Red Faction Guerrilla

Red Faction Guerrilla - Playstation 3
Customer Ratings: 4.5 stars
List Price: $19.99
Sale Price: $12.99
Today's Bonus: 35% Off
Buy Now

Red Faction: Guerilla is a sandbox game that has a enough unique elements in it that separates it from the recent influx of sandbox titles. The environment is uncommon and and the main character is a revolutionary that actually fights for a cause that isn't. selfish, and he isn't a thug.

DESIGN

Guerilla is designed like most snadbox titles with a unlockable map, safe house, mission objectives and a weak story. You drive around a decent sized landscape using a varied set of vehicles that are different than most sandbox games. The Mars environment is a nice change and the day/night cycle is put to great use to illiminate the barren, mountanious landscape. Compared to most open world games that involve cities, Guerilla's design is very plain in and rather monotonous. Most of Guerilla's innovation comes with the Geo Mod 2.0 Engine that allows you to destroy any man made object with great detail.

GAMEPLAY

Red Factions gameplay is typical of all the recent sandbox games. The unique environment provides a different twist on the missions, while the repetition and weak story continues the grenres shortcomings. Guerilla's gameplay involves expanding a map by completing mission objectives, and furthering the Red Factions cause inside the different Mars colonies. Red Faction'smost endearing quality is that you play as a good man, with good intentions. The shooting is competent, the vehicle controls are good, and the citizen involvement is impressive. The enemy faction known as the EDF (Earth Defense Force) are everywhere, and the moral meter that controls colonists involvement within your actions is an important element. However, the most important gameplay device is the building destruction, and this is what takes Red Faction: Guerilla above most sandbox titles. You can use the destruction element in your favor during missions, and some objecives strictly adhere to destroying everything. This gameplay mechanic is very fun, and nicely detailed.

PRESENTATION

Guerilla is nice looking for a sandbox game. The environment graphics are nice, and the mountain terrain and sky are detailed and immersive. The character graphics and sound are less impressive, but still convey a decent amount of reality. Most impressive is the sound and look of crumbling buildings. Whether you blow up a foundation and watch as it slowly falls under its own weight,or you plant five charges to a single vehicle and watch as it lights up like the fourth of July, the small nuances of the destruction engine are incredibly impressive. Red Faction: Guerilla boasts a decent symphonic score and the games overall presentation is honorable for a sandbox title.

FINAL WORD

If destroying buildings is your thing. Buy Red Faction: Guerilla. As a sandbox game it plays well, has good production values, and allows you to play as a character with a cause, but it still comes with the typical sandbox games shortcomings like repetition, and a weakly told story. It is a lengthy and fun game, that still has yet to perfect the flawed trappings of the sandbox genre.

Click Here to Read More Reviews >>

I love the original Red Faction, I played on the PC and PS2 (pssst it's better on the PC) anyway, RF2 was alright but not as fantastic as the first one, RF has a pretty good story and the humor was great, but both where FPS games, so I was really worried they where going to hack up RFG as it is now a TPS.

Well I'm about 50% done the single player campaign, and have logged many hours of online, I can not get enough Red Faction Guerilla.

Single Player:

This is great, we have tons of fun here. The maps are really nice, very easy to navigate, and very large. There is a great selection of missions ranging from destroying a building or structure as fast as humanly possible to extracting hostages' who are being probably tortured from your terrorist actions as new member of the Red Faction, all with out them dying.

Driving around is actually really fun, I don't normally like driving in a game, but this was nice, all your vehicle options are distinctively different from each other, if you drive a big dump truck, it's slow and is terrible at cornering but you have a massive destructive power, being able to drive it through a building with ease. But if you are looking for fast and small with great handling, there is that to, but at the same time you give up that fantastic crushing capability.

As far as weapons go you can upgrade everything at one of your safe houses after you collect "salvage" I actually liked doing this, it's like my goal to get as much salvage as I can possible get, the more the better. There is really a weapon for every situation your in, and when you run out of ammo, get your hammer out and start bashing everything in sight, you can take out buildings people walls trucks and just about anything that looks like it could brake, all with a little mining hammer. As like most games the more you play the more weapons you unlock and then you can buy them.

There are ammo crates all over so if you find that there are to many EDF (Earth Defense Force, they are the enemy) around and not enough bullets or rockets then just load up and at the same time you can change you weapons selection as long as you have them unlocked.

And the whole moral thing they have is neat, the higher the moral of the Red Faction the more ammo will be in the crate for you to reload with, they also help you fight when they are happy. If you die or a member of the RF dies, you get less ammo and they will also freak out and run away from a fight when the moral meter is low.

Over all the single player is great so far, anyone who does not like it has not played for long enough, it's easy at first but once you get in to it, it's a quick jump to becoming more difficult and hopefully you have collected enough salvage to fight the good fight and free mars from the tyranny of the US government......Umm I mean the EDF, there couldn't be a major political parallel in RFG could there?

Multiplayer:

I won't spend to long on this but wow this just as fun as single player, maybe even more fun. They replace the run with a whole bunch of different backpacks, like a jet pack, my fav is the Rhino pack where you are able to smash through enemies and walls or both.

The game types are the same as you would find in most multiplayer games, nothing new here, just that an enemy can come from anywhere, so essentially no cover, they will just hammer there way to you, and beat you down, as you cower in fear because you're out of ammo with no back pack and wish you picked up the Thrust pack to shoot out the top of the building only to die mid flight from some kid with a rocket launcher.

RFG multiplayer = hours and hours of destructive endless fun.

As for graphics, no it's not like there KZ2 or anything like that, but I just think it leaves miles of room for improvement in hopefully RF4 for whatever they call it. And it seems to be smooth, no jerking around or getting stuck on a corner, just great game play.

My only real complaint is that there is no Co-op campaign, because come on that would be stellar in so many ways, maybe next time.

And I do think if you play online this is totally worth full price.

Buy Red Faction Guerrilla Now

I've played and beaten about 75% of the PS3 games out there, even the bad ones. I don't play sports or kids games, but everything else I buy and beat. So I feel I'm pretty good with comparing and rating games.

Pros: It's a unique game, cars are fun to drive, map is cool, making your own holes into compounds and such.

Cons: Sigh. The game is incredibly boring. The story is terrible and completing missions doesn't make you feel like you've really accomplished anything.

Also, the gunplay in the game is pretty bad. You don't feel like you're firing a gun, but rather a rubber-band gun. Boring.

Using cover is incredibly frustrating. You have to push towards a wall, then 'tap' (very lightly) L2. Make sure it's a light tap, because L2 is also used for sprint. So if you do anything but 'tap', you'll sprint out into the open and get creamed. Very frustrating.

The graphics are very average at best...and the difference in the districts is simply a different colored hue/filter. When driving, you can cross over into a new district and all the sudden the environment has a blue or tan tint rather than red. Whoop-dee-do.

The thing that actually caused me the most frustration is this: you choose to mark a place on the map to go destroy and collect scrap metal, but on the way you get interrupted and your buddy calls you and says the guerrillas need help. So you drive literally 5 minutes sometimes to get there and if you die in the fight, you re-spawn at a safehouse. The only problem is that when you re-spawn that mission you died on is gone...or is it? See now you have to pretend like you're driving to a whole other mission before the girl pops on again and tells you to go to the mission you died on. So you get to try again...but oh wait, you have to drive the 5 minute trip all over again! This is incredibly frustrating.

To be honest, I had to push myself to beat this game. It got boring and frustrating really fast. I can see where if you really jive with the style of the game, you can have a lot of fun. But it's not for me at all. I prefer games that are engaging and make sense.

Read Best Reviews of Red Faction Guerrilla Here

THIS GAME IS A BLAST TO PLAY!!! Both literally and metaphorically!!!

I will make this very short, BUY THIS GAME!!!

Everything in this game is great! Graphics, sound, animation, physics, controls, and lighting!!!

The story is a little too much to the point but it has to be, 120 missions!!! come on!

I thought this game would ruin the Red Faction title, NO, I WAS WAY WRONG!! I LOVE THIS GAME! If you have destructive tendencies, look no further!!!

Anyone who gives this game a bad review has never played this game or has no life but to ruin titles that deserve the fame that the creators worked so hard for.

