Posts Tagged ‘ review

Review: Nimbus 03 November 2010 at 2:00 pm by Admin

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A while back, I put the call out for people to put Nimbus on their radar. It's the kind of independent game that nearly everyone who ends up playing it loves, but too few players are attracted to it in the first place.

Although, I suppose that description sums up a considerable amount of indie games. Even still, Nimbus is a delightful title that could surely use a boost in awareness. With any luck, this review can help the cause.

Nimbus (PC)
Developer: Noumenon Games
Publisher: Noumenon Games
Released: October 25, 2010
MSRP: $9.99

Upon first glance — and especially if you are merely watching a trailer — it might not be clear that in Nimbus, you can't just fly anywhere whenever you'd like. Your ship is constantly being pulled downward and losing momentum, but through the environment, you are able to get around this sad fact. Yellow-and-orange bumpers, for instance, send you shooting off in the opposite direction upon collision. There are also cannons akin to those Donkey-Kong-brand barrel launchers, speed-boosting trackways, and switches that shift the gravity to aid your quest. Of course, there are plenty of spiky blocks and other objects out to kill you, too.

What is your quest, exactly? The game begins with a mysterious floating eye monster snatching what I can only assume is the main character's ladyfriend. Yes, we're talking sentient ships here, people. (At least, that's what I gathered.) You are then immediately thrown to an old-school-style map screen, complete with branching paths in all of their glory. While I have not fully beaten Nimbus yet (it's quite hard), executing the relatively straightforward concept of getting your ship to the finish line — and then smartly expanding on these basic foundations step by step — seems to be the main emphasis here, not presenting an in-depth narrative. For most people, this shouldn't be a problem.

That seems to be the general vibe of Nimbus — arcade-y throwbacks without actually straight-up copying older videogames. This manor of presentation is mostly subtle, and I'm sure many a player won't necessarily pick up on it right away. I will mention, though, that the first stage of Nimbus looks like Green Hill Zone's distant cousin; you simply aren't a reasonable human being if you don't find some joy in this.

From the score-centric, super tough difficulty to the save-the-princess story to the rockin' tunes themselves, everything about Nimbus is all so incredibly great for long-time gamers like myself. It's specifically worth pointing out that the soundtrack, which is catchy and memorable in a way that perfectly suits the game's retro sensibilities, continues playing seamlessly across various levels and the overworld map. This is good, because you'll be dying quite frequently in Nimbus, and the dream-like, soothing nature of the songs will lessen the pain of failure.

At one point, this game evoked the same oh-shit moment that Donkey Kong Country 3 did in 1996 with its last full level, "Rocket Rush." In it, the Kongs inexplicably enter a downward spiraling rocket, collecting fuel and avoiding (or burning) those damned bees along the way. About halfway through this level, you sort of come to a screeching halt, then begin blasting upwards.

What follows is excitement, and pure terror, as you realize your vehicle is moving entirely too fast for the number of obstacles you're required to navigate through. This is exactly how I felt playing Nimbus. Exactly. At all times. To the point where I did, indeed, just spend a paragraph in this review calling back to a mid-'90s platformer. That happened.

I casually mentioned above how scores are a big deal in Nimbus. Every level has a leaderboard for times, but after a while, it becomes clear that figuring out how to beat the levels — forget doing so quickly! — is a process in and of itself. Think Trials HD, which has sort of become the go-to example for this manor of hybrid puzzle/racing game. I distinctly remember beating an (at the time) exceptionally hard level, and thinking all was right with the world. It was then I noticed how the difficulty meter, which is a 1-10 scale, was only set at five for that area. Ouch.

While this is just one of those games that's meant to be challenging, I can't help but feel as if the controls — arrow keys or WASD — take more getting used to than they ought to. You use the left and right keys to rotate your ship, and press down to slow down. Gamepad support is offered, but at least when it comes to the Xbox 360 controller, the button mapping is, by default, pretty unusual.

And that should just about cover it, except for a few last-minute praises. Nimbus does what all good puzzle games do: it progressively builds up new mechanics on a level-by-level basis, with all of it ultimately culminating as a test to see if you've been paying attention. At the same time, its basic-in-theory concept expands without ever overly expanding. The point is never reached where the core game becomes too overwhelmed with unnecessary ideas and additions. The designers had a clear vision for this game, and they made sure it came into fruition.

For the majority of my time spent with Nimbus, I was under the impression that it was going to be $19.99 on Steam, and I was absolutely ready to recommend it at that price. As it turns out, the game is only $9.99. You'd be silly not to get it.

