Posts Tagged ‘ north

The Daily Hotness: Pew pew headshot 16 August 2010 at 6:59 pm by Admin

I don’t think it’s necessary for me to say how excited I am for Halo: Reach. SO I WON’T!

Nick reviewed Lara Croft and the Guardian of Light, I checked out Ghost Recon for the Wii, we’re giving away four Samsung 4G Galaxy S Epic phones, Jim reviewed Monday Night Combat, Red Faction: Battlegrounds was revealed, FEAR 3 delayed to 2011 and more happened on 08/16/10.

Destructoid Originals:
New releases: Kane & Lynch 2, Lara Croft, Ys Seven & more

Community:

Teh Bias: Big heroes
Community blogs of 08/16/10

Reviews:
Lara Croft and the Guardian of Light
Monday Night Combat

Previews:
Hands-on: Messing with history in Rabbids: Travel in Time
Impressions: Intense co-op action with Ghost Recon
Hands-on: Final Fantasy XIV

Contests:
We’re giving away 4 Samsung Galaxy S Epic phones!

News:
Red Faction: Battlegrounds officially announced
Pre-order Brink, get DOOM or Fallout stuff
Retailers are ‘parasites and thieves’
Marley, INXS, Slipknot and more confirmed for Rock Band 3
UK Charts: Toy Story 3 again
FOX News talks about ‘disrespectful’ Medal of Honor
Flight Control PS3 supports 3D, comes with exclusive map
Cave bring three shmups to Xbox 360
Subway, Sony partner to bring you tasty meals, prizes
Joe Danger gets a PSN demo tomorrow
PSP Favorites: More $9.99 PSP games added to the list
Retailers list HD Mortal Kombat ‘kollection’
Xbox 360 Limited Edition Halo Reach sounds, ringtones
Hey Europeans, Front Mission 3 is coming to PSN
FEAR 3 delayed until 2011

Offbeat:
Buy an entire game store on eBay for $30,000
Final Fantasy VI opera upscaled, upgraded, incredible
Mod: Portable Dreamcast with built-in VMU!

Media:
Medal of Honor details spill out, going to be real real
Hunted’s pre-order items revealed, are all over the place
Cover superstars revealed for WWE Smackdown vs. Raw 2011
Muscle bunny: Square Enix announces Gun Loco for Xbox 360
Ghost Recon coming to PSP, Wii later this year
Lost Planet 2 coming to PC on October 15th, test now
Red Faction: Battlegrounds gets a trailer, screens
Let’s watch some Halo: Reach multiplayer videos!
Nintendo DLC: Divergent Shift, Space Trek and more
Check out these brand new screenshots of Rock Band 3

+ FEAR 3 delayed until 2011 By Admin 16 August 2010 at 1:30 pm and have No Comments

FEAR 3 delayed until 2011 screenshot

Destructoid has been able to confirm today that Day 1 Studios upcoming first-person shooter, FEAR 3, won’t see release until 2011. The game was originally scheduled for late October 2010, just in time for Halloween. 

No reason for the delay was given by the Warner Bros. Interactive Entertainment representative who confirmed the delay, and no official date other than the vague 2011 was confirmed. Retailers (who originally tipped us off to the delay) are currently listing it for an April 2011 release. 

Warner Bros. recently released a trailer for the game, which features the game’s two protagonists — Point Man and Paxton Fettel — killing things in a room. Because that’s what brothers do, right? Check out our preview for more on FEAR 3 and its divergent co-op gameplay.

+ Review: Monday Night Combat By Admin 16 August 2010 at 1:00 pm and have No Comments

Review: Monday Night Combat screenshot

Two teams of cartoon-like class-based combatants compete in multiplayer arenas with a range of quirky skills and ludicrous weapons. Sound familiar? Of course it does!

Monday Night Combat looks and sounds as derivative as they come, with an art style and general premise that appears shamelessly ripped from Valve’s Team Fortress 2. However, under its aesthetic surface, Monday Night Combat boasts a deceptively inventive core, with a unique blending of genres that works surprisingly well. 

You never really can judge a book by its cover, so read on for the full review of Monday Night Combat. 

Monday Night Combat (Xbox Live Arcade)
Developer: Uber Entertainment
Publisher: Microsoft Games Studios
Release date: August 11, 2010 

Monday Night Combat is a game show in which genetic clones compete for fabulous cash prizes. The game is a unique blending of the third-person-shooter and tower defense genres, as each team attempts to push its forces to the enemy’s “Moneyball” and destroy it for the win.

