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	<title>DigiCom &#187; Games</title>
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		<title>Scarygirl Review</title>
		<link>http://www.digicomgroup.com/2012/01/17/2026/index.html</link>
		<comments>http://www.digicomgroup.com/2012/01/17/2026/index.html#comments</comments>
		<pubDate>Tue, 17 Jan 2012 09:50:07 +0000</pubDate>
		<dc:creator>vika</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Review]]></category>
		<category><![CDATA[Scarygirl]]></category>
		<category><![CDATA[Scarygirl Review]]></category>

		<guid isPermaLink="false">http://www.digicomgroup.com/?p=2026</guid>
		<description><![CDATA[Scarygirl has&#160;style to&#160;spare, but&#160;vexing combat and&#160;loose controls get&#160;in the&#160;way of&#160;a great time. The Good Creepy but&#160;fun atmosphere Collectible upgrades Challenging platforming. The Bad Cheap combat Sloppy controls. Before it&#160;was a&#160;full-featured Xbox Live Arcade game, Scarygirl was&#160;a graphic novel by&#160;Nathan Jurevicius, and&#160;then it&#160;was a&#160;downloadable game for&#160;the PlayStation Portable. None of&#160;that history is&#160;required knowledge if&#160;you decide you&#160;want [...]]]></description>
			<content:encoded><![CDATA[<p>Scarygirl has&nbsp;style to&nbsp;spare, but&nbsp;vexing combat and&nbsp;loose controls get&nbsp;in the&nbsp;way of&nbsp;a great time.<span id="more-2026"></span></p>
<p><strong>The Good<br />
</strong><br />
    Creepy but&nbsp;fun atmosphere<br />
    Collectible upgrades<br />
    Challenging platforming.</p>
<p><strong>The Bad</strong></p>
<p>    Cheap combat<br />
    Sloppy controls.</p>
<p>Before it&nbsp;was a&nbsp;full-featured Xbox Live Arcade game, Scarygirl was&nbsp;a graphic novel by&nbsp;Nathan Jurevicius, and&nbsp;then it&nbsp;was a&nbsp;downloadable game for&nbsp;the PlayStation Portable. None of&nbsp;that history is&nbsp;required knowledge if&nbsp;you decide you&nbsp;want to&nbsp;give this newest platformer a&nbsp;shot, though. The&nbsp;only things you&nbsp;need to&nbsp;bring to&nbsp;the table are&nbsp;some solid gaming chops and&nbsp;an appreciation for&nbsp;the bizarre.</p>
<p>Scarygirl is&nbsp;an orphan who&nbsp;lost her&nbsp;parents at&nbsp;an early age&nbsp;and was&nbsp;raised by&nbsp;a wise, fatherly octopus. He&nbsp;built a&nbsp;lovely home for&nbsp;her, a&nbsp;cabin high in&nbsp;a gnarled tree, and&nbsp;he found clothes for&nbsp;her on&nbsp;the ocean floor. Now&nbsp;the unusual heroine looks a&nbsp;lot like a&nbsp;doll that lost a&nbsp;battle with a&nbsp;3-year-old. Her&nbsp;unruly black hair, pale skin, and&nbsp;stitched-together lips might easily have come from the&nbsp;mind of&nbsp;Tim Burton, and&nbsp;her dreams are&nbsp;fittingly enigmatic. These nighttime visions finally inspire her&nbsp;to embark upon a&nbsp;journey, which is&nbsp;when the&nbsp;game begins.</p>
<p>Scarygirl is&nbsp;a visual treat. The&nbsp;world is&nbsp;pleasingly organic, with distinct and&nbsp;lively environments. Giant blades of&nbsp;grass sway in&nbsp;the breeze, thick weeds choke a&nbsp;path lined with clay, icy&nbsp;stalagmites rise skyward, and&nbsp;fetid pools of&nbsp;swamp water line rock basins. It&#8217;s a&nbsp;strange world populated by&nbsp;angry animals ranging from frogs and&nbsp;birds to&nbsp;spiders and&nbsp;snakes. Plus, there are&nbsp;lumberjacks who&nbsp;hurl axes or&nbsp;bellow and&nbsp;charge like they&#8217;re football players. You&nbsp;may find yourself pressing onward just to&nbsp;see how&nbsp;bizarre things get.</p>
<p>Audio sets a&nbsp;fitting, if&nbsp;unremarkable, tone and&nbsp;the delightful narrator is&nbsp;a highlight. His&nbsp;deep voice brings to&nbsp;life a&nbsp;number of&nbsp;lines that capture the&nbsp;game&#8217;s understated humor with the&nbsp;appropriate subtlety. There&#8217;s a&nbsp;vaguely menacing tone to&nbsp;everything he&nbsp;says, even the&nbsp;bits that sound cheery, which makes it&nbsp;all more interesting than it&nbsp;probably has&nbsp;a right to&nbsp;be. Clever narration and&nbsp;unique visuals can&nbsp;carry a&nbsp;game only so&nbsp;far, though, and&nbsp;Scarygirl also relies on&nbsp;more conventional methods to&nbsp;justify your investment. At&nbsp;its core, the&nbsp;game is&nbsp;a challenging but&nbsp;largely generic platformer that suffers for&nbsp;the inclusion of&nbsp;some cheap brawling sequences.</p>
<p>Most levels adhere to&nbsp;genre traditions. Scarygirl runs and&nbsp;jumps through varied environments, collecting crystals and&nbsp;defeating enemies as&nbsp;she goes. Her&nbsp;movement is&nbsp;imprecise, however, which makes for&nbsp;some awkward moments. If&nbsp;Scarygirl starts running to&nbsp;the right, she&nbsp;might well take a&nbsp;few final (and potentially fatal) steps after you&nbsp;stop easing the&nbsp;analog stick in&nbsp;that direction. Her&nbsp;jumps are&nbsp;also slightly abrupt, which can&nbsp;result in&nbsp;some awkward landings. Frequently, you&nbsp;need to&nbsp;take advantage of&nbsp;Scarygirl&#8217;s ability to&nbsp;glide. A&nbsp;tap of&nbsp;the A&nbsp;button produces her&nbsp;first jump, and&nbsp;holding the&nbsp;button causes her&nbsp;tentacle arm&nbsp;to whirl around like a&nbsp;helicopter rotor. Quick taps let&nbsp;you use&nbsp;this ability in&nbsp;short bursts, making for&nbsp;lengthy glides, while simply continuing to&nbsp;hold the&nbsp;button results in&nbsp;a shorter flight.</p>
<p>When she&#8217;s not&nbsp;jumping or&nbsp;gliding, Scarygirl is&nbsp;usually attacking with her&nbsp;rubbery tentacle arm. She&nbsp;has light and&nbsp;heavy attacks, the&nbsp;latter of&nbsp;which you&nbsp;can use&nbsp;to knock an&nbsp;enemy into the&nbsp;air and&nbsp;then juggle him&nbsp;a few&nbsp;times before he&nbsp;lands. Scarygirl&#8217;s scarymode meter fills as&nbsp;she proceeds, and&nbsp;she can&nbsp;unleash an&nbsp;extremely powerful attack that few&nbsp;enemies can&nbsp;withstand. A&nbsp;wandering merchant also sells special moves that enable Scarygirl to&nbsp;demolish her&nbsp;foes more effectively. Finally, she&nbsp;can grab stunned enemies and&nbsp;slam them around like an&nbsp;out-of-control yo-yo, or&nbsp;even hurl them as&nbsp;projectiles. Unfortunately, it&#8217;s surprisingly difficult to&nbsp;set the&nbsp;trajectory of&nbsp;such tosses. A&nbsp;number of&nbsp;puzzles throughout the&nbsp;adventure would be&nbsp;much simpler if&nbsp;aiming were easier.</p>
<p>Scarygirl isn&#8217;t a&nbsp;lengthy game, but&nbsp;there are&nbsp;reasons to&nbsp;replay stages. You&#8217;re scored based on&nbsp;the number of&nbsp;crystals found, weeds pulled, and&nbsp;enemies destroyed in&nbsp;a level. You&nbsp;receive bonus points for&nbsp;gathering every crystal and&nbsp;pulling every weed, so&nbsp;you&#8217;ll always know if&nbsp;your performance was&nbsp;less than perfect. You&nbsp;may also find yourself revisiting areas if&nbsp;you missed heart containers, which tend to&nbsp;be hidden well off&nbsp;the beaten path (or along one&nbsp;of two&nbsp;diverging paths through a&nbsp;given stage). Each container you&nbsp;find adds a&nbsp;quarter of&nbsp;a heart to&nbsp;your life meter, which becomes increasingly important as&nbsp;you near the&nbsp;end of&nbsp;the game.</p>
<p>While natural hazards that you&nbsp;encounter within stages can&nbsp;prove harmful or&nbsp;fatal, combat is&nbsp;the main source of&nbsp;difficulty. At&nbsp;first, only a&nbsp;few foes strike at&nbsp;once, and&nbsp;everything is&nbsp;manageable. Later in&nbsp;the game, Scarygirl faces whole mobs. At&nbsp;that point, juggling some foes in&nbsp;the air&nbsp;with heavy attacks becomes dangerous because it&nbsp;leaves Scarygirl vulnerable to&nbsp;projectile attacks from other enemies. Moving in&nbsp;quickly to&nbsp;try to&nbsp;overwhelm everyone with combos isn&#8217;t advisable, because some enemies are&nbsp;masters at&nbsp;blocking, and&nbsp;Scarygirl takes damage if&nbsp;she brushes against them. Vanquishing foes without taking damage becomes almost impossible, even when you&#8217;re blocking and&nbsp;dodging like a&nbsp;champion. Late in&nbsp;the game, one&nbsp;stage takes place on&nbsp;a floating airship. There are&nbsp;multiple waves of&nbsp;enemies that drop in&nbsp;on the&nbsp;airship from other floating vessels and&nbsp;attack with pikes and&nbsp;explosives, but&nbsp;there are&nbsp;virtually no&nbsp;checkpoints. It&#8217;s cheap, not&nbsp;fun, and&nbsp;other similar scenarios follow.</p>
<p>Fortunately, not&nbsp;every enemy encounter is&nbsp;such a&nbsp;failure. Throughout the&nbsp;game, you&nbsp;also find numerous boss fights that provide a&nbsp;nice change of&nbsp;pace because victory relies more on&nbsp;pattern memorization and&nbsp;intuition than manic combat. For&nbsp;example, the&nbsp;boss in&nbsp;one stage is&nbsp;typically impervious to&nbsp;any attacks, but&nbsp;Scarygirl can&nbsp;lure it&nbsp;into a&nbsp;danger zone and&nbsp;let the&nbsp;elements deal a&nbsp;blow that stuns her&nbsp;adversary. Then she&nbsp;can whale on&nbsp;the beast for&nbsp;a moment until it&nbsp;recovers. It&#8217;s a&nbsp;shame that such sequences aren&#8217;t more common, but&nbsp;they&#8217;re enjoyable when they do&nbsp;occur.</p>
<p>Another mark in&nbsp;the game&#8217;s favor is&nbsp;its two-player local cooperative mode. If&nbsp;you have a&nbsp;friend who&nbsp;takes a&nbsp;shine to&nbsp;Scarygirl, he&nbsp;or she&nbsp;can drop in&nbsp;during the&nbsp;middle of&nbsp;a level and&nbsp;control a&nbsp;secondary character with different moves. With a&nbsp;second target onscreen, enemies are&nbsp;more manageable. Naturally, you&nbsp;have the&nbsp;best luck if&nbsp;you play with a&nbsp;friend who&nbsp;also has&nbsp;ample experience with the&nbsp;game. Your friend&#8217;s fortune is&nbsp;tied to&nbsp;your own; you&nbsp;both go&nbsp;back to&nbsp;the last checkpoint if&nbsp;Scarygirl perishes.</p>
<p>Scarygirl has&nbsp;a lot&nbsp;of character, and&nbsp;that&#8217;s bound to&nbsp;attract players who&nbsp;won&#8217;t have much fun&nbsp;with it&nbsp;beyond the&nbsp;first few&nbsp;worlds. The&nbsp;more challenging platforming sequences that follow later are&nbsp;mostly fine, but&nbsp;the poorly executed combat system provides more frustration than thrills, and&nbsp;the spotty controls take some of&nbsp;the fun&nbsp;out of&nbsp;what otherwise might have been a&nbsp;grand adventure. Scarygirl is&nbsp;ultimately a&nbsp;game with more style than substance, and&nbsp;it&#8217;s crammed with so&nbsp;many frustrations that you&nbsp;might be&nbsp;better off&nbsp;reading the&nbsp;book instead.</p>
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		<title>Unstoppable Gorg Review</title>
		<link>http://www.digicomgroup.com/2012/01/10/2023/index.html</link>
		<comments>http://www.digicomgroup.com/2012/01/10/2023/index.html#comments</comments>
		<pubDate>Tue, 10 Jan 2012 09:45:48 +0000</pubDate>
		<dc:creator>vika</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Review]]></category>
		<category><![CDATA[Unstoppable Gorg]]></category>

		<guid isPermaLink="false">http://www.digicomgroup.com/?p=2023</guid>