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.)

+ Review: Fist of the North Star: Ken’s Rage By Admin 01 November 2010 at 2:00 pm and have No Comments

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Before writing this review, I promised myself that I would not write "ATATATATATATA" or make any reference to things being "already dead." Unfortunately, such a noble ambition is next to impossible. In fact, before I even made this promise, I knew the plan was already dead. 

ATATATATATATATATATATATATATATATATATATAATATATATATATATATATATATATATATATATATATAATATATATATATATATATATATATATATATATATATAATATATATATATATATATATATATATATATATATATAATATATATATATATATATATATATATATATATATATAATATATATATATATATATATATATATATATATATATAATATATATATATATATATATATATATATATATATATAATATATATATATATATATATATATATATATATATATAATATATATATATATATATA!

WATA!

Fist of the North Star: Ken's Rage (PS3, Xbox 360 [reviewed])
Developer: Omega Force
Publisher: Tecmo Koei
Released: November 2, 2010
MSRP: $59.99

If you've never heard of Fist of the North Star, then you may very well need to have your pop culture license revoked. One of the most influential Manga franchises of all time, the story of a post-apocalyptic Bruce Lee lookalike who constantly rips off his shirt and makes the heads of bandits explode is one that's destined to go down in history. At the very least, it presents a chilling vision of the future in which purple hair dye and fabulous pink fabric have taken over the world.

Ken's Rage marries the one-versus-all gameplay of Omega Force's Dynasty Warriors to the ludicrous world in which North Star is set. The basic premise is simple — as one of the post-apocalyptic warriors of 20XX, you run around a huge map full of mohawked thugs and punch them until their heads shatter. You can't say fairer than that.

The most striking thing about Ken's Rage is just how faithful it is to the source material. Many of the cutscenes seem to have been ripped straight from the franchise's anime series, and each character has been treated with a respect and care that should please long-time fans.

The game is split into two different modes. "Legend" mode more or less re-tells the entire North Star saga, with protagonist Kenshiro pounding his way through a series of vile bad guys in order to face his brother Raoh. Familiar enemies such as Shin, Jagi and Thouzer make appearances, all with fights that echo their Manga incarnations. Other main characters like Rei and Mamiya get their own Legend Modes too, all sticking to the established canon. 

Meanwhile, "Dream Mode" veers off into fictionalized stories that shine more of a spotlight into the lesser characters. Every playable character has its own Dream campaign, and some of them (Jagi's, especially) can be quite entertaining indeed. 

Both modes play slightly differently, too. Legend Mode is a lot more linear and has a slower pace. Omega Force also tries to make the gameplay more varied with a token offering of platforming and light puzzle sections, none of which particularly work. The game's engine just isn't equipped for platforming, and these sections only serve to break up the slaughter. Dream stages have a much more familiar Dynasty Warriors feeling to them — big maps with opposing armies and bases that can be captured to improve allied strength. The number of enemies and relentless slaughter found in Dream Mode can be a lot of fun, if you've a strong stomach for endless brawling action. 

The fundamental gameplay will be familiar to anybody who has played a Warriors game, though Ken's Rage seems "heavier" than those titles. Each punch feels like it carries real weight to it, although the slower character animation can make it much harder to keep on target and aim attacks properly. Many is the time I've missed an attack but have been unable to correct it within that combo stream. Jump attacks are especially hard to deal with, since they usually break an enemy block but the opponent will re-block before you can turn yourself around.

Using the simple-but-satisfying charge combo system that is found in many Omega Force games, the driving theme of Ken's Rage is feeling like a badass without having to input ludicrously lengthy button combinations, and for the most part, it works. Every character has a selection of classic attacks, including Signature Moves that can be unleashed by building up a power meter. These Signature Moves provide great callbacks to the Manga and are as devastating as they ought to be. Say what you will about the game's admittedly potentially repetitive nature, it never gets old pulling off the Hundred Crack Fist until everybody around you blows up in a shower of blood. 

In many ways, the game evokes feelings of old school, classic beat 'em ups like Streets of Rage and Golden Axe. The combat definitely sticks to a formula, but it's also quite therapeutic to just kick back and decimate waves of enemies, and the variety of characters with their weird attacks is more than enough to keep one going. The game's general presentation and size also evokes feelings of Dynasty Warriors 3, long regarded by Koei fans as the best in the series. It's a most pleasant feeling to have. 

