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	<title>DigiCom &#187; Games</title>
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	<description>digital digest</description>
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		<title>Razor 2: Hidden Skies Review</title>
		<link>http://www.digicomgroup.com/2010/08/19/597/index.html</link>
		<comments>http://www.digicomgroup.com/2010/08/19/597/index.html#comments</comments>
		<pubDate>Thu, 19 Aug 2010 19:56:39 +0000</pubDate>
		<dc:creator>vika</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Razor 2]]></category>
		<category><![CDATA[Review]]></category>

		<guid isPermaLink="false">http://www.digicomgroup.com/?p=597</guid>
		<description><![CDATA[This generic shoot-&#8217;em-up fails to&#160;breathe any&#160;life into its&#160;competent action. 
The Good
    * Substantial difficulty.
The Bad
    * Bland visuals
    * Unclear field of&#160;movement
    * Imprecise hit&#160;detection
    * Buggy controller support.
Shoot-&#8217;em-up games draw on&#160;a fairly standard formula, and&#160;by pitting your lone ship [...]]]></description>
			<content:encoded><![CDATA[<p>This generic shoot-&#8217;em-up fails to&nbsp;breathe any&nbsp;life into its&nbsp;competent action. <span id="more-597"></span></p>
<p>The Good</p>
<p>    * Substantial difficulty.</p>
<p>The Bad</p>
<p>    * Bland visuals<br />
    * Unclear field of&nbsp;movement<br />
    * Imprecise hit&nbsp;detection<br />
    * Buggy controller support.</p>
<p>Shoot-&#8217;em-up games draw on&nbsp;a fairly standard formula, and&nbsp;by pitting your lone ship against countless waves of&nbsp;enemies who&nbsp;shower you&nbsp;in a&nbsp;thick hail of&nbsp;lasers, Razor 2: Hidden Skies at&nbsp;least gets the&nbsp;basics right. But&nbsp;though the&nbsp;game demands quick fingers and&nbsp;sharp eyes, there is&nbsp;little incentive to&nbsp;play it&nbsp;beyond the&nbsp;inherent satisfaction of&nbsp;a challenge overcome. The&nbsp;visuals are&nbsp;crisp, but&nbsp;the bland art&nbsp;design makes the&nbsp;levels blend together in&nbsp;a blur of&nbsp;gray ships and&nbsp;pink lasers. The&nbsp;controls allow you&nbsp;to maneuver smoothly, but&nbsp;the unclear hit&nbsp;detection and&nbsp;strangely constricted field of&nbsp;movement keep you&nbsp;from feeling really comfortable in&nbsp;the cockpit. These foibles prevent Razor 2&#8217;s solid action from coming to&nbsp;life, making this a&nbsp;dull, unengaging experience.<br />
The story in&nbsp;Razor 2&nbsp;involves a&nbsp;threat as&nbsp;vague as&nbsp;the art&nbsp;style is&nbsp;bland. You&nbsp;(and only you) are&nbsp;embroiled in&nbsp;a war&nbsp;against endless metal ships, some with colorful highlights and&nbsp;sinister-looking pointy parts. Despite some variation, the&nbsp;visuals are&nbsp;a generic space cliche throughout. They are&nbsp;clean and&nbsp;serve their purpose of&nbsp;clearly showing your enemies and&nbsp;their projectiles, but&nbsp;you certainly won&#8217;t be&nbsp;distracted by&nbsp;any attractive sights. Poorly written pre-mission briefings are&nbsp;spoken aloud by&nbsp;a robotic female voice that is&nbsp;almost certainly a&nbsp;software program, complete with mispronunciations and&nbsp;awkward intonations. The&nbsp;sound effects are&nbsp;serviceable, but&nbsp;the sweeping score, while nice, doesn&#8217;t jibe with the&nbsp;feel of&nbsp;the game. While there&#8217;s not&nbsp;much that is&nbsp;actively bad&nbsp;about Razor 2&#8217;s presentation, there isn&#8217;t anything particularly good either.</p>
<p>The game fares only slightly better once your guns start blazing. You&nbsp;control your ship with the&nbsp;arrow keys using one&nbsp;hand, while firing and&nbsp;switching weapons with the&nbsp;other. The&nbsp;keyboard is&nbsp;responsive, but&nbsp;be careful about remapping keys; the&nbsp;game won&#8217;t overwrite their previous functions, so&nbsp;you may&nbsp;end up&nbsp;with some unwanted side effects. You&nbsp;can also plug in&nbsp;a controller, which is&nbsp;a lot&nbsp;smoother, but&nbsp;you&#8217;ll also have to&nbsp;deal with erratic movement bugs that occasionally shove you&nbsp;off course. Almost every level is&nbsp;vertically scrolling, but&nbsp;though your field of&nbsp;vision is&nbsp;rectangular, your field of&nbsp;movement is&nbsp;more like a&nbsp;trapezoid. It&nbsp;narrows toward the&nbsp;top of&nbsp;the screen, so&nbsp;if you&nbsp;try to&nbsp;surge forward to&nbsp;avoid threats, you&nbsp;will be&nbsp;shunted inward by&nbsp;invisible walls. It&#8217;s a&nbsp;bothersome effect that limits how&nbsp;precise you&nbsp;can be&nbsp;near the&nbsp;sides of&nbsp;the screen, and&nbsp;it doesn&#8217;t go&nbsp;away when your view zooms out&nbsp;during boss fights, even though theoretically your range of&nbsp;movement should increase. Once you&nbsp;get accustomed to&nbsp;it, this issue becomes manageable, and&nbsp;the fact that it&#8217;s localized to&nbsp;the side of&nbsp;the screen means you&nbsp;still have a&nbsp;good amount of&nbsp;room to&nbsp;maneuver.</p>
<p>Dodging enemy ships and&nbsp;projectiles is&nbsp;essential to&nbsp;staying alive, though it&#8217;s not&nbsp;always clear what parts of&nbsp;your ship register enemy hits and&nbsp;what parts allow projectiles to&nbsp;pass through. Keeping the&nbsp;center area of&nbsp;your ship safe is&nbsp;your best bet, as&nbsp;is blasting enemies as&nbsp;fast as&nbsp;your guns will fire. You&nbsp;have three primary weapons with unlimited ammunition that you&nbsp;can switch between on&nbsp;the fly: a&nbsp;straight-shooting pulse gun, a&nbsp;spread-firing spray gun, and&nbsp;a steady-streaming bendy laser. There are&nbsp;also four heavy weapons that you&nbsp;can acquire, depending on&nbsp;your ship upgrades and&nbsp;ammo capacity: homing missiles, homing energy blasts, a&nbsp;powerful rifle shot, and&nbsp;an area-damaging EMP. Saving the&nbsp;big guns for&nbsp;the big&nbsp;bosses is&nbsp;a smart move, though the&nbsp;EMP&#8217;s ability to&nbsp;clear the&nbsp;area of&nbsp;enemy projectiles can&nbsp;come in&nbsp;very handy in&nbsp;a pinch. There are&nbsp;also tougher enemies that come in&nbsp;midlevel that can&nbsp;be worth a&nbsp;missile or&nbsp;two, and&nbsp;the robotic lady voice is&nbsp;actually quite helpful in&nbsp;announcing their arrival. In&nbsp;later levels, every advantage counts because Razor 2&nbsp;is definitely a&nbsp;challenging game.</p>
<p>Time to&nbsp;show this tank that size doesn&#8217;t matter.</p>
<p>To help prolong your survival, you&nbsp;can upgrade each of&nbsp;your weapons between levels, as&nbsp;well as&nbsp;your shields, engine, and&nbsp;energy cell (your shields keep you&nbsp;alive and&nbsp;your energy replenishes your shields). These upgrades are&nbsp;rewarding and&nbsp;effective, and&nbsp;along with the&nbsp;simple satisfaction of&nbsp;destroying your enemies, improving your ship is&nbsp;one of&nbsp;the only pleasures Razor 2&nbsp;has to&nbsp;offer. The&nbsp;action is&nbsp;competent, yet&nbsp;flawed, and&nbsp;the visuals do&nbsp;nothing to&nbsp;distinguish the&nbsp;game from its&nbsp;countless peers. This is&nbsp;a bland, underwhelming experience whose eight levels struggle to&nbsp;justify the&nbsp;$9,99 price point, and&nbsp;even players hard up&nbsp;for a&nbsp;new shoot-&#8217;em-up should think twice before diving in. </p>
]]></content:encoded>
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		<title>Kung Fu&#160;Rider Review</title>
		<link>http://www.digicomgroup.com/2010/08/17/592/index.html</link>
		<comments>http://www.digicomgroup.com/2010/08/17/592/index.html#comments</comments>
		<pubDate>Tue, 17 Aug 2010 19:49:58 +0000</pubDate>
		<dc:creator>vika</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Kung Fu]]></category>
		<category><![CDATA[Review]]></category>

		<guid isPermaLink="false">http://www.digicomgroup.com/?p=592</guid>
		<description><![CDATA[This wacky action game doesn&#8217;t contain any&#160;of the&#160;fun hinted at&#160;by its&#160;goofy premise.
The Good
    * Lots of&#160;alternate routes.

The Bad
    * Controls do&#160;not always respond to&#160;your gestures
    * Frequent crashes and&#160;lengthy rag-doll animations disrupt the&#160;flow
    * Unpredictable physics
    * Only takes a&#160;few [...]]]></description>
			<content:encoded><![CDATA[<p>This wacky action game doesn&#8217;t contain any&nbsp;of the&nbsp;fun hinted at&nbsp;by its&nbsp;goofy premise.<span id="more-592"></span></p>
<p><strong>The Good</strong></p>
<p>    * Lots of&nbsp;alternate routes.</p>
<p><strong><br />
The Bad</strong></p>
<p>    * Controls do&nbsp;not always respond to&nbsp;your gestures<br />
    * Frequent crashes and&nbsp;lengthy rag-doll animations disrupt the&nbsp;flow<br />
    * Unpredictable physics<br />
    * Only takes a&nbsp;few hours to&nbsp;play through.</p>
<p>This wacky action game doesn&#8217;t contain any&nbsp;of the&nbsp;fun hinted at&nbsp;by its&nbsp;goofy premise.</p>
<p>The mafia has&nbsp;been known to&nbsp;do seedy things to&nbsp;exert control over people, but&nbsp;even it&nbsp;would be&nbsp;ashamed of&nbsp;the line it&nbsp;crosses in&nbsp;Kung Fu&nbsp;Rider. Sharply dressed assailants leap from behind parked cars, jump down from scaffolding, and&nbsp;emerge from shadowy tunnels to&nbsp;physically attack the&nbsp;protagonists: an&nbsp;ordinary man&nbsp;and woman riding atop everyday office chairs. Your goal is&nbsp;to make it&nbsp;down the&nbsp;streets of&nbsp;this dangerous city while riding whatever wheeled contraption is&nbsp;handy, and&nbsp;the ridiculous premise does lead to&nbsp;a number of&nbsp;funny situations. But&nbsp;once you&nbsp;get used to&nbsp;the sight of&nbsp;a man&nbsp;being kicked in&nbsp;the face and&nbsp;turning into a&nbsp;limp rag&nbsp;doll, any&nbsp;bit of&nbsp;fun is&nbsp;quickly drained from this exhausting racing game. The&nbsp;Move controller is&nbsp;required to&nbsp;play, but&nbsp;the convoluted controls don&#8217;t always respond. The&nbsp;preponderance of&nbsp;wipeouts is&nbsp;even more troubling, either from cheap enemies or&nbsp;unpredictable physics. Kung Fu&nbsp;Rider is&nbsp;a lackluster addition to&nbsp;Sony&#8217;s Move launch lineup, neither showing the&nbsp;potential of&nbsp;the new&nbsp;peripheral nor&nbsp;providing an&nbsp;enjoyable experience on&nbsp;its own&nbsp;terms. </p>
<p>The setup is&nbsp;explained during the&nbsp;title screen but&nbsp;never fleshed out&nbsp;beyond the&nbsp;flimsy premise. For&nbsp;some reason, Toby and&nbsp;her boss Karin have angered the&nbsp;mafia, and&nbsp;they must make it&nbsp;to the&nbsp;safety of&nbsp;their mobile office van&nbsp;before extreme harm is&nbsp;done to&nbsp;them. Unfortunately, they don&#8217;t have access to&nbsp;a car, motorcycle, or&nbsp;any other vehicle that would easily transport them through these winding streets and&nbsp;past the&nbsp;thugs who&nbsp;are hunting them. Instead, these adaptable heroes use&nbsp;whatever wheeled device they happen upon at&nbsp;the beginning of&nbsp;each level, ranging from an&nbsp;office chair and&nbsp;a vacuum cleaner to&nbsp;a baby stroller and&nbsp;even a&nbsp;drum. Each makeshift ride has&nbsp;its own&nbsp;set of&nbsp;attributes, so&nbsp;you can&nbsp;choose the&nbsp;durable but&nbsp;sluggish drum if&nbsp;subtlety isn&#8217;t your specialty or&nbsp;the fast and&nbsp;nimble stool if&nbsp;quick reactions are&nbsp;more to&nbsp;your liking. It&#8217;s a&nbsp;preposterous situation that gives this game a&nbsp;wacky, anything-goes charm, but&nbsp;that goodwill is&nbsp;quickly destroyed once you&nbsp;start playing.</p>
<p>Controls are&nbsp;the first hurdle you&nbsp;have to&nbsp;leap over if&nbsp;you&#8217;re going to&nbsp;extract any&nbsp;enjoyment from this game. All&nbsp;of your actions are&nbsp;triggered by&nbsp;using the&nbsp;Move controller, whether it&nbsp;is with a&nbsp;specific gesture or&nbsp;button press. To&nbsp;keep your character rolling at&nbsp;a respectable speed, you&nbsp;must shake the&nbsp;controller up&nbsp;and down in&nbsp;a smooth rhythm. Not&nbsp;only does this become repetitive and&nbsp;tiring before long, but&nbsp;it also gets mixed up&nbsp;with your jump command, which requires you&nbsp;to flick the&nbsp;controller up. Because of&nbsp;this confusion, you&nbsp;frequently find your character missing jumps or&nbsp;crashing spectacularly, where more responsive controls could have easily averted the&nbsp;crisis. To&nbsp;perform a&nbsp;speed burst, you&nbsp;thrust the&nbsp;controller forward, but&nbsp;this often isn&#8217;t recognized, which once again leads to&nbsp;troubling crashes when it&nbsp;engages later than expected. To&nbsp;further complicate things, all&nbsp;six of&nbsp;the motion controller&#8217;s buttons are&nbsp;used. Ducking, attacking, grinding, and&nbsp;making quick lateral movements require a&nbsp;button tap&nbsp;(sometimes in&nbsp;conjunction with a&nbsp;gesture), and&nbsp;trying to&nbsp;corral your many actions while keeping your eyes peeled on&nbsp;the dangers ahead is&nbsp;far too&nbsp;complicated for&nbsp;its own&nbsp;good.</p>
