Showing posts with label new video games xbox. Show all posts
Showing posts with label new video games xbox. Show all posts

History Channel: Battle For the Pacific

History Channel: Battle For the Pacific - Playstation 3
Customer Ratings: 2.5 stars
List Price: $29.99
Sale Price: $23.99
Today's Bonus: 20% Off
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To start off, this game lacks any kind of structure at all. Maybe I'm just spoiled with Call of Duty 4 or Medal of Honor but I figured since Activision did such a grreat job with COD4, I would give it a try. Now I'm 40 dollars more poor and I wasted 2 hours of my life. I didn't even finish the game it was that bad. All you do is follow around the same guy that says the same thing. The controls are way off. The AI in the game is horrific. The Japanese do the same thing over and over again. If you play it in surround sound, you'll hear the same explosion over and over again behind you that gets ridiculously annoying. The one saving grace I thought this game would have would be the graphics but even then they are mediocre. If I could give it zero stars or less, I would.The History Channel, Activision, and whomever else were involved with this game should be ashamed. What a joke. Be smart, avoid this dud at all costs!

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this game downright sucks. the gameplay is extremely poor, the graphics look like something straight out the ps2 and the sound is very basic. most frustrating aspect of this game apart from what i have already mentioned is the truly cheesy way all the soldier's speak to one another. very unrealistic and tough to believe. if you are looking for a great 1st person shooter i would highly reccommend you avoid this and go for titles like COD4,MEDAL OF HONOR AIRBORNE,COD3 AND TIMESHIFT (in that order). when i think about the potential the ps3 has as a great gaming console and then play games like battle for the pacific it just makes me wanna throw the machine out the window. thank god for games like COD4 wich is in a class of it's own. this game in my opinion would's even get 1 star but it is compulsory to give a star. activision should hang up their gloves and call it a day. what were you guys thinking when you got this game together ?

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Every other review has hit the nail on the head. My friend and I played this game for 5 minutes and I have not touched it since. I will no longer be pre-ordering games of this caliber, opting instead to read others reviews first.

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Don't bother. There are so many better ways to spend those 40 plus dollars. From the graphics, to the level design, to the sound effects, to almost everything you can imagine, this game is a serious regression to the pre-Medal of Honor series era. Definitely not a game you'd like to see on your PS3 (especially if you just happened to bought the console and are buying your first games.) Such a pitty to see the History Channel -which I love to watchpromoting this game.

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Beat this game in 2 days. Not much of a challenge. i did get a good history lesson regarding the war.

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Ezjam Guitar

PS3 ezJam Wireless Guitar Controller - Red
Customer Ratings: 4 stars
List Price: Price Unavailable
Sale Price: Price Unavailable
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Bought this for my dad for his birthday as a second guitar for his PS3. I used it for about 2 hours and really liked it. I like that it is a little smaller than the original guitar so it is more "girl" and "child" friendly. My three year old nieces liked having the second set of buttons where they could reach them and push them down, even though they can't actually play the game. I would definatly recomend this for people with small hands!

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eForCity Black Soft Silicone Skin Case (2 Pack)

eForCity Black Soft Silicone Skin Case Compatible with Sony PS3 Controller
Customer Ratings: 4.5 stars
List Price: $15.99
Sale Price: $2.48
Today's Bonus: 84% Off
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well, this item name says (2pack), and also in the description section, it says comes with two controller case. But I only got one

Liar!!

and the case doesn't look exactly like the picture.

it does not fit really well.

I DO NOT RECOMMEND THIS PRODUCT.

THE SELLER IS A BIG FAT LIAR!!!

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Will not buy from again. False advertising. Should come as pictured, got somethiing else. Junk! No more eforcity for me!

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Love the way it feels, More comfy in my hand. Its like having a rubber case on a iPhone. The rubber is cheaply made and has slight psychical defects, however you wont look at the controller when playing a game.

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They are the soft rubber ones, and they are awesome. And you get 2. Anyone who plays video games needs these and and analog stick covers.

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Boys loved them especially the buy one get one free. If you have sweaty palms they will be more obvious.

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Warriors Orochi 3

Warriors Orochi 3
Customer Ratings: 5 stars
List Price: $149.99
Sale Price: $44.99
Today's Bonus: 70% Off
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I have seen that even now, a couple months after the release date that some still don't think that Warriors Orochi 3 is here in the USA and it is. But you can only get it through the PSN (Playstation Network) as a download only game if you want it for the PS3 like I did. If you download it that way the price is only $40 dollars. Not $123 bucks like it says here on Amazon.

Point 1: Go on through your PSN account, and search "Warriors Orochi 3" and you will see the game as well as some downloadable content you can get already too.

Point 2: If you do not like to read subtitles, or listening to something in Japanese too much bothers you, then this game is not for you. This game has all the voice options in Japanese. All the writing and subs in the game are in English, but everything else really is in Japanese voices.