10/10 *****

Want Red Faction Guerrilla Discount?

If you like great big maps and endless amounts of destruction, this game is for you. The Geo-mod 2.0 system works incredibly well, and though I do miss the ability to tunnel through walls/hills etc. as in the other Red Faction games I don't know that it would be particularly useful in this one.

The game play is very good. Controlling your character feels a bit like Mercenaries or Lost Planet, but much smoother. The vehicle physics are also very good, though I've noticed a glitch where smaller vehicles abruptly and inexplicably accelerate forward from a dead stop. It is rare, however and helps as often as it hurts. The ability to stick to walls is kind of useless, considering that 90% of the time you're working to demolish every wall in sight, and the rest of the time enemies are rapidly demolishing any walls you use as cover. Perhaps they could've found a better function to assign to that button.

The story line is ok. Is it on par with Fallout 3? Not a chance. While they worked in a little bit with an "ancient" race descended from the Ultor Corporation of the earlier games, I think there was probably more potential in that particular vein than they made use of. Otherwise the story of Martian colonization is fairly interesting. The use of modern news-media jargon on the bad guys' broadcasting system as they put their own spin on you and the Red Faction's exploits is a nice touch. Story is very much secondary to the action, however and there are some pretty big holes in the plot. You have to wonder why your character quits using the awesome satellite guided artillery, for instance, in favor of driving a tank through swarms of enemy soldiers who could have easily been vaporized with said artillery.

The visuals are pretty good. Of course, the game takes place on Mars, so if you're expecting something other than lots and lots of rocks you clearly need to spend more time familiarizing yourself with the solar system than you do playing video games. The Martian sunsets are brief but if you catch one from atop a big rock in the Badlands its kind of pretty. The character graphics are also pretty good.

Bottom lineis this game fun? Lots.

Is it worth $60? It depends what kind of game you like. If you like open worlds and lots of destruction, then yes. And though I have not taken it online yet there is some good replay value in the single player alone.

Buy Fom Amazon Now

PS3 - Officially Licensed NFL Wireless Controller

Playstation 3 New Orleans Saints Wireless Game Pad
Customer Ratings: 5 stars
List Price: Price Unavailable
Sale Price: Price Unavailable
Today's Bonus:
Buy Now

Bought this controller for my boyfriend. He's a HUGE Saints fan!!! He loved it!! Works great and looks exactly like the picture. Great buy!

Click Here to Read More Reviews >>

I purchased this for my husband for Christmas since the rubber was coming off of the 'joystick' type controls on his regular PS3 wireless remote. He is a big Saints fan, so this was a perfect choice. The controller works just as well as a regular PS3 wireless remote. The only thing I wish was different would be that it could just be recharged like the regular ones instead of requiring AA batteries, but still worth it and a good price too!

Buy PS3 - Officially Licensed NFL Wireless Controller Now

I bought this as a gift for my husband. He likes it so much, he won't even use it now! Looks very nice and worked well (when he used it)!!

Read Best Reviews of PS3 - Officially Licensed NFL Wireless Controller Here

PlayStation Move Golf Club

PlayStation Move Golf Club
Customer Ratings: 3.5 stars
List Price: Price Unavailable
Sale Price: $5.99
Today's Bonus:
Buy Now

cheap and does the job.indoor golf is a great way to save money those green fees.club performs like it should.

Click Here to Read More Reviews >>

This is an inexpensive and fun way to enhance the Tiger Woods 2013 experience!

Makes the game feel even more lifelike!

Buy PlayStation Move Golf Club Now

I got the PS3 with the move and the Tiger Woods game for my husband and he and my 22 yr old son love it. I bought this club and a longer one and they love the longer one and never use this one at all. Since this club was so inexpensive I wasn't upset, but I'd recommend just spending $20 on the longer club.

Read Best Reviews of PlayStation Move Golf Club Here

Final Fantasy XIII

Final Fantasy XIII - Playstation 3
Customer Ratings: 4 stars
List Price: Price Unavailable
Sale Price: $21.35
Today's Bonus:
Buy Now

So much has already been written about this game that reviewing it at this point seems unnecessary. However, as an exercise in hindsight, especially with Final Fantasy XIII-2 a month away as of this writing, I hope you will refer to this review if you want the opinion of someone who has played through it twice and read just about every piece of criticism there is about this game. Whether you just want a new experience or are curious about the game because it's cheap now, please read on.

Let's get this out of the way first: the first 25 hours of the game are linear and story-driven. You'll be walking through alot of hallways and corridors and the story, told through the perspectives of each party member and via flashbacks, is one that will either hook you or lose you completely. This linearity is often cited as the biggest failing of the game, and it is if you want an immediately open-world experience. The developers took a huge risk in front-loading the game with exposition, and you'll either love it or hate it. How this linearity affects the gameplay and battle system is that you'll feel on-rails for this first portion of the game, as each party is pre-determined, as is how you level the party. The battle system is pretty complicated, so the game rolls each element out to you piece by piece. Let's get two things straight about the first 25 hours: just clicking auto-battle will not work past Chapter 3, and anyone who tells you otherwise didn't play the game enough to make an accurate critique of it, and it gets pretty hard towards Chapter 4 on through Chapter 10 (the Sazh/Vanille chapters, where you control two "specialists" in a party with no real power, can be tough, and some of the bosses are just about impossible if you can't figure out what to do). There is minimal grinding in these first hours, but you will have to basically fight every enemy put in front of you. There is very little money as well, and you don't really have to do any inventory management beyond equipping the best you currently have (mostly HP enhancers). In fact, it is advised that you hold on to absolutely everything you get and sell nothing except the items that have no use besides being traded for gil.

So basically, everything you've heard about the first part of the game is true, but whether or not that's really a bad thing depends on how much you hate linearity and the feeling that you're being "guided" by the game, as well as how much you get into the story. Again, this was a gamble by the developers, and the negative reaction to this and the subsequent changes in the sequel show that they've learned that modern gamers, for the most part, don't enjoy feeling like they're having their hands held. What I will say is that, since the plot is basically about fugitives on the run and trying to escape, this highlights the linearity even more than other games like Gears of War and Dead Space, that are just as linear but somehow aren't as "in your face" about it as Final Fantasy XIII.

So after you get to Chapter 11, to what might be your surprise, the entire game opens up in this epic, vast, beautiful, and daunting way. You choose your party, get to level them as you see fit, and set about leveling up in this absolutely gorgeous, lush, verdant environment. This is where you truly learn all the ins and outs of the battle system and how the game works. Again, I know it sounds ludicrous that a game takes 25 hours before you finally get to PLAY it, but if you're an RPG fan, you will LOVE how the game opens up at this point and joyously spend hours upon hours leveling your characters and learning the battle system.

So that's how the experience of actually playing the game is. One last note is that, if you want to get to Chapter 11 but just don't give a crap about the story, you can skip every cutscene, and doing so gets you to Gran Pulse in about 18 hours.

Now, the whole game looks great, arguably the BEST-LOOKING CONSOLE GAME OF THIS ENTIRE GENERATION, but it's when you first get to Gran Pulse that you really understand just how beautiful Final Fantasy XIII is. Take the pre-rendered cutscenes from the last generation, say Final Fantasy XII, enhance them to HD resolution, and you have what this game looks like IN-GAME.

Musically, the game is also just about perfect, with only some unfortunate bossa nova/jazzy stuff to lower the score. One other thing: this game has possibly the greatest RPG battle theme of all time. After countless hours I still love hearing it every single time.

To complete the presentation critique, the voice acting is almost uniformly superb. Yes, even Vanille, whose unfortunate stigma is more a case of cultural differences than a lack of quality in the acting (some things just don't translate well from Japanese to English, and chirpy, happy-go-lucky girls is one of them). It simply must be said that Ali Hillis' performance as Lightning is one of the most iconic in this generation of gaming, right up there with Nolah North as Nathan Drake in the Uncharted series and Jennifer Hale as FemShep in the Mass Effect series. She makes Lightning one of the iconic, unforgettable Final Fantasy characters of all time, bar none.

