Showing posts with label xbox one for sale date. Show all posts
Showing posts with label xbox one for sale date. Show all posts

Sunday, January 11, 2015

Jonah Lomu Rugby Challenge - Xbox 360 Review

Jonah Lomu Rugby Challenge - Xbox 360
Customer Ratings: 4.5 stars
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Jonah Lomu Rugby Challenge is pretty much the best rugby game ever made till this day it's simply that damn good. Featuring a nice amount of international teams, Rugby Challenge doesn't go light on the content front as the modes are engaging and the game is just filled with detail and sheer enjoyment due to how the smooth it plays.

Controls are responsive and don't take too long to master.

The graphics and animations do an excellent job of conveying a sense of realism to the game.

Having licensed teams such as the New Zealand All Blacks is a terrific addition.

Presentation is top notch and getting replays on key moments is greatly appreciated.

Its Just great that Mad Catz decided to bring this game to the United State, It an Must buy for any rugby fan Out there.

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Customer review from the Amazon Vine Program "Subdue and penetrate"--Motto of the New Zealand All-Blacks Rugby Team.

I was only passingly familiar with Rugby when I got my hands on Jonah Lomu Rugby Challenge, but I had played a lot of sports games so I thought I would give it a try. I was happily surprised by the addictive gameplay, intuitive controls, and just plain fun that Rugby Challenge offers. If you don't know much about Rugby, imagine the violent unholy lovechild of a marriage between football and soccer. It's football without the armor. It's soccer with full-speed tackling. It's pretty awesome.

If you are familiar with xbox sports games, you will probably be able to skip the tutorials and dive right in. However, if you are not familiar with Rugby there is a lot to be gleaned from the tutorial levels. The tutorials are broken into basic, intermediate, advanced, and professional tiers, each with about 6-8 skills. These skills range from moving the ball down the field to rather complicated manuevers like rucks, scrums, and onside tossing. Unfamiliar with the basics of Rugby? The tutorials are also very useful for giving you a decent vocabulary and solid grasp for the mechanics of the game.

There are several game modes: single game, career, and multiplayer.

The single game allows you to select 2 teams and play as one of them against an AI opponent. Many rugby teams from around the world are assigned a score (100 point scale). I can't speak to the completeness of the offering, but I did find a lot of teams to choose between. I found this mode particularly useful to transition between tutorial and career because I could select a fairly robust team for myself (Crimson) and lesser team for the AI (Praetoria) and have a little wiggle room to try out what I learned in the tutorial. This wiggle room is not present in career on "normal"--it is a very challenging game.

The career mode starts you out as nobody and lets you rise to the ranks of superstar, if you're good. You'll need quick reflexes to beat a fairly smart AI. Theere are a few times when you want to shout at your AI teamates to get into a better position, or catch the ball, but for the most part friendly AI works well. There are no scripted "plays" or selcted offensive/defensive moves to assign to your team. Rugby involves a lot of tackling and short kicks to move the ball down field. As you earn money through your successes, you can unlock photos and features through an in-game shop.

Multiplayer works well. Finding a match was not a problem. Rugby Challenge should be well received in Europe (where Rugby is more popular), so I would think there will be a robust long-term community that builds up around this game.

I am not one to play a game with clunky or confusing controls (there are way too many great games out there): Rugby Challenge offers intuitive controls that let a newbie have fun immediately and at the same times gives players a deep experience that will challenge veterans for many hours of play.

The graphics are solid. I would say they are maybe not quite as glamorous as the latest Madden, but they are great looking locations, detailed stadiums, detailed players, neat presentation works well.

SUMMARY:

Whether you are new to Rugby or grew up playing it, Jonah Lomu Rugby Challenge offers something to all fans of sports games. I rate this game 5-stars for "Fun" (very addicting, well paced game play). Overall I gave the game 4 stars because Rugby Challenge does lack some of the precise polish of major sports games. Additionally the lack of plays to call can also make coordinating your team a bit frustrating.

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I have only had this game for a little over 24 hours but I can say without a doubt that the developers have hit a homerun. It is so frustrating being a rugby fan in the United States because the availability for titles like this one are so limited. I finally got my hands on this game and it did not disappoint. The gameplay is fantastic, I love the trailing camera where it feels like you are in the line. I really think it is a huge imporvement over the old fashioned sideline camera. All the great teams are in it; the only teams and country that are not licensed is South Africa and their Super Rugby teams. As a southern hemisphere fan this should be the only title you pick up because on the other rugby game you can not play as the real All Black or Wallabies. The only problem I have with the game and why I gave it 4 stars is the passing can be glitchy at times. It seems like sometimes I need to push the pass button more than required.

UPDATE: I found many more flaws with this game. The game play is simply not very realistic in regards to real rugby. I also find the career mode to be terribly boring after one season; you are given no opportunities to act like a true coach and add players, make plays etc.

Honest reviews on Jonah Lomu Rugby Challenge - Xbox 360

If this tackling was used in an american football video game it would not sell. The fact that it is an up to date rugby game is the best part of it. The game play is pretty bad, unrealistic passes, and the tackling is horrible. I was stocked when the game came in but after playing it, buying it for $60 is WAY to much. It is 2012, make a better game play rugby game. I'm ready to sell mine.

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Folks just don't seem to like the graphics at all. I will probably end up reselling this game. Don't think it will be missed at all.

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Saturday, January 10, 2015

Review of XCOM: Enemy Unknown

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

Pro's:

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

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

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

Cons:

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

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

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

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

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

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

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

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

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

PROS:

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

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

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

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

CONS:

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

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

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

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

Someone there???...

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

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Hello Commander, and welcome to XCOM: Enemy Unknown

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

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

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

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

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

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

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

Combat:

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

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

Geoscape:

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

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

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

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

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

Difficulty:

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

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

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

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

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

Graphics and Sound:

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

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

Controls:

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

Multiplayer:

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

Play Time:

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

Conclusion:

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

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

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

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

Good Luck Commander!

