Monday, 7 November 2011

viedogame: Battlefield fights to maintain UK number one

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Battlefield fights to maintain UK number one
Nov 7th 2011, 12:26

EA's heavy-hitter Battlefield 3 maintained the top spot for a second week in the UK All-Formats chart, fending off newcomer Uncharted 3. This is a record for any game in the series, with previous game Battlefield: Bad Company 2 being knocked from its top position by Final Fantasy XIII in the second week. BF3 managed to cling on to the top spot despite a 54 percent drop in sales since launch week.

Battlefield's multi-platform nature prevented Uncharted 3's sales figures blasting it from number one, instead settling at the not-unexpected number two slot. Sony's extensive marketing strategy for the action game ensured that Uncharted 3 did take the PS3 number one spot and become the 11th biggest UK launch for a PS3 game, with unit sales up 37 percent compared to predecessor Uncharted 2.

Sega's latest entry into the Sonic series - Generations - debuts at a respectable 10, whilst Goldeneye: Reloaded doesn't quite make it into the top ten, debuting at 16.

Slipping down the charts, The Sims 3 pets plummets from 7 to 17, whilst Rage almost falls from the Top 20, falling from ten places to 20. Forza 3 drops one place down to 7, and Batman Arkham City sees a fall from 2 to 4.

F1 2011 makes a notable climb from 15 to 11, whilst Michael Jackson: The Experience sees a surge in sales, boosting from 29 to 15.

This Week's Top 10 ending November 5, 2011:
1. Battlefield 3
2. Uncharted 3: Drake's Deception
3. FIFA 12
4. Batman: Arkham City
5. Just Dance 3
6. Football Manager 2012
7. Forza Motorsport 4
8. Zumba Fitness
9. Skylanders: Spyro's Aventure
10. Sonic Generations

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Sunday, 6 November 2011

viedogame: Shippin' Out Nov. 6-12: Call of Duty: Modern Warfare 3, Skyrim

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Shippin' Out Nov. 6-12: Call of Duty: Modern Warfare 3, Skyrim
Nov 7th 2011, 00:13

After weeks of quips about the escalating holiday buying period, one of the biggest weeks of the season is actually here. If trends of past years continue, this week's release of Call of Duty: Modern Warfare 3 will mark the biggest game launch of the year. Skyrim is set to bring dragons to The Elder Scrolls universe with its Friday release, and Metal Gear Solid 2, 3, and Peace Walker will make their transition to HD.

Call of Duty: Modern Warfare 3 marks the return of Activision's annual military first-person shooter franchise, and the return of Infinity Ward's Modern Warfare fork of the series on Xbox 360, PlayStation 3, and PC. The multiplayer mode is set to introduce a few changes to the MW2 formula. Additions include a new mode called "Kill Command" that has players in a race to collect dog tags from downed players, a new weapon leveling system, and a revamped streak system. Also, Modern Warfare 2's Tactical Nuke is out.

The Elder Scrolls V: Skyrim eschews the typical Tuesday game release day for a Friday launch to land on its highly publicized 11/11/11 date on Xbox 360, PS3, and PC. It's been five years since Bethesda's last Elder Scrolls release, and the developer says it has folded in lessons learned from Oblivion and Fallout 3 alike. In typical series fashion, players can expect a sprawling open-world role-playing game with plenty of side quests to tackle. Dragons are a new addition to the series, and players will gain new abilities as they defeat the various winged beasts.

Announced at the Electronic Entertainment Expo just five months ago, the Metal Gear Solid HD Collection is set to bring an assortment of past games in the series into the HD era. Metal Gear Solid 2: Sons of Liberty, 3: Snake Eater, and the PSP's Peace Walker are making their way to the PS3 and Xbox 360 in "optimized and rebuilt" versions that take advantage of the increased horsepower offered by modern consoles. Not simple ports, the games will feature redrawn 2D art, higher quality audio, trophies, achievements, and tweaked controls to utilize the second analog stick where needed.

