Showing posts with label 2013 ps3 game. Show all posts
Showing posts with label 2013 ps3 game. Show all posts

Playseat Evolution Gaming Seat

Playseat Evolution Gaming Seat
Customer Ratings: 5 stars
List Price: Price Unavailable
Sale Price: Price Unavailable
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Racing games need a wheel, and wheels need to be fixed to something steady. I missed playing racing games because the standard controllers just do not fit the bill. The good news is that the seat is allowing me to rediscover racing games.

Despite being 6ft3 200+ lbs the seat is comfortable; I can even slide my 6 year old in, and play with him steering and me on the pedals. Both the pedals and steering wheel attachments are adjustable with its max range out of the comfortable reach of my legs. If anything, they should make it work for smaller folks like my 6 year old, who cannot reach the pedals. He is 4ft, I expect you need to be at least 4ft6. The seat folds, but think twice if you want it to pack away discreetly in a tight corner; in this regard the manufacturer's photos are accurate. The only thing that I would really add are channels to enable the wires to be discreetly routed; with just 3 cables for the wheel, it still looks like a mess of spaghetti. The steering wheel attachment could be a bit stiffer, but I do not notice this when playing. They also include loads of Velcro and ties to keep things attached. Bottom line, if you like racing games, and want to treat yourself, this seat will fit the bill.

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I use this with my XBox 360 wheel for both Forza 2 and PGR3. You'll never go back to using a stupid desk or fold-up table like I did after using a chair like this.

I have hard tiled floor, no carpeting, no padding. If I pay attention during transition periods between game play, the stem is a little wobbly but when I'm deep into racing and throwing my body every which way, I don't notice the wobble. I suppose if I want super solid stem, I could have paid for a $1000+ unit from a competitor. Not me! I'd rather save it for my next "necessity" ... three-panel set-up for my Forza 2! Bottom line -GREAT value ... unless you have alot of free time to make your own rig.

One more thing, the mounting bracket sucks if you have a Microsoft XBox 360 Wheel. That's because the metal mounting panel is too small for this wheel. If you don't have any wood panel scraps in your garage, you'll need to make a trip to the local hardware store ... cut yourself a 8" by 18" panel from half-inch thick particle wood board, drill a couple of holes for bolting onto the pre-drilled holes in the metal mounting panel and then use some plastic cable ties to strap in the wheel to your wood board in addition to using the flimsy mounting clamp on the bottom of the 360 wheel. Shouldn't take more than half an hour to do even if you're sub-par at carpentry skills ... I'm a geek software programmer and it was a breeze for me (but then, I was highly motivated to get the set up done so I could start racing ASAP Forza 2 in style).

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Edit (Feb 8, 2008):

I ended up getting a Logitech G25 wheel + 6-spead shifter so that I could practice manual shifting on "GTR 2: Realism Redefined" using my new gaming PC on the same LCD TV that I use for my XBox 360. Turned out that attaching the G25 wheel to the Evo mount panel was MUCH simpler than attaching the XBox 360 wheel.

The Evo has pre-drilled holes that line up with the bottom of your G25 wheel platform and your G25 pedal platform, though you will have to offset the Evo pedal panel mount quite a bit to the left (from the perspective of a sitting position) to where it's strange looking but not impractical from a functional standpoint.

If you have a G25, look into buying the additional Playseat Evo attachment for the G25 shifter. I don't think Amazon sells it ... I ended up getting that attachment from MaxWho.com.

I never drove with manual transmission in real life so I can't tell you how legit the Playseat + G25 shifter arrangement is. But a friend of mine who track races and is into the street culture scene tried it out and said it was pretty close to reality. He ended up "testing" my set up for hours ... I had to kick him out because it was getting to be past my bed time!

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I bought my Playseats Evolution Gaming Seat back in 2007 around the time that Forza 2 came out for the Xbox 360. I also purchased the Microsoft Xbox 360 wireless racing wheel. I also own a PlayStation 3 and a Logitech Driving Force Pro wheel that I have used with the seat.

I can't recommend this seat for the following reasons:

1. The included "seat" that gets mounted to the whole thing is very cheap and not even close to a real car seat. It comes "folded up" and you basically unfold the back section. Because of this, there is a metal rod that runs across right where my backbone hits the chair. Since this is a "cheap" chair, it does not have very good lumbar support and after a few races my back really begins to feel the metal rod.

2. The steering wheel mount is designed to pivot up and down, but it is very hard to get the bolt tight enough to keep it from pivoting up and down when you're actually using the seat. Occasionally you'll have to yank up on your wheel to pull this mount back into position.

3. Wheel support & Nickle and Diming. The Xbox 360 racing wheel I purchased with the seat didn't mount well and I had to hack together a solution using some foam material (craft store) and particle board. Eventually I made it work. Since I bought my seat, I see that Playseats has introduced a 360 wheel mount solution (for extra money) as well as seat rail sliders, stick shift holders, etc. For $300 all of this stuff should be included. Especially with how low quality the seat actually is.

The Xbox 360 pedals work fine w/ the pedal mount if you jam them back under the lip which causes some scuffing and wear to the pedals. The Logitech Driving Force Pro wheel works well with the steering wheel mount but there is no reasonable way to attach the pedals. I don't believe zip-ties and velcro are an acceptable mounting solution (though PLENTY are included).

4. This may come down to personal taste, but, the between the legs design results in a very flimsy, unstable feel to the whole thing.

As some other reviewers have mentioned, I also wondered if I received a "used" product. My box was very badly damaged (but everything inside was okay).

If you can pick this up for $150-200 and are willing to put some work into it (replacing/fixing the seat rod issue, welding the steering wheel mount so it doesn't pivot, etc) then it might be a decent value.

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Bought two of these seats to race my 10 year old son with his old PS2 and new XBox 360 games. Both racing wheels fit nicely and seats adjust fine for me 6'3" and my son 5'. Changing steering wheels is tedious because of the wires but the seats are incredibly great. I still can't drive a virtual car as well as my son but using a steering wheel I can at least compete. Has been great father son time indoors now that its 20 degrees outside. Buying two seats seemed expensive till my wife reminded me of the cost of the XBox originally. Solid construction and they fold and dissasemble partially for storage in a closet. they get an A+ in my book.

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I am a 40+ year old female who loves racing games, Gran Turismo being my all time favorite.

I use to use a Logitech Force Feedback steering wheel mounted to a small table while sitting in a dining room chair. UGH! That set up actually caused a lot of discomfort and fatigue when playing for any real length of time. My braking foot needed to hover in a very uncomfortable position and my legs just ached. Try as I may it was very difficult to mount/place everything at just the right distance and angle for any long term fun.

When the Evolution Seat went on sale for $239 thru Amazon with free shipping I couldn't resist.

Quality and comfort are both excellent and of course it makes racing even more "simulator like" than before.

The bottom of the chair (it's metal frame) is smooth and slides easily and damage free across my living room carpet, which is fairly important as it's a little too heavy to lift and move single handed. If you needed to store it you do have the option of folding the seats back down after removing the pins. You can also remove the steering and foot mounts from the center crossbar to shorten. Luckily I have just the spot for it as I do not think I would care to make such an effort.

Next is comfort...no complaints here! You can adjust the foot pedals and the steering wheel to just the right distance meaning no more foot fatigue or discomfort in my arms from overly bent elbows. The chair itself is extremely comfortable and I am 6' tall and actually eat. :)

I can easily sit for 2 or more hours and never feel the least bit uncomfortable. The seats comfort is equal to that of my Honda and exceeds that of my Ford.

If you really enjoy using a wheel with racing games then this is certain to enhance your enjoyment and realism. If you rarely play racing games with much enthusiasm then this will probably end up collecting dust and taking up valuable floor space, which leads me to measurements.

MEASUREMENTS

From the seats floor frame to the end of the pedal mounting plate is roughly 50" (this is adjustable for your height). The chairs height from floor to top (headrest) is 40" (this is stationary though the seated can fold forward). The top of the seats cushion is approximately 12" off of the ground, which places this at an ideal seating height to view my LCD TV which is placed on a TV stand. At it's widest point it is about 20".

MOUNTED A BUTTKICKER

For a little more fun I added the Buttkicker gamer to the chair. In order to mount it I made a metal X frame from 2" wide, 1/8" thick flat steel which I sandwich and bolted in between the seat and it's floor frame. In the center of that X frame I welded a 3/4" OD steel pipe with a threaded end. I of course used the pipe for the Buttkicker's mount. I also installed a metal cap to the threaded end of the pipe to keep the Buttkicker from vibrating down and off of the pipe. This is a convenient way to mount the Buttkicker and it distributes the vibrations well WITHOUT any changes or alterations to the chair or Buttkicker themselves. Now there is force feedback in both the steering wheel and the chair itself.

You get the idea I kinda like this stuff ah? :)

**** UPDATE 3 1/2 YEARS LATER ****

Oh yeah, I'm still driving my little heart out. The biggest issue I have with the Playseat is where the steering wheel support post is mounted (right between your ankles). Be aware that they now offer a Playseat Limited Edition Gran Turismo® 5 Revolution Gaming Seat where the post comes from beneath the seat, I would assume this would be a favorable change though I am upgrading to a rig that has no center post.

After moving up to the Logitech G27 (with clutch) and then to the Thrustmaster t500 I found the bar to be a real pain! If you are a heal/toe driver then this creates a problem. My ankles feel bruised after a long session using the clutch. I've hard mounted my pedals to avoid movement and must unbolt and move them depending on what I'm driving... have the post between the gas and brake for left foot braking (Rally, F1) have the post between the brake and clutch for right foot braking (using clutch).

My other gripe has been the non-adjustable pedal plate. When my foot is off pedal my foot is pulled back in an extreme angle. This creates some shin splint like pain after long races. I eventually got the MIG machine out and bent the pedal plate to a far more comfortable angle and tacked that in place.