Honest reviews on XCOM: Enemy Unknown

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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[PC Version]

TL;DR

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

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

------

For the X-COM veterans:

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

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

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

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

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

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

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

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

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

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

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

-----

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

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Friday, January 9, 2015

Discount Ephemeral Fantasia

Ephemeral Fantasia
Customer Ratings: 3.5 stars
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** Minor spoilers included in text **

In this game, you play "Mouse" (you can rename him -I did), a thief/bard who is journeying to an island to play at the wedding of a popular ruler. But... All is not as it seems on the island. The bride is unhappy, the ruler has some secret, and there is something funny going on with time...

This game uses the same "time loop" plot device that you've seen in "Groundhog Day" and others. But here, it is a 5 days that repeat. The first "week", you are basically led by the hand to every major encounter by your beautiful, fiesty guide Rummy (the leggy redhead you see in the screenshots). After the first week, though, you are free to explore, figure things out and recruit people in whichever order you want. Didn't save whats-his-face on Day 4? Don't worry, next week he'll be alive again, and you can save him then.

Story: (8 out of 10) I won't give the main story away, but I enjoyed it. The time-loop plot device was a good twist, as you could do things differently the next week and see what happened.

Characters: (9 out of 10) I liked most of the characters, with the exception of the princess -she seemed bored, and to complacent. Rummy and Rinna where my favorites. The characters had personalities, and for the most parts, stuck to them well. Only games I like better for characters would be Grandia 2 and Lunar 2.

Combat: (7 out of 10) Party based, like most console RPG's. This time, though, attacks are happening simultaneously, so you need to choose your options quickly. I liked the skill system, and the ability to learn skills by watching other players. Still, I would have liked for it to pause while I was choosing options.

Graphics: (6 out of 10) This is the worst part of the game. Still, they are better than PSX quality. But they could have used better lighting. The character models are good though I especially liked Rinna and Rumi.

Enjoyability: (9 out of 10) Can't really put it into words, but I find this game very fun. Supposedly there are multiple endings, I'll try for each one. I feel I got my moneys worth on this game.

A lot of people seem to like the "guitar freaks" mini game. This is a minigame where you pluck tunes by matching colors that are scrolling up screen. Well, it wasn't my cup of tea, and to be honest I was horrible at it. But I found that it didn't really matter whether you were good at it or not. (One of my favorites: "oh, that must have been the 'progressive' style that I heard about!") So don't be put off if you can't play it. I can't, and still had fun!

Sever reviewers on the game sites seem to be bashing this game I believe they didn't play past the first week. The first week should really be considered an intro to the eventsthe game really begins on week 2.

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True, I'll be the first too admit that EF has it's problems... problems that will smack you right upside the head a few times as soon as you start in fact. Example, whenever you look at a character head on, looks like they don't have a nose...okay that's not a gameplay flaw, but a graphical oddity. As to a gameplay factor, it is EXTREMELY non-linear after the first few days, so while it offers a ton of freedom to do as you please, that also means alot of chances to get lost. But still, once you getting past those inital hurdles, I think you'll found a very enjoyable story. Patience is the key in this game, and it will pay off if you can manage it.

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Many people have steped on this game. I respect that, this game was not for them, much like some games are not for me, sports games, for instance. You will like this game if you like RPG's and fantasies and have a little patience. You will not like this game if you have a game shark and get board of games quickly. This game is not for those people. For my part, I think you should rent it and not listin to other people, see if you like it for yourself. I will leave one hint though: Without some kind of guide or gamefaqs.com, this game may take you a very, very long time to beat.

Honest reviews on Ephemeral Fantasia

So that's what the guy at the store had told me when I decided I must have this game simply because it was an RPG and the cover was interesting enough. Spending [money] hasn't always been my favorite thing to do especially on PS2 games yet I must say this is probably one of the most pleasing investments I've made. The story basically is about a bard named Mouse (yeah... like those furry things with tails ^_^) who has been invited to compose and play a song at a wedding on an island. I really don't want to give any story away, but let's just say things don't go exactly as planned and Mouse ends up having to try and save the island. You can recruit up to 10 different people for your party and the graphics aren't that bad (especially for a dreamcast to ps2 conversion). The game is also in real time and certain objectives must be completed at certain times a lot like the Legend of Zelda: Majora's Mask. There is no speaking dialogue in it, though, and the game (like all RPGs) requires patience. I gave it a 5 star because I really like it, but unless you are a hardcore RPG fan I would suggest renting it before buying just to make sure you'll like it. If you're an RPG fan, on the other hand, ...what's stopping you from trying out this newest addition Konami has produced? (..They made the Suikoden series, I think they deserve a chance on this game hands down!)

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Ephemeral Fantasia is one of the biggest games out there on the PS2. It combines all the natural elements of a great RPG, storyline, battle system, characters, music, and minigames.

Right when I started this game, I knew it would be a long game. You play as a a musician, Mouse, who has been hired to play at the princess's wedding on the island of Pandule. Only when you arrive, a dark secret about the island is revealed. The game is seperated into weeks with a monday tuesday type system, with a clock as well. You have to use the clock to meet certain people at the right time or complete a certain event. Timing is EVERYTHING in this game.

The island itself is giant, with tons and tons of characters to interact with. The island has 49 different map pieces you can collect, to show you around the island. It is just huge, with about 5 towns you can visit. Try and find shortcuts. The game contains 12 characters you can recruit onto your team. It will take time, patience, and thinking to recieve each character.....

The battle system is in real time so you must choose your attacks fast to avoid being attacked yourself. There are different skills you can learn called Arts. Make your Arts grow levels and you might learn a knew attack. You can also learn different attacks from you teammates, as well as tons of magic.

I was blown away by the variety in this game. But what is a game without the proper music. Have you ever played a game with the volume on mute? Well its pretty hard to play like that. This game have the coolest music, where ever you go, battle, or outside. You can also add on replay value to the game by using your guitar, Pattimo, to play different music, that is a very fun minigame, as well as Death Hykato raising, and tons more.