For further details, visit GameSpot's New Releases page. The full list of downloadable games on the PlayStation Store, Xbox Live Marketplace, and Wii Shop Channel will be revealed later this week. Release dates are based on retailer listings and are subject to change.

SUNDAY, NOVEMBER 6 Lalaloopsy--DS--Activision
Moshi Monsters: Moshling Zoo--DS--Activision

MONDAY, NOVEMBER 7 Let's Cheer--X360--2K Play

TUESDAY, NOVEMBER 8 Bakugan: Rise of the Resistance--DS--Activision
Big League Sports--X360--Activision The Black Eyed Peas Experience--X360, Wii--Ubisoft
Call of Duty: Modern Warfare 3--X360, PS3, PC, Wii--Activision
Call of Duty: Modern Warfare 3: Defiance--DS--Activision
Cars 2: The Video Game--PSP--Disney Interactive
Cave Story 3D--3DS--NIS America
Champion Jockey: G1 Jockey & Gallop Racer--PS3, Wii--Tecmo Koei
DaGeDar--DS--GameMill Publishing
Deepak Chopra's Leela--X360, Wii--THQ
Face Racers: Photo Finish--3DS--Majesco
Fix It: Home Improvement Challenge--Wii--SouthPeak Games
Get Up and Dance--PS3, Wii--Crave
Happy Feet Two: The Videogame--X360, PS3, Wii, DS--Warner Bros.
Heavy Fire: Afghanistan - The Chosen Few--PS3, PC, Wii, 3DS--Mastiff
JAWS: Ultimate Predator--Wii, 3DS--Majesco
L.A. Noire: The Complete Edition--PC--Rockstar
Max & the Magic Marker--DS--Easy Interactive
Metal Gear Solid HD Collection--X360, PS3--Konami
Nickelodeon Dance--X360, Wii--2K Play
Outdoors Unleashed: Africa 3D--3DS--Mastiff
Outdoors Unleashed: Alaska 3D--3DS--Mastiff
Pac-Man Party 3D--3DS--Namco Bandai
Pro Evolution Soccer 2012--Wii, PSP, PS2--Konami
Raving Rabbids: Alive & Kicking--X360--Ubisoft
Self-Defense Training Camp--X360--Ubisoft
SpongeBob's Surf & Skate Roadtrip--X360, DS--THQ
Your Shape Fitness Evolved 2012--X360--Ubisoft
Wappy Dog--DS--Activision
Winter Stars--X360, PS3, Wii--Deep Silver

WEDNESDAY, NOVEMBER 9 Martial Empires: The Path of the Purgatory--PC--Gamigo

THURSDAY, NOVEMBER 10 Freakyforms: Your Creations, Alive!--3DS--Nintendo

FRIDAY, NOVEMBER 11 The Elder Scrolls V: Skyrim--X360, PS3, PC--Bethesda
Lego Harry Potter: Years 5-7--X360, PS3, Wii, PC, 3DS, PSP, DS--Warner Bros.

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viedogame: 6,000 copies of Modern Warfare 3 stolen in French heist - Report

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6,000 copies of Modern Warfare 3 stolen in French heist - Report
Nov 7th 2011, 04:04

Activision has already suffered a setback this week concerning the upcoming release of the highly anticipated Call of Duty: Modern Warfare 3, with sealed copies of the game surfacing on a number of online auctions two days before launch.

Now, it appears two individuals in France also wanted to get their hands on an early copy of the first-person shooter. French news networks are reporting that two masked men armed with tear gas and knives hijacked a truck near Paris and fled with its cargo, which contained around 6,000 copies of Modern Warfare 3.

According to a report from TF1 news channel, and as translated by GameSpot, two men crashed into a van transporting a cargo of boxed video game copies near Créteil, 10 kilometres south-east of Paris, around 8am yesterday morning. When the van's driver and occupants left the vehicle after the crash, two masked men used tear-gas and drove away in the van, taking the cargo with them.