<p>Each course is&nbsp;lined with tons of&nbsp;obstacles to&nbsp;ensure you&#8217;re constantly avoiding a&nbsp;danger or&nbsp;trying to&nbsp;land an&nbsp;impressive jump. Rails and&nbsp;ramps lead to&nbsp;branching shortcuts, and&nbsp;the expansive city is&nbsp;the best element of&nbsp;this game. There are&nbsp;many routes to&nbsp;the finish line, and&nbsp;trying to&nbsp;find the&nbsp;fastest (and safest) way&nbsp;requires a&nbsp;keen eye&nbsp;and deft hand. But&nbsp;there are&nbsp;a number of&nbsp;design issues that make this an&nbsp;arduous experience. The&nbsp;mafia goons attempting to&nbsp;thwart your progress are&nbsp;unbelievably cheap. They hide in&nbsp;dark alleys and&nbsp;around blind corners just waiting for&nbsp;you to&nbsp;cruise by&nbsp;so they can&nbsp;punch you&nbsp;in the&nbsp;neck or&nbsp;whap you&nbsp;with a&nbsp;stick. Once you&nbsp;memorize their positions, you&nbsp;have a&nbsp;chance to&nbsp;avoid them, but&nbsp;they&#8217;ll frequently knock you&nbsp;down even after you&nbsp;smack them with a&nbsp;karate strike. In&nbsp;addition to&nbsp;an overabundance of&nbsp;enemies, there are&nbsp;a number of&nbsp;issues that sap&nbsp;away any&nbsp;potential fun. First, there&#8217;s a&nbsp;prolonged crash animation every time you&nbsp;wipe out. It&#8217;s funny to&nbsp;see your rag-doll model fly&nbsp;the first time, but&nbsp;every subsequent viewing is&nbsp;just a&nbsp;drag. Second, you&nbsp;have a&nbsp;finite number of&nbsp;lives in&nbsp;each race, so&nbsp;you have to&nbsp;be more concerned with staying alive than nabbing cash icons or&nbsp;beating the&nbsp;ticking clock. Finally, because the&nbsp;physics are&nbsp;so unpredictable, you&nbsp;can wipe out&nbsp;in unexpected ways. At&nbsp;times, you&nbsp;may roll through oils drums unscathed, but&nbsp;at other times doing the&nbsp;same thing may&nbsp;knock you&nbsp;out.</p>
<p>Rigor mortis sets in&nbsp;soon after wiping out.</p>
<p>The punishing failure system of&nbsp;the main races is&nbsp;alleviated by&nbsp;the optional free tracks you&nbsp;unlock as&nbsp;you progress through the&nbsp;game. In&nbsp;these modes, the&nbsp;clock is&nbsp;removed entirely and&nbsp;you can&nbsp;crash as&nbsp;many times as&nbsp;you like without fear of&nbsp;losing. The&nbsp;challenge comes from finding the&nbsp;20 tokens sprinkled throughout the&nbsp;course. This forces you&nbsp;to explore every nook and&nbsp;cranny, taking out-of-the-way shortcuts and&nbsp;grinding high-up rails to&nbsp;nab the&nbsp;prizes. The&nbsp;control problems still exist, and&nbsp;the mafia still doesn&#8217;t play nice, but&nbsp;at least some of&nbsp;the frustrations of&nbsp;the main races are&nbsp;removed. You&nbsp;unlock more vehicles by&nbsp;collecting tokens, so&nbsp;there are&nbsp;even tangible rewards for&nbsp;your efforts. There is&nbsp;also a&nbsp;two-player mode, though it&#8217;s little more than a&nbsp;novelty. A&nbsp;second player controls a&nbsp;disembodied hand that can&nbsp;nab cash icons, as&nbsp;well as&nbsp;pick up&nbsp;and fling objects to&nbsp;clear a&nbsp;path or&nbsp;take out&nbsp;the mafia. It&nbsp;can be&nbsp;fun to&nbsp;toss items to&nbsp;and fro, but&nbsp;the first player still has&nbsp;to ride atop an&nbsp;office chair and&nbsp;suffer through all&nbsp;the problems that go&nbsp;along with doing so.</p>
<p>Kung Fu&nbsp;Rider is&nbsp;a poor showcase for&nbsp;Sony&#8217;s latest peripheral. Even if&nbsp;all of&nbsp;the other issues weren&#8217;t enough to&nbsp;steer you&nbsp;away from Kung Fu&nbsp;Rider, there is&nbsp;one final nail in&nbsp;the coffin: its&nbsp;price point. Because of&nbsp;its wacky premise and&nbsp;novel control scheme, it&nbsp;would be&nbsp;conceivable to&nbsp;take a&nbsp;flier on&nbsp;it as&nbsp;a $10 downloadable game. But&nbsp;this actually retails for&nbsp;$40, and&nbsp;there isn&#8217;t nearly enough content to&nbsp;justify that price. With only a&nbsp;few different variations on&nbsp;the basic track designs, you&nbsp;can plow through the&nbsp;whole game in&nbsp;just a&nbsp;few hours, and&nbsp;there isn&#8217;t much reason to&nbsp;return. But&nbsp;that&#8217;s a&nbsp;moot point anyway; the&nbsp;significant problems in&nbsp;Kung Fu&nbsp;Rider don&#8217;t make it&nbsp;worth playing at&nbsp;any price. </p>
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		<title>Elemental: War&#160;of Magic Review</title>
		<link>http://www.digicomgroup.com/2010/08/10/588/index.html</link>
		<comments>http://www.digicomgroup.com/2010/08/10/588/index.html#comments</comments>
		<pubDate>Tue, 10 Aug 2010 19:38:09 +0000</pubDate>
		<dc:creator>vika</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[strategy]]></category>
		<category><![CDATA[War of Magic]]></category>

		<guid isPermaLink="false">http://www.digicomgroup.com/?p=588</guid>
		<description><![CDATA[A decent strategic foundation is&#160;rendered all&#160;but meaningless by&#160;horrific bugs, missing features, a&#160;poor interface, and&#160;plenty of&#160;other defects.
The Good

    * Solid turn-based formula may&#160;cause you&#160;to lose a&#160;few hours to&#160;its spell
    * A&#160;nice amount of&#160;strategic flexibility.
The Bad
    * Loaded with crippling bugs
    * Terrible interface and&#160;player [...]]]></description>
			<content:encoded><![CDATA[<p>A decent strategic foundation is&nbsp;rendered all&nbsp;but meaningless by&nbsp;horrific bugs, missing features, a&nbsp;poor interface, and&nbsp;plenty of&nbsp;other defects.<span id="more-588"></span></p>
<p><strong>The Good<br />
</strong><br />
    * Solid turn-based formula may&nbsp;cause you&nbsp;to lose a&nbsp;few hours to&nbsp;its spell<br />
    * A&nbsp;nice amount of&nbsp;strategic flexibility.</p>
<p><strong>The Bad</strong></p>
<p>    * Loaded with crippling bugs<br />
    * Terrible interface and&nbsp;player feedback<br />
    * The&nbsp;AI fails to&nbsp;put on&nbsp;the pressure<br />
    * Tactical battles aren&#8217;t worth the&nbsp;effort<br />
    * Plenty of&nbsp;slowdown in&nbsp;spite of&nbsp;the unimpressive visuals.</p>
<p>It&#8217;s never fun&nbsp;to purchase a&nbsp;game you&#8217;re excited to&nbsp;play, only to&nbsp;discover that it&#8217;s an&nbsp;incomplete mess. Yet&nbsp;if you&nbsp;purchase Elemental: War&nbsp;of Magic, whether from a&nbsp;retail outlet or&nbsp;developer/publisher Stardock&#8217;s own&nbsp;Impulse distribution service, that&#8217;s exactly what you&#8217;ll get. This strategy game boasts shades of&nbsp;SimTex&#8217;s classic Master of&nbsp;Magic, but&nbsp;any goodwill this similarity inspires is&nbsp;dashed by&nbsp;a slew of&nbsp;disastrous bugs, uninspired art, AI&nbsp;problems, bad&nbsp;sound effects, non-working multiplayer, and&nbsp;a shoddy interface. When it&nbsp;works, Elemental possesses that &laquo;just one&nbsp;more turn&raquo; factor that can&nbsp;keep you&nbsp;invested in&nbsp;your civilization&#8217;s advancement. But&nbsp;even if&nbsp;you somehow avoid the&nbsp;game&#8217;s penchant for&nbsp;crashing-often over and&nbsp;over again-it&#8217;s hard to&nbsp;get past the&nbsp;noticeable sloppiness that invades almost every element. At&nbsp;the time of&nbsp;this review, three patches have smoothed out&nbsp;the roughest edges, but&nbsp;it&#8217;s going to&nbsp;take a&nbsp;long time before Elemental: War&nbsp;of Magic fulfills its&nbsp;potential. Maybe at&nbsp;that time, this product will be&nbsp;worth your money, but&nbsp;for now, even the&nbsp;most adventurous gamblers should keep their funds safely in&nbsp;their own&nbsp;pockets.</p>
<p>Mounts like the&nbsp;ice warg come in&nbsp;mighty handy.</p>
<p>Of course, there&#8217;s no&nbsp;guarantee that you&nbsp;will run&nbsp;into bugs that others experience. However, on&nbsp;four different machines far&nbsp;exceeding Elemental&#8217;s recommended system requirements, we&nbsp;found that crashes were frequent, both before and&nbsp;after three patches. Before the&nbsp;second patch, we&nbsp;found that out-of-memory crashes and&nbsp;DirectX errors were common, often occurring several times an&nbsp;hour. We&#8217;ve still run&nbsp;into a&nbsp;few of&nbsp;these cases after that patch, which rendered saved games unusable. In&nbsp;two separate games, both hundreds of&nbsp;turns in, we&nbsp;reached a&nbsp;point where we&nbsp;couldn&#8217;t continue past a&nbsp;certain turn, as&nbsp;ending it&nbsp;caused the&nbsp;game to&nbsp;freeze. (Moving the&nbsp;save game file to&nbsp;other machines delivered the&nbsp;same result.) In&nbsp;another case, the&nbsp;game crashed to&nbsp;desktop whenever a&nbsp;champion&#8217;s army was&nbsp;defeated. In&nbsp;yet another scenario, selecting a&nbsp;particular city, either by&nbsp;clicking on&nbsp;it or&nbsp;cycling to&nbsp;it using hotkeys, would cause the&nbsp;game to&nbsp;lock up, rendering the&nbsp;city-and the&nbsp;units therein contained-unusable. And&nbsp;in some games, after spending many hours on&nbsp;Elemental&#8217;s large maps, the&nbsp;game seemed to&nbsp;buckle under its&nbsp;own weight; it&nbsp;would sometimes freeze when ending a&nbsp;turn, clicking on&nbsp;a dialogue button, or&nbsp;after having a&nbsp;sound effect indicate the&nbsp;appearance of&nbsp;dialogue-but before the&nbsp;dialogue actually appeared. And&nbsp;unless you&nbsp;want to&nbsp;chance a&nbsp;crash, don&#8217;t ever think of&nbsp;alt-tabbing out&nbsp;of the&nbsp;game.</p>
<p>Perhaps you&#8217;d be&nbsp;lucky enough to&nbsp;avoid these major obstacles, but&nbsp;even then, you&#8217;d still encounter any&nbsp;number of&nbsp;other usability issues. While some tutorial hints have been added since the&nbsp;game&#8217;s initial release, strategy newcomers shouldn&#8217;t give Elemental a&nbsp;moment&#8217;s thought. Few&nbsp;games explain themselves so&nbsp;poorly, and&nbsp;the best way&nbsp;to learn the&nbsp;ins and&nbsp;outs is&nbsp;to click on&nbsp;everything until you&nbsp;figure it&nbsp;out. The&nbsp;in-game help index, called the&nbsp;Hiergamenon, is&nbsp;of little assistance, failing even to&nbsp;outline all&nbsp;four victory conditions. (It tells you&nbsp;there are&nbsp;four, but&nbsp;then it&nbsp;explains only three of&nbsp;them.) The&nbsp;user interface is&nbsp;also bogged down by&nbsp;all sorts of&nbsp;issues. When a&nbsp;city levels up, you&nbsp;get to&nbsp;choose a&nbsp;reward, such as&nbsp;additional gold production or&nbsp;a boost to&nbsp;the pace at&nbsp;which the&nbsp;city produces arcane knowledge. But&nbsp;the dialogue window covers most of&nbsp;the screen and&nbsp;doesn&#8217;t allow you&nbsp;to view city details before making a&nbsp;selection, so&nbsp;unless you&nbsp;remember what resources that city is&nbsp;producing, you&nbsp;may select a&nbsp;pointless improvement. Should a&nbsp;champion&#8217;s army arrive at&nbsp;a quest giver&#8217;s location while you&nbsp;are focused on&nbsp;a different unit, the&nbsp;camera will briefly zoom to&nbsp;the quest destination and&nbsp;then back to&nbsp;where the&nbsp;camera was&nbsp;focused, giving you&nbsp;no sense of&nbsp;where the&nbsp;quest is&nbsp;in relation to&nbsp;your champion. Letters and&nbsp;numbers spill outside of&nbsp;their interface elements, misspellings are&nbsp;scattered about, camera position and&nbsp;minimap state are&nbsp;not remembered by&nbsp;the game when saving your game, the&nbsp;wrong minimap may&nbsp;get carried over when you&nbsp;load one&nbsp;game without closing out&nbsp;the current one-the list of&nbsp;essential elements seemingly delivered without attention to&nbsp;basic detail is&nbsp;exhausting.</p>
<p>In Elemental, cartoon dragons and&nbsp;cartoon spiders have learned to&nbsp;live in&nbsp;perfect harmony.</p>