Each team is backed up by a respawning army of bots, and they have to escort these bots to the Moneyball to deplete its shields. Players can also construct turrets at specified locations to protect their own base. Money is earned with kills, and the cash not only goes towards turrets and their upgrades, but can be spent on personal player enhancements. 

The premise is quite brilliant, and works out incredibly well. Deciding which of your skills to enhance, or whether to hold off on skills and create turrets, makes for some cool choices, The game usually becomes one-sided after a while, but the tug-of-war beforehand can be rather exciting and tense. Even if the unique flow of the match doesn’t get one’s attention, the solid third-person-shooting is still a lot of fun, especially with such a diverse range of classes to choose from. 

The game has two modes — Crossfire and Blitz. Crossfire is the competitive multiplayer described above. Blitz is a co-op mode in which players protect their Moneyball from increasingly powerful waves of AI-spawned bots. There are a variety of different Blitz modes, ranging in number of waves and difficulty, but the general “tower defense meets Team Fortress” play style remains the same throughout. 

There are five distinct classes — the stealthy Assassin, the hardy Tank, the ranged Sniper, the balanced Assault, the powerful Gunner and the Support, who we will get to in a moment. Uber Entertainment did a really good job of making each class feel distinct, with a range of unique abilities, such as the Assassin’s invisibility or the Tank’s product placement grenades. There is a class to fit every style of play, and even the stereotypical characters feel somewhat unique. 

Monday Night Combat is a lot of fun and can get quite addictive, but it does suffer from one major problem — it’s very unbalanced. The Support class, at the time of writing, is broken beyond reason. It’s very clear that the developers had a lot of affection for the character, and as such they have made him into a Mary Sue archetype — combining the strengths of both a medic and an engineer, with none of the weaknesses. He can heal allies, hack enemy turrets, spawn his own super powerful turret, drop instant-kill nukes on enemy heads, and more besides. He doubles the strength of his friends and decimates his enemies. You could have made two whole new classes out of everything Uber gave the Support, and right now he’s a potential game breaker. 

Other classes suffer from balance issues as well. The Tank is useless in a ranged fight, but is too slow to get close enough to do real damage before better-ranged classes tear him apart, while the Gunner is ludicrously powerful and has no real down side to counter his strength. 

The game also lacks variety. Blitz mode has one map, and Crossfire only a meager handful. The lack of variety extends to the game’s sound, with MNC’s announcer and player characters repeating the same painfully unfunny catchphrases. 

It’s worth noting that there seem to be a number of connection issues. While the game has host migration, it appears to only work 50% of the time and sometimes won’t occur at all. Connections to lobbies frequently terminate, and there’s even a glitch where the connection will cut during matchmaking and force players onto a blank screen, from which the only way to escape is by exiting the entire game. When games get started, the are lag-free and tight, but the connection errors are frequent enough to get rather annoying. 

It is to Monday Night Combat’s great credit, then, that it still manages to be so compelling and fun despite these rather huge flaws. The class imbalance will eventually become tolerable if you can be careful about fighting the powerful characters, and the gameplay is fun enough that one tends not to mind the lack of varied environments. 

The game requires one to get used to it, to work around its flaws and find a class that works for them. As players earn cash, they can unlock custom character slots which lets them enhance their chosen class with stat-boosting sponsorships. Once the custom classes are unlocked, the game becomes far more fun to play and comfortable to use. It’s just a shame that the cash isn’t spent on anything else, and you end up earning huge amounts of money with nothing to spend it on. It would have been cool to be able to visually customize the characters as well. 

I actively hated this game when I first started it up. I couldn’t understand where the fun was and it looked too broken to enjoy. However, once I found a class I gelled with and learned how best to hide his weaknesses versus the overbearing strengths of some of the other classes, I found that it was incredible fun. It’s truly a fine little game, but one that requires you to do a little bit of work up front. 

Monday Night Combat has its flaws, but ultimately it’s a game that looks great, has a lot of heart, and provides a fun, unique, and undeniably addictive multiplayer experience that’s well worth the fifteen bucks. With more balancing and a great variety of things to do, this could be an absolutely stellar title. As it exists, however, Monday Night Combat is most definitely the start of something very, very good. 