But seriously, Ephemeral Fantasia is a really cool game, with endless replay value, and pure fun. I would reccomend this game to all RPG players alike, this game is definatley a must buy for the PS2

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Monday, December 29, 2014

Buy CSI: Deadly Intent - Xbox 360

CSI: Deadly Intent - Xbox 360
Customer Ratings: 4.5 stars
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I played through Hard Evidence I have a review up about that and when I saw this came out, I had to play it. Mostly for the achievements, but I also enjoy the whodunit type of games. (A side note, little factoid: This game is actually longer than Halo:ODST and Modern Warfare 2's single campaigns combined!)

Anyway, if you didn't play the first CSI you will be at a distinct disadvantage in this game. They don't even try to train you on what you need to know to case a scene. There are hints and tips, plus the occasional email from your partner to guide you. But in the first game, every time you needed to use a tool, it told you exactly what that tool was and what it did, so you knew without the game having to tell you what it was for. This time around it throws you in the thick of things with little warning about it. Just be aware that it seems tailor made for those who played Hard Evidence. If you did, you'll immediately recognize just about all of the various tools from before. One small difference is that you can only pick from four tools when ever you find a piece of evidence it's always one of the four, but you can't just pick random tools like hard Evidence. You also don't have to worry about the tweezers; they're done automatically.

My main complaint about Hard Evidence was that the cases revealed anything but "hard evidence", instead resorting to what was essentially bullying the suspect into confessing and then making an arrest based on the confession rather than proving beyond any reasonable doubt that the person was guilty of the crime. The irony is that Deadly Intent has actually fixed this quite well. This time, you'll be working so much on the evidence that there will never be doubt about who's the guilty party. In fact, when you interrogate them, you'll be presenting said evidence to them at that time. You also are required to submit evidence at the time you ask for a warrant ( they still require you to go all the way back to Brass for a warrant, unfortunately ). In short, you'll never feel as though you did a plain Jane job, and every loose end will feel quite solidly tied up.

Deadly Intent attempts to spice things up by adding little variations in the gameplay. These run the gamut from the occasional colleague asking you for assistance reviewing evidence on other cases (which you get rewarded for), to different ratings for Cunning, Skill, and Thoroughness. Depending on how you interrogate and question suspects and witnesses, you'll score high or low in each ranking. In my experience it seems to be nearly impossible to score 100% in every category on one case for some reason; maybe there's something I'm missing, but I've tried everything and just cannot seem to do it. It's frustrating, because while I can always get 100% Thoroughness (which was difficult on Hard Evidence), I can never get a high Skill rating even though I can crack DNA or fingerprints or whatever with quite good accuracy. No way to tell what they're using to measure these.

That's not to say the game doesn't have issues. First, I could swear these graphics are actually worse than Hard Evidence. I don't still have HE otherwise I would verify that, but feet in particular look absolutely horrid. Second, again, no CSI theme song. It boggles my mind why this is not being put in the game. Third, no Grissom meaning no more bug collecting for bonuses. But disregarding all of that there is one constant irritant in the game the controls. Oh my, the controls. I know there's something funky with the 360 controller analogs, because in FPSs I frequently find the reticule moving in one direction even though I'm not pressing anything. But it's subtle and easily stopped. I also never have a time when my actual character is moving in a given direction without my controlling them. IN Deadly Intent it's like it's hypersensitive to the analogs; the arrow moves at even the slightest twitch, plus the right analog controls left and right direction just like the left analog and the D-pad. If the left analog is being triggered (not by you, just randomly), and you try to move the right, the camera goes haywire and you feel out of control. Same with the left analog vs. the D-pad normally the D-pad would let you navigate from button to button, but it gets overridden by the left and right analogs. Also, there are times when you need to analyze a piece of evidence so small that you really need to move slowly and carefully across the surface and cannot, because you can't slow down the arrow tracking. A setting to slow the arrow down would have been helpful, as well as one to enable or disable certain buttons so that you didn't get these issues. There is one case in particular where you have to scan one small region of a large surface and trust me it was ABSOLUTELY frustrating.

So...do I recommend it? I do if (and ONLY if):

You played the first and liked it, and want to do more of the same;

You want essentially easy Achievement points;

You like the show and the characters; and/or

You've got nothing better to play.

That's not to say it's a terrible game. For the price it's decent. But it fixed a lot of things from Hard Evidence and made other things worse. Keep that in mind as you make your decision. You could probably beat it in a rental period.

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This one's actually worse than the last game, "Hard Evidence". Of course, the show got worse with age, why not the game. Seriously, this can be fun, but it is more like a budget game rather than one based on a very popular tv show.

Great idea, poorly executed.

Moving the courser in the delicate manner required is next to impossible. It's jumpy and sometimes takes off on it's own. Sucky control.

The video is terrible in the sense that it is always way too dark. My settings are turned as bright as I can get and still there is way too many dark corners in the game where you can't see the clues. You have to just move the courser over the dark areas waiting to see the toolbox pop up Very poor graphics!

Great idea and fun that you can play with others. But so very poorly executed.

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This game is a lot of fun, and it has good replay value to try to get a perfect score! The only thing I didn't really care for was the pixel hunting involved on getting evidence on some of the pieces. Other than that, lots of CSI-based mystery!CSI: Deadly Intent

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Its alot better than the previous game, not as many glitches, easier to find things etc.

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I wasn't really into CSI until I played this game. now I love the show. best game ever I highly recommend this game

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Tuesday, December 9, 2014

Wireless Force Feedback Racing Wheel for XBox 360 Review

Wireless Force Feedback Racing Wheel for XBox 360
Customer Ratings: 3 stars
List Price: $255.00
Sale Price: $169.99
Today's Bonus: 33% Off
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EDIT: JULY 30, 2013. THE UNIT BROKE, MAD CATZ DID NOT MAKE GOOD ON WARRANTY, DID NOT EVEN RESPOND TO MY EMAIL! BUYER BEWARE. ITS OVER FOR ME AND MADCATZ PRODUCTS.