Point 3: There are a mess of characters. Some new just for Warriors Orochi 3 and KOEI not only mixed Dynasty Warriors (every single character from Dynasty Warriors Xtreme Legends, yes that includes Guo Jia, Pang De, and Wang Yi) and Samurai Warriors (every single character from Samurai Warriors 3, and you can also play with some of the ones you can't in SW3 like Aya for one). But also Ninja Gaiden and a few others from other games. As well as some brand new characters.

Point 4: Costumes are just like the newest versions of each game that was rolled into one to make this one. But by building your proficiency you can unlock more costumes for different characters. Like for example, Zhen Ji from Dynasty Warriors, just by building the proficiency for her, you unlock her DW7 second outfit, and her DW4,5, and 6 outfits. Only problem I have with the costumes is that I wish that we could use the DLC for DW7 and DW7XL for WO3. We can't right now, but you never know we might be able to one day!

Point 5: The only downside that I have to this game really is the weapons. I wish they would have let us rotate weapons even in the middle of the battle, and have a second weapon we can switch in and out of like in DW7 and DW7XL but that is the only downside that I have to say about the game.

I hope that this review helps others.

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If your looking at buying this game, please keep in mind that it is not the US version of the game. Sony decided that since the game does not have any english voice overs that the game could only be released through the PS Network as a downloadable version. On PSN the game goes for 50 dollars alot cheaper then the Europe Version they are selling for $90. True you do get a disc which saves you from taking up so much space on your ps3 hard drive, but you are also paying 40 extra bucks which you could buy a whole extra game for instead. Also if you game share or have a friend interested in the game, if you download it you could put this on two playstations and have someone to play with or split the cost with. Don't let these greedy people rip you off! Just go on your playstation enter the store and buy it there, and have it today.

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The new warriors are great. I'm glad I was able to buy this game on line. You won't find it, at your local video game store.

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been playing dynasty warriors since 3. Pretty cool having solo many playable characters. The story is alright, though I kinda like the old ones where you can play through each musou or story mode for each character. Wikipedia how it is different from your favorite DW game to see if you will like it

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This series is getting better and better, now you can customize battle fields? Koei good job now make it install data so we can do further customization and have custom heroes on top of that!!!! Like a install disc and play disc would be epic!

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Star Wars: The Force Unleashed

Star Wars: The Force Unleashed
Customer Ratings: 4 stars
List Price: $19.99
Sale Price: $15.40
Today's Bonus: 23% Off
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Pros

Good story and voice acting

The visuals are magnificentI found my self looking outside of Cloud City rather than killing stormtroopers at one point

When you fight a jedi boss the game switches to a wide-angle pulled-back cinematic camera reminiscent of the duel between Dokku, Obiwan and Anakin in Revenge of the Sith. This is one of the best ways I've seen of taking advantage of the HD screen format and resolution. When you Force push your enemy across the room it really does remind you a lot of the movies.

Sound track is goodsome new themes and old themes are enhanced.

Even though NPCs appear to have the ability to block your force powers or lightsaber blows, each one of them has a particular weakness you can exploit so it's not really a problem

Cons

Locking on to objects is sometimes clumsyPsiOps did it much better

A few bugs here and there

As compared to say Jedi Outcast / Academy it doesn't have as rich a Force upgrade mechanismmainly because the story doesn't really lend itself to it

Camera needs to be manually adjusted frequently

Too short

There are some frustrating jumping puzzles especially with a problematic camera

Considering I've been waiting since Jedi Academy for another Star Wars game, and the fact that the average budget for a video game is over $40 Million, spending $60 on a decent Star Wars game seems like a bargain to me. I have no complaints.

Comparison to the Wii version:

Wii version uses canned Star Wars musical score. Reminds you of playing the old Jedi Power Battles game.

Wii controls are quite well thought out and does make Force wielding fun.

But over time the Wii interaction does tend to get fatiguing.

The visuals between the Wii and PS3 are night and dayincluding the cutscenes which are rendered using the in-game engine. The Wii's visuals just look really dated/primitive compared to the PS3's. E.g. on the first mission on Kassyk, if you look at what's happening in the background on the PS3, there are stormtroopers on a beach-head in the distance slowly advancing, and shooting and then dying. It's gratuitous but it's beautifully done. None of this made it to the Wii. Of course this is understandable since the Wii is a less capable system.

Wii provides additional game levels not provided in the PS3 game.

The Duel Mode on the Wii can only be played with another player, rather than with an AItoo bad.

If you own both the PS3 and Wii, I recommend buying the PS3 version and maybe the Wii version when it goes on sale. TFU is visually the most stunning Star Wars title to-date and missing the opportunity to experience it's full visual splendor would be a shame.

