Friday, 23 December 2011

Classic Video Games: Weird Holiday Game Review: Daze Before Christmas for Sega Genesis - Unleashing the Anti-Claus

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Weird Holiday Game Review: Daze Before Christmas for Sega Genesis - Unleashing the Anti-Claus
Dec 24th 2011, 01:38

Daze Before ChristmasIt's Christmas Eve, time to set out a treat for Santa before you go to bed, but instead of milk and cookies, this year leave out a retro gaming console to your TV so he can check out some of the weirdest Christmas classic video games of all time!

This year we have a brand new review of a game that shows the dark-side of Santa Claus, namely his disturbed split-personality alter ego, the Anti-Claus in the Sega Genesis classic Daze Before Christmas!

An Evil Snowman has teamed up with a clock-faced Timekeeper to invade Santa's Workshop, capture his elves, kidnap his reindeer and steal all the presents for the good boys and girls across the globe...

...but you can only push Santa so far. The bearded wonder with a belly full of jelly fights back and taps into his deep dark inner psyche to unleash the Anti-Claus, the Christmas equivalent to Mr. Hyde.

The Anti-Claus

For more read...

Check out more Retro Video Game Holiday Weirdness...

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viedogame: Xbox 360 | Trine 2 Review

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Xbox 360 | Trine 2 Review
Dec 23rd 2011, 15:33

With the wholesome appeal of a fairy tale, Trine 2 is unapologetically packed with comfortable tropes. Like the first game, it stars a trio of classic fantasy heroes: a merry knight, a sly thief, and a nervy wizard. Their adventure bustles them through ye olde tale of rescue the princess--via enchanted forest and murky cavern, wherein they thrash goblins and giant spiders. But out of that conventional premise, the game conjures a gorgeous and gratifying platform puzzler.

Some of Trine 2's great-looking forest adventuring, with platforming and combat.

Trine 2's environments could have been lifted off the screen of a latter-day Fantasia. Deep, richly detailed levels pop with lively, luminous color. The forest is home to luscious glowing foliage and glistening colossal snails. Gloomier levels house oversized spiders, animated with skin-crawling authenticity. One level, taking in sunset on a tropical beach, is stop-and-stare beautiful. The hero character models are very slightly less crisp than in the PC version, but that nitpick is dwarfed by the general visual loveliness.

Each hero has a simple, distinct set of powers, and the controls for each are pleasingly intuitive, making smart use of the triggers and right analog stick. The knight has a sword and shield for fighting, as well as a warhammer for smashing obstacles; the thief has a grappling hook, along with a bow and arrow; and the wizard can levitate items and summon boxes or planks from thin air. In single-player mode, only one hero appears onscreen, but you can instantly flip between them to access the powers demanded by the task at hand.

The wizard's conjuring powers make him the best suited for solving a puzzle on your own. Though the basic platforming is smooth and accessible, with combat that is brisk and straightforward, the heart of the action is physics-based puzzling. At its simplest, this means constructing a ramp from crates, while more complex challenges have you reroute steam jets by hovering segments of pipe into place. In others, you channel water onto the roots of plants that shoot up, magic beanstalk-like, to create leafy new platforms on which to hop. New elements such as movable portals, waterwheels, and lava streams come thick and fast, in addition to memorable one-offs, such as a house-sized frog that lassoes giant fruit with its tongue.

Though many of the puzzles suggest single, efficient solutions right off the bat, some of the best fun is to be had experimenting with the physics and looking for less-obvious solutions. Trine 2's physics engine is robust and fine tuned, and noodling about with it is engrossing in its own right. The game is generously rigged to allow for the guilty pleasure of fudging a solution when the elegant answer is out of reach; teetering structures of magic planks can be used to bypass clever gate mechanisms altogether or the same planks can be jammed gracelessly into the gears.

Trine 2 prefers to keep you moving briskly along to holding you up with a real brainteaser. There's even an optional hint system that kicks in after a few minutes of head scratching. It amounts to a friendly game but not an overly easy one; there are much trickier secrets to be found and collectable experience orbs in hard-to-reach spots, with the latter feeding into a simple set of talent trees. For instance, as you level up, the thief can upgrade to fire or ice arrows, the knight can upgrade to a charging shield bash, and the wizard can learn to materialize more boxes at once.

In local multiplayer, or in the online multiplayer that's new to this sequel, your two co-op companions play the other two characters. This lets you combine powers rather than flit between them, although hero swapping on the fly is also permitted. Combining powers opens up new avenues of sandbox tinkering; the wizard can float other party members on a conjured plank platform or hang a goblin harmlessly in midair for the thief to skewer with arrows. For maximum sandbox tomfoolery, there's also an unlimited mode, in which any combination of hero characters is allowed.

The storybook-style narration is genteel, and the heroes are amiably voiced. The music is rousing, too. Here, as with story and setting, Trine 2 cleaves comfortably to the genre, with all of the cheery piping of a high-class Renaissance fair. If you bypass secrets and ignore experience orbs, you can breeze through a single-player campaign in six hours or so. Although Trine 2 wouldn't outstay its welcome at twice that length, it's no raw deal, given the modest pricing (1200 Microsoft points). This Trine follow-up is a more complete, refined work than its predecessor, and those who didn't catch the original are in for a real treat.