I feel it's especially important to devote more time discussing the battle system. The ATB/Paradigm Shift system is a menu-based, turn-based take on real-time action elements. This game is about speed, something you're graded on after each fight, and about understanding each role and choosing the right paradigms. The combat is fast and very strategic, as you will NEVER be able to simply overpower enemies after the first few chapters. Everything is about staggering enemies, which opens them up for more damage, and this is accomplished by attacking with melee strikes, chaining with magic, de-buffing, and even luring them with your tanks/damage sponges (called "Sentinels"). Each party member has three roles initially and each role eventually opens up for all members, though some roles are just better than others in terms of what skills they learn and how effective they are. Also note that the game is over when the party leader dies, which can frustrate you if you're not used to that.

Combat can get really hectic, hard, and frustrating for anyone expecting a regular turn-based system where 80% of the combat is attacking and healing. You cannot succeed in Final Fantasy XIII without doing some serious homework on what each role does, experimenting with paradigms, learning each enemy's weaknesses, and utilizing ALL ROLES (damage by itself is never going to win). As far as speed and strategy goes, this system is probably the ultimate evolution of a turn-based system before Final Fantasy Versus XIII comes and probably takes the core series irrevocably down the path of real-time action systems forever. As mentioned, there are real-time action game principles that you have to respond to onscreen, such as being able to interrupt an attacking enemy mid-animation if the timing is right, or being interrupted yourself and having to re-adjust. The battle system is essentially a traditional turn-based system on overdrive, and you can think of it as one "turn" in this game equates to several traditional turns. If you take the time to learn the system and love RPGs, you will LOVE this system because, once you master it, it just feels great to earn five star ratings and beat enemies in a fraction of the time it used to take you. It's also unbelievably cool to look at, which is a given since the developers specifically wanted to re-create the battle aesthetic from Final Fantasy VII: Advent Children Complete [Blu-ray]. It must be said that, by any and all measure, the game does a poor job of explaining in detail what all the roles do and what you need to win. The basic instructions you're given are simply nowhere near enough to succeed, and it's up to you to experiment and see what everything does. A great example of this is that nowhere in the game's vast datalog/glossary of terms did I find definitions of what each buff/de-buff does, so if you forgot about Shield, Faith, Fog, etc, you're going to have to figure it all out yourself. Thankfully, you are not punished at all for dying, as you re-spawn at the same location after each defeat with no consequence, ready to re-shuffle your party and paradigm deck and go from dying to defeating the same enemy in two minutes.

There is one HUGE downside to all of this, and if this is an issue for you rest assured I'm doing you a favor by urging you not to buy this game: you never have time to directly choose any specific action. Your job is essentially to manage health bars, stagger bars, buff/de-buff statuses, and enemy actions, and shift paradigms when necessary. You have to set up moves in advance essentially, knowing the next three paradigms you will use before you even get there. You really don't have the time to choose anything but the auto function each turn no matter what role you're in as party leader. What this means is that, as the player, you are more or less tasked with developing strategies and plans of attack than any actual sense of "control." Even in non-action games, there is still a connection when you choose "attack" from a menu and watch the character perform the action right in front of you. That direct connection between player and character is just not there in Final Fantasy XIII, and if that sounds like it's an issue for you, trust me when I say you will hate this game.

In conclusion, the big talk these days for gamers is that Japanese games, and specifically JRPGS, are dead. Square Enix took a huge gamble in Final Fantasy XIII to stave off extinction, and it's obvious that the reaction has been mixed. This game is, if anything, choked full of perhaps TOO MANY ideas, changes, evolutions, and aspirations. They tried to revolutionize and save a genre that is dying, and how successful they were depends on your personal tastes as a gamer. I hope I've given you the relevant information, so please comment and I will respond.

Click Here to Read More Reviews >>

Final Fantasy XIII Doesn't Live Up To Its Legacy

Warning: This will be lengthy, detailed review (Spoiler Free).

Who Am I:

Avid RPG fan that grew up with the Final Fantasy (FF) series, dating back to FF2 (US). I've completed the game in just under 45+ hrs. I have no interest in doing the side quests read below for more info on that.

The Final Fantasy series has been near and dear to my heart for a long time. Very few RPGs can match the universe that this series has built in each establishment. So with each new Final Fantasy installment, criticism will be at an all-time high because the game has the highest of expectations and standards in regards to a RPG. Each FF game should drive the RPG market and show the shortcomings of the other RPGs. Unfortunately, FF13 has taken a huge step back in regards to the series and its attempt to evolve the RPG universe.

Let's get started with the review.

Linearity:

I know this word has been stamped, engraved into FF13 reviews. But most reviews have it correct when they speak of FF13's linearity. The one thing I will expand on is how this affects the entire game overall and not just the gameplay aspect. First, let me go over the level design.

The entire game is mission based. So once you complete a mission, you are done with that area with no return later. You can go back to very few areas during the last mission. Every mission is the same which makes FF13 feel very repetitive. Like others have said, you pretty much go down a tunnel, fight some creatures, fight boss, cut-scene, rinse and repeat. This is where FF13's RPG feel pretty much goes down the drain. There is absolutely no exploration, no world map, no towns, and no mini-games.

Yes the world 'opens' up after Chapter 11. But don't be fooled by reviews which state it is 'open.' It's just a big area with creatures in which you are allowed to do side quests. Side quests are summed up as Get quest, kill monster, get reward, complete mission. While I have no problem with that particular formula, the problem I have is that you can't even do most of the missions because your party is limited on how strong it can get. When you finish the game, you are finally allowed to gain extra levels in order to do the side quests. But what is the point besides achievements/trophies? I use the example of FF3/FF7/FF10 where you are allowed to max out your level, get the best items, then when you feel like it, go beat the game. I read a review where they said it felt like an after-thought, I couldn't agree more.

Due to the linearity of the game, the story and characters suffer tremendously which hurts the game overall and not just the gameplay aspect.

Story, Characters:

This is the bread and butter of the FF series. With each installment, we (fans) expect an epic story with incredible characters that we get emotionally attached to. This is probably where I felt most 'robbed' when playing FF13. The story is the cookie-cutter save the world with little to no twists. While I understand many of the FF series have the same story, FF13 did a poor job of execution of telling it. It's simply too drawn out and gets boring at times. A lot of this has to do with the linearity of the missions. With it being level based and no exploration, you never have a chance to become immersed into the world and get emotionally drawn into what the characters are fighting for.

The six characters all have their unique personalities but you never really get a chance to develop any attachment to them. While the game does attempt to give you background stories for each character, it simply just falls short. This is the first Final Fantasy I have played where there really is no main character. Lightning, whom is on the cover, is probably one of least developed characters in the game. At several points in the game, you would think Vanille is the main character with the amount of story focus on her. I don't know how FF2, FF3, and FF7 did it but they had the formula right when it came down to character development.

Battle System:

The battle system has been revamped from previous installations. The turn-based combat is gone and now battles flow in real-time. This can make battles fun at times because you need quick reaction but also frustrating because you can't take a moment to decide what attack(s) to execute. There is an 'auto-battle' button that essentially plays the battle for you by selecting the best moves to use in any given situation. Also, you now also only control one lead character in battle, and your teammates are controlled by AI scripts. If the lead character dies, then it's game over for the whole party. I found this very annoying because your AI healer (whose commands cannot be customized) will heal another party member with lower health and you'll get hit the by the boss and die. Thankfully you can retry after each battle with no death penalty but it makes it very frustrating when this happens near end of a boss battle which you spend 10-15 minutes on.

Characters have 'roles' during the battles. It is essentially the job-system. For those who are unfamiliar, jobs are essentially broken down to: Medic, Attacker, Spell-Caster, Tank, Debuffer, Buffer. You can shift roles during the battle by executing pre-made 'paradigms.' You will find yourself on many battles switching back and forth from attacker-attacker-attacker to healer-healer-attacker. While the battle system is quick and intense, it is also tedious.

Summons (called Eidolons) for the most part are useless in the game. While they played a crucial part in other FF installments, they essentially are pointless in FF13 battles. There are only six summons (one for each character) and only the lead character can use their summon (typically once) during each battle. If you are expecting summons to do tremendous damage, well you will be disappointed. The only reason to summon is if your health is low and you know the boss is about to kill you, you can summon and your whole party will be at full health (and resurrected) after the summon has executed its attack. The best part of a summon is its animation and the fact you can skip the animation after seeing it once.

