a fruit vaccuum to make harvesting a bit easier; the time machine is actually a kind of neat addition to the the existing rabbit holes. For sculpting, I didn't play around too much, but I did get to the point where I had several materials to choose from in the creation of each sculpture, as well as the ability to sculpt other sims, which again was kind of neat. The idea of the tattoo station was neat, and once CC creators get working on designs, we may see some really great options for tattoos.

The best part of the EP though, is the new town, Twinbrook. It is well put together, and I prefer it over both Sunset Valley and Riverview. It showcases all of the new Profession related lots quite nicely. wandering around the town was much more fun than much of the actual gameplay.

So, all in all this EP was ok, but for me, it really didn't live up to the promise. If you enjoyed the quest based gameplay in WA, you will probably enjoy this EP as well. If you were looking for a little more freedom of gameplay, this isn't quite it.

J

Honest reviews on The Sims 3: Ambitions

This game is a LOT like World Adventures. The Sims 3 is becoming less and less like it's predecessors, because it is changing from controling a family to having to focus in on 1 sim. You can't focus on your other sims while your sim is doing 1 of the new "professions". The new jobs are fun at first but get boring with the same thing over and over again. There is a lot of community requested features in the game that make it more fun and realistic, like the laundry system. You can now also own any community lot to make money off it. That is fun too, but you can't have traditional employees or really work on the lot unless you are cleaning up plates, puddles, and trash. I would say if you don't like World Adventures, skip this one.

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I play Sims 3 almost exclusively these days and I was looking forward to the expansion and the new professions. Unfortunately, I felt ambitions was rather lacking. While I like the new careers, I felt it was annoying to have to follow 1 sim around and leave the other sims unattended without a time stop feature. This is really tough if you have more than 1 sim in your house, as stuff happens while you are away. I also didn't like the missions. Banishing ghosts just requires you go to a house and point and click. There is no particular challenge or skill involved. And while you do this, your sims household is left unattended. The difficulty does ramp up after a while, so all is not lost, however, I just didn't find it enjoyable to miss out on the household fun, while 1 sim was out doing a mindless job. I would've like a 'time stop feature' which would freeze the current house and let you get back to it, and let the other sim return when done so that you can enjoy both things.

There is also an unfinished quality to the game. While I enjoyed the addition of the new traits, I didn't find anything really exceptional about most of the content. The careers I play tested (ghost hunter and fireman) were dull.

I will keep playing sims 3 ambitions, but I wasn't loving it like I liked the expansions for Sims 2.

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Tuesday, August 26, 2014

Review of Commodore 64: 30 Games in One Joystick

Commodore 64: 30 Games in One Joystick
Customer Ratings: 3.5 stars
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Listed below are all 30 games.

Bull riding, Championship Wrestling, Cyberdyne Warrior, Cybernoid, Cybernoid II, Eliminator, Excelon, Firelord, Flying Disk, Gateway to Apshai, Impossible Mission, Impossible Mission II, Jumpman Jr., Paradroid, Pitstop, Pitstop II, Ranarama, Silicon Warrior, Speedball, Summer Games, Sumo Wrestling, Super Cycle, Surfing, Sword of Fargoal, Tower Toppler, Uridium, Winter Games, World Karate A, World Karate B, Zynaps.

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The 30 in 1 sold thru Amazon is a real Commodore 64 computer on a single ship. The NTSC Version 1 board has 128KB RAM and a 2MB ROM. inside the case of the D2TV there are solder pads that will allow anyone who can solder to attach connectors for the IEC serial buss, a PS2 keyboard, and in some cases a second joystick, and some of the wires for the user port.

product identification

Version 1 comes in a pyramid shapped box, has 128KB RAM 2MB ROM

Version 2 comes in a hexagon shapped box, has 2MB RAM 2MB flash

Version 3 boards are in a game called "Hummer of road racing"

Best Deals for Commodore 64: 30 Games in One Joystick

This Joystick ROCKS! It looks just like the old-school C64 Joystick and has 30 of the BEST games built right into it! The "30 Game" thing is really a lie there are more like 50! There is the original Summer Games and Winter Games suites (almost 20 games right there) + Pit Stop, Pit Stop 2, Impossible Mission (one and two) and the classic fighting games like World Karate 1 and 2. The list of games goes on and on... I play it on my TV at home and also give it to the kids to play on the monitor in the car. There is even a shotcut that if you figure it out lets you program in basic:)

The 64 Joystick is a must for those of us who had and loved our Commodore 64s and also for the younger kids who just appreciate that it is so many games in one compact joystick. And, at less than $1 per game, how could you wrong? Just buy it!