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Thursday, 22 December 2011

viedogame: Xbox 360 | Cartoon Network: Punch Time Explosion XL Review

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Xbox 360 | Cartoon Network: Punch Time Explosion XL Review
Dec 23rd 2011, 00:57

Punch Time Explosion XL doesn't just take inspiration from Nintendo's Super Smash Bros. series. Rather, it's as if Dexter, Samurai Jack, and a bunch of their Cartoon Network buddies staged an invasion to oust Mario, Link, and the rest of the Smash Bros. gang from the land of zany multiplayer brawlers and claim the territory as their own. The Cartoon Network crew makes a spirited effort, and they give Punch Time Explosion plenty of personality. But once the superficial and short-lived pleasure of seeing Blossom and Ben Tennyson battle each other in Foster's Home for Imaginary Friends wears off, the shallow combat and frustrating platforming quickly grow tiresome. Though this updated version for consoles adds a few new modes and a number of new playable characters and stages to those featured in the original 3DS release, these additions don't make the gameplay any more exciting.

Like the games that it imitates, Punch Time Explosion XL is a fighting-focused party game in which up to four characters clobber each other on a 2D plane. There are a total of 26 playable characters; eight of these, including fan-favorite Johnny Bravo, are new to this version. As you take damage, a number displayed as a percentage increases, and the higher this number gets, the farther you're liable to go flying when hit. You lose a life when you're knocked from the stage or fall from it. Each character has standard attacks and a number of signature moves at his or her disposal, as well as a special attack that can be performed once a meter is full. A variety of weapons--flyswatters, magic wands, and so forth--spawn frequently, and if you're quick enough to grab them before an opponent does, they can significantly increase your power. In addition, special items show up that, when collected, summon non-playable Cartoon Network characters like Panini and Valhallen to lend you a hand for a short time.

The playable characters exude all the charm of their TV selves; Flapjack's absent-minded, goofy grin is infectious, and Buttercup's glare tells you she means business. But a small number of voice samples that repeat much too frequently make the game's sound design grate; hearing Ben Tennyson exclaim "I should have picked a flying alien!" for the umpteenth time as he's sent soaring off the field in defeat may push you to turn the voices off altogether.

The environments in which you do battle contribute to the craziness. One arena has you fighting on the rooftops of Townsville while a giant robot smashes the buildings under your feet. Another finds you in the mouth of a giant whale who sometimes belches huge amounts of water and dead fish into the sea, threatening to expunge you as well. The result of all this is a chaotic game in which the unpredictability and zaniness generate some short-term fun as you discover what happens on the various stages and what the various items and supporting characters do. But whether you're playing against CPU opponents or friends, this chaos also makes it difficult to take much satisfaction in victory; so much happens all the time that the ultimate outcome seems as dependent on chance as on skill. You can opt to play with fewer items or no items at all, but stripping away these distractions only makes it more clear that the underlying combat is shallow and that attacks have no sense of impact. Characters tend to come together and dish out their attacks willy-nilly until one is sent flying.

XL has a few modes that weren't in the original 3DS release. Arcade mode lets you compete in a series of brawls against computer-controlled opponents. It sometimes pits you against overwhelming odds--you may need to fight all three Powerpuff Girls at once, for instance--and these battles are more frustrating than fun. As in so many fights in the game, victory here is at least as much about luck as it is about skill. PTE mode and Drones mode put the focus on something other than clobbering each other. In the former, the winner is the player who collects the most energy cubes; in the latter, it's the player who destroys the most robotic enemies. But you'll likely still spend much of your time in these modes fighting your opponents to prevent them from accomplishing their goals, so these variations don't significantly change or improve upon the Standard mode.

Punch Time Explosion is at its best in Story mode, but even here it has some serious problems. An evil force is corrupting the universes of numerous Cartoon Network characters, providing a fine excuse for the Powerpuff Girls, Numbuh One, Dexter, and a bunch of other CN stars to band together and battle evil. The enthusiastic and funny narration by a CN voice-over guy who just wanted to relax and enjoy some cartoons on his day off lends the story an authentic Cartoon Network soul.

Platforming takes priority over punching here, and bounding across chasms and over hazards with each character's double jump is pleasant enough. Or at least it usually is; some sections crank up the challenge in ways that only result in frustration. For instance, at one point you must make your way across a series of floating barrels that have a tendency to spin when you land on them, making it overly difficult to get your footing and make the leap to the next barrel. What makes this and situations like it doubly irritating is that losing all of your lives often results in a significant setback, requiring you to repeat minutes of easy gameplay to get back to the tricky bit.

Your side-scrolling escapades are also frequently put on hold when you're required to defeat a number of small-time bad guys or a single, more powerful cartoon character. These turn out to be some of the worst moments of Punch Time Explosion's Story mode, since they can almost always be won by repeating a specific signature move over and over. On occasion, you're required to protect a character as you defeat 25 enemies, a situation that encourages you to rely on this tedious but effective approach to knock the bad guys away from the clueless and vulnerable character you must keep safe. Other diversions also crop up from time to time in the form of basic turret shooting sequences, mine cart levels, and the like, and these are more welcome, preventing the platforming from growing stale. New in Punch Time Explosion XL is the opportunity to tackle Story mode with up to three friends, playing locally. Of course, sharing the adventure with friends makes it more enjoyable, but the game doesn't always make the experience an accommodating one. If one player runs out of lives, he or she may be sitting things out for several minutes.

Frustratingly, many of the playable characters and battle stages are locked at the start, so there's a good chance you'll need to sink in some time before being able to beat up your friends with your favorite character or in your favorite Cartoon Network locale. Since the gameplay gets old fast and the characters are the game's greatest asset, it's disappointing that so many of them are unavailable from the beginning. Punch Time Explosion has a host of cool characters, but without the support of exciting gameplay, their presence can only benefit the game so much. This XL version is crammed with even more fan service than the original, but it still fails to create an enjoyable experience that makes the most of its terrific cast.