What is less pleasant, however, is how unapologetically cheap the game's boss fights are. Most major enemies in the game are far too frustrating to fight, due to their ability to shrug off all your attacks, recharge health, break your combos whenever they please, and block even while halfway through taking damage. The bosses could have shed at least half of their inflated advantages and would still have provided a stiff challenge. When you're being juggled by an enemy for so long that you actually put the controller down and watch yourself get raped, however, things just aren't very fun.

Boss battles aside, Ken's Rage is a great laugh. It is definitely one of Koei's tougher games, and one of the more rewarding. There's a terrific character progression system that seems inspired by Final Fantasy X's popular Sphere Grid, and there are all manner of new moves, passive skills, and stat upgrades on offer. With increasingly absurd special attacks to find, it actually becomes fun to grind and get the skill points required to unlock them. 

Ken's Rage also marks one of the few games in which Omega Force has bothered to put in effort with the graphics. It's a pretty good looking game, with bright visuals and wonderful animated attacks. The "throw" moves in which characters grab enemies and do all manner of humiliating things to them are especially enjoyable (yes, Shin is able to poke his finger into people!). The game's unremarkable rock soundtrack isn't one of Omega Force's best, and the voice acting often leaves much to be desired, but the heavy metal version of "Ai wo Torimodose!!" is rather fabulous.

Fist of the North Star: Ken's Rage has its frustrating moments, and requires a player with a love of button mashing, but it is ultimately a heap of simple and gory fun that pays a lot of respect of the franchise upon which it is based. Although it could have done with more playable characters (where's my Juda!?), there is a huge amount of content, with story modes for each of the game's eight warriors taking several hours apiece to beat. 

Disagree? Tough. The review is already read.

Score: 8.5 — Great (8s are impressive efforts with a few noticeable problems holding them back. Won't astound everyone, but is worth your time and cash.)

+ The Weekend Hotness: Halloween! By Admin 31 October 2010 at 11:59 pm and have No Comments

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Tomopop has a look at this hot Hobgoblin toy from Shedshow's new comiquette. The details are great and just in time for Halloween too! Too bad the price is insanely high!

Drunken Moogle makes some Destructoid themed drinks, we talked to Bryan Williams about Smackdown vs. Raw 2011, Tony looked at eight non-horror videogames that frightened him, our community is great, Nick reviewed Pinball FX 2 and more happened on Halloween!

P.S. Share your Halloween costumes with us!


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+ Destructoid (the show): Happy Hallowiener, DUDES! By Admin 29 October 2010 at 8:33 pm and have No Comments

http://www.revision3.com/destructoid/destructoid-9

See what I did there?

I inserted a phallic reference into an otherwise non-threatening colloquialism. I hope that ruined your day. Much in the way that Holmes ruined my day by completely upstaging my shamefully unoriginal Halloween costume with one of his own magnificent brilliance. I SHAKE MY FIST AT YOU, HOLMES!

So while Poison is stealing the show, I talk about some recent patches for Fallout: New Vegas and Castlevania: Lords of Shadow. Later on, Poison chats seductively at you about some recent Capcom drama and the new Hyperdimension Neptunia RPG, while I explore some recent news in the science of human de-evolution. To top it all off, Poison serenades you with sweet samplings of Super Mario news, but not before invading your pretty little ears with a rick-rollicking review recap.

All in the span of 12 minutes.

You're welcome.

+ Review: Fable III By Admin 25 October 2010 at 11:01 pm and have No Comments

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If there's one word that categorically defines the Fable series, it has to be "promise." Fable has always been a franchise with promise, made by people who do nothing but promise. Each game is always pretty fun, but consistently falls short of its own goals, and always carries with it the glimmer of that unfulfilled promise. 

Perhaps one day, the Fable series will finally strike the chord it's been grasping at for all these years. Today, however, is not that day.

Fable III (Xbox 360 [reviewed], PC)
Developer: Lionhead Studios
Publisher: Microsoft Game Studios
Released: October 26, 2010
MSRP: $59.99
 
Fable has always been about telling an epic tale of humble beginnings and grand conclusions, and while the beginning is less than humble this time around, the conclusion aims to be grander than ever. Fable III casts players in the role of a prince of the realm who finds himself starting a revolution to depose his tyrannical brother and, ultimately, become king. 

It should have been the ultimate realization of everything the franchise has built towards, as players finally get a taste of true power. So what went wrong? Why is it that Fable III, in its attempt to be bigger and more powerful than ever, is actually the least significant and weakest entry in the series yet?