Graphics/Music:

This will be short. The game is very beautiful and crisp. The cut-scenes are top-notch. The problem is that you start to notice where all the attention went into and what other areas suffered because of this.

Music also has been a very high spot of the FF series. FF13's music director, Masashi Hamauzu, simply did not do a good job with this installment. Nobuo Uematsu has been the original composer for most of the FF series but this was the first one he wasn't involved in and you can tell the difference. While the music wasn't terrible, it wasn't anything memorable. Also, the most unusual part is that no where in the game is the traditional FF crystal theme music.

Final Thoughts:

Final Fantasy 13 was more of a chore to get through for me. While I did enjoy some moments of the game, mainly near the end, it was very lackluster overall. During no time in the game did I feel like this was a Final Fantasy (except the chocobos). I felt as if the Director was trying to make his own niche and sway from the formula. Well in my opinion it was a failed experiment. RPGs need exploration and deep story telling to be successful. This is why you always see games such as FF3(6) and FF7 on top of the list. There is a reason why those games, to this day, are considered masterpieces. You don't sway from masterpieces, you build off of them. Anyway, I know I left out some things such as equipment and upgrading but honestly I just wanted to focus on the main categories when reviewing a game of this magnitude.

Feel free to leave comments.

Overall Rating: 5/10

Buy Final Fantasy XIII Now

I have completed the main story arc, and am now working on Marks. Here's my (4.5-Star) review:

-As many preliminary reviewers have stated, this iteration of the Final Fantasy series is quite noticeably linear in nature in its first half. Compared to the previous FF installments, which allow you to explore a vast open world from the outset and take on various optional side-quests, FFXIII gives you neither for the first 18-20 hours of the game. Things open up after that point, but your options are still very limited compared to earlier FF games. There is also little opportunity to "level grind" (although the term doesn't explicitly apply here, more on that later) until you reach this point. You are given a proverbial "ceiling", a temporary limit to which your party members can be strengthened and developed, and for better or worse, you have to make the most of what's available to you to overcome the next challenging boss battle. Also, NPC interaction is highly limited, almost to the point of non-existence. Luckily, the story development balances all this out very nicely. It's like one big, long, winding corridor full of hurtles to jump, though the game manages to become more and more fun to play as you progress. And damned if it isn't the most visually appealing corridor I've ever seen.

-Which brings us to the graphics. Square Enix has historically made painstaking efforts to keep its Final Fantasy games on the very cutting edge of the graphics scene, and FFXIII is no exception. The characters--even token NPCs--are all meticulously rendered and animated, each doing justice to the art of the series' premiere character artist, Tetsuya Nomura. Their facial subtext is unprecedented in the series, making for very convincing performances. The way they move in battle is consistently a treat to watch, particularly in Lightning's case, as she vaults and flips about, slashing up baddies and tossing fireballs around the arena. Despite participating in chaotic battles with as many as 10 enemies on-screen, I've noticed absolutely no lag or slowdown in the framerate. The environments are positively SPECTACULAR in both their scope, lighting, and design. It's enough to make you cry, knowing that you're chained to a single path and unable to freely explore these awe-inspiring vistas, but don't worry, you'll get more freedom to roam in the latter half of the game. The prerendered cutscenes are even more beautiful, in my opinion surpassing the taut action and visual appeal of even the Final Fantasy VII: Advent Children Complete [Blu-ray] feature film. They occur fairly often, and they're an absolute joy to watch.

-About battles: the new battle system is a great departure from what FF vets might be used to. There are up to three party members fighting on your side, and you directly control the actions of the leader only. The other two members provide AI support based on their role in your party's currently active Paradigm (a battle plan that assigns specific roles to each party member, and can be changed on-the-fly at any time). Timing these Paradigm Shifts is the name of the game, otherwise you'll get pummeled in short order.

Gone are the days when you'd have to manage your party's HP and MP between battles; HP is automatically refilled for all party members (even KO'd ones) after every battle, and MP is non-existent.

Magic spells take the form of elemental techniques that are seamlessly integrated with physical attacks and other special techniques, in long hitstrings that cost only ATB Meter stocks. The focus is not only to survive and win battles, but to finish them quickly and decisively. It pays to have your strategy thought through before challenging the next group of enemies. Judiciously switching Paradigms in mid-battle is indespensible to victory, and necessary to receive a 5-star rank at the end of the battle, and ultimately more valuable spoils.

Summons take the form of Eidolons, who join you as AI-controlled battle buddies when called upon. You can also press Square to enter the Eidolon's "Gestalt Mode", wherein it transforms into some sort of vehicle that the summoning character rides on/in, unlocking new attack options and enabling you to execute the Eidolon's ultimate technique on command. Only the party's currently assigned Leader may summon an Eidolon.

"Limit Breaks" (as they are more popularly known) can be unlocked for each character once they've reached Chrystarium Level 4. They do not cost TP, and there are no special prerequisites for executing them; fire away to your heart's content. As with Eidolons, only the Party Leader can execute his/her Limit Break.

It takes some getting used to, but the game offers plenty of tutorials to explain how to make the most of the options available to you. Personally, I find this new battle system to be a lot of fun.

-Character levels as you know them are gone as well. Your party members' stats are boosted through the expenditure of Crystogen Points (CP) in the Chrystarium Development system (very similar to the Sphere Grid system of FFX). As you advance through the Chrystarium, you gain new techniques and spells, and increase the levels of each character's available Roles.

What does level up are your weapons and accessories. Spoils you earn in victory can be spent to allocate Experience Points to your equipped gear, raising their stat bonuses and special attributes, and even transforming them into other, more powerful items. I guess this is your incentive to shoot for that 5-star battle score.

-Camera movement feels a bit sluggish, but smooth. It gives the battles a cinematic feel, but when you're running around the map, it can be a pain. I like to sneak up on enemies so that I can get the initiative when the battle starts, but the slow-turning camera has robbed me of this opportunity more than a few times (though it's not a game-breaker).

-BOTTOM LINE: It's definitely worth checking out, but I recommend you rent this one first, even if you're a Final Fantasy veteran. FFXIII has its own unique style and flow; you either love it or you hate it. The story is deep, mysterious and compelling, and the characters each have very interesting, multi-dimensional personalities. If you can stick it out, you'll be handsomely rewarded with gameplay that just gets more and more exciting as you progress.

Read Best Reviews of Final Fantasy XIII Here

It's really fascinating to see how many supposed hardcore fans of the series got their knickers in a twist about this game. Final Fantasy games have been evolving for years, and Final Fantasy XIII corrects many of the mistakes Square-Enix made in FFXII.

FFXII had no character development, or story, it had too much of everything; a battle system cluttered with pointless macros, constant running around doing pointless side quests that gave little to no reward most of the time, and probably the worst soundtrack in the history of Final Fantasy.

Now, FFXIII pretty much corrected all of those things. The battle system is smooth, enjoyable, fast and creative. There are side quests and mini games, but they're not annoying, nor do they get in the way of the actual story. The soundtrack is amazing, it's very reminiscent of FFX's blend of techno and instrumental. The vocal tracks, which are a constant throughout the game not just the cut scenes, are absolutely gorgeous. Probably the best thing about this title is that the characters actually change during the story. The only other FF that had this much character interaction was FFX, but the voice acting in FFXIII is much better, and thank god that the main character for this title is a woman, not a whiny teenage boy like every other modern FF game. The party banter that goes on during fights is a nice addition, it's awesome to hear someone respond to getting a heal when they're critically injured.

The biggest complaint about this game seems to be that it's linear. Well, every FF is. You didn't make any choices in FFVII, or VIII, or IX, or X or any other FF game. The good guys always win, the bad guys always lose, the world is saved, sometimes there's a sacrifice that's made for it, but in the end, every FF game is linear. It's true that with character development and environmental interaction the game could really improve. They should have made the Crystarium a bit more diverse, instead of making it a grind to get all of the crystals for all your roles. Then again, it's not that bad either, since it saves you from wasting half the game getting the wrong abilities. I remember how confusing and completely terrible the character progression in FFX was. I always ended up making the wrong turns and spending a lot of time trying to correct it.