Score: 7.5 — Good (7s are solid games that definitely have an audience. Might lack replay value, could be too short or there are some hard-to-ignore faults, but the experience is fun.)



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+ Nintendo DLC: Divergent Shift, Space Trek and more By Admin 16 August 2010 at 12:20 pm and have No Comments

Nintendo DLC: Divergent Shift, Space Trek and more screenshot

The one game you want to give special attention to this week is Divergent Shift. The title — originally called Reflection — has been in development for a long time but it’s finally out for DSiWare this week. It offers a really unique gameplay style and reminds me of what Metroid Dread would had that ever been a real thing.

WiiWare

DSiWare

  • Divergent Shift (Konami Digital Entertainment, 1 player, 800 DSi Points)
  • 3D Mahjog (cosmigo, 1 player, 500 DSi Points)
  • myNotebook: Carbon (Nnooo, 1 player, 500 DSi Points
  • Just SING! National Anthems (Engine Software, 1 player, 200 DSi Points)

Worth noting is that myNotebook: Carbon is developed by Nnooo. Nnooo is exactly what everyone will say when they see the game in the DSiWare store.

+ Red Faction: Battlegrounds gets a trailer, screens By Admin 16 August 2010 at 11:40 am and have No Comments

Red Faction: Battlegrounds gets a trailer, screens screenshot

THQ revealed earlier today Red Faction: Battlegrounds for the PlayStation Network and Xbox Live Arcade. Battlegrounds is a multiplayer-focused vehicular combat game where tanks and mechs square off on the surface of Mars.

Four players can play online or locally in the game’s Survival, Annihilate and Flag Frenzy modes. And as this is a Red Faction game, there will be plenty of destructible buildings for you to demolish. Players will also be rewarded with bonus content such as maps, vehicles, weapons and other items that will be playable in Red Faction: Armageddon.

Red Faction: Battlegrounds will be out in 2011.


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+ Retailers list HD Mortal Kombat ‘kollection’ By Admin 16 August 2010 at 10:40 am and have No Comments

Retailers list HD Mortal Kombat 'kollection' screenshot

With NetherRealm Studios dropping its new Mortal Kombat next year, now might be a good time to get players up to speed with the series. How does a Mortal Kombat Arcade Compilation disc sound?

CVG reports that online retailer ShopTo.net had listed (and then pulled) a listing for a Mortal Kombat Arcade Compilation (more like “Kompiliation,” am I right!?) for the PlayStation 3. The disc was listed for an October 12 release, and said to feature high definition versions of Mortal Kombat, Mortal Kombat 2, and Ultimate Mortal Kombat.

It’s said that a second retailer also listed the title, although CVG makes no mention of which retailer it’s referencing. If the disc does pan out, it’s possible that it will be the Xbox Live Arcade and PlayStation Network versions that were (but are no longer) available when they were published by retailer. While a PlayStation 3 version was listed, it’s likely a combo pack like this would hit Xbox 360, as well.

Would you purchase a disc like this? The retailer reportedly had the game listed at discount pricing (£19.99) — does that make a difference?

Mortal Kombat HD Compilation incoming? [CVG]

+ Teh Bias: Big heroes By Admin 16 August 2010 at 10:00 am and have No Comments

Teh Bias: Big heroes screenshot

[For his monthly musing, fulldamage explains how a joke unlock in Uncharted 2 makes him think about the biases we have regarding the physical appearance of our video game heroes. Want to post your own Monthly Musing? Click on this and start writing! -- JRo]

Harry and Nathan Drake are jumping across rooftops.
Harry: Come on.
Nate: Okay, I’m comin’, I’m comin’.
Nate makes a jump for the next building and catches onto the edge, which breaks away under his grasp. Harry catches Nate by the hand just before he falls.
Harry: …Gotcha.
Nate: Pull me up, pull me up!
Harry: (pulling Nate up) You put on weight, mate.
Nate: Oh, shit, that was close.
Harry: Whew, all right, no more donuts for you.

This is a sample of dialogue from Uncharted 2: Among Thieves. If you’re a typical gamer, chances are that you need no introduction to Naughty Dog’s latest effort. Nathan Drake (whose initials I have only just now realized are the same as the studio’s initials – damn, I’m good) is an Indiana Jones for the console generation and has been receiving tons of press. Determined, witty, athletic, Drake travels the ancient historical sites of the world, recovering treasures and artifacts from the darkest jungles and most treacherous ruins.