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Silent Hill: Downpour

Silent Hill: Downpour
Customer Ratings: 4 stars
List Price: $49.99
Sale Price: $22.99
Today's Bonus: 54% Off
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Let me start by saying that I am a die-hard Silent Hill fan. I played the first game when it was released in 1999, which made me about 12 years old (my parents obviously made a very "wise" purchasing decision at the time) and bought every subsequent game (aside from the Japanese play novel and on-rails arcade game) on the dates of their release. Despite that the game disturbed me beyond words and gave me recurrent nightmares, I felt compelled to keep coming back for more just because it was such an inexplicable, bizarre, unique, emotional, "otherworldly" experience. I was never the type to lose sleep over movies and games about zombies, diseases or war/general violence; Silent Hill transcended those things to me because it was like it was pulled directly from my deepest, darkness nightmares and fears of evil, eternal damnation, etc. Silent Hill 1, 2 and 3 aren't "video games" so much as they are, in my opinion, works of absolute genius, developed by a handful of Japanese game designers that were clearly very well versed in classic horror films, novels and religious lore. They have set an incredibly high standard for anyone to attempt to live up to.

With that said, Silent Hill Downpour is certainly a valiant effort, not to be mistaken as the absolute failure that a couple of other reviews around the internet have described it as. It is a massive improvement from SH: Homecoming (which pretty much played out like someone watched the movie, played the first game for ten minutes and said, "OK, I get it.") but alas, still doesn't hold a candle to the first three games in terms of their artistry, imagination, soundtrack and the way they just... well, stuck with you, making you lose sleep and contemplate the overwhelming weirdness you had just witnessed.

First of all, The enemies in this game are somewhat unoriginal. It's ironic that the band Korn did the song for the trailer because one of the first enemies you encounter almost looks like a zombie version of one of the Korn band members; complete with black, parted bangs that hang over its face. The designers did a nice job of making the light reflect off of their bodies which appear to have a charred texture, reminiscent of Silent Hill 2's "prisoner" demons, which looked as if they were encased in their own burnt flesh. But despite this one cool visual effect, these creatures (referred to as, "screamers") aren't that disturbing. One of the other enemies you encounter are these tall, lanky beings that have the ability to crawl around on the ceiling and attack you from above... sounds scary, right? Not really. They're kind of goofy looking and their movements are a little bit too exaggerated. And the last type I'll mention (brace yourselves)... sex dolls with blacked out eyes whose ghosts are invisible and fight you. I mean, really? Luckily their existence in the environments makes for a much more frightening experience than the enemies do by themselves.

The other major downfall to this game is the overall lack of polish on the final product. Before buying this game I told myself the rumors of camera jitter, image chopping and framerate dips weren't going to effect my playing experience because I know there is supposed to be so much more to this series than the occasional programming flaw. Despite telling myself that, trust me, they do cut into the gameplay experience. None of the visual faults lie in the graphics themselves; only in the camera, the visual rendering and the occasional pop-up textures. While it is easy to overlook, it does make the game feel like less of a complete product than previous games. Hopefully the developers will take the hint and release a patch that fixes these issues because they take what would be in my mind a 4-star game and turn it into a 3-star one.

The environments are very detailed and it's clear the developers put a lot of time and effort into making sure everything looked truly abandoned, like it was inhabited at some point and the inhabitants just mysteriously disappeared one day. The crumbling walls, dusty interiors, strewn garbage and great lighting effects combine to create a chilling world that will feel like home to any hardcore Silent Hill fan. This is one of the game's biggest selling points. If it didn't feel like Silent Hill, it wouldn't be worth playing and it really does feel like Silent Hill. The dramatically improved graphics from previous entries in the series only adds to the believability. The only problem I have with the environments is that there are too many sections where you have a lot of visibility. That might sound strange to newcomers of the series but to old school fans like myself, the extremely limited visibility actually pulled the player deeper into the game, making them wonder what was going to be around every turn and just what unimaginable horrors lay just out of view. Luckily there are sections where the game is extremely dark and the only light you have is the light of your flashlight. These are the classic Silent Hill moments and by far the creepiest sections (look forward to the mines and certain cramped interiors, both on and off the beaten path).

Here is where my heart breaks a little bit. The "otherworld" sequences are a mix of engaging and totally cliche'. The "wall-peeling" mechanic introduced in the movie is something I've really grown tired of seeing. Not every transition has to come with the walls peeling away. Some of the transitions into the nightmare realm in Silent Hill 1, 2 and 3 didn't even involve sirens or anything; sometimes they involved going through some strange door, taking a ride on an elevator decorated with flesh or getting consumed by black veins and passing out. It's not just some stupid alternate dimension, it's a re-imaging of the current dimension incorporated with the main character's deepest and darkest fears. I'm so sick of it playing out like some silly trip to another planet or something. There are some cool things in the nightmare realm in this game, such as bodies rattling around in cages but you don't really get to enjoy them to their full extent when you're running from an all-consuming ball of light, which is not that scary. It's kind of scary when it catches you because Murphy (the main character) starts to peel away kind of like the walls and emits an ear-piercing scream but other than that the concept of the floating black hole is not really that frightening. I miss the days of stark black, chain link, blood, rust, walls that move and breathe like they're alive, strange pictures and statues posing in mind-boggling ways... these are the things that embody the nightmare universe, not some stupid vortex chasing you along catwalks.

Lastly, to be positive, I'm really happy they brought back the explorational elements of the game. There are so many different side quests to be experienced (many of them more eerie than the linear storyline itself) all with their own psychological rewards. The puzzles are the perfect degree of hard without being so hard that you want to pull your hair out and stop playing the game. The characters are particularly interesting and really remind me of the kind of 'people' one would encounter in a Silent Hill game including the main character, and the voice acting and motion capture are some of the best the series has ever seen.

To summarize, if you are a Silent Hill fanatic like me, there are fruits to be experienced in this game that will perhaps tide you over until a game comes out that is everything we could ever hope for (if that ever happens) but don't expect it to blow you away like the first three did. If you've never played a Silent Hill game, there is enough here for you to find enjoyable and unique, particularly if you're a fan of survival horror. There are cracks in the surface of this game and it's clear it isn't the work of 'Team Silent' but it is a worthy addition to the collection of anyone who takes an interest in the macabre and the generally bizarre. But it won't keep you up telling yourself it's the scariest thing you've ever seen. -Joman

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I've been eagerly awaiting this game for a long time. I've been playing Silent Hill games for as long as I can remember, and agree with the fact that the series was declining. WAS. Contrary to IGN's beliefs, this is the Silent Hill fans have been waiting for.

I'm not going to sit here and tell you all the pros and cons of the game, but I felt that I should defend the game's honor against a scathing IGN review giving the game 4.5 out of 10. Seriously...a 4.5? That implies the game is an unplayable piece of garbage, which SH:D most certainly is not. I was worried by all the negativity and honestly feared another Homecoming type experience (blah at best) but so far have been pleased by the offerings of Downpour.

I don't necessarily understand reviews that say the combat is "clunky." Its the first time in a Silent Hill game where the combat isn't actually just a pain in the ass and actually adds to the game. Items break and Murphy is by no means a superhuman, which means running away is your best bet more often than not. Firearms are VERY rare, meaning you save shots for when you have absolutely no other choice.

The game is among the scariest Silent Hills, and my first trip to Otherworld left me thinking WTF by the time I was free. The story itself is also interesting, because the player doesn't know if Murphy is an evil man or a good man who got caught up in bad circumstances. Little morality choices throughout the game don't seem to really matter, but I feel better inside knowing I at least tried to save the person dangling over the cliff.

All in all the game is a real return to form for the Silent Hill franchise. Be aware that there are minor framerate issues, but they in no way hinder gameplay. Usually they only happen when entering from one area to another, and never in the middle of a life and death fight (which is somewhat odd come to think about it). Don't believe the people at IGN giving it a 4.5. While it isn't the most perfect game ever, it's certainly at least an 8.0. Have fun in Silent Hill and make sure you have a light on nearby!

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I've never written a review before on here. I just got it, but I had to give my opinion due to the scores this title has been receiving. Mainly, IGN's abysmal 4.5/10 review.

The game begins with Murphy in prison and quickly sees his bus careen off-track during transport to another facility. This is where the game begins proper, and oh boy, is it freaky. There is still fog, and the rain adds a nice density to it.

You can use anything for a weapon. Frying pan, knife, hammer, broom, anything, which is realistic. This adds the elusive survival element that has been missing from horror since, well...Silent Hill 4. I've heard combat is clunky, but we're going for realism here. Murphy is a convict (for what is the million dollar question), so unless he's an expert murderer, he won't be good with weapons. And after you fight your first monsters (which are freaky), you won't feel like combat is clunky. At least it doesn't to me.

The only problem I see so far is lag when it's auto-saving, as well as the inability to save it whenever you want. These are minor grips. Also, it's worth noting that the achievements/trophies are actually fun to get in this game. The side quests will add a good dimension to Silent Hill, although I haven't come across those yet.

You can open doors slowly, too, which adds to the intensity of the horror. There are Otherworld sequences where you're getting chased by a mysterious black and red orb of light, and the first time you experience this in the game, you won't expect it. It adds an interesting chase set piece to the game.

So far, so good. Silent Hill fans needn't not hold their breath any longer. This is the real deal.

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Plenty of reviews on here already that cover much of what this game has to offer, so I think I will just keep it short and sweet with a "Good" and "Bad" list. This list is primarily for Silent Hill fans who are still debating about whether or not to pick up this chapter in the series. I, too, am a fan of the series, and dove into this game with plenty of hopes and dreads for where it would take the series. Bottom line: It's well worth the plunge because it's a hell of a lot of fun, but I did miss a lot of what made the first three games truly scary.

THE GOOD:

1. Nearly open-world exploration with plenty of side quests: I loved being able to run all over Silent Hill for most of this game (at least, when I wasn't blocked by construction barriers or missing roads), and the subway shortcuts simply added to this pleasure. The developers did an excellent job bringing this town to life, allowing the player to pop into houses, businesses, and apartment complexes to find reward items or side quests. The side quests really made this game for me, as they give Silent Hill more history and personality (and I mean in a good, morbid way). Plus, these quests are actually fun to complete, especially if you like exploring and solving puzzles.

2. Puzzle-solving: There is a nice variety of puzzles for players to tackle here, a few of which (the tougher ones) require exploration to solve. I played on the hard difficulty (for both game and puzzle levels), and even though the puzzles were challenging, they were not controller-hurling impossible.

3. A true sense of danger (though, unfortunately, not of dread -see "THE BAD" #1 below): Even though there are many melee weapons available, they all break fairly easily. This, in addition to some unpredictable attack patterns from the enemies, brings a lot of tension back to Silent Hill (unlike in Homecoming, whose protagonist was a soldier and could easily slaughter anything that stepped in his path). Running is definitely a good idea.