According to a Agence France Presse (AFP) report, the van's cargo contained 400,000 Euros of merchandise, all copies of Modern Warfare 3. The news report estimates the number of copies at around 6,000.

Last week, Infinity Ward representative Robert Bowling spoke for the Modern Warfare 3 developer on Twitter, saying, "No plans to ban legit fans, but try to wait 'til midnight launch on Tuesday to play #MW3."

For more on Call of Duty: Modern Warfare 3, check out GameSpot's previous coverage.

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Friday, 4 November 2011

viedogame: iPhone/iPod | Infinity Blade II: Entertainment in Two Minutes or Less

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iPhone/iPod | Infinity Blade II: Entertainment in Two Minutes or Less
Nov 4th 2011, 23:59

There's an unmistakable quality about the games that do well on Apple's App Store. There are some exceptions, of course, but many of the iOS platform's best games know that they are iOS platform games and, therefore, are extensively tailored toward those devices and their most prominent features: the touch screen and the ability to play in short bursts. The original Infinity Blade was one such game; it borrowed gameplay mechanics from Nintendo's popular Punch-Out boxing game and changed them to suit the touch screen and the context of the game. "What we wanted to do with the first game was hopefully make something that really took advantage of the uniqueness of touch-screen devices," says Donald Mustard, creative director at Chair Entertainment. "We were trying to create something with the gameplay that wouldn't be easy to do with a controller and take advantage of the device. We felt like we had a really good core system for sword fighting--the dodge, block, and parrying mechanic."

Because combat was such a popular element in the original game, Chair wants to make it even more dynamic in the sequel. While the obvious byproduct of this strategy might be to incorporate new weapons (which there are), there is a less obvious tactic in play that really changes things up for Infinity Blade II. And that comes from the introduction of new enemies. "There are a lot more enemies. When we shipped the first Infinity Blade, we had 10 different enemies in the game, and when we ship IBII, we'll have more than 30 in the game," Mustard says. "There are just a lot more enemies this time around; some new in addition to some returning from the first game." These enemies will range from the hulking creature you might have seen in the announcement trailer (which, Mustard notes, can actually pick you up in its mouth) to nimbler foes capable of inflicting damage in quick fashion.

While you'll still have the standard assortment of sword swipes, blocks, parries, and dodges at your disposal, the hero of Infinity Blade II also has new weapon types to select. In addition to the standard sword-and-shield combination, you can now dual-wield swords. "You're doing dual hits, so it allows you to get bigger attack windows and chain together massive combo chains that are different," Mustard explains. "It's a much more aggressive style where those who are good at dodging or those who excel at parrying will be absolute masters." It's also noteworthy that dual-wielders don't have a shield, so the block button has been replaced with another dodge option that lets you move underneath attacks.

The other new type is for those who like heavier, two-handed weapons. They may take longer to swing, but they'll ultimately inflict much more damage if they connect properly. "The cool thing about the heavy weapons is that because they're heavy, they swing a little slower," Mustard says. "But once you break an enemy, they do massive amounts of damage in shorter combo chains." While holding a heavy weapon, you can't dodge, but there's a trade-off that lets you block directionally. This means that you have to be really good at determining where attacks are coming from, and if done properly, the payoff is huge.

What gives all of these tactics and weapon combinations an extra layer of depth in Infinity Blade II is the introduction of customizable weapons. Each weapon has open slots that can be filled with a gem that possesses a special property. For example, one gem may increase your damage output, while another may cause damage to an enemy every time you block. These gems can be found throughout the world, either in chests or dropped by enemies. "Most of the items in the game have gem slots on them," Mustard added. "There are hundreds and thousands of different kinds of gems imbued with different properties--from damage stat boosts to different elemental attacks."