Honest reviews on Commodore 64: 30 Games in One Joystick

I use to play this game when it first came out and it's exactly how I remember it. Good buy if your looking to play these old school games. Very easy to use.

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Well, the list of games is below so I'm not going to go through it. Having a Commodore 64/128 as a child I played these games in their day. I have a console collection so I loved video games since I was a child. How many levels and full games you could fit in just 64K of memory and 350K disks back then.

Anyway, this collection has some of the most beloved games of that era, at least the ones they could license for use on it. The Epyx games were some of the best of their time, games like Impossible Mission are fun to solve and finish and they are not that easy to solve either. Jumpman, the International Karate and the Epyx games will test your reflexes and abilities to perform exact moves and joystick commands to get higher scores.

I have fun playing with this little piece of gaming history, games are not only about flashy graphics (though they make a difference) but how much fun you get from a game. When I was a kid, I used to dream of the days I could see graphics on games like the ones we see today.

These units can be hacked if you wish to take flash drives with more games, change the game list or even add joysticks and keyboards but that's something you will have to search for and know how to do. A few programmers and technicians who worked with Commodore computers back then found out how to do this and even provide instructions on how perform these modifications if you're skillful enough.

I really like this product and is part of my collection now, the games are not emulated as the C64 motherboard was reengineered and shrunk to the size of a small chip so you're playing the games with 100% reproduction accuracy, I wish I could give it the whole five stars but I'll give it four because the joystick could be a bit more responsive or perhaps like a user mentioned it could be that I have the first version and perhaps this was addressed on the new version.

Overall, a great fun product.

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Tuesday, August 19, 2014

Discount Madden NFL 25 Anniversary Edition with NFL Sunday Ticket -Xbox 360

Madden NFL 25 Anniversary Edition with NFL Sunday Ticket -Xbox 360
Customer Ratings: 3.5 stars
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I recently received this item thanks to same day delivery. I just wanted to confirm that the free trial for NFL Sunday Ticket actually works. I do not have an account with Directv. The game will come with a username and password that you just enter in. I did have to download the Sunday Ticket app that was specifically made for tablets as the username/password didnt work on the main Sunday Ticket app. Im using the Galaxy Tab 3 8 inch and everything works fine. Tried it out on my laptop also and everything worked!!!

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Madden NFL 25 is one of the most difficult to evaluate sports games in recent memory. It carries with it considerable value thanks to a deep feature set, distinct improvements to gameplay, and appreciable fun factor. For every positive though there seems to be something dragging it down from potential excellence. Features aren't completely fleshed out, gameplay looks and feels chaotic, and legacy issues remain unaddressed.

*The Anniversary Edition packs in NFL Sunday Ticket access for PC/tablet/phones. At $40 over the game's cost that is undeniable value to consider in making the purchase*

MODES

-Connected Franchise: This is obviously the big one especially with the return of Owner mode and I wrote over 3000 words and posted nearly 100 screenshots regarding it on my site detailing everything from the executive duties of an Owner and how things progressed within the entire Connected Franchise universe having played every game in a season and extended into year two.

Owner mode provides some compelling elements which will be especially fun when joined by friends but Connected Franchise as a whole fails again in tying events from the league into the actual games. That could severely dampen long-term enthusiasm towards the mode.

-Skills Trainer: Similar to NCAA Football 14 the Skills Trainer provides an opportunity to learn, improve, and refine play in very specific areas. It does a good job of teaching things like the option as well as aspects like hot routes and audibles which novices may need explanations on. There are also Ultimate Team bonuses given for getting "Gold" in each of the individual drills.