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This game is pretty good but could have, and should have been great but as usual they just decided to get too cute. Using the force powers to dangle stormtroopers in the air, throw them around, and hit them with lightning (as seen in the trailers) is lots of fun for a while but that doesn't even come close to making up for all the areas of the game where the designers just thought it would be funny to frustrate the crap out of us. FYI...NOT A LOT OF SITH LORDS SPEND 20 MINUTES TRYING TO FIGURE OUT HOW TO CROSS A FREAKING JUNK PILE!!!! Oh and how the hell does a junked robot steal the force energy from me?!! Oh how I dreamed of the day when I could become a sith lord and fight a giant junk robot and spend a solid hour doing stupid jump puzzles and falling into lava. Why? Why do people think it's funny to frustrate us? The game has a great storyline,almost as good as KOTOR, but that doesn't make up for the glitches and frustrations. After not even 3 days of owning it, I beat the game despite the frustrations and glitches, that tells me they were a little short on content for it to have been hyped for so long.Don't misunderstand, this is a must have for any Star Wars fan, but it is not worth the 59.99 price tag and doesn't live up to the hype. Wait for the price to drop to at least 39.99 and then get it.

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The Force Unleashed is absolutely horrible. Do not buy it.

While the story line is good, the game is incredibly short. It only takes a day or two to play through the entire game.

Also, the game play itself is very weak, and it has no relationship to the Star Wars Universe. The main character has more force powers than 100 Jedi put together. He can blast through blast doors. He can throw people and objects hundreds of feet away, and he can even rip a Star Destroyer from the sky. Yet, for some reason, Darth Vader and the Emperor give him trouble later in the game. This is odd given that their force powers are no where close to this strong.

Perhaps the troubling aspect to the game was the main character's weapon, his lightsaber. Starkiller's lightsaber works like no other lightsaber. His works like a glowing baseball bat. Every enemy must be hit multiple times with the glowing baseball bat in order to kill them. It doesn't cut through anything.

This isn't exactly what one would expect from a Star Wars game. However, it is what everyone has come to expect from George Lucas: a sub par product with little thought given to how it fits into the Star Wars Universe that Lucas created over 30 years ago. This game is proof again that George Lucas has completely lost his touch. It is also proof that there's no one at Lucas Arts who is willing to tell the Emperor that he has no clothes.

Again, this is a horrible game. Don't waste your money on it.

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Star Wars: The Force Unleashed is a truly epic failure considering what this game almost could have been. The physics engine is amazingly powerful, the graphics are awesome, the story is pretty good and you can do some really, really cool things with force powers. So why 1 star? Well, because The Force Unleashed is so heavily flawed and broken that it ruins what could have been a game of the year. Here are the list of flaws:

1. Aiming. Its basically random sometimes. It can be very difficult to target exactly who or what you want with your awesome force powers. What is really frustrating is that in the demo aiming was substantially better. How does that happen?

2. Button-press boss kills. Those horribly annoying button press kills to finish off boss's cinematically are everywhere. And worse is that they instantly fail if you happened to hit an extra lightsaber attack at the end of beating on the boss.

3. Character control is seriously flawed. By this I mean that you don't always go where you want your character to go nor do you jump where you think you will go all the time. The Force Unleashed has several points that want to be a platformer, but character movement is horrible so that the heavy platforming areas just get to be frustrating chores. Especially the parts with instant-deah falls. The control problem is exacerbated by the next problem...

4. Poor camera angles. This problem doesn't occur all the time, but it seems to occur mostly when you don't want it, such as boss fights where the angle shifts suddenly so that you can't get a good grasp on where you are in the environment or say when you get swarmed by a dozen stormtroopers.

5. Overly linear level design. You basically do nothing but follow the path in front of you. There are a couple of times when you have more then one option, but those are few and far between. And frankly it really doesn't matter which option you take anyways. You don't notice this right away, but eventually it starts to get to you.

6. Poor AI. The enemy AI very easily gets hung up on environmental obstacles. Its pretty annoying when you kill a jedi because he got stuck on a pillar in the floor.

7. Combat does not flow well. While you can do some amazing kills in combat (such as flinging enemies into one another), it can also be horribly frustrating. Sometimes when you get close in to your enemies you can swing your lightsaber and sometimes you can't. You're supposed to be a jedi (or a sith) and the combat doesn't reflect that so well. Lucasarts should have played some God of War before they let this game out of QA.

8. Graphical glitches happen a bit too often. The physics engine is really powerful, so I'm somewhat leanient on deformable terrain clipping somewhat, but the parts when all of a sudden whole sections of the level blinked out were a bit too much. This wasn't common, but it was almost a game stopper for me.

LucasArts used to make amazing games. If they'd only went back and updated Jedi Outcast instead of making this garbage they'd have had a fantastic game on their hands. Instead they created a pile of garbage

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I enjoyed the demo for this game very much because I felt like a dangerous, powerful jedi. I was frying gangs of stormtroopers with my force lightning and wading through their puny blaster fire to cut them all down with my lightsaber. Only when I bought the game did I discover that the demo features a completely "maxed-out" character, and that the demo level's entertaining mayhem is not at all representative of the game as a whole.