With that said, FFXIII really is quite friendly to new players. Not having to start over completely when you die, having the option to restart encounters when you mess up, having a mostly linear ability progression, and having an auto-battle system that isn't completely fail will help new players get into RPGs. My wife, who has never played an RPG in her life absolutely loves this game. I tried to get her interested in other games, but she never cared. Teaching her about strategy and paradigm shifting while watching her play is actually one of the best gaming experiences I've had.

Like every other FF game, you have to grind for items and crystal points to make your characters awesome. I really don't see that as a chore, it's something that's part of just about every RPG. It's nowhere near as bad as FFVII where you spend 70 hours leveling up your damn materia.

My last point is regarding graphics. I honestly have never played an RPG that looked this good. The transition between cut-scenes and actual gameplay is barely noticeable. The FFXIII world is gorgeous, and the art department really went out of their way to make it looks alive and realistic. The monsters and bosses have meticulous detail, the characters, including the NPCs, have amazing facial expressions and the clothing and hair look realistic, which isn't easily accomplished.

I love this game, I loved playing through it twice, I enjoyed the experience and I hope future Final Fantasy games can take all the positive and wonderful things for this title and make it even better. To me it's a huge improvement over the last FF title, and I look forward to future FF games since Square-Enix really impressed me with this one.

Want Final Fantasy XIII Discount?

Before I start talking about FF13, I'd like to take a moment to look back on its predecessor. For those of you who remember, FF12 had a lot of high expectations, promise, and hype. It had been the longest wait since the last numbered single-player Final Fantasy (FFX in 2001 and FF12 in 2006). During the first few weeks, many people played it, and many people (professional reviewers and "normal" players alike) gave it plenty of praise.

And then we collectively hit the 20 hour mark and watched the game fall off a cliff. We watched as interesting plot threads dissolved into nothingness. We watched as dungeons started stretching on endlessly at a snail's pace. We watched, with horror I might add, as we collectively realized that, with the Gambits, FF12 essentially played itself.

I was one of those people. I had written an early review of FF12 just a week after the game came out, about 20 hours in. And I had given the game endless praise. 9.5 out of 10 I said. 40 hours later, I realized that I had made a huge mistake. Consider this my formal recantation of my FF12 review. (Not to be confused with the informal recantations I'd been giving in the last four years.)

To make up for that, I promised myself I wouldn't give FF13 a review until after I had finished the game, for fear of making the same mistake, for fear of playing the game for 20 hours and giving it endless praise only to watch the game fall apart afterwards and force me to eat my words again.

So that's what I've been doing these last 3 weeks. Playing FF13 for the right to review it. And now let's see where it takes us...

SOUNDTRACK

Let's start with the easy stuff. I agree with the Uematsu fanboys on this one. Final Fantasy music just hasn't been good since Uematsu became less involved. And FF13 is no exception. It's almost like the composer of FF13 (Masashi Hamauzu for those who care) was afraid of making his music actually good, afraid to make it anything more than ambient background noise for fear of people actually noticing that, yes, there is in fact music in this game. (To be fair, it's a problem that plagues most modern video games.)

There are two tests for video game music. The first test is if a piece makes you want to pause the game and just listen to the music for a moment. FF13 fails in this regard. Most of the pieces are just not very memorable, and very few of them stand out. Sure, there are a few gems. But a few gems in an otherwise bland and flavorless soundtrack does not make for a good video game soundtrack.

The second test, of course, is if a few years from now, listening to the soundtrack will make me reminisce about the game and make me want to play it again. Unfortunately, I don't have a time machine, and my promise for not reviewing the game until I finish doesn't apply to waiting a few years for nostalgia to kick in. (That, and this only works if I have fond memories of the game to begin with.)

GRAPHICS

If you were to tell me FF13 has good graphics, I would probably believe you. If you were to tell me FF13 has bad graphics, I would probably believe you too. To be fair, I haven't bothered looking at FF13 screenshots side-by-side with FF12's, so I don't know how much better it actually is. If it weren't for HD technology, I don't know if these eyes could even tell the difference.

What I do know is that when you play the game with its real-time rendered graphics and you hit a cutscene and see what pre-rendered graphics can do, the difference is jarring. Are FF13's graphics good? Sure. But they're obviously not good enough to make Square not load the disc with pre-rendered cutscenes.

STORYLINE

FF13 started off fantastically. Right from the beginning, the game puts you in the middle of the action and very quickly sets up a handful of promising character-based plot threads. The game quickly introduces you to the main characters, and then sets up the main plot thread that pulls the whole game along. And at the end of all that, you say "Wow, that was a great opening sequence!" And the game was only just beginning! (Footnote: This is a reference to my experiences with another J-RPG (which shall not be named), where I said, "Wow, that was a great opening sequence! Wait, that's the end of disc 1 already?")

And then the game falls apart. I have to give FF13 credit here. It took FF12 a good 20 hours to fall apart. FF13 managed to fall apart in only 3.

The problem is that FF13's storyline is incredibly slow. No, that's not the right word. "Slow" implies that the plot is actually going somewhere. FF13's plot went nowhere. The problem is that, after the great opening sequence, NOTHING HAPPENS. After the opening sequence, I crawled through hours of dungeons, fought dozens of battles, and sat through pointlessly boring cutscenes waiting for something to happen.

But wait, you say, that's anticipation! The game is generating anticipation of the story. That's a good thing!

No, anticipation is when you're wondering what's going to happen next. FF13's story is when I'm wondering if anything's going to happen at all.

Some of you will be quick to point out that much of FF13's story is told through flashbacks, and it's the flashbacks that I should be paying attention to for the story. Except (with a few very rare exceptions) a story cannot be told *entirely* in flashbacks. It just doesn't work. Flashbacks are retrospective in nature, and events in flashbacks feel more like backstory and setup for the "present" thread rather than like something that's actually happening. In FF13, the flashbacks end up hurting the story rather than helping it. Rather than enhance the story with interesting background information or a parallel plot thread, the flashbacks make a slow, uneventful story even slower and less eventful.

It wasn't until the 20 hour mark when something finally happened. I remember this because when you're playing a game where nothing happens, you remember when something finally happens. Unfortunately, my joy was short-lived. A few minutes later, the game brings you back to hours of nothingness.

Sure, from then on stuff started to happen. But it didn't help. The events in the story (if it can be called that) don't pull you along, but rather come out of nowhere and go nowhere. Rather than being driven, the story wanders. Literally wanders. Over 90% of the story is your party wandering around with no real purpose.

And all those character-based plot threads that were that were set up in the opening sequence? None of them are developed in any way, and most of them are unceremoniously dropped on the floor. The one character-based thread that is finally revisited was then immediately ended with a young boy crying to his nearest mother-figure. Literally. It's almost as though the writers just wanted to end that particular plot thread because they felt it would distract us from the main plot thread. But it's like Chehkov said. If you hang a gun on the wall in the first act, then by the end of the third act the gun needs to be fired. If the writers had no intention of developing and properly concluding those character-based plot threads, why include them at all?

In fact, I daresay FF13 has the worst storyline ever of any FF game I've played. Even FF1, whose storyline consisted entirely of a series of loosely connected quests, had a better story than FF13. Mainly because a series of loosely connected quests is *something*. Even FFTA, whose story is hated by pretty much every Final Fantasy fan in existence, had a better story than FF13. Because in FFTA stuff happens. In FF13, NOTHING HAPPENS. You know how they say Seinfeld is a show about nothing? No, Seinfeld is about something. FF13 is about NOTHING AT ALL. And unless that particular something is like stabbing yourself in the face, as far as stories go, something is always better than nothing.

And what's up with the names? Characters named Lightning, Snow, and Hope? Regions named Cocoon and Pulse? Crystarium? And what the hell kind of names are fal'Cie and l'Cie?

GAMEPLAY COMBAT

Some people say FF13 has a new combat system that's more action-oriented. It's not. It's just a minor variation on ATB. Hell, they still call them ATB Gauges. Yes, it is a lot more fast-paced than the ATB of your SNES/Super Famicom and PS1 days. But FFX-2 was even faster-paced, and FFX-2 was straight up ATB. To be fair, in FFX-2 you had to control three party members, but in FF13, you only control one. If they made you control all three party members, FF13's combat may have turned into an exercise in insanity.