NOVEMBER 5, 2013.

So I got the unit from the madcatz website for 220 because if you order directly from there they have an internet coupon code that gives you 10 percent off, which is awesome because you can have it shipped 2day xpress with the extra cash you save if you want to. Anyways, i am a 33 yr old gamer, and have always stayed away from the madcatz brand since the days during the n64. I bought alot of junk controls from them that forever made me stick with the oem brand of whatever system i owned since then. Needless to say I was extremely skeptical, but I knew I would just return it if I didnt like it so I said what the hell. Well, I think the wheel is worth what you pay for it, and im glad madcatz has finally made a quality product other than their competition fight sticks. It has alot of weight to it, almost all steel, has a nice feel with rubber grips and 270 degrees of rotaion. the included lap supports are very sturdy if you must play this way, and the secure clamp is also very ergonomically designed to secure the unit onto a desk which is probably the optimal way to set it up. The force feedback is extremely present and does a very good job of giving you a virtual sense of where your cars tires lie on the road. The noise the wheel makes is minimal however sometimes slightly noticeable. The pedal set does not feel as well crafted as the wheel, but you will not slip on the rubber grips and they are spaced very well. They provide good resistance although not as authentic as a real auto, but are very easy to get used to and learning the different vehicles in the game really lets you see just how functional they really are. The triptronic shifter really feels authentic and you can even feel the vibrations around the area where the shifter lies when you shift gears. Without a pedal set, the feel would just not be as immersive, and since they are included it just was the more affordable option. Ive been waiting for the black friday deal for 28 bucks on the forza 4 game but meanwhile i cannot put the demo of forza 4 down. It feels fantastic with the wheel and if youve ever played an arcade game that had a racing wheel attached to it like sega's old daytona usa, well, this feels better than that technology. It says on the box that it "works great with forza 4" and they are not understating that one bit. I cannot compare to a fanatec but I had to pass on that because the cheapest compatible set that is in stock available to ship is 300 plus tax n shipping and does not include a shifter or pedals. Im not saying that it's not better, the fanatec looks dope as hell, but for the price this madcatz is doing the trick.

EDIT:

DEC 6th 2011

Black frizzle came and went and i got mii hands on Forza 4 $(27) n I also picked up Midnight Club LA Complete Edition. ($15) My opinion about the wheel hasn't changed one bit. In fact I cannot put either of these games down, especially Forza 4. Every car just changes so dynamically as you feel the simulated power of torque going to the wheels as you downshift and take a corner or even the slight grooves in the pavement that can pull you to either side of the road. It feels pretty phenomenal, for me that is. This is the first time I ever considered purchasing a wheel and thanks to Turn 10 studios for making a game that simulates car driving at a level I have never witnessed or experienced. There may be better simulation racing games for other platforms, i dont know, but for the 360 using the madcatz force feedback wheel along with forza 4 is sure to bring you hours upon hours of enjoyment. (p.s.) midnight club la rocks just as hard but it's definitely an arcade racer. It supports force feedback on this wheel and although it's not utilized as accurately as forza 4, I would still give the force feedback and vibration support a 4.5 out of 5 on this game. Another game I tried out was Baja: Edge of Control which is also compatible with force feedback and vibration. You can feel the both functions in the game but it's not as present as in either forza 4 or midnight club. This game was meant to be played with a wheel and after having played this game with a controller for the past couple of years, i can honestly say i dont know what i was thinking. Anyway, i guess you can tell my enthusiasm. However, for 250 shipped and at my doorstep within 3 days from madcatz gameshark website, you cannot go wrong with this wheel. *You also get a full 2year warranty*

Edit:

Jan 6th 2012

This wheel is still going strong! Ive had it for about 2 months and Forza 4 is still taking up all of my gaming time. Ive received games like Saints Row 3, Skyrim, Metal Gear Solid HD, n' Darks Souls over the holiday period but have not even ripped open the plastic to try them out (sorry Skyrim!) It's just that the total feeling of Forza 4 is truly outstanding with all the control that you get while playing with the wheel. One thing that has improved is the wheels overall flexibility. When I first began using the wheel it had some quirky stiff points at certain positions but those seem to have now kinked themselves out through use. I play about an average of 2hours when I get a chance, and although it hasn't been daily use, its been quite frequent.

I hope they make an optional set of steel pedals as it would probably enhance the game that much more. Overall still a phenomenal experience and cant wait to see what they can do with the power of the next gen systems for driving simulators. PEACE!

Edit:

Feb 4, 2012

Almost another month has flown by and Im still pleased as punched with my racing wheel. Ive noticed a few critical negative reviews about this product and decided to lay down more information on my experience. Im still rockin' Forza Motorsport 4 every time I fire up the 360. The wheel is still sturdy, still provides great feedback from the game, and only seems to have "broken in," so to speak. I have learned the pedals "touch" and am now able to use the brake and gas more to my advantage. I recommend using some racing shoes or something with a sticky sole because the rubber padding on the pedals sticks really well to these kinds of shoes and helps with keeping you throttle and braking like a semi-pro. I have also started to use the paddle shifters more often than using the triptronic shifter and the feedback from these shifters feels closely approximated to what I feel on my real life car. Up to now, the game is still garnishing most of my 360 playtime and probably will be until the next best 360 racing game is released. Now time to go burn some mo' RSX rubber

Edit:

March 26, 2012

Da wheel is still alive n' kickin wings! Turn 10 upped the cap on the car level from 150 to 999 on the recent update and its a good thing because I have been playing the game so much that I have usurped the 150 mark already.

There is just so much content by default in this game because of the amount of cars and how different they all handle. The steering wheel wouldn't mean much if it did not interact with the game the way it does, but fortunately it has done its job and is still providing its dose of awesomeness. Everything still works just as good as the day I plugged it in.