Your character does not feel strong until the very end of the game, if then--a full combo of melee attacks doesn't kill some regular stormtroopers, and enemies with overpowered bazookas and flamethrowers (read--every enemy from about mission 5 on) can kill you from full health before you can even turn your camera to figure out who's hitting you. The big creatures like AT-STs and Rancors are pretty much all the same--throw rocks at their heads until they die.

The story is great. In fact, I wish I knew more about the characters I was introduced to. The cutscenes seemed to give you the bare minimum, as if I had already seen the movie and was playing the game.

Also, the game has a lot of frustrating bad design. If my character steps forward with each attack, don't make him fight on narrow catwalks. Game designers should have learned that players don't like enemies who can knock them down and juggle them to death a long time ago, too. I felt like I was being rewarded for being as cheap as possible, and wound up running straight through several areas after dying repeatedly. I really needed a "fire from cover" mechanic that allowed me to target items for the "force grab" maneuver without standing in the line of fire, and I was constantly pelted by off-camera enemies and enemies far outside my target range. Finally--I didn't like "press this button now" scenes on the old Dragon's Lair arcade game, I didn't like them in Resident Evil 4, and I don't like them now. This game's take on them is 100% pointless--if you miss the button, the guy breaks out of his headlock and you grab him again for another try--repeat as necessary. All in all, this game plays like a super-nice looking Nintendo 64 game.

In the game's defense, the visuals and sound are spectacular, and really immersed me in the "Star Wars" experience--that is, until the bad stuff brought me back down to earth (remember in the movies when Luke had to fight the stormtroopers with shields that blocked the force? Neither do I...) The only thing I can say against the graphics is that Juno Eclipse has really freaky huge teeth that distracted me during the cutscenes.

All in all, buy this game expecting it to be a beautiful button-masher and you won't be disappointed.

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3 in 1 Pro Racing Wheel For Playstation 3

3 in 1 Pro Racing Wheel For Playstation 3
Customer Ratings: 2 stars
List Price: $69.99
Sale Price: $35.23
Today's Bonus: 50% Off
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Had high hopes that a product could be purchased from the internet and would work correctly. NOT. NO instructions, any literature had poor english, controller did not work correctly, came with no return address or label.

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PS3 HDMI Cable

PS3 HDMI Cable
Customer Ratings: 4 stars
List Price: $39.99
Sale Price: $8.80
Today's Bonus: 78% Off
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I would not recommend this cable at all. I purchased this cable in order to hook up a PS3 to a Samsung 40" LCD TV. The highest setting I could get though was 1080I. I subsequently purchased another cheaper HDMI cable from Amazon and had no issues at all getting set up at 1080P.

Here is the cable I bought that worked:

Inspire HDMI (2 meter) 6 foot cable HQ 1080P 1.3b

Sold by: BrilliantStore

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"no such thing as a better cable" is a misnomer. HDMI cables are rated by the bandwidth capacity (commonly known as bitrate per second), the higher the rate, the more info it can pass digitally in a given timeframe. Why is this important? Because, as games become faster, and higher-bit color graphics emerge, HDMI cables will need the additional bandwidth capacity to smoothly transmit the digital signal from game/video source to your T.V. Emerging technologies, such as 12, 16, and 18-bit color, and "lossless audio" will become standard in the near future.

There are some HDMI cables capable of 3.4 Gbit/s, which can more than handle today's 1080P/12-bit color requirements. Some manufacturers, like Monster Cable, claim 10.2 Gbit/s with their M1000HD series HDMI cable, but it's really 3.4 Gbit/s cable multiplied by it's channels (3).

Current sources, such as HD DVD, BluRay and the current crop of PS3 games are adequately served by the HDMI cable listed here. However it won't be long before a "better cable" is required to handle the latest technology. You don't have to sweat it, for the moment.

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This cable did not work with any of my equipment. I ordered it with my PS3 to connect directly to my TV. I had no signal at all. Also tried from my HD cable box to the TV and had no better luck.

I tried my PS3 with another HDMI cable and had no problems.

Don't buy this cable.

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I commented fairly extensively on HDMI cable technology about 16 months ago. Some people are having a problem with this particular cable. I've found through doing several hook-ups of friend's and family's systems that they were usually doing something wrong in the hook-up process. Typically, after installing the HDMI cables they failed to change the source input/ouput to HDMI on their TV's or game consoles, or incorrectly matched the source resolution that best suits their TV. It is important to sync the hardware so it's all on the same page.

That being said, I won't defend this cable. I don't use it. I found Blue Jeans Cable to be perfectly suited for my 1080p setup. I use Belden bonded-pair HDMI 1.3a cable (apx. $4/ft) throughout my system. Moving to 1.3a or better will help to futureproof your system. And any decent HDMI cable will operate your PS3, so you don't have to buy this one.

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Although this seems to be a fairly well constructed cable for the price, it does not appear to be 1.3 compliant. Avoid the hype that it says it's for PS3. If your TV requires an HDMI 1.3 compliant cable, you will not get better than 1080i, or in my case, garbled video. Nowhere on the packaging could I find the spec, even on the MFR's web site.

