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	<title>PlayStation University &#124; www.psuni.com &#187; Scotty B.</title>
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	<description>The home of your PlayStation education</description>
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		<title>Brink Review</title>
		<link>http://www.psuni.com/brink-review-8817/</link>
		<comments>http://www.psuni.com/brink-review-8817/#comments</comments>
		<pubDate>Sun, 22 May 2011 12:25:58 +0000</pubDate>
		<dc:creator>Scotty B.</dc:creator>
				<category><![CDATA[Featured]]></category>
		<category><![CDATA[Reviews]]></category>

		<guid isPermaLink="false">http://www.psuni.com/?p=8817</guid>
		<description><![CDATA[<p><img src="http://www.psuni.com/wp-content/uploads/brink_launch_thumb1-135x75.jpg" width="130" height="75" /></p>The latest title out of independently-owned British game development company, <em>Splash Damage</em> (best known for their online FPS games, Enemy Territory: Quake Wars and Wolfenstein: Enemy Territory), is Brink.

Continuing their trend of delivering FPS', Brink sets to redefine the  genre with a mix of photorealistic-cartoon-styled characters, Team  Fortress style squad and objective gameplay and Mirror's Edge themed  parkour movement, all wrapped up in an online, cooperative environment.

It is their first proper foray into the console environment (Splash  Damage didn't handle the port of Quake Wars), but does it live up to  their promises of greatness?

<strong>Story</strong>

In a dystopian city known as The Ark; possibly humanity's last surviving  stronghold on Earth after the seas have risen, you fight on one of two  sides, the Rebels or the Security Forces.

The Security Forces are battling to maintain order on the floating city,  driving back the dissidents and those who seek to abandon The Ark. On  the flipside, the Rebels or revolutionaries, strive only to overthrow  the confines and venture out into the seas, assuming other Humanity must  still exist elsewhere.
<img class="alignnone" title="1" src="http://www.psuni.com/wp-content/uploads/wppa/6154.jpg" alt="" width="1280" height="720" />
Despite the choice being presented to you in black or white right from  the very beginning, it proves to tear this tough decision down moments  later when you can realise that the choice is not binding; You can  switch sides any time you like and run missions from either side with no  consistency (even with the same character) which renders the story and  this choice quite meaningless.

<strong>Game Play</strong>

Provided you go into Brink with a clear mind and no pre-conceived  expectations, you'll find an innovative and diverse, strategy-based FPS  at your fingertips.

Once I got over the initial shock of running around like a headless chook and realised that Brink was more <em>Team Fortress</em> than <strong>Battlefield: Bad Company</strong>, the true strengths of the game began to show themselves. This is a very ambitious first person shooter.

You begin with the uber-stylish character customisation. There are a  variety of basic face types to choose from which form the grounds of  your character's appearance, but from then on the customisation never  ends. You can pick and choose from numerous body sizes, clothing items,  tattoos, face paints, hair styles and colours, voice types, actions and  as you progress through the game, XP unlocks more and more option.

Diving into your first mission, you're quickly given a brief tutorial  about how Brink is supposed to play, how your objectives are tracked and  how important class choices are within the game world.
<img class="alignnone" title="2" src="http://www.psuni.com/wp-content/uploads/wppa/6645.jpg" alt="" width="1024" height="576" />
You have four classes available during a mission, the Soldier, the  Medic, the Engineer and the Operative. The Soldier supplies ammo to  teammates and has specific destruction targets within missions (planting  explosives on a door for example). The Engineer has the ability to  increase teammates' weapons potency (buffs) and can builds stationary  turrets for defense. The Medic, as you'd expect, heals downed teammates  and can give a boost to your teammates' health. The Operative is  required for interrogating fallen opponents, performing acts of sabotage  - and a personal favourite, can also disguise himself as one of your  opponents.

Each of these classes become interchangeable throughout a mission - and  many classes can be required, so if your teammates are neglecting an  objective, you can switch your class and get the job done yourself.

Characters are enhanced by 'skills', unlockable abilities earned over  time with XP rewards from playing matches. There are a total of fifty  available, but you can only apply twenty to a single character, so  choice is key. There are some basic ones like better proficiency with  grenades, to handy little abilities like being able to fire while  incapacitated, so there's a multitude of diversity on offer.

None of these skill point assignments are locked down forever either, so  you can chop and change by reassigning skill points at any time.

Body types also affect just what you can do within the round as well. A  'heavy' body type can wield weapons such as Miniguns and Shotguns (at  the expense of running speed and maneuverability), while on the opposite  end of the spectrum, the 'small' body type allows only lighter weapons,  but gains the ability to navigate the levels through narrow pathways  and secret ducts while possessing more outright speed in doing so.

The movement mechanics; Splash Damage refer to it as the SMART (Smooth  Movement Across Random Terrain) are an absolute highlight, turning the  game into a sort of parkour FPS, allowing you to navigate complex  environments littered with crates, handrails, tables, walls and gaps  with a remarkably easy single input.

There are a total of eight maps in Brink. The level design is fantastic,  and as you realise the above mentioned body types reveal new areas and  new ways of traversing the maps, it's going to be quite a while before  you see everything that each map has to offer. That said, it isn't long  before you become tired of the same locations and the same objectives  within them. For what is essentially an online game with the entirety of  its focus on this objective play, it feels like the biggest prohibitive  factor of Brink is its longevity.
<img class="alignnone" title="3" src="http://www.psuni.com/wp-content/uploads/wppa/6644.jpg" alt="" width="1024" height="576" />
Some of these objectives seem silly and pointless as well.

One team might be charged with rescuing a VIP (the other team's job is  therefore to stop them by killing the VIP). In doing so though, not only  does the attacking team have to eliminate the protectors, but after  'killing' or capturing the VIP, they then have to stand around and guard  him for up to 10 minutes. Failure to do so results in the VIP  miraculously recovering from the multiple head wounds from your Minigun  and having to do it again.

These time-based objectives can feel drawn out simply for the sake of  being so. Even the more hasty objectives such as demolition and safe  cracking for example can become a little monotonous once you've done a  map over a few times.

The competition online does keep your interest, especially when matches  are close fought, though - and games are always full thanks to the  addition of 'Bots' (an AI element I thought had been lost in recent  years), but of course they aren't true supplement for the real thing.  The Bots will regularly run right past you, all swarm together (a  grenadiers wet dream) or follow what seems like the exact same patterns  on each attempted assault.

Perhaps due to the outright size of the maps and the mass undertaking of  activity within, online games can suffer from some lag, but whether or  not this is a result of the netcode, or actual player connections when  handling the information, is up for debate.

<strong>Graphics &amp; Sound</strong>

It's hard to find graphical fault with Brink. The art style and detail  is superb. Especially the characters, who all have this crazy-detailed,  stretched look about them that make you think 'this is what cartoons  would look like if they were photorealistic'. I have spent an absolute  age in the character customisation, just looking at all the options,  switching tattoos, applying new face paints, switching clothes and  costumes.

The game world is also beautiful, though perhaps not as much attention  to detail has been crafted into the environments as the characters.

Sound is great, bullets ricochet off metal, shotguns thump and miniguns  whistle with metallic urgency. Chris Sweetman, (of Burnout Paradise  fame) was brought in for the audio and it shows through in every facet  of Brink's fantastic technical soundtrack.

<strong>Conclusion</strong>

Brink is an extremely brave, highly stylised, strategy-based shooter.  Graphically it is very impressive. The parkour-esque movement both  excites and frustrates. The lack of longevity (largely attributed to the  small map roster) is my biggest concern. I've been playing it for a few  days, but already the fresh feel and interest is waning a little.

For innovative, cooperative team-based FPS', it doesn't get much cooler  than Brink, but I hesitate to recommend it based on the fact that it  just doesn't feel like it's got the legs. It's on the brink of being  something really special - all the hallmarks of a good game are there,  but it's lacking endurance. It just seems to run out of steam.]]></description>
			<content:encoded><![CDATA[<p><img src="http://www.psuni.com/wp-content/uploads/brink_launch_thumb1-135x75.jpg" width="130" height="75" /></p>The latest title out of independently-owned British game development company, <em>Splash Damage</em> (best known for their online FPS games, Enemy Territory: Quake Wars and Wolfenstein: Enemy Territory), is Brink.

Continuing their trend of delivering FPS', Brink sets to redefine the  genre with a mix of photorealistic-cartoon-styled characters, Team  Fortress style squad and objective gameplay and Mirror's Edge themed  parkour movement, all wrapped up in an online, cooperative environment.

It is their first proper foray into the console environment (Splash  Damage didn't handle the port of Quake Wars), but does it live up to  their promises of greatness?

<strong>Story</strong>

In a dystopian city known as The Ark; possibly humanity's last surviving  stronghold on Earth after the seas have risen, you fight on one of two  sides, the Rebels or the Security Forces.

The Security Forces are battling to maintain order on the floating city,  driving back the dissidents and those who seek to abandon The Ark. On  the flipside, the Rebels or revolutionaries, strive only to overthrow  the confines and venture out into the seas, assuming other Humanity must  still exist elsewhere.
<img class="alignnone" title="1" src="http://www.psuni.com/wp-content/uploads/wppa/6154.jpg" alt="" width="1280" height="720" />
Despite the choice being presented to you in black or white right from  the very beginning, it proves to tear this tough decision down moments  later when you can realise that the choice is not binding; You can  switch sides any time you like and run missions from either side with no  consistency (even with the same character) which renders the story and  this choice quite meaningless.

<strong>Game Play</strong>

Provided you go into Brink with a clear mind and no pre-conceived  expectations, you'll find an innovative and diverse, strategy-based FPS  at your fingertips.

Once I got over the initial shock of running around like a headless chook and realised that Brink was more <em>Team Fortress</em> than <strong>Battlefield: Bad Company</strong>, the true strengths of the game began to show themselves. This is a very ambitious first person shooter.

You begin with the uber-stylish character customisation. There are a  variety of basic face types to choose from which form the grounds of  your character's appearance, but from then on the customisation never  ends. You can pick and choose from numerous body sizes, clothing items,  tattoos, face paints, hair styles and colours, voice types, actions and  as you progress through the game, XP unlocks more and more option.

Diving into your first mission, you're quickly given a brief tutorial  about how Brink is supposed to play, how your objectives are tracked and  how important class choices are within the game world.
<img class="alignnone" title="2" src="http://www.psuni.com/wp-content/uploads/wppa/6645.jpg" alt="" width="1024" height="576" />
You have four classes available during a mission, the Soldier, the  Medic, the Engineer and the Operative. The Soldier supplies ammo to  teammates and has specific destruction targets within missions (planting  explosives on a door for example). The Engineer has the ability to  increase teammates' weapons potency (buffs) and can builds stationary  turrets for defense. The Medic, as you'd expect, heals downed teammates  and can give a boost to your teammates' health. The Operative is  required for interrogating fallen opponents, performing acts of sabotage  - and a personal favourite, can also disguise himself as one of your  opponents.

Each of these classes become interchangeable throughout a mission - and  many classes can be required, so if your teammates are neglecting an  objective, you can switch your class and get the job done yourself.

Characters are enhanced by 'skills', unlockable abilities earned over  time with XP rewards from playing matches. There are a total of fifty  available, but you can only apply twenty to a single character, so  choice is key. There are some basic ones like better proficiency with  grenades, to handy little abilities like being able to fire while  incapacitated, so there's a multitude of diversity on offer.

None of these skill point assignments are locked down forever either, so  you can chop and change by reassigning skill points at any time.

Body types also affect just what you can do within the round as well. A  'heavy' body type can wield weapons such as Miniguns and Shotguns (at  the expense of running speed and maneuverability), while on the opposite  end of the spectrum, the 'small' body type allows only lighter weapons,  but gains the ability to navigate the levels through narrow pathways  and secret ducts while possessing more outright speed in doing so.

The movement mechanics; Splash Damage refer to it as the SMART (Smooth  Movement Across Random Terrain) are an absolute highlight, turning the  game into a sort of parkour FPS, allowing you to navigate complex  environments littered with crates, handrails, tables, walls and gaps  with a remarkably easy single input.

There are a total of eight maps in Brink. The level design is fantastic,  and as you realise the above mentioned body types reveal new areas and  new ways of traversing the maps, it's going to be quite a while before  you see everything that each map has to offer. That said, it isn't long  before you become tired of the same locations and the same objectives  within them. For what is essentially an online game with the entirety of  its focus on this objective play, it feels like the biggest prohibitive  factor of Brink is its longevity.
<img class="alignnone" title="3" src="http://www.psuni.com/wp-content/uploads/wppa/6644.jpg" alt="" width="1024" height="576" />
Some of these objectives seem silly and pointless as well.

One team might be charged with rescuing a VIP (the other team's job is  therefore to stop them by killing the VIP). In doing so though, not only  does the attacking team have to eliminate the protectors, but after  'killing' or capturing the VIP, they then have to stand around and guard  him for up to 10 minutes. Failure to do so results in the VIP  miraculously recovering from the multiple head wounds from your Minigun  and having to do it again.

These time-based objectives can feel drawn out simply for the sake of  being so. Even the more hasty objectives such as demolition and safe  cracking for example can become a little monotonous once you've done a  map over a few times.

The competition online does keep your interest, especially when matches  are close fought, though - and games are always full thanks to the  addition of 'Bots' (an AI element I thought had been lost in recent  years), but of course they aren't true supplement for the real thing.  The Bots will regularly run right past you, all swarm together (a  grenadiers wet dream) or follow what seems like the exact same patterns  on each attempted assault.

Perhaps due to the outright size of the maps and the mass undertaking of  activity within, online games can suffer from some lag, but whether or  not this is a result of the netcode, or actual player connections when  handling the information, is up for debate.

<strong>Graphics &amp; Sound</strong>

It's hard to find graphical fault with Brink. The art style and detail  is superb. Especially the characters, who all have this crazy-detailed,  stretched look about them that make you think 'this is what cartoons  would look like if they were photorealistic'. I have spent an absolute  age in the character customisation, just looking at all the options,  switching tattoos, applying new face paints, switching clothes and  costumes.

The game world is also beautiful, though perhaps not as much attention  to detail has been crafted into the environments as the characters.

Sound is great, bullets ricochet off metal, shotguns thump and miniguns  whistle with metallic urgency. Chris Sweetman, (of Burnout Paradise  fame) was brought in for the audio and it shows through in every facet  of Brink's fantastic technical soundtrack.

<strong>Conclusion</strong>

Brink is an extremely brave, highly stylised, strategy-based shooter.  Graphically it is very impressive. The parkour-esque movement both  excites and frustrates. The lack of longevity (largely attributed to the  small map roster) is my biggest concern. I've been playing it for a few  days, but already the fresh feel and interest is waning a little.

For innovative, cooperative team-based FPS', it doesn't get much cooler  than Brink, but I hesitate to recommend it based on the fact that it  just doesn't feel like it's got the legs. It's on the brink of being  something really special - all the hallmarks of a good game are there,  but it's lacking endurance. It just seems to run out of steam.]]></content:encoded>
			<wfw:commentRss>http://www.psuni.com/brink-review-8817/feed/</wfw:commentRss>
		<slash:comments>3</slash:comments>
		</item>
		<item>
		<title>Swarm Review</title>
		<link>http://www.psuni.com/swarm-review-7167/</link>
		<comments>http://www.psuni.com/swarm-review-7167/#comments</comments>
		<pubDate>Wed, 30 Mar 2011 15:15:22 +0000</pubDate>
		<dc:creator>Scotty B.</dc:creator>
				<category><![CDATA[Featured]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[Reviews]]></category>

		<guid isPermaLink="false">http://www.psuni.com/?p=7167</guid>
		<description><![CDATA[<p><img src="http://www.psuni.com/wp-content/uploads/swarmthumb-135x75.png" width="130" height="75" /></p>Ever since I bought <em>DeathSpank</em> from the PSN store last year,  the  name 'Hothead Games' became one of my benchmarks for fun,  not-so-serious  downloadable games. While we at PlaystationUni never got  to review  Deathspank's follow-up, <em>Thongs of Virtue</em>, the announcement of Hothead Games' latest PSN title, Swarm, had us quite excited.

The Swarm has crash-landed on a dark and mysterious, war-torn planet.   The blue blob 'ship' sends out a single, worm-like tentacle and spews   forth a group of 50 Swarmites. This is you. Your goal? Collect DNA from   throughout the planet and feed it back to the host blob, affectionately   known to the Swarmites, as "Momma".

In typical Hothead Games fashion, the idea is to not take Swarm too seriously.

Getting through Swarm's many levels, you'll encounter a multitude of   environmental hazards. Swarmites can be impaled, fried, asphyxiated,   electrocuted, diced into tiny pieces and they can fall into pools of   lava or bottomless pits.