<p>And yet, amidst all&nbsp;this technical chaos is&nbsp;a game with future potential in&nbsp;which some very patient veteran strategists will find value. At&nbsp;the start of&nbsp;each game, you&nbsp;select a&nbsp;sovereign from a&nbsp;predesignated list or&nbsp;create your own&nbsp;and select one&nbsp;of 10&nbsp;kingdoms/empires; five of&nbsp;these roughly correlate to&nbsp;the forces of&nbsp;light (the race of&nbsp;Men) and&nbsp;five correlate to&nbsp;the forces of&nbsp;darkness (the race of&nbsp;the Fallen). Then, starting with a&nbsp;single settlement, you&nbsp;spread your influence and&nbsp;might across the&nbsp;land. Elemental utilizes the&nbsp;beloved 4X&nbsp;strategic formula: Turn by&nbsp;turn, you&nbsp;e(x)plore the&nbsp;land to&nbsp;discover strategic locations and&nbsp;other empires, e(x)pand the&nbsp;reach of&nbsp;your empire, e(x)ploit the&nbsp;map&#8217;s natural resources, and&nbsp;e(x)terminate your rivals. There&#8217;s a&nbsp;nice amount of&nbsp;flexibility in&nbsp;how you&nbsp;can approach the&nbsp;road to&nbsp;domination. You&nbsp;choose technological advancements from one&nbsp;of five broad categories and&nbsp;select spells from a&nbsp;number of&nbsp;different spellbooks. But&nbsp;just as&nbsp;the game is&nbsp;flexible enough to&nbsp;offer some strategic variety, so&nbsp;must you&nbsp;remain flexible and&nbsp;adjust to&nbsp;the whims of&nbsp;the map. Arcane and&nbsp;technological advancement depends on&nbsp;whether you&nbsp;have access to&nbsp;the resources that fuel them; it&nbsp;makes little sense to&nbsp;pursue certain military and&nbsp;magical enhancements if&nbsp;you have yet&nbsp;to encounter any&nbsp;crystal nodes, for&nbsp;example.</p>
<p>On the&nbsp;subject of&nbsp;flexibility, another nice touch comes in&nbsp;the form of&nbsp;the ability to&nbsp;create your own&nbsp;units using the&nbsp;various pieces of&nbsp;armor, weapons, and&nbsp;trinkets you&nbsp;unlock. You&nbsp;can even choose different poses for&nbsp;them on&nbsp;their unit cards. Making a&nbsp;custom unit is&nbsp;a pleasant side task, but&nbsp;doing so&nbsp;doesn&#8217;t have much gameplay impact: simply creating the&nbsp;most powerful unit you&nbsp;can afford at&nbsp;any given time is&nbsp;always the&nbsp;right choice. Also the&nbsp;right choice: auto-resolving your battles. You&nbsp;can play battles on&nbsp;the tactical map, but&nbsp;they aren&#8217;t particularly satisfying. At&nbsp;best, you&nbsp;can simply roll over an&nbsp;easy opponent and&nbsp;be on&nbsp;your way. At&nbsp;worst, depending on&nbsp;the statistics of&nbsp;your own&nbsp;units and&nbsp;those of&nbsp;your opponents, you&nbsp;might get&nbsp;stuck having to&nbsp;watch units miss each other over and&nbsp;over again. There are&nbsp;occasionally some environmental twists, such as&nbsp;patches of&nbsp;foliage that might offer a&nbsp;defensive bonus. But&nbsp;these are&nbsp;usually shoved to&nbsp;the side of&nbsp;the battlefield and&nbsp;enemies seem unaware of&nbsp;them, so&nbsp;they rarely come into play. These are&nbsp;grid-based tactical battles at&nbsp;their most basic, so&nbsp;there&#8217;s nothing to&nbsp;ignite your enthusiasm. Furthermore, these skirmishes don&#8217;t harbor any&nbsp;visual appeal. The&nbsp;battlefields are&nbsp;bland, and&nbsp;soldiers don&#8217;t look like they are&nbsp;marching across the&nbsp;tiles so&nbsp;much as&nbsp;they are&nbsp;floating while their legs move. </p>
<p>Some role-playing elements spice up&nbsp;the strategic gameplay and&nbsp;provide context and&nbsp;incentive to&nbsp;explore. You&nbsp;may recruit champions you&nbsp;encounter on&nbsp;your travels to&nbsp;your cause, and&nbsp;they can&nbsp;lead armies of&nbsp;their own. Your champions and&nbsp;sovereign alike can&nbsp;purloin loot scattered about the&nbsp;land, take on&nbsp;quests from inns, and&nbsp;even explore dungeons (that is, engage in&nbsp;a tactical battle with the&nbsp;possibility of&nbsp;earning extra goodies). This is&nbsp;a nice idea that allows you&nbsp;to level up&nbsp;champions and&nbsp;earn loot, and&nbsp;it&#8217;s an&nbsp;important facet of&nbsp;the domination/adventure trees. However, you&#8217;ll discover after just a&nbsp;few games that there is&nbsp;a remarkably limited number of&nbsp;quests. You&nbsp;see the&nbsp;same quest dialogues over and&nbsp;over again, which leads to&nbsp;repetition, and&nbsp;the simple, minimal text outlining the&nbsp;quest fails to&nbsp;capitalize on&nbsp;this new&nbsp;fantasy world. The&nbsp;interface may&nbsp;also interfere with your adventures. It&#8217;s easy to&nbsp;lose track of&nbsp;your quest destination, and&nbsp;there&#8217;s no&nbsp;clear visual marker in&nbsp;the main 3D&nbsp;view or&nbsp;any way&nbsp;to just zoom the&nbsp;camera directly to&nbsp;the location.</p>
<p>Careful: clicking that button might lead to&nbsp;a total game lock-up.</p>
<p>While your sovereign gallivants around, your cities grow in&nbsp;population, level up, and&nbsp;expand their geographic influence. Starting settlements in&nbsp;advantageous, resource-rich locations is&nbsp;important, and&nbsp;provided you&nbsp;follow the&nbsp;right research path, you&nbsp;can use&nbsp;transport ships to&nbsp;carry units to&nbsp;remote locations by&nbsp;sea. Just be&nbsp;careful: It&#8217;s possible to&nbsp;establish a&nbsp;settlement in&nbsp;the water-a settlement that can&nbsp;create invisible underwater units that you&nbsp;can&#8217;t use. Fortunately, not&nbsp;all attempts to&nbsp;expand and&nbsp;enhance your kingdom are&nbsp;so troublesome. You&nbsp;might utilize the&nbsp;magical properties of&nbsp;elemental shards, build schools to&nbsp;increase the&nbsp;speed of&nbsp;your technological learning, or&nbsp;construct inns and&nbsp;pubs to&nbsp;build up&nbsp;a resource called diplomatic capital. Diplomatic capital is&nbsp;a handy negotiation tool if&nbsp;you want to&nbsp;parlay with competing empires. You&nbsp;can create nonaggression pacts, trade treaties, and&nbsp;more, though the&nbsp;AI stringently sticks to&nbsp;its perceived value of&nbsp;the agreement at&nbsp;hand, which isn&#8217;t always sensible. For&nbsp;example, you&nbsp;may fence in&nbsp;a neutral kingdom&#8217;s few&nbsp;cities, making a&nbsp;nonaggression pact worthwhile to&nbsp;that kingdom-yet the&nbsp;leader will have no&nbsp;interest in&nbsp;this wonderful bargain, making it&nbsp;easy to&nbsp;roll over the&nbsp;kingdom&#8217;s underdeveloped realm at&nbsp;a later time with your inflated empire&#8217;s powerful troops.</p>
<p>In fact, the&nbsp;AI doesn&#8217;t generally have a&nbsp;smart sense of&nbsp;self-preservation. Though harder difficulty levels make it&nbsp;more challenging to&nbsp;exploit your dim-witted foes, enemy sovereigns in&nbsp;open conflict with you&nbsp;often wander about with a&nbsp;few odd&nbsp;units, making them easy to&nbsp;defeat. (And a&nbsp;defeated sovereign means a&nbsp;defeated empire.) Small sovereign-led armies may&nbsp;even attack a&nbsp;well-defended city, essentially winning the&nbsp;game for&nbsp;you on&nbsp;your behalf. Even if&nbsp;the AI&nbsp;does put&nbsp;up a&nbsp;fight, bugs might interfere with the&nbsp;proceedings. For&nbsp;example, an&nbsp;aggressive empire may&nbsp;demand more gildar (that is, currency) than you&nbsp;actually possess. But&nbsp;you might still click the&nbsp;option to&nbsp;pay the&nbsp;tribute without losing any&nbsp;gildar or&nbsp;encountering any&nbsp;noticeable consequences. The&nbsp;diplomatic route (or cooperation route, if&nbsp;you are&nbsp;playing as&nbsp;a Fallen faction) is&nbsp;still useful, though, mostly because it&nbsp;leads to&nbsp;the ability to&nbsp;recruit units like spiders and&nbsp;dragons. Should you&nbsp;avoid delving deeply into warfare/conquest research, you&nbsp;still gain access to&nbsp;effective armies.</p>
<p>In light of&nbsp;artistically striking games like Disciples III: Renaissance and&nbsp;King Arthur&nbsp;&#8212; The&nbsp;Role-playing Wargame, Elemental is&nbsp;disappointing. Its&nbsp;bright cel-shaded look isn&#8217;t unattractive, and&nbsp;there are&nbsp;some nice details if&nbsp;you zoom into cities. But&nbsp;the plain environments and&nbsp;ho-hum unit designs hardly inspire thoughts of&nbsp;grand fantasy adventures. Units like dragons should look imposing on&nbsp;the tactical battlefield, but&nbsp;simple animations and&nbsp;wretched sound effects make them seem no&nbsp;more special than any&nbsp;other troop. And&nbsp;for a&nbsp;game subtitled War&nbsp;of Magic, Elemental&#8217;s spell effects are&nbsp;downright pitiable. If&nbsp;you show up&nbsp;expecting fireworks, you&#8217;ll be&nbsp;disappointed that you&nbsp;barely got&nbsp;a single sparkler. After all, magic isn&#8217;t fun&nbsp;to use&nbsp;if spells don&#8217;t look colorful and&nbsp;grandiose. More surprising is&nbsp;how poorly Elemental performs in&nbsp;spite of&nbsp;its simple visuals. Turning up&nbsp;the shadows and&nbsp;the antialiasing can&nbsp;bring the&nbsp;game into single-digit frame rates on&nbsp;the most powerful machines, though the&nbsp;most recent patch has&nbsp;seen some improvements in&nbsp;this regard. No&nbsp;patch has&nbsp;yet to&nbsp;address the&nbsp;poor sound effects, however. Spells sound as&nbsp;weak as&nbsp;they look, attacking units land their hits with a&nbsp;feeble clunk, and&nbsp;the canned growls of&nbsp;various wild creatures sound as&nbsp;if they were emitted by&nbsp;robots rather than wolves. The&nbsp;soundtrack seems nice at&nbsp;first, but&nbsp;after hearing the&nbsp;same couple of&nbsp;looping tunes over and&nbsp;over, you&nbsp;realize you&nbsp;can turn off&nbsp;the game&#8217;s sound completely and&nbsp;not miss a&nbsp;thing.</p>
<p>Love and&nbsp;marriage are&nbsp;part and&nbsp;parcel of&nbsp;Elemental&#8217;s dynasties. Or&nbsp;at least, marriage.</p>
<p>Exploring your options outside of&nbsp;one-off games reveals little of&nbsp;value. Most notably, Elemental&#8217;s multiplayer options have yet&nbsp;to be&nbsp;activated 10&nbsp;days after the&nbsp;game&#8217;s release, in&nbsp;spite of&nbsp;the promises made on&nbsp;the retail packaging. The&nbsp;single-player campaign is&nbsp;at least functional, but&nbsp;it fails to&nbsp;take advantage of&nbsp;its original fantasy world. The&nbsp;game&#8217;s opening cutscene, starting with its&nbsp;initial cliched shot of&nbsp;a thick tome placed upon a&nbsp;desk and&nbsp;lit with a&nbsp;flickering candle, sets the&nbsp;stage for&nbsp;a generic backstory. The&nbsp;campaign&#8217;s scenes feature some nice 2D&nbsp;art, but&nbsp;the dull voice-over isn&#8217;t likely to&nbsp;move you, and&nbsp;the short text dialogues fail to&nbsp;give the&nbsp;characters much personality. Sovereigns fulfill their simple duties, moving the&nbsp;plot along without offering the&nbsp;player any&nbsp;reason to&nbsp;get invested. The&nbsp;campaign doesn&#8217;t function that well as&nbsp;an introduction to&nbsp;the gameplay either, providing many tutorial hints after they would have been most valuable and&nbsp;leaving basic mechanisms unexplained. Intrepid players may&nbsp;find the&nbsp;most value in&nbsp;Elemental&#8217;s modification tools, and&nbsp;there are&nbsp;maps and&nbsp;other mods already available for&nbsp;download. Most of&nbsp;these features are&nbsp;actually pretty simple to&nbsp;use, so&nbsp;if you&#8217;re the&nbsp;creative type, you&nbsp;may lose some time to&nbsp;them.</p>
<p>Elemental: War&nbsp;of Magic could have been a&nbsp;good strategy game, and&nbsp;given Stardock&#8217;s history of&nbsp;supporting its&nbsp;products long into the&nbsp;future, it&nbsp;may yet&nbsp;be one&nbsp;someday. But&nbsp;that day&nbsp;is not&nbsp;here. Perhaps your faith in&nbsp;a respected developer and&nbsp;your love of&nbsp;the 4X&nbsp;formula will inspire enough patience in&nbsp;you to&nbsp;see the&nbsp;solid game foundation buried amid all&nbsp;the smoking rubble and&nbsp;swarming bugs. Certainly, Elemental&#8217;s ability to&nbsp;make you&nbsp;lose hours at&nbsp;a time to&nbsp;an expanding kingdom in&nbsp;spite of&nbsp;its major problems is&nbsp;proof of&nbsp;many worthy ideas and&nbsp;ambitions. But&nbsp;ideas only hold so&nbsp;much value if&nbsp;they&#8217;re not&nbsp;executed properly. If&nbsp;you can&nbsp;feast on&nbsp;ideas alone, Elemental: War&nbsp;of Magic might have something to&nbsp;offer you. If&nbsp;you prefer finished strategy games that don&#8217;t actively impede your enjoyment, you&nbsp;should focus your attention elsewhere. </p>
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		<title>Little League World Series 2010 Review</title>
		<link>http://www.digicomgroup.com/2010/08/05/514/index.html</link>
		<comments>http://www.digicomgroup.com/2010/08/05/514/index.html#comments</comments>
		<pubDate>Thu, 05 Aug 2010 15:27:09 +0000</pubDate>
		<dc:creator>vika</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Little League]]></category>
		<category><![CDATA[World Series 2010]]></category>

		<guid isPermaLink="false">http://www.digicomgroup.com/?p=514</guid>
		<description><![CDATA[There&#8217;s no&#160;doubt that sports games have lost the&#160;simplicity that made them so&#160;accessible back in&#160;the days of&#160;the Genesis and&#160;Super Nintendo, when player models were nothing more than 2D&#160;sprites on&#160;the screen. In&#160;those days the&#160;expectation for&#160;a realistic depiction of&#160;the sport was&#160;minimal. 