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viedogame: PC | Q.U.B.E. Review

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PC | Q.U.B.E. Review
Dec 23rd 2011, 00:27

Q.U.B.E. is a game about problem solving and navigation. While not exactly fair, it's impossible to look at it and not draw a comparison to Valve's first-person puzzler Portal. Both have very clean environments; both are focused on logic and problem solving. However, Portal succeeds in building an engaging and humorous world, whereas Q.U.B.E. feels like the video game equivalent of doing homework. It is a game completely devoid of personality, and as sterile as its bleach-white walls. The fundamental puzzle design may be solid, but without context, you're left with little reason to see it through to completion.

Learn to love your green companion ball as you guide it through a series of blockades.

Q.U.B.E. is mysterious. It opens with your character waking up on an elevator descending into a facility. As the player, you don't know where you are, who you are, or what's happening. What you do know is that you're wearing an interesting pair of gloves. Tipped with penlights, the gloves are your sole tool for manipulating objects in the environment. You can use them on a red block to cause it to rise out of the ground or step on a blue block to be propelled into the air.

You are introduced to these objects individually so that you can learn their properties. The game does an excellent job of teaching you its mechanics step by step before turning you loose on a fully realized challenge. Early on, your tasks just have you manipulating blocks so that you can reach higher platforms and move to the next area. Then, the game throws all of these elements together, and it's up to you to puzzle out the solution.

Because Q.U.B.E. introduces its mechanics so effectively, you won't find yourself struggling to understand the principles that govern the puzzles. It's always a matter of logic. The challenge feels smooth and natural, but the game changes things on you periodically so that you don't get too comfortable. Just when you get used to one type of puzzle, you're introduced to another. You may find yourself suddenly needing to guide a ball through a maze or navigate a dark room where you can only see the colored blocks. New blocks and other elements are introduced throughout to keep the challenges interesting.

The entire game is logical and well executed in what it sets out to do; however, it feels as if it were designed by a machine. Q.U.B.E. lacks any sort of personality or intrigue that would engage you and get you invested in the game's world. There is no real reason to progress through its world other than a personal curiosity to see the next challenge. No score is kept, time isn't logged, and there are no leaderboards here. From start to finish, your existence is a silent mystery; never addressed and never explored.

Without a defined context for the action, the game suffers in its presentation. Take the music; should it communicate fear, isolation, curiosity, or something else? It should add to the mood in some way but a mood is never defined, so what you get is a sort of light trance that falls into the background and doesn't add anything to the experience. Throughout it, you're starved for some sort of interaction, but none is ever delivered.

Q.U.B.E. has a lot of great ideas that are realized in an excellent series of puzzles. These are carefully explained without feeling stifling, and there's always a new challenge waiting around the corner. However, without any competitive element, story, or context for you actions, there is little motivation to advance past your own curiosity. The puzzles are sound, but that's only a fraction of what makes a game enjoyable.

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viedogame: PlayStation 3 | Cartoon Network: Punch Time Explosion XL Review

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PlayStation 3 | Cartoon Network: Punch Time Explosion XL Review
Dec 23rd 2011, 00:56

Punch Time Explosion XL doesn't just take inspiration from Nintendo's Super Smash Bros. series. Rather, it's as if Dexter, Samurai Jack, and a bunch of their Cartoon Network buddies staged an invasion to oust Mario, Link, and the rest of the Smash Bros. gang from the land of zany multiplayer brawlers and claim the territory as their own. The Cartoon Network crew makes a spirited effort, and they give Punch Time Explosion plenty of personality. But once the superficial and short-lived pleasure of seeing Blossom and Ben Tennyson battle each other in Foster's Home for Imaginary Friends wears off, the shallow combat and frustrating platforming quickly grow tiresome. Though this updated version for consoles adds a few new modes and a number of new playable characters and stages to those featured in the original 3DS release, these additions don't make the gameplay any more exciting.

Tussling with Billy and Mandy is the worst decision the Toilenator has made since he decided to become the Toilenator.

Like the games that it imitates, Punch Time Explosion XL is a fighting-focused party game in which up to four characters clobber each other on a 2D plane. There are a total of 26 playable characters; eight of these, including fan-favorite Johnny Bravo, are new to this version. As you take damage, a number displayed as a percentage increases, and the higher this number gets, the farther you're liable to go flying when hit. You lose a life when you're knocked from the stage or fall from it. Each character has standard attacks and a number of signature moves at his or her disposal, as well as a special attack that can be performed once a meter is full. A variety of weapons--flyswatters, magic wands, and so forth--spawn frequently, and if you're quick enough to grab them before an opponent does, they can significantly increase your power. In addition, special items show up that, when collected, summon non-playable Cartoon Network characters like Panini and Valhallen to lend you a hand for a short time.

The playable characters exude all the charm of their TV selves; Flapjack's absent-minded, goofy grin is infectious, and Buttercup's glare tells you she means business. But a small number of voice samples that repeat much too frequently make the game's sound design grate; hearing Ben Tennyson exclaim "I should have picked a flying alien!" for the umpteenth time as he's sent soaring off the field in defeat may push you to turn the voices off altogether.

The environments in which you do battle contribute to the craziness. One arena has you fighting on the rooftops of Townsville while a giant robot smashes the buildings under your feet. Another finds you in the mouth of a giant whale who sometimes belches huge amounts of water and dead fish into the sea, threatening to expunge you as well. The result of all this is a chaotic game in which the unpredictability and zaniness generate some short-term fun as you discover what happens on the various stages and what the various items and supporting characters do. But whether you're playing against CPU opponents or friends, this chaos also makes it difficult to take much satisfaction in victory; so much happens all the time that the ultimate outcome seems as dependent on chance as on skill. You can opt to play with fewer items or no items at all, but stripping away these distractions only makes it more clear that the underlying combat is shallow and that attacks have no sense of impact. Characters tend to come together and dish out their attacks willy-nilly until one is sent flying.