Speaking of which, in FF13 you only control the party leader. The other two members of your active party are controlled by an AI script. Except that 99% of the time, the correct thing to do with the party leader is to select Auto-Battle and let the AI pick the moves. So really, the AI ends up doing everything. Remember FF12? Remember how people complained that the Gambits basically put the game on auto-pilot and was very non-interactive? Yeah, as it turns out, since you can't customize the AI, FF13 is even more automated. (At least it hides it well.)

The game designers did try to add an extra dimension to the game with Roles and Paradigms. Except that Roles are just character classes, and Paradigms are just the Roles your party is currently using. Nothing new here. Sure, you can change Paradigms mid-battle (called a "Paradigm Shift", apparently), but changing character classes is as old as the original NES FF3, and changing character classes mid-battle is as old as FFX-2. So really, Paradigm Shifts are nothing new either.

But I've always said that innovation is overrated, that good execution trumps good concept. So rather than debating whether Roles and Paradigms are innovative (they aren't), let's talk about what they add to the gameplay. Before Paradigm Shifts, if you need to attack, you press attack over and over again. If you need to heal, you cast heal over and over again. In FF13 with Paradigm Shifts, if you need to attack, you instead switch to the offensive Paradigm and press Auto-Battle over and over again and watch as the AI picks offensive skills for you. If you need to heal, you switch to the healing Paradigm and press Auto-Battle over and over again and watch as the AI picks healing spells and heals your party for you. Hmmm... I'm trying to see the difference here. (Other than the superficial difference.)

And then there's the Chain Gauge. Basically as you attack an enemy, you increase the Chain Gauge. When it's full, the enemy becomes Staggered and takes much more damage than before. I imagine they designed this also to add an extra dimension to the combat. Except that it didn't. Actually, it did the opposite. Rather than making battles more varied and more interesting, it made them all play the same. Every boss fight pretty much requires the same strategy. You focus-fire on them until they become Staggered, at which point their defenses drop and you can actually damage them. Compare to Chrono Trigger and FFX for examples of boss fights that have a variety of strategies *without* resorting to a gimmick like the Chain Gauge.

Fortunately (or unfortunately), FF13's combat is the least offensive part of its gameplay. It's just more of the same. Straight up J-RPG combat has become stagnant, and it's really difficult to change things up without venturing into Action RPG or Strategy RPG territory. (I can name exactly zero games that have managed to pull this off successfully.)

GAMEPLAY CHARACTER GROWTH

Whoever invented the Sphere Grid in FFX must have thought they came up with the best thing since sliced chocobo. ("Sliced chocobo"... that sounds so awful and morbid.) After all, FF12's License Board is just a variant on Sphere Grid, and similarly, FF13's Crystarium is also just a variant on Sphere Grid. Who can blame them? Linear stat growth is just so cliche now.

FF13's Crystarium is essentially instead of one Sphere Grid, each character has multiple Sphere Grids, one for each Role they have. This means you can either focus on one Role and specialize in it, or you can spread your Crystal Points around and level up each Role evenly and become a jack-of-all-trades. Basically, character customizability and multiple strategies.

Or at least that's what the game promised.

In actuality, the Crystarium is very limited. As you fight battles, one of the Roles on a character will fill up, and you'll be forced, whether you like it or not, to start spending Crystal Points on a different Role. (Or you could just save up those points, but as it turns out, it doesn't really matter.) Apparently, the game is tuned just so that right when you fill up all of your Crystariums, you get to a boss fight, and beating that boss expands your Crystarium. So unless you're skipping battles all the time, what actually happens is that you'll end up leveling up all your Roles evenly (and fully) anyway, just because of the way the game is structured.

Not only that, but the combat with its Paradigm Shifts make you *want to* level up in every available Role. A character who can only apply buffs or a character who can only heal is too inflexible to survive in combat. In order to get through battles without tearing your hair out, you'll need to use multiple Roles per character. And so, single Role characters simply do not work. (Although there's probably already a single Role challenge out there already.)

At about the 30 hour mark, the Crystarium opens up dramatically, and all Roles become available to all characters. So now, you would expect that the promise of choosing your Roles and customizing your characters to be fulfilled. Except as it turns out, non-starting Roles are so prohibitively expensive that, until near the end of the game, it's much cheaper to keep on leveling up your starting Roles. Not only that, but your characters are generally so far behind with their non-starting Roles that, ignoring highly specialized strategies, it's not worth leveling up non-starting Roles anyway.

So there you have it. FF13's Crystarium promised customizable characters and failed to deliver on that promise. Even FF12's License board, for all the ridicule it endured, was more customizable than this. FF13's Crystarium only provides the illusion of choice, making you go through the motions of directing the characters' growth, only to have them end up going down the paths the game pre-determined for them.

GAMEPLAY OVERALL

J-RPGs are linear. That is a given. Anyone who knows anything about J-RPGs knows that they are linear. Complaining about a J-RPG being linear is like complaining that a cupcake is smaller than a regular cake. (Cue relevant Penny Arcade comic.)

That said, FF13 is incredibly linear even by J-RPG standards. FF13 is so linear, it makes FFX look like Oblivion by comparison.

You know how people say in J-RPGs, you're essentially walking a straight line from beginning to end? Usually, they mean it metaphorically. But in FF13, you're literally walking a straight line from beginning to end.

The game consists entirely of dungeon crawling. No exploration. No side quests. No towns to interact with (not in the traditional RPG sense of "town", anyway). It's just dungeon crawling. And the dungeons themselves are linear. They are straight line paths from beginning to end, the only branches being obvious alcoves with items for you to grab. Those don't count as branches anyway.

To be fair, this gets better at around the 30 hour mark. You get to a region that you can actually explore. You get some side quests to do.

Alas, the region is full of monsters that are way too powerful for you to handle until the end of the game. (And because of the way the Crystarium is structured, you *can't* become powerful enough to handle them until the end of the game.) And all of the side quests are monster hunts, which this particular gamer finds particularly boring. And still no towns.

But my biggest gripe is that the dungeons are just too long and drawn out. In general, I don't have a problem with long dungeons. But having long dungeons at the expense of an already slow story, making me crawl through a seemingly endless dungeon when I'm already waiting for something to happen, is just asking for complete and utter boredom. And it takes *hours* to crawl through these dungeons. There's no good reason for a dungeon crawl to take that long.

It's a common problem among modern games. Game designers try drag out their games to take as long as possible, focusing on hour counts instead of actual entertainment. (It doesn't help that many vocal game critics cite low hour counts as a flaw for some games.) And since FF13's game designers realized they didn't have enough story to fill out a 60 hour game, they compensated by making the dungeons drag on forever.

Older games don't seem to have this problem. If FF13 had been made in 1991, it would have been less than 20 hours long and *still* would have had all the same content. And I wouldn't have complained.

CONCLUSION

FF13 bored me to tears. About halfway through, I started looking forward to the end of the game, hoping beyond hope that the game would be over soon. Not because I wanted to know how the story ended but because I wanted FF13 to finally be over so I could do something I actually enjoyed. (Like write a review that thoroughly trashes every aspect of FF13.)

Only my promise to finish the game kept me going. Because really, none of you FF fanboys would accept my review of FF13 as a bad game unless I had actually finished the game.

That, and I didn't want to break my streak of having finished every numbered single-player Final Fantasy game. (It was the same reason I went back and finished FF8.)

Let me make this perfectly clear: FF13 is a bad game. And I don't just mean "bad for a FF game". I mean BAD. The music is bland, the combat is uninteresting, the character growth system is a failure, the story is too slow, and the dungeons are too long. (And my spoon is too big.) The game is terrible in pretty much every way by any reasonable standard for games in general.

Still, FF13 was merely boring. It could be worse. At least they didn't make me actively hate the game. At least they didn't make it a grindfest. At least they didn't make the computer opponent cheat. (Oh wait, the final boss cheats, what with him having a skill that can randomly and instantly kill your entire party without warning.)