Normally, you'd think this would be counter-productive. Besides   collecting the DNA strands (oftentimes well hidden) throughout the   levels, you also encounter numerous - sometimes hundreds - of molecules,   which add to your level score and contribute to a score multiplier.   Keeping this score multiplier going however, is the tricky part. And one   of the easiest ways to keep it going, when you've run out of  molecules,  is to send your Swarmites to the slaughter.

<a rel="attachment wp-att-1249" href="http://www.psuni.com/?attachment_id=1249"><img title="Swarm2" src="http://xba.psuni.com/wp-content/uploads/Swarm2.png" alt="" width="600" height="338" /></a>

Each death not only prolongs the perpetuation of the multiplier, but it also marginally <em>increases it</em>.

Levels have a minimum score in order to pass onto the next level. So   managing (and increasing) that multiplier is paramount. And it can be   extremely challenging as the game progresses. Many times I'd find myself   failing the minimum score requirement to unlock the next level.

The controls themselves do take quite a bit of getting used to. There   are two main swarm controls; Forcing them to spread out, or pulling them   into a tight huddle, both especially useful depending on your   environmental circumstances. Additionally, from the huddle, Swarmites   can then stack themselves vertically in a treacherously balanced column,   serving both to reach higher pickups or platforms and also to navigate   through very narrow areas.

Furthermore, 'charging' the swarm  can spur them into quicker sprint  movements and an additional control  can jettison them into a powerful  direct impact attack that destroys  walls and sets off pressure pads.

Some levels introduce a  carrying mechanic, where your Swarmites carry a  glow worm sort of  creature, illuminating dark (often pitch-black) areas,  but  frustratingly these sections can become incredibly annoying if you   happen to lose your light-bearing friends.
<a rel="attachment wp-att-1246" href="http://www.psuni.com/?attachment_id=1246"><img title="swarm" src="http://xba.psuni.com/wp-content/uploads/swarm.jpg" alt="" width="600" height="300" /></a>
Getting your mind around the controls, as well as learning to manage  the  entire pack of 50 Swarmites on screen (especially when the scenes   become chaotic, full of explosions and other environmental hazards)   takes some adjustment. It's quite different to anything you're used to,   but once to get a grasp of the feel, it's all smooth sailing from  there.

Swarm definitely promotes replay. In addition to  global leaderboards,  after completing a level for the first time, you  unlock an additional  'Time bonus' which awards you a further multiplier  at the conclusion of a  level depending on how quickly you've completed  it. Competing for the  top spot on the wall is going to take some  serious Swarmite management  and exceptional care of the multiplier.

Hothead Games' <em>Swarm</em> is a fun and enjoyable experience, marred  only by some occasional  spikes in difficulty (boss battles especially)  which really test your  patience. And what feels like a little bit of  monotony towards later  levels as the novelty of the presentation,  macabre humour, innovative  control and ideas start to wear thin. That  said, it's still a colourful  and twisted bit of fun.]]></description>
			<content:encoded><![CDATA[<p><img src="http://www.psuni.com/wp-content/uploads/swarmthumb-135x75.png" width="130" height="75" /></p>Ever since I bought <em>DeathSpank</em> from the PSN store last year,  the  name 'Hothead Games' became one of my benchmarks for fun,  not-so-serious  downloadable games. While we at PlaystationUni never got  to review  Deathspank's follow-up, <em>Thongs of Virtue</em>, the announcement of Hothead Games' latest PSN title, Swarm, had us quite excited.

The Swarm has crash-landed on a dark and mysterious, war-torn planet.   The blue blob 'ship' sends out a single, worm-like tentacle and spews   forth a group of 50 Swarmites. This is you. Your goal? Collect DNA from   throughout the planet and feed it back to the host blob, affectionately   known to the Swarmites, as "Momma".

In typical Hothead Games fashion, the idea is to not take Swarm too seriously.

Getting through Swarm's many levels, you'll encounter a multitude of   environmental hazards. Swarmites can be impaled, fried, asphyxiated,   electrocuted, diced into tiny pieces and they can fall into pools of   lava or bottomless pits.

Normally, you'd think this would be counter-productive. Besides   collecting the DNA strands (oftentimes well hidden) throughout the   levels, you also encounter numerous - sometimes hundreds - of molecules,   which add to your level score and contribute to a score multiplier.   Keeping this score multiplier going however, is the tricky part. And one   of the easiest ways to keep it going, when you've run out of  molecules,  is to send your Swarmites to the slaughter.

<a rel="attachment wp-att-1249" href="http://www.psuni.com/?attachment_id=1249"><img title="Swarm2" src="http://xba.psuni.com/wp-content/uploads/Swarm2.png" alt="" width="600" height="338" /></a>

Each death not only prolongs the perpetuation of the multiplier, but it also marginally <em>increases it</em>.

Levels have a minimum score in order to pass onto the next level. So   managing (and increasing) that multiplier is paramount. And it can be   extremely challenging as the game progresses. Many times I'd find myself   failing the minimum score requirement to unlock the next level.

The controls themselves do take quite a bit of getting used to. There   are two main swarm controls; Forcing them to spread out, or pulling them   into a tight huddle, both especially useful depending on your   environmental circumstances. Additionally, from the huddle, Swarmites   can then stack themselves vertically in a treacherously balanced column,   serving both to reach higher pickups or platforms and also to navigate   through very narrow areas.

Furthermore, 'charging' the swarm  can spur them into quicker sprint  movements and an additional control  can jettison them into a powerful  direct impact attack that destroys  walls and sets off pressure pads.

Some levels introduce a  carrying mechanic, where your Swarmites carry a  glow worm sort of  creature, illuminating dark (often pitch-black) areas,  but  frustratingly these sections can become incredibly annoying if you   happen to lose your light-bearing friends.
<a rel="attachment wp-att-1246" href="http://www.psuni.com/?attachment_id=1246"><img title="swarm" src="http://xba.psuni.com/wp-content/uploads/swarm.jpg" alt="" width="600" height="300" /></a>
Getting your mind around the controls, as well as learning to manage  the  entire pack of 50 Swarmites on screen (especially when the scenes   become chaotic, full of explosions and other environmental hazards)   takes some adjustment. It's quite different to anything you're used to,   but once to get a grasp of the feel, it's all smooth sailing from  there.

Swarm definitely promotes replay. In addition to  global leaderboards,  after completing a level for the first time, you  unlock an additional  'Time bonus' which awards you a further multiplier  at the conclusion of a  level depending on how quickly you've completed  it. Competing for the  top spot on the wall is going to take some  serious Swarmite management  and exceptional care of the multiplier.

Hothead Games' <em>Swarm</em> is a fun and enjoyable experience, marred  only by some occasional  spikes in difficulty (boss battles especially)  which really test your  patience. And what feels like a little bit of  monotony towards later  levels as the novelty of the presentation,  macabre humour, innovative  control and ideas start to wear thin. That  said, it's still a colourful  and twisted bit of fun.]]></content:encoded>
			<wfw:commentRss>http://www.psuni.com/swarm-review-7167/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Test Drive Unlimited 2 Review</title>
		<link>http://www.psuni.com/test-drive-unlimited-2-review-7032/</link>
		<comments>http://www.psuni.com/test-drive-unlimited-2-review-7032/#comments</comments>
		<pubDate>Thu, 17 Mar 2011 13:04:03 +0000</pubDate>
		<dc:creator>Scotty B.</dc:creator>
				<category><![CDATA[Reviews]]></category>

		<guid isPermaLink="false">http://www.psuni.com/?p=7032</guid>
		<description><![CDATA[<p><img src="http://www.psuni.com/wp-content/uploads/tdu2-135x75.png" width="130" height="75" /></p>It has been a packed few months if you're a follower of racing games.  Just keeping up with my backlog has proved an almost impossible task.  Finally, I've had a chance to get around to one of my more anticipated  titles this year - Test Drive Unlimited 2.

Eden Games have had a long, successful history with the racing genre  including the V-Rally series, the PlayStation port of my favourite NFS  title of all time; Porsche Unleashed, and of course, the original 2006  hit, Test Drive Unlimited.

While I missed playing the original TDU, its sequel was high atop my list of 2011 gaming acquirements.

<strong>Game Play</strong>

TDU2 is a sandbox racer, taking place on the paradise islands of Ibiza and Oahu. Utilising a <em>massive</em> open world (and I stress the word 'massive' as this is easily one of  the largest sandbox racers to date), you have thousands of kilometres of  roads, both asphalt and dirt, at your disposal to explore and traverse.

Both of the island game worlds are modelled from satellite data, though  some modification has been made to freshen up the layout(s) from the  previous game. Travelling between the islands is as simple as jumping on  a plane (and costs nothing), with the only requirement being  progression to player level 10.

Load times are exceptional. Even travelling between the islands only  takes a brief moment and fast-travelling to specific points on each  island is also incredibly easy as well as lightning fast. It is an  impressive achievement for a sandbox game of this type and size with  little to no discernible texture pop-in at all. Casting my mind back to  similar sandbox games such as Midnight Club: LA - and the ease and visual fidelity involved in moving about the city was nowhere near as  polished as it is here.

<img src="http://www.psuni.com/wp-content/uploads/wppa/5881.jpg" alt="" />

TDU2 operates on a levelling system, with 60 maximum levels (or 70 with  the Casino DLC) with this system divided into 4 broad categories.

The 'Competition' contribution includes all of your basic racing,  including Championships, random duels, and online/offline racing  challenges. Racing events are broken down into Time Trials, your more  standard Race events, Eliminator events, Speed Limit events (think the  Keanu Reeves movie, "Speed" and you're close) and the Speed Trap events  (race through fixed speed cameras and get the highest average speed  compared to your competition over 4-6 different cameras).

Championships are made up of any number of these events, with anywhere  from 5-8 events per Championship. Each race offers monetary awards, and  winning the overall victory gives you a significant cash prize.

Races are divided amongst the car categories, falling into Classic (C),  Off-Road (B) and Asphalt (A) events. Prior to entry, you also need to  complete certain License requirements (at respective License schools) in  order to participate. Completed Championships are usually succeeded by  'High' Championships (advanced events) with complete class victories  awarding 'Cup' Championships, so there's plenty to do.

Most of these events are visible on the map, or eventually introduced by  the various racers in your in-game clique. Your mobile phone offers  incoming notification of newly available events. While it's not as  annoying as - say - GTA IV's mobile phone system - the poor voice talent  in TDU2 doesn't make it any easier to stomach.

'Social' contributions include making friends in game, racing against  other people, joining clubs and generally keeping up appearances.

'Discovery' is easily the most expansive and time consuming of the  requirements, with challenges such as 'discover all roads' popping up in  here. With ~3000km of roads to find and drive, you realise that 100%  completion is going to be a mammoth task. Discovery also includes taking  photos of touristy locations (sort of 'side missions' given from local  photographic firms) and finding car wrecks littered across the islands  (finding 10 of a kind unlocks a bonus car). And there are a number of  them to collect.

<img src="http://www.psuni.com/wp-content/uploads/wppa/6202.jpg" alt="" />

'Collection' is as similarly expansive as the Discovery requirement and  includes buying cars, houses, furniture, clothing and various other  avatar related modification. Most of this category is going to result in  some serious cash grinding, as there's not a lot of big monetary gains  to be had beyond the Championships (which can't be repeated as a whole  for their larger bonus prizes).

There are a stack of properties to buy, scattered throughout Ibiza and  Oahu, ranging from small, 2-car garage huts, to expansive 8-car garaged  mansions with floor-to-ceiling aquariums - and luxury yachts with  palatial living areas. The architecture and opulent locales really  drives you to grind the cash and purchase more property though. It is  highly addictive. Each house can be fitted with custom furniture as  well.

Your in-game avatar has a myriad of user-selectable content available,  including designer clothes, expensive hairstyles and you can even go so  far as to visit the plastic surgeon who will alter your appearance  entirely.

Then there's the cars; 101 of them on offer if you go by the complete  list (though some are locked, some are pre-order exclusive etc.) with  noticeable absences of Lamborghini, especially unusual as they were  present in the first game. RUF also comes to the party in place of  Porsche. All cars have well modelled interiors and exhibit cosmetic  damage throughout driving.

As previously mentioned, cars fall into the 3 race classes, Classic,  Off-road and Asphalt (C4, C3. B4, B3. A7, A6, A5, A4, A3, A2, A1).  Everything from the Paris-Dakar Spyker to the Keonigsegg CCR. There's a  tremendous diversity of cars, and very rarely do you arrive in the  situation where you've picked the wrong car for the class. Most cars can  be modded at Tuning shops and made competitive. You can also add  stickers/livery modifications to the majority of cars.

The process of visiting a car dealer, test driving a car, then buying  and individually tailoring a car (wheels, colour choices, interior trim  colour combinations etc) is fantastic.

<img src="http://www.psuni.com/wp-content/uploads/wppa/5876.jpg" alt="" />

Aiding your monetary system is the F.R.I.M, an on-board 'black box' that  awards you for various offensive driving tactics such as oncoming  misses, high speed driving and dodging traffic. Executing all of this  without incident increases the cash gain through 10 levels - the  flipside being a crash or impact resets the meter to zero, so higher  risk = higher reward.

All of TDU2 can be taken online. Even during the career, you can cruise  around, progress to objectives, all the while passing, meeting and  challenging other TDU2 players around the globe. Unfortunately beyond  this, much of the online aspect of TDU2 is currently, at time of  writing, broken.

You can see a Friend on the map for example, you can fast travel to  their location - but you'll arrive to see everyone else on the map BUT  your friend. Clubs are still broken, and in my time online, I've been  unable to see more than one Friend at a time driving around (and for  part of that, my Friend wasn't able to see me). Ranked races are purely  random it would seem, with no discernible way to get into a Ranked Race  with your Friends. Voice chat works - only when all parties sync  properly - which is rarely.

The Casino DLC (available as a pre-order bonus, or purchasable from the  PSN Store) offers an additional 10 game levels (and supposedly a  new/extra way of making money), the Audi R8 V10 Spyder and various mini  games (including Roulette, Poker, Pokies and a driving challenge). I  picked this up as a DLC option, but the Roulette has been  broken/unplayable since I got it, the Poker is either unpopulated or  you're beaten by seasoned Poker vets - and the pokies (while actually  having <em>some </em>monetary benefit) are insanely boring. It took me an  hour to triple my $5000 money. Hardly worth the time when the racing  Challenges offer up to a million bucks later on for 20-30 minutes fun.  And then there's the Audi R8 V10 Spyder. Despite buying the pack from  the store, you then have to buy the car in-game with $1 million credit,  or win it at the pokies (tried this, but got bored and poor after 40  mins). So the pack leaves a lot to be desired.

Online flaws aside, the single player races also suffer from the  occasional bugs. The introduction of wet weather doesn't seem to affect  required times in the challenges, so rained out Time Trials can be  extremely tough. Whether this is an intentional difficulty spike or an  oversight I can't be sure, but on one particular occasion later in the  game I had to come back and resume the Trial once the Sun came out.

In the later (A2/A1) events, you often find the limits of the physics  engine as well, with cars sometimes flying through the air over jumps  and landing as if they've hit a brick wall, or spearing into the ground  textures. It can be quite annoying especially in the Speed events.

<img src="http://www.psuni.com/wp-content/uploads/wppa/5878.jpg" alt="" />

I also question the decision to add time penalty to the time trial  events as a blanket application if you run off the road. Example - run  very wide, fall off the road, crash into the trees - and all the while,  in addition to the penalty you've endured yourself just by messing up  your line, the game also adds extra penalty time as you're driving off  the road, compounding the effect. It forces a 'restart race' scenario  every time you mess up a little bit, rather than trying to get you back  on the road and make up for lost time.

<strong>Graphics &amp; Sound</strong>

Being island paradises, the game play setting offers some spectacular  visuals. Nothing says opulence like driving your Bugatti Veyron Super  Sport from your luxury Hawaiian yacht mooring. TDU2 reflects this with  silky smooth visuals, plenty of colour and great diversity in locations.

You find yourself driving through rural plantation areas, past beaches,  industrial regions, downtown cityscapes complete with complex highway  interchanges and mountainous 'goat trail' tracks with breathtaking  views. Car choice is paramount, a superbly detailed Caterham more suited  to the nooks and crannies of Oahu downtown than your luxurious 1000HP  Bugatti.

Cars are all well modelled, not to the same level of detail as say, GT5,  but with a passion and authenticity easily allowing you to believe your  surroundings. Eden Games have modelled collapsible hard and soft-top  roofs, functioning doors, headlights and electric windows. Very  impressive.

Complete with a full day-night cycle and changeable weather, you can  drop the roof, roll down the windows and enjoy the Ibizan sunshine. And  just as quickly close it all up when the tropical storms roll in.

Ibiza and Oahu have two radio stations. Hariba Radio and Road Rock. Both  offer a selection of audio tracks, but to be honest, I found myself  cruising without music most of the time, instead, choosing to listen to  the authentic and faithfully recreated engine notes.