XL has a few modes that weren't in the original 3DS release. Arcade mode lets you compete in a series of brawls against computer-controlled opponents. It sometimes pits you against overwhelming odds--you may need to fight all three Powerpuff Girls at once, for instance--and these battles are more frustrating than fun. As in so many fights in the game, victory here is at least as much about luck as it is about skill. PTE mode and Drones mode put the focus on something other than clobbering each other. In the former, the winner is the player who collects the most energy cubes; in the latter, it's the player who destroys the most robotic enemies. But you'll likely still spend much of your time in these modes fighting your opponents to prevent them from accomplishing their goals, so these variations don't significantly change or improve upon the Standard mode.

Punch Time Explosion is at its best in Story mode, but even here it has some serious problems. An evil force is corrupting the universes of numerous Cartoon Network characters, providing a fine excuse for the Powerpuff Girls, Numbuh One, Dexter, and a bunch of other CN stars to band together and battle evil. The enthusiastic and funny narration by a CN voice-over guy who just wanted to relax and enjoy some cartoons on his day off lends the story an authentic Cartoon Network soul. Platforming takes priority over punching here, and bounding across chasms and over hazards with each character's double jump is pleasant enough. Or at least it usually is; some sections crank up the challenge in ways that only result in frustration. For instance, at one point you must make your way across a series of floating barrels that have a tendency to spin when you land on them, making it overly difficult to get your footing and make the leap to the next barrel. What makes this and situations like it doubly irritating is that losing all of your lives often results in a significant setback, requiring you to repeat minutes of easy gameplay to get back to the tricky bit.

Your side-scrolling escapades are also frequently put on hold when you're required to defeat a number of small-time bad guys or a single, more powerful cartoon character. These turn out to be some of the worst moments of Punch Time Explosion's Story mode, since they can almost always be won by repeating a specific signature move over and over. On occasion, you're required to protect a character as you defeat 25 enemies, a situation that encourages you to rely on this tedious but effective approach to knock the bad guys away from the clueless and vulnerable character you must keep safe.

Other diversions also crop up from time to time in the form of basic turret shooting sequences, mine cart levels, and the like, and these are more welcome, preventing the platforming from growing stale. New in Punch Time Explosion XL is the opportunity to tackle Story mode with up to three friends, playing locally. Of course, sharing the adventure with friends makes it more enjoyable, but the game doesn't always make the experience an accommodating one. If one player runs out of lives, he or she may be sitting things out for several minutes.

Frustratingly, many of the playable characters and battle stages are locked at the start, so there's a good chance you'll need to sink in some time before being able to beat up your friends with your favorite character or in your favorite Cartoon Network locale. Since the gameplay gets old fast and the characters are the game's greatest asset, it's disappointing that so many of them are unavailable from the beginning. Punch Time Explosion has a host of cool characters, but without the support of exciting gameplay, their presence can only benefit the game so much. This XL version is crammed with even more fan service than the original, but it still fails to create an enjoyable experience that makes the most of its terrific cast.

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viedogame: Wii | Cartoon Network: Punch Time Explosion XL Review

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Wii | Cartoon Network: Punch Time Explosion XL Review
Dec 23rd 2011, 00:57

Punch Time Explosion XL doesn't just take inspiration from Nintendo's Super Smash Bros. series. Rather, it's as if Dexter, Samurai Jack, and a bunch of their Cartoon Network buddies staged an invasion to oust Mario, Link, and the rest of the Smash Bros. gang from the land of zany multiplayer brawlers and claim the territory as their own. The Cartoon Network crew makes a spirited effort, and they give Punch Time Explosion plenty of personality. But once the superficial and short-lived pleasure of seeing Blossom and Ben Tennyson battle each other in Foster's Home for Imaginary Friends wears off, the shallow combat and frustrating platforming quickly grow tiresome. Though this updated version for consoles adds a few new modes and a number of new playable characters and stages to those featured in the original 3DS release, these additions don't make the gameplay any more exciting.

Hell hath no fury like a possessed Powerpuff Girl.

Like the games that it imitates, Punch Time Explosion XL is a fighting-focused party game in which up to four characters clobber each other on a 2D plane. There are a total of 26 playable characters; eight of these, including fan-favorite Johnny Bravo, are new to this version. As you take damage, a number displayed as a percentage increases, and the higher this number gets, the farther you're liable to go flying when hit. You lose a life when you're knocked from the stage or fall from it. Each character has standard attacks and a number of signature moves at his or her disposal, as well as a special attack that can be performed once a meter is full. A variety of weapons--flyswatters, magic wands, and so forth--spawn frequently, and if you're quick enough to grab them before an opponent does, they can significantly increase your power. In addition, special items show up that, when collected, summon non-playable Cartoon Network characters like Panini and Valhallen to lend you a hand for a short time.

The playable characters exude all the charm of their TV selves; Flapjack's absent-minded, goofy grin is infectious, and Buttercup's glare tells you she means business. But a small number of voice samples that repeat much too frequently make the game's sound design grate; hearing Ben Tennyson exclaim "I should have picked a flying alien!" for the umpteenth time as he's sent soaring off the field in defeat may push you to turn the voices off altogether.