4. Passing through doors: This may seem weird to those of you who haven't played this yet, but the way your character opens doors in Downpour is ingenious and COULD have really added to the terror. As you begin to open a door, the camera zooms in to over-the-shoulder mode, and you use the control stick to open the door as quickly or as slowly as you like, just in case you want to peek at what's on the other side before you go barreling in. Unfortunately, this would have been a LOT better if there were moments when the peek reveals something truly horrifying. Mostly, however, there are just empty rooms on the other side of that door.

5. The atmosphere: The overall feel of Downpour, in my opinion, is a true step in the right direction. Leaves twirl down onto the streets, everything is shrouded in mist (or fog), the collectible "mystery" items like letters and newspaper articles that Murphy picks up throughout the game, the dimly-lit and decaying dwellings -all these make Silent Hill FEEL like a haunted place again.

6. The music: Actually very good, and adds to the point above. Never has "Born Free" been so freakin' creepy.

THE BAD

1. A real sense of DREAD: What made the first three Silent Hill titles so memorable was the DREAD caused by their monsters. I am talking real dread here. The kind of dread where you literally stop playing because you have to build up the courage to go down that hallway. Downpour mainly fails in its ability to realize how the first three games made their monsters work. There are only five monster types in Downpour, none of which are actually very scary. Silent Hill should be a place where the creatures are truly grotesque -like, when they come shuffling through the fog so you can see them better, and you still can't figure out what it is you're looking at? The monsters in Downpour are too identifiable, too familiar. And they DON'T LURK, which totally sucks. In Downpour, if your walkie talkie starts squelching, chances are the monster sees you and will come charging right at you. The series needs to go back to those moments I had in Silent Hill 2 where I'm creeping through the darkened hallways of the hospital and my radio starts to crackle -so I stop and try to peer far ahead into the gloom to see if I can make out one of those pistol-wielding nurses up ahead, or if she's just around the next corner, and I'm trying to decide if I have enough bullets to take her if I bump into her, but hopefully I can avoid her if I JUST KNEW WHERE THE HELL SHE WAS! Sigh. The developers have a really good thing going with that door-opening mechanic to rebuild this dread I used to have. Shame they did nothing with it. Yeah, the monsters in Downpour takes #1 for THE BAD.

2. The story: I actually debated about putting this in the "Good" section, because there IS a good story here -but, it isn't Silent Hill quality, unfortunately. There was something literary in the first three titles that has been lost in recent installments. I mean, you can actually find extraordinarily in-depth essays online that try to tackle the themes, plot, and symbolism that were put into the early Silent Hill games. I'm an English teacher. I teach literature for a living. Even I was confused by the stories behind the first three Silent Hills --but it was a good confused. The early stories gave you just enough to paint a vague landscape of what was going on, and left you to ponder the details long after you had defeated the final boss. Recently, however, Silent Hill stories are basically spelled out for you, tossing art aside. Don't get me wrong, I LIKE the story in Downpour, but because I don't have to think about what just happened, it has become forgettable. Even the side quest stories, as cool as they are, are still all laid out for you. Shame.

3. The Otherworld scenes: First of all, there are not very many Otherworld transformations going on this time around, and when they DO happen, they are crap. The Otherworld is a Silent Hill staple -an even DARKER version of an already dark place. For this to have been done right, there should have been moments when you had to wander Silent Hill (or your current level) in its Otherworld form. The Otherworld sequences in Downpour seem like completely different places, with very little (if any) representation of the level or location they are the "Otherworld" of. Then again, Silent Hill is bigger here than it has ever been, so perhaps making TWO versions would have been too much? I dunno, but judging from the size of games like Skyrim, I don't think this would have been a problem, and would have really been cool. Instead, we are treated to short sequences of "run from the glowing a**hole" moments and hope you pick the right path, because reloading is a bi*ch.

So, overall, I think that there are a lot of things going on that is right with this game, and could really be used to bring the series back to its heyday, maybe even SURPASS those initial titles if the developers hadn't dropped the ball on those three important points I listed in "THE BAD". Silent Hill will never be Silent Hill without those things.

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Note : If you anticipate the screen tearing and texture popping you will have primed yourself for a truly enjoyable experience by making peace with Downpour's only technical errors.

Simply said this game is fantastic. What stands out to me the most is the lushness of the environments. All locations are laid out in such detail, variety and believability that it is incredibly engrossing. The settings may be surreal (ie. A tree's branches overgrown and broken into the interior of building) but it's rendered in such a way that seems beyond plausible. Going with the tree example you can see the musky dust and dirt that comes in the room lightly settling on the furniture with vein-like burn marks on the floor from a previous fire. It's truly an escapist experience. Furthermore, the game sports fantastic voice acting, complex flushed out characters, a highly likable protagonist and to it's major credit superb sound design. Most of all Downpour always comes across as fresh and scary never coming across as bankrupt of ideas.

In conclusion : Downpour is Smart, Scary and ultimately highly Successful. Tension keeps ratcheting up all the way to the finale.

It is obviously apparent that VATRA has put their heart and soul into this game and if I could I would give them a standing ovation. I guess this review will just have to do.

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Blur

Blur - Playstation 3
Customer Ratings: 4.5 stars
List Price: $39.99
Sale Price: $36.63
Today's Bonus: 8% Off
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Preliminary review. Playing it right now.

Repeat this mantra "Not a sim, Not a sim, Not a sim..."

If you read many of my other game reviews you'll see I like driving games. Specifically sim driving games. Being I am no where near a millionaire I probably will never drive any of these cars in my lifetime. So I think of sim driving games as a way to bring a bit of realism into my living room. When I got Blur from my game rental place, I was about to pack it up and send it back to them asap. I had seen the clips and other snippets of the game and a driving game with power ups and all that had no place in my stable of _real games_,

or so I thought.

My son and I really enjoy Mario Kart Wii. This game is a more grown up version of that. The commercial you see on TV now with the mario like character wanting to play a grown up racing game is spot on. It combines the fun of that with real cars. Unlike Mario Cart, you can get up to 3 power ups and keep them in a queue on your back bumper. When you want to use it hit X and fire away.

Models: +

First off I love the realism of the car models. They really do look pretty good. You start off like many other car games of this genre and you get a hooptie to begin with.

Fan system: +

Play this online and you earn fans. Fans are like Rock Band games ( musical ones not the company) and these fans can get you benefits, boosts and cool toys for your ride.

Lights: +

Lights unlock the cars. The higher you finish, the more lights and better cars you can get.

Damage: +/-

Damage in this game is pretty good. Based on an arcade model of damage that is. Your car will be blown up and shot into the air, land on its roof and keep going. Its done well though and not too kitschy.

Lack of Achievements: +

As of right now I don't have any and that is a good thing, some games seem to launch them at you for just logging in. Not here. You have to complete some tough challenges to get a _sticker_. These are your badges that can be seen as a trophy. 4 complete challenge = 1 sticker. These are tough.

Power Ups: +

This game has a ton and each are a blast, literally. Of course there is nitro and boosts to speed. Also there are some really crazy ones that can take your opponent out in a blaze of less than glory.

Ease of play: +

This is very easy to control with the six axis controller. Right trigger is gas, left brake and X is fire off the next power up you have in your queue.

First Impression: +

Overall this game has won me over. Its definitely something you would see in an arcade, but that doesnt make it any less fun. Take it as it is and I think you will have a good time with this game.

I plan on playing this a ton this week and will update this review as I get more into it.

Thanks for reading my review.

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After spending now 6-8 solid gameplay hours both online and offline, here are my impressions of Blur:

Graphics: This game looks awesome. Damage to the cars is as "realistic" as you're going to get for a kart style game. The real vehicles are used in this game, and look the part. Powerups are really cool when used, and the color in this game is incredibly vibrant. The tracks that I raced looked great as well, from the actual track to the scenery. Everything in the game pops with vibrant color.

Music: Nothing that got on my nerves, but nothing that was incredibly memorable so far either. It's appropriate, high energy for a racing game.

Controls: If you got frustrated in games like Gran Turismo that you couldn't take a tight turn doing 100 in a Dodge Viper, you'll find more of the same here with some of the cars, as they handle just like their real life counterparts. For those that can handle the drifting cars, you'll definitely gain a boost in speed. The controls are mapped logically as are most PS3 games (accelerate with R2, brake with square, etc.). One of the major keys to the game is matching the car type (drifting, off road, etc.) with the track type.

Presentation/Ingenuity: Each races starts out with a neat take on a countdown (not just a simple 3-2-1). I found that to be really cool. You're never really out of a race with the powerups available, though the Shock one that is shot out in front of the leaders is really hard to avoid if you ARE the leader. You likely won't win too many blowout races in this game. I found the powerups to be neat takes on other ideas (example: The "Shunt" acts like a Red Turtle Shell in Mario Kart, which homes in on your target). Your goal in each race is to light up all the "lights" to move onto the next race. However, the secondary goals (getting enough fans, and going through all the gates) do add replay value to each track.

Online play is where this game really shines...as you advance in rank you unlock more cars, there are tons of trophies/accomplishments that can only be done online, this game runs butter smooth even with 20 cars racing at the same time, simply put, it's the best online racing experience on the PS3 and Gran Turismo 5 better have this figured out as least as well.

Replay Value: With all the stickers to earn, online leaderboards, challenges you can put to friends, Facebook/Twitter compatibility, as well as all the challenges on each track, this is one racing game you're not going to blow through in 5-10 hours. Through 8 hours I'm only 16% complete on the single player campaign, and heaven only knows how long it will take to get everything.

So overall, since people like those 1-10 scales:

Graphics: 9.5/10

Cars look great, explosions are awesome, and the tracks are nice and varied

Sound: 8/10

The 8 is on the strength of the sounds, not necessarily the BGM. Burnout Paradise

is far superior as they had licensed songs in their game.

Controls: 9/10

Pretty good for a racing game, not so punishing as a Gran Tursimo would be, but not unrealistic like many arcade racers are. It's a really good fit.

Presentation/Ingenuity: 8.5/10

Some of the ideas (like the whole powerup thing) you've seen all the way back to games like RC Pro AM for the NES. However, the layout of the races, the different modes, the linkability with FB/Twitter, etc. shows the developers are paying attention to the changes in techonology.