On the flip side it has the same faults as NCAA. Things that are out of the control of the user can screw up success. It gets frustrating going for the "Gold" and missing out because a receiver drops a pass or a defender sacks a QB when you needed to get an interception.

The Skills Trainer was personally approached with the hope of learning the new "Precision Modifier". Getting to test out the timing and various functions is the valuable thing here. What the Trainer didn't do was explain what "in range" actually means or go beyond just a handful of moves when there are 30 something combos possible.

-Madden Share: This is something that will become valuable as users get the game and start uploading their own personal content. During the evaluation period there were some files there to download but they may have just been tests from other users so it didn't make sense to spend time pulling any down not knowing whether they would make for quality useful content.

Files that can be uploaded/downloaded through Madden Share are rosters, playbooks, and slider sets. Video highlights can also be uploaded to the EA website.

Any roster set can be used to start a Connected Franchise including the user-edited ones obtained through Madden Share. Custom Playbooks can also be taken into CF.

-Ultimate Team and Online Play: Without many users to face online it would be inappropriate to judge Ultimate Team (which brings in the fun Seasons concept) or online play performance in general. Will update this section at a later date.

GAMEPLAY

Many of the enhancements apparent in Madden NFL 25 were first introduced in NCAA Football 14. The two series share a gameplay development team which means Infinity Engine 2.0, work done to the offensive line, enhanced player control, and much more are found in both. It might be the more wide-open gameplay or the lesser talent on the field but NCAA 14 plays a much cleaner game than Madden 25.

Sloppy is the best way to describe Madden's gameplay this year. It feels that way when playing it and it looks that way when watching it. There are glimpses of good things there's no doubt about that and it can still be fun to play but overall it's hard not to walk away and say it's a mess despite that.

The Infinity Engine seems to have been downgraded not enhanced. There is a distinct lack of tackles appearing organic (or any impact between players or gang tackles) and instead you get an overload of frantic collisions and guys knocking into and off one another plus bizarre looking pileups. Everything is much stiffer than last year and even what was played back at E3.

CPU QB's are competent if not unrealistically so. Other than one or two boneheaded throws each game even the highest rated QBs will do that they march their teams up and down the field fairly consistently. Completion percentages in the demo were ridiculously high. They haven't been as bad in the final version of the game. Lower rated QBs might even struggle at times though that usually isn't for the entire game. The one time that happened was holding Brandon Weeden to under 50%. Most other games are around 70% or higher even from guys like Mark Sanchez.

There are a few reasons this seems to be the case. Few throws will hit the ground. They'll more likely be jarred loose in a hit or intercepted. QBs are generally accurate and they find receivers in big space pretty often. Whether poor zone or man coverage is to blame is difficult to determine.

The pass rush is also inconsistent. Most sacks aren't due to immediate pressure but end up as coverage sacks. In my franchise I had some success controlling Cameron Wake and forcing off-target throws. The user shouldn't be forced to play the D-line (and not everyone has a Wake) in order to get pressure on the QB.

CPU running backs can threaten and they tore me up a few times in my franchise season, but that becomes an afterthought to trying to find a way to stop the QB. Heavy blitzing may be needed to push the CPU into third and long situations where their success level dramatically drops. Third and short or mid they probably convert over 75% of the time when the actual NFL average on third downs is around 39%. CPU punters are still idiots and kick it into the end zone at every opportunity. The CPU kickers only missed one field goal against me the entire season (short and off the bar rather than wide).

The "Precision Modifier" is going to have its share of supporters and detractors. On one side it adds more dynamic and exciting events. On the other it doesn't balance out well in terms of risk and in some cases, with the right players and the right timing, can almost be unstoppable. I'm personally not a fan of it in concept or execution.

It's interesting EA made this an option because there is very little reason not to just hold down the left trigger at all times when running forward. In my franchise season there were two fumbles noted while using the modifier with a back or receiver out of 14 total on the season. Of course there were more instances where contact took place without the modifier activated than with it, but that still goes to show there is very little or no correlation to turnovers and using the modifier.