Voice talent is poor though, spoiling the immersion. Phoned in vocal  introductions found in license tests and race events are repetitive,  awkward and in some cases, utterly cringe worthy. 3 races in-a-row of  the same Championship Event, I was told "What Drama! Apparently the  Wilder Brothers and Stuart are squabbling again... The pressure of the  competition is really beginning to show!". Lines like this one are  repeated constantly throughout the game - and become quite annoying.

<strong>Conclusion</strong>

Test Drive Unlimited 2 is a enjoyable, if slightly easy sandbox racer  with plenty of great ideas and fluid delivery. Early adjustment to the  handling aside, it is sure to offer hours of fresh game play.

Shamefully, the online lets this one down, both for early progress and  replayability, but hopefully this can be addressed in future patches.

With such a mountain of content, massive world and loads of cars and  race categories, TDU2 should definitely be on your play list if it isn't  already.]]></description>
			<content:encoded><![CDATA[<p><img src="http://www.psuni.com/wp-content/uploads/tdu2-135x75.png" width="130" height="75" /></p>It has been a packed few months if you're a follower of racing games.  Just keeping up with my backlog has proved an almost impossible task.  Finally, I've had a chance to get around to one of my more anticipated  titles this year - Test Drive Unlimited 2.

Eden Games have had a long, successful history with the racing genre  including the V-Rally series, the PlayStation port of my favourite NFS  title of all time; Porsche Unleashed, and of course, the original 2006  hit, Test Drive Unlimited.

While I missed playing the original TDU, its sequel was high atop my list of 2011 gaming acquirements.

<strong>Game Play</strong>

TDU2 is a sandbox racer, taking place on the paradise islands of Ibiza and Oahu. Utilising a <em>massive</em> open world (and I stress the word 'massive' as this is easily one of  the largest sandbox racers to date), you have thousands of kilometres of  roads, both asphalt and dirt, at your disposal to explore and traverse.

Both of the island game worlds are modelled from satellite data, though  some modification has been made to freshen up the layout(s) from the  previous game. Travelling between the islands is as simple as jumping on  a plane (and costs nothing), with the only requirement being  progression to player level 10.

Load times are exceptional. Even travelling between the islands only  takes a brief moment and fast-travelling to specific points on each  island is also incredibly easy as well as lightning fast. It is an  impressive achievement for a sandbox game of this type and size with  little to no discernible texture pop-in at all. Casting my mind back to  similar sandbox games such as Midnight Club: LA - and the ease and visual fidelity involved in moving about the city was nowhere near as  polished as it is here.

<img src="http://www.psuni.com/wp-content/uploads/wppa/5881.jpg" alt="" />

TDU2 operates on a levelling system, with 60 maximum levels (or 70 with  the Casino DLC) with this system divided into 4 broad categories.

The 'Competition' contribution includes all of your basic racing,  including Championships, random duels, and online/offline racing  challenges. Racing events are broken down into Time Trials, your more  standard Race events, Eliminator events, Speed Limit events (think the  Keanu Reeves movie, "Speed" and you're close) and the Speed Trap events  (race through fixed speed cameras and get the highest average speed  compared to your competition over 4-6 different cameras).

Championships are made up of any number of these events, with anywhere  from 5-8 events per Championship. Each race offers monetary awards, and  winning the overall victory gives you a significant cash prize.

Races are divided amongst the car categories, falling into Classic (C),  Off-Road (B) and Asphalt (A) events. Prior to entry, you also need to  complete certain License requirements (at respective License schools) in  order to participate. Completed Championships are usually succeeded by  'High' Championships (advanced events) with complete class victories  awarding 'Cup' Championships, so there's plenty to do.

Most of these events are visible on the map, or eventually introduced by  the various racers in your in-game clique. Your mobile phone offers  incoming notification of newly available events. While it's not as  annoying as - say - GTA IV's mobile phone system - the poor voice talent  in TDU2 doesn't make it any easier to stomach.

'Social' contributions include making friends in game, racing against  other people, joining clubs and generally keeping up appearances.

'Discovery' is easily the most expansive and time consuming of the  requirements, with challenges such as 'discover all roads' popping up in  here. With ~3000km of roads to find and drive, you realise that 100%  completion is going to be a mammoth task. Discovery also includes taking  photos of touristy locations (sort of 'side missions' given from local  photographic firms) and finding car wrecks littered across the islands  (finding 10 of a kind unlocks a bonus car). And there are a number of  them to collect.

<img src="http://www.psuni.com/wp-content/uploads/wppa/6202.jpg" alt="" />

'Collection' is as similarly expansive as the Discovery requirement and  includes buying cars, houses, furniture, clothing and various other  avatar related modification. Most of this category is going to result in  some serious cash grinding, as there's not a lot of big monetary gains  to be had beyond the Championships (which can't be repeated as a whole  for their larger bonus prizes).

There are a stack of properties to buy, scattered throughout Ibiza and  Oahu, ranging from small, 2-car garage huts, to expansive 8-car garaged  mansions with floor-to-ceiling aquariums - and luxury yachts with  palatial living areas. The architecture and opulent locales really  drives you to grind the cash and purchase more property though. It is  highly addictive. Each house can be fitted with custom furniture as  well.

Your in-game avatar has a myriad of user-selectable content available,  including designer clothes, expensive hairstyles and you can even go so  far as to visit the plastic surgeon who will alter your appearance  entirely.

Then there's the cars; 101 of them on offer if you go by the complete  list (though some are locked, some are pre-order exclusive etc.) with  noticeable absences of Lamborghini, especially unusual as they were  present in the first game. RUF also comes to the party in place of  Porsche. All cars have well modelled interiors and exhibit cosmetic  damage throughout driving.

As previously mentioned, cars fall into the 3 race classes, Classic,  Off-road and Asphalt (C4, C3. B4, B3. A7, A6, A5, A4, A3, A2, A1).  Everything from the Paris-Dakar Spyker to the Keonigsegg CCR. There's a  tremendous diversity of cars, and very rarely do you arrive in the  situation where you've picked the wrong car for the class. Most cars can  be modded at Tuning shops and made competitive. You can also add  stickers/livery modifications to the majority of cars.

The process of visiting a car dealer, test driving a car, then buying  and individually tailoring a car (wheels, colour choices, interior trim  colour combinations etc) is fantastic.

<img src="http://www.psuni.com/wp-content/uploads/wppa/5876.jpg" alt="" />

Aiding your monetary system is the F.R.I.M, an on-board 'black box' that  awards you for various offensive driving tactics such as oncoming  misses, high speed driving and dodging traffic. Executing all of this  without incident increases the cash gain through 10 levels - the  flipside being a crash or impact resets the meter to zero, so higher  risk = higher reward.

All of TDU2 can be taken online. Even during the career, you can cruise  around, progress to objectives, all the while passing, meeting and  challenging other TDU2 players around the globe. Unfortunately beyond  this, much of the online aspect of TDU2 is currently, at time of  writing, broken.

You can see a Friend on the map for example, you can fast travel to  their location - but you'll arrive to see everyone else on the map BUT  your friend. Clubs are still broken, and in my time online, I've been  unable to see more than one Friend at a time driving around (and for  part of that, my Friend wasn't able to see me). Ranked races are purely  random it would seem, with no discernible way to get into a Ranked Race  with your Friends. Voice chat works - only when all parties sync  properly - which is rarely.

The Casino DLC (available as a pre-order bonus, or purchasable from the  PSN Store) offers an additional 10 game levels (and supposedly a  new/extra way of making money), the Audi R8 V10 Spyder and various mini  games (including Roulette, Poker, Pokies and a driving challenge). I  picked this up as a DLC option, but the Roulette has been  broken/unplayable since I got it, the Poker is either unpopulated or  you're beaten by seasoned Poker vets - and the pokies (while actually  having <em>some </em>monetary benefit) are insanely boring. It took me an  hour to triple my $5000 money. Hardly worth the time when the racing  Challenges offer up to a million bucks later on for 20-30 minutes fun.  And then there's the Audi R8 V10 Spyder. Despite buying the pack from  the store, you then have to buy the car in-game with $1 million credit,  or win it at the pokies (tried this, but got bored and poor after 40  mins). So the pack leaves a lot to be desired.

Online flaws aside, the single player races also suffer from the  occasional bugs. The introduction of wet weather doesn't seem to affect  required times in the challenges, so rained out Time Trials can be  extremely tough. Whether this is an intentional difficulty spike or an  oversight I can't be sure, but on one particular occasion later in the  game I had to come back and resume the Trial once the Sun came out.

In the later (A2/A1) events, you often find the limits of the physics  engine as well, with cars sometimes flying through the air over jumps  and landing as if they've hit a brick wall, or spearing into the ground  textures. It can be quite annoying especially in the Speed events.

<img src="http://www.psuni.com/wp-content/uploads/wppa/5878.jpg" alt="" />

I also question the decision to add time penalty to the time trial  events as a blanket application if you run off the road. Example - run  very wide, fall off the road, crash into the trees - and all the while,  in addition to the penalty you've endured yourself just by messing up  your line, the game also adds extra penalty time as you're driving off  the road, compounding the effect. It forces a 'restart race' scenario  every time you mess up a little bit, rather than trying to get you back  on the road and make up for lost time.

<strong>Graphics &amp; Sound</strong>

Being island paradises, the game play setting offers some spectacular  visuals. Nothing says opulence like driving your Bugatti Veyron Super  Sport from your luxury Hawaiian yacht mooring. TDU2 reflects this with  silky smooth visuals, plenty of colour and great diversity in locations.

You find yourself driving through rural plantation areas, past beaches,  industrial regions, downtown cityscapes complete with complex highway  interchanges and mountainous 'goat trail' tracks with breathtaking  views. Car choice is paramount, a superbly detailed Caterham more suited  to the nooks and crannies of Oahu downtown than your luxurious 1000HP  Bugatti.

Cars are all well modelled, not to the same level of detail as say, GT5,  but with a passion and authenticity easily allowing you to believe your  surroundings. Eden Games have modelled collapsible hard and soft-top  roofs, functioning doors, headlights and electric windows. Very  impressive.

Complete with a full day-night cycle and changeable weather, you can  drop the roof, roll down the windows and enjoy the Ibizan sunshine. And  just as quickly close it all up when the tropical storms roll in.

Ibiza and Oahu have two radio stations. Hariba Radio and Road Rock. Both  offer a selection of audio tracks, but to be honest, I found myself  cruising without music most of the time, instead, choosing to listen to  the authentic and faithfully recreated engine notes.

Voice talent is poor though, spoiling the immersion. Phoned in vocal  introductions found in license tests and race events are repetitive,  awkward and in some cases, utterly cringe worthy. 3 races in-a-row of  the same Championship Event, I was told "What Drama! Apparently the  Wilder Brothers and Stuart are squabbling again... The pressure of the  competition is really beginning to show!". Lines like this one are  repeated constantly throughout the game - and become quite annoying.

<strong>Conclusion</strong>

Test Drive Unlimited 2 is a enjoyable, if slightly easy sandbox racer  with plenty of great ideas and fluid delivery. Early adjustment to the  handling aside, it is sure to offer hours of fresh game play.

Shamefully, the online lets this one down, both for early progress and  replayability, but hopefully this can be addressed in future patches.

With such a mountain of content, massive world and loads of cars and  race categories, TDU2 should definitely be on your play list if it isn't  already.]]></content:encoded>
			<wfw:commentRss>http://www.psuni.com/test-drive-unlimited-2-review-7032/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>Need for Speed: Hot Pursuit Review</title>
		<link>http://www.psuni.com/need-for-speed-hot-pursuit-review-7000/</link>
		<comments>http://www.psuni.com/need-for-speed-hot-pursuit-review-7000/#comments</comments>
		<pubDate>Wed, 16 Mar 2011 13:36:49 +0000</pubDate>
		<dc:creator>Scotty B.</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Reviews]]></category>

		<guid isPermaLink="false">http://www.psuni.com/?p=7000</guid>
		<description><![CDATA[<p><img src="http://www.playstationuniversity.com/wp-content/uploads/2010/01/2nhhm6o.jpg1.png" width="130" height="75" /></p>[Editor's Note: It's late, but we finally got to it]

Throw Criterion at a racing game with licensed cars and you're bound to  happen on a winner, right? After all, one of my favourite arcade racers <em>ever</em> is Burnout Paradise. I clocked literally hundreds of hours in that  game. It solidified my opinion of Criterion as a developer who knew what  they were doing with a racing game.

When I read that Criterion were being given a go under the Need for  Speed banner - and recreating the classic 'Hot Pursuit', naturally, I  was highly anticipating its release.

How could they possibly fail?

<strong>Game Play</strong>

You're dropped straight into Seacrest County, a district with about 160  kilometres of roads to tear through at breakneck speed. From the get-go,  you have the option or pursuing a career as a Racer, or a career as a  Cop.

Both paths are completely interchangeable however, you can drive an  event as a Racer, avoiding the cops - and as soon as you're finished,  you can jump into a cop car and go out and chase a racer pack you could  have just been a part of.

<img id="ncode_imageresizer_container_1" src="../wp-content/uploads/wppa/6549.jpg" border="0" alt="" width="640" height="360" />

The 'Racer' side is your more conventional get from A to B as fast as  possible (at least faster than your competition) scenario. This gets  further divided up into Time Trials where you race the clock and  standard-fare competitive races against up to 7 other opponents.

The excitement though, comes from the racer events where you're being  chased by the cops. Sometimes it's just you versus a handful of  specialist cop units, sometimes it's a bunch of you against the entire  Seacrest County police force. The latter especially, get incredibly  action-packed and furiously competitive.

Throughout your career as a Racer, you get access to some defences too.  Your car can be fitted with Spike Strips, EMP (a useful forward-firing  electrical burst that slows down other racers and cops alike), Jammers  (blocks EMP targeting, cop communication and offensive deployments, like  spike strips for example) and for a quick escape, or a recovery boost,  Turbo.

On the flipside, the 'Cop' career has you shutting down the races and  competitors in the fastest way possible. Like the racers, you have Spike  Strips and EMP at your disposal, but in place of Jammers and Turbo, you  can call in Helicopter support (useful if you're falling behind, or  managing a spread pack of racers - the Helicopter will fly ahead and  track other suspects, even dropping Spike Strips to slow them down) and  the ability to deploy Roadblocks.

Cop events have you tracking large packs of racers, or sometimes a solo  shutdown against a very tricky and evasive racer. They'll dart in and  out of traffic, drive into oncoming traffic, even pull the handbrake and  drive in the opposite direction.

Car choice is paramount throughout the game. For the evasive racers, you  need to combat them with light, nimble cop cars for example. Similarly  the big, heavy cop cars (like a Bentley for example) are better suited  for using brute force to tackle suspects on roads where they've got  nowhere to hide.

There are loads of cars available, with both Racers and Cops getting  access to some of the most gorgeous supercars on offer. Jump into a  Porsche 918 Spyder and get chased by a Koenigsegg cop car. It's all  ridiculously cool in true arcade racing style.

Cars are unlocked as you progress through the career, with each event  unlocking bounty that accelerates you through 20 levels (for both Racer  and Cop). Level progression opens up new tiers of events with access to  faster cars and faster opponents.
<img id="ncode_imageresizer_container_2" src="../wp-content/uploads/wppa/6547.jpg" border="0" alt="" width="640" height="360" />
After a while however, events do tend to become a big stagnant. The  careers will take about 10-15 hours combined depending on your ability  (and luck), but you can only do so many chase events, or time trials  before it starts to feel like you've been there and done it before.  Criterion have tried to spruce it up a bit by adding certain  restrictions making events harder (Racer pursuits with no Spike Strips  for example, or Cop events with no Helicopter support or Roadblocks) but  generally all this does is drag the event out a little longer than  usual.

"Autolog" attempts to save the day here, whereby the result of every  event you participate in is uploaded to a 'wall' preceding the event  entry, so you can compare your times and completion to your Friends.  This additional competition is especially time consuming if you have a  bunch of Friends of varying skill levels on your Friends list (like I  did). It promotes replayability, going back to chase down the extra  second or two that'll leap you to the top of your Wall. All your Friends  then receive a notification of you beating their times on the  leaderboards the next time they play, thereby encouraging them to go  back and have another go.

As a brief reprieve from all of this, Criterion have included  'Freedrive', where you can take any car and just drive around Seacrest  County at your own leisure. Unfortunately though, there's little to do  beyond gawk at the beautiful scenery, so it becomes boring quickly. You  can however, use this mode to freely take screenshots of your new car  acquirements.

So far so good.

My major disappointments in this title however, rest with the handling  and the extreme use of rubber-band AI. Allow me to elaborate.