Of course, the goal is to become such a powerful warrior that nothing stands in your way. The original Infinity Blade used a bloodline mechanic where each death gave your progeny an opportunity to take up your former arms and have one more go at the God King. "We thought the overall bloodline loop to the God King was really fun. It didn't take too long…about half an hour or so to go from the start of the game to the God King and loop on that over and over again," Mustard says. "We thought, 'Why don't we take that same framework but apply it to a much larger gameplay experience?' We're still playing with that bloodline mechanic. The fights are still paced the same way even with the new mechanics on top of it, but now, we've laid that into a much bigger metagameplay and metaworld, and it gives a lot more depth and length to the overall game."

When pressed further about the extent of the changes Mustard is referring to, he would only say that instead of just one God King, you now have multiple God King-like characters that you can tackle in any order that you wish, which makes the sequel a little less linear. "Hopefully, that will strike the right balance where it will still be very satisfying in short sessions, but we'll start to get closer to some of the great stuff about the [console experience] where we can put in a little bit more story as you defeat one of these challenging enemies and then move onto a new branch. So there's more new, regular content being delivered to you."

The development team at Chair also plans to keep supplying users with content after Infinity Blade II's December 1 release (though, Mustard was quick to point out, it might not be as often as with the original game). But, what will likely keep people playing after they've defeated the solo challenges is IBII's ingenious take on multiplayer--also known as Clash Mobs, which will be available shortly after launch. "We're working on it now," Mustard explains. "The idea is to have people partner with each other from all around the world--hundreds of thousands and hopefully millions of gamers--to participate in these massively social challenges. For example, we'll have a Clash Mob where there's this huge beast. Let's say it has 10 million hit points and it's going to run away in 24 hours. So in 24 hours, you'll have once chance, one 30-second turn to do as much damage as you can to this one enemy."

"Let's say you're really good and you're able to do 20,000 points of damage to him before he eats you or stomps on your head," he added. "That damage is saved persistently to the cloud, and other gamers from around the world get their turn to take a shot at this guy. And if collectively--within 24 hours--everyone from around the world can defeat this guy, everyone will unlock some supercool rare sword, item, or gem."

Needless to say, the Clash Mobs have us intrigued and serve as yet another example that Chair, perhaps more than any other developer, understands the nature of mobile development--its strengths, its weaknesses, and how it can change gaming for the better. But on a more basic level, it reveals the team's dedication to making a game that's simply just fun. "A lot of the success of Infinity Blade is due to those guidelines and observations we made about the [iOS] marketplace at the time, and I don't think those tenets have changed," Mustard says. "The marketplace is still largely the same, and the core thing that we keep going back to is that you'll have a meaningful, fun, and progressive gameplay experience every two minutes, meaning that everything that you're doing is accomplishing something and moving your character forward." We'll have much more on Infinity Blade II before its December 1 release on iOS devices.

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viedogame: Xbox 360 | Batman: Arkham City - Nightwing Bundle Pack Review

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Xbox 360 | Batman: Arkham City - Nightwing Bundle Pack Review
Nov 5th 2011, 00:59

Sometimes, heroes of the night get tired of spending hours searching the streets for bad guys to clobber and armed thugs to sneak up on. At times like these, it's nice to have the option to walk into a room and instantly be confronted by a dozen mean-looking dudes who want to destroy you. The Riddler's Revenge challenges in Batman: Arkham City give you the opportunity to jump right into a stealthy standoff or an all-out brawl, and the conditions for earning medals in the predator challenges encourage you to employ specific techniques to take down the bad guys. The new Nightwing Bundle Pack lets you face these challenges as Dick Grayson, and he has an enjoyable assortment of unique gadgets that make tackling stealthy situations as this former Boy Wonder distinctly different from doing so as Batman or Catwoman.

Escrima sticks and wrist darts help Nightwing take down enemies while staying out of sight.

The Riddler's Revenge challenges are broken down into combat and predator situations. In the combat challenges, Nightwing plays quite similarly to Batman. He has his own set of animations that show him making smooth use of his two stun sticks, twirling them gracefully and hitting enemies with them in ways that might make you wince with pain. But aside from the useful ability to stun surrounding enemies with shock waves and bolts of electricity from his weapons of choice, he doesn't bring much to combat scenarios that sets him apart from the other playable characters. It's in the stealthy predator challenges that his unique abilities get a chance to shine.