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NHL 11

NHL 11 - Playstation 3
Customer Ratings: 4 stars
List Price: $29.99
Sale Price: $12.99
Today's Bonus: 57% Off
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NHL 11 is without a doubt the best hockey simulation to date. I've been playing it now for 3 days straight and for those of you on fence about buying it if you own NHL 10, I'm here to tell you it's completely worth it. While many of the upgrades are small, and may not be noticed right off the bat by novice players, these upgrades add to the authenticity of the overall game. As far as the online/offline modes, I won't cover them since most people are familiar with them as they haven't changed a whole lot since last years edition. What I am going to go over are the small, but numerous game play upgrades that make NHL 11 that much better of a simulation, and a worthy predecessor to last years game of the year.

STICK BREAKS/DROPS You may think this is just a cosmetic gimmick, but stick breaks can happen anytime and completely change the outcome of a play or game. There's a slider to adjust the occurrence of stick breaks which is nice. Also, your player will still try and play the puck with his skates, or get a stick from another player or the bench. It's a neat feature.

FACE-OFFS Another important part of the game that got a revamp is in the face-off circle. Instead of merely winning a face-off cleanly to a defensemen or a winger, you now have the option to tie the other player up, use your skates, or allow another player to sweep in for the puck. Hardly any face-offs look the same, and this feature looks and feels much more realistic.

CHECKING PHYSICS EA has implemented a new physics engine that creates unique player reactions and movements when getting checked. Instead of having the magnetic checking like in last years edition, checks are a lot harder to line up and finish, but when you do the check looks organic and a lot more punishing.

PASSING Another immediate change you'll see in NHL 11 is that passing isn't nearly as easy as it was in NHL 10. You can adjust the sliders, but keeping the passing assist down really adds to the authenticity. Depending on how long you hold down the pass will regulate the speed of the pass. If you make a hard, fast pass to a player that is close he may have difficulty controlling the pass. If you have the sliders adjusted for realism, it's not uncommon for a quarter of your passes to not cleanly connect with the players. Frustrating at times, but necessary for a hockey simulation.

CROWD INTERACTION/GOAL CELEBRATIONS While the crowd interaction was great last year, this years has some small but cool upgrades. For starters the crowd now chants team specific chants, and reactions to goals and penalties are much more noticeable. When you score you can also choose a specific type of celebration that are mapped to the face buttons. While this feature is rather cosmetic, it gives the player options to create their own visuals which is cool.

There are more, somewhat smaller upgrades to NHL 11 that make it even more enjoyable, simulation. It will be interesting to see what EA Canada will come up with for next years installment since with NHL 11 they're getting increasingly closer to creating a perfect hockey video game simulation. A definite buy.

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NHL 11

Why you should buy it...

Consistently updated rosters gives every team an accurate ratings, including player trades and updates.

There is no "cheap" way of scoring, while shots going in are not vary from shot to shot, better angle increases your likeleness, but there is never a guarantee.

Mechanics are great, player's move well and EA offers users a quick tutorial in order to master the controls. however as a new comer deeking took some getting use to (but different control schemes are available)

Online offers endless fun and frustrations!

Four players on the same playstation! Though in sports games more players can make the game trickier, if players play together long enough, it can create a huge advantage.

There are different ways to take a face off, and it's extremely nice to be able to tie up a player who just seems to have the edge instead of loosing.

From what I've seen, fights are mostly won by taping the punch button (right analog "up") as fast as possible while holding one's head to a direction (left analog). Though there's not much diversity in the fights, it's a nice way to relieve anger, and change the momentum of a game. (NOTE* i play with 2 friends and i'm positive were not in the top half of the online players, so maybe the better players have more of a strategy).

Momentum is great, players getting tired based on how many hits they've taken, how long they've skated, and how well they're line and team is doing.

The game is quite real, with responsive controls, official NHL stats, and beautiful visuals. Certain players are faster, and stronger, while certain teams have trouble winning. This is somewhat a down-er as a leafs fan, as i'm constantly facing the Canucks, the Penguins, and the Capitals online (the three highest rated teams, against the near lowest), but it is true to life. The only thing that is exaggerated are hits;, when players are hit they fall more often then they would in real life. This just allows for more visual satisfaction to a well timed hit, and to compensate, a player fallen from a hit does not affect the puck or the players around him. Offering the hitter praise, without the repercussion of having to deal with a body interfering with a play. EA let's you add your own tracks which is a huge plus, with customizable menu music, goal scoring music, pause music, fight music (extremely detailed, and for those who don't have much of a preference you can simply select all and put one or more of your songs on shuffle, or listen to EA's provided tracks). it's a great game that my friends and I keep coming back to. Great Hockey game, i would absolutely not consider buying a different hockey experience. It's everything me and my friend were hoping for.

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This game has a lot of improvements that sound great but simply don't do much but cause problems.