The environments in which you do battle contribute to the craziness. One arena has you fighting on the rooftops of Townsville while a giant robot smashes the buildings under your feet. Another finds you in the mouth of a giant whale who sometimes belches huge amounts of water and dead fish into the sea, threatening to expunge you as well. The result of all this is a chaotic game in which the unpredictability and zaniness generate some short-term fun as you discover what happens on the various stages and what the various items and supporting characters do. But whether you're playing against CPU opponents or friends, this chaos also makes it difficult to take much satisfaction in victory; so much happens all the time that the ultimate outcome seems as dependent on chance as on skill. You can opt to play with fewer items or no items at all, but stripping away these distractions only makes it more clear that the underlying combat is shallow and that attacks have no sense of impact. Characters tend to come together and dish out their attacks willy-nilly until one is sent flying.

XL has a few modes that weren't in the original 3DS release. Arcade mode lets you compete in a series of brawls against computer-controlled opponents. It sometimes pits you against overwhelming odds--you may need to fight all three Powerpuff Girls at once, for instance--and these battles are more frustrating than fun. As in so many fights in the game, victory here is at least as much about luck as it is about skill. PTE mode and Drones mode put the focus on something other than clobbering each other. In the former, the winner is the player who collects the most energy cubes; in the latter, it's the player who destroys the most robotic enemies. But you'll likely still spend much of your time in these modes fighting your opponents to prevent them from accomplishing their goals, so these variations don't significantly change or improve upon the Standard mode.

Punch Time Explosion is at its best in Story mode, but even here it has some serious problems. An evil force is corrupting the universes of numerous Cartoon Network characters, providing a fine excuse for the Powerpuff Girls, Numbuh One, Dexter, and a bunch of other CN stars to band together and battle evil. The enthusiastic and funny narration by a CN voice-over guy who just wanted to relax and enjoy some cartoons on his day off lends the story an authentic Cartoon Network soul. Platforming takes priority over punching here, and bounding across chasms and over hazards with each character's double jump is pleasant enough. Or at least it usually is; some sections crank up the challenge in ways that only result in frustration. For instance, at one point you must make your way across a series of floating barrels that have a tendency to spin when you land on them, making it overly difficult to get your footing and make the leap to the next barrel. What makes this and situations like it doubly irritating is that losing all of your lives often results in a significant setback, requiring you to repeat minutes of easy gameplay to get back to the tricky bit.

Your side-scrolling escapades are also frequently put on hold when you're required to defeat a number of small-time bad guys or a single, more powerful cartoon character. These turn out to be some of the worst moments of Punch Time Explosion's Story mode, since they can almost always be won by repeating a specific signature move over and over. On occasion, you're required to protect a character as you defeat 25 enemies, a situation that encourages you to rely on this tedious but effective approach to knock the bad guys away from the clueless and vulnerable character you must keep safe. Other diversions also crop up from time to time in the form of basic turret shooting sequences, mine cart levels, and the like, and these are more welcome, preventing the platforming from growing stale. New in Punch Time Explosion XL is the opportunity to tackle Story mode with up to three friends, playing locally. Of course, sharing the adventure with friends makes it more enjoyable, but the game doesn't always make the experience an accommodating one. If one player runs out of lives, he or she may be sitting things out for several minutes.

Frustratingly, many of the playable characters and battle stages are locked at the start, so there's a good chance you'll need to sink in some time before being able to beat up your friends with your favorite character or in your favorite Cartoon Network locale. Since the gameplay gets old fast and the characters are the game's greatest asset, it's disappointing that so many of them are unavailable from the beginning. Punch Time Explosion has a host of cool characters, but without the support of exciting gameplay, their presence can only benefit the game so much. This XL version is crammed with even more fan service than the original, but it still fails to create an enjoyable experience that makes the most of its terrific cast.

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viedogame: PC | FlatOut 3: Chaos & Destruction Review

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PC | FlatOut 3: Chaos & Destruction Review
Dec 23rd 2011, 00:39

There's something infinitely satisfying about causing a 15-car pileup at 80mph that produces fiery explosions, sends twisted scrap metal rocketing in all directions, and flings drivers through the air like rag dolls. The FlatOut series has never been much for realism and instead has favored physics-heavy vehicular carnage at high speeds. And that's exactly what you find in FlatOut 3: Chaos & Destruction--only it's amped up to the third degree. True to its name, this arcade-style demolition racer is over the top in every way. Slamming into rival cars and smashing through the scenery en route to the finish line is packed with adrenaline-pumping thrills, yet all the chaotic fun unravels when it starts to get in the way of achieving the staunch precision that's needed to win races and progress.

Without any kind of campaign or story to speak of, FlatOut 3's main racing mode seems the most obvious choice for diving into the gameplay. What's mind boggling is it's the least accessible place to start. Here, you're meant to work your way through small groupings of tracks, unlocking new courses and cars as you progress from one location to the next. It's all very straightforward. But the meager selection of cars available from the get-go is wildly unbalanced, and none of them are a good fit for the surprisingly demanding first few courses available. You're either able to steer well but are prone to exploding at the slightest touch or built like a tank but about as maneuverable as an aircraft carrier.

Tuning up the cars doesn't help much either. There's nothing in between "flimsy toy car" and "clunky tank" at first, and it makes muscling through the early stretches of the main racing mode an exercise in sheer aggravation. It can take an awfully long period of teeth-clenching frustration to make it through the first small track only to discover you have to start over because you didn't rank in first place out of the 15 psychotic drivers. After spending time in the game's other play modes--which range in difficulty from being equally unforgiving to downright easy--unlocking new vehicles with better handling makes returning to the main game a lot more reasonable, but that's not the end of FlatOut 3's woes.