The handling itself is incredibly unnatural. I can't really put a finger on what it is exactly that makes it so unlikeable, but <em>every time</em> I jumped into Hot Pursuit for some races, it would take me a good 5  tries just to get a feel back for it. Every car, from a light, nimble  Pagani Zonda Cinque to a big heavy Bentley or Bugatti all seem to handle  in the same tail out, drift everywhere fashion. Sure, it's probably the  aim with an arcade racer such as this, but even the drifting feels  unnatural, forced. I play a lot of racers with many different handling  mechanics, but I never really felt comfortable in NFS: Hot Pursuit, even  towards the end of the game.
<img id="ncode_imageresizer_container_4" src="../wp-content/uploads/wppa/7102.jpg" border="0" alt="" width="640" height="360" />
Coupled with rubber-band AI - and this is rubber-band AI to rival the  best (on par with the most evil Motorstorm can offer) and you're  thinking along the right lines. This is further highlighted by  Criterion's very own innovation, the Autolog. I'd regularly finish  events, especially Time Trials and Interceptor events, a <em>solid</em> 5  seconds to (on one occasion) 30 seconds quicker than the next closest  Friend on my list - yet I was unable to beat the AI. I'd finish 2nd or  3rd with a time that was 30 seconds quicker than my Friends - who all, I  might add, had gold with their time for winning the same race.

Similarly, the Cop events are equally as frustrating. Save your boost  for a corner takedown or a hard impact, execute your move - only for the  AI to match your boost exactly, forcing you to miss them by millimetres  and crash out. It got to the point where I could follow a car on a  straight, hit boost, let it off, hit boost, let it off again - and I'd  watch the AI car do <em>exactly the same thing</em>. Rubber-band AI mirrors you to a ridiculous level in Hot Pursuit.

My dismay for some arcade racers and the rabid use of rubber-band AI's  to make games 'accessible' to all was truly highlighted here. It may  make games accessible to a wider audience, but all I see is a rigged and  forced penalty for being fast. It's simply not fun.

To escape the rubber-band AI, Hot Pursuit features multiplayer game  modes for up to eight players. Most reflect the same formats available  in the single-player careers, but are more enjoyable thanks to Human  opponents and realistic outcomes.

<strong>Graphics &amp; Sound</strong>

Seacrest County is beautiful. While it's not an 'open world' sandbox in  the same sense as racers like Burnout Paradise, or TDU2 for example, it  uses the open world to deliver your point-to-point races and events.  Freedrive allows you to explore the spectacular environment (even if  there's nothing else to do), watch the weather roll in, view sunsets and  sunrises. Criterion have delivered a gorgeous world to drive about.

Cars are very well modelled and intricately detailed. The entire car  list has been given plenty of attention, all cars featuring cosmetic  damage, and most cars have a Racer and Cop version (though there are a  handful of exclusive exceptions). Seeing your favourite supercar dressed  up as a Cop vehicle is quite brilliant - and there's loads of variation  in the Cop liveries across the range too.
<img id="ncode_imageresizer_container_5" src="../wp-content/uploads/wppa/7567.jpg" border="0" alt="" width="640" height="360" />
Menu systems are slick, modern and easily accessible.

The Soundtrack is standard NFS/Criterion fare with Alternative/rock,  Dance /Electro House and some Hip-Hop thrown in, but you also have the  option of custom soundtracks if none of the above is to your liking.

Car/engine sounds are also well done, authentic and pump the volume on your surround sound, very rewarding too.

<strong>Conclusion</strong>

This one was a recipe for success, but it just doesn't make the cut. All  the key elements are there to make a fantastic racing game - and a  superb Hot Pursuit remake. Only it all falls apart around the most  critical of all ingredients - they failed at the racing itself.

The handling is so unnatural it breaks the experience. The AI is so  in-your-face rubber-bandy that it does nothing but bring out the rage in  you. There's little replayability - hell, I even lacked the interest  and perseverance to completely <em>finish </em>it. I persevered with the  Racer career, but lost interest towards the end of the Cop career. This  from a massive racing fan. That says it all.

Sadly this one will gather dust when it should have been a regular  revisit like its classic counterpart. Criterion have disappointed. In  the very genre I thought it would never be possible for them to do so.]]></description>
			<content:encoded><![CDATA[<p><img src="http://www.playstationuniversity.com/wp-content/uploads/2010/01/2nhhm6o.jpg1.png" width="130" height="75" /></p>[Editor's Note: It's late, but we finally got to it]

Throw Criterion at a racing game with licensed cars and you're bound to  happen on a winner, right? After all, one of my favourite arcade racers <em>ever</em> is Burnout Paradise. I clocked literally hundreds of hours in that  game. It solidified my opinion of Criterion as a developer who knew what  they were doing with a racing game.

When I read that Criterion were being given a go under the Need for  Speed banner - and recreating the classic 'Hot Pursuit', naturally, I  was highly anticipating its release.

How could they possibly fail?

<strong>Game Play</strong>

You're dropped straight into Seacrest County, a district with about 160  kilometres of roads to tear through at breakneck speed. From the get-go,  you have the option or pursuing a career as a Racer, or a career as a  Cop.

Both paths are completely interchangeable however, you can drive an  event as a Racer, avoiding the cops - and as soon as you're finished,  you can jump into a cop car and go out and chase a racer pack you could  have just been a part of.

<img id="ncode_imageresizer_container_1" src="../wp-content/uploads/wppa/6549.jpg" border="0" alt="" width="640" height="360" />

The 'Racer' side is your more conventional get from A to B as fast as  possible (at least faster than your competition) scenario. This gets  further divided up into Time Trials where you race the clock and  standard-fare competitive races against up to 7 other opponents.

The excitement though, comes from the racer events where you're being  chased by the cops. Sometimes it's just you versus a handful of  specialist cop units, sometimes it's a bunch of you against the entire  Seacrest County police force. The latter especially, get incredibly  action-packed and furiously competitive.

Throughout your career as a Racer, you get access to some defences too.  Your car can be fitted with Spike Strips, EMP (a useful forward-firing  electrical burst that slows down other racers and cops alike), Jammers  (blocks EMP targeting, cop communication and offensive deployments, like  spike strips for example) and for a quick escape, or a recovery boost,  Turbo.

On the flipside, the 'Cop' career has you shutting down the races and  competitors in the fastest way possible. Like the racers, you have Spike  Strips and EMP at your disposal, but in place of Jammers and Turbo, you  can call in Helicopter support (useful if you're falling behind, or  managing a spread pack of racers - the Helicopter will fly ahead and  track other suspects, even dropping Spike Strips to slow them down) and  the ability to deploy Roadblocks.

Cop events have you tracking large packs of racers, or sometimes a solo  shutdown against a very tricky and evasive racer. They'll dart in and  out of traffic, drive into oncoming traffic, even pull the handbrake and  drive in the opposite direction.

Car choice is paramount throughout the game. For the evasive racers, you  need to combat them with light, nimble cop cars for example. Similarly  the big, heavy cop cars (like a Bentley for example) are better suited  for using brute force to tackle suspects on roads where they've got  nowhere to hide.

There are loads of cars available, with both Racers and Cops getting  access to some of the most gorgeous supercars on offer. Jump into a  Porsche 918 Spyder and get chased by a Koenigsegg cop car. It's all  ridiculously cool in true arcade racing style.

Cars are unlocked as you progress through the career, with each event  unlocking bounty that accelerates you through 20 levels (for both Racer  and Cop). Level progression opens up new tiers of events with access to  faster cars and faster opponents.
<img id="ncode_imageresizer_container_2" src="../wp-content/uploads/wppa/6547.jpg" border="0" alt="" width="640" height="360" />
After a while however, events do tend to become a big stagnant. The  careers will take about 10-15 hours combined depending on your ability  (and luck), but you can only do so many chase events, or time trials  before it starts to feel like you've been there and done it before.  Criterion have tried to spruce it up a bit by adding certain  restrictions making events harder (Racer pursuits with no Spike Strips  for example, or Cop events with no Helicopter support or Roadblocks) but  generally all this does is drag the event out a little longer than  usual.

"Autolog" attempts to save the day here, whereby the result of every  event you participate in is uploaded to a 'wall' preceding the event  entry, so you can compare your times and completion to your Friends.  This additional competition is especially time consuming if you have a  bunch of Friends of varying skill levels on your Friends list (like I  did). It promotes replayability, going back to chase down the extra  second or two that'll leap you to the top of your Wall. All your Friends  then receive a notification of you beating their times on the  leaderboards the next time they play, thereby encouraging them to go  back and have another go.

As a brief reprieve from all of this, Criterion have included  'Freedrive', where you can take any car and just drive around Seacrest  County at your own leisure. Unfortunately though, there's little to do  beyond gawk at the beautiful scenery, so it becomes boring quickly. You  can however, use this mode to freely take screenshots of your new car  acquirements.

So far so good.

My major disappointments in this title however, rest with the handling  and the extreme use of rubber-band AI. Allow me to elaborate.

The handling itself is incredibly unnatural. I can't really put a finger on what it is exactly that makes it so unlikeable, but <em>every time</em> I jumped into Hot Pursuit for some races, it would take me a good 5  tries just to get a feel back for it. Every car, from a light, nimble  Pagani Zonda Cinque to a big heavy Bentley or Bugatti all seem to handle  in the same tail out, drift everywhere fashion. Sure, it's probably the  aim with an arcade racer such as this, but even the drifting feels  unnatural, forced. I play a lot of racers with many different handling  mechanics, but I never really felt comfortable in NFS: Hot Pursuit, even  towards the end of the game.
<img id="ncode_imageresizer_container_4" src="../wp-content/uploads/wppa/7102.jpg" border="0" alt="" width="640" height="360" />
Coupled with rubber-band AI - and this is rubber-band AI to rival the  best (on par with the most evil Motorstorm can offer) and you're  thinking along the right lines. This is further highlighted by  Criterion's very own innovation, the Autolog. I'd regularly finish  events, especially Time Trials and Interceptor events, a <em>solid</em> 5  seconds to (on one occasion) 30 seconds quicker than the next closest  Friend on my list - yet I was unable to beat the AI. I'd finish 2nd or  3rd with a time that was 30 seconds quicker than my Friends - who all, I  might add, had gold with their time for winning the same race.

Similarly, the Cop events are equally as frustrating. Save your boost  for a corner takedown or a hard impact, execute your move - only for the  AI to match your boost exactly, forcing you to miss them by millimetres  and crash out. It got to the point where I could follow a car on a  straight, hit boost, let it off, hit boost, let it off again - and I'd  watch the AI car do <em>exactly the same thing</em>. Rubber-band AI mirrors you to a ridiculous level in Hot Pursuit.

My dismay for some arcade racers and the rabid use of rubber-band AI's  to make games 'accessible' to all was truly highlighted here. It may  make games accessible to a wider audience, but all I see is a rigged and  forced penalty for being fast. It's simply not fun.

To escape the rubber-band AI, Hot Pursuit features multiplayer game  modes for up to eight players. Most reflect the same formats available  in the single-player careers, but are more enjoyable thanks to Human  opponents and realistic outcomes.

<strong>Graphics &amp; Sound</strong>

Seacrest County is beautiful. While it's not an 'open world' sandbox in  the same sense as racers like Burnout Paradise, or TDU2 for example, it  uses the open world to deliver your point-to-point races and events.  Freedrive allows you to explore the spectacular environment (even if  there's nothing else to do), watch the weather roll in, view sunsets and  sunrises. Criterion have delivered a gorgeous world to drive about.

Cars are very well modelled and intricately detailed. The entire car  list has been given plenty of attention, all cars featuring cosmetic  damage, and most cars have a Racer and Cop version (though there are a  handful of exclusive exceptions). Seeing your favourite supercar dressed  up as a Cop vehicle is quite brilliant - and there's loads of variation  in the Cop liveries across the range too.
<img id="ncode_imageresizer_container_5" src="../wp-content/uploads/wppa/7567.jpg" border="0" alt="" width="640" height="360" />
Menu systems are slick, modern and easily accessible.

The Soundtrack is standard NFS/Criterion fare with Alternative/rock,  Dance /Electro House and some Hip-Hop thrown in, but you also have the  option of custom soundtracks if none of the above is to your liking.

Car/engine sounds are also well done, authentic and pump the volume on your surround sound, very rewarding too.

<strong>Conclusion</strong>

This one was a recipe for success, but it just doesn't make the cut. All  the key elements are there to make a fantastic racing game - and a  superb Hot Pursuit remake. Only it all falls apart around the most  critical of all ingredients - they failed at the racing itself.

The handling is so unnatural it breaks the experience. The AI is so  in-your-face rubber-bandy that it does nothing but bring out the rage in  you. There's little replayability - hell, I even lacked the interest  and perseverance to completely <em>finish </em>it. I persevered with the  Racer career, but lost interest towards the end of the Cop career. This  from a massive racing fan. That says it all.

Sadly this one will gather dust when it should have been a regular  revisit like its classic counterpart. Criterion have disappointed. In  the very genre I thought it would never be possible for them to do so.]]></content:encoded>
			<wfw:commentRss>http://www.psuni.com/need-for-speed-hot-pursuit-review-7000/feed/</wfw:commentRss>
		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>Dead Space 2 Review</title>
		<link>http://www.psuni.com/dead-space-2-review-6196/</link>
		<comments>http://www.psuni.com/dead-space-2-review-6196/#comments</comments>
		<pubDate>Wed, 02 Feb 2011 23:48:47 +0000</pubDate>
		<dc:creator>Scotty B.</dc:creator>
				<category><![CDATA[Featured]]></category>
		<category><![CDATA[Reviews]]></category>

		<guid isPermaLink="false">http://www.psuni.com/?p=6196</guid>
		<description><![CDATA[<p><img src="http://www.psuni.com/wp-content/uploads/dsrev-135x75.png" width="130" height="75" /></p>2008's Dead Space was a breath of fresh air for the sci-fi, survival  horror genre. The strategic dismemberment of your alien Necromorph foes  was ridiculously satisfying. Gone were the standard-fare weapons that  litter modern shooters. Dead Space introduced the 'Plasma cutter', the  'Ripper', the 'Force Gun'.

Looking back, Dead Space is probably one of my most played titles.  Including my most recent run through 'Impossible' difficulty, I've run  through the original five times.

Fast-forward to 2011 and Visceral Games have delivered the sequel, Dead  Space 2. Naturally, it has been a highly anticipated title for me. After  the original, it's had a lot to live up to as well.

<strong>Story</strong>

Once again we join Isaac Clarke, but this time in a hospital on the  'Sprawl'; a huge out-world city and planet-cracking base constructed on  the remaining shard of Saturn?s moon, Titan.

Strapped into a straitjacket and robbed of the last three years of  memory, he awakens to Franco (from Dead Space Ignition), attempting to  free him.

Necromorphs have overrun the complex. We take control of Isaac,  struggling to escape the wave of Necromorph invasion and to make sense  of what is happening, where he is, what he's missed - and ultimately, to  escape the Sprawl.

<img style="border: 0pt none;" src="../wp-content/uploads/wppa/7123.jpg" border="0" alt="" width="614" height="346" />

<strong>Game Play</strong>

Dead Space 2 has a significantly different feel to the original. With  Dead Space, you got that sinking feeling you were alone on the USG  Ishimura. At most, a handful of survivors were left walking the halls of  the ship - and you never really saw them, most conversation was handled  over video comms. As such, the 'survival' part of the horror was much  more forefront to the game play.

With the sequel, we know Isaac's been here and done this before. He's an  expert on dismembering Necromorphs, he's got no problem dispatching an  army of them when they appear. And he's accompanied by numerous people  and companions throughout the Sprawl. For these reasons, the level of  anxiety you experience in Dead Space 2 just isn't at the height it was  in the original.

It's been replaced with a number of new introductions however; Isaac's  mind is shot. He's been out of action for three years, the guilt of  Nicole's death and the events surrounding the Marker play tricks on his  mind. His conscience is haunted. On numerous occasions throughout the  game, we listen in on disturbing conversations Isaac is essentially  having with himself. We see hallucinations, dreadful images that shake  Isaac's mental foundations.

<img style="border: 0pt none;" src="../wp-content/uploads/wppa/7124.jpg" border="0" alt="" width="614" height="346" />

The battle is not as much with the Necromorphs as it is with himself.

This is not to say the game hasn't changed, even the Necromorphs  themselves have evolved and we see new enemy types emerging throughout  the Sprawl. One such enemy, the 'Stalker', I can only liken to a  Velociraptor. They are incredibly fast, they are pack hunters, they use  the shadows to their advantage - and you can hear their frightful  screams a mile away.

There are a number of new weapons and suits at Isaac's disposal. The  Detonator is a proximity mine launcher, which allows you to conveniently  set up laser trip wires, particularly useful against enemies like the  Stalker. Suits also change Isaac's appearance significantly, with four  major suit classes on offer (and further improvements on New Game+).