First of all, the new HUT mode is INCREDIBLY buggy. I've not even bothered to play it because of the reviews from friends, who can't believe EA would release such a product. Not only does it cause your system to freeze often, it also has bizarre game mode problems such as putting two goalies on the ice for your team and only 4 skaters or no goalie at all. There are also problems with the cards you have to buy or win, apparently. Avoid this game mode like the plague...

The regular game modes have some "improvements" that you may want to avoid. First off, broken sticks are nonsensical, sometimes resulting from a 5 foot touch pass. So Superman plays hockey, does he? The new physics engine is better in some ways but worse in others. There are more big hits but they seem to have little effect on the recipient. While the player physics are perhaps improved, the puck physics are horrible. Backhands are simply insanely bizarre. A 15 footer from the slot will never get on goal but you can do some backhand dekes and shots that completely defy the laws of physics. Backhands with one hand on the stick from behind your own body go inside a 6 inch opening just under the crossbar while you're not looking at the net.

Another annoying feature is that CPU goalies are too darn good on realistic scoring chances, even exceptional ones, UNLESS you resort to "cheese". Cheese is a term that refers to methods of scoring that work 80%+ of the time. I'm not going to say what they are but when used against you, you may lose your mind very quickly. An extension of the flawed, artificially inflated scoring is that it's harder to succeed as a human goalie as well. You can't control your rebounds or even see the puck when it's loose, even if only 18 inches in front of you. The auto cover puck feature has been removed as well and when you hit triangle on the PS3 to cover the puck, your goalie will often turn to the wrong direction and/or miss the puck altogether.

There's also an unseen momentum factor, making it possible for a team to erase a 3-0 deficit in the third period with unusual ease. This completely ruins games online most of the time. The passing is also unusually difficult in some position but too easy in others. For instance, 5 foot touch passes can very easily go the wrong direction entirely, while 50 foot breakout passes up the boards can be executed with precision by veterans like me. However these problems all pale in comparison to the dumbest AI I have ever seen. If you have a 3 on 0 breakaway with 2 cpu teammates, they'll literally just stand around and watch. They'll fall for the simplest dekes on defense and make terrible, awful passes to you but perfect passes to each other. They simply seem comatose out there...

Outside of the gameplay changes, a lot is the same, if not worse. The amount of times NHL 11 has frozen on me has exceeded the amount that NHL 10 and 09 froze on me, not slightly but by far. EA now forces auto save on it's customers, meaning the game automatically saves your progress at certain points, sounds good, right? However, it has frozen on me at least 50 games in offline be-a-pro mode and completely discounts my progress. I've had to replay so many games to get achievements/boosts, I wanted to tear my hair out! This was not a problem last year. The game also freezes 35% of the time when I go to edit my Be-A-Pro skater's attributes.

To sum it up, there are some small improvements but unless you HAVE to play the online EASHL mode (what a non-stop glitch fest it is), avoid this game like the plague.

Read Best Reviews of NHL 11 Here

Keep in mind i havnt played a hocky game since the sega genises.

I decided to pick this game up because i saw it kept winning best sports game awards year after year after year. Now i know why. This game is smooth from the movement to the passing to the shooting, but it does take some time to get used to. I like the be a pro mode and how you can also bring you be a pro online and play with 11 other people with there created pro online. this is one of the best games this year and i am so happy i picked this game up. I suggest this game to anyone expecially if you are new to the series or havnt played a hocky game in a long time. as far as if its different from 2010 i really dont know but i know a great game when i see one and this is definently a fantastic game. you can play in many different leagues to.

If you are on the fences about this game, go get it you wont regret it

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If you liked Nhl 10 , then you won't be disapointed by this one. There's nothing really revolutionnary in this game but there's a lot of small improvements. First , the new physics engine , hits never looked that awesome! Trust me , you're gonna go : Ohhh! at each big hit you do or receive.You can lose your stick or break it wich is a cool feature that can turn a breakaway into a turnover.The graphics aren't really better but the game is still looking good. The face off are now more realistic then they were before.You can do everything you could do previously in nhl 10 ( playoff , season , battle for the cup).Another great things are the celebrations when you score a goal. This is really really cool !

so yeah basicly this is nhl 10.5 but it's a great game to own.It worth the money cuz there are ton of things to do and a ton of modes to play as well.

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Final Fantasy XIII

Final Fantasy XIII - Playstation 3
Customer Ratings: 4 stars
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Sale Price: $21.35
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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.

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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

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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.)

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Ryu ga Gotoku Kenzan! (PlayStation3 the Best Reprint)

Ryu ga Gotoku Kenzan!
Customer Ratings: 5 stars
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my son really loves anything Japanese. This game arrived earlier than expected and in great condition being it traveled overseas. He loves the story board and graphics. He studies the language so he's able to understand the context which is in Japanese. Great buy.