Replay Value: 10/10

There is SO MUCH to do in this game and accomplish, and when you add in the online multiplayer/challenges, you will most certainly get your $60 worth out of this game.

In closing...

Buy this game if:

You've got fond memories of Mario Kart and like the fact you're never out of a race

You want a robust, deep online multiplayer racing experience

You like collecting trophies and a game that takes a while for 100% completion.

Don't buy this game if:

You're expecting a simulation style racing experience

You're hoping to hear epic BGM while you are racing

You're going to play split screen (2 player) multiplayer a lot (this is one place the graphics/gameplay take a hit)

UPDATE (25 May 2011)

As some of you may know, Bizzare Creations ceased to exist in February. This has had a direct impact on Blur. As a result...

you can no longer post your updates to Facebook

you can no longer view individual race leaderboards; the only leaderboard remaining are those you access online (Driver's Score/Fans/Power up hit rate/Legend stats)

the official website no longer supports account linking

Just something to be aware of if you have no purchased the game...as it appears Activision is content to let those features go away.

UPDATE #2 (6 Oct 2011)

This is the only game on the PS3 that I have earned the Platinum trophy for and outside of maybe Gran Turismo or the Dirt series this is the hardest Platinum racing trophy to obtain.

I'm also fully maxed out at Legend 10, Rank 50, and at one time I was ranked 39th in the world (PS3) but now I am hovering in the 150's or so.

This game is now an incredible value, despite the items I mentioned in Update #1, even if the online community is lagging at around 150-200 players during the nighttime hours (far more are on between 9 AM-3 PM, especially on weekends due to this game still being popular overseas).

Call of Duty numbers it ain't, but it still remains the most fun I have ever had playing online of any game, period.

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After playing Split Second and Blur at the same time, it would seem the only thing they have in common is the genre. I won't compare the two since they are completely different in look and feel; the whole apples and oranges thing.

The graphics are better than most racing games. The gameplay is challenging because it is not the simple drive to the finish line type game. Having played Project Gotham, I expected some of that to leak into the gameplay but Blur has very little of the Gotham feel. The concept is not unique. Drive and use power-ups to beat your opponents. What makes this unique though is that driving and power-ups is not enough to win. Track physics and vehicle type is extremely important to winning the race. Besides winning the race, there are fan requirements as well. Winning the race will get you to the next event but without the fans, you will not have the car selection to make a difference.

Overall this is a challenging driving game. I did give it 4 of 5 because some of the minor annoyances throughout the game including the initial install makes it difficult to avoid yelling at the TV screen at times. When comparing Split Second and Blur, Split Second wins in the single player part but Blur wins in the multiplayer part.

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Almost perfect, but falls short in all around game.

Pro's-

Looks good

Easy to learn

Mario Kart for adults

Online is Good

A lot to do

Con's-

Gets a little hard as you progress

Way too many hard requirements

Old too fast

The game is still great, but after a few days the repetiveness and crazy things you have to do catches up. must rent game. If you like the hard stuff, this game is for you.

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My wife liked to play Mario Kart when we had a Gamecube. Since then, I have moved on to PS3 and I have no games that interest her. This game changed that. Graphics are stellar, the game is loads of fun, the controls are very simple and this is a very addicting which leads to high replay value. There are some long reviews on this game that are extremely accurate. I just want to reinforce what they state. And, don't let the fact that this game has been out for years deter you. You will not be disappointed if you go into this game knowing what to expect.

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Pure Futbol

Pure Futbol - Playstation 3
Customer Ratings: 4 stars
List Price: $19.99
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I picked this game up last night because I decided I needed a soccer game for my PS3 and it was cheaper than FIFA. I was very disappointed. The graphics are sub-par, the controls are sluggish, and you will be upset. If I were you, I'd spend the extra money and get FIFA or Pro Evo

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gracias excelente producto y llego en la fecha estimada recomiendo para este vendedor sin problemas nuevamente gracias muy agradecido comprenlo

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I play a lot of Fifa all over the years, of course is my go to SIM Futbol game, but I got this one and I really like it, is not too arcade like, neither is SIM, so is a good mix; I really like it a lot; is not frustrating as FIFA 12s defense system and the campaing is very fun, i recomended , is not joke. I have not yet found a online for review....

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Atelier Totori: The Adventurer of Arland

Atelier Totori: The Adventurer of Arland - Playstation 3
Customer Ratings: 4.5 stars
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I played through Atelier Rorona earlier this summer as my first atelier game, and really enjoyed it. It had its flaws, such as strict time limits, battle system quirks (using HP for skills), and the voice acting was mediocre. Totori fixes all these issues, plus adds an element of free-roaming that the first Arland game didn't have. Playing Totori makes me want to go back and play Rorona again, but I'm not sure I can knowing how much improved Totori is!

I always like to condense things into pros and cons lists, so here goes:

Pros:

Beautiful graphics. I could look at them all day.

Good alchemy system that allows you to add traits after synthesizing an item, and also TONS of items to synthesize.

Extra rewards for quests depending on if you go above and beyond the request or provide very high quality synth items. Quests have dates further in the future so you don't have to run back and forth constantly.

Fun characters, plus reasonably priced DLC to add several more playables, as well as music DLC if you so wish.

Much more free roaming than Rorona. Some places will take you a month or more to get to, so this requires strategy of what to bring in your basket!

It seems like there are more cutscenes and story elements in Totori, although I suppose I could have just missed some in Rorona

Quests picked up in one city can be reported in another

Cons:

If you didn't play Rorona, you might be a bit lost. It's not a MUST to play the first game, but highly recommended.

Takes two weeks to travel between towns to upgrade your adventurer license.

Money is still a bit tight, so if you want all those alchemy books and good items, you need to do a lot of quests and get bonus rewards.

Quite a few enemies carry over from Rorona, which makes sense but at the same time it would be nice to see more new faces.

Dialogue is not as overtly racy as in Rorona, but still has its awkward moments.

Totori's nearly-see-through skirt slightly bugs me. I realize this is an NIS game, but at least Rorona had opaque material!

Time flies, and your expectations aren't really spelled out for you.

Overall, I love this game. If you enjoyed Rorona, you will LOVE Totori. Everything works pretty well in terms of the battle system, alchemy system, etc. to make a truly enjoyable game.

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Update: Important information here. Several other reviews state that you have 'plenty of time'. This is not true. Without including too many spoilers: save often and onto various save states. I was able to achieve my permanent license within the time limit, however, I had failed to complete one task of importance so I got a bad ending. The issue I have is that I didn't have earlier save states to pop back to, so I was stuck starting over. They do give you a sort of new game +, but really you just start over with your equipment and money, not any of the items, levels, or anything else from the earlier run through. The only reason I found it annoying is because I didn't have the option to just suck it up and keep playing with no possibility of gaining another ending. Also, there was never really any notice that I would suck it up and get a 'bad ending'. Actually the opposite is true. I kept on working towards my permanent license because I figured then I would have time to do all of these other things. I would have been content just sything and hunting until I leveled enough to beat some really tough baddies.

But just be forewarned. Keep a couple of extra save files on hand so that if this happens you can go back a bit if you wish and try something different. Otherwise be prepared to get VERY frustrated by losing a lot of hard work and effort.

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

I will update the review as I progress farther, but even in the first few hours, this game is simply a blast.

Thanks to some other reviews, I opted for the Japanese audio track, and I am happy with the voice acting. Some of the female characters are a little "kawaiiiiiiiiiiii" (cute), but it works well with the theme.

Things start off slowly, but with a lot of hilarious and fun scenes involving the principle characters. This is a great introduction to the personalities of the game's characters. They are all interesting and quite a blast to interact with.

The game itself is amazing. Exploration and gathering is fun. Time passes as you battle, gather, and travel. Spend too much time out and you become exhausted and cannot fight well. Also, many of your quests have time limits, so be aware. Also, many ingredients deteriorate over time. So get those fresh, high quality ingredients back to your workshop ASAP!

Battles are actually fun. They remind me a bit of the Grandia series. Nice character animation, pretty average to bland backdrops. But this is okay, because the action is fast paced, and the lack of super detailed backgrounds during battle helps you stay focused on the action. It's a time based/ turn based system like Final Fantasy 10 and the Grandia games. But the battles are so fast that they never seem to drag. There is a pretty good challenge as well.

Totori is pretty awful at battling, but this is actually a fun little addition to the tactics. She is the only party member that can use items, and she can do some amazing things with her synthesized goods. She can use items to heal, attack, or assist. Other characters can perform special attacks and use magic, and are generally better at battle. Totori is so helpless that often when she is attacked, you will need to tap L1 or R1 to have a nearby party member guard against an attack in her place. It's a system that works, and it fits her character very well since she keeps saying how helpless and clumsy she is.

The music is nice, but doesn't seem to really be anything grand. It's a nice and pleasant background.

The character interaction scenes are nice. They have a manga style feel to them. I think it was the right choice. When interacting, the main screen blurs a bit and the hand drawn characters are placed on screen and change depending on the characters reactions. It's a lot of fun.

Synthesizing is fun and can be challenging at times. Especially when trying to craft higher quality items. But the game does hold your hand a bit since you need a recipe to craft. Though with hundreds of items, just tossing random ingredients into the pot to try and craft things would be insane. But you have to find or buy recipes, so you don't just have access to every recipe right off the bat.

If you are expecting something like Demons' Souls or Elder Scrolls, then you might want to pause before buying this game. It's fun, but it's definitely a true JRPG and really geared towards players who have had experience with these types of games. Where some people would feel the game is limited, I think it's the limitations that put a fun spin on things.

If you've enjoyed games like Rune Factory, Grandia, Dragon Quest, or any of the Atelier games, then you should pick up a copy. I'm just sad I didn't get the collector's edition!

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Last year's Atelier Rorona: The Alchemists Of Arland was one of the most charming games I had played in a long time. The story was light-hearted, the characters were endearing, and the gameplay was very easy to get in to. I had long suspected that the sequel, Atelier Totori, would reach North America, and sure enough, we've been allowed to journey once again to Arland. What I had not expected however, were this game's vast improvements over its already brilliant predecessor. Totori's journey, like Rorona's, is one that JRPG fans will not want to miss out on.