		<description><![CDATA[The orbital playing fields of Unstoppable Gorg put an exciting spin on traditional tower defense. The Good Wonderfully evokes the sci-fi films of the 1950s Ability to manipulate orbital rings keeps you occupied throughout levels Constantly introduces new satellites, enemies, and other challenges. The Bad A bit short Lack of multiplayer feels like a missed [...]]]></description>
			<content:encoded><![CDATA[<p>The orbital playing fields of Unstoppable Gorg put an exciting spin on traditional tower defense.<span id="more-2023"></span></p>
<p><strong>The Good</strong></p>
<p>    Wonderfully evokes the sci-fi films of the 1950s<br />
    Ability to manipulate orbital rings keeps you occupied throughout levels<br />
    Constantly introduces new satellites, enemies, and other challenges.</p>
<p><strong>The Bad</strong></p>
<p>    A bit short<br />
    Lack of multiplayer feels like a missed opportunity.</p>
<p>In the 1950s, alien-invasion paranoia reached a fever pitch. Films like the 1953 version of War of the Worlds and 1956&#8242;s Earth vs. the Flying Saucers pitted humankind against seemingly unstoppable alien onslaughts. The new tower defense game Unstoppable Gorg transports you back to this golden age of alien-related anxiety, putting you in control of orbital defenses as UFO armadas and other extraterrestrial attackers attempt to wipe humanity from existence. Unstoppable Gorg is both an entertaining tribute to the alien-invasion movies of days gone by and an enjoyable tower defense game that requires you to think on your feet to survive.</p>
<p>Somewhere beyond Neptune, an exploratory satellite discovers Planet X, the home of an advanced alien civilization known as the Gorg. Humanity&#8217;s overtures of goodwill are spurned by the evil Gorg, and the people of Earth are suddenly fighting for survival against an overwhelming alien attack. The black-and-white newsreel-style cutscenes that advance the story make effective use of a combination of archival footage and deliberately chintzy special effects; rocket ships are visibly borne aloft by strings, and the costume worn by the actor portraying King Gorg looks like something out of an Ed Wood film. But it&#8217;s not just the Gorg you fight. As you advance through the story&#8217;s 21 missions, humanity runs afoul of an alien seductress and her hideous brain riders, as well as a clunky robot and his mechanical minions. These adversaries perfectly capture the charms of the sci-fi films and television shows of the &#8217;50s, and the care and reverence with which the whole thing is constructed make the B-movie story worth seeing through to the end.</p>
<p>Like so many tower defense games, Unstoppable Gorg is conceptually simple but challenging in practice. In each mission, your primary goal is to protect something&#8211;whether it&#8217;s an asteroid mine, a luxury hotel hovering near the moon, or the Earth itself&#8211;from destructive alien forces. This central object is surrounded by orbital rings, and there are a few points on each of these rings on which you can place satellites. Different satellites serve different purposes. Some attack enemies with bullets, lasers, rockets, or other weaponry; some generate money that you can use to build more satellites; and some support your other satellites by shielding them, repairing them, improving their range, or bestowing other benefits. Before each battle, you can see the types of enemies you&#8217;re about to face, and you have to decide which satellite types you want at your disposal and which to leave behind.</p>
<p>This is all typical tower defense stuff; weighing your options before battle is an engaging tactical decision, but it doesn&#8217;t set Unstoppable Gorg apart from the glut of other games in the genre. What does set Unstoppable Gorg apart is the way that you can manipulate the orbital rings during battle. As rows of sleek saucers, flying brains, or other assailants make their circuitous way to the level&#8217;s center, you can grab orbital rings with your cursor and wheel them around, which allows you to track nearby enemies with your attack satellites or move your more vulnerable satellites out of danger.</p>
<p>Of course, moving one satellite into a better position often moves another satellite on that same ring into a more dangerous one, and it&#8217;s this on-the-fly evaluation and decision making that make fending off the alien attackers an engaging and suspenseful pursuit. There&#8217;s a bit of trial and error involved in triumphing over your enemies; sometimes you may find that your satellite selection or placement just isn&#8217;t up to the task, and the destruction of the Earth (or whatever you&#8217;re protecting) sends you back to the drawing board. Unstoppable Gorg eases you into things, but even on the easy difficulty option, it eventually gets quite tough. Defeat can be frustrating, but you can learn from your failures and use that knowledge to formulate a new approach, and those defeats only make your eventual, hard-earned victory all the sweeter.</p>
<p>In addition to introducing new satellite types and new enemies as you advance, Unstoppable Gorg&#8217;s campaign frequently puts you in situations that change up the gameplay. You might have to worry about asteroids as well as enemies, and quickly swing satellites into position to take out rocks that are on a speedy collision course with the vital object at the level&#8217;s center. Or you might be surrounded by so much space dust that your money-generating satellites can&#8217;t harness the sun&#8217;s energy and do their work, which forces you to make do with the credits you start with and what little you earn from destroying enemies. Or enemies may use their psychic powers to lock most of your orbits in place, severely limiting your ability to respond to dangers on the fly. This variety of situations means you never know quite what to expect from the next mission, which keeps the campaign fresh from beginning to end.</p>
<p>That campaign doesn&#8217;t last terribly long, with its 21 missions typically taking about six or seven minutes to complete. But you&#8217;ll likely need to attempt many of those missions multiple times just to survive, and you may want to repeat some missions to complete optional goals, like earning research tokens which give you the ability to spend money to upgrade certain satellites on later missions. There&#8217;s also Arcade mode in which you try to last as long as possible against increasingly more powerful waves of enemies. And unlockable challenges introduce new conditions to the campaign levels that make them more difficult, like faster enemies or a central habitat that can be destroyed with one hit.</p>
<p>It&#8217;s unfortunate that Unstoppable Gorg doesn&#8217;t find a way to turn its exciting variation on tower defense gameplay into a competitive or cooperative multiplayer mode, but you get a reasonable amount of game for your $9.99. This endearing tribute to the future of the past is a rewarding game that challenges your wits and your reflexes. Despite the game&#8217;s title, you can stop the Gorg; and although it isn&#8217;t easy, it&#8217;s certainly worth doing.</p>
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		<title>Mighty Switch Force! Review</title>
		<link>http://www.digicomgroup.com/2012/01/06/2000/index.html</link>
		<comments>http://www.digicomgroup.com/2012/01/06/2000/index.html#comments</comments>
		<pubDate>Fri, 06 Jan 2012 15:13:37 +0000</pubDate>
		<dc:creator>vika</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Mighty Switch Force!]]></category>
		<category><![CDATA[Review]]></category>

		<guid isPermaLink="false">http://www.digicomgroup.com/?p=2000</guid>
		<description><![CDATA[Fresh puzzle platforming mechanics and&#160;great visuals make Mighty Switch Force a&#160;fun, though short, crime-fighting adventure. The Good * Great level design * Excellent visual style that makes the&#160;most of&#160;3D * Switch puzzle mechanic is&#160;smartly implemented. The Bad * Time-trial aspect feels arbitrary * 16&#160;stages take very little time to&#160;play through. Considering the&#160;Nintendo eShop was&#160;restructured around [...]]]></description>
			<content:encoded><![CDATA[<p>Fresh puzzle platforming mechanics and&nbsp;great visuals make Mighty Switch Force a&nbsp;fun, though short, crime-fighting adventure.<span id="more-2000"></span></p>
<p>The Good</p>
<p>    * Great level design<br />
    * Excellent visual style that makes the&nbsp;most of&nbsp;3D<br />
    * Switch puzzle mechanic is&nbsp;smartly implemented.</p>
<p>The Bad</p>
<p>    * Time-trial aspect feels arbitrary<br />
    * 16&nbsp;stages take very little time to&nbsp;play through.</p>
<p>Considering the&nbsp;Nintendo eShop was&nbsp;restructured around the&nbsp;3DS, it&#8217;s disappointing to&nbsp;see that it&nbsp;still has&nbsp;a pitiful selection of&nbsp;new 3D&nbsp;games available. As&nbsp;one of&nbsp;the few&nbsp;non-retro downloadable games designed to&nbsp;make specific use&nbsp;of the&nbsp;handheld&#8217;s 3D&nbsp;capabilities, Mighty Switch Force makes a&nbsp;lasting impression with its&nbsp;creative switch mechanic. The&nbsp;ability to&nbsp;swap blocks between the&nbsp;foreground and&nbsp;the background turns basic platforming action into brain-bending puzzle chaos, and&nbsp;that’s a&nbsp;good thing-while it&nbsp;lasts.</p>
<p>Officer Patricia (&laquo;Patty&raquo;) Wagon just isn&#8217;t having a&nbsp;good day. When her&nbsp;ride gets ambushed and&nbsp;overturned, the&nbsp;futuristic constable finds all&nbsp;of her&nbsp;prisoners running for&nbsp;the hills. Each of&nbsp;Mighty Switch Force&#8217;s 16&nbsp;short stages has&nbsp;you guiding Patty through a&nbsp;slew of&nbsp;monsters, traps, and&nbsp;puzzles to&nbsp;wrangle up&nbsp;a quintet of&nbsp;criminal escapees called the&nbsp;&laquo;hooligan sisters&raquo; who&#8217;ve scattered themselves in&nbsp;all directions. Uncovering their hiding spots and&nbsp;figuring out&nbsp;how to&nbsp;best manipulate the&nbsp;stage itself in&nbsp;order to&nbsp;reach them gives the&nbsp;game loads of&nbsp;unexpected depth. What looks like a&nbsp;side-scrolling action shooter on&nbsp;the surface soon melts away to&nbsp;yield thought-provoking, platforming puzzle work that tests your reflexes. It&#8217;s a&nbsp;refreshing and&nbsp;pleasantly upbeat combination. Despite a&nbsp;complete lack of&nbsp;a proper story setup or&nbsp;tutorial to&nbsp;explain its&nbsp;puzzle mechanics, Mighty Switch Force&#8217;s gameplay is&nbsp;accessible enough for&nbsp;you to&nbsp;hop right in&nbsp;and pick things up&nbsp;on the&nbsp;fly.</p>
<p>Patty is&nbsp;armed with a&nbsp;basic blaster and&nbsp;can jump around a&nbsp;bit, but&nbsp;gunning down baddies is&nbsp;secondary to&nbsp;overcoming obstacles and&nbsp;tracking down the&nbsp;escapees. Thankfully, Patty&#8217;s fancy noggin topper adds a&nbsp;lot more to&nbsp;her resume than keen fashion sense. Every tap&nbsp;of either the&nbsp;left or&nbsp;right shoulder button makes the&nbsp;heroine&#8217;s hat&nbsp;blip and&nbsp;switches any&nbsp;moveable blocks in&nbsp;the background to&nbsp;the foreground and&nbsp;vice versa. At&nbsp;first, it&#8217;s just a&nbsp;simple way&nbsp;to cross gaps and&nbsp;climb to&nbsp;higher ledges, but&nbsp;later stages grow in&nbsp;complexity and&nbsp;challenge as&nbsp;the game adds new&nbsp;block types and&nbsp;introduces more elaborate puzzles to&nbsp;tackle.</p>