First of all, Fable III does absolutely nothing to expand on its own formula. Even though you're royalty, you'll still spend most of your time farting at people to win their approval and performing mind-numbing QTE minigames in order to earn cash. In fact, once players do finally become king, the game devolves even further, becoming a glorified choose-your-own-adventure book as you sit listening to a "Good" and "Evil" proposal and decide what to do, with only the occasional short quest to break things up. That's as much as I can say without providing spoilers, but suffice it to say, it's not good to be the king.

Perhaps Lionhead was trying to make a statement with that, but if it was, it's a clever statement that was nonetheless made at the expense of player enjoyment. 

Even worse, the game hasn't bothered to fix any of the previous game's problems. The glowing trail one uses to find important locations is still broken, freaking out whenever a player switches direction or just randomly disappearing altogether. Your faithful dog still has zero intelligence whatsoever, and will often jerk around in spastic circles instead of leading you to the treasure it insists is there. In fact, AI all around is completely worthless, with enemies that provide no challenge and NPCs that will constantly get in your way. These were very apparent problems in Fable II and the fact that nobody thought to fix them is really unacceptable. 

As if that wasn't bad enough, Fable III suffers from some unbelievably poor design choices that take the previous game's ideas and makes them more awkward and tedious. For a start, there are no real menus in the game. Instead of going to a menu screen to equip items, select quests, and check character progress, pressing Start now takes you to a "Sanctuary" full of rooms that you must manually enter in order to do anything. If you want to equip a hat, for example, you have to load the Sanctuary, enter the clothing room, walk to the mannequins, find the right mannequin, select the mannequin, select the hat, and then finally wear the hat. Apparently it was too convenient to just hit Start, select the clothing option, and put on the damn hat. 

You have to do this for quests as well, visiting the Sanctuary and then activating the map before finally getting access to the various quests. You know, there is a reason why we've had menus in games for over twenty years. They work. It boggles the mind why Lionhead eschewed them, as a studio that routinely streamlines its games to make them more fluid and easy to use. This arcane system totally goes against that philosophy. 

Similarly cumbersome changes have been made to the socializing system. In previous games, you could emote in various ways and the surrounding NPCs would react to you. In Fable III, you can only emote to villagers one at a time, performing the same tedious animations for them until they like you. You also need to perform a stupid fetch-and-carry quest for every single person you want to befriend. The old system wasn't very realistic, but it was quicker and far more respectful of one's time than this. There was no reason to change it, and the change has only been for the worse.

It seems Lionhead "fixed" things that didn't need fixing, and refused to touch anything that was legitimately broken. The rest of the game is just Fable II, but far less epic in scale. Fable II felt like a real adventure across all of Albion, while Fable III feels incredibly limited. You visit only a few places, and fight only a fraction of the types of enemies that Fable is known for. Even the final battle is a short and dull hack-n'-slash section followed by an unimpressive boss fight. So unimpressive, in fact, that it feels no different at all from any of the other fights in the game. 

Even the leveling and item system has been scaled down. Your leveling system is now governed by Guild Seals that are earned by fighting enemies, finishing quests and interacting with people. They essentially equate to a form of currency that is used to open up treasure chests on the "Road to Rule." This road contains chests for clothing colors, social interactions, combat stats and minigame enhancement. In short, everything has been bundled into one place, leaving nothing to discover in Albion itself. 

This lack of focus on being in Albion permeates the entire game. Much less emphasis has been put on buying property, starting families, or even exploring. The number of stores and blacksmiths has been reduced, and there's far less to do overall. The Albion of Fable III is less compelling, less rewarding and less interesting in every way possible.

That is not to say that the game doesn't have its moments. The emphasis on choice and asking whether the end justifies the means is impressively done, and while the game offers very clear "Good" and "Bad" moral choices, the reasons behind those choices run far deeper than before. There is an intelligent narrative buried in Fable III that borders on political commentary, but never gets preachy or overbearing. 

The game's vocal cast steals the show, with the likes of Stephen Fry, Simon Pegg, John Cleese and Bernard Hill, among many others, putting in a surprising amount of effort and making one feel proud to be British. Sadly, the game's sense of humor doesn't do the great performances justice, still focusing as it does on fart jokes and appropriated Monty Python quotes. Much of the dialog is far below the talent of the people performing it, making it even more impressive that each actor does his very best.

As for the rest of the game, it copies the Fable II mold without apology. The single-button combat system is still in place, with one button each ascribed to melee, ranged and magic attacks. It's still a lot of fun to customize your character and make them look as impressive or silly as you like, and the general atmosphere of Fable has remained intact. The very bones of Fable are in place, unchanged, and still as average as ever. 