The story revolves around the young alchemist Totooria Helmold, or Totori as people call her. She lives with her father and sister in the fishing village of Alanya. One day, she decides to become an adventurer so she can travel the world and look for her missing mother, an adventurer herself who disappeared years ago and is believed to be dead by everyone else. Along the way, she is aided by many different people, from new characters like her childhood friend Gino and the aristocratic Mimi, to old favorites like the famous alchemist (and previous main character) Rorona and the knightly Sterk. Those who played through Atelier Rorona will find the occasional nod to previous events, referencing characters like Astrid, Gio, or Esty, but it is by no means necessary to play through Atelier Rorona first. After all, Totori herself doesn't know the events of the previous game either, so she'll be just as in the dark as you. There's certainly some fun in store for those who played Atelier Rorona, but don't let that deter you from purchasing this game if you haven't.

Like Rorona's tale, the story is generally light-hearted, being mostly filled by the various interactions between the characters. As such, the overall strength of the story is heavily dependent on the characters being crafted well by the developers, and Atelier Totori does not disappoint. Each of the party members in the game has enough personality and charm to be of interest to the player (however note that some may not necessarily seem that way at first. Just like with real people, you'll need to get to know them better before you see the depth of their character). Indeed, even many of the NPCs have more depth than some games' main characters. Veterans of Atelier Rorona will be pleased to note that many of the NPCs are returning characters, but that's not to say the new characters are boring; on the contrary, I enjoyed interacting with new characters like Gerhard and Ceci just as much as old favorites like Hagel and Pamela.

The overall gameplay is very similar to Rorona. At first glance, things may seem to be the same, however it quickly becomes apparent that Gust has managed to polish almost every feature from the previous game. The battle system has been made more sophisticated, exploring now utilizes a large world map to travel from place to place, item synthesis now gives more control over the traits for synthesized creations, and items can be turned in for quests directly from the container, rather than needing to move them to Totori's basket first (veterans of Rorona will no doubt appreciate that last change immensely; for everyone else, suffice to say that this is a very, *very* welcome addition even if it may look minor at first).

I could go on about the new changes, but I think it's important to address the overall gameplay and goals instead. The overall gameplay is based around Totori becoming a skilled enough adventurer so that she can go looking for her mother. In the beginning, she will only have access to a limited number of areas, but as she improves her adventurer ranking (by a combination of item synthesis, world exploration, and battling monsters), she will gain access to new areas. Eventually, if she does well enough, she will determine where she needs to go to find her mother. The actual battle system is a turn-based battle system with a slight twist that allows Totori's allies to occasionally perform assist moves via the L1 and R1 buttons, while the item synthesis allows the player to mix various ingredients together to make new items. Unlike most games, the item synthesis is very well-developed and is a key part of the game. Every ingredient can have a different quality level and different traits, and by using various combinations, you can get a wide variety of results. It is a very simple system to learn, but offers a surprisingly large amount of depth for those who wish to get the most out of it. Expect between 20 and 30 hours for a single run through the game, depending on how you choose to play the game.

Which brings me to the next point -the freedom of choice. While Totori's adventure has a definite path with a definite overall story, the path that she ends up taking is entirely up to you. You might choose to spend more of your time adventuring and mastering the battle system. Or you might focus more on alchemy and item synthesis. You might synthesize powerful weapons for your party members, or you might synthesize special items to be used by your alchemist characters in battle (ex. healing potions, bombs, etc.). Even your choices of party members will change the game -by choosing to utilize one character in your party more often than another, you may get different events and cutscenes. For instance, I saw many scenes with Melvia and Marc in my first run through the game, but very few with Gino and Mimi, simply because I rarely used them in battle. This freedom in both gameplay choices as well as story events gives Atelier Totori a degree of replay value that few single-player games can rival. I fully expect myself to put in over 100 hours into this game.

Atelier Totori also has some DLC available for it. There are some music packs that you can purchase to change some of the background and battle themes in the game, featuring tracks from previous games in the Atelier series (some of which have never been localized in North America). I have not purchased these, so I cannot comment on them, but for the number of tracks given, the price seems about right. You can also purchase 3 additional party members, making the NPCs Ceci, Cordelia, and Iksel playable in battle. It's quite a great addition, as each character has a full set of moves available to them, adding even more replay value to the game. Note however that even if you do not purchase them, there are still plenty of party members to choose from within the game -you aren't getting an incomplete game without the DLC. The DLC is mainly there for people who want just a little bit more (or in the case of Cordelia and Iksel, nostalgia for Atelier Rorona). Also note that there is some free DLC for the game as well (not much, and not game-changing, but a nice addition.)

Overall, Atelier Totori is one of the best games I've played all year. Indeed, it is probably one of my favorite games on the PS3. Certainly it is one of my favorite RPGs on the system. It's a charming, light-hearted, and unbelievably addicting game to play. And the best part? We'll be getting the sequel, Atelier Meruru: The Apprentice of Arland, this spring. I'm eagerly looking forward to spending many more hours with Atelier Totori, and then spending even more hours with the upcoming Atelier Meruru.

(Note: if you can still get the Premium Edition for a reasonable price, I'd highly encourage you to go for it. While the artbook is sadly not quite as good as the previous hardcover art books given for Atelier Rorona, it is still a nice addition, and the soundtrack is excellent -well worth the cost. Something to consider before making your purchase.)

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I play a lot of JRPG's and generally have less inhibition about buying them than other types of games. However, my purchases of White Knight Chronicles and Hyperdimension Neptunia have made me much more wary of spending money on unproven JRPG's.

Enter Atelier Totori. I have not previously played any Atelier games, so this game was actually my introduction into the series. Having played nearly every other JRPG this console generation, Atelier Totori actually ranks pretty high right up there with Tales of Vesperia.

Gameplay: 9/10

Atelier Totori's gameplay is similar to the other alchemy games from Gust as far as I can tell from watching reviews and a friend play Atelier Rorona (AR). It has a greater emphasis on combat than AR, but still retains the rather addictive alchemy portion of the game. You can increase your "adventurer rank" which determines your overall access to the game world by either slaying mobs, making items through alchemy, or exploring. On my first playthrough I was slightly obsessed with making tons of items through alchemy so I ended up with the "bad end". If the same happens to you, do not be discouraged! The game lets you start over with all your gear and money after the bad end. My second playthrough was much quicker and I found myself way ahead of the time constraints. My one small complaint about the gameplay is the emphasis on keeping your party the same if you want to do both alchemy and battle. If you want to make a lot of items through alchemy, you don't really have time to grind all the characters and ones you do not use are left at a much lower level.

Sound: 8/10

The game music is appropriate for the setting and slightly above average for a typical game in this genre. I really like the OP though.

Voice acting: 9/10

A critical factor in any JRPG is the voice acting. While the JP voices are quite good, the game pleasantly surprised me with excellent english vocals, especially Rorona.

Graphics: 8/10

About what you would expect from a highly stylized JRPG. They are sub-par compared to FFXIII, but definitely better than Nier. The cartoony look is quite appropriate for the overall ambiance.

Value: 10/10

I've put in over 30 hours and I am not finished. Atelier Totori isn't a marathon game, but it is quite fun to play and will not leave you any regrets with your purchase. If you are like me and have been disappointed with recent JRPG's (Looking at you WKC...), then play Totori and just have a good time.

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Atelier Rorona was the series first jump to full 3D. While Rorona was good, simple fun it was fairly iffy in visual design and most of the gameplay functionality was a drop down from past games although refocused into an interesting time-management type

Totori keeps the few strengths of Rorona and drops incredible, high polished upgrades on everything else. The visuals, most notably are some of the best on any console for my tastes. Very high end character modeling and everything is well filtered and anti-aliased, rare for a console game.

Gameplay has all been improved too, quest flow to management to balance to feature set is all upgraded, boss fights and dungeons and all of the meat is just so much more cohesive.

In the end this is one of the best niche titles available on the PS3 so if a little frill and lace don't scare you off give it a shot.

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Karaoke Revolution Presents: American Idol Encore

Karaoke Revolution Presents: American Idol Encore
Customer Ratings: 4 stars
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This game is pretty much unplayable. I have found no way to be able to sing with the same timing as the song you are singing to. By the time your voice comes out of the speakers it as lagging way behind. Still looking for an adjustment but haven't found one yet..

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I wouldn't recommend this game at all. It's fun the very first time you play. But after that it's really pointless.

Also you must have a Mic. Thus game doesn'tcome with the Mic. So that calls for a separate purchase.

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I truely love this game it so much fun to play with the family wish I could find a country version for ps3 but this was definitely worth it love love love it

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alot of fun with a great mix of music just wish you could create your own character

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This is a great karaoke product, songs are well chosen, and the whole lot is mixed with the American Idol series idea.

A very nice game, I love it !

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Sniper Elite V2, Silver Start Edition

Sniper Elite V2, Silver Start Edition
Customer Ratings: 5 stars
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This game is fantastic. You truly feel like a sniper. You have to be strategic and this makes it even more fun, for example you can set traps, make stealth kills among other things. I highly recommend this game.

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after I got this I could not put it down. I just wish more of my friends had this game.

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This is a really fun game to play. When you shoot the enemy you get an x-ray view of the bullet and the damage it does in slow motion. It's freaking awesome. The only complaint I have is that playing online with some buds is EXTREMELY BORING!!! You can sit in the same place for the entire game and never even see the people you're supposed to shoot! If you can get this game for $20, it's worth it. Just don't get it for the online play. IMO.

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When I saw a preview of graphics, I had to buy. I am not dissappointed. Never boring. What I expected.

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The game worked great, although a had little problems with the vendor! All was resolved and amazon stepped in and fixed it immediately! I highly recommend it! The game is so much fun!

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Dead Space 2

Dead Space 2 - Playstation 3
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Dead Space, released in 2009, came out of the middle of nowhere. It wasn't too hyped, coming from a rather unknown group of developers, but shocked everyone with its amazingly brutal and atmospheric horror experience and became a critical success. With these high standards to meet, 2 years later, the second is released to incredible anticipation and it certainly doesn't disappoint.

Dead Space 2 is amazing. It takes everything the original put into the series, and enhances it. The controls are more precise, smooth and convenient (with the addition of a single button health and stasis refill system), the visuals are even more detailed and gritty, the sound is as creepy as ever, and the story remains intriguing and intense. You must work to unravel the truth behind the Sprawl (the game's setting), Unitology and Necromorphs, as well as battling (literally) horrific hallucinations and delusions from an alien form of dementia. If you are a fan of the first, then you will definitely enjoy this.