Going up against a shifty player in open space controlled by someone who has the modifier down will undoubtedly be frustrating. Even power guys, when they stiff arm, end up dragging the defender sometimes 10 yards down the field in that animation. There was also an instance where Darren Sproles stiff-armed a linebacker to the ground.

The CPU will use some modifier moves though somewhat infrequently. The over and over spinning seen in the demo definitely wasn't present in any of the games played with the final version. What they will do is awkwardly throw out stiff-arms when no one is even in range.

The read-option is a lot of fun to utilize and is represented well in Madden. While some thought it was too easy in NCAA Football this year there is more balance found in Madden considering the talent of the defenders, the rate of fumbles being higher, and the always looming risk of injury. A fragile quarterback is not going to be able to take hits during a game and survive it. There were also instances where the QB would make the right read and still get crushed by a defender who identified it. The CPU only used it a few times with Cam Newton and Geno Smith running it sparsely in my franchise season.

The one play I may start removing from my playbook: HB Draws. It seems as though the offensive line frequently gets pushed so far back that the runner has no where to go once the ball is handed off. The one I'll be using more frequently: WR Screens. Against a soft defense getting the ball in open space to a quick and agile target can result in big plays.

As was the case with the demo there are issues with catch attempts at the sidelines. Quite often a receiver won't make a concerted effort to get their feet down when they seemingly have plenty of space to do so. Even top rated receivers don't always complete the catch in bounds.

Deep shots downfield can also be troublesome. This is where most of the INTs came off the CPU and in pass breakups by the CPU. In one-on-one coverage on a leading-lob pass the ball rarely gets over the top. User picks are easy to make on those attempts. Even with a step on the defender the ball usually ends up short and incomplete or picked off.

Those looking for more penalties will still not be satisfied. My team committed 12 over the 17 games played in the season. A few of them were self-inflicted (defensive offsides, false starts, late hits on QB) and the others were some for clipping, a few personal fouls for late hits on the sideline, one facemask, and one offensive pass interference that was called on my left guard.

The Hit Stick finally has some use again as big hits do force some fumbles. Holding the stick down also activates "Heat Seeker Tackling" which acts somewhat as a magnet when in range but if out of range results in a big whiff.

I went into injuries at length in the franchise write-up. There are lots of them, which doesn't make it unrealistic, but the same players seem to get hit with them over and over and its usually key contributors.

In fourth and short situations coming out in goal line the CPU does not match unless near the goal line. That makes sneaks essentially automatic. The only thing to worry about would be the QB getting injured.

The booth will automatically review a close touchdown as they should, but never review close turnovers and the user isn't even given the option of manually challenging them. This was something mentioned last year as an issue that apparently didn't make it onto the radar to get fixed. This omission upsets me.

There are five camera angles including "Legacy" which is the standard one from recent years. Considering how many expressed hatred towards the new standard camera angle that was locked in for the demo it's important to note that.

PRESENTATION

Like everything else in Madden NFL 25 presentation has its ups and downs. There are only a few different game openings, personalized celebrations look alright but they're done within awkward cut scenes, the halftime show isn't a halftime show, the lack of ties during games to league events dampen interest in

Franchise mode, and commentary hasn't taken a big jump. The intro videos for primetime or playoff games in Franchise mode though are pretty cool.

Commentary is steady but it's surprising how little has been added or old lines thinned out. If I have to hear Phil Simms criticize a QB for checking down again, the one where he says it's just the QB worried about stats, my head might explode. In general for year two in the booth there is still too much left unspecified in their calls. "What a win for that one team" is literally something that was said after a game.

Danielle Bellini is the new sideline reporter and fits in well but most of what she has to report is very generic and often leaves out identifying the team or player names. Where she's most valuable is reporting on injuries at different points in the game. Unfortunately even with those she's stuck saying something about how the team wouldn't tell her what was wrong with the player. "The team wouldn't say." So then what's the point?