Like Batman, Nightwing has the batclaw, which can yank guns from enemy hands or pull enemies over railings, incapacitating them. He also has the line launcher, the disruptor, and the batarang-like wing-dings. But his remaining tools are quite different from those available to Batman. As Nightwing, you can target enemies who are around corners with your escrima sticks, which automatically ricochet off of surfaces and hit their marks, knocking the poor saps to the ground temporarily. If enemies are standing close together, you can also use these sticks to target several and knock all of them down with one throw. You also have three wrist darts that can either stun an enemy or, if you land a headshot, knock him out completely. Nightwing's wrist doesn't stay perfectly still, which makes nailing the timing and landing a headshot on a distant thug a thrill. And he has an electrical blast that radiates out in all directions when you jump down, instantly stunning any enemies who get caught in its radius. This ability lets you safely take a more confrontational approach, rather than waiting for groups of enemies to split up.

Each predator map has three medal challenges, and these differ depending on the character you select, so you're encouraged to approach these differently as Nightwing than you might as Batman or Catwoman. For instance, the Triple Ricochet medal challenge requires you to knock down three henchmen at once with an escrima stick, and the Head Shot challenge is won by taking down an enemy with a well-aimed wrist dart. So there's an incentive to revisit the 12 predator maps included with the main game as Nightwing, and to visit the new predator map included with the Nightwing Bundle Pack as Batman and Catwoman.

The layout of the new map, called Wayne Manor Main Hall, is standard, with plenty of vantage points and vents to crawl through; the most interesting thing about it is that it offers a glimpse of Batman's elegant home. The pack also includes one new combat challenge environment, the Wayne Manor Armory, and gives you a choice between two skins for Nightwing. The default skin makes the character look like a smug, cocky jerk, but the other is a delightful duplicate of his design from Batman: The Animated Series. It's humorous to see a cartoon version of the character occupying a world in which everyone else has a more realistic look.

If you own Batman: Arkham City but prefer confronting thugs within the context of the game's story to doing so in the Riddler's Revenge challenges, the Nightwing Bundle Pack (which costs $7.00) probably won't make these isolated challenges more enticing. However, if you do enjoy these scenarios, Dick Grayson's unique abilities and the different medal challenges that go along with them make suiting up as Nightwing a fresh and enjoyable new way to take out bad guys and stake a claim to the leaderboards.

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viedogame: Xbox 360 | Dungeon Defenders Review

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Xbox 360 | Dungeon Defenders Review
Nov 5th 2011, 00:40

Orcs are crazy. All they ever want to do is smash things and terrorize villagers. Thankfully, brave heroes will always be there to help with a carefully calculated combination of turrets and traps. If you played such games as Orcs Must Die! or Trenched, then you're already familiar with the mechanics for Dungeon Defenders. The goal is to protect one or more structures, called cores, from increasingly difficult waves of goblins, orcs, and other high-fantasy fiends. You do this using your character's unique buildings and abilities, all of which you can upgrade and customize. However, for all of its difficulty modes, gameplay types, and hundreds of items, the simple act of playing Dungeon Defenders falls disappointingly short; and a few fundamental shortcomings drag this otherwise robust game into the realm of tedium.

Some maps in Dungeon Defenders task you with defending more than one core.

You start by choosing your character. On tap are four iconic character archetypes: wizard, squire, huntress, and monk. Each has his or her own unique fighting style and structures to use in combat. The wizard is the game's most straightforward character; he fights at range using magical projectiles with the ability to raise walls and offensive turrets. On the other end of the spectrum is the monk. Possibly the most complex character, the monk is adept at both range and melee fighting and can deploy status-effecting auras on the battlefield.