The upgrade system has been tweaked slightly, though it still relies on  the acquisition of Nodes (either by collection within the game world or  purchasing at the Store) for progression. You now have a 'reclaim'  action, which, for 5000 credits, can recoup <em>all</em> of the Power  Nodes from a weapon or suit, immediately placing them back in your  inventory so you can reassign them to a new weapon. Handy if you choose  to focus on a newly acquired pickup later in the game.

There's still a major reliance on playing through the game two or three  times to upgrade everything though - and especially early in the game,  credits and Nodes are quite sparse (this is made up for in the latter  half of the game).

Deaths are a lot more gruesome this time around. Due in part to the fact  that there are a lot more environmental hazards in Dead Space 2 as  well. Should a beam from your Plasma Cutter happen to go astray, it  might find its way through a non-safety piece of glass, blowing out the  room and rapidly de-pressurising the area. If you're not quick enough,  or your aim is too poor, you'll get sucked out and crushed in the  security door.

<img style="border: 0pt none;" src="../wp-content/uploads/wppa/6925.jpg" border="0" alt="" width="614" height="346" />

Control events (almost quicktime events, without the button  coordination) also highlight the gruesome deaths on offer. I won't spoil  anything, but there's a tremendously horrid scenario near the end of  the game involving Isaac's eye that - trust me - you should fail at  least once on purpose.

There are some amazing deep space sections, plus plenty of use of the  fantastic zero-gravity mechanics (Isaac's suits are now fitted with  thrusters, allowing him to move about zero-grav/deep space without  restriction - and it is superb) as well as some all-new set pieces like  the Halo Jump we all saw in the early trailers for example.

The approach to level design has also changed considerably in Dead Space  2. Whereas the original incorporated a lot of backtracking and  unlocking previously locked doors, or re-canvassing areas to do tasks  not available before, the Sprawl offers a lot more option. You find  yourself progressing through hospital wings, engineering sectors,  shopping malls, garbage disposal facilities, deep-space radar arrays.

Dead Space 2 is vastly more linear than its predecessor, perhaps not to  some people's liking, but it awards the player with less recycling of  environments and reduced confusion in navigating areas.

Visceral Games said early in development that Dead Space 2 would be more  about action than suspense - and indeed, there's more action.  Unfortunately, sometimes it feels as though this 'action' is just there  to extend the game play time beyond the actual game content. Instead of  new rooms to explore and new puzzles to solve (the latter of which are  far more sparse in Dead Space 2 as well), you are often inundated with  wave upon wave of Necromorphs, to the point of overwhelming.

<img style="border: 0pt none;" src="../wp-content/uploads/wppa/7126.jpg" border="0" alt="" width="614" height="346" />

As a result, both the suspense and anxiety of the first game is  diminished. There's less of the genuine scares and less actual fear of  what's around the next corner. Enter room, get swarmed with Necros,  enter next room, get swarmed with more Necros - and so on and so  forward.

It is a minor nitpick and a brutal generalisation, but towards the end  of the game you do feel that the game has been 'extended' somewhat with  abundant enemy spawns.

Additionally, there's now a multiplayer mode on offer. You pair up with  friends and randoms to form two teams, either Human or Nercomorph.  Humans have the goal of escaping the facility, Necromorphs have the  responsibility of not allowing that to happen. There's a small selection  of maps on offer and generally the action is pretty constant and  exciting. One map in particular, Solar Array, works very well.  Necromorphs do take a bit of getting used to, learning the specific  ability of each Necro-type and using it effectively against the Humans,  but once you're experienced, it's quite enjoyable.

The multiplayer definitely has the 'tacked on' feel, it's fairly light  on features and apart from a level-up system to extract a bit more time  from the online component, it <em>may</em> get old - but early impressions at least were fun.

<strong>Graphics &amp; Sound</strong>

Graphically, Dead Space 2 is quite reminiscent of its predecessor. Many  environments are similar to the halls and pressure-door exchanges of the  USG Ishimura - and even the Sprawl itself is massively underused - for a  significant part of the game, you could almost be convinced you were  walking around in the first game again. Of course, this comes  part-and-parcel with the sci-fi, space station theme.

<img style="border: 0pt none;" src="../wp-content/uploads/wppa/6921.jpg" border="0" alt="" width="614" height="346" />

Dead Space 2 is darker however; there are moments when you'll find  yourself in complete blackness. Spin the camera around and the only  light sources come from Isaac's suit. Sounds and screams emanate from  all directions. It aims to terrify you. Moments later, power comes back  on and you're washed back into the sterile, metal world of the Sprawl.  You often have to rely on just your flashlight for direction in  blacked-out areas within the Sprawl.

The dead silence of deep space sections chill, especially when you can't  ascertain exactly where attacks are originating from. There's plenty of  use of ambient noises, creaks and groans around the sprawl, often hard  to differentiate from the moans and screams of Necromorphs moving behind  the walls and in distant areas. The score is perfect too.

Isaac's voice is good - great even. It's a fantastic addition having  Isaac actually voiced in this one. The dialogue presented to in-game  characters varies much from the dialogue we hear inside Isaac's head,  his inner conversations and bouts of insanity privy only to us.

The audio in general continues the superb immersion we came to expect in Dead Space.

<strong>Conclusion</strong>

Game play is more action packed, movement and combat has been sharpened,  there are more game play mechanics on offer, Necromorphs are more  furious, more cunning and Isaac is more confident, even while struggling  with his own inner demons and hallucinations.

On typing, I'm on my third play-through, literally back-to-back. I can't  put it down. The campaign is absolutely captivating and thoroughly  enjoyable.

It's a slightly different direction for the Dead Space franchise, but it works. And it is brilliant.]]></description>
			<content:encoded><![CDATA[<p><img src="http://www.psuni.com/wp-content/uploads/dsrev-135x75.png" width="130" height="75" /></p>2008's Dead Space was a breath of fresh air for the sci-fi, survival  horror genre. The strategic dismemberment of your alien Necromorph foes  was ridiculously satisfying. Gone were the standard-fare weapons that  litter modern shooters. Dead Space introduced the 'Plasma cutter', the  'Ripper', the 'Force Gun'.

Looking back, Dead Space is probably one of my most played titles.  Including my most recent run through 'Impossible' difficulty, I've run  through the original five times.

Fast-forward to 2011 and Visceral Games have delivered the sequel, Dead  Space 2. Naturally, it has been a highly anticipated title for me. After  the original, it's had a lot to live up to as well.

<strong>Story</strong>

Once again we join Isaac Clarke, but this time in a hospital on the  'Sprawl'; a huge out-world city and planet-cracking base constructed on  the remaining shard of Saturn?s moon, Titan.

Strapped into a straitjacket and robbed of the last three years of  memory, he awakens to Franco (from Dead Space Ignition), attempting to  free him.

Necromorphs have overrun the complex. We take control of Isaac,  struggling to escape the wave of Necromorph invasion and to make sense  of what is happening, where he is, what he's missed - and ultimately, to  escape the Sprawl.

<img style="border: 0pt none;" src="../wp-content/uploads/wppa/7123.jpg" border="0" alt="" width="614" height="346" />

<strong>Game Play</strong>

Dead Space 2 has a significantly different feel to the original. With  Dead Space, you got that sinking feeling you were alone on the USG  Ishimura. At most, a handful of survivors were left walking the halls of  the ship - and you never really saw them, most conversation was handled  over video comms. As such, the 'survival' part of the horror was much  more forefront to the game play.

With the sequel, we know Isaac's been here and done this before. He's an  expert on dismembering Necromorphs, he's got no problem dispatching an  army of them when they appear. And he's accompanied by numerous people  and companions throughout the Sprawl. For these reasons, the level of  anxiety you experience in Dead Space 2 just isn't at the height it was  in the original.

It's been replaced with a number of new introductions however; Isaac's  mind is shot. He's been out of action for three years, the guilt of  Nicole's death and the events surrounding the Marker play tricks on his  mind. His conscience is haunted. On numerous occasions throughout the  game, we listen in on disturbing conversations Isaac is essentially  having with himself. We see hallucinations, dreadful images that shake  Isaac's mental foundations.

<img style="border: 0pt none;" src="../wp-content/uploads/wppa/7124.jpg" border="0" alt="" width="614" height="346" />

The battle is not as much with the Necromorphs as it is with himself.

This is not to say the game hasn't changed, even the Necromorphs  themselves have evolved and we see new enemy types emerging throughout  the Sprawl. One such enemy, the 'Stalker', I can only liken to a  Velociraptor. They are incredibly fast, they are pack hunters, they use  the shadows to their advantage - and you can hear their frightful  screams a mile away.

There are a number of new weapons and suits at Isaac's disposal. The  Detonator is a proximity mine launcher, which allows you to conveniently  set up laser trip wires, particularly useful against enemies like the  Stalker. Suits also change Isaac's appearance significantly, with four  major suit classes on offer (and further improvements on New Game+).

The upgrade system has been tweaked slightly, though it still relies on  the acquisition of Nodes (either by collection within the game world or  purchasing at the Store) for progression. You now have a 'reclaim'  action, which, for 5000 credits, can recoup <em>all</em> of the Power  Nodes from a weapon or suit, immediately placing them back in your  inventory so you can reassign them to a new weapon. Handy if you choose  to focus on a newly acquired pickup later in the game.

There's still a major reliance on playing through the game two or three  times to upgrade everything though - and especially early in the game,  credits and Nodes are quite sparse (this is made up for in the latter  half of the game).

Deaths are a lot more gruesome this time around. Due in part to the fact  that there are a lot more environmental hazards in Dead Space 2 as  well. Should a beam from your Plasma Cutter happen to go astray, it  might find its way through a non-safety piece of glass, blowing out the  room and rapidly de-pressurising the area. If you're not quick enough,  or your aim is too poor, you'll get sucked out and crushed in the  security door.

<img style="border: 0pt none;" src="../wp-content/uploads/wppa/6925.jpg" border="0" alt="" width="614" height="346" />

Control events (almost quicktime events, without the button  coordination) also highlight the gruesome deaths on offer. I won't spoil  anything, but there's a tremendously horrid scenario near the end of  the game involving Isaac's eye that - trust me - you should fail at  least once on purpose.

There are some amazing deep space sections, plus plenty of use of the  fantastic zero-gravity mechanics (Isaac's suits are now fitted with  thrusters, allowing him to move about zero-grav/deep space without  restriction - and it is superb) as well as some all-new set pieces like  the Halo Jump we all saw in the early trailers for example.

The approach to level design has also changed considerably in Dead Space  2. Whereas the original incorporated a lot of backtracking and  unlocking previously locked doors, or re-canvassing areas to do tasks  not available before, the Sprawl offers a lot more option. You find  yourself progressing through hospital wings, engineering sectors,  shopping malls, garbage disposal facilities, deep-space radar arrays.

Dead Space 2 is vastly more linear than its predecessor, perhaps not to  some people's liking, but it awards the player with less recycling of  environments and reduced confusion in navigating areas.

Visceral Games said early in development that Dead Space 2 would be more  about action than suspense - and indeed, there's more action.  Unfortunately, sometimes it feels as though this 'action' is just there  to extend the game play time beyond the actual game content. Instead of  new rooms to explore and new puzzles to solve (the latter of which are  far more sparse in Dead Space 2 as well), you are often inundated with  wave upon wave of Necromorphs, to the point of overwhelming.

<img style="border: 0pt none;" src="../wp-content/uploads/wppa/7126.jpg" border="0" alt="" width="614" height="346" />

As a result, both the suspense and anxiety of the first game is  diminished. There's less of the genuine scares and less actual fear of  what's around the next corner. Enter room, get swarmed with Necros,  enter next room, get swarmed with more Necros - and so on and so  forward.

It is a minor nitpick and a brutal generalisation, but towards the end  of the game you do feel that the game has been 'extended' somewhat with  abundant enemy spawns.

Additionally, there's now a multiplayer mode on offer. You pair up with  friends and randoms to form two teams, either Human or Nercomorph.  Humans have the goal of escaping the facility, Necromorphs have the  responsibility of not allowing that to happen. There's a small selection  of maps on offer and generally the action is pretty constant and  exciting. One map in particular, Solar Array, works very well.  Necromorphs do take a bit of getting used to, learning the specific  ability of each Necro-type and using it effectively against the Humans,  but once you're experienced, it's quite enjoyable.

The multiplayer definitely has the 'tacked on' feel, it's fairly light  on features and apart from a level-up system to extract a bit more time  from the online component, it <em>may</em> get old - but early impressions at least were fun.

<strong>Graphics &amp; Sound</strong>

Graphically, Dead Space 2 is quite reminiscent of its predecessor. Many  environments are similar to the halls and pressure-door exchanges of the  USG Ishimura - and even the Sprawl itself is massively underused - for a  significant part of the game, you could almost be convinced you were  walking around in the first game again. Of course, this comes  part-and-parcel with the sci-fi, space station theme.

<img style="border: 0pt none;" src="../wp-content/uploads/wppa/6921.jpg" border="0" alt="" width="614" height="346" />

Dead Space 2 is darker however; there are moments when you'll find  yourself in complete blackness. Spin the camera around and the only  light sources come from Isaac's suit. Sounds and screams emanate from  all directions. It aims to terrify you. Moments later, power comes back  on and you're washed back into the sterile, metal world of the Sprawl.  You often have to rely on just your flashlight for direction in  blacked-out areas within the Sprawl.

The dead silence of deep space sections chill, especially when you can't  ascertain exactly where attacks are originating from. There's plenty of  use of ambient noises, creaks and groans around the sprawl, often hard  to differentiate from the moans and screams of Necromorphs moving behind  the walls and in distant areas. The score is perfect too.

Isaac's voice is good - great even. It's a fantastic addition having  Isaac actually voiced in this one. The dialogue presented to in-game  characters varies much from the dialogue we hear inside Isaac's head,  his inner conversations and bouts of insanity privy only to us.

The audio in general continues the superb immersion we came to expect in Dead Space.

<strong>Conclusion</strong>

Game play is more action packed, movement and combat has been sharpened,  there are more game play mechanics on offer, Necromorphs are more  furious, more cunning and Isaac is more confident, even while struggling  with his own inner demons and hallucinations.

On typing, I'm on my third play-through, literally back-to-back. I can't  put it down. The campaign is absolutely captivating and thoroughly  enjoyable.

It's a slightly different direction for the Dead Space franchise, but it works. And it is brilliant.]]></content:encoded>
			<wfw:commentRss>http://www.psuni.com/dead-space-2-review-6196/feed/</wfw:commentRss>
		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>Credible Gran Turismo 5 Review</title>
		<link>http://www.psuni.com/credible-gran-turismo-5-review-4982/</link>
		<comments>http://www.psuni.com/credible-gran-turismo-5-review-4982/#comments</comments>
		<pubDate>Mon, 29 Nov 2010 20:56:31 +0000</pubDate>
		<dc:creator>Scotty B.</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Reviews]]></category>

		<guid isPermaLink="false">http://www.playstationuniversity.com/?p=4982</guid>
		<description><![CDATA[<p><img src="http://www.psuni.com/wp-content/uploads/gt5review1-135x75.jpg" width="130" height="75" /></p>Always synonymous with intricate detail and a complete, whole driving  experience, Gran Turismo has set the bar for all other racing games in  the past. Few have managed the level of quality and detail, features and  quantity that we've come to expect from GT.

After Prologue and a string of brief 'demos', we finally have a  full-fledged GT title for the Playstation 3. It's been a long wait. It's  been surrounded by hype, misinformation, delay and anticipation.

It's finally here. And after 5 loooong years, everyone hope's it has  been worth it. Anyone who knows me will know all the reasons why <em>I</em> hope it's been worth it.

<strong>Game Play</strong>

Once I'd gotten the hefty (~45 minute) install out of the way, and  downloaded and installed the day one patch (~120MB), the intro movie  rolled. I literally couldn't believe it. It was actually happening. I  was about to play Gran Turismo 5.

Immediately there are some familiar sights. Backgrounds from Prologue  are familiar, menu structure and layout are similar. From the main menu,  you can select from GT Home, or Arcade to get right into racing.

GT Home is the main hub to everything GT career related. You're  introduced to the basics of each mode and setting up your profile as  soon as you start clocking away.

New to GT5 is a set "Level system", that defines which events you can  enter and most importantly, which cars you can drive. A Mazda Miata  might require just level 0 - a good starter car then - but a Lamborghini  LP670 R-SV‎ could require you at level 14 before you can get behind the  wheel. Experience is earned from race events, special events and  license tests - and comes pretty quickly, so I was busy driving  Ferrari's and Lamborghini's a few hours into my game.

<img src="http://i194.photobucket.com/albums/z67/MarvelsDeadpool/GT5%20review/Toscana_2.jpg" border="0" alt="" />

Much like prior iterations of Gran Turismo, you also have the A-spec and  B-spec distinctions. A-spec is entirely solo play. B-spec however, has  had a bit of an overhaul. It's now more reminiscent of a "Manager" game,  where you create a driver (or team of drivers), choosing their starting  statistics, and push them into events where you can control their  on-track antics, when to push, when to cruise and when to overtake. You  can't jump in the car and share the experience with B-spec drivers any  more.