GAMEPLAY

Dead Space 2's gameplay is very similar to the first, but with the right tweaks and enhancements. The controls are basically the same with some minor changes (select is the default menu, square is to reload, aim and triangle is for stasis). The circle button is now a one hit health refill button, instead of square (from the first). The triangle button is similar, but for stasis refill. Isaac's movements are much smoother, more precise, and easier to control. The melee attacks, for example, are far more accurate and can be used in quick succession, unlike in the first. The weapons are great and fun to use as well. One major change is in the zero-gravity areas. Instead of the wall-jumping from the first one, you have a sort of jet pack that allows you to fly around the areas and even latch onto the wall as if to walk on it (like in the first). Certain sections take advantage of this and offer fun new experiences for Dead Space. This game has pretty good replay value in that you have a new game+ option that saves the items and money you get from the previous playthrough so that you can go on to collect the weapons, suits, trophies and so on. There are also more difficulty levels and trophies to keep you occupied. This game still has it's objective style in that someone tells you where to go, what to do, and you must reach the objectives. Although more freedom would have been nice, it doesn't hurt the experience for me, because it's just how Dead Space was. Also expect to be scared. This one is every bit as horrifying as the first, if not more so. Expect sudden encounters, random and loud equipment malfunction, and disturbing scenes and hallucinations. Overall, the gameplay is like the first, but even better.

VISUAL

Dead Space 2 is gorgeous. The settings are very detailed and atmospheric, and it's really a key component to the game's horror element. Technically, the graphics are better than the first (which was pretty good to begin with) with more detailed environments, characters, enemies, etc. It is even more graphic than the first as far as dismemberment and violence goes because of the greater detail. The lighting is very well done in this game as well. Isaac's dementia hallucination sequences look as amazing as they are freaky (think Scarecrow in Batman: Arkham Asylum, but more disturbing). When I first played through the demo, I was impressed with the visuals, and I still am very impressed.

AUDIO

This is what really set the first Dead Space apart from every other game in it's genre. The sound was absolutely stunning. This is what really sets the atmosphere for the game. Technically, the game sounds wonderful. The further you are from the target, the distance sounds realistic. The muffled screams and shouts from behind walls, doors or glass are all catered to their materials. Now the sound really shines in creating the horror element of this game. Lots of minimalistic sounds that really make a difference. The necromorphs sound as disturbing as ever, along with the distant screaming, babies crying and pleas for help. Even the silence is well placed, and builds incredible tension, because you never know what could jump out at you. The environment is incredibly unpredictable. A pipe could explode right behind you, a random monitor could flash, a window could blow out, a necromorph could come bursting out of a vent, or any other countless possibilities that are very loud and will make you jump a good foot in the air. I could go on and on, but no other game pulls off a horror audiovisual presentation quite like Dead Space 2.

STORY ELEMENTS

The Dead Space universe has a very intriguing story about it, and this game does a great job at telling it. There are plenty of twists and turns throughout to keep you gripped (like in the first) and the inclusion of Isaac battling with his own dementia is very well presented. Now I won't go into detail, but the basic premise is that Isaac has woken up 3 years after the ending events of the first Dead Space, to a horrific necromorph outbreak. The setting is on a large Earth colony, The Sprawl, that is located on the remains of one of Saturn's moons. He doesn't know what is going on, and is suffering from a deadly form of Dementia he contracted on Aegis 7 in which he has horrifying and disturbing hallucinations that seem centered around his deceased girlfriend, Nicole. You are set free and must unravel the mystery to save yourself, and figure out what is going on in The Sprawl. Now one major change from the first to the second is that Isaac was actually given a voice actor with real dialog. Although this does change the game in that you are no longer a silent protagonist, it is not necessarily a bad change. The new Isaac has a mouth on him, but you get to understand him far more and how he interacts with people and situations. The story and feel to the game is actually very similar to Alien and Aliens, you can sense the influence as you play it. Overall, the story is as intriguing as the first, and really keeps you gripped.

CONTENT ADVISORY

This game has no instances of sexual content, but it is INCREDIBLY graphic and violent. The violence is geared toward necromorphs (extremely mutated dead humans infected though an alien entity), but it is brutal. You can sever limbs, heads, smash enemies, and even break dead victims apart. There is a ton of blood, from it gushing out of enemies, victims, yourself, to being smeared all over the walls, ceilings, floors from previous attacks with horribly mutilated corpses littering the environment. Isaac himself, when killed, way suffer a unique cinematic death depending on the enemy that kills him that includes decapitation, dismemberment, being sliced in half, skewered, stabbed in the head, and being graphically vomited on by strong acidic creatures. The game is also very disturbing. Several people crying for help with be mercilessly slaughtered by the aliens in graphic ways. People suffering from severe delusions and hallucinations may kill others or themselves in a highly graphic and disturbing manner. Some necromorphs are of dead children, and even babies (very disturbing) that act as suicide bombs. The visions you have tend to be very demented and disturbing, and the entire game is very scary, even to mature audiences. The language in this game is also very coarse. Right from the beginning you will hear the f word and s word thrown out like crazy, as well as every other lesser expletive. These words are used in a sense of panic for the most part in that people are trying to escape or save lives from horrifying circumstances. This game is rated M for a reason and it is a high end M due to the violence. I can think of only very few games that come close to the graphic intensity of this game.

CONCLUSION

If you have an Xbox 360, a Playstation 3, even a computer, and think you can handle the mature gruesome, disturbing horror aspects of this game, it is a must buy. I'd recommend starting with the first (Dead Space Greatest Hits), as it is an amazing game as well, although it isn't necessary to fully enjoy this game. If you are a fan of the series, I'm sure you already have and love this game. This game is an atmospheric masterpiece that improves upon the original in every way, and keeps the series at a high, high bar.

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I was a day-one fan of Dead Space 1 (DS1). I remember it was set to release within a week or two of Fallout 3 and Gears of War 2, two other big titles going up against a previously unseen space horror. What's strange is I have really never liked horror...not in movies, and not really in games...But something about it being in space appealed to the sci-fi loving side of me thus I chose to play DS1 over the other two...fast forward to the end of DS1 and I have been eagerly awaiting a sequel since sometime in late 2008.

Prior to release, it seemed Dead Space 2 (DS2) doomed itself to failure...Obviously it would be compared to its highly acclaimed predecessor with a microscope. During the lead up to the release in January of 2011, there were complaints from fans from everything to it having multiplayer tacked on, to the protagonist Isaac Clarke showing his face. Other people complained about him getting a fully voiced dialog, or that he was supposedly accompanied this time around. The concern was the atmosphere created by DS1 and how these factors would diminish it. These issues all could have taken away from the magic that was DS1. However, what I found in DS2 was a richer, more engrossing, more refined and overall purely superior experience in comparison to DS1.

Gameplay:

When playing DS2, I noticed some differences in the controls...something that was hard to pin down exactly what had changed. All I knew was that in comparison to DS1, DS2's controls felt tighter, more responsive and overall better to use. I felt that in most situations where Isaac gets mauled, maimed or shredded by the baddies that it was my fault in some way, not some fault of the controls. Even as you have to resort to swinging and stomping your way through piles of necromorph bodies and limbs, the game rarely feels cheap as you continue to stave off wave after wave of murderous, psychopathic blade-enhanced necros. There were only a few times the game felt cheap and all of them had to do with a the number of pursuant necros and a lack of available space to move around in. In my first play through, Isaac paid the ultimate price a few times when I just got overwhelmed from all angles and had nowhere to go. This was not too frustrating as I could quickly learn from my previous attempt and not repeat that again.

All of the weapons from the first game were brought back and new ones were added. I noticed that the fully upgraded plasma cutter weapon in DS2 did not feel as rip-roaring powerful as it did in DS1. Perhaps this was intentional, but either way it felt like it had been a bit neutered. Regardless, I greatly enjoyed the detonator for the new offensive strategies it delivered and the force gun was actually useful to me this time around as opposed to in the DS1. One of my favorite aspects of DS1/DS2 is it lets the player play the way they choose to play. You can stick with one gun if you like...fully deck it out and shred away. You can upgrade many weapons in any combination you like. The RPG-ish upgrading system is wonderful, and will keep me coming back to see what all the weapons are like at full throttle. In addition, DS2 adds the ability to remove upgrades for a small price allowing the player to experiment a bit with weapons.

There were some weapons with what I felt had limited uses, specifically the contact beam and the seeker rifle. The seeker rifle felt just too weak and too slow for me to decide to use any hard earned power nodes to upgrade it. The contact beam, while powerful, was too slow...I found the ripper, plasma cutter and line gun to be far more useful.

One addition I really enjoyed were the vacuum windows. The addition of these really made me feel like Isaac was walking around a high-tech but still fragile space station. One off target shot and he can get sucked out into the vacuum of space. It really makes for some interesting tactics when seemingly overrun with oncoming necros. My only gripe is I wished there were more of these chances.

The entire cast of enemies from the first game returned, but there are some newcomers to the list that make some of the old ones look like no big deal. Without spoiling too much, I felt that DS2's enemies presented a much more formidable challenge than the same ones in DS1. By themselves they were not so bad, but DS2 manages to spawn them in various combinations almost as a squad of troops with battle orders. Whenever I died in the game, it was generally due to me not considering the different strategies required to take on the collection of enemies at that time.

The zero-G segments from DS1 return in DS2, but more refined and far more enjoyable. Instead of being confined to jumping from one platform to another, DS2 gives Isaac a free float ability that is incredibly enjoyable and easy to manage. Isaac is given boosters on his boots that let him move quickly in zero-G areas, and there are buttons that allow you to re-orient Isaac to the correct heading as it can be very easy to flip upside down without realizing it. The zero-G environments are fully functional and were some of my most memorable moments of DS2.

Finally, the replayability for DS2 is phenomenal. I play every game through on its default difficulty the first time through. If the game is good enough, I'll go back and play on whatever the super hard mode is. With DS2, you get not only a super hard mode, but also hardcore, both which should present a formidable challenge. In Zealot difficulty, you can carry over your previous playthrough's weapons independent of the previous difficulty setting (unlike DS1). I won't go into details on Hardcore mode, but know that if you like a challenge, DS2 has one.