Co-op makes a return, and while it is currently offline at the time of writing, it appears to work in very much the same way. Players can now own properties together, get married, have kids, and help each other in combat, but again, the total lack of anything fun to do in Albion makes it a far less compelling option. I stress that I have not had access to this option yet and if it makes a significant difference to the game, you shall know. But given that there really isn't very much to do for one player, let alone two, the chances of it impacting the adventure aren't favorable.

Fable III isn't a bad game; it's just very disappointing. Lacking the sense of adventure of the previous games and making the most simple of elements more awkward and overdrawn, it feels like a step back for the franchise. It's a shame, because its narrative goals are truly outstanding and there's still a lot of simplistic role-playing fun to be had. These positives are outweighed, however, by a downsized sense of scale, cumbersome attempts at innovation, and a total neglect when it comes to fixing some important problems. 

Not only has Fable once again failed to live up to its promise, it's gotten further away from it than before, and that's an incredibly frustrating shame. 

Score: 5.5 — Mediocre (5s are an exercise in apathy, neither Solid nor Liquid. Not exactly bad, but not very good either. Just a bit "meh," really.)

+ VVVVVVX: The faux 3D VVVVVV remake By Admin 25 October 2010 at 9:00 pm and have No Comments

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http://www.youtube.com/watch?v=y0jLV5DprZY

That has got to be one of the weirder headlines I've ever written. Roxfox on YouTube has come up with this little preview for VVVVVVX in Maya. In case you aren't familiar with Terry Cavanagh's VVVVVV, it's a stellar platformer that deals with gravity flipping.

This is what the game would be like if it were modernized. VVVVVVX isn't really being made, at least not by the creator of this video, but it's neat to think about. Mayhaps someone will pick up the idea and run with it.

Super VVVVVVboy [Rock, Paper, Shotgun]

+ Nintendo DLC: BIT.TRIP FATE and…Flashlight By Admin 25 October 2010 at 3:00 pm and have No Comments

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http://www.youtube.com/watch?v=BW99Xm_MT10

Nintendo has a few goodies for us today. For WiiWare we have BIT.TRIP FATE (800 Wii Points), and Hudson's celestial body viewer, My Planetarium (500 Wii Points). That's it.

DSiWare has a few more: Play as a firefighter in Go! Go! Island Rescue! (500 points) or as a spotter of differences in…Spot The Difference (500 points). Get your defense on and hold off countless waves in Go Series Defense Wars (only 200 DSiWare Points).

The big release this week is obviously Flashlight. This 200 DSiWare Point Crapplication turns the two screens of your DSi into a makeshift flashlight. Nintendo sells it with this writeup:

"You can change the color and the intensity of the light. Use your Nintendo DSi system to read under a blanket or to get a serious source of light while taking night hikes. Flashlight could also be helpful in other situations, such as using the warning light when your car has broken down."

I know what I'm getting this week!

+ Sony drops PSPgo price to $199 By Admin 25 October 2010 at 5:15 am and have No Comments

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Sony has announced today that they are dropping the price of the PSPgo handheld in the United States and Japan. Just in time for the holiday season, you'll be able to pick up the digital download-supported device for $199 (or 16,800 yen).

With Sony's track record of releasing new iterations of the PSP, coupled with the lackluster support that they've shown the PSPgo after its launch, this is still too much for me to pay. It's a cool piece of kit but I still see no reason whatsoever for its existence alongside the standard PSP system.

Knocking fifty bucks off the asking price isn't enough for me. Does it sway you?

Sony cuts PSPgo handheld prices in U.S., Japan [Yahoo News]

+ Games of the Week for 10/25/2010: Parisienne Lynch edition By Admin 25 October 2010 at 2:30 am and have No Comments

http://www.youtube.com/watch?v=vor65mNB8Uk

David Lynch can't even do an advertisement that makes sense. It's no wonder I can barely finish any of his films.

We at Destructoid played videogames over the course of the last week. We will tell you about the games that we played below. And then, perhaps you will share with all of us in kind. It's the great circle of life played out right before your eyes.

Aziz: Getting into Enslaved. Lovely lovely game. Played Your Shape: Fitness Evolved for two days straight and still feeling the burn. Then a ton of other Kinect games a couple of days later. Really enjoyed Kinectimals and some of the Kinect Adventures games are actually fun. Overall, I understand the appeal of Kinect now and like it. Checked out Conduit 2 too and that game is looking to make up for some of the short comings of the original.