While I assume there has to be a healthy niche market for people who desperately need Genghis Khan’s backscratcher or ancient Mayan chamberpots or some such, it’s still hard to imagine a person would be willing to brave all the mercenary hordes, strange monsters, and missile-toting gunships that Drake runs into at every turn, just to recover collector’s items. He seems to do alright for himself, though. Here, have a look.

Whoa there. Not quite what you expected, eh? Well, let me provide a bit of context.

After completing a playthough, it is possible to unlock the “Doughnut Drake” skin for our illustrious title character, enabling you to supersize your death-defying adventurer. The skin isn’t perfect; they don’t touch the model’s skeleton or animation, so Drake’s hands and weapons tend to clip through his now sizeable gut when he moves or uses his weapons. But apart from that concession, the developer clearly put a little extra effort into making the skin itself look pretty good! They even lower the register of all of Drake’s VO, so he sounds heavier as well.

On my initial playthrough, Harry’s jab about “putting on weight” came off as typical action movie-style banter, snarky but harmless. I didn’t pay it a second thought. They’re both ripped musclemen anyway. It’s like hearing a 90-pound fashion model tell a 91-pound fashion model to lay off the food. The humor is thin (ha! don’t hit me), because you can’t take them seriously.

After finishing that playthrough, my roommate and I shrugged at each other, wishing that the game could have been a bit longer. Naughty Dog deserves its accolades for creating a sublime fusion of movie and game, and delivering one of the most masterfully, cinematically presented experiences of the current console generation. They may in fact have done their job a bit too well; we were hungry for more gameplay, but starting all over again, even at a harder difficulty level, felt somewhat akin to re-watching a good action movie immediately after finishing it. We just weren’t up for it right away.

And then, while halfheartedly thumbing through the unlocks, not quite ready to put the controller down and surrender the game to the victory shelf just yet, we noticed under unlockables the item “Doughnut Drake”.

“What on earth?” I murmured.

“We should at least check it out,” she yawned.

So we toggled the switch to on, and launched a new adventure – a “bigger” adventure than we could have possibly imagined.

Second time around, when Harry catches the now-huge Drake, straining to haul him up, telling him to lay off the doughnuts – all of a sudden, it wasn’t just glib cattiness, but an accurate insult. A really mean jab! And, helplessly, we cracked the fuck up.

I have to be honest with you here — I can’t be proud of our initial reaction. It started with a couple of amused snorts as we first caught sight of our newly hefty hero. Guilty chuckles continued as we maneuvered Doughnut Drake up the side of a series of train cars slowly falling off of the side of a cliff.

Frequently during this breathtaking opening sequence, some element of the scenery that Drake clings to will snap or crumble under his grasp. During a first playthrough, these tense little events help to keep the player engaged, feeling that every movement is precarious and that the slightest misstep might send Drake plunging to a screaming, frozen demise. These breakaway elements are mostly for effect; they happen automatically at set locations during your ascent, and none of them can actually make you fall — in fact it’s quite difficult to fail at this part.

Knowing all of this did not stop either of us from guffawing heartily each time a bar broke under Doughnut Drake’s pudgy grasp, or snickering every time a section of floor shifted under his heavy tread. During the first playthough our focus had purely been on survival, on outrunning the danger creeping up behind every cautious footfall. For Skinny Drake, this was just perilous business as usual. But for Doughnut Drake, it was rapidly becoming clear that a new perceptual element was in play. Each time the scenery gave way under Double D, something in our subconscious was cruelly implying that it was the hero’s fault, because LOL @ Fatty!

“This is wrong,” she cackled.

“So wrong!” I agreed.

I have to make something clear at this point — I’m not leveling any kind of criticism at the developer in this regard. In point of fact I’d like to thank them. Because, intentionally or not, via the simple vehicle of adding an amusing skin to the set of unlocks for Uncharted, Naughty Dog created something new for us — a gameplay experience that had us reflecting on our own biases and preconceptions as we played, examining our attitudes with each step, considering our expectations of action movies and games. I doubt this was their specific intent – but that doesn’t matter. Because it made us ask questions anyway.

What would be so bad about having a chunky action hero?