<p>Block variety and&nbsp;creative level designs force you&nbsp;to figure out&nbsp;advanced techniques like smashing foes into the&nbsp;foreground with well-timed switches (creating a&nbsp;cool 3D&nbsp;screen-cracking visual effect in&nbsp;the process) and&nbsp;launching yourself through the&nbsp;air with catapult blocks. Pulling off&nbsp;crazy stunts like cannonballing across the&nbsp;screen while rapidly triggering blocks in&nbsp;your path to&nbsp;phase in&nbsp;and out&nbsp;with perfect precision to&nbsp;let you&nbsp;pass takes some serious practice. The&nbsp;trial-and-error nature of&nbsp;some stages grows frustrating toward the&nbsp;final stretches of&nbsp;the game, particularly because there&#8217;s an&nbsp;ever-ticking timer that pours on&nbsp;the pressure.</p>
<p>The fact that you&#8217;re timed gives Mighty Switch Force a&nbsp;speed-run element that feels counterintuitive to&nbsp;its more thoughtful puzzle nature. Being timed in&nbsp;and of&nbsp;itself isn&#8217;t so&nbsp;much the&nbsp;problem; it&#8217;s that the&nbsp;game compares your level time to&nbsp;a target par&nbsp;completion time that&#8217;s often very hard to&nbsp;match. Charging through a&nbsp;level, collecting all&nbsp;of the&nbsp;escaped prisoners, and&nbsp;hightailing it&nbsp;back to&nbsp;the rendezvous point is&nbsp;rarely a&nbsp;smooth process on&nbsp;the first few&nbsp;attempts, and&nbsp;the more complex stages get&nbsp;overwhelming when you&#8217;re worried about shaving seconds off&nbsp;of your run. Beating a&nbsp;level while going over the&nbsp;par time unlocks the&nbsp;next one, but&nbsp;it doesn&#8217;t feel as&nbsp;satisfying a&nbsp;victory if&nbsp;you don&#8217;t beat the&nbsp;par score. While this adds a&nbsp;reason to&nbsp;replay the&nbsp;short 16-stage run&nbsp;to perfection, it&nbsp;also negatively impacts the&nbsp;flow of&nbsp;the game at&nbsp;times. Make too&nbsp;many time-consuming slipups, and&nbsp;you have to&nbsp;restart mid-stage if&nbsp;you want to&nbsp;hit the&nbsp;target.</p>
<p>Mighty Switch Force&#8217;s concept of&nbsp;moving blocks into and&nbsp;out of&nbsp;the foreground makes it&nbsp;a natural fit&nbsp;for 3D, and&nbsp;the game&#8217;s layered visual style benefits significantly from the&nbsp;capabilities of&nbsp;the 3DS. Wayforward&#8217;s pixel art&nbsp;skills also shine bright throughout the&nbsp;character and&nbsp;stage designs, which is&nbsp;no surprise when you&nbsp;look at&nbsp;the studio&#8217;s recent past excellent work on&nbsp;Shantae: Risky&#8217;s Revenge, Aliens: Infestation, and&nbsp;the previous &laquo;Mighty&raquo; DSiWare games. While they stick to&nbsp;their hiding spots, your sassy prisoner adversaries don&#8217;t just sit&nbsp;around staring blankly; they do&nbsp;stretches, dance to&nbsp;the music, blow bubbles, and&nbsp;exude their own&nbsp;little personalities. Monsters are&nbsp;equally animated too, and&nbsp;there&#8217;s an&nbsp;impressive amount of&nbsp;charm to&nbsp;them.</p>
<p>You can&nbsp;easily blow through Mighty Switch Force in&nbsp;a few&nbsp;hours or&nbsp;less, and&nbsp;the game&#8217;s 16&nbsp;stages will inevitably wind down with you&nbsp;wanting more, though the&nbsp;modest $5,99 price makes the&nbsp;game&#8217;s brevity a&nbsp;bit easier to&nbsp;swallow. While you&nbsp;may be&nbsp;inspired to&nbsp;revisit old&nbsp;stages to&nbsp;better your time, it&#8217;s a&nbsp;bummer there&#8217;s little reason to&nbsp;do so. Still, it&#8217;s a&nbsp;short, fun&nbsp;puzzle romp with just enough action to&nbsp;keep an&nbsp;upbeat pace. If&nbsp;you can&nbsp;ignore the&nbsp;irritating, poorly implemented timer, then you&#8217;ll find plenty to&nbsp;enjoy in&nbsp;this pint-sized download.</p>
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		<title>AMY Review</title>
		<link>http://www.digicomgroup.com/2012/01/05/1997/index.html</link>
		<comments>http://www.digicomgroup.com/2012/01/05/1997/index.html#comments</comments>
		<pubDate>Thu, 05 Jan 2012 15:09:57 +0000</pubDate>
		<dc:creator>vika</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[AMY]]></category>
		<category><![CDATA[Review]]></category>

		<guid isPermaLink="false">http://www.digicomgroup.com/?p=1997</guid>
		<description><![CDATA[The Good * Interesting &#8216;contamination&#8217; system. The Bad * Awkward controls * Clumsy combat * Frustrating stealth * Appealing ideas wasted. Amy&#8217;s eponymous infant is&#160;psychic, mute, and&#160;immune to&#160;the mysterious plague that has&#160;turned the&#160;people of&#160;Silver City into zombies. She&#160;is also a&#160;tiny fool who&#160;dashes from a&#160;safe hiding spot through a&#160;patch of&#160;zombies if&#160;you leave her&#160;alone for&#160;a few&#160;moments. If&#160;you [...]]]></description>
			<content:encoded><![CDATA[<p><strong>The Good<br />
</strong><br />
    * Interesting &#8216;contamination&#8217; system.</p>
<p><strong>The Bad</strong></p>
<p>    * Awkward controls<br />
    * Clumsy combat<br />
    * Frustrating stealth<br />
    * Appealing ideas wasted.<span id="more-1997"></span></p>
<p>Amy&#8217;s eponymous infant is&nbsp;psychic, mute, and&nbsp;immune to&nbsp;the mysterious plague that has&nbsp;turned the&nbsp;people of&nbsp;Silver City into zombies. She&nbsp;is also a&nbsp;tiny fool who&nbsp;dashes from a&nbsp;safe hiding spot through a&nbsp;patch of&nbsp;zombies if&nbsp;you leave her&nbsp;alone for&nbsp;a few&nbsp;moments. If&nbsp;you think a&nbsp;frightened little girl deserves your unending patience, you&nbsp;haven&#8217;t played this game. Amy&nbsp;(little girl) isn&#8217;t nearly the&nbsp;biggest problem with Amy&nbsp;(downloadable survival horror adventure), however. The&nbsp;game stacks frustration on&nbsp;frustration such that you&nbsp;resent its&nbsp;rudimentary puzzles, shoddy stealth sections, and&nbsp;awkward combat far&nbsp;more than the&nbsp;kid you&#8217;ve led&nbsp;through it&nbsp;all. It&#8217;s not&nbsp;without decent ideas, but&nbsp;any goodwill they earn the&nbsp;game burns through early and&nbsp;fully; tension and&nbsp;horror quickly give way&nbsp;to exasperation, punctuated by&nbsp;the occasional fake-out jump scare.</p>
<p>You play as&nbsp;Lana, who&nbsp;has busted Amy&nbsp;out of&nbsp;a shady research centre and&nbsp;is escorting her&nbsp;to a&nbsp;hospital when their train crashes into zombie central. Luckily, Amy&nbsp;can&#8217;t be&nbsp;infected by&nbsp;these ghouls, and&nbsp;radiates an&nbsp;improbable immunizing field; when you&nbsp;hold hands with her, you&nbsp;can&#8217;t be&nbsp;infected either. In&nbsp;addition to&nbsp;her decontaminating aura, Amy&nbsp;has psychic powers, harnessed by&nbsp;sketching glowing glyphs dotted around the&nbsp;levels. One&nbsp;glyph enables a&nbsp;shock wave that knocks down enemies and&nbsp;barriers; the&nbsp;other creates a&nbsp;dome of&nbsp;silence, used for&nbsp;masking sounds from enemies within earshot. The&nbsp;intriguing premises of&nbsp;the infection system and&nbsp;psychic powers, however, are&nbsp;wasted in&nbsp;the execution.</p>
<p>When you&nbsp;leave Amy&#8217;s side, the&nbsp;omnipresent infection gradually zombifies Lana. As&nbsp;the contamination sensor on&nbsp;her back goes from green to&nbsp;yellow to&nbsp;red, her&nbsp;skin turns pale and&nbsp;veiny, and&nbsp;her vision becomes red&nbsp;and hazy. When Lana is&nbsp;contaminated enough, zombies mistake her&nbsp;for one&nbsp;of their own, as&nbsp;long as&nbsp;she moves slowly and&nbsp;leaves Amy&nbsp;behind, maybe stuffed in&nbsp;a cupboard somewhere. Despite all&nbsp;the supposed visual cues, it&#8217;s unclear when Lana is&nbsp;infected enough to&nbsp;pass as&nbsp;a zombie (somewhere between veiny and&nbsp;very veiny). For&nbsp;maximum annoyance, couple that with a&nbsp;city street stealth section with an&nbsp;instant game-over on&nbsp;being detected by&nbsp;an enemy.</p>
<p>The kid&nbsp;has the&nbsp;psychic powers, but&nbsp;when it&nbsp;comes to&nbsp;shimmying, Lana can&#8217;t be&nbsp;beat.</p>
<p>The kid&nbsp;has the&nbsp;psychic powers, but&nbsp;when it&nbsp;comes to&nbsp;shimmying, Lana can&#8217;t be&nbsp;beat.</p>
<p>In addition, Amy&nbsp;can be&nbsp;on her&nbsp;own for&nbsp;only short spells; if&nbsp;you spend too&nbsp;long sneaking around alone, she&nbsp;comes looking for&nbsp;you, trailing nearby zombies like an&nbsp;undead conga line. The&nbsp;added time pressure generates frustration, not&nbsp;tension, especially because when Amy&nbsp;blows her&nbsp;cover it&#8217;s tantamount to&nbsp;another game-over. There are&nbsp;frequently no&nbsp;weapons to&nbsp;grab, and&nbsp;there is&nbsp;no unarmed combat; Lana can&nbsp;swing a&nbsp;stick or&nbsp;a crowbar, but&nbsp;nothing else. Amy&#8217;s commitment to&nbsp;de-emphasising combat also means the&nbsp;sticks and&nbsp;crowbars shatter after a&nbsp;few thwacks. Sometimes mid-fight. And&nbsp;you can&#8217;t carry more than one. Amy, we&nbsp;get it: you&#8217;re not&nbsp;about fighting. But&nbsp;this punitive, enforced pacifism isn&#8217;t fun&nbsp;or scary; it&#8217;s irritating. When that&#8217;s layered on&nbsp;top of&nbsp;flaky controls for&nbsp;moving and&nbsp;bashing stuff, plus an&nbsp;aggravatingly heavy camera, Amy&nbsp;does a&nbsp;grand job&nbsp;of discouraging combat by&nbsp;encouraging you&nbsp;to set&nbsp;down the&nbsp;controller and&nbsp;walk away.</p>
<p>The imprecise controls extend to&nbsp;the kid&#8217;s magic brain powers. You&nbsp;can&#8217;t control Amy&nbsp;directly-though you&nbsp;can command her&nbsp;to stay still and&nbsp;occasionally send her&nbsp;to a&nbsp;designated spot-but you&nbsp;can clumsily aim&nbsp;and steer her&nbsp;two psychic spells. The&nbsp;most creative sequence based on&nbsp;these powers has&nbsp;Amy positioned high on&nbsp;a walkway, psychic-blasting enemies onto motion-sensitive electric mines, clearing the&nbsp;way for&nbsp;Lana, who&nbsp;is unarmed, as&nbsp;usual. But&nbsp;this, like all&nbsp;of Amy&#8217;s sound ideas, is&nbsp;undermined in&nbsp;the wobbly execution. Amy&nbsp;can&#8217;t climb ladders but&nbsp;can crawl through small gaps and&nbsp;press elevator buttons, giving rise to&nbsp;the preponderance of&nbsp;basic elevator puzzles (stand on&nbsp;elevator, make Amy&nbsp;push remote button). Old-school coloured key&nbsp;cards for&nbsp;locked doors are&nbsp;another puzzle staple. The&nbsp;most novel puzzle-like element comes via&nbsp;DNA-based locks; Lana has&nbsp;a hacking device that leads her&nbsp;to possible DNA&nbsp;samples (read: corpses) that might unlock the&nbsp;way forward.</p>