A big issue is the large number of racers on the track at a given time and their asinine level of aggressiveness. FlatOut 3's demolition aspect is great fun when you're in the mood to smash things up. It's not so hot when you're trying to win a race. Even the better rides have a floaty feel to them, and the slightest bump from a nearby car at any speed can send you spinning out of control or flying end over end into the scenery. If you don't explode outright and get forced to restart the course, recovery is still slow enough that it botches your chances of getting back into the race most of the time. On their least-aggressive setting, AI opponents seem more interested in slamming into you or one another than actually racing. On their highest setting, it's nearly impossible to stay on the road. This produces spectacular wipeouts and ridiculous pileups that are awesome to watch unfold but are frustrating because they tend to ruin the race.

The tracks are nicely varied, elaborately designed, and beautifully depicted at times, yet they too seem custom crafted for maximum frustration. You can plow through explosive barrels, debris, fences, and many other obstacles with destructive ease, but tiny saplings will stop you like a brick wall. Some courses throw other impassible hazards at you as well, placing them in the worst, most unavoidable spots to spur maximum vehicular annihilation. Adding that to the questionable driving skills and apparent road rage of your opponents yields a combination that makes it tough to enjoy the fast-paced racing action because you spend more time stuck on the scenery or upside down on fire than burning rubber the normal way. The unavoidable, constant crashing and restarting gets old quick.

If you dial back the number of racers to a more manageable number, trim down the number of laps, and adjust the aggressiveness to a lighter setting, FlatOut 3 becomes more playable. Beyond the main racing gameplay, there are numerous other modes to explore, though they vary in quality. Some options, like a linear Challenge mode, a tougher night-racing mode featuring limited visibility and inclement weather, and a fun-but-short series of open off-road maps, aren't that entertaining beyond the first few tries. Other modes, like new monster truck courses and the returning Stuntman mode that has you smashing your car to rag doll your driver through the air at a target, have more staying power. And when you can find a match, playing multiplayer against other folks online in arena battles and demolition derbies is a great way to blow off steam.

FlatOut 3's attention to destructive detail is commendable, but it overshadows the racing aspect to the point that it threatens to derail the gameplay altogether. Loose and explosive wins out over tight and controlled throughout many facets of the game design, and the chaos it creates doesn't always make for an enjoyable experience. It's not that the game doesn't have nuggets of fun hidden in its debris-strewn tracks; you just have to work way too hard to find them.

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viedogame: Modern Warfare 3 DLC hits January 24

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Modern Warfare 3 DLC hits January 24
Dec 22nd 2011, 19:27

Infinity Ward teases latest Call of Duty add-on through Twitter with first image from new map drawing from Bethesda Fountain in New York City's Central Park.

While Activision has already released some of its premium video shows for Call of Duty: Modern Warfare 3, Call of Duty Elite subscribers are still waiting for the meat of the service, a year's worth of downloadable content for Infinity Ward's record-breaking first-person shooter. The wait ends next month, as Infinity Ward creative strategist Robert Bowling has announced a January 24 launch date for a Modern Warfare 3 add-on.

The news came in a Twitter post from Bowling that included a picture of a map named "Park" that appears to be set around the distinctive Bethesda Fountain in New York City's Central Park. Bowling called the map "some of the first" DLC for the game and promised more info would arrive next month.

Activision has touted Modern Warfare 3 as the biggest launch in entertainment history after a single day on shelves and then again after five days. Earlier this month, the publisher reiterated the notion, saying Modern Warfare 3 reached $1 billion faster than any other entertainment property, needing just 16 days on sale.

As for Call of Duty Elite, Activision has said the subscription service for its first-person shooter series reached 1 million paid users last month. Elite provides players with gameplay statistics, video sharing, and clan support features for free. Those who shell out for the $50 annual subscription will also receive all downloadable content released in the year, as well as exclusive video content and other perks.

For more on Modern Warfare 3, check out GameSpot's review of the latest Call of Duty.

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viedogame: PS Vita hits shelves with 20 titles

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PS Vita hits shelves with 20 titles
Dec 22nd 2011, 20:28

Sony lays out launch lineup headed by Uncharted and Hot Shots Golf; games priced from $10 to $50, memory cards running from $20 for 4GB up to $100 for 32GB.

The PlayStation Vita is almost here, and Sony today locked down some launch details for its latest handheld, including the first wave of games and accessories.

When the PS Vita officially launches in North America February 22, it will do so with 20 retail games and another five downloadable titles available only through the PlayStation Network. Sony also outlined software support for the system's First Edition bundle, which goes on sale a week earlier, launching February 15. All five of Sony's first-party games will be on shelves early, as will a quartet of third-party releases. Beyond the launch lineup, Sony detailed another 10 titles currently set for the system's "launch window," though how far that window extends is unclear.

Spearheading the day-one releases for Sony are Uncharted: Golden Abyss and Hot Shots Golf: World Invitational. The electronics giant's third-party partners have also lined up a selection of big titles to arrive alongside the system, including FIFA 2012, Ultimate Marvel vs. Capcom 3, Rayman Origins, and Touch My Katamari. Game prices will range from $10 to $50.

Beyond the games, Sony also detailed plans for PS Vita accessories. Most notably, the company priced its lineup of PS Vita proprietary memory cards, starting with 4GB cards at $20 all the way up to 32GB cards at $100. Last month, gamers groused about high prices for the memory cards when retailer GameStop listed them for sale at prices ranging from $30 for the 4GB cards to $120 for the 32GB cards.