It’s also important to note that the skin does nothing insofar as I can tell to affect the mechanics of gameplay. Double D is just as fast, nimble, and effective in a fight as his slimmer counterpart. But there’s a layer of perceived difference that is surprisingly difficult to overcome. You “feel” slower. You start running to make a hard jump earlier, and if you miss it, you want to believe that your hero’s doughnut problem is the culprit, not your own lack of dexterity.

There are tons of other hilarious moments to discover if you’re working on a doughnut playthrough. Every single time Drake has to squeeze through a crack or crawlspace, it’s hard to suppress at least a chuckle. And at one point, you flash back to a scene with Chloe, the game’s femme fatale, having a flirty interaction with a pre-rendered, skinny movie-quality Drake. When the flashback ends, returning you to a shivering, battered, easily 100 pounds heavier Drake, freezing to death on a lonely Tibetan mountainside, your mind wants to fill in the gap in time with details – what the hell happened to him to make him let himself go that badly? That girl has GOT to be bad news, amirite?

I could spend a couple of didactic paragraphs talking about our obsessions with food, body image, fitness, and heroes. But it’d be a bit beside the point — for this is where the game rose up head and shoulders above its competitors in the realms of literature and film, and made a point by using interactivity, rather than simply narrative. Because at this point, I realized that I wasn’t just making wisecracks or laughing at the fatty any more. In fact, I was having a blast. On a moment to moment basis, I was having more fun with this playthrough than I did the first time around!

There is something magical about watching a big dude fly through the air like a gymnast, clearing precipices and ledges like some kind of gourmand catburglar. There is something joyful and just plain fun about just observing him in motion, pulling off spectacular stunts that you simply wouldn’t expect a man of his stature to be capable of. If you’ve ever watched Sammo Hung in action, you might have an inkling of what I’m talking about. Big people in motion are amazing.

When Skinny Drake takes down an opponent, it is Jason Bourne-like, methodical, efficient. It’s what he’s built for, what you expect of him. When Doughnut Drake comes up behind a hapless merc and gets him in a headlock, crushing him to the ground and choking him out, well you just have to feel sorry for that poor bastard, because he was up against a force of nature. I can knock someone out with Skinny Drake, but to watch Double D leap off of the top landing of a staircase and come down like a ton of bricks on an enemy commando, well it feels – powerful. Authoritative. Badass.


I sure as hell wouldn’t mess with him.

As my other roommates come crowding in to see why we’ve been laughing and cheering for something like 30 minutes, their reactions are just as revealing, just as rewarding. They don’t game as much as I do, and don’t have as many preconceived notions about what a game hero is supposed to look like. One of them was completely, unabashedly thrilled. “Is that the hero? Seriously? For the whole game? Can he do everything that everyone else can? Oh my god, that’s awesome.”

You know what? It IS awesome.

It’ll be a while before I get around to really playing the whole game through again, but when I do, I have a feeling that I’ll be rolling with Double D. We can sit here and ponder why people expect their heroes to be skinny, sexy, and musclebound, but when it comes down to it, the issue is a bit recursive. This is what we expect to see because this is what we’re shown in movies and games everywhere. De facto. But that doesn’t mean it’s what we want or need.

By virtue of the element of participation, it sometimes happens that we can begin to empathize to a degree with just about any character that a developer can put on the screen – in fact, you kind of have to. Because while you’re playing, even if you don’t like the way they look or act, the hero’s struggle is your struggle. They move when you move. They die when you fail. When a threat approaches them, you get them out of the way. When they win, you cheer. I’m not saying all games can teach you any real life lessons – but for a while, they have the power to make you identify with someone who’s not you, even if it’s at a subconscious level. This is a virtue peculiar to games, and we should make a point of exploring and taking advantage of it.

Games can let us try on anyone’s shoes for a time – and 30 years ago, it wasn’t an action star or a sexy dame, but one fat plumber that changed the face of gaming and pop culture forever. Surely we owe it to him and to ourselves, to overcome our biases and make sure we look to more unconventional heroes from time to time.

You know, to ‘widen’ the playing field?

Sorry, couldn’t resist.


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+ Ghost Recon coming to PSP, Wii later this year By Admin 16 August 2010 at 9:20 am and have No Comments

Ghost Recon coming to PSP, Wii later this year screenshot

Today, Ubisoft is announced two new Ghost Recon titles – Tom Clancy’s Ghost Recon Predator for the PlayStation Portable and Tom Clancy’s Ghost Recon for Wii. They’ll both be out this November, far in advance of Ghost Recon Future Soldier which was revealed earlier this year.