<p>Locations are&nbsp;plain and&nbsp;predictably gloomy. A&nbsp;busy screen with high-speed movement invariably nets you&nbsp;a juddering frame rate. There are&nbsp;a handful of&nbsp;pleasing visual touches; Lana&#8217;s and&nbsp;Amy&#8217;s character designs are&nbsp;believable and&nbsp;detailed, and&nbsp;Lana&#8217;s gradual zombie transformation is&nbsp;reasonably creepy. The&nbsp;latter is&nbsp;accompanied by&nbsp;a red&nbsp;fog that dims the&nbsp;screen and&nbsp;a garbled, sinister murmuring. Elsewhere there are&nbsp;similarly eerie flourishes of&nbsp;sound, but&nbsp;the game&#8217;s occasional spot of&nbsp;music is&nbsp;nothing special.</p>
<p>Everything is&nbsp;red and&nbsp;grainy; must be&nbsp;a survival horror game.</p>
<p>Everything is&nbsp;red and&nbsp;grainy; must be&nbsp;a survival horror game.</p>
<p>Amy isn&#8217;t a&nbsp;short game, but&nbsp;its length will vary hugely according to&nbsp;your talent and&nbsp;tenacity for&nbsp;mastering Amy&#8217;s lethal foibles, since checkpoints are&nbsp;infrequent, and&nbsp;there&#8217;s no&nbsp;way to&nbsp;save mid-chapter. You&nbsp;could clear it&nbsp;in six&nbsp;hours, but&nbsp;you&#8217;ll more likely take 10, and&nbsp;if you&nbsp;don&#8217;t finish a&nbsp;chapter in&nbsp;one sitting, you&nbsp;can&#8217;t even restart at&nbsp;a checkpoint-you are&nbsp;whisked back to&nbsp;the beginning of&nbsp;that chapter.</p>
<p>The sixth chapter ends with only a&nbsp;minor plot payoff and&nbsp;sets up&nbsp;the story for&nbsp;Amy II&nbsp;with a&nbsp;baffling optimism you&nbsp;won&#8217;t share for&nbsp;Amy&#8217;s future. Amy&nbsp;has some interesting ideas, not&nbsp;least the&nbsp;pairing of&nbsp;a fight-averse female lead with a&nbsp;fragile but&nbsp;powerful little girl. It&#8217;s a&nbsp;pity these aren&#8217;t enough to&nbsp;sustain it&nbsp;through hours of&nbsp;substandard survival horror.</p>
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		<title>Choplifter HD&#160;Review</title>
		<link>http://www.digicomgroup.com/2011/12/30/1965/index.html</link>
		<comments>http://www.digicomgroup.com/2011/12/30/1965/index.html#comments</comments>
		<pubDate>Fri, 30 Dec 2011 14:34:28 +0000</pubDate>
		<dc:creator>vika</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Choplifter HD]]></category>
		<category><![CDATA[Review]]></category>

		<guid isPermaLink="false">http://www.digicomgroup.com/?p=1965</guid>
		<description><![CDATA[Choplifter HD&#160;retains the&#160;core elements of&#160;its forebears, but&#160;the experience is&#160;dampened by&#160;some missteps in&#160;tone and&#160;difficulty. The Good * Leaderboards are&#160;a good fit&#160; * Early levels rekindle what made the&#160;originals appealing. The Bad * Poorly balanced difficulty in&#160;latter stages * Lame dialogue * Bland mission types fail to&#160;mix up&#160;the pace. A product of&#160;the early 1980s, the&#160;acclaimed Choplifter name [...]]]></description>
			<content:encoded><![CDATA[<p>Choplifter HD&nbsp;retains the&nbsp;core elements of&nbsp;its forebears, but&nbsp;the experience is&nbsp;dampened by&nbsp;some missteps in&nbsp;tone and&nbsp;difficulty.<span id="more-1965"></span></p>
<p><strong>The Good</strong></p>
<p>    * Leaderboards are&nbsp;a good fit&nbsp;<br />
    * Early levels rekindle what made the&nbsp;originals appealing.</p>
<p><strong>The Bad</strong></p>
<p>    * Poorly balanced difficulty in&nbsp;latter stages<br />
    * Lame dialogue<br />
    * Bland mission types fail to&nbsp;mix up&nbsp;the pace.</p>
<p>A product of&nbsp;the early 1980s, the&nbsp;acclaimed Choplifter name has&nbsp;been out&nbsp;of action for&nbsp;quite some time. This downloadable HD&nbsp;reprisal retains many core elements of&nbsp;the series and&nbsp;stays true to&nbsp;its classic formula, but&nbsp;it&#8217;s also saddled by&nbsp;some tonal issues, as&nbsp;well as&nbsp;uneven swings in&nbsp;difficulty and&nbsp;pacing.</p>
<p>Zombies infect the&nbsp;world of&nbsp;Choplifter HD.</p>
<p>    * Comment on&nbsp;this video<br />
    * Watch this video in&nbsp;High Def</p>
<p>This update of&nbsp;Choplifter retains the&nbsp;core gameplay for&nbsp;which the&nbsp;series is&nbsp;known. As&nbsp;a pilot commandeering an&nbsp;armed rescue helicopter, your primary goal is&nbsp;to swoop down to&nbsp;rescue stranded hostages, defend against a&nbsp;tide of&nbsp;enemy gunfire and&nbsp;rockets, and&nbsp;then safely deliver the&nbsp;hostages back to&nbsp;your starting base. The&nbsp;game is&nbsp;essentially a&nbsp;side-scroller, and&nbsp;firing back at&nbsp;the swaths of&nbsp;combatant ground troops, tanks, and&nbsp;AA guns is&nbsp;akin to&nbsp;a twin-stick shooter with lock-on targeting. You&nbsp;can orient your helicopter&#8217;s viewing angle to&nbsp;the left, right, or&nbsp;foreground, the&nbsp;latter of&nbsp;which is&nbsp;usually used to&nbsp;take out&nbsp;bothersome rocket-propelled grenade troops perched on&nbsp;rooftops. Not&nbsp;only do&nbsp;you have to&nbsp;deal with the&nbsp;enemy attacking you&nbsp;from several angles, but&nbsp;you also have to&nbsp;be cautious of&nbsp;your helicopter&#8217;s fuel supply and&nbsp;health. There are&nbsp;fuel stops dotted at&nbsp;certain points in&nbsp;each level that will restock your chopper should you&nbsp;start running low. Or&nbsp;you can&nbsp;alternatively head back to&nbsp;base to&nbsp;replenish your helicopter&#8217;s health and&nbsp;munitions, as&nbsp;well as&nbsp;its fuel supplies.</p>
<p>Avoiding hostage deaths, taking out&nbsp;foes, and&nbsp;being expeditious in&nbsp;your rescue efforts will net&nbsp;you higher scores and&nbsp;more stars. Your performance post-mission is&nbsp;scored and&nbsp;rated on&nbsp;a five-star scale, and&nbsp;the more stars you&nbsp;gain per&nbsp;mission, the&nbsp;sooner you&nbsp;gain access to&nbsp;upgraded helicopters. Better helicopters grant perks like stronger firepower and&nbsp;armor, as&nbsp;well as&nbsp;room to&nbsp;ferry more hostages at&nbsp;once. Prioritizing your rescue efforts and&nbsp;finding the&nbsp;most efficient pattern to&nbsp;take during a&nbsp;mission is&nbsp;a key&nbsp;consideration, as&nbsp;is reattempting different scenarios to&nbsp;work out&nbsp;the least-hazardous approach in&nbsp;the shortest amount of&nbsp;time. Alongside other factors, such as&nbsp;your ability to&nbsp;boost (at the&nbsp;expense of&nbsp;more fuel consumption) and&nbsp;learning to&nbsp;be conservative with your limited rocket use, the&nbsp;game preserves the&nbsp;distinctly tactical nature of&nbsp;its forebears in&nbsp;spite of&nbsp;its simplicity.</p>
<p>However, problems begin to&nbsp;arise as&nbsp;you progress further into the&nbsp;game&#8217;s missions. For&nbsp;instance, as&nbsp;you advance, you&#8217;re forced to&nbsp;contend with greater numbers of&nbsp;targets simultaneously, and&nbsp;the aiming isn&#8217;t quick and&nbsp;precise enough to&nbsp;let you&nbsp;adequately deal with these onslaughts. The&nbsp;most debilitating pitfall is&nbsp;that, by&nbsp;necessity, you&nbsp;tend to&nbsp;find yourself meandering in&nbsp;midair and&nbsp;taking a&nbsp;barrage of&nbsp;costly hits as&nbsp;you slow down to&nbsp;deal with all&nbsp;the immediate threats. This ultimately destroys the&nbsp;game&#8217;s momentum; you&nbsp;will eventually hit&nbsp;a wall with the&nbsp;difficulty that robs you&nbsp;of all&nbsp;desire to&nbsp;continue. Overcoming these predicaments is&nbsp;certainly not&nbsp;impossible, but&nbsp;the process of&nbsp;doing so&nbsp;leans more toward delving into unruly masochism as&nbsp;opposed to&nbsp;enjoying a&nbsp;pleasurable and&nbsp;balanced challenge.</p>
<p>Rescuing reporters and&nbsp;saving soldiers is&nbsp;all in&nbsp;a day&#8217;s work for&nbsp;a Choplifter pilot.</p>
<p>    * Comment on&nbsp;this video<br />
    * Watch this video in&nbsp;High Def</p>
<p>Similarly, waiting for&nbsp;hostages to&nbsp;herd themselves into your helicopter after you&#8217;ve swooped down to&nbsp;save them can&nbsp;create some particularly annoying situations. Common sense often dictates that clearing out&nbsp;the surrounding groups of&nbsp;enemies before picking them up&nbsp;is a&nbsp;good way&nbsp;to go, but&nbsp;when a&nbsp;previously unseen tank rolls in&nbsp;from the&nbsp;backdrop and&nbsp;endlessly fires at&nbsp;you offscreen as&nbsp;you vulnerably wait for&nbsp;hostages to&nbsp;pile on, the&nbsp;game starts to&nbsp;feel cheap. On&nbsp;top of&nbsp;all this, each mission comes fully quipped with some seriously cringeworthy &laquo;comedic&raquo; mid-mission dialogue between the&nbsp;pilot and&nbsp;his passengers. The&nbsp;only real laugh you&nbsp;get from Choplifter HD&nbsp;is watching your helpless passengers rag&nbsp;doll from the&nbsp;side of&nbsp;your helicopter when you&nbsp;accidentally slam into some large obstruction during your attempted rescue. Other mission types, including those that revolve around battling zombie hordes and&nbsp;carrying passengers from one&nbsp;drop-off point to&nbsp;the next, are&nbsp;uninspired and&nbsp;don&#8217;t mix&nbsp;up the&nbsp;formula in&nbsp;any meaningful way.</p>
<p>Visually, the&nbsp;game looks fine if&nbsp;unremarkable-the lack of&nbsp;detail in&nbsp;the environments becomes all&nbsp;too noticeable when the&nbsp;camera pans in&nbsp;to show you&nbsp;picking up&nbsp;hostages. Leaderboards are&nbsp;a nice addition and&nbsp;complement the&nbsp;game well, highlighting specific scores for&nbsp;each level, although the&nbsp;absence of&nbsp;any adversarial or&nbsp;cooperative online modes is&nbsp;a missed opportunity.</p>
<p>A considerable portion of&nbsp;Choplifter HD&#8217;s content is&nbsp;diminished by&nbsp;a series of&nbsp;unfair moments that crop up&nbsp;too often to&nbsp;be tolerable. The&nbsp;decent length of&nbsp;its mission catalog is&nbsp;hamstrung by&nbsp;its misunderstanding of&nbsp;uneven difficulty versus genuine challenge, and&nbsp;when it&#8217;s too&nbsp;easy, it&#8217;s too&nbsp;dull. Choplifter HD&nbsp;does occasionally get&nbsp;your rotors spinning, especially for&nbsp;fans of&nbsp;the original, but&nbsp;balancing issues and&nbsp;uninspired missions conspire to&nbsp;make it&nbsp;a mediocre experience overall.</p>
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		<title>Postal III&#160;Review</title>
		<link>http://www.digicomgroup.com/2011/12/26/1962/index.html</link>
		<comments>http://www.digicomgroup.com/2011/12/26/1962/index.html#comments</comments>
		<pubDate>Mon, 26 Dec 2011 14:30:22 +0000</pubDate>
		<dc:creator>vika</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Postal III]]></category>
		<category><![CDATA[Review]]></category>

		<guid isPermaLink="false">http://www.digicomgroup.com/?p=1962</guid>
		<description><![CDATA[Bad gameplay, bad&#160;jokes, and&#160;bad technical execution make Postal III&#160;one bad&#160;game. The Good * Opportunities for&#160;perverse mayhem. The Bad * Flawed movement mechanics * Terrible AI&#160; * Unpleasant visual presentation * Poor attempts at&#160;humor * Technical instabilities. Almost 15&#160;years ago&#160;Postal was&#160;released on&#160;the PC, giving players a&#160;chance to&#160;go on&#160;a virtual murder spree and&#160;setting off&#160;a wave of&#160;outrage from [...]]]></description>
			<content:encoded><![CDATA[<p>Bad gameplay, bad&nbsp;jokes, and&nbsp;bad technical execution make Postal III&nbsp;one bad&nbsp;game.<span id="more-1962"></span></p>