Edit:

Friday April 27, 2012

I have the 5.1 dolb-digi sound turned up with Aphex Twin's "Richard D. James" album for driving music and the options to focus more on engine sounds enabled. The music goes perfect with Forza and pumps u up if you are into his music or something similar. The wheel is still working awesomely and have been taking turns playing Forza 4, Baja Off Road Challenge, and Midnight club L.A. I must say that the more I play Baja with the wheel, the more I think that they should sell that game with a disclaimer that says "needs force feedback wheel to even have a chance at winning" Its really tough, but its extremely fun especially since you are constantly turning the wheel, downshifting, hitting the e-brake to take a bank, clutching and revving to get a good start, and adjusting the damper on the springs while youre flying off a jump to land perfectly. It's alot of fun. Well, prolly be my last update for a while and will definitely post if anything bad should happen to it. Later.

Edit:

June 28, 2012

Recently started playing Dirt 3 Complete. The game works really well with the game but Forza 4 still makes best use of the wheel in terms of simulation. After playing Dirt 3 fer a few weeks, I had to switch back to finishing all of the event lists in Forza 4. The game still impresses me especially after being able to buy and drive the most expensive cars. The addition of the Porsche has been really great and prove extremely fun to drive with the wheel. I still agree with my 5 fun factor stars.

Edit:

September 3, 2012

I am still racking up hours on Forza 4. The wheel is still providing the same experience as when I first started using it. I also started using the "manual w/clutch" option in the Forza game menus to make the driving as simulated as possible. After switching to manual with clutch I finally realized that this unit seriously needs a pedal set with a clutch. I had to map the clutch to the "A" button on the wheel and while it works well to really enhance the simulation experience, it also shows the shortcomings of this wheel's setup.

I recently saw this wheel here on amazon advertised for $179.99 and if you can get it for that price then I feel it's a fair price. If you have to pay more then it might feel like one of those purchases you curse yourself for having to pay premium because there is no one else selling this product for less.

I still agree with my 5 fun factor stars, and if you can find this product in the 180 dollar range you might be able to justify this buy. It's still a solid wheel, and as this year has proved, has provided me with the best racing experience and the most control in game I have ever felt or witnessed. I can only imagine what the FANATEC setup would feel like and if you have extra to spend on the equipment then I would most probably recommend going with the other brand because it has so much more options when it comes to controlling what Forza 4 lets you control in its game.

Edit:

November 26, 2012.

One word. Forza Horizon. Okay so that's 2 but cmon man, the game deserves it. Cant believe it was $15 on black friday from the devil store himself: microsoftstore.com. The wheel plays as charming as ever although I am getting closer and closer to buying the Fanatec setup cuz its such a bute. Anyways, still gaming with da wheel alot and Horizon works beautifully with it. Just as fantastic as Forza 4! Probably gonna be my final post since its been 1yr with this awesome little wheel, but it has undergone extensive use, been used by ppl other than myself who were really rough with it, and I thankfully have not had any problems with it. My final thoughts are this; If you have the extra cash to spend please do yourself a favor and get the Fanatec. This is not a bad wheel by any means. This wheel is currently on *special* at gamestop online for $179.99 although currently not in stock. At that price point I would recommend taking a shot at it. Otherwise just save up a little bit more and get yourself the Fanatec. As I reflect on the year in review I can see how it can be called a great starter wheel and a great way to greatly enhance the Forza series games or most other great racers on your xbox.

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Customer review from the Amazon Vine Program The Mad Catz Wireless Force Feedback Racing Wheel for XBox 360 would be a decent wheel at a lower price point. At its MRRP of $250, I feel it's overpriced by $100. At a lower price point, I might have given it 4/5 stars. For $250, I just don't see the value or quality that I expect for that sort of money.

For starters, it's 95% made of plastic (and I feel that other 5% percentage is being very generous!). For this MRRP, I expected a lot more metal (ie: quality and durability) given the 'part metal construction' claim. The only visible metal is the center face plate (where the buttons are), the F1 paddles, and the cap on the shifter. To be fair, there may be more bits of metal lurking inside that I can't see; I sincerely hope there are! Even then, this 'metal' is die-cast, and I'm just not impressed. Sorry.

See my theme here? This wheel is way overpriced for what you get!

WHEEL: 3/5 stars

All told, the wheel does have a nice feel to its steering movement. The button placement is good so that you can reach them all with your thumbs, and the F1 paddles are within easy reach of my fingertips. The sides of the wheel have a grippier covering than the top and bottom, so you won't slip while cornering with sweaty palms in a close race. The shifter is within easy reach, and, in a nice touch, is mountable on either the left or right side of the wheel, depending on your personal preference. It is, however, just a plastic shifter within in a plastic mechanism, and a die-cast cap on the end.

I tested the Mad Catz Wireless Force Feedback Racing Wheel with "Forza 4" and "Dirt 3." The wheel has good force feedback and vibration (the strength of which can be set within the individual game), as well as a good road feel. I did, however, feel some vibration within the XBOX menus (ie: while not in a game) that was noticeable enough for me to mention it here. While not in a game, this wheel should be dead 'silent.'

It's nice to be wireless from your Xbox, however you're still tethered to the power brick (which is too short; you'll need a power extension cord if you intend to sit more than 4 feet away from your Xbox) and the wire coming up from the pedals. This wheel is power only; it does not have a battery mode like the cheaper wireless Mad Catz wheel.

PEDALS: 2/5 stars

The pedal design is great, featuring top-hinged accelerator and brake pads like a real car (no clutch). However, the construction of the pedals leaves a lot to be desired. They are constructed of 100% plastic, and not even heavyweight plastic at that. The whole pedal assembly feels lightweight and cheap. For this MRRP, there should be some metal here. After all, these are the parts that gamers will be stomping on! I predict the pedals will be the first things to break for many.

The pedal footrest folds slightly (about 90 degrees) for storage purposes, or detaches completely for mounting in a racing frame/seat.