Predator finds the Ghosts in Sri Lanka, with players using high-tech equipment to infiltrate enemy lines while gaining experience to upgrade and customize your squad. The game will fear an ad-ho cooperative mode for up to four players, in case you don’t want to go into this one alone.

The Wii version of Ghost Recon is said to be a “true Ghost Recon experience,” with 12 missions that range from the streets of Moscow to villages in Norway. The game will also feature two-player single-screen co-op, with drop-in and dropout. Added to the mix will be an arcade mode, where players compete for highest scores which you can compare with other Ghosts on world leaderboards.

We’ll have more on both games later with full previews. In the meantime, check out a trailer of the Wii game in action along with some screens from both titles.


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+ Review: Lara Croft and the Guardian of Light By Admin 16 August 2010 at 9:00 am and have No Comments

Review: Lara Croft and the Guardian of Light screenshot

Writing this is going to make me feel old, but here it goes: Lara Croft has been raiding tombs for some 14 years. In over a decade of adventures she’s seen her highs and she’s seen her lows (Angel of Darkness, anyone?). Over the past few years, developer Crystal Dynamics has done its damnedest to reinvigorate the franchise, with games like Tomb Raider: Legend and Tomb Raider: Underworld gaining generally favorable reviews from gamers and critics alike.

Its latest installment, while not a Tomb Raider game proper, is its biggest departure yet — an isometric cooperative downloadable title called Lara Croft and the Guardian of Light. While sticking true to the Lara Croft character, Crystal Dynamics casts off the “Tomb Raider” moniker in this completely fresh take on the series.

But does taking a chance and ditching a 14-year-old formula pay off, or is this just a temporary and unnecessary distraction while fans wait for the next “real” Tomb Raider title?

Lara Croft and the Guardian of Light (Xbox Live Arcade [reviewed], PlayStation Network, PC)
Developer: Crystal Dynamics
Publisher: Square Enix
Release date: August 18, 2010 (XBLA), September 28, 2010 (PSN/PC)

Price: 1200 MS Points/$14.99

Guardian of Light finds Lara on a solo mission where she unearths the Temple of Light, her tomb raiding ways leading her to uncover an ancient artifact called the Mirror of Smoke. When she’s ambushed by a mercenary who steals the mirror, an ancient evil known as Xolotl is released, prompting the relic’s long-dormant protector, Totec, to awaken. The story is told by way of a mixture of in-game cut-scenes and attractive, striking hand drawn comic book style animatics. But mostly, it’s secondary to the real reason for it existence — to justify the game’s cooperative gameplay, a convoluted excuse to have Lara team with Totec to solve puzzles, hop platforms, and shoot the crap out of a Xolotl and his evil minions to save the world.

At its core, Guardian of Light is a classic and familiar isometric shooter, with players using the analog sticks to move and shoot seemingly interminable streams of baddies. But Guardian of Light expands on this idea, adding platforming verticality to the mix along with nail-biting platforming sections across the game’s 14 massive, explorable environments. Guardian of Light is equal parts arcade action shooter, platformer, and environment puzzle solver, with each as fulfilling as the next.

It’s the games cooperative aspects that lend itself to some astoundingly entertaining gameplay scenarios, with both Lara and Totec bringing something different to the table with unique and notable abilities. Each player can use basic firearms (the ancient Totec picks up on automatic weapons rather quickly, it seems), along with an unlimited supply of bombs that can be placed on the ground and then detonated at a distance. Lara, for instance, is equipped with a grapple line which has various uses, including being able to create “rope bridges” for Totec to walk across or used to catch the ancient warrior before he falls to his death.

Totec’s pretty useful himself, with a shield that can be used to block incoming enemy fire, and even put above his head to give Lara a boost. He also carries a endless supply of spears (don’t ask where he keeps them), which can be used as weapons, as well as to help Lara access new areas. By throwing the spears into walls, Lara can then stand on them reach ledges she normally couldn’t reach. (Don’t try it as Totec; he’s too heavy and the spears will break.)

Because of each of the character’s unique abilities, the cooperative play — especially when presented with environmental puzzles and obstacles — is a dream. There are few games that can get this right (and make it fun), and Crystal Dynamics has nailed it perfectly with Guardian of Light. Working together with a friend to solve some of the game’s trickiest environmental riddles is a blast, with some puzzles requiring quick communication and timing that will demand both players to use their heads as well as fast fingers.