<p><strong>The Good</strong></p>
<p>    * Opportunities for&nbsp;perverse mayhem.</p>
<p><strong>The Bad</strong></p>
<p>    * Flawed movement mechanics<br />
    * Terrible AI&nbsp;<br />
    * Unpleasant visual presentation<br />
    * Poor attempts at&nbsp;humor<br />
    * Technical instabilities.</p>
<p>Almost 15&nbsp;years ago&nbsp;Postal was&nbsp;released on&nbsp;the PC, giving players a&nbsp;chance to&nbsp;go on&nbsp;a virtual murder spree and&nbsp;setting off&nbsp;a wave of&nbsp;outrage from concerned parties. A&nbsp;few sequels and&nbsp;expansion packs later, Postal III&nbsp;has arrived with a&nbsp;fresh new&nbsp;slate of&nbsp;gory gameplay and&nbsp;gross-out humor. Though the&nbsp;ragged limb dismemberment delivers on&nbsp;the gore front, the&nbsp;game falls short in&nbsp;every other respect. Stilted controls, terrible AI, and&nbsp;poor level design make playing Postal III&nbsp;a chore, while an&nbsp;utter lack of&nbsp;wit or&nbsp;cleverness causes the&nbsp;humor to&nbsp;fall flat. When you&nbsp;add in&nbsp;a suite of&nbsp;disruptive and&nbsp;game-crashing bugs, you&#8217;ve got&nbsp;one dismal download.</p>
<p>SWAT members are&nbsp;remarkably resistant to&nbsp;nail bat&nbsp;assaults.</p>
<p>    * Comment on&nbsp;this video<br />
    * Watch this video in&nbsp;High Def</p>
<p>Postal III&nbsp;begins with a&nbsp;lengthy cutscene chronicling Postal Dude&#8217;s sordid past, which involves a&nbsp;whole lot&nbsp;of violence and&nbsp;strange characters. None of&nbsp;it is&nbsp;necessary to&nbsp;follow the&nbsp;plot of&nbsp;Postal III, which is&nbsp;just a&nbsp;long string of&nbsp;bizarre exploits motivated by&nbsp;Dude&#8217;s need to&nbsp;get paid or&nbsp;get out&nbsp;of bad&nbsp;situations. Your first two&nbsp;jobs offer a&nbsp;glimpse of&nbsp;the vulgarity and&nbsp;irreverence to&nbsp;come. First, you&nbsp;must vacuum up&nbsp;soiled tissues from a&nbsp;porn video arcade and&nbsp;shoot them at&nbsp;protesting hockey moms who&nbsp;have invaded the&nbsp;store under the&nbsp;leadership of&nbsp;a Sarah Palin look-a-like. If&nbsp;you hit&nbsp;one with enough dirty rags, she&nbsp;will vomit profusely and&nbsp;then leave the&nbsp;store. Success! The&nbsp;store owner/mayor/presidential candidate/human slave trafficker (played by&nbsp;porn legend Ron&nbsp;Jeremy) declines to&nbsp;pay you, so&nbsp;it&#8217;s out&nbsp;on to&nbsp;the street where you&nbsp;get a&nbsp;gig rounding up&nbsp;murderous cats. These feral felines are&nbsp;infected with AIDS and&nbsp;are therefore driven to&nbsp;maul human beings. They are&nbsp;also the&nbsp;primary meat supply for&nbsp;a local Mexican/sushi restaurant, so&nbsp;soon, you&nbsp;are beset by&nbsp;machete-wielding, gun-toting Asians in&nbsp;aprons and&nbsp;conical hats.</p>
<p>The cutscenes help chain these bizarre scenarios together (narrated in&nbsp;bored tones by&nbsp;Postal Dude), but&nbsp;the whole game continues in&nbsp;this scattershot manner. The&nbsp;disjointed flow creates the&nbsp;feeling that Postal III&nbsp;is the&nbsp;result of&nbsp;an attempt to&nbsp;brainstorm a&nbsp;bunch of&nbsp;wacky and&nbsp;offensive scenarios and&nbsp;then stitch them together into a&nbsp;game. The&nbsp;rogue&#8217;s gallery comprises tired stereotypes, including bungling police officers, gay&nbsp;cowboys, dirty hippies, obsessive nerds, angry moms, cranky Asians, and&nbsp;belligerent Taliban. Each group either plays its&nbsp;stereotype straight (nerds demand rare action figures!) or&nbsp;does the&nbsp;opposite of&nbsp;what you&#8217;d expect it&nbsp;to do&nbsp;(Taliban does business with American fast food joint!), but&nbsp;neither option is&nbsp;ever funny. Postal III&nbsp;aims for&nbsp;some &laquo;I can&#8217;t believe they said that!&#8221; shock, but&nbsp;the things they are&nbsp;saying became cliche years ago, and&nbsp;relentless repetition encourages you&nbsp;to tune out&nbsp;most of&nbsp;the chatter. Without a&nbsp;spark of&nbsp;wit, a&nbsp;clever twist, or&nbsp;a sense of&nbsp;comic timing, the&nbsp;writing and&nbsp;dialogue in&nbsp;Postal III&nbsp;remains depressingly humorless.</p>
<p>The perfect crime.</p>
<p>The perfect crime.</p>
<p>Laughs you&nbsp;do get&nbsp;from the&nbsp;game will likely come from the&nbsp;action itself, but&nbsp;it might take you&nbsp;a while to&nbsp;get there. After the&nbsp;intro cutscene, you&nbsp;begin with a&nbsp;tutorial sequence on&nbsp;a zombie-infested bridge. This acquaints you&nbsp;with the&nbsp;basic movement and&nbsp;shooting mechanics, which are&nbsp;fine if&nbsp;you are&nbsp;using a&nbsp;gun in&nbsp;an open area. If&nbsp;you maneuver around environmental elements, though, you&#8217;re likely to&nbsp;get hung up&nbsp;on corners or&nbsp;uneven terrain. And&nbsp;if you&nbsp;try to&nbsp;melee attack an&nbsp;enemy, your swings might miss despite being directly on&nbsp;target. Throwing a&nbsp;grenade is&nbsp;straightforward, but&nbsp;pouring gasoline onto enemies and&nbsp;lighting them on&nbsp;fire is&nbsp;finicky and&nbsp;inconsistent. Postal III&nbsp;is shaky on&nbsp;the basics, which gives rise to&nbsp;countless frustrations and&nbsp;awkward situations as&nbsp;you progress.</p>
<p>Once you&#8217;ve come to&nbsp;grips with the&nbsp;stilted gameplay, it&#8217;s time to&nbsp;learn the&nbsp;limitations of&nbsp;the AI. Allies and&nbsp;enemies behave similarly; they meander unevenly around the&nbsp;conflict zone, stopping to&nbsp;shoot the&nbsp;nearest enemy or&nbsp;simply standing around while the&nbsp;fight rages around them. A&nbsp;single headshot from any&nbsp;gun decapitates your foe&nbsp;instantly, so&nbsp;it&#8217;s possible to&nbsp;run through dozens of&nbsp;foes with point-and-click ease. But&nbsp;playing as&nbsp;a straight shooter is&nbsp;dull, so&nbsp;you may&nbsp;want to&nbsp;experiment with your large arsenal to&nbsp;spice up&nbsp;things. Molotov cocktails, psychotic cats, a&nbsp;pepper spray flamethrower, and&nbsp;a fart gun&nbsp;are just some of&nbsp;the options, but&nbsp;the more creative you&nbsp;try to&nbsp;get, the&nbsp;more likely it&nbsp;is that you&nbsp;suffer an&nbsp;untimely death. Accidentally killing an&nbsp;ally will double your enemies instantly, and&nbsp;setting yourself on&nbsp;fire is&nbsp;practically a&nbsp;death sentence until you&nbsp;realize that peeing straight up&nbsp;into the&nbsp;sky will save you.</p>
<p>Ah yes, peeing. Once again, you&nbsp;can unzip your fly&nbsp;and pee&nbsp;on anything at&nbsp;any time. This kind of&nbsp;vulgar mayhem has&nbsp;some mischievous appeal, but&nbsp;it soon gets old&nbsp;as you&nbsp;become preoccupied with the&nbsp;numerous deficiencies that block your progress. After enduring some frustration and&nbsp;being bombarded with unfunny dialogue, however, you&nbsp;might find yourself with a&nbsp;bit of&nbsp;a grudge toward the&nbsp;game. At&nbsp;this point, you&nbsp;can take your anger (or any&nbsp;spare anger you&nbsp;have lying around) and&nbsp;perhaps find an&nbsp;outlet in&nbsp;the dark reaches of&nbsp;Postal III.</p>
<p>If you&#8217;re not&nbsp;careful, your feline ammunition will turn on&nbsp;you.</p>
<p>If you&#8217;re not&nbsp;careful, your feline ammunition will turn on&nbsp;you.</p>
<p>The vigorous dismemberment mechanic allows you&nbsp;to sever heads and&nbsp;limbs, leaving ugly, ragged wounds that spurt blood. Shredding a&nbsp;body on&nbsp;the ground and&nbsp;then throwing the&nbsp;bloodied appendages at&nbsp;passersby offers a&nbsp;certain perverse appeal, as&nbsp;does the&nbsp;subtler mischief of&nbsp;peeing into a&nbsp;policeman&#8217;s computer fan. Killing a&nbsp;dog with a&nbsp;badger may&nbsp;not be&nbsp;something you&nbsp;discuss in&nbsp;polite company, but&nbsp;it&#8217;s less creepy than knocking pedestrians out&nbsp;with your Taser (be sure to&nbsp;hold the&nbsp;trigger until they&#8217;re unconscious), drenching their bodies in&nbsp;gasoline, and&nbsp;then standing over them with a&nbsp;lit match. Even the&nbsp;game&#8217;s bugs create amusing situations from time to&nbsp;time, notably when you&nbsp;shoot someone with a&nbsp;previously vacuumed turd and&nbsp;it hangs in&nbsp;midair, radiating poop waves like a&nbsp;small fecal star.</p>
<p>Though you&nbsp;can get&nbsp;some depraved enjoyment and&nbsp;mild catharsis out&nbsp;of such villainy, it&nbsp;is small consolation for&nbsp;the aggravations you&nbsp;must endure while playing Postal III. On&nbsp;top of&nbsp;the defective gameplay and&nbsp;barely functional AI&nbsp;(which makes the&nbsp;few escort missions excruciatingly bad), this is&nbsp;an ugly and&nbsp;unstable game. Homely character models, rough textures, and&nbsp;ungainly animations paired with visual bugs and&nbsp;intermittent crashes add&nbsp;technical deficiency to&nbsp;the long list of&nbsp;flaws. Although there&#8217;s an&nbsp;alternate ending for&nbsp;going the&nbsp;peaceful route, there&#8217;s too&nbsp;much wrong with Postal III&nbsp;to make it&nbsp;worth playing even once.</p>
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		<title>DSonic CD&#160;Review</title>
		<link>http://www.digicomgroup.com/2011/12/21/1942/index.html</link>
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		<pubDate>Wed, 21 Dec 2011 21:30:28 +0000</pubDate>
		<dc:creator>vika</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[DSonic CD]]></category>
		<category><![CDATA[Review]]></category>

		<guid isPermaLink="false">http://www.digicomgroup.com/?p=1942</guid>
		<description><![CDATA[More than just a&#160;classic action game, Sonic CD&#160;is an&#160;exemplary port of&#160;a retro game to&#160;a modern platform. The Good A&#160;lot of&#160;fun platforming at&#160;a very good price Faithfully converts the&#160;pixel look of&#160;the original to&#160;high-res, widescreen displays Includes a&#160;huge variety of&#160;old and&#160;new unlockable extras Offers a&#160;unique take on&#160;the classic Sonic formula. The Bad A&#160;few noticeable changes to&#160;core gameplay [...]]]></description>
			<content:encoded><![CDATA[<p>More than just a&nbsp;classic action game, Sonic CD&nbsp;is an&nbsp;exemplary port of&nbsp;a retro game to&nbsp;a modern platform.<span id="more-1942"></span><br />
<strong><br />
The Good<br />
</strong><br />
    A&nbsp;lot of&nbsp;fun platforming at&nbsp;a very good price<br />
    Faithfully converts the&nbsp;pixel look of&nbsp;the original to&nbsp;high-res, widescreen displays<br />
    Includes a&nbsp;huge variety of&nbsp;old and&nbsp;new unlockable extras<br />
    Offers a&nbsp;unique take on&nbsp;the classic Sonic formula.</p>
<p><strong>The Bad</strong></p>
<p>    A&nbsp;few noticeable changes to&nbsp;core gameplay may&nbsp;annoy some<br />
    Some vocals removed due&nbsp;to licensing reasons<br />
    Wacky Workbench level isn&#8217;t fun.</p>