Buy Fom Amazon Now

PS3 PLAYSTATION 3 Silver/Chrome Modded Controller (Rapid Fire) COD Black Ops 2

PS3 PLAYSTATION 3 Silver/Chrome Modded Controller COD Black Ops 2 - QUICKSCOPE, JITTER, DROP SHOT, AUTO AIM
Customer Ratings: 5 stars
List Price: Price Unavailable
Sale Price: Price Unavailable
Today's Bonus:
Buy Now

He wanted a more expensive controller. Then I found this one, and he loves it!! This one has all the modifications that he wanted! He is a happy camper, and that makes me happy! :) Now all of his friends want one lol

Buy Fom Amazon Now

Bayonetta

Bayonetta - Playstation 3
Customer Ratings: 4.5 stars
List Price: $29.99
Sale Price: $16.68
Today's Bonus: 44% Off
Buy Now

I've been playing games for 20 years, and I honestly can't think of one quite as insane as Bayonetta. The character and level designs are gorgeous. The bosses are ridiculously huge, and there's lots of them. The combos and special moves are wicked and fun to pull off. And I actually liked that the soundtrack wasn't the typical heavy metal. The story is a little hard to follow, but you can seriously skip the cut scenes and still have an amazing experience.

Now, I heard some negative things about this game before I bought it. The biggest one is that the Xbox version is far superior, allegedly. While I can't compare the two, I can honestly say I was surprised at how much I enjoyed the game. Yes, it has frequent load times. But, you know what? There's so much happening on the screen sometimes, I didn't mind the break. The graphics seemed a little low-res, but the inventive style more than made up for it. I will say, though, that if there is a sequel, I hope the PS3 port gets the development attention it deserves.

A couple other things to consider: You can beat the game on easy in 8 or 9 hours (the difficulty is set so easy means normal and normal means you'll throw your controller a lot). If you want tons of play time for your money, you may want to rent this instead. Also, I'm aware some people are saying that the game is offensive. While the female characters are hypersexual, I didn't see a huge difference between this and something like Tomb Raider.

Overall, I highly recommend this game. It's one of the most memorable I've played in a long time. The good stuff far outweighs the bad. There's a tsunami of amazing games gushing out this year, but don't overlook this one.

Click Here to Read More Reviews >>

Alright, I'm sorry the title was a little rude, but it's true. For all those who complain of lag and lousy graphics, just download a patch that's available as soon as you select the game after establishing a PlayStation Network connection. It makes the game go faster, the graphics shine brighter, and the game that much more fun.

BUT... having played it for 3 weeks WITHOUT the patch, I could say it's a solid game regardless. You play as a witch with an insane hairstyle who summons torture devices and demons to kill angelic enemies. Welcome to backwards land people!

I'm really hoping for a sequel, as all of the characters brought something to the fold.

Imagine a game directed by Quentin Tarantino. CONGRATULATIONS! You purchased Bayonetta!

Buy Bayonetta Now

First of all, to put this review up as a critical review, I cheated a little by giving this game 3 stars. (Please, don't burn me alive!!! I'll explain now) So, sorry fans, I'm dragging the score down a little.

Actually, this is a solid 4-star game for me. I just want to draw attentions of gamers who are on the fence and still considering about buying this game with an analytical point of view.

Let's start,

GAMEPLAY

Light: The game is everything you'd expected from the creator of Devil May Cry. Fast paced, over-the-top, cool heroine with attitude, cool guns and melee weapons, crazy combos and evasive moves. Combats are satisfying as hell.

The 2-button-attack system makes it simple to do combos. You can either get away with a couple of combos or go crazy and be the martial arts master. A lot of unlockables give the game a good replay value.

Dark: Yeah, it's everything you'd expected from the creator of DMC all right, including the difficulty. Remember that DMC3's difficulty had to be dropped down when they released the special edition, according to complaints from fans. This game is not exactly Ninja Gaiden or Demon's Souls, but it can be punishing at times.

You can't button-mash your way through the game. Your attacks don't really have a powerful impact or knock-back effect, so enemies counter you all the time. That makes remembering the sets of moves and plan how to execute them in the right moment important.

Dodging is crucial to your survival, maybe a little too much since you don't have any blocking move. Screw up your dodge once, and the consequence is severe. Health bar can be drained half by one set of 3-hit combo from an enemy.

If you don't hunt down the item that extends your health bar, you'd better excel at dodging. And health recovery items are scarce too.

Boss battles may need quite specific tactics. You will die and die and die again, get frustrated, curse, cry for your mommy, until you figure out how to fight. If you can endure the gaming-induced anger and frustration, you'll be okay.

They don't let you customize the button config. I don't understand why. How hard is that? It's an action game. Players should be able to set up the control scheme according to their preferences.

Check points don't really have very good consistency. Sometimes they are too far apart and it forced you to suffer hordes of enemies and die easily at the boss.

Loading time of a PS3 version is a little too much. Normally I don't really care, but this one is getting on my nerve quite a bit. The game takes some considerable loading time even when you open up the pause menu or pick up an item. It's not very long each time, but they add up to an annoying amount. I heard that a 360 version doesn't have this issue, so if you also have a 360, I recommend that one.

STORY & CINEMATIC

Light: Story doesn't make much sense at first. But as the game progresses, it will unfold and you'll understand more and more. There are some cool cinematic cut-scenes. Actors' performances are over-the-top, but since the story doesn't take itself too seriously, that turn out to be quite hilarious and fit for the game atmosphere.

Dark: Story doesn't give you any 'wow' moment, just a typical Light VS Dark stuff. And it looks like the developer didn't finish all the cut-scenes in time. They put in a lot of film-strip animatics with just character poses and voice-overs where there should be fully animated cut-scenes. Doing so gave a weird result, consistency wise.

The overly-sexualized characteristic of this game might pluck some feminists' nerves. With the amount of butt, crotch, and boobs shots in this game, it's too much to be sexy. While I myself found it hilarious and I'm willing to bet that those animators must have done their serious research from porno and strip club, feminists with no sense of humor would find this game greatly offensive (since, to them, everything that guys think sexy is objectifying women)

VISUALS & SOUNDS

Light: Character designs are good, very unique. They cleverly made angels look threatening and ugly while they still look like angels. Environments and props are intricate. Effects are lush and abundance. I'm not gonna go deep about models and textures since I'm playing this game on a very old TV. Soundtrack is a little bit on the weird side. They pick 'Fly Me to The Moon' and pop-jazz mix songs for battle BGMs. They go well with the atmosphere of the game though.

Dark: Yes, effects are lush and abundance. But that turns into the downside as well. With all the razzle-dazzle going on the screen at the same time, dodging the attacks of 3 or 4 enemies becomes deadly. Effects can be very distracting and lead you to cheap death. Many times my mind just went blank and helplessly keep mashing the buttons just because I was overwhelmed by the visuals. Oftentimes after the fight ended, I had no idea what the hell I just did.

You'll also fight with camera quite a bit. Mostly it does a decent job, but it twists into weird and undesirable angles at times and big enemies can completely block the view of your character. In those epic boss fights, they were so epic that your character sometimes shrunk down to about no bigger than half an inch. Playing this game for a long time can make your eyes filled with tears, but not of joy.

IN CONCLUSION

Despite some rough edges, it's good-looking, fun to play, and has a good replay value. Critics giving it 5-star or 40 out of 40 maybe a bit of a stretch. Nevertheless, the game is worth its full price, especially for Devil May Cry fans.

Button-masher and casual gamer beware, by the way. Under the sexy guise, Bayonetta is a younger sister of Ninja Gaiden, and she's a real feisty one. You're not gonna pass this game with one hand on something else. If you can't satisfy her, she'll punish you hard.

Read Best Reviews of Bayonetta Here

After reading countless of reviews on how the porting was done horribly on PS3 I was a little worried about the quality of the game on PS3. I have not played through the entire game, but overall the game looks and feels great. The graphics are crisp and looks good, people that complained about the frame rate dropping horribly during gameplay must have one hella of a TV. I run a 120hz 1080p TV and I do not notice it at all. The only issue (which I do not see it being as bad as people state) is the loading time is a little longer then the normal games that I have encountered. The most annoying thing is that when you pickup an item during mid fight you get a loading screen (displaying the item) for about 3-4 seconds. Also when you pause the game you get a delay of 2 seconds. I find it hard to believe that the 360 version is far superior to the PS3 version, it is possible that the load times are slighlty better but I do not have a 360 and would not know.