Concelmo: I played mostly Professor Layton and the Unwound Future and Super Meat Boy.

Both games are amazing. One may just be my favorite game of the year (next to Super Mario Galaxy 2). Which one could it be? THE SUSPENSE MUST BE KILLING YOU!

Holmes: I think it's Super Meat Boy, but it could easily be Layton as well. Both are basically the best things to happen to their respective genres in the years, maybe all years.

As for me,I got to play the Conduit 2, writing a preview for that as we speak. Also played Ninja Gaiden II on the NES, an arcade game called Bubble 2000, Bit.Trip BEAT, Bit.Trip CORE, World of Goo,  Ivy the Kiwi? Mini, Pokemon White, Dead Rising: Chop Till You Drop, Rhythm Tengoku, and a little bit of Enslaved.

 
Bennett, C.: Absolutely OBSESSED with Costume Quest. Haven't played anything else since it came out.
 
Sterling: Fallout: New Vegas is the biggie. Post-review I am still unable to keep away from it, even with the famous bugs, which have done little to dampen my love of the game. Also beat Fable III, and I can't talk about that because we have a review coming. Then there was Time Crisis: Razing Storm, which is stupid, but not in an altogether bad way.

Chester: Lots and lots of stuff, as I had to evaluate a bunch of games for the Spike Video Game Awards. Also, rocking a bunch of games for review and preview. Since I can't talk about a lot of it, here's just the list of games I've played over the past week: Dead Nation, Splatterhouse, LittleBigPlanet 2, Need for Speed: Hot Pursuit, God of War: Ghost of Sparta, Costume Quest, Assassin's Creed: Brotherhood, The Shoot, WWE Smackdown vs Raw 2011, The Sims 3 on console, Rock of the Dead, Fable III… I must be forgetting something. And in the coming week, it looks like I'll have somewhere in the range of 17 games to play with a certain camera that tracks human skeletons or something.

Oh, and Rock Band 3, which I continue to play well after the time I spent with it for review. Of course.

North: Ys: Oath in Felghana on PSP is a beautifully made game. So is Knights in the Nightmare. I love my PSP this week.

Devore: An ungodly amount of Super Meat Boy and some Fallout: New Vegas. Also, this stellar (free) game Conrad turned me on to called Super Crate Box.

Razak: For the first time in I don't know how many years I didn't play a single video game during the week. DAMN YOU, FLIXIST!

Leray: A lot of Super Meat Boy. On any other website, this might be considered oversharing, but my thumb really hurts.

Bennett, H.: Since I am apparently not as cool as the rest of the UK games press, I don't have a copy of Fable III and couldn't be assed to spend £39.99 on Fallout: New Vegas before payday this week.

Instead this week saw the death of my 20GB launch 360 and the purchase of my new 250GB 360 Slim, so I've finally been able to get into Enslaved. On top of that I've spent time with my PSP as I picked up Kingdom Hearts: Birth By Sleep, which has been utterly amazing so far. I am in love with it! First proper KH game since the PlayStation 2 as far as I'm concerned.

Toletino: Naruto: Ultimate Ninja Storm 2 for review, with some Fallout: New Vegas for me. Though I have yet to encounter any of the many, many bugs the game has become known for, I am confident that my compulsive need to save every ten to fifteen minutes (and then back those saves up manually) will help me pull through without incident.

Also, the PC version is superior, because we don't have to push our patches (and user-created "unofficial" patches) through Microsoft or Sony certification.

Sarkar: I've been so busy with school — it's midterm season — that I haven't been gaming at all during the week. But I'm pumped for the launch of Rock Band 3 this week, and I wanted to get some practice in. So I decided to buy the $10 LEGO Rock Band song export, which ended up being a 1294-MB download, which ended up taking the better part of two fucking days to download on my PS3. Get your shit together, Sony, jeez.

At some point on Saturday night, I just paused the download and popped in Rock Band 2 to play some more of the career mode on drums, and also, I finally went back into the Drum and Fill Trainers to get the two bronze Trophies in each of them. Yay!

+ The Weekend Hotness: Black Gold Saw By Admin 25 October 2010 at 1:30 am and have No Comments

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Sister site Tomopop has some badass pictures of this Figma Black Gold Saw figure. I'm not going to lie, I have no idea what this figure is from. I just know it's pretty sexy looking. Check out more pics over on the Tomo.

P.A.D. goes to Mexico, we reviewed Rock of the Dead, Activision plays nice with pirates and more happened on 10/24/10.



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