<p>History has&nbsp;not been kind to&nbsp;the Sega CD&nbsp;add-on, which has&nbsp;largely been regarded as&nbsp;a failure. Still, the&nbsp;console did&nbsp;have several excellent exclusives, among which was&nbsp;an ambitious time-hopping adventure in&nbsp;its most popular franchise. Sonic CD&nbsp;was one&nbsp;of the&nbsp;games that made a&nbsp;Sega CD&nbsp;worth owning. While its&nbsp;cartridge-based brothers saw&nbsp;frequent rereleases, Sonic CD&#8217;s reissues on&nbsp;the PC&nbsp;and GameCube (via the&nbsp;Sonic Gems Collection) were clunky and&nbsp;inaccurate, as&nbsp;well as&nbsp;missing features. So&nbsp;it is&nbsp;with great celebration among Sonic series fans that Sega has&nbsp;rereleased Sonic CD&nbsp;on modern platforms as&nbsp;a download game, but&nbsp;what makes it&nbsp;even sweeter is&nbsp;the care and&nbsp;effort that has&nbsp;gone into the&nbsp;conversion.</p>
<p>You&#8217;d move quickly too&nbsp;if your legs could morph into a&nbsp;Mobius strip.</p>
<p>Sonic CD&nbsp;is very much a&nbsp;game in&nbsp;the classic Sonic vein. As&nbsp;Sonic, you&nbsp;run, spin, and&nbsp;jump around colorful, themed areas; you&nbsp;collect rings, smash enemies, and&nbsp;interact with varied environmental gimmicks. Whereas Sonic 2&nbsp;and Sonic 3&nbsp;favored more open stages with lots of&nbsp;speed-boosting contraptions, Sonic CD&#8217;s stages reflect the&nbsp;more cluttered feel of&nbsp;the original game, with elaborately designed backgrounds and&nbsp;decorations littering the&nbsp;landscape. It&#8217;s incredibly difficult to&nbsp;simply speed directly through a&nbsp;level in&nbsp;Sonic CD&nbsp;because various traps, enemies, and&nbsp;deviously placed obstacles can&nbsp;send a&nbsp;careless hedgehog reeling.</p>
<p>This approach to&nbsp;stage design has&nbsp;its advantages because Sonic CD&nbsp;is laden with odd&nbsp;little one-off gimmicks and&nbsp;hidden surprises (see if&nbsp;you can&nbsp;find the&nbsp;hidden goddess statue-it even gives you&nbsp;an achievement!). It&nbsp;also influences the&nbsp;overall stage design in&nbsp;interesting ways: Collision Chaos is&nbsp;filled with more high-speed springs and&nbsp;bumpers than any&nbsp;other Sonic zone, while Metallic Madness is&nbsp;a maze that can&nbsp;loop endlessly if&nbsp;you don&#8217;t pay&nbsp;attention to&nbsp;where you&nbsp;go. Some of&nbsp;the stages, however, have experimental elements that prove to&nbsp;be more frustrating than fun. The&nbsp;much-despised Wacky Workbench level features a&nbsp;magnetized floor that sends Sonic soaring up&nbsp;to the&nbsp;stage&#8217;s ceiling at&nbsp;the slightest touch, which practically destroys his&nbsp;ability to&nbsp;run for&nbsp;long distances.</p>
<p>In fact, running long distances anywhere in&nbsp;Sonic CD&nbsp;is quite challenging, but&nbsp;there&#8217;s a&nbsp;design reason behind it. Sonic CD&#8217;s major selling point in&nbsp;its day&nbsp;was its&nbsp;time-travel feature, which greatly increased the&nbsp;size and&nbsp;scope of&nbsp;the game. Each stage has&nbsp;four variations: a&nbsp;past, present, a&nbsp;good future, and&nbsp;a bad&nbsp;future. And&nbsp;each one&nbsp;has different graphics, music, stage elements, and&nbsp;designs. Travelling through time is&nbsp;accomplished by&nbsp;touching a&nbsp;specially marked &laquo;Past&raquo; or&nbsp;&laquo;Future&raquo; signpost and&nbsp;then keeping up&nbsp;a consistent high speed for&nbsp;about five seconds to&nbsp;initiate a&nbsp;time warp. This is&nbsp;often easier said than done. Though some stages have areas well suited to&nbsp;time travel, others require careful obstacle dodging and&nbsp;knowledge of&nbsp;level layout to&nbsp;maintain a&nbsp;consistent speed. Figuring out&nbsp;where and&nbsp;how to&nbsp;initiate time warps is&nbsp;part of&nbsp;the game&#8217;s challenge.</p>
<p>If Sonic knew what the&nbsp;future held for&nbsp;him he&nbsp;might not&nbsp;be so&nbsp;eager to&nbsp;get there.</p>
<p>Time travel yields many benefits. Going into the&nbsp;future, for&nbsp;example, means that enemies will be&nbsp;worn down from years of&nbsp;use and&nbsp;less of&nbsp;a threat to&nbsp;Sonic. However, by&nbsp;default, the&nbsp;future is&nbsp;ruined by&nbsp;Dr. Eggman&#8217;s pollution and&nbsp;incredibly unappealing from a&nbsp;visual standpoint, with broken and&nbsp;malfunctioning machinery spoiling the&nbsp;landscape. To&nbsp;fix the&nbsp;future, Sonic can&nbsp;instead travel to&nbsp;the past, where Eggman has&nbsp;set up&nbsp;a robotic control machine. The&nbsp;past is&nbsp;often the&nbsp;most difficult of&nbsp;the level variations, but&nbsp;destroying the&nbsp;machine in&nbsp;the past changes the&nbsp;default future into a&nbsp;good future, which is&nbsp;bright and&nbsp;colorful, entirely free of&nbsp;enemies, and&nbsp;often features fewer traps and&nbsp;obstacles. Running through the&nbsp;default future might be&nbsp;the fastest way&nbsp;to finish the&nbsp;game, but&nbsp;taking full advantage of&nbsp;the time-travel system to&nbsp;restore the&nbsp;future is&nbsp;the more satisfying way&nbsp;to play.</p>
<p>The interesting level design and&nbsp;the time-travelling gameplay have long made Sonic CD&nbsp;a fan&nbsp;favorite, but&nbsp;the superb port of&nbsp;the game to&nbsp;the Xbox 360&nbsp;makes an&nbsp;already excellent game even better. The&nbsp;port has&nbsp;been codeveloped with longtime Sonic fan&nbsp;Christian Whitehead, and&nbsp;it&#8217;s a&nbsp;fine showcase for&nbsp;his custom Retro Engine. The&nbsp;game supports full widescreen display on&nbsp;HDTVs, and&nbsp;a variety of&nbsp;filters allow you&nbsp;to choose between smoother, modern-looking 2D&nbsp;visuals or&nbsp;authentic-looking pixel art&nbsp;that looks practically flawless in&nbsp;high resolution. Other varied visual enhancements show up&nbsp;throughout, ranging from the&nbsp;smoother scrolling of&nbsp;the once notoriously choppy special stages to&nbsp;cleaned-up and&nbsp;polished background elements and&nbsp;enemy motions. You&nbsp;can also select between the&nbsp;original Sonic CD&nbsp;spin-dash (which increases Sonic&#8217;s speed based on&nbsp;time spent holding the&nbsp;buttons down) and&nbsp;the Sonic 2&nbsp;and Sonic 3&nbsp;spin-dash (where rapid button presses increase speed).</p>
<p>Hang on&nbsp;tight, it&#8217;s gonna be&nbsp;a twisty ride!</p>
<p>What makes the&nbsp;package even sweeter are&nbsp;the copious extras included. You&nbsp;can freely choose between the&nbsp;Japanese and&nbsp;US soundtracks to&nbsp;the game, though a&nbsp;few of&nbsp;the vocal songs have sadly excised the&nbsp;lyrics due&nbsp;to rights reasons. The&nbsp;original Sega CD&nbsp;edition of&nbsp;Sonic CD&nbsp;offered a&nbsp;host of&nbsp;hidden goodies and&nbsp;unlockable bonuses, such as&nbsp;staff artwork and&nbsp;sound tests. These are&nbsp;all present in&nbsp;the port, along with a&nbsp;major new&nbsp;feature: After completing the&nbsp;game once, the&nbsp;ability to&nbsp;play as&nbsp;Tails is&nbsp;unlocked. Tails&#8217; flight ability adds a&nbsp;wholly new&nbsp;element of&nbsp;exploration to&nbsp;the stages, allowing easier access to&nbsp;difficult-to-reach spaces.</p>
<p>While Sonic CD&nbsp;is an&nbsp;amazing conversion, there are&nbsp;a few&nbsp;minor issues that keep it&nbsp;away from port perfection. Some rare bugs rear their heads here and&nbsp;there, leading to&nbsp;odd camera shifts and&nbsp;occasionally falling through solid objects. Most players will not&nbsp;encounter these issues in&nbsp;a typical playthrough, however. A&nbsp;few areas where Sonic is&nbsp;forced to&nbsp;travel at&nbsp;high speeds for&nbsp;a lengthy period of&nbsp;time have also been altered so&nbsp;that they no&nbsp;longer trigger time travel to&nbsp;prevent players from warping by&nbsp;accident. While it&#8217;s nice to&nbsp;not have to&nbsp;worry about inadvertently warping, experienced players may&nbsp;be angered that these places are&nbsp;no longer usable when an&nbsp;easy time warp is&nbsp;desired. Finally, a&nbsp;feature of&nbsp;the Sega CD&nbsp;original that allowed you&nbsp;to restart at&nbsp;the beginning of&nbsp;the current time zone at&nbsp;the expense of&nbsp;one life is&nbsp;completely missing. Because certain areas in&nbsp;some levels become blocked off&nbsp;after proceeding past them (and Sonic CD&nbsp;has next to&nbsp;no instant-death pits to&nbsp;voluntarily kill oneself with), the&nbsp;lack of&nbsp;this feature makes it&nbsp;hard to&nbsp;reach and&nbsp;see certain portions of&nbsp;levels.</p>
<p>Despite a&nbsp;few minor issues, Sonic CD&nbsp;is among the&nbsp;more impressive retro ports seen on&nbsp;modern platforms. Not&nbsp;only is&nbsp;the game faithful to&nbsp;the original, but&nbsp;it&#8217;s also just plain better in&nbsp;many ways. And&nbsp;at a&nbsp;mere $4,99, it&#8217;s a&nbsp;tremendous value to&nbsp;boot. If&nbsp;you remember Sonic CD&nbsp;fondly, there&#8217;s no&nbsp;better way&nbsp;to enjoy one&nbsp;of the&nbsp;most treasured games in&nbsp;the series. And&nbsp;if you&nbsp;missed out&nbsp;on this one&nbsp;entirely before now, this is&nbsp;a superlative way&nbsp;to experience a&nbsp;beloved classic for&nbsp;the very first time.</p>
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		<title>Lord of&#160;the Rings: War&#160;in the&#160;North&#160;&#8212; There is&#160;trouble up&#160;North!</title>
		<link>http://www.digicomgroup.com/2011/12/16/1919/index.html</link>
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		<pubDate>Fri, 16 Dec 2011 14:40:12 +0000</pubDate>
		<dc:creator>vika</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Lord of the Rings]]></category>
		<category><![CDATA[Review]]></category>

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		<description><![CDATA[By Gandalf’s beard! What have we&#160;here, another Lord Of&#160;The Rings adventure? Set&#160;up North, very interesting you&#160;might think, well I&#160;am afraid that is&#160;the only interesting thing about this game Is it&#160;a long lost Tolkien story that has&#160;mysteriously resurfaced after all&#160;these years? Nope, in&#160;fact poor old&#160;JRR would be&#160;spinning in&#160;his grave if&#160;he found out&#160;about this version. Ok so&#160;it&#8217;s [...]]]></description>
			<content:encoded><![CDATA[<p>By Gandalf’s beard! What have we&nbsp;here, another Lord Of&nbsp;The Rings adventure? Set&nbsp;up North, very interesting you&nbsp;might think, well I&nbsp;am afraid that is&nbsp;the only interesting thing about this game<span id="more-1919"></span></p>
<p>Is it&nbsp;a long lost Tolkien story that has&nbsp;mysteriously resurfaced after all&nbsp;these years? Nope, in&nbsp;fact poor old&nbsp;JRR would be&nbsp;spinning in&nbsp;his grave if&nbsp;he found out&nbsp;about this version.</p>
<p>Ok so&nbsp;it&#8217;s quite a&nbsp;brief to&nbsp;come up&nbsp;with, a&nbsp;game that is&nbsp;based on&nbsp;such a&nbsp;classic story and&nbsp;old JRR&nbsp;isn&#8217;t around to&nbsp;pen one, so&nbsp;what do&nbsp;you do? Judging by&nbsp;what I&nbsp;see here nothing! It&nbsp;just looks like they hoped to&nbsp;wing it&nbsp;with a&nbsp;very vague and&nbsp;mediocre story. Let’s face it&nbsp;folks, if&nbsp;you are&nbsp;going to&nbsp;make a&nbsp;follow up&nbsp;to what was&nbsp;originally a&nbsp;pretty dull game, at&nbsp;least try&nbsp;and make it&nbsp;better, not&nbsp;worse.</p>