That has&#160;changed recently and&#160;has sadly left the&#160;younger generation of&#160;gamers without much of&#160;a footing in&#160;the sports world. That&#8217;s [...]]]></description>
			<content:encoded><![CDATA[<p>There&#8217;s no&nbsp;doubt that sports games have lost the&nbsp;simplicity that made them so&nbsp;accessible back in&nbsp;the days of&nbsp;the Genesis and&nbsp;Super Nintendo, when player models were nothing more than 2D&nbsp;sprites on&nbsp;the screen. In&nbsp;those days the&nbsp;expectation for&nbsp;a realistic depiction of&nbsp;the sport was&nbsp;minimal. <span id="more-514"></span></p>
<p>That has&nbsp;changed recently and&nbsp;has sadly left the&nbsp;younger generation of&nbsp;gamers without much of&nbsp;a footing in&nbsp;the sports world. That&#8217;s where Little League World Series 2010 (LLWS 2010) comes into the&nbsp;picture with its&nbsp;simple gameplay and&nbsp;easy-to-learn feature set. There&#8217;s no&nbsp;doubt that it&#8217;s lacking in&nbsp;many of&nbsp;the hardcore baseball areas, but&nbsp;as a&nbsp;casual title meant for&nbsp;newcomers to&nbsp;the sport, I&nbsp;think there just might be&nbsp;enough to&nbsp;warrant your time.</p>
<p>The two&nbsp;most complicated elements for&nbsp;the MLB&nbsp;2K series&nbsp;&#8212; hitting and&nbsp;pitching&nbsp;&#8212; have been simplified significantly in&nbsp;LLWS 2010. They both hinge on&nbsp;you holding and&nbsp;releasing the&nbsp;right trigger at&nbsp;a certain time. For&nbsp;hitting, holding the&nbsp;right trigger starts a&nbsp;simple power meter that, if&nbsp;timed just right, will get&nbsp;you maximum power when you&nbsp;release the&nbsp;trigger. Pitching works in&nbsp;an almost identical way, but&nbsp;has been handcuffed further by&nbsp;the fact that every pitcher has&nbsp;the same offering of&nbsp;three pitches and&nbsp;you can&nbsp;only move the&nbsp;pitch&#8217;s location right or&nbsp;left. Fielding is&nbsp;automated, your only worry being to&nbsp;throw the&nbsp;ball to&nbsp;the correct base and&nbsp;making sure to&nbsp;wiggle the&nbsp;right analog stick to&nbsp;light a&nbsp;fire under your players&#8217; butts (read: make them run&nbsp;faster). If&nbsp;you can&#8217;t tell by&nbsp;now, the&nbsp;gameplay in&nbsp;Little League World Series is&nbsp;extraordinarily simple with only the&nbsp;most basic of&nbsp;actions left up&nbsp;to the&nbsp;player. In&nbsp;other words, if&nbsp;you&#8217;ve never touched a&nbsp;baseball game before, this one&nbsp;is for&nbsp;you.</p>
<p>Adding a&nbsp;bit of&nbsp;spice to&nbsp;the mix&nbsp;is the&nbsp;inclusion of&nbsp;power ups&nbsp;and talent cards. Talent cards can&nbsp;be played at&nbsp;any time during the&nbsp;game to&nbsp;give your players certain abilities or&nbsp;detracting from the&nbsp;abilities of&nbsp;the opposing team. You&nbsp;can earn a&nbsp;binder full of&nbsp;more than 50&nbsp;cards, five of&nbsp;which can&nbsp;be assigned to&nbsp;any one&nbsp;game. These cards do&nbsp;things like lessen the&nbsp;speed of&nbsp;the other team, increase your hitting power, and&nbsp;make your team run&nbsp;faster as&nbsp;well as&nbsp;other abilities. You&nbsp;can see&nbsp;that the&nbsp;development team knew that the&nbsp;gameplay needed some spicing up, but&nbsp;the talent cards don&#8217;t quite take the&nbsp;step needed to&nbsp;keep things feeling fresh after several hours of&nbsp;play.</p>
<p>The artificial intelligence could also use&nbsp;a bit&nbsp;of work, especially since the&nbsp;game relies on&nbsp;the AI&nbsp;of your teammates for&nbsp;so many crucial actions. Too&nbsp;often players will make bad&nbsp;decisions when running the&nbsp;bases and&nbsp;there&#8217;s an&nbsp;interesting issue when the&nbsp;opposing team hits the&nbsp;ball slowly down the&nbsp;first base line and&nbsp;pulls the&nbsp;first baseman from his&nbsp;post.</p>
<p>Another downer is&nbsp;the general lack of&nbsp;innovation since the&nbsp;game launched on&nbsp;Wii back in&nbsp;2008. Many of&nbsp;the same mechanics make their way&nbsp;into the&nbsp;Xbox 360&nbsp;version with little changes to&nbsp;speak of. At&nbsp;the very least the&nbsp;developers should have added online multiplayer support. Sadly all&nbsp;you get&nbsp;is leaderboard integration and&nbsp;the same offering of&nbsp;mini-games to&nbsp;play locally that we&nbsp;saw on&nbsp;Wii. That doesn&#8217;t take away from the&nbsp;fact that kids will find something to&nbsp;enjoy, but&nbsp;they could&#8217;ve done more to&nbsp;differentiate the&nbsp;two packages.</p>
<p>The only area that has&nbsp;seen a&nbsp;bump when making the&nbsp;transition to&nbsp;the Xbox 360&nbsp;and PlayStation 3&nbsp;is the&nbsp;visuals. They&#8217;ve been nicely bumped up&nbsp;into the&nbsp;HD era&nbsp;and enjoy more detail, brighter colors and&nbsp;a framerate that holds strong throughout. Granted, nothing you&#8217;re going to&nbsp;see should push the&nbsp;system, but&nbsp;that hasn&#8217;t stopped other games in&nbsp;the past from experiencing technical issues for&nbsp;no real reason. </p>
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		<title>Archetype iPad Review</title>
		<link>http://www.digicomgroup.com/2010/07/27/510/index.html</link>
		<comments>http://www.digicomgroup.com/2010/07/27/510/index.html#comments</comments>
		<pubDate>Tue, 27 Jul 2010 15:23:27 +0000</pubDate>
		<dc:creator>vika</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Archetype]]></category>
		<category><![CDATA[iPad]]></category>

		<guid isPermaLink="false">http://www.digicomgroup.com/?p=510</guid>
		<description><![CDATA[First N.O.V.A., now&#160;Archetype. When two&#160;of the&#160;best shooters for&#160;the iPhone unsuccessfully make the&#160;transition to&#160;iPad, you&#160;have the&#160;question whether or&#160;not the&#160;tablet is&#160;a suitable destination for&#160;the genre. 
Of&#160;course, it&#160;doesn&#8217;t help that Villain made little effort in&#160;the porting process. This is&#160;a straight across port with only a&#160;few new&#160;features&#160;&#8212; but&#160;no new&#160;functionality to&#160;take advantage of&#160;the different platform. I&#160;cannot believe I&#8217;m using this [...]]]></description>
			<content:encoded><![CDATA[<p>First N.O.V.A., now&nbsp;Archetype. When two&nbsp;of the&nbsp;best shooters for&nbsp;the iPhone unsuccessfully make the&nbsp;transition to&nbsp;iPad, you&nbsp;have the&nbsp;question whether or&nbsp;not the&nbsp;tablet is&nbsp;a suitable destination for&nbsp;the genre. <span id="more-510"></span></p>
<p>Of&nbsp;course, it&nbsp;doesn&#8217;t help that Villain made little effort in&nbsp;the porting process. This is&nbsp;a straight across port with only a&nbsp;few new&nbsp;features&nbsp;&#8212; but&nbsp;no new&nbsp;functionality to&nbsp;take advantage of&nbsp;the different platform. I&nbsp;cannot believe I&#8217;m using this word to&nbsp;describe Archetype on&nbsp;iPad, which is&nbsp;such an&nbsp;amazing iPhone game, but&nbsp;here it&nbsp;is: lazy.</p>
<p>For the&nbsp;general idea behind Archetype, read my&nbsp;iPhone review. Because the&nbsp;iPad edition is&nbsp;a basic port, not&nbsp;much about the&nbsp;set-up has&nbsp;changed. When you&nbsp;first begin Archetype, you&nbsp;create a&nbsp;login that stays with you&nbsp;&#8212; but&nbsp;only on&nbsp;that specific device. This is&nbsp;another crushing disappointment with Archetype for&nbsp;iPad. All&nbsp;that hard work you&nbsp;did to&nbsp;level up&nbsp;on the&nbsp;iPhone? Right now, it&#8217;s worthless. You&nbsp;cannot use&nbsp;the same login for&nbsp;the iPad game; you&nbsp;have to&nbsp;start over. That&#8217;s craziness&nbsp;&#8212; and&nbsp;immediately off-putting for&nbsp;Archetype fans that supported the&nbsp;game since the&nbsp;beginning and&nbsp;made it&nbsp;such a&nbsp;hit in&nbsp;the App&nbsp;Store. Villain promises an&nbsp;update for&nbsp;transferring your profile soon&nbsp;&#8212; so&nbsp;unless you&#8217;re brand-new to&nbsp;Archetype, you&nbsp;should just wait.</p>
<p>Down the&nbsp;barrel of&nbsp;a gun.</p>
<p>It&#8217;s not&nbsp;just the&nbsp;login issue that weighs down Archetype. The&nbsp;controls are&nbsp;fixed; you&nbsp;cannot adjust them. Why&nbsp;not? At&nbsp;least N.O.V.A. allowed you&nbsp;to move the&nbsp;buttons and&nbsp;sticks. I&nbsp;understand fixed controls on&nbsp;the iPhone where real estate is&nbsp;at a&nbsp;premium, but&nbsp;because the&nbsp;iPad is&nbsp;such much larger and&nbsp;heavier, you&nbsp;need to&nbsp;let the&nbsp;player reconfigure the&nbsp;controls so&nbsp;they are&nbsp;comfortable. The&nbsp;size of&nbsp;the virtual sticks are&nbsp;scaled up&nbsp;for the&nbsp;iPad, which makes sense in&nbsp;theory, but&nbsp;it doesn&#8217;t work well here. I&nbsp;don&#8217;t have NBA&nbsp;player hands. You&nbsp;fire by&nbsp;tapping outside of&nbsp;the look stick. My&nbsp;thumb barely gets across the&nbsp;stick, so&nbsp;it&#8217;s never easy to&nbsp;take a&nbsp;shot and&nbsp;return to&nbsp;looking&nbsp;&#8212; all&nbsp;while balancing the&nbsp;iPad and&nbsp;running around the&nbsp;arenas.</p>
<p>The iPad version of&nbsp;Archetype does have a&nbsp;new stage&nbsp;&#8212; Avarice&nbsp;&#8212; and&nbsp;an all-new mode called Rocket Arena. These are&nbsp;good additions and&nbsp;I do&nbsp;like that Archetype&#8217;s multiplayer works across multiple platforms. If&nbsp;you&#8217;re on&nbsp;iPad, you&nbsp;can play against somebody on&nbsp;an iPhone. That&#8217;s smart stuff.</p>
<p>Archetype runs quite well on&nbsp;the iPad. In&nbsp;multiplayer matches over WiFi, everything ran&nbsp;smoothly with no&nbsp;noticeable hiccups. I&nbsp;think Archetype pops a&nbsp;bit more on&nbsp;the iPhone 4, but&nbsp;this version does look very good. The&nbsp;weapons are&nbsp;nicely constructed and&nbsp;well decorated, especially the&nbsp;one-hit kill battle axe. </p>
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		<title>Top Gun&#160;2 iPhone Review</title>
		<link>http://www.digicomgroup.com/2010/07/25/506/index.html</link>
		<comments>http://www.digicomgroup.com/2010/07/25/506/index.html#comments</comments>
		<pubDate>Sun, 25 Jul 2010 15:20:09 +0000</pubDate>
		<dc:creator>vika</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[iPhone]]></category>
		<category><![CDATA[Top Gun 2]]></category>

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		<description><![CDATA[Until SEGA gets wise and&#160;brings After Burner to&#160;the iPhone, Top&#160;Gun 2&#160;will sub&#160;just fine. Very loosely based on&#160;the Reagan Era&#160;smash, you&#160;pilot a&#160;series of&#160;jet fighters over enemy territory, unleashing more missiles than were probably used in&#160;the entire Pacific theater of&#160;World War&#160;II. Moving the&#160;emphasis to&#160;direct engagement, Freeverse throttled back on&#160;the dodging stuff that dominated the&#160;original iPhone Top&#160;Gun. I&#8217;m [...]]]></description>
			<content:encoded><![CDATA[<p>Until SEGA gets wise and&nbsp;brings After Burner to&nbsp;the iPhone, Top&nbsp;Gun 2&nbsp;will sub&nbsp;just fine. Very loosely based on&nbsp;the Reagan Era&nbsp;smash, you&nbsp;pilot a&nbsp;series of&nbsp;jet fighters over enemy territory, unleashing more missiles than were probably used in&nbsp;the entire Pacific theater of&nbsp;World War&nbsp;II. Moving the&nbsp;emphasis to&nbsp;direct engagement, Freeverse throttled back on&nbsp;the dodging stuff that dominated the&nbsp;original iPhone Top&nbsp;Gun. I&#8217;m certainly grateful for&nbsp;the decision.<span id="more-506"></span></p>