While it’s advisable you take on the adventure with a buddy in tow, Guardian of Light’s single-player game shouldn’t be written off. You’ll be exploring the same areas, but the puzzles will be tailored for one explorer, in this case, Lara Croft. Going solo, Lara will have access to Totec’s spears, proving herself as a strong, independent raider of tombs. Everything about cooperative play applies here, from the fun, satisfying combat to the clever puzzle design. It’s so much fun, in fact, that even after completing the game with a friend, it’s likely you’ll go back to explore on your own.

And there’s plenty to keep you coming back, as well. First playthrough you’ll probably see all of the game’s 14 stages (some of them are just boss battles) in about six hours, which would already make the $15 game an incredible value. But each level features a number of optional objectives, including hidden red skulls, scoring goals, sometimes brutally difficult challenge rooms, and more. Each unlocks something new, like a fresh weapon or an ability-enhancing relic or artifact. Unless you’re a savant (or extremely determined), it’s unlikely you’ll collect everything in one run, which could theoretically double the amount of time you’ll spend with Lara and Totec.

Guardian of Light also looks phenomenal for a downloadable title, running on the same engine that powered Crystal Dynamic’s full retail title, Tomb Raider: Underworld. This means you’ll see all of the fancy particle effects and lighting that you’d expect from any current-gen title, and some of the best in the download space to date. Even more importantly, it’s the engine’s physics — especially with the abundance of rolling balls and crumpling floors — that enhance that truly enhance the overall gameplay experience.

With its first downloadable offering, Crystal Dynamics has come out swinging, with easily one of the best titles this summer — digital or otherwise. More to the point, I feel comfortable saying that Guardian of Light may be the most fun I’ve had with Miss Croft in 14 years; it’s that good. Guardian of Light covers a lot of bases — solid action, clever puzzles, nail-biting platforming, and remarkable cooperative play; it’s not to be missed.

[Note: Lara Croft and the Guardian of Light for Xbox Live Arcade will not ship with online cooperative play functionality, as recently revealed by Crystal Dynamics. The title will receive an update on September 28, when the PC and PlayStation Network versions of the game are released.

While much fuss has been made about this late omission, you shouldn’t in any way let it color your purchase decision. If anything, think of it as a reason to call up that friend you haven’t seen in awhile or get your significant other sitting on the couch with you for some single-screen cooperative play. Failing that, Guardian of Light still features six hours of an incredible single-player experience, certainly worth your time and money.]

Score: 9 — Superb (9s are a hallmark of excellence. There may be flaws, but they are negligible and won’t cause massive damage to what is a supreme title.)


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+ PSP Favorites: More $9.99 PSP games added to the list By Admin 16 August 2010 at 8:20 am and have No Comments

PSP Favorites: More $9.99 PSP games added to the list screenshot

Earlier this summer Sony debuted their PSP Favorites line of games, which gives gamers the most popular titles for the system for less than $10. Some are available now, and more are coming soon. The PlayStation Blog has an update on the Favorites line, which is now nearly 25 titles strong. Here’s what’s out now:

  • Ape Escape: On the Loose
  • Buzz! Master Quiz
  • Hot Shots Golf Open Tee
  • Justice League Heroes
  • LocoRoco 2
  • Manhunt 2
  • Midway Arcade Treasures: Extended Play
  • Patapon 2
  • Pinball Hall of Fame
  • PixelJunk Monster Deluxe
  • Silent Hill: Origins
  • The Sims 2
  • SOCOM: Fireteam Bravo
  • Syphon Filter: Logan’s Shadow
  • Twisted Metal: Head On
  • The Warriors

As far as what’s coming, expect to see Burnout Legends, Capcom Classics Collection: Reloaded, Capcom Classics Collection: Remix, Dark Stalkers: Chaos Tower, Need for Speed: Most Wanted, Medal of Honor: Heroes, and Sid Meier’s Pirates! in the near future. On top of that, they hint at the line expanding this holiday season.

There’s some good stuff in here! My thinking is that if they can stick these on a disc for $10, why not put them up for download for $5. I know that’s a silly dream, but I’d buy…hell, I’d buy just about all of them for $5. Not that  $10 isn’t a good deal.