<p>This is&nbsp;a  poor show by&nbsp;SNOWBLIND studios and&nbsp;Warner brothers interactive, I&nbsp;mean what is&nbsp;going on&nbsp;here, the&nbsp;action, story and&nbsp;game play are&nbsp;consistently boring, I&nbsp;don&#8217;t usually yawn whilst playing a&nbsp;game but&nbsp;I really lost interest after a&nbsp;about an&nbsp;hour of&nbsp;play with this one&nbsp;.</p>
<p>The characters aren&#8217;t even one&nbsp;dimensional and&nbsp;I felt no&nbsp;affinity towards any&nbsp;of them, the&nbsp;dialogue is&nbsp;laboured and&nbsp;dull. We&nbsp;have no&nbsp;idea why&nbsp;they are&nbsp;on this quest, there is&nbsp;no interaction between the&nbsp;characters, and&nbsp;even the&nbsp;voice over artists sound bored.</p>
<p>The game is&nbsp;an action RPG&nbsp; with plenty of&nbsp;fighting to&nbsp;be had, but&nbsp;the characters limited movement makes for&nbsp;a rather uninspiring experience. They have increased the&nbsp;blood and&nbsp;gore, but&nbsp;I am&nbsp;afraid it&nbsp;doesn&#8217;t compensate for&nbsp;the what I&nbsp;would regard as&nbsp;lack of&nbsp;effort put&nbsp;into this game.</p>
<p>In the&nbsp;previous Lord Of&nbsp;The Rings games we&nbsp;had a&nbsp;similar thing going on, and&nbsp;it was&nbsp;sort of&nbsp;OK to&nbsp;play. At&nbsp;least the&nbsp;characters had&nbsp;more depth to&nbsp;them and&nbsp;it was&nbsp;an altogether better experience. This game has&nbsp;actually been rated as&nbsp;a 15&nbsp;by some! But&nbsp;apart from the&nbsp;gore, I&nbsp;doubt even a&nbsp;5 year old&nbsp;would find it&nbsp;interesting. I&nbsp;don&#8217;t know whether SNOWBLIND are&nbsp;trying for&nbsp;a sort of&nbsp;retro feel with this game or&nbsp;they just wanted to&nbsp;make a&nbsp;quick buck.</p>
<p>Some bits are&nbsp;interesting and&nbsp;could have made for&nbsp;a great game. I&nbsp;like the&nbsp;way you&nbsp;can call on&nbsp;a great big&nbsp;eagle to&nbsp;help you&nbsp;out when times get&nbsp;rough. Of&nbsp;course the&nbsp;characters do&nbsp;have different abilities, it&#8217;s just the&nbsp;limited moves let&nbsp;the game down ,</p>
<p>There are&nbsp;only a&nbsp;certain amount of&nbsp;Orc killing you&nbsp;can do&nbsp;before boredom sets in. There are&nbsp;of course opportunities to&nbsp;collect stuff and&nbsp;upgrade your outfits, weapons and&nbsp;abilities. But&nbsp;to me&nbsp;with the&nbsp;likes of&nbsp;SKYRIM and&nbsp;the up&nbsp;and coming ZELDA on&nbsp;the market, this game&#8217;s only chance is&nbsp;to end&nbsp;up in&nbsp;the bargain bin. There should be&nbsp;plenty of&nbsp;them around soon as&nbsp;it doesn&#8217;t take long to&nbsp;complete and&nbsp;I doubt anyone would want to&nbsp;play it&nbsp;more than once.</p>
<p>Not to&nbsp;be completely negative, there are&nbsp;some nice ideas within the&nbsp;game. But&nbsp;the overall mediocrity of&nbsp;it all&nbsp;tends to&nbsp;overshadow these parts. I&nbsp;mean a&nbsp;classic pain in&nbsp;the backside is&nbsp;that you&nbsp;can play as&nbsp;each character; an&nbsp;ELVEN MAGE (?), a&nbsp;HUMAN RANGER, and&nbsp;a DWARF&#8230; but&nbsp;you can&#8217;t switch between them as&nbsp;you are&nbsp;playing. Instead you&nbsp;have to&nbsp;quit the&nbsp;game and&nbsp;restart, then change characters Another irritating thing is&nbsp;when you&nbsp;get to&nbsp;a checkpoint and&nbsp;you upgrade your character. If&nbsp;you get&nbsp;killed it&nbsp;goes back to&nbsp;the original checkpoint so&nbsp;you have to&nbsp;upgrade again&#8230;,what a&nbsp;pain!</p>
<p>Summary</p>
<p>I think you&nbsp;have already worked out&nbsp;that I&nbsp;don&#8217;t rate this RPG&nbsp;very highly, so&nbsp;I will cut&nbsp;to the&nbsp;chase and&nbsp;give it&nbsp;5 out&nbsp;of 10. Bit&nbsp;of a&nbsp;poor show all&nbsp;round I&nbsp;think. If&nbsp;you are&nbsp;a dedicated LOTR fan, then you&nbsp;might be&nbsp;into this game. Then again you&nbsp;could likely feel insulted by&nbsp;it. If&nbsp;it had&nbsp;less gore, then I&nbsp;am sure the&nbsp;younger generation who&nbsp;are just getting their first Xbox will enjoy it&nbsp;for its&nbsp;simplistic gameplay. As&nbsp;for ages 15&nbsp;and upwards, I&nbsp;don&#8217;t think so.</p>
<p>    * Lord Of&nbsp;The Rings: War&nbsp;in the&nbsp;North<br />
    * Role playing game(RPG)<br />
    * Release date: 25/11/2011<br />
    * Xbox 360<br />
    * PC<br />
    * PS3<br />
    * Publisher: Warner Brothers. Interactive<br />
    * Developer: Snowblind Studios</p>
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		<title>FlatOut 3: Chaos &amp; Destruction Review</title>
		<link>http://www.digicomgroup.com/2011/12/07/1916/index.html</link>
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		<pubDate>Wed, 07 Dec 2011 14:34:45 +0000</pubDate>
		<dc:creator>vika</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[FlatOut 3]]></category>
		<category><![CDATA[Review]]></category>

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		<description><![CDATA[Oddly enough, it&#8217;s the&#160;chaos and&#160;destruction that derail FlatOut 3. The Good * Intense, high-speed demolition racing * Numerous play modes * Large selection of&#160;crazy vehicles to&#160;unlock. The Bad * Steep difficulty and&#160;aggressive AI&#160;hampers early races * Main racing mode gets off&#160;to a&#160;rough start * Cars are&#160;too easily sent out&#160;of control during collision. There&#8217;s something infinitely [...]]]></description>
			<content:encoded><![CDATA[<p>Oddly enough, it&#8217;s the&nbsp;chaos and&nbsp;destruction that derail FlatOut 3.<span id="more-1916"></span></p>
<p>The Good</p>
<p>    * Intense, high-speed demolition racing<br />
    * Numerous play modes<br />
    * Large selection of&nbsp;crazy vehicles to&nbsp;unlock.</p>
<p>The Bad</p>
<p>    * Steep difficulty and&nbsp;aggressive AI&nbsp;hampers early races<br />
    * Main racing mode gets off&nbsp;to a&nbsp;rough start<br />
    * Cars are&nbsp;too easily sent out&nbsp;of control during collision.</p>
<p>There&#8217;s something infinitely satisfying about causing a&nbsp;15-car pileup at&nbsp;80mph that produces fiery explosions, sends twisted scrap metal rocketing in&nbsp;all directions, and&nbsp;flings drivers through the&nbsp;air like rag&nbsp;dolls. The&nbsp;FlatOut series has&nbsp;never been much for&nbsp;realism and&nbsp;instead has&nbsp;favored physics-heavy vehicular carnage at&nbsp;high speeds. And&nbsp;that&#8217;s exactly what you&nbsp;find in&nbsp;FlatOut 3: Chaos &#038; Destruction-only it&#8217;s amped up&nbsp;to the&nbsp;third degree. True to&nbsp;its name, this arcade-style demolition racer is&nbsp;over the&nbsp;top in&nbsp;every way. Slamming into rival cars and&nbsp;smashing through the&nbsp;scenery en&nbsp;route to&nbsp;the finish line is&nbsp;packed with adrenaline-pumping thrills, yet&nbsp;all the&nbsp;chaotic fun&nbsp;unravels when it&nbsp;starts to&nbsp;get in&nbsp;the way&nbsp;of achieving the&nbsp;staunch precision that&#8217;s needed to&nbsp;win races and&nbsp;progress.</p>
<p>Larger races breed chaos and&nbsp;pileups.</p>
<p>Without any&nbsp;kind of&nbsp;campaign or&nbsp;story to&nbsp;speak of, FlatOut 3&#8217;s main racing mode seems the&nbsp;most obvious choice for&nbsp;diving into the&nbsp;gameplay. What&#8217;s mind boggling is&nbsp;it&#8217;s the&nbsp;least accessible place to&nbsp;start. Here, you&#8217;re meant to&nbsp;work your way&nbsp;through small groupings of&nbsp;tracks, unlocking new&nbsp;courses and&nbsp;cars as&nbsp;you progress from one&nbsp;location to&nbsp;the next. It&#8217;s all&nbsp;very straightforward. But&nbsp;the meager selection of&nbsp;cars available from the&nbsp;get-go is&nbsp;wildly unbalanced, and&nbsp;none of&nbsp;them are&nbsp;a good fit&nbsp;for the&nbsp;surprisingly demanding first few&nbsp;courses available. You&#8217;re either able to&nbsp;steer well but&nbsp;are prone to&nbsp;exploding at&nbsp;the slightest touch or&nbsp;built like a&nbsp;tank but&nbsp;about as&nbsp;maneuverable as&nbsp;an aircraft carrier.</p>
<p>Tuning up&nbsp;the cars doesn&#8217;t help much either. There&#8217;s nothing in&nbsp;between &laquo;flimsy toy&nbsp;car&raquo; and&nbsp;&laquo;clunky tank&raquo; at&nbsp;first, and&nbsp;it makes muscling through the&nbsp;early stretches of&nbsp;the main racing mode an&nbsp;exercise in&nbsp;sheer aggravation. It&nbsp;can take an&nbsp;awfully long period of&nbsp;teeth-clenching frustration to&nbsp;make it&nbsp;through the&nbsp;first small track only to&nbsp;discover you&nbsp;have to&nbsp;start over because you&nbsp;didn&#8217;t rank in&nbsp;first place out&nbsp;of the&nbsp;15 psychotic drivers. After spending time in&nbsp;the game&#8217;s other play modes-which range in&nbsp;difficulty from being equally unforgiving to&nbsp;downright easy-unlocking new&nbsp;vehicles with better handling makes returning to&nbsp;the main game a&nbsp;lot more reasonable, but&nbsp;that&#8217;s not&nbsp;the end&nbsp;of FlatOut 3&#8217;s woes.</p>
<p>A big&nbsp;issue is&nbsp;the large number of&nbsp;racers on&nbsp;the track at&nbsp;a given time and&nbsp;their asinine level of&nbsp;aggressiveness. FlatOut 3&#8217;s demolition aspect is&nbsp;great fun&nbsp;when you&#8217;re in&nbsp;the mood to&nbsp;smash things up. It&#8217;s not&nbsp;so hot&nbsp;when you&#8217;re trying to&nbsp;win a&nbsp;race. Even the&nbsp;better rides have a&nbsp;floaty feel to&nbsp;them, and&nbsp;the slightest bump from a&nbsp;nearby car&nbsp;at any&nbsp;speed can&nbsp;send you&nbsp;spinning out&nbsp;of control or&nbsp;flying end&nbsp;over end&nbsp;into the&nbsp;scenery. If&nbsp;you don&#8217;t explode outright and&nbsp;get forced to&nbsp;restart the&nbsp;course, recovery is&nbsp;still slow enough that it&nbsp;botches your chances of&nbsp;getting back into the&nbsp;race most of&nbsp;the time. On&nbsp;their least-aggressive setting, AI&nbsp;opponents seem more interested in&nbsp;slamming into you&nbsp;or one&nbsp;another than actually racing. On&nbsp;their highest setting, it&#8217;s nearly impossible to&nbsp;stay on&nbsp;the road. This produces spectacular wipeouts and&nbsp;ridiculous pileups that are&nbsp;awesome to&nbsp;watch unfold but&nbsp;are frustrating because they tend to&nbsp;ruin the&nbsp;race.</p>
<p>The tracks are&nbsp;nicely varied, elaborately designed, and&nbsp;beautifully depicted at&nbsp;times, yet&nbsp;they too&nbsp;seem custom crafted for&nbsp;maximum frustration. You&nbsp;can plow through explosive barrels, debris, fences, and&nbsp;many other obstacles with destructive ease, but&nbsp;tiny saplings will stop you&nbsp;like a&nbsp;brick wall. Some courses throw other impassible hazards at&nbsp;you as&nbsp;well, placing them in&nbsp;the worst, most unavoidable spots to&nbsp;spur maximum vehicular annihilation. Adding that to&nbsp;the questionable driving skills and&nbsp;apparent road rage of&nbsp;your opponents yields a&nbsp;combination that makes it&nbsp;tough to&nbsp;enjoy the&nbsp;fast-paced racing action because you&nbsp;spend more time stuck on&nbsp;the scenery or&nbsp;upside down on&nbsp;fire than burning rubber the&nbsp;normal way. The&nbsp;unavoidable, constant crashing and&nbsp;restarting gets old&nbsp;quick.</p>
<p>Expect to&nbsp;see this sight often early on.</p>