The B-spec experience is limited though and is merely more than a cinema  viewing. You can't speed the race up and you do miss being able to jump  in for a few laps to get back in the race after the AI bungles it. That  said, the more I've developed my driver, the more I've enjoyed watching  him race. There's plenty of glory to make up for the last corner  stacks.

AI is slightly underwhelming. While the number of on-track cars has  increased to up to 16 in some events, their on-track ability hasn't  changed a considerable amount since Prologue. They still appear glued to  the racing line, they still pile directly into the side of your car if  you happen to spin on the racing line (and continue to try and drive  through you like you're not even there). They still mid-corner brake and  perform other odd, forced errors which can be a nuisance in License  tests and Special Events where you're immediately disqualified for  bumping, just <em>brushing</em> another car. And they're not penalised for  error while you take the brunt of all the mistakes. After all this  time, it is disappointing.

You have over 1000 cars at your disposal, just over 200 of those are  Premium and the rest are Standard (more on that later, see Graphics),  and you'll quickly start building a mega garage of prize cars and your  favourite purchased exotics. The Dealerships system has improved vastly  from Prologue. The layout is quicker and easier, you're advised from the  main menu what cars you can buy from what Dealership matching your  current level, so there's no wasting time. In browsing cars, you can  also watch a (very neat) driver demonstration of your chosen car in  action.

<img src="http://i194.photobucket.com/albums/z67/MarvelsDeadpool/GT5%20review/Superspeedway-Indy.jpg" border="0" alt="" />

Winning a car is slightly frustrating however as "Car Delivery" has been  added, a feature which forces you to accept the "ticket" for a car  you've rightfully won, load a delivery screen, watch the car roll out of  the darkness, accept that you've got the car, then load the main GT  Home menu again. It literally takes a good minute to receive a car. Very  annoying when you might have just won <em>three</em> cars from completing  all Golds in a license test - and you have to receive each prize car  individually. Definitely needs a "Quick Add" feature there.

Tuning has been revamped, refreshed - but still offers all of the same  classic upgrades for your cars. You can still turn your crappy used  Japanese import into a monster, uncontrollable 800HP beast and watch it  transform into a crazy race machine. My only complaint though is the  loss of "Brakes" modifications. You can chuck 500HP at a FF Civic, but  you can't add a big brake kit to slow it down?]]></description>
			<content:encoded><![CDATA[<p><img src="http://www.psuni.com/wp-content/uploads/gt5review1-135x75.jpg" width="130" height="75" /></p>Always synonymous with intricate detail and a complete, whole driving  experience, Gran Turismo has set the bar for all other racing games in  the past. Few have managed the level of quality and detail, features and  quantity that we've come to expect from GT.

After Prologue and a string of brief 'demos', we finally have a  full-fledged GT title for the Playstation 3. It's been a long wait. It's  been surrounded by hype, misinformation, delay and anticipation.

It's finally here. And after 5 loooong years, everyone hope's it has  been worth it. Anyone who knows me will know all the reasons why <em>I</em> hope it's been worth it.

<strong>Game Play</strong>

Once I'd gotten the hefty (~45 minute) install out of the way, and  downloaded and installed the day one patch (~120MB), the intro movie  rolled. I literally couldn't believe it. It was actually happening. I  was about to play Gran Turismo 5.

Immediately there are some familiar sights. Backgrounds from Prologue  are familiar, menu structure and layout are similar. From the main menu,  you can select from GT Home, or Arcade to get right into racing.

GT Home is the main hub to everything GT career related. You're  introduced to the basics of each mode and setting up your profile as  soon as you start clocking away.

New to GT5 is a set "Level system", that defines which events you can  enter and most importantly, which cars you can drive. A Mazda Miata  might require just level 0 - a good starter car then - but a Lamborghini  LP670 R-SV‎ could require you at level 14 before you can get behind the  wheel. Experience is earned from race events, special events and  license tests - and comes pretty quickly, so I was busy driving  Ferrari's and Lamborghini's a few hours into my game.

<img src="http://i194.photobucket.com/albums/z67/MarvelsDeadpool/GT5%20review/Toscana_2.jpg" border="0" alt="" />

Much like prior iterations of Gran Turismo, you also have the A-spec and  B-spec distinctions. A-spec is entirely solo play. B-spec however, has  had a bit of an overhaul. It's now more reminiscent of a "Manager" game,  where you create a driver (or team of drivers), choosing their starting  statistics, and push them into events where you can control their  on-track antics, when to push, when to cruise and when to overtake. You  can't jump in the car and share the experience with B-spec drivers any  more.

The B-spec experience is limited though and is merely more than a cinema  viewing. You can't speed the race up and you do miss being able to jump  in for a few laps to get back in the race after the AI bungles it. That  said, the more I've developed my driver, the more I've enjoyed watching  him race. There's plenty of glory to make up for the last corner  stacks.

AI is slightly underwhelming. While the number of on-track cars has  increased to up to 16 in some events, their on-track ability hasn't  changed a considerable amount since Prologue. They still appear glued to  the racing line, they still pile directly into the side of your car if  you happen to spin on the racing line (and continue to try and drive  through you like you're not even there). They still mid-corner brake and  perform other odd, forced errors which can be a nuisance in License  tests and Special Events where you're immediately disqualified for  bumping, just <em>brushing</em> another car. And they're not penalised for  error while you take the brunt of all the mistakes. After all this  time, it is disappointing.

You have over 1000 cars at your disposal, just over 200 of those are  Premium and the rest are Standard (more on that later, see Graphics),  and you'll quickly start building a mega garage of prize cars and your  favourite purchased exotics. The Dealerships system has improved vastly  from Prologue. The layout is quicker and easier, you're advised from the  main menu what cars you can buy from what Dealership matching your  current level, so there's no wasting time. In browsing cars, you can  also watch a (very neat) driver demonstration of your chosen car in  action.

<img src="http://i194.photobucket.com/albums/z67/MarvelsDeadpool/GT5%20review/Superspeedway-Indy.jpg" border="0" alt="" />

Winning a car is slightly frustrating however as "Car Delivery" has been  added, a feature which forces you to accept the "ticket" for a car  you've rightfully won, load a delivery screen, watch the car roll out of  the darkness, accept that you've got the car, then load the main GT  Home menu again. It literally takes a good minute to receive a car. Very  annoying when you might have just won <em>three</em> cars from completing  all Golds in a license test - and you have to receive each prize car  individually. Definitely needs a "Quick Add" feature there.

Tuning has been revamped, refreshed - but still offers all of the same  classic upgrades for your cars. You can still turn your crappy used  Japanese import into a monster, uncontrollable 800HP beast and watch it  transform into a crazy race machine. My only complaint though is the  loss of "Brakes" modifications. You can chuck 500HP at a FF Civic, but  you can't add a big brake kit to slow it down?]]></content:encoded>
			<wfw:commentRss>http://www.psuni.com/credible-gran-turismo-5-review-4982/feed/</wfw:commentRss>
		<slash:comments>13</slash:comments>
		</item>
		<item>
		<title>Dead Nation Review</title>
		<link>http://www.psuni.com/dead-nation-review-4934/</link>
		<comments>http://www.psuni.com/dead-nation-review-4934/#comments</comments>
		<pubDate>Tue, 16 Nov 2010 00:13:26 +0000</pubDate>
		<dc:creator>Scotty B.</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Reviews]]></category>

		<guid isPermaLink="false">http://www.playstationuniversity.com/?p=4934</guid>
		<description><![CDATA[<p><img src="http://www.playstationuniversity.com/images/deadnation.jpg" width="130" height="75" /></p>If you've wanted a Zombie fix, you haven't had to look too far this year. Dead Rising 2, a zombie mode for Call of Duty: Black Ops. DLC for Burn  Zombie Burn! with "In Space", DLC for Red Dead Redemption with "Undead  Nightmare". And if you've just gotten your hands on Borderlands' GOTY  Edition, "The Zombie Island of Dr. Ned".

Housemarque (creators of that gem, Super Stardust HD) have tried their hand at a Zombie game. <em>Dead Nation</em>, the latest - and last Zombie game scheduled for 2010. Much hyped, much delayed, it's finally here. Has it been worth the wait?

<strong>Story</strong>

A deadly virus has swept the globe, killing off most of the Human race  and turning them into Zombies. A tiny fraction of people survive, either  by locking themselves down in secure facilities - or like our  protagonists, by having a unique blood code that allows immunity to the  virus.

Making contact with a researcher, you are forced on a path of recovery.  Search for 'Patient Zero', the source of the Zombie virus - and bring a  sample to the doctor in the hopes of finding a cure. This will be  Humanity's last chance for redemption.

<strong>Game Play</strong>

From the outset, Dead Nation feels a little like 2009's <em>Zombie Apocalypse</em>,  with its isometric perspective, dark environments and crowd-control  game play. That is where the similarities end though, as Dead Nation  builds upon this classic zombie foundation with an almost retail-like  feel and quality.

Controls are managed with a dual analog scheme, identical to the  function found in Super Stardust HD. Weapon selection is controlled via  left/right on the D-pad, item selection is mapped to up/down.

Early in the game, this setup works very well, but particularly later  on, when you're managing a multitude of zombies each with their own  separate characteristics and attacks, finding the right weapon at  exactly the right moment can be troublesome. You have to scroll through a  bunch to find the one you want. This is a minor annoyance though. For  the most part, the controls work nicely.

Immediately, the environments grab you. There's plenty of darkness,  loads of shadow. Your torch casts a narrow beam of light through the  environment, often startling you with zombie shadows - or twisted scrap  metal that just looked like zombie shadows. Lighting is superb, muzzle  flashes illuminate a small area around you (often revealing a hidden  zombie to your back), fire casts the levels in an flickering, eerie,  orange glow.

The zombies themselves are varied and many have their own unique traits  and abilities. There's an extremely fast zombie that has the tendency to  pop up from man-hole covers, racing in to melee you. Sometimes though,  they also hide in the shadows, pinning themselves to a wall hoping you  don't notice. And sometimes you actually don't - even when your torch  light passes over them - until all of a sudden they're bolting towards  you with a blood-curdling zombie scream.

Some zombies are bloated, mutated beasts, exploding in a kamikaze  attack. Others were created by the military in an attempt to fight back  against the zombie threat, but ended up becoming taken themselves.  Military, Police, Firemen, Doctors, patients have all been taken.

<img src="http://farm5.static.flickr.com/4123/4889219968_99f27a40e6_b.jpg" alt="" />

Military zombies are still fitted with bullet-proof vests, Police often  converge around the nearest Doughnut shop - now unsure why. Firemen are  resilient to fire and flame related weapons.

There's an incredible variation in zombie foes in Dead Nation.

Impressively, there are often huge numbers of zombies on screen at a  time. I've not done a count, but I'd guess that sometimes, in major  set-pieces, you could see a hundred zombies around you. Varying classes,  numerous waves. And the slain bodies remain on the ground, squelching  under your feet as you move.

Crowd control is paramount. Judging when to use a 'spray and pray'  weapon over a more precise single shot weapon makes all the difference.  There's tremendous strategy involved. You don't want to use the  flame-thrower against a pack of fast-charging enemies for example, as  they'll just swarm you, setting you alight as well.

Careful progress is awarded with successful defences. Run in like Rambo  though and you could quickly find yourself surrounded on <em>all</em> sides, by lots of different zombie classes.

You have a bunch of weapons at your disposal, from your basic rifle - a  single shot gun (with a super-powered 'alternate fire' that's guaranteed  to pop a zombie's head clean off), to all your favourite Zombie-killing  favourites like the flame-thrower and rocket launcher. There's a melee  'swipe' for up close and personal combat and a rush attack which doubles  as a useful quick dash/evade.

Additionally, you have access to some higher powered items. Grenades,  Mines and Molotov Cocktails are reserved for getting you out of a really  tricky situation with a bang - and you also have Flares, attracting  Zombies to the light and giving you a few critical seconds of free  shots.

You see, zombies in Dead Nation are attracted to light and sound. Like  moths to the flame. Setting off a car alarm attracts zombies. Proceed to  blow up the car and you can be awarded a huge multiplier for just a  handful of ammunition and little stress. Multiplier contributes to an  overall mission (and campaign) score and is earned by killing zombies -  and reduced when you're hit by them. Environmental hazards are  undoubtedly the best defence against larger hordes, with diesel barrels  and fire for example, your biggest assistance.

Enemies drop gold currency (though it can be found in abandoned cars and  crates scattered around levels too), which can be used to upgrade your  weapons at any checkpoint with a "weapons shop". Checkpoints are safe,  gated zones that refresh your health and allow you to mix and modify  your weapons and armour. Armour itself is found throughout the game  worlds, usually well hidden in special crates in dark alleys or out of  screen in special areas.

<img src="http://farm5.static.flickr.com/4116/4889220012_2731a5fdff_b.jpg" alt="" />

Playing solo is a nerve-wracking experience. Especially on later  difficulties. My first play-through on Braindead (think 'Very Easy') was  challenging, but really lacked the urgency and caution of my second  co-op play-through on Grim (a 'Normal' or middle difficulty). There are a  further two unlockable difficulties.

Co-op is truly where the fun is at though. Bump the difficulty up a  notch and partner up with a friend for offline or online co-op and  you're in for an absolute blast. Even on Grim difficulty, most enemies  would take more than a couple shots to down - and some took an absolute  beating to reduce to bloody zombie pulp. When you consider the volume of  enemies on screen is the same as the very easy difficulty, you can  imagine the chaos and carnage experienced.

I've done a few play-throughs now, with the shortest being a local co-op  run on Brandead/Very Easy - which clocked in at about 4.5 hours. My  current solo Grim difficulty play-through is looking to be in the region  of 9-10 hours. So there's plenty of play time to be had as well. The  Trophy collectors will also be happy to find there's a Platinum to be  had in Dead Nation completion.

Statistics are tracked across all play-throughs and as part of a Global  Leaderboard. Each Country has a "purification progress" in relation to  other countries as well as local and Friends leaderboard selection.

As far as zombie games go, Dead Nation is easily 2010's most complete,  enjoyable and polished of what's on offer. There's loads to do, you can  play solo, co-op online or offline and compete for score amongst Friends  or the world. Game play is addictive and there's plenty of strategy  involved, something often missing in typical zombie shooters.

<strong>Graphics &amp; Sound</strong>

The intense lighting really sets this title apart from its competition.  The levels take place in late evening - or at night - and generally,  your only 'abundant' light sources are dim street lamps, old warning  lights and search lights. Sometimes, you're in complete darkness,  wandering through a park - and the only light source is your trusty  gun-mounted flash light.

Scan around to chase a noise and the shadow of a zombie fills your view,  only when you scan back - it's gone. "Where the hell did it go??".

What truly makes Dead Nation stand out amongst the competition is this  amazing sense of urgency and anxious anticipation brought about by  clever lighting and gorgeous level design. You travel through city  streets, hospitals, graveyards, parks, highways and more - each area  more dangerous, shadow-filled and zombie-packed than the last. Areas  hidden by darkness often provide cover for hundreds of lurking zombies -  but sometimes don't when you expect them to as well. Unpredictability  is it's excitement.

Audio complements the scene, further deepening the experience with  surround-sound systems, as a zombie moan can be heard from behind, from  in front. To your left. You scan around chasing shadows, then you're  ambushed from a shipping container three-inches to your side that you  somehow failed to notice.

It's slick, it's polished, silky smooth - and it's brilliantly captivating.

<strong>Conclusion</strong>

So, the last zombie title of 2010 is up there with the best of 'em. I've  had an absolute blast playing Dead Nation, both in co-op and solo - and  will continue to do so. Difficulties promote additional and more  intense play-throughs, global leaderboards encourage competition.

In the same way Super Stardust HD remained in my gaming cycle for a long  time, I'm sure Dead Nation will continue to be a game I play and replay  with friends throughout the holiday season and well into 2011.

It's definitely been worth the wait. Housemarque have delivered another  thoroughly enjoyable hit game for PSN with all the hallmarks of a  top-of-the-line retail title.]]></description>
			<content:encoded><![CDATA[<p><img src="http://www.playstationuniversity.com/images/deadnation.jpg" width="130" height="75" /></p>If you've wanted a Zombie fix, you haven't had to look too far this year. Dead Rising 2, a zombie mode for Call of Duty: Black Ops. DLC for Burn  Zombie Burn! with "In Space", DLC for Red Dead Redemption with "Undead  Nightmare". And if you've just gotten your hands on Borderlands' GOTY  Edition, "The Zombie Island of Dr. Ned".