The PlayStation Vita is due to launch in Europe and North America on February 22, 2012, and in Australia on February 23, 2012. A Wi-Fi-only version of the Vita will cost $249, and a Wi-Fi/3G model will retail for $299. European pricing for the console will be €249 (Wi-Fi) and €299 (Wi-Fi/3G), while Japanese pricing will be ¥24,980 (Wi-Fi) and ¥29,980 (Wi-Fi/3G). In Australia, the Vita will cost A$450 for the Wi-Fi/3G model and A$350 for the Wi-Fi-only version, while in the UK the 3G version will cost £279.99, and the Wi-Fi-only version will retail for £229.99.

For more, check out GameSpot's look at the PS Vita Japanese launch lineup. A full list of the launch games and accessories follows below.

Feb. 15 Game Releases
BlazBlue Continuum Shift Extend--Aksys
Escape Plan (PSN only)--Sony
Hot Shots Golf: World Invitational--Sony
Hustle Kings (PSN only)--Sony
Little Deviants--Sony
Lumines: Electronic Symphony--Ubisoft
ModNation Racers: Road Trip--Sony
Rayman Origins--Ubisoft
Super Stardust Delta (PSN only)--Sony
Ultimate Marvel vs. Capcom 3--Capcom
Uncharted: Golden Abyss--Sony
WipeOut 2048--Sony

Feb. 22 Game Releases
Army Corps of Hell--Square Enix
Asphalt Injection--Ubisoft
Ben10: Galactic Racing--D3Publisher
Dungeon Hunter Alliance--Ubisoft
Dynasty Warriors Next--Tecmo Koei
F1 2011--Codemasters
FIFA Soccer--Electronic Arts
Michael Jackson The Experience--Ubisoft
Plants vs. Zombies (PSN only)--Sony Online Entertainment
Shinobido 2: Revenge of Zen--Namco Bandai
Tales of Space: Mutant Blobs (PSN only)--Drinkbox Studios
Touch My Katamari--Namco Bandai
Virtua Tennis 4: World Tour Edition--Sega

Launch Window Game Releases
Disgaea 3: Absence of Detention: NIS America
Gravity Rush--Sony
Lego Harry Potter: Years 5-7--Warner Bros. Interactive Entertainment
MLB 12: The Show--Sony
Ninja Gaiden Sigma Plus--Tecmo Koei
Reality Fighters--Sony
Ridge Racer--Namco Bandai
Silent Hill Book of Memories--Konami
Supremacy MMA: Unrestricted--505 Games
Unit 13--Sony

Sony PS Vita Accessories (available Feb. 15 except where indicated)
4GB Memory Card--$19.99
8GB Memory Card--$29.99
16GB Memory Card--$59.99
32GB Memory Card--$99.99
Starter Kit with Memory Card--$39.99
In-Ear Headset--$19.99
Carrying Case--$19.99
Travel Pouch--$19.99
Protective Film (two-pack)--$9.99
Card Case--$5.99
Cradle--$19.99
AC Adaptor--$14.99
USB Cable--$14.99
Portable Charger (spring 2012)--$49.99
Car Adaptor (spring 2012)--$14.99

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viedogame: Microsoft bowing out of CES in 2013

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Microsoft bowing out of CES in 2013
Dec 22nd 2011, 19:44

Xbox maker says 2012 keynote address, booth will be its last at annual Las Vegas technology show, citing expo's January timing.

The Consumer Electronics Show returns to Las Vegas January 10-13, and with 2,700 exhibitors expected to draw 140,000 attendees, it's shaping up to be one of the trade show's biggest events yet. However, come 2013, the show will lose one of its most important exhibitors, and it remains to be seen what impact that will have on audience draw.

Microsoft announced this week that it will not be participating in CES after 2012. The Redmond, Washington-based software company has been a key player in the annual technology show, as Microsoft CEOs Bill Gates, and then Steve Ballmer, have traditionally delivered CES' show-opening keynote addresses.

"We'll continue to participate in CES as a great place to connect with partners and customers across the PC, phone, and entertainment industries, but we won't have a keynote or booth after this year because our product news milestones generally don't align with the show's January timing," Microsoft corporate communications vice president Frank Shaw said in a statement.

Microsoft has made a handful of Xbox-related announcements at CES in previous years, most notably revealing the final design of the original Xbox at the Las Vegas show in 2001. The company's final keynote address at CES will take place January 9, 2012.

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viedogame: GameStop sparks Last Guardian cancellation scare

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GameStop sparks Last Guardian cancellation scare
Dec 22nd 2011, 21:22

Preorders at retailer reportedly nixed due to game being shelved; Sony quickly denies rumors of game's demise.

Source: Message boards like NeoGAF lit up Thursday afternoon with reports that GameStop had called customers who preordered Sony's The Last Guardian on the PlayStation 3 to tell them the game was canceled.

What we heard: While retailers often inadvertently break news of a game's existence, they are rarely the most reliable source when it comes to a game's cancellation. However, it has been a tumultuous time for The Last Guardian of late, with the departure of Team Ico studio head Fumito Ueda, followed by news that executive producer Yoshifusa Hayama had left as well.

Even though Ueda had reportedly been committed to finish up work on the game on a freelance basis, the game's secretive history and virtual disappearance from the public eye (Sony last showed the game off in March) made a complete collapse and cancellation conceivable.

Although The Last Guardian was shown in trailer form for the first time at the 2009 Tokyo Game Show, Ueda had been working on Team Ico's PlayStation 3 debut since 2005. At the time, he said that the three years it took to make Shadow of the Colossus was too long and that he hoped to release his next game in less time. At the 2010 Tokyo Game Show, a late 2011 release window was attached to The Last Guardian, but that was retracted the following spring.