Once you put the finishing touches on Steve the Squire, or your character of choice, it's time to hit the battlefield. With twisting alleyways and stairwells, the stages may look confusing, but they all follow the same rules. Enemies pour in from giant gates that line the outside of the map and then split up its numerous routes. While they take different directions, their goal is singular: the destruction of your core(s). Your goal, on other hand, is to identify the map's choke points and clog them up with as much stuff as possible. Of course, you may have to jump into the fight yourself when a pesky flying enemy or a massive ogre hits the field.

Once the dust settles and you wipe the pink and purple goblin blood off of your sleeves, it's time to collect your reward. All across the battlefield, swords, staves, and suits of armor will be left behind by your vanquished foes. Handy pop-up windows quickly relay information about an item's specifics. Some items will improve your character's base statistics, while others will change the properties of their attacks. There's even a big thumbs-up (or thumbs-down) icon to tell you if it's better than what you're wearing. And with a healthy injection of funds--collected from chests and fallen foes--your items can be increased in level to further enhance their bonuses.

Your characters also advance by defeating enemies. After leveling up, you are awarded points to improve either your character's stats or structures. Do you increase the health of your wizard's turrets or the damage output of his attacks? However you decide, when it comes time to actually play the game, it stumbles. At the heart of this issue is character locomotion. The little guy or girl is slow, sluggish, and has a floaty jump that makes navigating the environment a chore. And these issues are further compounded in the early hours of the game when the arenas are smallest and your character's speed rating is at its lowest.

Environmental clutter can be a problem as well, depending on the character you've chosen. If you're the wizard or the squire--and chances are you will be because they are marked as beginner classes--then all of your structures occupy space on the battlefield. This is opposed to the huntress and monk's structures, which characters can pass through. All of a sudden, the game's narrow hallways and corridors are littered with walls and turrets that your avatar must clumsily hop up and over to get into (and back out of) the fight.

This wouldn't be such a dire issue if the game weren't brutally difficult. When you have multiple blockades under siege at once, you need greater mobility than the game offers. Too often you're asked to swiftly navigate an environment that doesn't clearly communicate which platforms you can leap to or snags you between two pieces of geometry. This may only cost you a few seconds, but every second counts against such taxing opponents. Some of this can be mitigated by having cooperative teammates by your side. In fact, some of the campaign stages and higher difficulty settings all but require more than one person to succeed.

Once you reach your enemies, a lack of feedback from your attacks makes fighting the hordes dull. There are no thrills in watching your monk lazily swing his spear from side to side as his enemies slide around the terrain on impact. This creates a feeling of detachment from the action; you don't feel as if you're controlling a noble hero but, rather, a weak turret that can get up and walk around. Your character also autotargets enemies, which makes picking out high-priority targets from a sea of foes a nightmare.

The sluggish controls, crowded battlefields, and lame action lessen the appeal significantly, but there is a ton of content in Dungeon Defenders, especially if you have some friends to play with. The difficulty may be steep, but if you're willing to grind there's always another challenge waiting to knock you on your rear.

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viedogame: PSP | Naruto Shippuden: Ultimate Ninja Impact Review

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PSP | Naruto Shippuden: Ultimate Ninja Impact Review
Nov 5th 2011, 01:32

There's a lot of potential to make good games using the Naruto license. The comics and anime series are filled with elements that can transition well to games: a huge cast of ninja characters with varied motives and personalities, an interesting fantasy setting, and, of course, lots of supernaturally powered ninjutsu battles. Sadly, Ultimate Ninja Impact fails to capitalize on all the great things the Naruto universe has to offer.

Ultimate Ninja Impact adapts the storyline of the most current Naruto anime series, Naruto Shippuden. In the Ultimate Road campaign, Naruto has returned to Hidden Leaf Village after three years of intense training to be reunited with many of his friends and comrades. However, his dear companion Sasuke, who has defected to serve the insidious Orochimaru, is not among them. Naruto learns of some pressing events happening in the village and elsewhere, and he immediately sets off with his teammates to try to set things right, only to get tied up in a much bigger plot that involves several different factions. The way the game adapts the story is admirable, though if you're already familiar with the way events play out (having read the comic or watched the show), there isn't much in the way of surprises.