Housemarque (creators of that gem, Super Stardust HD) have tried their hand at a Zombie game. <em>Dead Nation</em>, the latest - and last Zombie game scheduled for 2010. Much hyped, much delayed, it's finally here. Has it been worth the wait?

<strong>Story</strong>

A deadly virus has swept the globe, killing off most of the Human race  and turning them into Zombies. A tiny fraction of people survive, either  by locking themselves down in secure facilities - or like our  protagonists, by having a unique blood code that allows immunity to the  virus.

Making contact with a researcher, you are forced on a path of recovery.  Search for 'Patient Zero', the source of the Zombie virus - and bring a  sample to the doctor in the hopes of finding a cure. This will be  Humanity's last chance for redemption.

<strong>Game Play</strong>

From the outset, Dead Nation feels a little like 2009's <em>Zombie Apocalypse</em>,  with its isometric perspective, dark environments and crowd-control  game play. That is where the similarities end though, as Dead Nation  builds upon this classic zombie foundation with an almost retail-like  feel and quality.

Controls are managed with a dual analog scheme, identical to the  function found in Super Stardust HD. Weapon selection is controlled via  left/right on the D-pad, item selection is mapped to up/down.

Early in the game, this setup works very well, but particularly later  on, when you're managing a multitude of zombies each with their own  separate characteristics and attacks, finding the right weapon at  exactly the right moment can be troublesome. You have to scroll through a  bunch to find the one you want. This is a minor annoyance though. For  the most part, the controls work nicely.

Immediately, the environments grab you. There's plenty of darkness,  loads of shadow. Your torch casts a narrow beam of light through the  environment, often startling you with zombie shadows - or twisted scrap  metal that just looked like zombie shadows. Lighting is superb, muzzle  flashes illuminate a small area around you (often revealing a hidden  zombie to your back), fire casts the levels in an flickering, eerie,  orange glow.

The zombies themselves are varied and many have their own unique traits  and abilities. There's an extremely fast zombie that has the tendency to  pop up from man-hole covers, racing in to melee you. Sometimes though,  they also hide in the shadows, pinning themselves to a wall hoping you  don't notice. And sometimes you actually don't - even when your torch  light passes over them - until all of a sudden they're bolting towards  you with a blood-curdling zombie scream.

Some zombies are bloated, mutated beasts, exploding in a kamikaze  attack. Others were created by the military in an attempt to fight back  against the zombie threat, but ended up becoming taken themselves.  Military, Police, Firemen, Doctors, patients have all been taken.

<img src="http://farm5.static.flickr.com/4123/4889219968_99f27a40e6_b.jpg" alt="" />

Military zombies are still fitted with bullet-proof vests, Police often  converge around the nearest Doughnut shop - now unsure why. Firemen are  resilient to fire and flame related weapons.

There's an incredible variation in zombie foes in Dead Nation.

Impressively, there are often huge numbers of zombies on screen at a  time. I've not done a count, but I'd guess that sometimes, in major  set-pieces, you could see a hundred zombies around you. Varying classes,  numerous waves. And the slain bodies remain on the ground, squelching  under your feet as you move.

Crowd control is paramount. Judging when to use a 'spray and pray'  weapon over a more precise single shot weapon makes all the difference.  There's tremendous strategy involved. You don't want to use the  flame-thrower against a pack of fast-charging enemies for example, as  they'll just swarm you, setting you alight as well.

Careful progress is awarded with successful defences. Run in like Rambo  though and you could quickly find yourself surrounded on <em>all</em> sides, by lots of different zombie classes.

You have a bunch of weapons at your disposal, from your basic rifle - a  single shot gun (with a super-powered 'alternate fire' that's guaranteed  to pop a zombie's head clean off), to all your favourite Zombie-killing  favourites like the flame-thrower and rocket launcher. There's a melee  'swipe' for up close and personal combat and a rush attack which doubles  as a useful quick dash/evade.

Additionally, you have access to some higher powered items. Grenades,  Mines and Molotov Cocktails are reserved for getting you out of a really  tricky situation with a bang - and you also have Flares, attracting  Zombies to the light and giving you a few critical seconds of free  shots.

You see, zombies in Dead Nation are attracted to light and sound. Like  moths to the flame. Setting off a car alarm attracts zombies. Proceed to  blow up the car and you can be awarded a huge multiplier for just a  handful of ammunition and little stress. Multiplier contributes to an  overall mission (and campaign) score and is earned by killing zombies -  and reduced when you're hit by them. Environmental hazards are  undoubtedly the best defence against larger hordes, with diesel barrels  and fire for example, your biggest assistance.

Enemies drop gold currency (though it can be found in abandoned cars and  crates scattered around levels too), which can be used to upgrade your  weapons at any checkpoint with a "weapons shop". Checkpoints are safe,  gated zones that refresh your health and allow you to mix and modify  your weapons and armour. Armour itself is found throughout the game  worlds, usually well hidden in special crates in dark alleys or out of  screen in special areas.

<img src="http://farm5.static.flickr.com/4116/4889220012_2731a5fdff_b.jpg" alt="" />

Playing solo is a nerve-wracking experience. Especially on later  difficulties. My first play-through on Braindead (think 'Very Easy') was  challenging, but really lacked the urgency and caution of my second  co-op play-through on Grim (a 'Normal' or middle difficulty). There are a  further two unlockable difficulties.

Co-op is truly where the fun is at though. Bump the difficulty up a  notch and partner up with a friend for offline or online co-op and  you're in for an absolute blast. Even on Grim difficulty, most enemies  would take more than a couple shots to down - and some took an absolute  beating to reduce to bloody zombie pulp. When you consider the volume of  enemies on screen is the same as the very easy difficulty, you can  imagine the chaos and carnage experienced.

I've done a few play-throughs now, with the shortest being a local co-op  run on Brandead/Very Easy - which clocked in at about 4.5 hours. My  current solo Grim difficulty play-through is looking to be in the region  of 9-10 hours. So there's plenty of play time to be had as well. The  Trophy collectors will also be happy to find there's a Platinum to be  had in Dead Nation completion.

Statistics are tracked across all play-throughs and as part of a Global  Leaderboard. Each Country has a "purification progress" in relation to  other countries as well as local and Friends leaderboard selection.

As far as zombie games go, Dead Nation is easily 2010's most complete,  enjoyable and polished of what's on offer. There's loads to do, you can  play solo, co-op online or offline and compete for score amongst Friends  or the world. Game play is addictive and there's plenty of strategy  involved, something often missing in typical zombie shooters.

<strong>Graphics &amp; Sound</strong>

The intense lighting really sets this title apart from its competition.  The levels take place in late evening - or at night - and generally,  your only 'abundant' light sources are dim street lamps, old warning  lights and search lights. Sometimes, you're in complete darkness,  wandering through a park - and the only light source is your trusty  gun-mounted flash light.

Scan around to chase a noise and the shadow of a zombie fills your view,  only when you scan back - it's gone. "Where the hell did it go??".

What truly makes Dead Nation stand out amongst the competition is this  amazing sense of urgency and anxious anticipation brought about by  clever lighting and gorgeous level design. You travel through city  streets, hospitals, graveyards, parks, highways and more - each area  more dangerous, shadow-filled and zombie-packed than the last. Areas  hidden by darkness often provide cover for hundreds of lurking zombies -  but sometimes don't when you expect them to as well. Unpredictability  is it's excitement.

Audio complements the scene, further deepening the experience with  surround-sound systems, as a zombie moan can be heard from behind, from  in front. To your left. You scan around chasing shadows, then you're  ambushed from a shipping container three-inches to your side that you  somehow failed to notice.

It's slick, it's polished, silky smooth - and it's brilliantly captivating.

<strong>Conclusion</strong>

So, the last zombie title of 2010 is up there with the best of 'em. I've  had an absolute blast playing Dead Nation, both in co-op and solo - and  will continue to do so. Difficulties promote additional and more  intense play-throughs, global leaderboards encourage competition.

In the same way Super Stardust HD remained in my gaming cycle for a long  time, I'm sure Dead Nation will continue to be a game I play and replay  with friends throughout the holiday season and well into 2011.

It's definitely been worth the wait. Housemarque have delivered another  thoroughly enjoyable hit game for PSN with all the hallmarks of a  top-of-the-line retail title.]]></content:encoded>
			<wfw:commentRss>http://www.psuni.com/dead-nation-review-4934/feed/</wfw:commentRss>
		<slash:comments>2</slash:comments>
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		<item>
		<title>Fallout: New Vegas Review</title>
		<link>http://www.psuni.com/fallout-new-vegas-review-4911/</link>
		<comments>http://www.psuni.com/fallout-new-vegas-review-4911/#comments</comments>
		<pubDate>Thu, 11 Nov 2010 04:00:51 +0000</pubDate>
		<dc:creator>Scotty B.</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Reviews]]></category>

		<guid isPermaLink="false">http://www.playstationuniversity.com/?p=4911</guid>
		<description><![CDATA[<p><img src="http://www.playstationuniversity.com/images/fnv.jpg" width="130" height="75" /></p>I've always been a follower of the Fallout series. Back when it was all  turn-based combat, it was at the forefront of my PC gaming addiction. I  even played (and enjoyed) Fallout Tactics. Essentially any game carrying  the Fallout title - and having a Power-Armour clad soldier on the front  cover - earned my money.

Fallout 3 was one of the stand-out titles of 2008. I invested probably  80-100 hours into that game. Even with it's occasional technical issues,  it was still one of the greatest shooter experiences I'd had to date.

Naturally I was apprehensive about Fallout: New Vegas. Bethesda had  handed the reigns back to Obsidian Entertainment, all the good from  Fallout 3 had been retained, the promise of ultimate Fallout gaming.

But does it deliver?

<strong>Story</strong>

It is the year 2281, 4 years after the events of Fallout 3 (now 204  years after the Great War of 2077). We take on the role of "The  Courier". Delivering a package containing an elusive "Platinum poker  chip" to New Vegas, we're ambushed by Benny Gecko and his goons, package  stolen, shot in the head and left to rot in the desert.

<img style="border: 0pt none;" src="../wp-content/uploads/wppa/5181.jpg" border="0" alt="" width="614" height="369" />

Thankfully, a robot comes to our rescue and we wake to find ourselves in  the little settlement of Goodsprings. Doctor Mitchell revives and  patches you up - and you set off to find Benny Gecko, recover the  package that got you shot - and ultimately discover why and for what  purpose.

<strong>Game Play</strong>

Much the same as Fallout 3, New Vegas is a first-person, or third-person  sandbox RPG/shooter. This time, the game explores the post-apocalyptic  Las Vegas, Nevada and Mojave Desert region, now known as the "Mojave  Wasteland".

Players who got into Fallout 3 will immediately feel at home in the New  Vegas world. The Gamebryo engine returns and many (if not most) of the  core foundations of Fallout 3 have been carried over. Your menu systems  and PiPBoy control is the same. Map and Quest details appear in the same  fashion, listing and waypoints operate in the same way.

It doesn't rely on having known the series though, so even those  completely new to the Fallout games will assimilate very quickly.

Many of the weapons from Fallout 3 carry over as well, in addition to  some new, seriously devastating New Vegas weapon systems. You now have  access to some overpowered energy weapons for example, sucking up to 6  MicroFusion Cells per shot, and a Gauss Rifle capable of knocking even  the toughest foes into oblivion.

New to New Vegas are weapon mods. Scattered throughout the world are  weapon pieces; scopes, stabilisers, increased muzzle velocity modifiers,  increased clip capacities, energy storage boosters. Each weapon has a  number of applicable mods, all of which can be applied to your weapon of  choice 'on-the-fly'. Simply clip on a scope and attach a silencer to  your .22mm machine gun. It's all incredibly simple, very effective and  definitely enjoyable. There's more reason to keep hold of weapons and  carry them through the game.

The levelling system has undergone an overhaul this time around. Often  criticised for being too easy later on, Fallout 3's level and Perk  system has been tweaked somewhat - you can now only pick a new Perk  every second level. You still end up pretty powerful, but not truly as  invincible as you did previously.

Companions now offer you a specialised perk in addition to a second gun  too. At any time, you can have up to two companions follow you around,  but at least for my play-through on 'Hardcore', I found them completely  useless. They die after a few shots - even fully armoured - from the  most basic of enemies.

<img style="border: 0pt none;" src="../wp-content/uploads/wppa/5184.jpg" border="0" alt="" width="622" height="350" />

Early in the game though, they provide a practical source of second and  third inventories for storage, and as long as you remember to leave them  somewhere before a serious battle, the setup works well.

'Hardcore' mode is a new and welcome addition to the Fallout world.  Combat is substantially more difficult, stimpacks heal over time instead  of instantly. Limbs cripple more easily and can't be healed just by  sleeping - you need a Doctor or a Doctor's Bag. Ammunition now has  weight and you can die of dehydration or suffer from starvation, so  keeping water and food on hand is paramount. Various states of  dehydration and starvation also affect character performance, how much  you can carry, walking pace/agility etc..

The problem with Hardcore mode though, is it's still too easy. Water - even <em>clean</em> water is abundant. Drinking from radiated water sources while  dehydrated has very little penalty. With the exception of the final  mission, I never ran out of Doctor's Bags. This is not to say Hardcore  mode is 'bad' in any way, just that it's nowhere near as Hardcore as the  name makes out. It's more like a 'Hinging on realism' mode.

Quests and the people you encounter throughout New Vegas are as  hilarious and enjoyable as ever. You're asked to do some truly  horrendous things and you carry them out with enthusiastic gusto and a  macabre sense of humour. Choice is ever pivotal to your path throughout  the story. There are four distinct endings and probably countless ways  of getting to each.

I found myself making enemies of just about everyone, simply because it was way too much fun.

Unfortunately at about this point in my review, New Vegas decided to  corrupt my main game save - and an additional two of my backup saves.  Losing me about 6.5 hours, or a weekend's worth of progress.

Once I'd clawed back to where I was, I then encountered a glitch in a  quest which prevented me turning in a required quest item. It's still  stuck in my inventory. Further on, just before the conclusion of the  story, I did a quest which ran at about 2fps for the entirety of the  set-piece, forcing me to fail it about 10 times. Then when I finally  toughed it out, the NPC who I was supposed to return the quest to,  refused to acknowledge its completion.

<img style="border: 0pt none;" src="../wp-content/uploads/wppa/5192.jpg" border="0" alt="" width="614" height="346" />

Like I said in my opening, I've always been a big Fallout fan. In the  past, I've been able to forgive minor graphical glitches, falling  through the ground, the occasional NPC floating in mid-air, his head  stuck in a ceiling. Unfortunately this time around though, I haven't  been able to forgive the game corrupting <em>three</em> of my saves,  losing ~6 hours of progress, eternal loading screens, my companions  literally disappearing, numerous glitched quests that have ended up with  quest items forever stuck in my inventory - and quest failure as I'm  unable to turn them in. And the complete system freezes which still  plague the series.

This is as broken as Fallout has ever been. Frankly, I felt like I was  playing a Beta testing version, not an $89 AUD retail game.

I know many of you will say you haven't encountered any problems, or  only minor problems, forgivable of the Fallout franchise and the  Gamebryo engine - but I know many of you will also be reading all of  this and feeling my pain.

<strong>Graphics &amp; Sound</strong>

As with all of the Fallout games, the graphics aren't the strong suit.  You're playing in a post-apocalyptic world, with charred, barren  wastelands as your scenery. It does post-apocalyptic well, but it's not a  title that blows you away graphically.

There is some variation this time around though - one Vault is  surrounded by lush genetically modified plants, and New Vegas itself is a  shining beacon of civilisation in an otherwise demolished world.

<img style="border: 0pt none;" src="../wp-content/uploads/wppa/5180.jpg" border="0" alt="" width="553" height="346" />

Character models and facial animations (particularly your starting  sequence where you engineer your own face) are beginning to look dated.

The game is also marred by occasional 'pauses', where you'll be walking  along and the game will freeze for a second or two while it (presumably)  loads textures and distant architecture. Frame rates are also less than  desirable in some sections. One particular mission I attempted about 15  hours into the game was reduced to a literal slideshow. For the most  part though, it is acceptable.

Weapon and attack sounds are much the same as Fallout 3, many of the  visual and aural cues have carried over and are identical here. Voice  acting has vastly improved though, there's some big names on board again  (Matthew Perry, Wayne Newton, Kris Kristofferson, William Sadler, Danny  Trejo to name a few) and Ron Perlman reprises his role as the Narrator.

<strong>Conclusion</strong>

So in a way, Fallout: New Vegas <em>does</em> deliver. When it's not completely broken, hanging your PS3, or glitching your quests and corrupting your save games.

When it's working, it's fantastic. Unfortunately for me, that was only <em>just</em> enough of the time to allow me to finish my first and only play-through.