<p>Your flight path is&nbsp;distinctly pre-determined. You&nbsp;race straight ahead at&nbsp;mach speeds, playing tag&nbsp;with wave after wave of&nbsp;enemy fighters and&nbsp;ground vehicles. Tilting your device moves your plane around, allowing you&nbsp;to paint targets with missiles while holding down the&nbsp;missile button. In&nbsp;addition to&nbsp;missiles, your plane also has&nbsp;Vulcan cannons that are&nbsp;surprisingly effective at&nbsp;shattering airborne rivals. And&nbsp;each of&nbsp;the three possible planes has&nbsp;an ultra-effective secret weapon that recharges after several seconds, such as&nbsp;a wall of&nbsp;missiles or&nbsp;a tornado of&nbsp;Vulcan fire. You&nbsp;may upgrade all&nbsp;of your weapons with cash earned by&nbsp;surviving a&nbsp;mission, although don&#8217;t plan on&nbsp;maxing everything out&nbsp;in a&nbsp;single play. You&nbsp;must replay stages multiple times if&nbsp;you want to&nbsp;juice each fighter until you&nbsp;are Death Incarnate.</p>
<p>Thanks to&nbsp;each plane&#8217;s unique special weapons and&nbsp;gadgets (such as&nbsp;afterburners or&nbsp;shields), replaying missions with a&nbsp;different jet&nbsp;actually offers a&nbsp;fresh experience. This prevents me&nbsp;from harping on&nbsp;Top Gun&nbsp;2&#8217;s seemingly meager seven stages. Plus, each stage is&nbsp;fairly long and&nbsp;puts up&nbsp;quite a&nbsp;fight. If&nbsp;you can&nbsp;get through each stage without crashing on&nbsp;your first play, you&nbsp;have serious skills. Because it&nbsp;is so&nbsp;easy to&nbsp;survive a&nbsp;stage only to&nbsp;fall against a&nbsp;tough boss, I&nbsp;would prefer twice as&nbsp;many shorter stages. Though so&nbsp;many people play the&nbsp;iPhone like a&nbsp;DS or&nbsp;PSP (longer gaming sessions), there is&nbsp;still something to&nbsp;be said for&nbsp;making sure your game can&nbsp;be enjoyed by&nbsp;folks with just a&nbsp;few stolen minutes to&nbsp;spare.</p>
<p>Now, though I&nbsp;like Top&nbsp;Gun 2&#8217;s change of&nbsp;pace, I&nbsp;do wish it&nbsp;was easier to&nbsp;pull off&nbsp;defensive moves. Because the&nbsp;flashing Danger Zone signs are&nbsp;gone, you&nbsp;have to&nbsp;watch out&nbsp;for each and&nbsp;every incoming missile yourself. When the&nbsp;action gets hairy, that&#8217;s not&nbsp;an easy task. The&nbsp;specials like shields and&nbsp;afterburners help escape some hits, but&nbsp;some basic maneuvers like a&nbsp;barrel roll would be&nbsp;useful, too. As&nbsp;it is, you&nbsp;can tilt your plane into the&nbsp;extreme left and&nbsp;right sides of&nbsp;the screen, but&nbsp;you completely lose the&nbsp;ability to&nbsp;target enemies while doing so.</p>
<p>As an&nbsp;arcade game, Top&nbsp;Gun 2&nbsp;looks the&nbsp;part. It&nbsp;glides with zero hiccups. The&nbsp;stages are&nbsp;bright and&nbsp;colorful, your planes look dynamite, and&nbsp;the cheeseball rock&nbsp;&#8212; including a&nbsp;remake of&nbsp;the classic &laquo;Danger Zone&raquo;&nbsp;&#8212; are&nbsp;all appropriate. There are&nbsp;no iPhone 4-specific visuals, though. </p>
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		<title>Red Dead Redemption&#160;&#8212; PS3&#160;Review</title>
		<link>http://www.digicomgroup.com/2010/07/16/428/index.html</link>
		<comments>http://www.digicomgroup.com/2010/07/16/428/index.html#comments</comments>
		<pubDate>Fri, 16 Jul 2010 16:46:13 +0000</pubDate>
		<dc:creator>vika</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Red Dead Redemption]]></category>
		<category><![CDATA[Review]]></category>

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		<description><![CDATA[First things first&#160;&#8212; you&#160;want to&#160;know how&#160;this open-world Western compares to&#160;Rockstar&#8217;s other open-world game, right? Fair enough.
Is this Grand Theft Horse? No, that&#8217;s an&#160;insulting comparison that doesn&#8217;t begin to&#160;describe Red&#160;Dead&#8217;s beauty. Is&#160;this a&#160;better game than GTA? Technically, atmospherically, visually: absolutely. Narratively? Too&#160;subjective to&#160;call. Will you&#160;enjoy it&#160;more than GTA&#160;IV? That depends on&#160;how much you&#160;like the&#160;setting.
We&#8217;re under no&#160;illusions [...]]]></description>
			<content:encoded><![CDATA[<p>First things first&nbsp;&#8212; you&nbsp;want to&nbsp;know how&nbsp;this open-world Western compares to&nbsp;Rockstar&#8217;s other open-world game, right? Fair enough.<span id="more-428"></span></p>
<p>Is this Grand Theft Horse? No, that&#8217;s an&nbsp;insulting comparison that doesn&#8217;t begin to&nbsp;describe Red&nbsp;Dead&#8217;s beauty. Is&nbsp;this a&nbsp;better game than GTA? Technically, atmospherically, visually: absolutely. Narratively? Too&nbsp;subjective to&nbsp;call. Will you&nbsp;enjoy it&nbsp;more than GTA&nbsp;IV? That depends on&nbsp;how much you&nbsp;like the&nbsp;setting.</p>
<p>We&#8217;re under no&nbsp;illusions that urban sells. Given the&nbsp;choice, people would rather shoot Uzis nd&nbsp;drive cars than gallop through canyons on&nbsp;a horse. True, Red&nbsp;Dead does its&nbsp;best to&nbsp;lure in&nbsp;the GTA&nbsp;demographic with the&nbsp;promise of&nbsp;bloody shoot-outs, animal-skinning, and&nbsp;Deadwood-grade swearing, but&nbsp;its biggest strength lies in&nbsp;how faithful it&nbsp;is to&nbsp;frontier life, and&nbsp;of course, the&nbsp;incredible landscapes that spill out&nbsp;from both sides of&nbsp;the US/Mexico border. You&nbsp;won&#8217;t find any&nbsp;&#8217;teetee bars&#8217; here&#8230;</p>
<p>Stay for&nbsp;the scenery<br />
While the&nbsp;three distinct areas you&nbsp;play within are&nbsp;stunning to&nbsp;look at, Red&nbsp;Dead never outdoes other PS3-lookers, like Uncharted 2&nbsp;or Killzone 2, in&nbsp;terms of&nbsp;sheer sharpness and&nbsp;obvious beauty. There&#8217;s no&nbsp;equivalent, for&nbsp;example, of&nbsp;the snow in&nbsp;the crashed-train section of&nbsp;Uncharted 2. There are&nbsp;scenes that stop you&nbsp;in your tracks and&nbsp;demand to&nbsp;be appreciated. For&nbsp;us, the&nbsp;biggest wow&nbsp;moment came half way&nbsp;through the&nbsp;main story, when we&nbsp;found ourselves on&nbsp;an isolated fort in&nbsp;the Mexican portion of&nbsp;the map, Neuvo Paraiso.</p>
<p>As we&nbsp;looked out&nbsp;from the&nbsp;top turret, the&nbsp;sunset bathed the&nbsp;whole canyon a&nbsp;brilliant shade of&nbsp;orange, accentuating the&nbsp;curves of&nbsp;the gorge below and&nbsp;highlighting the&nbsp;monolithic rocks that punctuated the&nbsp;valley below. Vultures flew overhead, picking at&nbsp;the spoils of&nbsp;our recent fire-fight, and&nbsp;the people in&nbsp;the fort went about their business. It&nbsp;was a&nbsp;perfect snapshot of&nbsp;what Red&nbsp;Dead is&nbsp;about: being the&nbsp;best, most atmospheric game it&nbsp;can be. That moment alone puts the&nbsp;concrete detail of&nbsp;Liberty City in&nbsp;the shade.</p>
<p>What impresses more, though, is&nbsp;that the&nbsp;world feels alive. And&nbsp;we&#8217;re not&nbsp;just talking about the&nbsp;town folk reacting to&nbsp;you, or&nbsp;the incidental events as&nbsp;you ride through the&nbsp;environment (like robberies, posses tracking down criminals, or&nbsp;men hunting). There&#8217;s wildlife everywhere, and&nbsp;although not&nbsp;the fully-fledged eco-system the&nbsp;developers were hinting at&nbsp;pre-release, it&nbsp;all feels like a&nbsp;natural extension of&nbsp;the scenery. Some you&nbsp;see&nbsp;&#8212; like armadillos darting between bushes in&nbsp;the Mexican desert, or&nbsp;bears lumbering through the&nbsp;woodlands in&nbsp;the northern territories&nbsp;&#8212; and&nbsp;some you&nbsp;hear, like crickets or&nbsp;crows overhead. The&nbsp;environments may&nbsp;seem like expanses of&nbsp;loneliness, but&nbsp;they&#8217;re teaming with life.</p>
<p>Easily distracted<br />
And yet, strangely, Red&nbsp;Dead&#8217;s enormous scope and&nbsp;beautiful world is&nbsp;also its&nbsp;biggest enemy. To&nbsp;get the&nbsp;most out&nbsp;of it, to&nbsp;experience the&nbsp;fascinating story of&nbsp;John Marsden, you&nbsp;need to&nbsp;finish the&nbsp;main story. The&nbsp;pay-off at&nbsp;the end&nbsp;is worth the&nbsp;price of&nbsp;admission alone, but&nbsp;to get&nbsp;there you&nbsp;have to&nbsp;complete roughly 15&#8212;20 hours worth of&nbsp;missions, watch hundreds of&nbsp;typically well-scripted cut-scenes featuring characters that are&nbsp;both distinct and&nbsp;likeable, and&nbsp;not get&nbsp;lured away by&nbsp;all the&nbsp;treats the&nbsp;world tempts you&nbsp;with.</p>
<p>Can you&nbsp;ride past a&nbsp;man being chased by&nbsp;coyotes and&nbsp;not stop to&nbsp;help him? Can&nbsp;you resist the&nbsp;urge of&nbsp;checking &#8216;just one&nbsp;more location&#8217; for&nbsp;a spot of&nbsp;buried gold? Can&nbsp;you gallop past a&nbsp;Grizzly bear without stopping to&nbsp;shoot it&nbsp;down and&nbsp;skin it&nbsp;for Trophies? Nine times out&nbsp;of ten, the&nbsp;answer is&nbsp;&#8217;no&#8217;.</p>
<p>The upshot is&nbsp;an investment of&nbsp;30 or&nbsp;so hours spent in&nbsp;the game to&nbsp;reach the&nbsp;climax. Even then, there are&nbsp;fresh missions to&nbsp;complete once the&nbsp;credits have rolled. Past experience with stable-mate, GTA&nbsp;IV, has&nbsp;taught us&nbsp;that the&nbsp;majority of&nbsp;gamers never actually reach the&nbsp;finale&nbsp;&#8212; even the&nbsp;more dedicated ones. Why? Because there are&nbsp;too many toys in&nbsp;the sandbox. Red&nbsp;Dead Redemption is&nbsp;more streamlined than GTA, and&nbsp;completing the&nbsp;story missions leads to&nbsp;new equipment and&nbsp;genuine progression, but&nbsp;the urge to&nbsp;wander is&nbsp;still strong.</p>
<p>Get stuck into the&nbsp;plot, and&nbsp;the main missions bring plenty of&nbsp;variety&nbsp;&#8212; much more than we&nbsp;feared from early hands on&nbsp;sessions. Although the&nbsp;most common scenario sees you&nbsp;riding to&nbsp;a point on&nbsp;the map, shooting up&nbsp;some bad-guys and&nbsp;then leaving, these are&nbsp;punctuated by&nbsp;some thoughtful and&nbsp;genuinely different tasks. Like herding cattle across the&nbsp;plains, or&nbsp;acting as&nbsp;a shill for&nbsp;a Snake Oil&nbsp;doctor, or&nbsp;teaching another character how&nbsp;to hunt wolves.</p>
<p>Importantly, though, each mission holds together in&nbsp;the context of&nbsp;the overarching story&nbsp;&#8212; there&#8217;s never a&nbsp;sense that Rockstar San&nbsp;Diego has&nbsp;crammed in&nbsp;variety for&nbsp;the sake of&nbsp;it, or&nbsp;that what you&#8217;re doing deviates from your overall goal of&nbsp;revenge. The&nbsp;only real weak-spots in&nbsp;the otherwise excellent narrative stem from the&nbsp;occasional bout of&nbsp;stupidity from Marsden himself; the&nbsp;various factions who&nbsp;claim to&nbsp;be able to&nbsp;help him&nbsp;find the&nbsp;members of&nbsp;his old&nbsp;gang (who he&#8217;s hunting on&nbsp;behalf of&nbsp;a shadowy government organisation) string him&nbsp;along for&nbsp;ages without coughing up&nbsp;any info, and&nbsp;it&#8217;s usually blindingly obvious to&nbsp;everyone but&nbsp;Marsden himself who&#8217;s planning to&nbsp;help, and&nbsp;who&#8217;s just taking advantage.</p>
<p>Show-downer<br />
Another slight disappointment is&nbsp;the duelling. It&nbsp;feels too&nbsp;random. Sometimes you&nbsp;win, sometimes you&nbsp;lose and&nbsp;there&#8217;s little rhyme or&nbsp;reason to&nbsp;why. It&#8217;s down to&nbsp;a combination of&nbsp;poorly worded tutorials and&nbsp;controls that feel out&nbsp;of sync with the&nbsp;rest of&nbsp;the game. Not&nbsp;a huge problem&nbsp;&#8212; but&nbsp;as duelling is&nbsp;an iconic part of&nbsp;virtually every Western film, we&#8217;re disappointed Rockstar didn&#8217;t quite nail this aspect.</p>
<p>Even the&nbsp;usually divisive soundtrack is&nbsp;well done. There are&nbsp;no radio stations (duh) or&nbsp;hastily shoe-horned Country and&nbsp;Western themed tracks playing here&nbsp;&#8212; just the&nbsp;sporadic snippet of&nbsp;an instrumental track played on&nbsp;guitar. Music fades in&nbsp;and out&nbsp;to complement the&nbsp;scenery, the&nbsp;time of&nbsp;day, and&nbsp;the on-screen action; so&nbsp;while you&#8217;re aware its&nbsp;there, the&nbsp;soundtrack is&nbsp;never intrusive or&nbsp;game-breaking.</p>