The main game is divided into several chapters, each of which contains a map screen that allows Naruto and company to advance to various events and stages. By completing certain stages or objectives (some mandatory, some optional), new playable characters, missions, and special ability cards can be unlocked. Successfully completing levels and performing skillfully in battle also earns you ninja points, which allows you to purchase character-enhancing card pieces and upgrades, along with extras like music or wallpaper. Each chapter has a separate completion gauge that lets you know how much further you have to go before you've found and collected everything available. There's a lot of emphasis on collecting bonus goodies in Ultimate Ninja Impact, and this element of the game is well executed. Visuals and sound are also quite nice: The character models are faithful to the original designs and are surprisingly detailed. A heavy amount of voice-over also accompanies the story in both English and Japanese audio tracks.

The actual combat, however, is considerably less exciting. Ultimate Ninja Impact borrows liberally from the design of Tecmo Koei's Warriors games, for all of the good and bad that may entail. Controls are easy to grasp: You can jump, air-dash, or guard, as well as perform basic attack combos and throw weak projectiles with simple button presses. The chakra attacks are slightly more complex; they require you to first charge up your chakra meter sufficiently by holding down the triangle button and then either execute them at the end of a basic combo string or hit a set button sequence. Some of these skills require specific timing, which the game doesn't always teach well, but for the most part, screen-clearing, mega-damaging attacks are merely a few button presses away. Filling both your chakra and awakening gauges while fighting allows your character to enter a special, temporary powered-up mode. While chakra and awakening attacks have varying properties for each playable character, the basic means of execution is the same for each fighter, which allows players to quickly adjust when the game requires you to use a different cast member. However, it also means that the number of different actions each character can perform is strictly limited. Characters can gain levels and equip stat-boosting character cards to enhance their abilities, but their combat capabilities rarely expand beyond a basic skill set.

Limited fighting capabilities would be perfectly fine if the action itself was intense and engaging. Unfortunately, this is the area in which Ultimate Ninja Impact falls flat on its face. Much like the Warriors games that seem to have inspired it, Ultimate Ninja Impact puts you in small maps to fight big packs of enemies. While mowing down a crowd of ninjas is fun at first, it quickly becomes less satisfying when you realize just how utterly stupid and ineffective most of the enemies are and how easy they are to wipe out with a basic combo. Each mission contains several objectives, most of which are simply variations of "go to this place" or "beat these enemies." You quickly find yourself repeating similar objectives for each new mission you reach, putting up with annoying background pop-in as you carelessly wipe out another platoon of generic ninjas. Every now and then, you might encounter a slightly tougher enemy, an enemy with a gimmick, or a boss. These enemies are unique in that they actually pose something of a threat and will aggressively attack you. However, they still fall quickly to basic evasion and rapid-fire damaging chakra combos. Ultimate Ninja Impact on anything but the hardest difficulty is a very easy game, and unfortunately, said hardest difficulty doesn't unlock until well into the campaign. As a result, the combat quickly turns into a boring slog that you only put up with to try to collect NPs and nifty new cards.

The game features a few additional modes as well. Tag Battle lets you team up with either a computer-controlled companion or a friend (with his or her own PSP and copy of the game) to take on specially scripted missions for NP rewards, while Extra Missions offers more challenging single-player objectives to try to complete for additional rewards. (Given the game's typically lax difficulty, these missions are only slightly more taxing than your standard story fights.) You can use your full army of unlocked characters in these fights, which makes them the main place to play and level up favorite cast members that don't get much attention in the central plot.

But when the fighting itself is lacking in excitement, it really doesn't matter how many extra modes you throw in--inherent mediocrity is rarely remedied by putting it in different dressings. Ultimate Ninja Impact doesn't try to do anything beyond offering a bog-standard action game where you fight a lot of enemies at once. As a result, it winds up being a game that is mildly entertaining for short periods of time but quite tedious in extended play sessions. In the end, Ultimate Ninja Impact simply doesn't live up to the intensity of its title.

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