Anyways its a great game, and PS3 owners should not be afraid about the horrible reviews that people have been giving without even playing the actual game.

Want Bayonetta Discount?

I purchased Bayonetta after the patch became available so I can't really compare with the unpatched version, but I can tell you this; loading is only noticeable during the beginning of the stage, or when skipping scenes. Overall, the game didn't suffer any framerate issues during my whole "normal difficulty" gameplay. This may be due to my 500GB 7200rpm Hard drive that also helped speed up the loading, but my experience with the game was fun, fast and epic.

GRAPHICS:

I have no complaints with the graphics although I read that the 360 version is much sharper, it didn't detract me from enjoying the game or cause me to die because of any graphical glitches reported; if I die is probably skill related. Background color seems lacking, but this is probably due to the fact that Bayonetta fights multiple/huge Angels which makes it easier to identify them for combos.

GAME MECHANICS:

If you've played Devil May Cry then you pretty much know how Bayonetta plays. Battle is fast paced with epic boss battles that can take minutes to defeat, and will get better and bigger the farther you get in the game. Battles will take you from the ground, air, water, and even space just to name a few. Weapons can be equipped on both hands and feet from guns, whips, katana, to claws etc. and can keep two weapon group setup so you can switch between them during battle for different combo effects. Also besides weapons, you can equip accessories, costumes, create/concoct items, and assign consumables so you can use them on the fly without interruption. Shooting galleries follows each chapter allowing you to trade points on items that can enhance/support your HP/MP for the next level. Items can be bought at the "Gates of Hell" bar accessible through a red portal you'll find in each chapter. If you want a challenge, just start in "Normal" or if you want to take your time and accumulate special items you can start in "very easy" or "easy", "Hard" is unlocked after "Normal" is completed.

MUSIC:

Well shes no Dante so don't expect any metal soundtrack during battle but in a good way. Personally the music in the game is perfect for Bayonetta since it fits her personality. Never once did I think that the music didn't fit the situation Bayonetta was in. The way she moves and the music accompanying her (i.e. Fly me to the Moon remix/Mysterious Destiny) is right for her... and since shes fighting Angels you can pretty much expect choir/orchestral soundtrack during boss battles.

STORY:

Well story wise... its nothing revolutionary but not bad either since I can tell you the whole story in a good three to four sentences... so its best not to say it. Just accept it to what it is. Have fun!

Buy Fom Amazon Now

Mini Pro Elite Wireless for PS3

Mini Pro Elite Wireless for PS3
Customer Ratings: 3.5 stars
List Price: $39.99
Sale Price: $34.35
Today's Bonus: 14% Off
Buy Now

This compares two controllers from the same company. Both are rather similar and are made to be closer to the Xbox 360 controller, I feel. The mini Blue controller is RF and thus cannot turn on the PS3. It can turn off the PS3 though, since that is done from an on screen menu. It has a dedicated RF dongle, feels well built and comfortable, and illuminates well. The controller is about 30% smaller than a typical PS3 controller by comparison. This is roughly 50% smaller than an Xbox 360 controller. Due to this, it is not as comfortable as the 360 controller. But, I feel it is more comfortable than the standard PS3 controller.

Click Here to Read More Reviews >>

This controller was purchased for a five year old. The dual shock controllers are too large for a child's hands and do not allow them to reach all the buttons without changing hand position constantly. I have noticed that with this controller she is finally able to press buttons in fast combinations. This allows for less frustration and the faster response is aiding in the development of small motor skills. Game enjoyment has increased as well. She loves the fact that this controller has back lit buttons (something worth taunting me on as mine does not). For someone that hasn't memorized the controller layout, this is a positive when playing a game with minimal lighting. The rumble seems to work just fine. I have noticed no response lag when gaming. I don't know why the D-Pad and left joystick were swapped, but the controller's primary user doesn't seem to mind. The internal battery charges through USB and cannot be accessed, similar to the Sony controllers (and a plus to me).

As with all third party accessories, not all functions are available with this controller. I didn't ding the rating for them, but you wont be able to check the battery charge level through the PS3, or turn the controller off using the onscreen menu. That said, the controller does turn off on its own after a few minutes of non-use, which is a good approach for a child. the battery has lasted for a number of hour or two gaming sessions and hasn't required a charge since the initial charge three weeks ago. I don't intend to allow this to be used for marathon gaming sessions, so it is good for us.

Buy Mini Pro Elite Wireless for PS3 Now

After playing the 360 for years and loving the controller, I needed a PS3 controller with a similar layout. I first tried the Pro EX Controller for PS3 but couldn't deal with the huge dead zones in the sticks. I went for this controller instead.

I was a little worried about the size of the controller being too small to be comfortable. I have average-sized hands, and before I ordered this, I held a standard 360 controller in my hand. It felt great, and I couldn't imagine a smaller version feeling better. I decided to take the chance anyway, and I ordered the controller.

Let me tell you, this controller feels and looks great. My hands are just as comfortable with this Mini Pro Elite as they are with a regular 360 controller. Because it is smaller, I feel that I can access all of the buttons faster because they are in closer range. I don't detect any dead zones in the sticks, the buttons and vibrations feel great, and the battery seems to last a very long time. The battery life may be the most impressive feature on this controller.

You charge the controller with the standard USB cable you would use to charge any other PS3 controller, and you can charge while playing. This will take up two USB slots, however, as you need to keep the wireless plug-in, well, plugged in.

There is a button on the back of the controller that will light up the face buttons and the bumpers (well, L1 and R1, I suppose). It is a nice feature, albeit one that I do not use because I'm familiar with the buttons and would rather save the battery life.

This is a wireless controller, not a bluetooth one, so it will not power on your PS3, nor will it show remaining battery life (your controller will instead start blinking when you're running low). It can still access the menu to change controller settings and turn off the controller/console though.

Now, for the 'BUT..'

At least one other reviewer mentioned a problem with the controller only wanting to move in one direction after a few weeks. It is as if your analog stick is stuck going in one direction. Mine only wants to move to the right, and this of course makes the controller useless. It seems that some of the controllers are defective and will develop this bug, so be warned you may have to return/exchange it like I do. In this case, I suggest you buy from Amazon directly. They are sending me a replacement with One-day Shipping, and allowing me a month to return the defective controller all at no cost to me! What a great returns policy. This is why I will continue to buy from Amazon above other retailers.

Overall, I really love this controller, and it would have easily gotten 5 stars from me if not for the potential bug some users may experience. If you're on the fence about trying it though, GET IT! It is a great little controller and more comfortable than you'd think.

SUMMARY

Pros:

-long battery life

-comfortable!

-good sticks, no dead zone

-one of the best 360-style PS3 controller that I've found

Cons:

-Potential controller-ruining bug where analog will get 'stuck' in one direction

*EDIT*

Unfortunately, my replacement controller has developed the same bug that locks the left analog stick in one direction. How.. annoying. I can't keep my rating at 4 stars for this. It pains me to say that I'll have to find another controller.

This controller had so much going for it, but in the end it just isn't worth the risk.

Read Best Reviews of Mini Pro Elite Wireless for PS3 Here

Was looking for a replacement PS3 controller and prefer the xbox 360 design. The min pro looked like a perfect fit. When it arrived, the construction appeared sturdy but this is when things went downhill. Started charging the controller and was looking forward to using it. After three hours, I noticed it was still charging. I thought at this point I would at least use it on a partial charge. When I tried to turn on the controller nothing happens. I leave the controller on overnight and still nothing. It works fine when powered by usb but nothing without it. In other words, it does not operate as a WIRELESS controller.

I am rating this controller a disappointing piece of trash as I wanted a wireless controller and the product did not work as promised. It is not worth the time to send back to amazon but at least I can write this review to warn others to look elsewhere. I guess you get what you pay for.

Want Mini Pro Elite Wireless for PS3 Discount?

These controllers look cool but they do not get the job done when you are trying to play, the control stick hardly works and there are many deadspots in the controller itself, save your money and buy the Playstation dualshock controllers it will ber worrth it.

Buy Fom Amazon Now