MOUNTING: 3/5 stars

The Mad Catz Wireless Force Feedback Racing Wheel features two ways to mount--desk or lap. The lap attachments actually work better than I expected, keeping the wheel more sturdy that I would have thought. Lap mount has actually become my preferred mounting way, as well as making it easy to pack up and store it when I'm done playing. The two lap mounts screw into the bottom of the wheel, and have to be removed if you intend to use the desk mount, so really, you have to pick one way or the other, or risk stripping the plastic threads.

The desk mount attachment is (again) all plastic, with a plastic nut. It hooks into the bottom of the wheel's base and then clamps down on your desk/racing frame. It seems to me that it would be incredibly easy to over tighten this and strip the thread completely.

SETUP: 4/5 stars

The Mad Catz Wireless Force Feedback Racing Wheel easily connected with my Xbox 360 by pressing the sync buttons on the wheel and on my Xbox. The headphone jack on the back of the wheel is for the newer Xbox headsets with in-line mute. Old style Xbox headsets with the mute switch on the plug will not work.

It's nice to have a firmware upgrade option. In order to upgrade the firmware, the wheel must be connected to a PC via a USB cable (not included).

CONCLUSION:

Overall, the Mad Catz Wireless Force Feedback Racing Wheel is not a bad wheel for the Xbox 360, it's just way overpriced. Given the 'mostly plastic' construction and the other points I mentioned here, I feel there needs to be some serious adjustment in order for it to appeal to the average gamer.

On the other hand, serious racers will be expecting a lot more from the high MRRP, and the claims of 'part metal' construction, and thus (I feel) be very disappointed with what they get.

The Mad Catz Wireless Force Feedback Racing Wheel for XBox 360 gets 3/5 average stars from me.

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I just received the Mad Catz Wireless Forced Feedback Xbox 360 Wheel Nov 14th. I was very impressed with the heavy metal use and quality of this wheel. The Paddle Shifters, Wheel Spokes and the Stick Shifter are made with metal. All of the buttons have a nice tight fit with no wiggle. The wheel is rubber wrapped at the 3 and 9 o'clock grip positions. When driving all of the controls are well placed. It even has the bumper buttons hidden on back of the wheel infront of the paddles. The Pedals are firm and well placed. I tested it with my Need For Speed Hot Pursuit, I don't have Forza 4 yet. (The wheel was made with Forza 4 in mind.) The game is completely controlled from the wheel, no other controller needed. The driving was INCREDIBLE. The wheel didn't fight with you, but rolled with the track. If you were on a bank it let you know, The feel through my hands was nearly what I get when driving in my truck. You can feel cracks, bumps, curbs, dirt, paved, and any objects that happen to be infront of you. The wheel has been Future Proofed by including a Mini USB Port on the back. (It is under a screwed in panel) So no worries about spending $224 on a Wheel that will be out dated soon. The ability to update the firmware takes care of any new games down the road. Yes I did say $224. I got mine through the manufacturer Mad Catz with a 10% discount and no Shipping cost during a Halloween discount. Anyways, I HIGHLY Recomend this wheel for anyone who feels the need for speed, and wants some realism to boot. Well worth it. After driving a few runs, I felt as if I was just at the gym doing an hour of workout. So it is a good workout also. Hope this review could help you out on making a decission. Driving is alot better when you have feedback, and this wheel could be put up against a $600 Fanatech setup, and hold its own for alot less money.

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Customer review from the Amazon Vine Program We've been using this wheel with Forza 4 for the last few weeks here, and so far it has been working great with no problems. I have it clamped to one of those little ten-dollar Ikea end tables (the clamp will handle the two-inch thickness of the table if you leave off the cap thing that normally would go on the end of the screw, but it still works just great).

The wheel is sturdy and feels good. The force feedback is substantial, though I'm sure less than you'd get on a high-end wheel. There are sufficient buttons, including the two on the back of the wheel in front of the paddle-shifters that took me rather a long time to discover. I have mostly used the paddle shifters but the left or right side attachable up/down stickshift is ok as an alternative (if at a somewhat odd angle).

The pedals are functional but nothing special. They are at least mounted with the pivot at the top. I did not find the spacing between the accelerator and break to be much of a problem. It would have been nice to have a clutch as an option, but honestly I'd probably rarely use it.

It has a surprisingly small wall-wart power supply with only about a six foot or so cord to plug into the back of the wheel (next to the RJ-45 jack the pedals plug in at), so an extension cord may well be required to get to a wall outlet.

It has adequately good looks and feel and construction quality for the price I think, and for someone wanting a force-feedback wheel experience for their XBOX in a medium price range, I think it's a good option.

G.

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Two issues:

1) Really needs a clutch pedal, for the traditional driving experience.

2) Pedals really need to be set up for heel & toe

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Thursday, November 20, 2014

Disney Epic Mickey 2: The Power of Two - Xbox 360 Review

Disney Epic Mickey 2: The Power of Two - Xbox 360
Customer Ratings: 4.5 stars
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"Epic Mickey 2" is a blast, and it's a true pleasure to behold the imaginative worlds that were sculpted for this adventure. The game is fairly simplistic, but that doesn't matterit's just plain fun. The level of polish isn't quite on par with the "Ratchet and Clank" universe (the king of cartoon games, in my opinion), but it's pretty darned close. Consoles NEED more games like "Epic Mickey 2!" It's great, whimsical, nonviolent fun for all ages.

The game's major fault (if you want to call it that) is that it's rather short in length. This does not bother me at all, since I'm a very busy adult, and I don't have all that much time for gaming. I would much rather have a beautiful, finely tuned experience than a bloated one that can drag at times. And if you're buying this game for your child, it's nice to know that whis game won't suck them in for endless hours like WOW or Skyrim, but will lend itself well to short, enjoyable sessions. However, there are plenty of collectibles to go back for, so you can still spend plenty of time in Mickey's world.

Alsothis is a great co-op game! Fun for an adult and their child, two siblings, or even you and your significant other.