The touchdown and sack celebrations look good upon first viewing. The more they're seen though the more looks wrong with them. Players will show up out of no where to celebrate, it'll happen in spots where the play hadn't ended, the camera view may be blocked by other players, or it's noticed that there are no other people actually on the field. What's worse though is how players just stop and stand there after crossing the goal line or catching a pass for a score before a celebration or replay kicks in.

Auto-replays also have issues with individuals being lingered on from a single camera for too long. In some cases players run towards the camera and end up out of frame as they approach it. The graphics, while still largely excellent, seem far more muddied and flat (the lighting in particular) than recent years.

Rain and snow thin the crowd out to about 60% of capacity. Even in franchise for the Super Bowl fans apparently won't show up due to bad weather. Outside of a few team specific crowd chants or PA sounds the atmosphere in games is uniform from stadium to stadium. Hopefully with the "Living Worlds" part of the next-gen Ignite Engine they'll get some definition to the unique experiences that each fan base and stadium delivers. It should also be noted that the crowd still reacts improperly to the results of challenges. They'll boo a favorable result.

The post-game "Never Say Never Moment of the Game" is almost always a let down. Generally the play of the game is identified as a field goal that didn't actually determine the outcome. Or even worse an extra point.

MISCELLANEOUS

-The wind indicator is reversed. How this seems to happen year after year is beyond me. It can even be seen in how the rain or snow is being pushed one direction and the indicator pointing the opposite way. Keep that in mind with any kicks and adjust accordingly.

-Another release that doesn't include surprise onside kicks.

-Game results can be shared on Facebook but the share to Twitter functionality is gone.

-There is still no screenshot feature included. The next-gen systems will have that built in.

-If a team is running out the clock when kneeling and the opponent has no timeouts can we get a chew clock option for that in the future please?

OVERALL OUTLOOK

Madden NFL 25 feels like a 10 week bridge to next-gen rather than hitting a pinnacle in the way the series did late in the PS2/Xbox generation. It may satisfy many there certainly are improvements over last year both on the field and off despite the gripes that will be had but there will sadly be no Madden reaching "classic" status during the 360 and PS3 generation.

Best Deals for Madden NFL 25 Anniversary Edition with NFL Sunday Ticket -Xbox 360

Initially, I was going to purchase the standard Madden 25. But then when I learned that Amazon is promoting a 17 week trial of NFL Sunday Ticket for an additional $40, it was hard to pass up such a great deal!

My overall impressions of the game are similar to last year's version. Graphics, presentation, gameplay, etc. are all very familiar and unchanged. I just like the updated rosters and additional tweaks to franchise mode.

I was a little concerned about whether the Sunday ticket code was going to work for me because I am able to receive DirectTv service in my area. However, when you enter the code into the website, you are not required to enter any credentials or location whatsoever. So, pretty much anyone can use the code and get the Sunday Ticket! The great thing is that the trial version is for Sunday Ticket Max (includes the Redzone Channel). I am excited to watch every football game on my laptop (hook it up to my TV via HDMI cable) and iPhone.

I wouldn't be surprised if this deal is endorsed next year also. If it wasn't for the Sunday Ticket deal, then I wouldn't have purchased the $100 version of Madden. But, I did, so I'm happy, and you should too! Enjoy!

Honest reviews on Madden NFL 25 Anniversary Edition with NFL Sunday Ticket -Xbox 360

First it tricks you to believe you get the full nfl Sunday ticket not true only mobile devices. Secondly, it only works on some mobile devices. The copy, user and password I received will not work on an iPad. Impossible to get support, directv send you to ea sports who give you the run around and will to allow you to talk with a person in support. Would never ever ever trust ea sports and directv with this promotion. Absolute waste of money and time, verging on illegal hw they packaged this piece of crap product, offer.

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I paid the extra $50 for the Sunday Ticket pre-order. The directv website has been down the first two weeks of the season at kickoff.

I call support and they tell me to call EA Sports for support of my account. EA Sports website tells me to call Directv. Sat on hold for 30 minutes to be cutoff.

Not happy with Directv. Less likely to ever subscribe thanks to this experience. Will not waste my money next year if they have the combined promotion.

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