Graphics:

The graphics in DS2 have been noticeably improved over DS1, and were frankly on par with some of the more technically meaty titles of the PS3 like Uncharted 2, Killzone 2 etc. The textures were given a lot of extra attention between titles and it showed. The gritty detail of the blood stained walls of the Titan Sprawl (the location of DS2) were one way that the game created the engrossing atmosphere. The attention to detail in Isaac's various suits and weapons, the enemies and the special effects all help to paint a very impressive picture. The character models of the various types of necros seemed to have variations so it wasn't always the same stabby looking humanoid running at you...some are still in clothes some not, some have varying faces, body sizes, weights etc. All are still frighteningly grotesque as can be expected from a Dead Space title.

In an attempt to leave out any location spoilers, every hallway, room, etc. has an exceptional amount of attention paid toward making it come alive...or rather look like it once was alive but is now exceedingly dead. One particular spot that stays with me is a hallway with black lighting you are able to see the bloody smears and hand prints of what was obviously a struggle that didn't end well. The levels are also better than DS1 in that there is little if any back tracking and there are some extremely diverse locations that Isaac finds himself in before the final chapter. Supremely detailed environments a large variety of locations are one of the major ways this game's atmosphere is created. In a word, DS2's level design is superb.

Sound:

Atmosphere was my main draw to DS1 and now DS2. Visceral Games has managed to create this incredibly immersive environment that manages to literally keep me trying to be prepared for what they may throw at me next. In my opinion, the number one contributor to creating such an unrivaled level of atmosphere is the sound design. Anyone who plays this game owes it to themselves to have it on a good home theater system or at least some good quality headphones. The surround sound not only adds to the spookiness of the game, but delivers vital information of approaching creatures. Even in areas with no baddies to kill, the sounds of metallic creaks, cracks and scrapes in the Sprawl's ventilation system let you know you're never safe. Indeed DS2 has some cheap scares, but they're so well timed and not always predictable that I have a hard time believing someone who says they never jumped during a play through.

The music is well composed, and only adds to the atmosphere. The music is also well timed and sometimes gives you the impression that something large is coming. Sometimes it never happens, while other times it does. It manages to build levels of tension and keep you on your toes, never taking for granted the next dark hallway, for a necro is commonly waiting in unseen corners.

I find it really difficult to sum up the quality of sound and how much it contributes to the game in words. It's really just that good.

Presentation:

The game overall has an extremely polished feel to it. The interface, the in-game menus, the weapons, animations, special effects all operate flawlessly. The Development Team put in some major time bringing this game to level of completion that is rarely seen. I enjoyed that the flame thrower didn't work in zero-G environments. While obvious to some, it very well could have been overlooked. I also love how the sound goes nearly to an underwater feel in some of the zero-G environments, further adding to the authenticity. The use of lighting throughout the game paints a picture of darkness and true threat that does not falter or taper off any time during the campaign.

The story should not be overlooked. While some have said it doesn't make sense, I believe it's a tremendous addition to the overall Dead Space timeline. You also get the impression that this character is not invincible. In fact, I believe that those who complained about Isaac being voiced this time might feel otherwise as the story reaches into who he is as protagonist and creates a deeper adventure than could have been accomplished without a voice.

Other reviews I've read docked the storyline for being too linear and giving you menial who-cares tasks to do while Isaac battles his way to the final chapter. I would wholeheartedly disagree with that. While the storyline is pretty linear, it is not menial by any means. I found myself engrossed in the game, caring about who his contacts are, how they fit into this Dead Space universe and how it may all play out. Each task, while not necessarily more gripping than the last, was relevant and fun to play. I found myself being very uncomfortable in the game numerous times when I was faced with an even creepier place to trudge through than the last. Part of the fun of this game is how on edge it makes you feel when you're playing it.

Final Thoughts:

The Development Team from DS1 obviously knew what made DS1 so special because it all returned with improvements for the better. Generally with the addition of a multiplayer component into an single-player game would have some complaining that the entire game would suffer. While I was never interested in the multiplayer component, I can attest to the fact that the single-player campaign and overall game quality was not neglected. In my opinion, DS2 was an improvement in nearly every way, and is very much worth your time.

Buy Dead Space 2 Now

SYNOPSIS: An alien artifact drives people murderously insane then reanimates their corpses into mutated monsters. You play Isaac Clarke (An amalgam of Asimov and Arthur C), the sole survivor of Dead Space. Not only is Isaac trapped aboard a massive space station with hundreds of these things, but religious fanatics want to use him for the information in his head and the government wants to kill him for it.

GENRE: Survival horror.

GAMEPLAY: Third person shooter. However, instead of the usual center of mass/headshot gameplay, these necromorphs require dismemberment. Hence, Isaac has a number of unconventional weapons at his disposal that make this task more feasible (an arc welder, force gun, plasma cutter, electric saw, etc). A couple of weapons have been added to the arsenal from Dead Space, but essentially the gameplay remains the same. The addition of a proximity mine thrower makes it easier to strategize and lay down some defenses against the heavier onslaughts. The suits now come equipped with thrusters, so space walks are free roaming as opposed to the linear jumps in Dead Space.

ISAAC CLARKE: This time out, Isaac is no longer the "mute protagonist" of Dead Space. Now that Isaac reacts and responds to the other characters that interact with him, the narrative of Dead Space 2 is much more fulfilling and enjoyable to watch unfold. He's also being haunted and slowly driven insane by strong hallucinations of his girlfriend.

DLC: The downloadable content, available at five bucks a pop, offers beefed-up space suits and weapons. Essentially, it provides you with items you otherwise wouldn't get until a few levels into the game. The upgrading system remains the same, however. So if you really want your gear and weapons to be great, you've got to upgrade them using credits and power nodes you collect throughout the game. Hence, the weapons and suits offer a boost if you get them toward the beginning of the game, but the DLC doesn't make Dead Space 2 a cakewalk.

DEAD SPACE EXTRACTION: Dead Space 2 also comes with the Wii game, Dead Space Extraction, a rail-shooter that incorporates the Playstation move controller. I've played Dead Space Extraction. It's a GREAT game, and maybe one of the best written games I've ever played. The fact that this game is included is seriously cool.

OVERALL: Dead Space 2 is one of the richest, most thrilling gaming experiences I've ever had. It's also scary as hell. If you don't like horror movies, gore or to be scared, you'll hate Dead Space 2. It's suspenseful, and quite often necromorphs jump out or sneak up on Isaac at unexpected moments. The visuals are stunning. The story is compelling and unpredictable. It's one of those games where I would intend to only play for an hour before going to bed, and six hours later I found myself watching the sun come up. I just couldn't put down the controller.

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Just finished this game. What a ride! This is one heck of a game. I had a lot of fun with this game, even though I purchased it a year ago. I wanted to wait until the time was right to play it. I played the first game and loved it, as well. DS1 was one of my first shooter games on the PS3, and Number Two is just as good if not better.

Graphically, Dead Space 2 is outstanding. Like its predescessor, the graphics are top-notch, with great detail. The videos are seemlessly integrated into the game. When a video kicks in, the graphical detail is the same as the game, which means the game itself is high-quality graphics.

The game is gory, make no mistake about it. Grotesque, even. The monsters spew forth guts and blood and, er, stuff, when they are defeated. Very cool!

I found screen brightness to be a minor issue in my game. At first, I did as directed and the screen setting was way too dark. After I maximized the brightness setting I had perfect resolution.

The sound is amazing. This game should be played with headphones on, so you can hear every bit of sound clearly. The music sets the atmosphere just right for a Horror title, and the sounds of the creepies crawling near you help set the tone as well. The voice acting is excellent. The actors played their parts extremely well, and that is a good thing as it helps the story only so much better.

The story itself evolves nicely as you progress through the battles and tasks. Unlike the first game, Dead Space 2 does not have all that many chapter-ending bosses. This was done very well in the first game. Instead, Dead Space 2 has story evolvement and tasks that must be accomplished. There are also no arcade sequences as found in the first game. I really did get involved in the story. This time around, Isaac Clarke, the main character, has a voice and a face. The story is very involving, as characters grow and go through a journey as they say. I kept asking myself, "Who is going to make it? And, who is going to die?" The story is good all the way to the end.

Furthermore, I recommend playing Dead Space 1 before Dead Space 2. Although the second game has slightly improved graphical detail, the first game is very solid. There are flashback moments in the second game that will ruin your playthrough of the first game if you skip Dead Space 1. Both games have almost the same combat smoothness in a game, making both of these games awesome shooters.

The Dead Space games have a sort of RPG element in that equipment can be upgraded. Power nodes are dispersed throughout the levels and allow equipment upgrades. Guns, tools and suits can all be upgraded nicely to get that 'extra edge' over the monsters. There is also an inventory. As you play, you will find items that can be used or sold. By the way, ALWAYS keep one power node in your inventory! This will allow you to open Node Locked doors and find secret rooms where cool items are found. These items may by ammo or healing kits, but you will also find schematics for new items (redeemable at the store), as well as items that have a higher value. (The store, workbench, and save points are placed throughout the game at various points.) Anyway, this upgrade feature really makes Dead Space fun!

My first playthrough was on Normal mode. I have slow reflexes, however, and I died often. I died in every decent battle, as a matter of fact. I was always low on credits, healing, and ammunition. Although I like a challenge now and then, I was not having much fun. So, I changed the difficulty to Casual mode and ... still died! A few times, anyway. I had a LOT of fun after that.

The game has all sorts of difficulty settings. For example, there is newgame+, which allows the player to take their upgraded items into the next game. I had fun on the setting I played on.

Although I usually detest Healing Kits in a game, and greatly prefer Auto-Healing in a shooter, the game design for Dead Space makes healing kits work. Most of the enemies will try to close the range and melee the main character. Meanwhile, the main character has more than enough tools to keep the baddies away. It works well.

As far as guns go, I used the Plasma Cutter and the Pulse Rifle within the game. I like the Plasma Cutter because, once upgraded, it hits really hard and is excellent for limb dismemberment. The Pulse Rifle, on the other hand, is an assault rifle and has a very high rate of fire. Necromorphs will get knocked back a little when hit with most any gun/tool, and I love assault rifles!