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I pre-ordered my copy of Epic Mickey 2 on Xbox 360 and picked it up today. The graphics are amazing (on the 360 anyways). I was wondering how the gameplay would be compared to using the wii remote to use the brush, but the right joystick on the xbox controller is used to aim the brush. The controls are very simple. I am excited to play co-op. I was excited to see if you could co-op over Xbox live, but unfortunately it is just a local co-op. Another great thing about the game is that the characters actually talk, instead of having to read all of the text boxes in the first game. Overall it is a great game so far!

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This is written based on the xbox360 version of this game.

The concept a new storyline for Mickey (and Oswald) is a great one. The cut scenes are spectacular. Watching the opening scenes really gives you the feeling like you are playing characters in a Disney cartoon.

Then the game play starts.

The camera is horrid, and the same stick controls the camera and the aiming. The aiming is just as bad, with Mickey's paint going in random ways, but rarely where you want it to. To add to the frustration, in co-op, if you miss with the thinner and hit Oswald, you do damage.

Co-op is more fun, as you cannot switch and control Oswald if you are playing solo, it's only Mickey. However, the vertical split and the zoom level they've chosen means that you cannot see much. Paired with the bad camera control and how finicky platforms, puzzles, and combat is let's just say you have to REALLY love Mickey to be willing to keep slogging through this.

This had the potential to be amazing. It, unfortunately, is not.

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I bought this game because has a 2 player option. It is a blast to work and play in pair. game offers much fun as you really have to do good team work if you wana get anywhere. Only downfall is split screen but if TV is large enuf shouldnt be an isshue.

pros. wonderfull graphics, entertaining story and flawless gameplay

cons. splitscreen for co-op

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Epic Mickey was the first video game I played all the way through, and though I got frustrated with some of the puzzles, and the controls, and the camera, I attributed it largely to the fact that I was a newbie. Also, I played it on the Wii, so the graphics were chunky enough that it made it difficult not to fall off cliffs and miss critical objects from time to time, which didn't help. But overall, I had a blast, and really enjoyed following it all the way to the end. I then went back and played it again, as evil Mickey, and found more hidden stuff and adventures than before. Big thumbs up.

So I was excited to play this one. Really. Excited. But not so much now.

Hated the Mad Singing Doctor. Had to turn off the sound and read subtitles instead. Not sure if it was an homage or a joke, but I do know that it was annoying as all getout.

The overall mission was easy to follow, but I was not focusing as much as I should have been (I realize in retrospect) on side missions, because all of a sudden I realized the game was "over" and I had missed a ton of opportunities. So I started over, intending on being far more thorough. And I was, but didn't get out of it what I had hoped. Plus, after completing the mission, and then doing a ton of side journeys, there's no END. You just sort of at some point decide to quit. Extremely unsatisfying way to end a game after that much time invested. Big BOO on that one.

The camera in this game can be really awkward. All of a sudden I'd be looking at a rock instead of Mickey's POV because the rock is behind him, where the camera is. Hmmm. Also, lots of dizzying perspective shifts made it hard to deal with situations requiring any sort of rapid reflex reactions.

I found myself yelling at Oswald to get with the program a lot. His AI tendencies stunk, and when I was trying to get him to engage an object or enemy or something, I'd end up throwing him in the air and waiting 15 seconds for him to come back down because they both use the same button. Uhhhhhh...? He would also not join me when I tried to summon him, and I'd have to pick up a second remote and play him myself to get him to do what I wanted, then sign back out and return to just playing Mickey by myself. Not good. His voice also grated after a while, and again, I turned off the sound to avoid hearing his whiny complaints.

There were also far too many opportunities for me to screw up a side mission by doing something that seemed totally innocuous, but ended up destroying the chance to finish up a quest. Like putting the pearl in the wrong place, when I didn't even know what all my options were for it in the first place.

Or, I'd try really hard to follow the rules, and STILL get screwed up somehow. Ian and his love of blotlings is my favorite example. I made it through Blot Alley without hurting any, and he was thrilled. I then made it all the way through the Fort without ONCE touching my thinner button, and yet somehow, while fighting the slobber monster, it cut to Ian saying I'd thinned out the little guys and he was mad and not going to help me ever again. I had many bad words for Ian, as I had done no such thing, but at that point, it didn't matter, the game had decided I had been naughty and that avenue was closed for further activities.

Meanwhile, all I can do is fantasize about the release of Portal 3. Now THERE are some puzzles!!!!!

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Friday, October 24, 2014

Persona 4 Golden - PlayStation Vita Reviews

Persona 4 Golden - PlayStation Vita
Customer Ratings: 5 stars
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This game deserves no less than a 5-star review. Every single aspect of it was perfect 4 years ago, and now, WOW, there are no words. You HAVE to play this game with your headphones on, so that you can truly appreciate the music, the audio, and the voice acting, which are all TOP-notch. It's a game that you want to pace yourself while playing too, so that you can get the most enjoyment out of it. There is so much to do, after all, so playing for just an hour or two every day after school or after work can be very satisfying. The story is rich and engrossing, and you'll probably find yourself thinking about it even while you're not playing. And the gameplay is fantastic as well, of course, but can be quite challenging. I recommend you select Normal difficulty if you're a newcomer, and that you grind a lot, buy a lot of useful items to increase your HP and SP at any time, and keep your equipment up to date too. Oh, and SAVE. Keep multiple save-files because there are other ways that you can get a Game Over in this game besides being defeated in battle.

Overall, this a MUST-OWN for any self-respecting Vita owner. It's almost worth getting a Vita over, even if it's been out on the PS2 since forever. Don't hesitate and buy yourself a copy of this game ASAP, either physically or through the PS Store for the same price but at an added toll of 3.5 GB or so to your memory. Either way it's totally worth it. So BUY, BUY, BUY!!!

And encourage others to do the same of course! This game is life-changing stuff folks!!! LIFE-CHANGING!!!!!