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PS3 Assault Rifle Controller

PS3 Assault Rifle Controller
Customer Ratings: 2 stars
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Man, this thing sucks! Its so light and flimsy that it feels like it will fall apart any minute. I thought maybe the aiming point on screen would move with the gun but noooooo you still have to move it with the thumb button just like a PS3 controller. You end up just holding the gun still while you play. Instead of just a quadrail with buttons they should have mounted a foregrip to it and put the buttons on that instead. It wouldn't be so awkward.

The sound effects just rot and need to be left off and the scope is totally useless. You cant even look through it.

Complete waste of money!!!!!!!!!!!!!!!

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This would be far more successful in my eye's if you could somehow move the gun for the right analog. Sadly, there is an analog on the gun which truely destroys the whole experience. Also, the sounds on the gun sounds similar to what you'd hear on a cheap $1 gun. Also, this gun doesn't work with the default controls in some games, such as Medal of Honor Airborne, Brother's in Arms: Hells highway and other shooters that use the R2 button to shoot.

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This is a cheap toy gun with a built in PS3 controller. It has no special capabilities and does not function particularly well. I was lead to believe that it actually does something other than disguise a controller as a gun. Great idea but very poor execution.

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Don't waste your money on this Toy Video Gun. It's just a BIG Controller. I was under the impression that I could just point and shoot, NOT the case. The Gun is a nice concept, but really useless. Not too mention that it does not work with ALL games. It only works with FPS games. I gave mine away after a week to my Seven year old nephew.

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This was a complete waste of money! I thought it would be like playing duckhunt for nintendo but its not. Its just an over sized PS3 controller that looks like a toy gun. I wish I had bought this in a store so that I could have returned it.

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Ultimate Marvel Vs. Capcom 3

Ultimate Marvel Vs. Capcom 3 - Playstation 3
Customer Ratings: 4.5 stars
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I bought Marvel VS Capcom 3 when it first came out. And then not long afterwards I saw this game Ultimate Marvel VS Capcom 3 available for pre-order. My first reaction is "WHAT?!?!?!" So it upset me, but because I'm a fanboy, I decided to get this game as well and sell the original Marvel VS Capcom 3. Playing this game I'm glad there are a lot of new additional character but I thought DLC (downloadable) charaters; Jill and Shuma Gorath will come for free. And I was wrong. So my final verdict: This game is still fun but in a way its also upsetting because of how Capcom (the maker of this game) rip us off. Lucky for people who didn't bought the original game and buying this game instead.

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I've played quite a few fighting games and this is the very definition of "easy to play, hard to master". There's a simple mode which you can button mash and pull off combos. Normal mode isn't that bad ether as long as you don't button mash, just switch up the button combination and you'll link up moves. Despite the intro friendly gameplay, as I said before, there is more to it then that. Hardcore fans of this game will quickly show you (Online or off if you know anybody). Characters are awesome and the graphics looks great. As long as you didn't own the first MVC3, this is a good buy.

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Even though it hasn't been that long since Capcom released Marvel VS Capcom 3, here we are already with Ultimate Marvel VS Capcom 3; an update that gives us a handful of new fighters, new modes, and a more balanced fighting engine to boot. Essentially what Super Street Fighter IV is to Street Fighter IV, UMvC3 throws in some additional fighters like Ghost Rider, Phoenix Wright, Frank West, Nemesis, Doctor Strange, Nova, and more besides (plus the two downloadable content characters, Shuma Gorath and Jill Valentine). There's also the ability to play as Galactus in Arcade mode, some new special moves, backgrounds, and extras. The real star here besides the new fighter additions is that there have been some slight revamps to the fighting engine. Things just feel and play more balanced than they did the last time around (i.e., no more getting slaughtered everytime Phoenix turns into "Dark" Phoenix), even though the option between "Simple" and "Normal" controls still feels overly cheap. All in all, Ultimate Marvel VS Capcom 3 is as much of a blast as it was the last time around, but whether or not its worth laying down the cash for is entirely up to you in the end.

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Let's face itthe original Marvel vs Capcom 3 was pretty disappointing. The whole thing felt rushed, some characters were clearly overpowered (hey, just like in MvC2!), online gameplay was a nightmare, and it lacked polish. It was obvious that another iteration was going to come out, and as soon as Ultimate was announced, I sold my copy without hesitation. The final weeks leading up to UMvC3's release had me hyped, since I couldn't wait to get what could be the 'true' version of the game. While it's definitely better than the original, Ultimate still has its share of problems. It's only been out for a few weeks, but character balance is still an issue, though not quite as much, and people are still throwing hissy fits over the lack of MegaMan for some reason. But if you're looking for a much better online mode, Ultimate is for you, and you should pick it up. For anyone else who didn't get into MvC3 or is new to the Versus line, you really need to rent this game, as describing how it plays will only do so much.