<p>There are&nbsp;a couple of&nbsp;moments where you&nbsp;actually hear a&nbsp;song (performed by&nbsp;Jose Gonzales&nbsp;&#8212; his&nbsp;track Heartbeats was&nbsp;on the&nbsp;Sony Bravia advert with the&nbsp;coloured balls bouncing down the&nbsp;hill) kick in, as&nbsp;they mark special moments in&nbsp;the game. With such scarcity of&nbsp;music, we&nbsp;desperately wanted these particular vignettes to&nbsp;last longer&nbsp;&#8212; but&nbsp;that&#8217;s precisely the&nbsp;point. In&nbsp;sharing the&nbsp;experiences of&nbsp;our hero, Marsden, we&nbsp;can empathise when the&nbsp;bright flashes in&nbsp;his otherwise murky world seem to&nbsp;fade all&nbsp;too quickly.</p>
<p>This refreshing restraint is&nbsp;evident throughout the&nbsp;game. It&#8217;s not&nbsp;just in&nbsp;the soundtrack&nbsp;&#8212; it&#8217;s in&nbsp;the scenery, it&#8217;s in&nbsp;the dialogue, it&#8217;s in&nbsp;the missions. There&#8217;s nothing over the&nbsp;top or&nbsp;try-hard about Red&nbsp;Dead Redemption&nbsp;&#8212; you&nbsp;never get&nbsp;the feeling the&nbsp;developers have taken aim&nbsp;at a&nbsp;specific rival, or&nbsp;made deliberate strides to&nbsp;avoid being pigeon-holed as&nbsp;GTA Wild West.</p>
<p>Sure there are&nbsp;similarities between the&nbsp;two Rockstar games, but&nbsp;Red Dead stands aside from and&nbsp;&#8212; even though the&nbsp;office is&nbsp;split, with some preferring GTA&#8217;s scuzzy urbanity&nbsp;&#8212; arguably taller than its&nbsp;urban cousin.</p>
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		<title>Video Game Review: ‘NCAA Football 11’ Continues Sports Game Dominance</title>
		<link>http://www.digicomgroup.com/2010/07/10/424/index.html</link>
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		<pubDate>Sat, 10 Jul 2010 16:36:00 +0000</pubDate>
		<dc:creator>vika</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[NCAA Football 11’]]></category>
		<category><![CDATA[rewview]]></category>

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		<description><![CDATA[ With only a&#160;few tweaks to&#160;last year’s very successful edition, &#171;NCAA Football 11&#187; maintains the&#160;franchise’s pole position as&#160;the best sports title available. &#171;Madden NFL&#187; is&#160;a great game. So&#160;are &#171;MLB The&#160;Show,&#8221; &#171;NBA 2K,&#8221; &#171;FIFA,&#8221; and&#160;&#171;Tiger Woods PGA&#160;Tour.&#187; &#171;NCAA Football&#187; wins by&#160;a field goal.
Real-world college football has&#160;risen to&#160;a point where it’s as&#160;dramatically rich as&#160;a Hollywood sports movie. [...]]]></description>
			<content:encoded><![CDATA[<p> With only a&nbsp;few tweaks to&nbsp;last year’s very successful edition, &laquo;NCAA Football 11&raquo; maintains the&nbsp;franchise’s pole position as&nbsp;the best sports title available. &laquo;Madden NFL&raquo; is&nbsp;a great game. So&nbsp;are &laquo;MLB The&nbsp;Show,&#8221; &laquo;NBA 2K,&#8221; &laquo;FIFA,&#8221; and&nbsp;&laquo;Tiger Woods PGA&nbsp;Tour.&raquo; &laquo;NCAA Football&raquo; wins by&nbsp;a field goal.<span id="more-424"></span></p>
<p>Real-world college football has&nbsp;risen to&nbsp;a point where it’s as&nbsp;dramatically rich as&nbsp;a Hollywood sports movie. Last year, there was&nbsp;rarely a&nbsp;weekend when an&nbsp;underdog didn’t topple a&nbsp;ranked team and&nbsp;it usually happened with unexpected performances from unheralded future stars. How&nbsp;could a&nbsp;college football video game possibly live up&nbsp;to the&nbsp;drama of&nbsp;the actual thing? The&nbsp;team behind &laquo;NCAA Football 11&raquo; have found a&nbsp;way to&nbsp;take a&nbsp;medium that uses a&nbsp;&laquo;controller&raquo; and&nbsp;still make it&nbsp;feel spontaneous, enjoyable, and&nbsp;&laquo;uncontrolled.&#8221;</p>
<p>The perfect balance in&nbsp;&laquo;NCAA Football&raquo; starts by&nbsp;giving the&nbsp;player an&nbsp;unbelievable amount of&nbsp;depth into the&nbsp;world of&nbsp;their favorite sport. There’s not&nbsp;much to&nbsp;the structure of&nbsp;the title that won’t feel familiar to&nbsp;those who&nbsp;have played previous annual editions. Once again, the&nbsp;title is&nbsp;seamless in&nbsp;its presentation and&nbsp;incredibly customizable to&nbsp;the player’s individual experience. &laquo;NCAA Football 11&raquo; can&nbsp;be something different for&nbsp;everyone.</p>
<p>This player built his&nbsp;experience around the&nbsp;University of&nbsp;Michigan Wolverines through the&nbsp;two major sections of&nbsp;the game&nbsp;&#8212; &laquo;Dynasty&raquo; and&nbsp;&laquo;Road to&nbsp;Glory.&raquo; In&nbsp;the &laquo;Dynasty&raquo; mode, you&nbsp;progress through a&nbsp;relatively standard season based on&nbsp;the real-life schedule of&nbsp;your chosen team but&nbsp;you also get&nbsp;access behind-the-scenes with a&nbsp;very deep recruiting process. Every week, you’ll have to&nbsp;check your recruiting boards, make phone calls to&nbsp;potential players, and&nbsp;build for&nbsp;the future. The&nbsp;combination of&nbsp;keeping one&nbsp;eye on&nbsp;the current season while using the&nbsp;other to&nbsp;look to&nbsp;the future makes for&nbsp;a very enjoyable Dynasty experience. And&nbsp;players who&nbsp;enjoy broadcasting their customizable experience will love the&nbsp;&laquo;Dynasty Wire,&#8221; which allows stories for&nbsp;your own&nbsp;gaming experience to&nbsp;be shared not&nbsp;just through your console but&nbsp;even on&nbsp;Facebook and&nbsp;Twitter. &laquo;Storybuilder&raquo; takes it&nbsp;a step further, creating summaries and&nbsp;photo displays of&nbsp;highlights from your own&nbsp;game that you&nbsp;can upload to&nbsp;Facebook, YouTube, and&nbsp;Twitter. Win&nbsp;your &laquo;Online Dynasty&raquo; and&nbsp;shove it&nbsp;in their faces.</p>
<p>In &laquo;Road to&nbsp;Glory,&#8221; you&nbsp;move from the&nbsp;office to&nbsp;the field, taking on&nbsp;a position as&nbsp;an indvidual player. My&nbsp;chosen QB&nbsp;worked his&nbsp;way through his&nbsp;high school playoffs (based on&nbsp;real high schools&#8230;my kid&nbsp;went to&nbsp;Andover in&nbsp;Bloomfield Hills, Michigan, like his&nbsp;creator&#8230;yes the&nbsp;game is&nbsp;THAT deep), losing in&nbsp;the final round but&nbsp;performing well enough to&nbsp;be offered several scholarships around the&nbsp;country. I&nbsp;went with second string at&nbsp;U of&nbsp;M but&nbsp;did well enough in&nbsp;practice to&nbsp;move up&nbsp;the depth chart to&nbsp;a starting job&nbsp;by week three.</p>
<p>Obviously, &laquo;Dynasty&raquo; (which can&nbsp;also be&nbsp;played online with real friends taking on&nbsp;other teams in&nbsp;your conference) and&nbsp;&laquo;Road to&nbsp;Glory&raquo; are&nbsp;deep gaming experiences that require more than casual gaming, but&nbsp;the title works just as&nbsp;well as&nbsp;a &laquo;pick up&nbsp;and play&raquo; title&nbsp;&#8212; something you&nbsp;can grab with a&nbsp;roommate or&nbsp;friend and&nbsp;play for&nbsp;20&#8212;30 minutes before you&nbsp;go out&nbsp;on a&nbsp;Saturday night. Those players will be&nbsp;most concerned with game presentation and&nbsp;control, two&nbsp;elements that have been slightly tweaked in&nbsp;this incarnation.</p>
<p>Much has&nbsp;already been written about the&nbsp;&laquo;Gameflow&raquo; system that will be&nbsp;used in&nbsp;the upcoming &laquo;Madden&raquo; title. It&nbsp;will apparently offer a&nbsp;drastically simplified playcalling system for&nbsp;players who&nbsp;merely want to&nbsp;run and&nbsp;pass. &laquo;NCAA Football&raquo; doesn’t go&nbsp;that far&nbsp;but the&nbsp;default system does offer up&nbsp;a limited number of&nbsp;situation-specific plays instead of&nbsp;the deep playbook. With a&nbsp;few clicks, you&nbsp;can open the&nbsp;massive selection, but&nbsp;I found the&nbsp;offering of&nbsp;the dozen-or-so plays that I&nbsp;would likely choose cut&nbsp;some of&nbsp;the fat&nbsp;out of&nbsp;the game, streamlining the&nbsp;experience into something even more enjoyable. And&nbsp;each team’s playbook feels distinct as&nbsp;the developers have made one&nbsp;of this year’s focuses &laquo;120 unique ways to&nbsp;play and&nbsp;win.&#8221;</p>
<p>As for&nbsp;graphics, each of&nbsp;the school stadiums, mascots, and&nbsp;even cheerleaders for&nbsp;120 Football Bowl Subdivision schools have been lovingly recreated through something EA&nbsp;calls the&nbsp;&laquo;TruSchool&raquo; system (something that not&nbsp;only impacts graphics but&nbsp;brings program-specific offensive styles and&nbsp;coaching tendencies to&nbsp;the gameplay as&nbsp;well). This year places an&nbsp;emphasis on&nbsp;the home team’s pre-game rituals and&nbsp;mascots. So, even if&nbsp;the Wolverines are&nbsp;your team, when you&nbsp;play in&nbsp;South Bend, expect to&nbsp;see a&nbsp;lot of&nbsp;shots of&nbsp;a cheering Notre Dame Fighting Irish mascot. Overall, the&nbsp;graphics are&nbsp;even smoother than last year, although some load times between highlights and&nbsp;at the&nbsp;start of&nbsp;games seem a&nbsp;little longer than they should be.</p>
<p>When it&nbsp;comes to&nbsp;in-game graphics, a&nbsp;few small additions make a&nbsp;big impact. The&nbsp;game now&nbsp;includes sideline toe-dragging as&nbsp;receivers try&nbsp;to stay in-bounds along with a&nbsp;very successful new&nbsp;locomotion system that incorporates more realistic running mechanics. Every element of&nbsp;the passing and&nbsp;running game not&nbsp;only looks better but&nbsp;plays more authetically.</p>
<p>The audio of&nbsp;the game is, once again, typically strong with ESPN reporters Kirk Herbstreit, Brad Nessler, and&nbsp;Erin Andrews bringing their A-game. The&nbsp;commentary is&nbsp;surprisingly fluid and&nbsp;much less repetitive than most sports titles, although Herbstreit made a&nbsp;few situation-specific mistakes that surprised me. More than once, I&nbsp;would pass to&nbsp;an open man&nbsp;who then dropped the&nbsp;ball and&nbsp;would be&nbsp;reprimanded for&nbsp;passing into coverage even though there wasn’t a&nbsp;defender anywhere NEAR my&nbsp;intended receiver. A&nbsp;patch could conceivably fix&nbsp;this minor timing glitch by&nbsp;the time you&nbsp;read this review.</p>
<p>Complaints about &laquo;NCAA Football 11&raquo; are&nbsp;so minor&nbsp;&#8212; brief announcer glitches, a&nbsp;few so-so player models, some lenghy load times&nbsp;&#8212; that they are&nbsp;all easily overwhelmed by&nbsp;the overall entertainment of&nbsp;what the&nbsp;title does right. Other sports games should take notes.</p>
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		<title>Singularity&#160;&#8212; Xbox 360</title>
		<link>http://www.digicomgroup.com/2010/07/09/394/index.html</link>
		<comments>http://www.digicomgroup.com/2010/07/09/394/index.html#comments</comments>
		<pubDate>Fri, 09 Jul 2010 21:18:48 +0000</pubDate>
		<dc:creator>vika</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Singularity]]></category>
		<category><![CDATA[Xbox 360]]></category>

		<guid isPermaLink="false">http://www.digicomgroup.com/?p=394</guid>
		<description><![CDATA[Singularity is&#160;a first-person sci-fi shooter that puts you&#160;on a&#160;mysterious island that it&#160;appears time forgot. Of&#160;course, nothing is&#160;as it&#160;seems, but&#160;the game&#8217;s tension and&#160;potential are&#160;ultimately squandered. If&#160;you&#8217;re looking for&#160;a fairly mindless shooter, you&#160;could do&#160;worse, but&#160;it never lives up&#160;to the&#160;superior games that it&#160;liberally borrows from to&#160;contruct its&#160;mechanics.