Fortunately, Sony representatives were quick to address the rumor almost as soon as it sprung up.

The official word: "It's not true. The game is still in development. It hasn't been canceled."--A Sony representative.

Bogus or not bogus: Bogus, thankfully.

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viedogame: Android | Grand Theft Auto III: 10 Year Anniversary Edition Review

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Android | Grand Theft Auto III: 10 Year Anniversary Edition Review
Dec 22nd 2011, 17:20

There's a certain novelty to playing a game on a mobile that was as widely lauded on consoles as Grand Theft Auto III. The sheer scale of the open world, the complex narratives, and the excellent voice acting are all as great as you remember. And it's all right there on a device that's as much for telling your other half to pick up some milk as it is about games. Yet, while GTAIII was a seminal and highly influential release for the PlayStation 2 and PC back in 2001, the same cannot be said of its 2011 incarnation on the iOS and Android. Yes, it's as clever and action-packed as ever, but it's hampered by touch-screen controls that sap the fun out of your on-the-go crime sprees, so you're likely to be as frustrated as you are enamoured with the beautiful mobile version of Liberty City.

For the uninitiated, GTAIII is a 3D open-world action game set in a fictional metropolis known as Liberty City, which is loosely based on New York City. It's not the kind of place where you'd want to wander the streets alone at night or even in the middle of the day. Crime is widespread, fuelled by a corrupt police force and government that turns a blind eye to the city's vast criminal underworld. You play as a small-time criminal who is betrayed by his partner in crime in a bank heist. After being freed in an explosion-filled action set piece you're set loose on the city, looking for work and aspiring to rise up the hierarchy of the criminal underworld.

How you go about that is largely up to you. Scattered throughout the city are missions in which you take on tasks for a criminal gang. These include performing simple fetch quests, tailing rival gang members in a car, and assassinating foes. Though there's some repetition in the latter half of the game, there's a huge variety of missions on offer, with excellent narrative and voice acting that's as much about love and romance as it is a gritty crime drama. You won't be working for just one gang, either. Multiple crime bosses seek out your skills as you progress, and you can complete their tasks in whichever order you please, giving you a host of options. The story does a fine job of keeping the disparate missions tied together, with your job as a gun-for-hire giving you an inside look at how each gang operates and the mounting tensions between them.

You need to play through certain missions to unlock other sections of the city or new items, such as guns and vehicles, but because this is an open-world game, you can choose to ignore them and simply use Liberty City as your destructive playground. Fancy jacking a car and mowing down a bunch of helpless pedestrians? How about grabbing a rocket launcher and watching stuff burn? Or maybe you're just in the mood for a quiet drive through the city, watching its many citizens go about their daily business as you listen to the excellent radio? It's all yours for the taking, and it's a hell of a lot of fun. It can be even more fun when the fuzz gets involved. Outrunning the cops or revelling in a five-star wanted rating and watching an ever-increasing squadron of tanks and helicopters attempt to chase you down is immensely satisfying.

Sadly, enjoying these elements to their fullest is hampered by the touch-screen controls. While the solution Rockstar has implemented tries to make the best of the situation, it highlights how easily a great game that wasn't designed for a touch interface is made less enjoyable. Overlaid on the action are virtual touch-screen buttons, which change depending on whether you're driving or on foot. Each action is represented by an icon, such as a car door for jacking a car or a bullet for firing your weapon. On foot, there's a virtual analog stick for controlling your character. When driving, it changes to simple left and right buttons for controlling your car. It's straightforward enough, but in the heat of the action, the lack of physical feedback makes completing missions unnecessarily difficult.

For example, in one mission, you have to chase down a gang member, shunt his car with yours, and then get out to finish the job with a pistol to the face. The multiple button presses required mean you have to take your eyes off of the action to see what you're pressing, which more often than not results in crashing your car into a wall (a problem exacerbated by the floaty handling of GTAIII's cars) or taking too long to fire your weapon. The lack of an extra analog stick for controlling the camera is also a problem, particularly in a firefight. While you swipe across the screen to position the camera, you have to take a finger off of the analog stick or fire button (or perform some mightily impressive finger gymnastics), making it difficult to keep your eyes on the action in the middle of a shoot-out. The system does offer some flexibility in that you can customize the position and size of the virtual controls to make things more comfortable, but it's not enough to make up for the game's shortcomings.

Android users have the added benefit of being able to use certain USB gamepads, the Xperia Play controls, or even a keyboard and mouse. But there's no definitive list of what exactly is supported, so getting them to work is a matter of trial and error. And, obviously, the bulkier solutions take away from the game's portability.

The quality of the visuals can vary considerably, depending on the device you use. High-end devices like the Motorola Xoom and Samsung Galaxy S II run the game admirably well, with crisp visuals and bags of detail that still hold up well today, along with a smooth frame rate. On the officially supported Xperia Play, though, it's a completely different story. The frame rate ranges from fine to juddering slide show, while the texture resolution takes a noticeable drop, so there's much less detail. Even worse, there are numerous graphical glitches, ranging from your character suddenly gaining the power of invisibility to random green screens that require a hard reset to fix.

These issues keep this GTAIII from achieving the same level of greatness as its console predecessors. Sure, the underlying game still holds up extremely well, but that's not enough to make it a great mobile game. The touch-screen controls keep you from fully enjoying everything it has to offer, while varying levels of performance mean you're aren't guaranteed to have a smooth or good-looking experience. The novelty is great while it lasts, but you'll be craving a controller long before you've settled into Liberty City.

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