I'll talk about the gameplay first for the newcomers. You select three characters for your team to fight against others. Each character is given a unique assist move that you can use during battle. You'll need to use assists with some strategy if you want to really get good at the game, but if you're playing this game for casual fun, you can spam them like there's no tomorrow and still get something out of it. Every character's moves are differentsome can shoot fireballs, others can counter physical attacks, some provide barriers, etc. Fighting is a lot faster than something like Street Fighter, and being patient and waiting for the right moment to strike is not a good way to play UMvC3. Sometimes a character will be killed as soon as they're in a combo. No jokeyou can bring someone new out, only to have them get launched up into the air and beaten into oblivion before doing anything, only to have your next character come out. The moves in this game are light attack, medium attack, heavy attack and the special launcher move, similar to the Dust attack from the Guilty Gear series. It's the move that throws your opponent in the air, allowing you to go nuts with combos and team attacks. The other buttons call out your other team members to use their assist attacks, and holding the assist buttons down switch out to the selected character. Everyone has unique Super attacks too, like the Ultras in Street Fighter 4, and if you have enough meter, you can break out your whole team to use all of their Super moves at once, usually dealing massive damage. The game's crazy, and if you haven't seen any gameplay videos, you need to in order to get just how nuts it is. Plain and simpleit's not for everyone, and I even get frustrated with the game a lot, but that's mostly because I'm still relatively new to tag team-based fighting games (Guilty Gear X2 Accent Core Plus, The Last Blade 2, Street Fighter 3: Third Strike and Capcom vs SNK 2 are what I'm used to).

Alright, for those who played the original, how much did this new version fix, and how much did it mess things up? Well, hardcore fighting game fans will already know most of this, as the majority of the changes had to do with fixing moves and balancing characters out...well, most of them. Characters that barely got used in the original, like Hsien-Ko and MODOK, aren't much better here, and it's painful to see them still getting pulverized. Others that were stupidly overpowered and practically button masher-friendly (ieWolverine) got toned down, but are still very good. And then there's Wesker. Oh Mr. Alberto Del Wesker...what were they thinking? Look, I'm not whining about this by any means, but taking one of the top 5 characters in regular MvC3 and making him even better makes you wonder what goes on at Capcom behind closed doors. Now, he has a mini-X Factor. You'll notice that Wesker's glasses take damage during the fight, going from semi-damaged, to badly damaged, to destroyed. Each of these phases adds to his power, and if he has level 3 X Factor without his glasses, all hell breaks loose. The only thing to make it somewhat fair is that when Wesker is tagged or snapped out, his glasses are back on when he comes back in. But the fact remains, he's overpowered, and there better be a patch coming out soon to fix this. Enough people threw a fit over Sentinel in MvC3 to the point where his health was severely cut down, so there's gotta be a chance for this to be fixed too. Dark Phoenix is still a threat as well, but her health was taken down a bit to give players more of a chance.

Now for the new charactersmost of them rock. Sadly, so many people are upset that x character from MvC2 wasn't put in (you'll always hear about Venom, Gambit, MegaMan and Cable) and are against the new characters for no good reason, but these guys are so much better than I expected, that I might have a team consisting of just new dudes. Hawkeye is VERY good and probably the best zoning character in the game. Firebrand has some great tools at his disposal, you just have to spend some time learning how and went to use them. Rocket Raccoon and Strider have very low health but some incredibly fast and useful moves to make up for it...I could go on about everyone. And it seems like we'll be getting 6 more new characters through DLC somewhere down the road, as there are 3 extra spaces on the character selection screen (filled up with Marvel and Capcom logos) next to the other DLC characters Shuma and Jill. Here's hoping that we get a couple of ladies and maybe Bishop.

Aside from Arcade mode, there are a few extra ways to play, the main one being Online. Trust meit got a big makeover and you no longer have to go back to the main menu when you can't find a game. Remember how stupid that was? Everything is much easier, you can watch matches in progress instead of just seeing two profiles thrusting at eachother, and I've noticed a lot less slowdown too. The old Mission mode is back, giving you a little schooling in some basic and advanced combos for every character. This mode is a must if you want to get decent at the game, and even when you do pass a stage, you'll want to do it over and over until it's effortless. There will also be a special mode to download soon that lets your characters equip special abilities for fun. This is its own gameplay mode and doesn't work its way into Ranked Online or anything. Do you want to be able to parry like in Third Strike? You'll be able to! Do you want a team with 3 of the same character? That'll be possible! Do you want to be invisible, confusing both your opponent and yourself? I don't know why you'd want to, but sure, you can do that too! This will no doubt be fun and be a nice break from regular online play.

I really do love how much they improved the game, but with the character imbalance issues being nearly as bad as Super Street Fighter 4 Arcade Edition [pre-2012 patch], that's the only thing holding it back from being 5 stars overall. Again, if you're new to the game, rent it first. If you played MvC3 before and are still on the fence about getting this one, you might as well since it's at a great price and has a lot more features. Now get out there, rip your shirt off, and start hitting people with dat pipe!

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When the guys come over, we crack open some cold ones and pour a bag of chips and have at each other with our fave Marvel Characters :)

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