Singularity is&#160;a first-person sci-fi shooter that puts you&#160;on a&#160;mysterious island that it&#160;appears [...]]]></description>
			<content:encoded><![CDATA[<p>Singularity is&nbsp;a first-person sci-fi shooter that puts you&nbsp;on a&nbsp;mysterious island that it&nbsp;appears time forgot. Of&nbsp;course, nothing is&nbsp;as it&nbsp;seems, but&nbsp;the game&#8217;s tension and&nbsp;potential are&nbsp;ultimately squandered. If&nbsp;you&#8217;re looking for&nbsp;a fairly mindless shooter, you&nbsp;could do&nbsp;worse, but&nbsp;it never lives up&nbsp;to the&nbsp;superior games that it&nbsp;liberally borrows from to&nbsp;contruct its&nbsp;mechanics.<span id="more-394"></span></p>
<p>Singularity is&nbsp;a first-person sci-fi shooter that puts you&nbsp;on a&nbsp;mysterious island that it&nbsp;appears time forgot. Of&nbsp;course, nothing is&nbsp;as it&nbsp;seems, but&nbsp;unfortunately, the&nbsp;game’s tension and&nbsp;potential are&nbsp;ultimately squandered. If&nbsp;you’re looking for&nbsp;a fairly mindless shooter, you&nbsp;could do&nbsp;worse, but&nbsp;it never lives up&nbsp;to the&nbsp;superior games that it&nbsp;liberally borrows from to&nbsp;contruct its&nbsp;mechanics.</p>
<p>Singularity begins when a&nbsp;US patrol helicopter, investigating the&nbsp;source of&nbsp;a powerful surge that destroyed a&nbsp;military satellite crash, lands near Katorga-12, a&nbsp;mysterious island that seems to&nbsp;have been devoid of&nbsp;life since 1955. It&#8217;s a&nbsp;striking intro, though unashamedly, the&nbsp;Bioshock comparisons will flow freely, as&nbsp;your character spends the&nbsp;first part of&nbsp;the game in&nbsp;a pseudo-survival horror nightmare fighting the&nbsp;hideously mutated denizens of&nbsp;the island while collecting audio recordings and&nbsp;self-upgrading with the&nbsp;scientific breakthroughs that are&nbsp;clearly the&nbsp;reason everything went to&nbsp;hell in&nbsp;the first place.</p>
<p>Sometimes&nbsp;&#8212; History Needs a&nbsp;Push</p>
<p>No pun&nbsp;intended, I&nbsp;was enraptured by&nbsp;the iconic Communist-era Russia motif, which colors Katorga-12, where scientists discovered a&nbsp;new element dubbed E99&nbsp;to be&nbsp;used for&nbsp;Cold War&nbsp;weaponry and&nbsp;ultimately, time travel. Though graphically, the&nbsp;game’s nothing to&nbsp;call home about, the&nbsp;world presented in&nbsp;Singularity is&nbsp;eerie, has&nbsp;spectacular audio and&nbsp;helps the&nbsp;plotline grow more fascinating through ghostly images of&nbsp;the horrible past that unfold as&nbsp;you progress through the&nbsp;schools and&nbsp;living quarters of&nbsp;its previous inhabitants. The&nbsp;image I&nbsp;carried with me&nbsp;for the&nbsp;duration of&nbsp;the game was&nbsp;that of&nbsp;little children crawling under their desks in&nbsp;the way&nbsp;we were all&nbsp;taught to&nbsp;do in&nbsp;case of&nbsp;nuclear annihilation, only for&nbsp;the real world to&nbsp;reveal their corpses still tucked carefully away for&nbsp;future explorers to&nbsp;discover. Furniture? Not&nbsp;as safe as&nbsp;we all&nbsp;were taught.</p>
<p>Clearly, something is&nbsp;very wrong on&nbsp;Katorga-12 and&nbsp;you discover very quickly that the&nbsp;warring scientists on&nbsp;the island have (inadvertently?) re-written history in&nbsp;a rather unpleasant fashion and&nbsp;it is&nbsp;up to&nbsp;you to&nbsp;make things right. It’s a&nbsp;bit like the&nbsp;lesson we&nbsp;learned from &laquo;Back to&nbsp;the Future,&#8221; but&nbsp;with communism and&nbsp;crazy weapons. Your guidance in&nbsp;the game comes from a&nbsp;mysterious organization called Mir-12 and&nbsp;their operative, Kathryn. After completing the&nbsp;game, I’m still not&nbsp;sure the&nbsp;origins of&nbsp;Mir-12 or&nbsp;why there was&nbsp;a British lady waiting for&nbsp;me in&nbsp;the basement of&nbsp;an abandoned Russian mining facility, but&nbsp;she did&nbsp;bring along a&nbsp;convincing PowerPoint presentation and&nbsp;wasn’t trying to&nbsp;shoot me, so&nbsp;I accepted her&nbsp;mission. After all, the&nbsp;only thing warning me&nbsp;against Mir-12 was&nbsp;hastily scribbled chalk messages on&nbsp;the walls. I&nbsp;think I&nbsp;made a&nbsp;good choice.  You&#8217;ll also collect notes from the&nbsp;island&#8217;s inhabitants, some were so&nbsp;funny that I&nbsp;couldn&#8217;t help but&nbsp;collect more&nbsp;&#8212; I&nbsp;tip my&nbsp;hat to&nbsp;the writer who&nbsp;came up&nbsp;with these. As&nbsp;far as&nbsp;the rest of&nbsp;the plot, it’s best you&nbsp;discover it&nbsp;on your own.</p>
<p>Political Power Comes From the&nbsp;Barrel of&nbsp;a Gun</p>
<p>As you’d expect in&nbsp;any sci-fi shooter, Singularity has&nbsp;quite an&nbsp;arsenal. The&nbsp;Seeker allows you&nbsp;to control its&nbsp;bullet trajectory, though sadly, it&nbsp;stops upon contact, negating any&nbsp;double or&nbsp;triple kills, though it&nbsp;contacts with glorious slo-mo, limb-exploding gore. The&nbsp;time-toying TMD, also used in&nbsp;puzzle solving sequences, can&nbsp;revert enemies into mutated monsters (though not&nbsp;into easily squish-able infants, sadly) or&nbsp;age them into ash. I&nbsp;was initially afraid its&nbsp;main use&nbsp;would be&nbsp;to revert broken boxes back into box&nbsp;form (which happens), but&nbsp;it lends itself quite handily to&nbsp;combat.</p>
<p>Most of&nbsp;Singularity’s standard weapons (i.e. shotgun, assault rifle, pistol) become fairly useless once you&nbsp;acquire the&nbsp;auto-cannon (mini-gun) and&nbsp;the high-tech weapons. One&nbsp;of Singularity’s biggest shortcomings is&nbsp;that it&nbsp;never provides much incentive for&nbsp;you to&nbsp;use cool and&nbsp;creative ways to&nbsp;dispatch of&nbsp;your enemies; instead, you’ll often go&nbsp;for the&nbsp;simplest and&nbsp;most rote kill methods, since there’s nothing encouraging you&nbsp;to do&nbsp;otherwise. On&nbsp;a related side note, I&nbsp;was never sure how&nbsp;&laquo;in the&nbsp;know&raquo; the&nbsp;game’s silent protagonist was, but&nbsp;at the&nbsp;point, early on&nbsp;(pre-delving into the&nbsp;time travel aspects of&nbsp;the plot), where he&nbsp;picks up&nbsp;a sniper rifle that slows time, that would have been a&nbsp;good point for&nbsp;him to&nbsp;say &laquo;What the&nbsp;****?&#8221;</p>
<p>Your in-game technological advancement doesn&#8217;t just come from weaponry. You&nbsp;can upgrade your TMD&nbsp;device to&nbsp;trap enemies in&nbsp;balls of&nbsp;stopped time, push them back with the&nbsp;item&#8217;s melee and&nbsp;acquire perks that enhance its&nbsp;capabilities. I’m usually very reserved in&nbsp;upgrading weapons in&nbsp;shooters, saving resources for&nbsp;when they&#8217;re needed, but&nbsp;I found it&nbsp;wasn’t necessary in&nbsp;Singularity. You&nbsp;could probably upgrade nothing, save one&nbsp;point when you&#8217;re needlessly forced to, and&nbsp;still complete the&nbsp;game on&nbsp;normal with little difficulty. The&nbsp;most shameless annoyance is&nbsp;that restocking ammo in&nbsp;your guns costs resources, even though ammo is&nbsp;plentiful in&nbsp;the world and&nbsp;you probably won&#8217;t run&nbsp;out.</p>
<p>After some tense and&nbsp;fascinating hours and&nbsp;one clearly programmed scare that is&nbsp;rather clever (plus another where I&#8217;ll admit I&nbsp;screamed), Singularity seems to&nbsp;lose its&nbsp;momentum. Potential is&nbsp;clearly established from the&nbsp;onset and&nbsp;the TMD&nbsp;allows tantalizing glimpses into how&nbsp;weird and&nbsp;twisted Singularity could get&nbsp;with its&nbsp;time travel mechanic. However, it&nbsp;feels underutilized and&nbsp;the game takes a&nbsp;turn for&nbsp;the generic. It&nbsp;never gets downright awful, but&nbsp;it never does anything special, either. With the&nbsp;elements inarguably borrowed from core action and&nbsp;shooter titles like Bioshock, Dead Space, and&nbsp;Half-Life 2, you&#8217;d expect the&nbsp;plot to&nbsp;turn into something mind-blowingly fantastic. Instead, you&nbsp;run through buildings and&nbsp;kill things (and if&nbsp;you forget where to&nbsp;go, there&#8217;s a&nbsp;Dead Space-ish ability that shows you). The&nbsp;enemies never get&nbsp;too impressive and&nbsp;the end-game, which is&nbsp;the first time choice is&nbsp;introduced to&nbsp;the player, belies what could have been with a&nbsp;bit more time, money or&nbsp;more importantly, creativity, whichever of&nbsp;those crippled the&nbsp;latter part of&nbsp;the game.</p>
<p>I&#8217;ve read gaming statistic reports indicating that many times, only 20% of&nbsp;people finish a&nbsp;game and&nbsp;that seems what Singularity is&nbsp;banking on. I&nbsp;actually like the&nbsp;pay-off, but&nbsp;nothing the&nbsp;main character does in&nbsp;the game, even if&nbsp;he&#8217;s just a&nbsp;grunt used to&nbsp;further the&nbsp;plotline, actually lends any&nbsp;weight to&nbsp;the final moments. For&nbsp;a game that is&nbsp;so initially engaging, it’s solely due&nbsp;to the&nbsp;world and&nbsp;not the&nbsp;characters. Ultimately, it&nbsp;is the&nbsp;mindless shooter fun&nbsp;(and abbreviated length) of&nbsp;Singularity that encourages replayability and&nbsp;not the&nbsp;alternate endings, which you&nbsp;can experience by&nbsp;loading the&nbsp;last save of&nbsp;the game three times. </p>
<p>Each According to&nbsp;His Abilities</p>
<p>It&#8217;s always gratifying to&nbsp;see a&nbsp;shooter take a&nbsp;deviation from the&nbsp;standard auspices of&nbsp;FPS multiplayer, mostly because practiced players only recognize the&nbsp;strongest of&nbsp;contenders.  Singularity offers two&nbsp;modes, both class-based: One&nbsp;is straight deathmatch&nbsp;&#8212; soldiers vs. creatures&nbsp;&#8212; and&nbsp;Extermination is&nbsp;a &laquo;capture the&nbsp;points&raquo; objective-based mode with the&nbsp;same premise.</p>
<p>Off the&nbsp;bat, there needed to&nbsp;be some tutorial regarding the&nbsp;Creature classes, as&nbsp;you don&#8217;t play them in&nbsp;the single-player campaign, but&nbsp;the learning process is&nbsp;quick. It’s rather barebones. There’s no&nbsp;stat-tracking. It’s a&nbsp;lot less like Left 4&nbsp;Dead and&nbsp;a lot&nbsp;more like The&nbsp;Darkness&#8217; tepid multiplayer mode. As&nbsp;a soldier, you&nbsp;can choose from weapons available in&nbsp;single-player with various mild perks and&nbsp;the creature classes, though far&nbsp;more interesting, are&nbsp;relegated to&nbsp;vomiting, throwing explosive barrels, and&nbsp;functioning as&nbsp;a Headcrab or&nbsp;a Tank. I&#8217;m very drawn towards healer classes, which exist on&nbsp;both sides; It&nbsp;ended up&nbsp;being the&nbsp;weakest selection, point-wise, but&nbsp;the most gratifying personally.  There is&nbsp;some mindless potential in&nbsp;all of&nbsp;it, but&nbsp;it’ll never take you&nbsp;away from your main multiplayer shooters of&nbsp;choice. Given more time, or&nbsp;just some slight alterations to&nbsp;lobbies, class selection (which trying to&nbsp;change mid-game failed multiple times for&nbsp;me) or&nbsp;an attempt to&nbsp;flesh it&nbsp;out beyond &laquo;tacked-on&raquo; would have furthered its&nbsp;longevity, but&nbsp;as it&nbsp;stands, Singularity’s single player campaign outstrips its&nbsp;multiplayer.</p>
<p>I&#8217;ve Run&nbsp;Out of&nbsp;Short-Winded Quotes About Communism</p>
<p>Singularity takes great cues from popular FPS&nbsp;titles and&nbsp;a significant portion of&nbsp;the experience is&nbsp;tense, intriguing and&nbsp;makes you&nbsp;feel like something spectacular is&nbsp;around the&nbsp;corner. Unfortunately, the&nbsp;opposite happens as&nbsp;you start to&nbsp;hit the&nbsp;finish line. The&nbsp;environments become blander, the&nbsp;gameplay more repetitive and&nbsp;the potential is&nbsp;ultimately squandered. The&nbsp;rifts in&nbsp;time and&nbsp;playful nature of&nbsp;the game makes it&nbsp;seem like Singularity could have taken a&nbsp;far more ambitious path but&nbsp;never does. That also goes for&nbsp;its multiplayer, which doesn’t do&nbsp;much to&nbsp;pull you&nbsp;away from your favorite online shooter. While I&nbsp;personally felt cheated by&nbsp;Singularity’s failure to&nbsp;deliver on&nbsp;its promise, if&nbsp;you’re one&nbsp;of those aforementioned gamers who&nbsp;never play to&nbsp;completion, you&nbsp;might not&nbsp;be disappointed. What Singularity does right, it&nbsp;does very well, but&nbsp;it needed to&nbsp;evolve into something far&nbsp;more unique and&nbsp;interesting than what it&nbsp;ultimately is.</p>
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		<title>NCAA Football 11&#160;Review</title>
		<link>http://www.digicomgroup.com/2010/07/03/390/index.html</link>
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		<pubDate>Sat, 03 Jul 2010 21:11:18 +0000</pubDate>
		<dc:creator>vika</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[NCAA Football]]></category>
		<category><![CDATA[Review]]></category>

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		<description><![CDATA[A brand-new, rock solid running game and&#160;ESPN broadcast-style coverage make NCAA Football 11&#160;the best college football game &#8230; even if&#160;it&#8217;s the&#160;only one&#160;on the&#160;block. The&#160;gameplay benefits far&#160;outweigh the&#160;minor glitches that continue to&#160;plague the&#160;game.