<p>If you&nbsp;dial back the&nbsp;number of&nbsp;racers to&nbsp;a more manageable number, trim down the&nbsp;number of&nbsp;laps, and&nbsp;adjust the&nbsp;aggressiveness to&nbsp;a lighter setting, FlatOut 3&nbsp;becomes more playable. Beyond the&nbsp;main racing gameplay, there are&nbsp;numerous other modes to&nbsp;explore, though they vary in&nbsp;quality. Some options, like a&nbsp;linear Challenge mode, a&nbsp;tougher night-racing mode featuring limited visibility and&nbsp;inclement weather, and&nbsp;a fun-but-short series of&nbsp;open off-road maps, aren&#8217;t that entertaining beyond the&nbsp;first few&nbsp;tries. Other modes, like new&nbsp;monster truck courses and&nbsp;the returning Stuntman mode that has&nbsp;you smashing your car&nbsp;to rag&nbsp;doll your driver through the&nbsp;air at&nbsp;a target, have more staying power. And&nbsp;when you&nbsp;can find a&nbsp;match, playing multiplayer against other folks online in&nbsp;arena battles and&nbsp;demolition derbies is&nbsp;a great way&nbsp;to blow off&nbsp;steam.</p>
<p>FlatOut 3&#8217;s attention to&nbsp;destructive detail is&nbsp;commendable, but&nbsp;it overshadows the&nbsp;racing aspect to&nbsp;the point that it&nbsp;threatens to&nbsp;derail the&nbsp;gameplay altogether. Loose and&nbsp;explosive wins out&nbsp;over tight and&nbsp;controlled throughout many facets of&nbsp;the game design, and&nbsp;the chaos it&nbsp;creates doesn&#8217;t always make for&nbsp;an enjoyable experience. It&#8217;s not&nbsp;that the&nbsp;game doesn&#8217;t have nuggets of&nbsp;fun hidden in&nbsp;its debris-strewn tracks; you&nbsp;just have to&nbsp;work way&nbsp;too hard to&nbsp;find them.</p>
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		<title>Grand Theft Auto III: 10&#160;Year Anniversary Edition Review</title>
		<link>http://www.digicomgroup.com/2011/12/05/1913/index.html</link>
		<comments>http://www.digicomgroup.com/2011/12/05/1913/index.html#comments</comments>
		<pubDate>Mon, 05 Dec 2011 14:30:05 +0000</pubDate>
		<dc:creator>vika</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Grand Theft Auto III]]></category>
		<category><![CDATA[Review]]></category>

		<guid isPermaLink="false">http://www.digicomgroup.com/?p=1913</guid>
		<description><![CDATA[The Good * Compelling narrative * Great voice acting and&#160;dialogue * Masses of&#160;NPCs make Liberty City feel alive. The Bad Touch-screen controls make even simple tasks a&#160;chore. There&#8217;s a&#160;certain novelty to&#160;playing a&#160;game on&#160;a mobile that was&#160;as widely lauded on&#160;consoles as&#160;Grand Theft Auto III. The&#160;sheer scale of&#160;the open world, the&#160;complex narratives, and&#160;the excellent voice acting are&#160;all [...]]]></description>
			<content:encoded><![CDATA[<p>The Good</p>
<p>    * Compelling narrative<br />
    * Great voice acting and&nbsp;dialogue<br />
    * Masses of&nbsp;NPCs make Liberty City feel alive.<span id="more-1913"></span></p>
<p>The Bad</p>
<p>Touch-screen controls make even simple tasks a&nbsp;chore. </p>
<p>There&#8217;s a&nbsp;certain novelty to&nbsp;playing a&nbsp;game on&nbsp;a mobile that was&nbsp;as widely lauded on&nbsp;consoles as&nbsp;Grand Theft Auto III. The&nbsp;sheer scale of&nbsp;the open world, the&nbsp;complex narratives, and&nbsp;the excellent voice acting are&nbsp;all as&nbsp;great as&nbsp;you remember. And&nbsp;it&#8217;s all&nbsp;right there on&nbsp;a device that&#8217;s as&nbsp;much for&nbsp;telling your other half to&nbsp;pick up&nbsp;some milk as&nbsp;it is&nbsp;about games. Yet, while GTAIII was&nbsp;a seminal and&nbsp;highly influential release for&nbsp;the PlayStation 2&nbsp;and PC&nbsp;back in&nbsp;2001, the&nbsp;same cannot be&nbsp;said of&nbsp;its 2011 incarnation on&nbsp;the iOS&nbsp;and Android. Yes, it&#8217;s as&nbsp;clever and&nbsp;action-packed as&nbsp;ever, but&nbsp;it&#8217;s hampered by&nbsp;touch-screen controls that sap&nbsp;the fun&nbsp;out of&nbsp;your on-the-go crime sprees, so&nbsp;you&#8217;re likely to&nbsp;be as&nbsp;frustrated as&nbsp;you are&nbsp;enamoured with the&nbsp;beautiful mobile version of&nbsp;Liberty City. </p>
<p>For the&nbsp;uninitiated, GTAIII is&nbsp;a 3D&nbsp;open-world action game set&nbsp;in a&nbsp;fictional metropolis known as&nbsp;Liberty City, which is&nbsp;loosely based on&nbsp;New York City. It&#8217;s not&nbsp;the kind of&nbsp;place where you&#8217;d want to&nbsp;wander the&nbsp;streets alone at&nbsp;night or&nbsp;even in&nbsp;the middle of&nbsp;the day. Crime is&nbsp;widespread, fuelled by&nbsp;a corrupt police force and&nbsp;government that turns a&nbsp;blind eye&nbsp;to the&nbsp;city&#8217;s vast criminal underworld. You&nbsp;play as&nbsp;a small-time criminal who&nbsp;is betrayed by&nbsp;his partner in&nbsp;crime in&nbsp;a bank heist. After being freed in&nbsp;an explosion-filled action set&nbsp;piece you&#8217;re set&nbsp;loose on&nbsp;the city, looking for&nbsp;work and&nbsp;aspiring to&nbsp;rise up&nbsp;the hierarchy of&nbsp;the criminal underworld.</p>
<p>How you&nbsp;go about that is&nbsp;largely up&nbsp;to you. Scattered throughout the&nbsp;city are&nbsp;missions in&nbsp;which you&nbsp;take on&nbsp;tasks for&nbsp;a criminal gang. These include performing simple fetch quests, tailing rival gang members in&nbsp;a car, and&nbsp;assassinating foes. Though there&#8217;s some repetition in&nbsp;the latter half of&nbsp;the game, there&#8217;s a&nbsp;huge variety of&nbsp;missions on&nbsp;offer, with excellent narrative and&nbsp;voice acting that&#8217;s as&nbsp;much about love and&nbsp;romance as&nbsp;it is&nbsp;a gritty crime drama. You&nbsp;won&#8217;t be&nbsp;working for&nbsp;just one&nbsp;gang, either. Multiple crime bosses seek out&nbsp;your skills as&nbsp;you progress, and&nbsp;you can&nbsp;complete their tasks in&nbsp;whichever order you&nbsp;please, giving you&nbsp;a host of&nbsp;options. The&nbsp;story does a&nbsp;fine job&nbsp;of keeping the&nbsp;disparate missions tied together, with your job&nbsp;as a&nbsp;gun-for-hire giving you&nbsp;an inside look at&nbsp;how each gang operates and&nbsp;the mounting tensions between them.</p>
<p>You need to&nbsp;play through certain missions to&nbsp;unlock other sections of&nbsp;the city or&nbsp;new items, such as&nbsp;guns and&nbsp;vehicles, but&nbsp;because this is&nbsp;an open-world game, you&nbsp;can choose to&nbsp;ignore them and&nbsp;simply use&nbsp;Liberty City as&nbsp;your destructive playground. Fancy jacking a&nbsp;car and&nbsp;mowing down a&nbsp;bunch of&nbsp;helpless pedestrians? How&nbsp;about grabbing a&nbsp;rocket launcher and&nbsp;watching stuff burn? Or&nbsp;maybe you&#8217;re just in&nbsp;the mood for&nbsp;a quiet drive through the&nbsp;city, watching its&nbsp;many citizens go&nbsp;about their daily business as&nbsp;you listen to&nbsp;the excellent radio? It&#8217;s all&nbsp;yours for&nbsp;the taking, and&nbsp;it&#8217;s a&nbsp;hell of&nbsp;a lot&nbsp;of fun. It&nbsp;can be&nbsp;even more fun&nbsp;when the&nbsp;fuzz gets involved. Outrunning the&nbsp;cops or&nbsp;revelling in&nbsp;a five-star wanted rating and&nbsp;watching an&nbsp;ever-increasing squadron of&nbsp;tanks and&nbsp;helicopters attempt to&nbsp;chase you&nbsp;down is&nbsp;immensely satisfying.</p>
<p>The folks at&nbsp;CSI won&#8217;t have much trouble solving this one.</p>
<p>Sadly, enjoying these elements to&nbsp;their fullest is&nbsp;hampered by&nbsp;the touch-screen controls. While the&nbsp;solution Rockstar has&nbsp;implemented tries to&nbsp;make the&nbsp;best of&nbsp;the situation, it&nbsp;highlights how&nbsp;easily a&nbsp;great game that wasn&#8217;t designed for&nbsp;a touch interface is&nbsp;made less enjoyable. Overlaid on&nbsp;the action are&nbsp;virtual touch-screen buttons, which change depending on&nbsp;whether you&#8217;re driving or&nbsp;on foot. Each action is&nbsp;represented by&nbsp;an icon, such as&nbsp;a car&nbsp;door for&nbsp;jacking a&nbsp;car or&nbsp;a bullet for&nbsp;firing your weapon. On&nbsp;foot, there&#8217;s a&nbsp;virtual analog stick for&nbsp;controlling your character. When driving, it&nbsp;changes to&nbsp;simple left and&nbsp;right buttons for&nbsp;controlling your car. It&#8217;s straightforward enough, but&nbsp;in the&nbsp;heat of&nbsp;the action, the&nbsp;lack of&nbsp;physical feedback makes completing missions unnecessarily difficult.</p>
<p>For example, in&nbsp;one mission, you&nbsp;have to&nbsp;chase down a&nbsp;gang member, shunt his&nbsp;car with yours, and&nbsp;then get&nbsp;out to&nbsp;finish the&nbsp;job with a&nbsp;pistol to&nbsp;the face. The&nbsp;multiple button presses required mean you&nbsp;have to&nbsp;take your eyes off&nbsp;of the&nbsp;action to&nbsp;see what you&#8217;re pressing, which more often than not&nbsp;results in&nbsp;crashing your car&nbsp;into a&nbsp;wall (a problem exacerbated by&nbsp;the floaty handling of&nbsp;GTAIII&#8217;s cars) or&nbsp;taking too&nbsp;long to&nbsp;fire your weapon. The&nbsp;lack of&nbsp;an extra analog stick for&nbsp;controlling the&nbsp;camera is&nbsp;also a&nbsp;problem, particularly in&nbsp;a firefight. While you&nbsp;swipe across the&nbsp;screen to&nbsp;position the&nbsp;camera, you&nbsp;have to&nbsp;take a&nbsp;finger off&nbsp;of the&nbsp;analog stick or&nbsp;fire button (or perform some mightily impressive finger gymnastics), making it&nbsp;difficult to&nbsp;keep your eyes on&nbsp;the action in&nbsp;the middle of&nbsp;a shoot-out. The&nbsp;system does offer some flexibility in&nbsp;that you&nbsp;can customise the&nbsp;position and&nbsp;size of&nbsp;the virtual controls to&nbsp;make things more comfortable, but&nbsp;it&#8217;s not&nbsp;enough to&nbsp;make up&nbsp;for the&nbsp;game&#8217;s shortcomings.</p>
<p>Cool guys don&#8217;t look at&nbsp;explosions.</p>
<p>Fortunately, the&nbsp;visuals are&nbsp;much better. Whether you&#8217;re running the&nbsp;game on&nbsp;an iPhone 4, 4S, or&nbsp;iPad, the&nbsp;game runs admirably, with crisp visuals and&nbsp;bags of&nbsp;detail, along with a&nbsp;smooth frame rate. It&#8217;s not&nbsp;going to&nbsp;challenge the&nbsp;likes of&nbsp;Infinity Blade II&nbsp;for sheer graphical accomplishment, but&nbsp;even 10&nbsp;years after the&nbsp;game&#8217;s initial release, the&nbsp;visuals still look impressive. A&nbsp;lot of&nbsp;that comes down to&nbsp;the little details that make you&nbsp;feel like a&nbsp;small part of&nbsp;a larger world-the taxi drivers picking up&nbsp;passengers, the&nbsp;cops patrolling the&nbsp;streets, the&nbsp;hookers on&nbsp;the prowl for&nbsp;their next clients. To&nbsp;see such levels of&nbsp;detail running on&nbsp;a phone is&nbsp;very impressive.</p>
<p>The underlying game still holds up&nbsp;extremely well, but&nbsp;is it&nbsp;enough to&nbsp;make GTAIII a&nbsp;great mobile game? Sadly, the&nbsp;answer is&nbsp;no. The&nbsp;control issues keep it&nbsp;from achieving the&nbsp;same level of&nbsp;greatness as&nbsp;its console predecessors and&nbsp;keep you&nbsp;from enjoying everything it&nbsp;has to&nbsp;offer. Not&nbsp;even a&nbsp;visual wow&nbsp;factor is&nbsp;enough to&nbsp;counteract it. The&nbsp;novelty is&nbsp;great while it&nbsp;lasts, but&nbsp;you&#8217;ll be&nbsp;craving a&nbsp;controller long before you&#8217;ve settled into Liberty City. </p>
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