I played for 1-2 hours at a time, then I would recharge my wireless equipment. Dead Space 1 and 2 are both games that has a player on the edge of their seat, wondering what will happen next. My nerves would be shaken. As I rested, I would reflect on what had happened and the story progression. When I was ready for more I'd dive back in. Dead Space 2 takes around 15 hours or so to play for the most part, so it took me about a week to get through.

The only bad thing about this game? It ends!

This is an excellent game. Graphics, sound and story, combined with excellent gameplay, make for one heck of an experiance. Dead Space 2 has some of the best entertainment found in video games today.

Hope this helps.

Good Luck, and Good Hunting!

PS. Watch your back!

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*Twice as Much Action, Half the Scare Factor and Only Minor Revisions in a Large Budget Horror Sequel Equal a Slightly Disappointing 2nd Chapter for the Dead Space Series.

Little Big Planet 2, Uncharted 2, Killzone 2, Assassins Creed 2, and God of War 3. Whenever a sequel to a big name game is announced, people expect it to feature more than a few improvements over the original. These aforementioned games raise the benchmark by delivering on the promised experience. As my pre-order implied, I expected nothing less from the next installment of Dead Space. Yet through my 14 hour trek across the Sprawl, I found myself more often disappointed than inspired. Ultimately, my dissatisfaction with this game boils down to one issue: it feels rushed to market. After setting down the controller I found myself wondering which of the two games was better. Dead Space 2 features more enemies and environments, more streamlined action and slightly refined combat and telekinesis. The original Dead Space had a more convincing story, a more frenetic sense of urgency/survival, better enemy and item placement, and a darker ambiance. In effect, Dead Space 2 is like a Carnival Haunted House. It has predictable scares, confined corridors and a few cheap thrills. Most of why it feels scary is because of where you are, rather than what is actually going on. In the end, it feels like you paid a lot of money for an experience they rushed to build. My review places an emphasis on areas I feel could have been improved if more time was spent in development. I would still consider Dead Space 2 a good game, just not everything we expected from a large budget sequel.

FEATURES:

For those of you who buy USED games BEWARE: Dead Space 2 has an online access code that you must enter to play multiplayer. If you buy the game used and the code has already been activated, you will have to purchase a new code before going online. Dead Space Extraction, included on the Limited Edition, is a very good port of the Wii game. The Move is much more accurate, video retains the grainy look of the Wii version but is much sharper, and sound has been radically overhauled. I recently purchased the Sharp Shooter for Killzone 3 and it works SUPERBLY for Extraction. My only complaint for controls is that the weapons must be cycled through with a button, or with left/right on the d-pad. The Wii version allowed you to map different guns to specific directions, so I wonder why this was not added to the analog stick or directional pad for PS3. On another note, the full game must be "downloaded" to your hard-drive from the Bluray then installed to play. It is a 3.5GB install, and will not play directly from the disc. To prevent you from letting your friends borrow the disc to get Extraction for free, you must also have the Dead Space 2 disc in the system to access the game (even though it was fully downloaded onto your system). It doesn't bother me, but I'm sure it would aggravate somebody with less hard-drive space.

GRAPHICS AND ENVIRONMENTS:

Graphics have not received any noticeable improvement. This comes at somewhat of a cost considering the limited facial animations and character movements hold back the terrific voice acting. Suit design is flawlessly executed whereas character models look like early release PS3 games. This juxtaposition carries on throughout other elements of the game. Newer enemy models are drastically split between being cleverly designed (ones modeled after Velociraptors named Stalkers) and very poorly animated (Yellow Necromorph Babies called Crawlers). There are multiple new settings, each of which is essentially a chapter or two within the story. The problem is that each environment features graphics or room design that is copied and pasted. It becomes rather tedious to pass the same storefront 3 times within a single mall, or to read the same messages (written in the same size and same font) across the walls of 5 Unitologist apartments. Banners and video messages also repeat every 5-25 seconds, so the longer you explore an area the more it feels contrived vs organic. Lighting is excellent. Set piece sequences feature some distinct visuals, but are usually over very rapidly and almost ALL of them were featured in the trailers for the game. A few areas offer some exciting eye candy (wood backdrops in a gym, flowing lights in a tunnel, duct-taped insulation, frozen storage) but ultimately these make me disappointed in what the game could have been. If more time was put into the game I'm sure a lot more of these visuals would have been implemented into the settings (instead of spaced apart every 2-3 hours to hold your interest).

GAMEPLAY:

Targeting can be changed between Centered (sight will be on middle of screen), or Classic (sight will follow path of weapon). I found myself using the Classic mode from the first game, because it kept throwing me off to have my left aligned character aim at a different angle than where he was pointing his weapon. Most of your arsenal operates exactly the same as in the original game, which is a good thing. You have to keep in mind that the ammo you find will primarily be from whatever you have equipped. Equipping a weapon you do not use often will result in finding less ammo for guns you do use! Several new members of the battery are quite helpful when upgraded, but must be utilized against certain enemies for full damage. The detonator is a proximity mine that is very effective against Stalkers when accurately placed. However, the game once again feels rushed with its detection coding. Rather than detonate based only on enemy movement, the mines will be set off if they touch anything of necromorph origin. The problem is that mines will continue to explode as you set them if the blue lasers touch any necromorph segment on the ground or wall. This can be troublesome if trying to set them in a hurry. The Javelin is functional, but much more difficult to aim against fast foes without stasis since it has a single point of impact and takes multiple hits to dismember or impale. The Rivet gun pre-order is virtually useless since it has a very small target zone and takes the most hits to dismember an enemy.

Zero gravity is far and away the best revision of the sequel, giving you the ability to fly in any direction and easily re-orient towards the ground. Sadly, most of these parts feature either very primitive puzzles or very basic action despite having the tools for much more. Some of the set piece sequences also place you in a position without immediate prompt. I sat on a train car for about 3 minutes once, looking at the city outside before I realized I had to progress to the next car for the train to get any closer to the station. The few action segments that try to break up the pacing are dispersed VERY far apart. One sequence involves riding on top of a mining vehicle, but ultimately plays out like any other "stuck in the elevator with enemies pouring in" section of the game. It would have been better if these sections featured unique gameplay and controls rather than simple backdrop exchanges. Remember that annoying enemy that couldn't be killed in the first game? He's back too, with an army of friends to push you through a series of corridors. The ending boss also feels like they ran out of ideas on how to implement Isaac's internal struggle with his external. Running in circles to find ammo and watching the same death sequence 40 times from recycled enemies was disheartening. At least the section afterwards offered a slight reprieve. Why were more sections like this flight sequence not offered in the rest of the game?

SOUND:

Ambient sound and voice acting is well executed. Isaac's character is believable even though not entirely unique or memorable. Most of the better lines in the script actually come towards the last 2 hours of the game when Isaac starts to express his frustration. The voice actor delivers these lines right on target. Some of the "startle effects" are impeccably used the first time you hear them, and then become cliche as you progress. For example, I almost jumped when a toilet flushed by itself as I explored a room. Following this, whenever I walked into any other bathroom in the Unitologist apartments the toilets would flush by themselves too. After the first time, "surprise" tactics lose their punch. These are used quite a bit although giving more examples would ruin that "first time" for you as well. To save production time, I believe certain objects were all programmed to behave the same way. The scrambled voice effect and lower sound mixing for the "dementia" scenes also made it very difficult to determine what was being said. Since the story is primarily driven by Isaac's state of confusion, it was disappointing that these moments become lost in the fray. Turning on subtitles helps, but the subtitles are not perfect and will fall behind the voice acting. Usually a subtitle will scroll slightly before audio, but this was not properly designed in DS 2.

STORY:

From start to finish, Dead Space 2 really struggles to come up with a meaningful story. Isaac supposedly has progressive "dementia," but it doesn't manifest itself in his abilities in any way whatsoever. The "ghostly presence" of his dead girlfriend throughout the narrative sometimes comes across as either forced or unnecessary. It fails to convey a real sense of mental degradation. Remember that one scene in the trailer where he is struggling with himself and the needle? The brevity and placement of the scene ultimately fails to serve as the effective foreshadow it was meant to be. In short: It worked better for the trailer than it did in the game. The other characters really have no motivation aside from: we were here and need to get out, or I'm doing this because the person in command told me to. I found myself asking all of the same questions at the end of the game. So how did Isaac initially become the target of contesting factors? What are the real motivations for the Church of Unitology and what IS the joining the marker is used for? All of these questions and more have a nice little blanket thrown over them. You can make your own assumptions, but I was really hoping for the details. There was never any moment where I thought WOW, that was great storytelling! The worst part is that the story of the first game actually sets up the premise better than this sequel. I didn't really like the "Hey Isaac..now we need you to go here and rebuild/fix this" from the 1st game; however, it still seemed better than the "Hey somebody from an organization we just heard about is looking for you and the shuttle only goes here...get aboard!" from this game.

Aside from plot holes, certain inconsistencies screamed out to me as well. In a few scenes, main characters are disfigured or injured and seem helpless. In the following scene they're acting all bad ass and the injury doesn't affect them at all. The Dead Space fiction from DS1 also states that the Hive Mind was created by the Marker as an overseer to direct the actions of the Necromorphs aboard the Ishimura and Aegis 7. Random online sources speculate that the invincible enemies near the finale of DS2 are juvenile stages of hive minds because of minor visual similarities. The problem is that the story never alludes to the Hive Mind, or offer any continuity in regards to how the Sprawl became infected with Necromorphs. According to one journal, creating a "new Marker" on the Sprawl began to show signs of life returning to destroyed Necromorph "goo." However, nothing details the exact nature of this resurgence nor does it fit with the original model found on Aegis 7. Ultimately I just felt like I was constructing a detailed puzzle that was missing quite a few pieces out of the box. I would have been much more entertained by the narrative if I felt it added to the mystery of the Necromorph origin and motivations.

As I played the game all I could think about was how my review would differ from those I read online. In summation, it seemed like the game was quickly executed to follow up on the animated film Downfall and Wii's Extraction. Sadly enough, this game has more than enough opportunity to become an instant classic. It seems like an impressive storyboard was constructed for different enemies and environments, but then filled in between with just enough cover to release it on time.

Dead Space 2 is a fun ride, just be sure to get a cheaper ticket before you hop on board. (7.9/10)

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