Sports games have become so&#160;cyclical these days that roster changes just aren’t doing it. Small updates aren’t doing it&#160;either. You&#160;have to&#160;really put&#160;an effort into [...]]]></description>
			<content:encoded><![CDATA[<p>A brand-new, rock solid running game and&nbsp;ESPN broadcast-style coverage make NCAA Football 11&nbsp;the best college football game &#8230; even if&nbsp;it&#8217;s the&nbsp;only one&nbsp;on the&nbsp;block. The&nbsp;gameplay benefits far&nbsp;outweigh the&nbsp;minor glitches that continue to&nbsp;plague the&nbsp;game.<span id="more-390"></span></p>
<p>Sports games have become so&nbsp;cyclical these days that roster changes just aren’t doing it. Small updates aren’t doing it&nbsp;either. You&nbsp;have to&nbsp;really put&nbsp;an effort into your game to&nbsp;get it&nbsp;noticed today, which is&nbsp;why I&nbsp;haven’t purchased an&nbsp;NCAA Football game since NCAA Football 07. Remember your dorm room from that game, and&nbsp;the photo of&nbsp;your girlfriend who&nbsp;was prettier depending on&nbsp;how well you&nbsp;played? Classic.</p>
<p>But the&nbsp;reason I&nbsp;didn’t get&nbsp;the subsequent game was&nbsp;because I&nbsp;didn’t feel like the&nbsp;game was&nbsp;that much different from the&nbsp;year before. Or&nbsp;the year before. Or&nbsp;the year before. Get&nbsp;the picture? I&nbsp;don’t know if&nbsp;I’m suggesting that you&nbsp;build in&nbsp;a four-year gap&nbsp;between the&nbsp;games you&nbsp;pick up&nbsp;(I’m sure Electronic Arts doesn’t want you&nbsp;to do&nbsp;that), but&nbsp;there’s a&nbsp;very noticeable difference between NCAA 07&nbsp;and NCAA Football 11. In&nbsp;fact, going back to&nbsp;brush up&nbsp;on last year&#8217;s game, there&#8217;s a&nbsp;good improvement over NCAA 10, too.</p>
<p>Everybody’s Doing A&nbsp;Brand New&nbsp;Dance Now</p>
<p>That dance, in&nbsp;case you&nbsp;weren’t listening to&nbsp;music in&nbsp;1962, was&nbsp;the Loco-Motion. Locomotion is&nbsp;single-handedly the&nbsp;biggest gameplay change to&nbsp;this year’s installment, and&nbsp;it dramatically changes the&nbsp;running game. While Madden NFL&nbsp;11 is&nbsp;getting rid&nbsp;of the&nbsp;sprint button this year, NCAA keeps that intact. Combined with the&nbsp;&laquo;Truck&raquo; move via&nbsp;the right stick, it&nbsp;turns your running game into a&nbsp;formidable weapon.</p>
<p>Neither trucking nor&nbsp;sprinting are&nbsp;anything unseen before, but&nbsp;the locomotion system makes them feel brand-new. Your runners and&nbsp;receivers now&nbsp;turn and&nbsp;dig much more realistically and&nbsp;in a&nbsp;fluid fashion, making it&nbsp;easier to&nbsp;break away from tackles, turn the&nbsp;corner, and&nbsp;push yourself forward for&nbsp;an extra yard or&nbsp;two. You’ll also find your runners stumbling and&nbsp;even crashing to&nbsp;the ground if&nbsp;you truck too&nbsp;much.</p>
<p>The Madden Hand-Me Downs</p>
<p>For several years, it’s felt like Madden has&nbsp;been the&nbsp;proving ground for&nbsp;porting features over to&nbsp;NCAA; it’s as&nbsp;though EA&nbsp;Tiburon was&nbsp;saying &laquo;if it&nbsp;works in&nbsp;the big&nbsp;game, let’s put&nbsp;it into junior as&nbsp;well.&raquo; The&nbsp;advantage of&nbsp;this is&nbsp;that these features are&nbsp;usually more fine-tuned by&nbsp;the time they make an&nbsp;appearance here. Pro-Tak is&nbsp;the best addition to&nbsp;NCAA from Madden this year, allowing for&nbsp;realistic gang tackles and&nbsp;dogpiles.</p>
<p>This is&nbsp;an advertisement&nbsp;&#8212; This story continues below</p>
<p>In addition to&nbsp;locomotion, ESPN integration is&nbsp;a huge shot in&nbsp;the arm&nbsp;for NCAA Football 11, and&nbsp;it’s the&nbsp;most noticeable difference in&nbsp;the presentation of&nbsp;the game. It’s all&nbsp;done broadcast style, with swooping graphics and&nbsp;heroic fanfare that announce the&nbsp;start of&nbsp;every game. Kirk Herbstreit and&nbsp;Brad Nessler are&nbsp;back as&nbsp;announcers, as&nbsp;well as&nbsp;Erin Andrews and&nbsp;her sideline reporting (basically talking to&nbsp;you about injuries), and&nbsp;the entire package feels slick. You&nbsp;can fool yourself into thinking you’re watching a&nbsp;Saturday game with amazing insight from Herbstreit like &laquo;I feel it’s very crucial that they get&nbsp;the ball in&nbsp;the endzone on&nbsp;this possession.&raquo; You&nbsp;mean they need to&nbsp;score? Amazing.</p>
<p>Online Means More Than Multiplayer</p>
<p>It’s a&nbsp;given that a&nbsp;sports game will feature online multiplayer these days, but&nbsp;NCAA 11&nbsp;incorporates more of&nbsp;your bandwidth this year by&nbsp;offering Online Dynasty, where you&nbsp;can build, recruit, and&nbsp;manage your teams remotely.  You&nbsp;can also post stories around your Dynasty or&nbsp;specific games that are&nbsp;complete with text, photos, and&nbsp;videos, and&nbsp;you can&nbsp;reach out&nbsp;and talk smack to&nbsp;other players as&nbsp;well.</p>
<p>Teambuilder makes a&nbsp;return as&nbsp;well, which includes a&nbsp;fairly robust editor for&nbsp;team uniforms and&nbsp;stadiums. Like last year, you&nbsp;can post your teams online to&nbsp;share with the&nbsp;world, so&nbsp;if you’ve been dying to&nbsp;play as&nbsp;the G4&nbsp;Nerd Army, this is&nbsp;your chance. Don’t expect us&nbsp;to win&nbsp;any BCS&nbsp;games, but&nbsp;feel free to&nbsp;make us&nbsp;your opponent and&nbsp;try to&nbsp;bury us&nbsp;deep in&nbsp;the backfield.</p>
<p>Glitchy, Glitchy, Yeah, Yeah, Yeah</p>
<p>Glitches have plagued football games since they moved from the&nbsp;realm of&nbsp;a few&nbsp;pixels on&nbsp;a screen to&nbsp;the more realistic gameplay models, and&nbsp;unfortunately, NCAA Football 11&nbsp;is no&nbsp;different in&nbsp;some spots. During the&nbsp;course of&nbsp;one session where I&nbsp;played about seven different matches, I&nbsp;witnessed more glitches than I’d ever want to&nbsp;see in&nbsp;a retail release. Granted, I’m not&nbsp;sure how&nbsp;many people are&nbsp;going to&nbsp;play seven games in&nbsp;a row, but&nbsp;even so, a&nbsp;glitch is&nbsp;a glitch.</p>
<p>Most common was&nbsp;the &laquo;magnet catch,&#8221; in&nbsp;which a&nbsp;receiver magically zooms at&nbsp;comic book-like speeds around the&nbsp;defender to&nbsp;meet up&nbsp;with the&nbsp;ball perfectly. It’s fairly comical to&nbsp;watch in&nbsp;slow-motion, but&nbsp;why is&nbsp;it happening in&nbsp;the first place? My&nbsp;favorite glitch (for amusement’s sake) happened as&nbsp;I lined up&nbsp;for a&nbsp;field goal, and&nbsp;when I&nbsp;initiated the&nbsp;play, the&nbsp;camera zoomed back, back, back until I&nbsp;was next to&nbsp;a midfield referee who&nbsp;was standing next to&nbsp;&#8230; my&nbsp;mascot dancing up&nbsp;a storm. There was&nbsp;no way&nbsp;to get&nbsp;the camera back, so&nbsp;I missed the&nbsp;uprights and&nbsp;was ready to&nbsp;pummel a&nbsp;cheerleader.</p>
<p>I’m also hoping that one&nbsp;day video games will look upon clipping as&nbsp;something as&nbsp;a relic of&nbsp;game development days past. I&nbsp;don’t mean the&nbsp;penalty in&nbsp;football, I&nbsp;mean one&nbsp;character passing through another, or&nbsp;through part of&nbsp;the environment. Too&nbsp;often in&nbsp;NCAA 11, you’ll see&nbsp;character’s arms and&nbsp;legs passing through each other, or&nbsp;watching them run&nbsp;through ghostly referees. The&nbsp;game is&nbsp;now complex enough that players cast shadows on&nbsp;other players, but&nbsp;devs still can’t clip the&nbsp;clipping?</p>
<p>Artificial Intelligence</p>
<p>Chess masters always thought that a&nbsp;computer would never be&nbsp;built that could beat a&nbsp;human world championship level player, but&nbsp;that happened back in&nbsp;1997 when Deep Blue beat Garry Kasparov. I’d like to&nbsp;posit that no&nbsp;computer A.I. player will ever play as&nbsp;well as&nbsp;a human opponent in&nbsp;football, either college or&nbsp;pro. You&nbsp;probably think I’m crazy, especially because football is&nbsp;much less complex than chess. You&nbsp;don’t have to&nbsp;think 20&nbsp;moves ahead, and&nbsp;your players aren’t governed by&nbsp;arcane movement rules. Seems easy, right?</p>
<p>Wrong. The&nbsp;A.I. in&nbsp;NCAA 11&nbsp;definitely feels like an&nbsp;improvement over previous games in&nbsp;the series, but&nbsp;it still makes extremely simple mistakes. Case in&nbsp;point: calling a&nbsp;timeout on&nbsp;second down when there’s still a&nbsp;minute and&nbsp;forty seconds left in&nbsp;a quarter.  Or&nbsp;never learning how&nbsp;to run&nbsp;the option properly. Clock management and&nbsp;the option shouldn’t be&nbsp;a stumbling block for&nbsp;your computerized opponent, but&nbsp;they are. You&nbsp;can definitely take advantage of&nbsp;the A.I. when you’re in&nbsp;the final seconds of&nbsp;a close game. In&nbsp;fact, if&nbsp;you’re on&nbsp;offense you&nbsp;can simply take as&nbsp;long as&nbsp;possible to&nbsp;launch a&nbsp;play. They won’t call a&nbsp;timeout on&nbsp;you. The&nbsp;load times are&nbsp;a bit&nbsp;steep as&nbsp;well, based on&nbsp;my play time. You&nbsp;should consider installing it&nbsp;to your hard drive if&nbsp;that&#8217;s an&nbsp;option for&nbsp;you.</p>
<p>A Solid Run&nbsp;Into the&nbsp;Inzone</p>
<p>NCAA Football 11&nbsp;definitely benefits from being the&nbsp;only kid&nbsp;on the&nbsp;block when it&nbsp;comes to&nbsp;college football games, but&nbsp;that doesn’t mean that the&nbsp;game only has&nbsp;a few&nbsp;cosmetic changes so&nbsp;that EA&nbsp;can make a&nbsp;quick buck. The&nbsp;development team obviously has&nbsp;a deep love for&nbsp;college football, which is&nbsp;evident in&nbsp;the new&nbsp;team runouts (Notre Dame taps the&nbsp;sign on&nbsp;the way&nbsp;down the&nbsp;tunnel, etc.) and&nbsp;the accurately modeled stadiums. With the&nbsp;addition of&nbsp;the locomotion system and&nbsp;the ESPN presentation, the&nbsp;game finally feels like it’s settled in&nbsp;on the&nbsp;current generation of&nbsp;consoles, and&nbsp;marks a&nbsp;step up&nbsp;from the&nbsp;prior efforts. We&nbsp;might have to&nbsp;wait years for&nbsp;the processing power to&nbsp;eliminate clipping and&nbsp;give us&nbsp;less creepy looking fans in&nbsp;the stands, but&nbsp;right now&nbsp;this is&nbsp;a top-notch gameplay experience that brings the&nbsp;college football experience into your living room.</p>
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