P.S.: I almost forgot! Bring your philosophizing cap you guys! This game has a serious ability to make you think, consider, and look at things from a totally different perspective than what you might be used to. If you pay attention, you will certainly be rewarded with a fresh and new outlook on life... Don't believe me? Play it then, and see for yourself! :)

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I played the PS2 version of Persona 4 last year and still I eagerly found myself downloading this title on launch day. Why? Because it's that good. So good I couldn't wait to jump back in and solve a mystery with my friends in Inaba.

And here it is. It's back, and better than ever. We all know the graphics are much more crisp, but what actually took me by surprise is how much additional polish they put into the game. Menus are rife with color and I love watching the opening cinematic everytime I turn on the game. It's like a bag of Skittles exploded, yet somehow all of the colors blend well together. And the soundtrack is spectacular, and yes, there are some new tunes in this updated version.

One of my favorite new features of the game is the updated Shuffle Time post-battle. Instead of randomly choosing cards, you're given chances to score multiple prizes and go for a Sweep which will give you further bonuses on your next Shuffle Time. It's ridiculously addicting.

The skill cards are also a great addition that make it much easier to customize your favorite Persona to your liking. Want a Jack Frost with Bufu, Garu, Zio, and Agi? Farm the cards and knock yourself out! I recommend giving them to the all new NPC, Marie, however. That way you can get the skills whenever you want for a monetary fee.

My only knock on the game is Chie's new voice actress. I understand they couldn't get the original back, and while the new VA does a great job, it's hard for me to shake the feeling that something is off. This is probably because her old voice is still fresh in my memory from recently playing the PS2 copy. Teddie's VA is also new, but I think he comes really close to the voice of the original, and it was much easier to adjust to him. Of course, if this is your first time playing, you don't have to worry about this paragraph at all. They do a great job, it's just different from the original!

Overall, I think everyone with an interest in JRPGs and turn-based combat should play this game. It's a unique adventure with amazing personalities, and you'll have an unforgettable good time!

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Short and simple review. For people who enjoyed Persona 3 and persona 4 you will enjoy this ! Persona golden is a RPG game and a remastered version of persona 4 which was release for the ps2 a few years back. Persona golden features many new things which wasn't avaliable in the ps2 version such as an extra character , personas and social links. The persona games takes a crap load of time to complete and has alot of replay value even after finishing it. Overall for people who enjoyed the persona games it is HIGHLY recommended that you pick up this copy ASAP !! and for those who are new to the game or the RPG genre give it a go and I know you wont regret it as there is soooo much to do in this amazing game.

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This review is from the perspective of someone who has played the PS2 version of Persona 4, P3FES, and P3P.

Of the 4 games that I consider the modern SMT school RPG's, Persona 4 Golden is hands down, the most polished experience. In fact it is the best Shin Megami Tensai RPG... actually it is the best RPG on the VITA.

Wait, no that's not quite right. P4G is actually the game of the year.

Story: the basic storyline is the same as the first iteration of the game. You are involved in a circle of high school friends gathered together to try to solve a murder mystery in a small town. While not the most innovative, the plot in P4G is far removed from normal fantasy/sci-fi quests in typical JRPG or Western RPG games. However, the plot twists and discoveries made throughout the game about the central mystery greatly extend the intrigue and will have you pushing forward just to find out what happens next.

Characters: Perhaps the most important aspect of RPG's is the characters. Persona 4 Golden maintains the excellent cast from the first game and extends it by introducing Marie, a new character reminiscent of Elizabeth from Persona 3. Marie is sarcastic, poetic, and feisty. She's awesome. For those new to Persona 4, the characters really bolster the story and make the game not just about leveling up to become more powerful in battles, but also about developing relationships and really interacting with the entire cast.

Gameplay: The excellent gameplay in Persona 4 (which I consider much superior to Persona 3 FES) returns. In addition, you get multiplayer !!! (that's right) elements introduced with the SOS function. This is kind of reminiscent of Dark Souls or Demon Souls, where the multiplayer element is not required to finish the central story of the game, but adds depth to the gameplay. In general, Persona 4 Golden is a turn based game based around mastering elemental attacks, conditions, combinations (including paired attacks when using certain characters), and smart usage of items.

Video/Audio: The graphics are simply stunning. On the VITA's OLED screen, the amount on which P4G improves upon any other SMT game is absolutely awesome. Now all we need is a true 1080p+ home console SMT game (Persona 5 on the next gen consoles, please?) Audio wise, the excellent score and very good English voice casting returns. I'm going to have to chime in like others and say one thing about Chie's voice actress -she really could have used a bit more restraint.

Replay value: A lot.

So why is this the game of the year? Persona 4 Golden will provide you between 60-70 hours of gripping storytelling, engaging gameplay, and fascinating discovery. You will be glued to the beautiful OLED screen of the Vita passing long hours without realizing it. You will miss classes, call in sick to work, ignore you girlfriend, and forget to eat. You will love this game and realize just how shamelessly inadequate the polish of nearly every other JRPG released on current gen consoles and handhelds has been.

If you do not have this game, and have a VITA... Why? Click the cart link on this page and if you have Prime, pay the $3.99 for 1 day shipping. You will simply not regret this decision.

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I've imported this game and it works without any problem here in Europe. What is left to say about Persona? About one year ago i bought "Persona 3 Portable" for the PSP just because of pure curiosity... a mixture of RPG and "The Sims"? What?!?! But when i started playing it, it hit me like a thunder: this is such a great, deep and emotional game, it is hard to believe if you do not play it for yourself. I still can remember every NPC, i can remember things they said and things the have done. The characters in Persona may be heroes on the battleground, but during the rest of the day they are normal people with normal problems. This is so special about Persona: you really do CARE about the characters. After i finished P3P i knew that this was maybe one of the best games i ever played. Now back to Persona 4: It is like Persona 3 but with improved graphics, more features, a new story and new characters. Simply said: i love it like i loved P3P! I really can recommend this game to everyone out there, give it a try! It is worth your time and maybe one of the best games for the Vita.

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