I depart from the New Vegas experience immensely disappointed. It's  shelved. Maybe I'll play it again when it's successfully patched and  working properly. Until then though, I can't hand down a positive  recommendation. Save your money and your frustrations and wait 'till  it's fixed.]]></description>
			<content:encoded><![CDATA[<p><img src="http://www.playstationuniversity.com/images/fnv.jpg" width="130" height="75" /></p>I've always been a follower of the Fallout series. Back when it was all  turn-based combat, it was at the forefront of my PC gaming addiction. I  even played (and enjoyed) Fallout Tactics. Essentially any game carrying  the Fallout title - and having a Power-Armour clad soldier on the front  cover - earned my money.

Fallout 3 was one of the stand-out titles of 2008. I invested probably  80-100 hours into that game. Even with it's occasional technical issues,  it was still one of the greatest shooter experiences I'd had to date.

Naturally I was apprehensive about Fallout: New Vegas. Bethesda had  handed the reigns back to Obsidian Entertainment, all the good from  Fallout 3 had been retained, the promise of ultimate Fallout gaming.

But does it deliver?

<strong>Story</strong>

It is the year 2281, 4 years after the events of Fallout 3 (now 204  years after the Great War of 2077). We take on the role of "The  Courier". Delivering a package containing an elusive "Platinum poker  chip" to New Vegas, we're ambushed by Benny Gecko and his goons, package  stolen, shot in the head and left to rot in the desert.

<img style="border: 0pt none;" src="../wp-content/uploads/wppa/5181.jpg" border="0" alt="" width="614" height="369" />

Thankfully, a robot comes to our rescue and we wake to find ourselves in  the little settlement of Goodsprings. Doctor Mitchell revives and  patches you up - and you set off to find Benny Gecko, recover the  package that got you shot - and ultimately discover why and for what  purpose.

<strong>Game Play</strong>

Much the same as Fallout 3, New Vegas is a first-person, or third-person  sandbox RPG/shooter. This time, the game explores the post-apocalyptic  Las Vegas, Nevada and Mojave Desert region, now known as the "Mojave  Wasteland".

Players who got into Fallout 3 will immediately feel at home in the New  Vegas world. The Gamebryo engine returns and many (if not most) of the  core foundations of Fallout 3 have been carried over. Your menu systems  and PiPBoy control is the same. Map and Quest details appear in the same  fashion, listing and waypoints operate in the same way.

It doesn't rely on having known the series though, so even those  completely new to the Fallout games will assimilate very quickly.

Many of the weapons from Fallout 3 carry over as well, in addition to  some new, seriously devastating New Vegas weapon systems. You now have  access to some overpowered energy weapons for example, sucking up to 6  MicroFusion Cells per shot, and a Gauss Rifle capable of knocking even  the toughest foes into oblivion.

New to New Vegas are weapon mods. Scattered throughout the world are  weapon pieces; scopes, stabilisers, increased muzzle velocity modifiers,  increased clip capacities, energy storage boosters. Each weapon has a  number of applicable mods, all of which can be applied to your weapon of  choice 'on-the-fly'. Simply clip on a scope and attach a silencer to  your .22mm machine gun. It's all incredibly simple, very effective and  definitely enjoyable. There's more reason to keep hold of weapons and  carry them through the game.

The levelling system has undergone an overhaul this time around. Often  criticised for being too easy later on, Fallout 3's level and Perk  system has been tweaked somewhat - you can now only pick a new Perk  every second level. You still end up pretty powerful, but not truly as  invincible as you did previously.

Companions now offer you a specialised perk in addition to a second gun  too. At any time, you can have up to two companions follow you around,  but at least for my play-through on 'Hardcore', I found them completely  useless. They die after a few shots - even fully armoured - from the  most basic of enemies.

<img style="border: 0pt none;" src="../wp-content/uploads/wppa/5184.jpg" border="0" alt="" width="622" height="350" />

Early in the game though, they provide a practical source of second and  third inventories for storage, and as long as you remember to leave them  somewhere before a serious battle, the setup works well.

'Hardcore' mode is a new and welcome addition to the Fallout world.  Combat is substantially more difficult, stimpacks heal over time instead  of instantly. Limbs cripple more easily and can't be healed just by  sleeping - you need a Doctor or a Doctor's Bag. Ammunition now has  weight and you can die of dehydration or suffer from starvation, so  keeping water and food on hand is paramount. Various states of  dehydration and starvation also affect character performance, how much  you can carry, walking pace/agility etc..

The problem with Hardcore mode though, is it's still too easy. Water - even <em>clean</em> water is abundant. Drinking from radiated water sources while  dehydrated has very little penalty. With the exception of the final  mission, I never ran out of Doctor's Bags. This is not to say Hardcore  mode is 'bad' in any way, just that it's nowhere near as Hardcore as the  name makes out. It's more like a 'Hinging on realism' mode.

Quests and the people you encounter throughout New Vegas are as  hilarious and enjoyable as ever. You're asked to do some truly  horrendous things and you carry them out with enthusiastic gusto and a  macabre sense of humour. Choice is ever pivotal to your path throughout  the story. There are four distinct endings and probably countless ways  of getting to each.

I found myself making enemies of just about everyone, simply because it was way too much fun.

Unfortunately at about this point in my review, New Vegas decided to  corrupt my main game save - and an additional two of my backup saves.  Losing me about 6.5 hours, or a weekend's worth of progress.

Once I'd clawed back to where I was, I then encountered a glitch in a  quest which prevented me turning in a required quest item. It's still  stuck in my inventory. Further on, just before the conclusion of the  story, I did a quest which ran at about 2fps for the entirety of the  set-piece, forcing me to fail it about 10 times. Then when I finally  toughed it out, the NPC who I was supposed to return the quest to,  refused to acknowledge its completion.

<img style="border: 0pt none;" src="../wp-content/uploads/wppa/5192.jpg" border="0" alt="" width="614" height="346" />

Like I said in my opening, I've always been a big Fallout fan. In the  past, I've been able to forgive minor graphical glitches, falling  through the ground, the occasional NPC floating in mid-air, his head  stuck in a ceiling. Unfortunately this time around though, I haven't  been able to forgive the game corrupting <em>three</em> of my saves,  losing ~6 hours of progress, eternal loading screens, my companions  literally disappearing, numerous glitched quests that have ended up with  quest items forever stuck in my inventory - and quest failure as I'm  unable to turn them in. And the complete system freezes which still  plague the series.

This is as broken as Fallout has ever been. Frankly, I felt like I was  playing a Beta testing version, not an $89 AUD retail game.

I know many of you will say you haven't encountered any problems, or  only minor problems, forgivable of the Fallout franchise and the  Gamebryo engine - but I know many of you will also be reading all of  this and feeling my pain.

<strong>Graphics &amp; Sound</strong>

As with all of the Fallout games, the graphics aren't the strong suit.  You're playing in a post-apocalyptic world, with charred, barren  wastelands as your scenery. It does post-apocalyptic well, but it's not a  title that blows you away graphically.

There is some variation this time around though - one Vault is  surrounded by lush genetically modified plants, and New Vegas itself is a  shining beacon of civilisation in an otherwise demolished world.

<img style="border: 0pt none;" src="../wp-content/uploads/wppa/5180.jpg" border="0" alt="" width="553" height="346" />

Character models and facial animations (particularly your starting  sequence where you engineer your own face) are beginning to look dated.

The game is also marred by occasional 'pauses', where you'll be walking  along and the game will freeze for a second or two while it (presumably)  loads textures and distant architecture. Frame rates are also less than  desirable in some sections. One particular mission I attempted about 15  hours into the game was reduced to a literal slideshow. For the most  part though, it is acceptable.

Weapon and attack sounds are much the same as Fallout 3, many of the  visual and aural cues have carried over and are identical here. Voice  acting has vastly improved though, there's some big names on board again  (Matthew Perry, Wayne Newton, Kris Kristofferson, William Sadler, Danny  Trejo to name a few) and Ron Perlman reprises his role as the Narrator.

<strong>Conclusion</strong>

So in a way, Fallout: New Vegas <em>does</em> deliver. When it's not completely broken, hanging your PS3, or glitching your quests and corrupting your save games.

When it's working, it's fantastic. Unfortunately for me, that was only <em>just</em> enough of the time to allow me to finish my first and only play-through.

I depart from the New Vegas experience immensely disappointed. It's  shelved. Maybe I'll play it again when it's successfully patched and  working properly. Until then though, I can't hand down a positive  recommendation. Save your money and your frustrations and wait 'till  it's fixed.]]></content:encoded>
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		<slash:comments>5</slash:comments>
		</item>
		<item>
		<title>Vanquish Review</title>
		<link>http://www.psuni.com/vanquish-review-4910/</link>
		<comments>http://www.psuni.com/vanquish-review-4910/#comments</comments>
		<pubDate>Thu, 11 Nov 2010 02:20:10 +0000</pubDate>
		<dc:creator>Scotty B.</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Reviews]]></category>

		<guid isPermaLink="false">http://www.playstationuniversity.com/?p=4910</guid>
		<description><![CDATA[<p><img src="http://www.playstationuniversity.com/wp-content/uploads/2010/10/vanquish_thumb.jpg" width="130" height="75" /></p>The last title out of Platinum Games was Bayonetta - a title that was poorly received by - well, probably just me.

As you can imagine, the announcement of <em>Vanquish </em>out of Platinum  Games wasn't a wave of excitement for me - that was until I played the  demo. Never judge a book by its cover - and similarly, never judge an  announced game by its developer.

<strong>Story</strong>

Taking place in the distant future, Humanity has experienced a  population explosion. In an effort to overcome energy woes, the United  states built the O'Neill Cylinder space station.

Essentially a massive-scale solar-sourced generator, it is overthrown by  a force calling themselves the Order of the Russian Star. Immediately,  they take control of the station and turn the energy generation into a  weapon of mass destruction, annihilating San Francisco as proof of their  intent.

<img style="border: 0pt none;" src="../wp-content/uploads/wppa/7010.jpg" border="0" alt="" width="614" height="346" />

The United States President, Elizabeth Winters, sends in Bravo Company,  an elite force consisting of Robert Burns, Lieutenant-Colonel of the  operation - and our player character, Sam Gideon, armed with a  state-of-the-art mechanical suit called the ARS.

Bravo Company aim to retake control of the station from the Order of the Russian Star.

<strong>Game Play</strong>

Vanquish is a sci-fi, third-person action shooter. Probably one of the most hectic shooters you've ever played.

Your character, DARPA researcher Sam Gideon, is armed with an adaptable  armour suit called the Augmented Reaction Suit (ARS). The suit is  equipped with rocket boosters which, as the name implies - augments your  basic movements and actions.

When Sam is close to death, the suit kicks into a slow-mo, "bullet-time"  which allows you to react much quicker to incoming projectiles or enemy  attacks. You then have the choice of counter-attacking with a much more  precise attack, or retreating for the nearest cover.

The cover system is a crucial part of the Vanquish experience. The game  is hard. Incredibly hard. Even playing through on Casual wasn't a total  cakewalk. If you stand out in the line of fire, you <em>will </em>be annihilated by the countless projectiles heading your way. I'll touch more on difficulty later.

<img style="border: 0pt none;" src="../wp-content/uploads/wppa/7007.jpg" border="0" alt="" width="614" height="346" />

Pretty much anything in the game world can be used as cover. Walls and  structural supports can be quickly 'attached' to as cover with a tap of  the Square button. You then have the option of firing from your position  or seeking out the next cover. Cover-to-cover movement can be linked  very quickly with the ARS suit's boost. Thankfully the cover system  works perfectly - as the whole game depends on specialised use of the  cover available, especially on later difficulties.

The boosting mechanic operates off Sam's suit's energy supply. Sliding  around the game world at insane speeds is governed by how much energy  you have remaining. Somewhat strangely, this same energy system also  powers Sam's melee attack. The melee attack expends the entirety of the  energy reserves, instantly putting you into a 'recharge' mode and  prevents you from boosting or further melee attacks until the suit has  cooled down and recharged. So melee attacks have to be used <em>very</em> wisely.

At your disposal are a number of weapons found throughout the game  world, including futuristic interpretations of some modern weapons  (Assault Rifle, Heavy Machine Gun, Rocket Launcher etc), but also some  sci-fi weapons like the Lock-On Laser, a multiple-projectile gun capable  of firing homing ammo at numerous enemies at a time.

<img style="border: 0pt none;" src="../wp-content/uploads/wppa/6859.jpg" border="0" alt="" width="614" height="344" />

Weapons have an upgrade system, activated by finding weapons of the same  time scattered across battlefields, or acquired as more traditional  pick-ups in floating 'upgrade' cubes.

Throughout the game world, you also take control of manned turrets and  even commandeer enemy walkers to turn the tide of battle in heavy fire  situations.

Enemies range from run-of-the-mill droid attackers, similar in stature  and ability to Sam himself - all the way to huge robot "Romanovs" and  even more monstrous "Argus" class bosses with multiple forms and  seemingly endless weapon and ammunition supply.

As I said earlier, Vanquish is a hard game. The difficulty settings on offer range from Casual Auto (Easy + Auto Aim) to <em>God Hard</em> which is just unbelievably tough. Coupled with the fact that many of  the 'boss' class enemies have instant kill attacks, a lot of people are  going to find the initial run quite daunting, even on the easiest  setting.

Soon however, you realise that these instant attacks and the swarms of  bullets heading your way aren't so much a cheap death incoming. They're  always accompanied by forewarning and plenty of visual and aural  stimulus. Insta-kill attacks are generally led by a charge-up, or the  enemy will change forms slightly before executing it. Even off-screen,  their insta-kill attack is led by a roar, mechanical whir or charge  noise, letting you know it's incoming - and it's time to get out of the  way.

When you're used to this dynamic, this incredible sense of urgency  Vanquish has, you really begin to enjoy the game. That said, I imagine  that the later difficulties, especially God Hard, will be reserved for  those who thought Ninja Gaiden Sigma was only mildly challenging on it's  hardest difficulty.

The whole game is awarded a 'score' ranking, so as you play, kills,  clear time and events award additional score. Deaths deduct score. The  conclusion of a play-through uploads your score to global Leaderboards  so you can see how you fared against Friends and world leaders. This  offers an undeniably addictive replay element to the game too. "Oh, if I  didn't die in that level I'd have beaten so-and-so and gone up 150  ranks!".

<img style="border: 0pt none;" src="../wp-content/uploads/wppa/6653.jpg" border="0" alt="" width="614" height="346" />

Unfortunately, Vanquish has a dependency on certain weapons - some award  much better score in certain areas than others - so if you're really  challenging for leaderboard times, you're going to be reloading  checkpoints until the required weapons show up. It would have been nice  to have a 'weapon selection' option for replaying chapters or something  to aid replays aimed at score.

Levels are also packed full of collectibles called Pangloss statues.  There's something like 112 to collect throughout the game. I found 6 on  my first run. So they're well hidden - or rather you're so preoccupied  with the action that you miss them easily.

There are a set of special Challenge rooms offered, where you fight wave  after wave of enemies purely against the high score ticker. It's good  practice for the campaign and there are Leaderboards for challenge  comparison too.

Vanquish is a pure action game with astounding levels of on-screen  action and an intense sense of urgency. Depending on your difficulty,  the campaign can last you anywhere from 4 hours to about 12 hours - but  there's plenty of opportunity for replay thereafter.

<strong>Graphics &amp; Sound</strong>

Silky smooth frame-rates and intensely action-packed visionary is what this game is all about. Rarely is there a moment when <em>nothing</em> is going on. On average, there are eleventy-billion particles and  projectiles smashing their way across the screen, sometimes directed at  Sam, sometimes directed at the battling forces around him.

It never falters in delivering one of the most action-packed experiences  on offer today. The mix of extreme demolition and the futuristic  environment makes it almost incomparable to anything before it.

<img style="border: 0pt none;" src="../wp-content/uploads/wppa/7006.jpg" border="0" alt="" width="614" height="346" />

The Japanese styled mecha-suits and costumes fit well in the futuristic  setting and boss types are presented on a gigantic scale - and often  possess multiple forms and abilities, all appearing brilliantly.

As you'd expect from a production resting on action and insane amounts  of gun fire, explosion and futuristic warfare, the sound is intense,  music is hard-pumping techno and voice acting is fast-paced and urgent.

<strong>Conclusion</strong>

Vanquish is a gem of fast-paced, hyper-action gaming. If you enjoy  boosting around futuristic-styled game worlds with a transforming  weapon, to club techno beats, Vanquish is right up your alley.

While the story <em>can</em> be short (my 'easy' play-through clocked in  at 4 hours, 18 mins) there are increased difficulties, Leaderboards and  collectibles to warrant additional play-throughs. Also bonus Challenges  to attempt.

I struggle to think of a game so packed with on-screen action, <em>all the time</em> and for that reason alone, I simply can't recommend Vanquish highly enough. Brilliant.]]></description>
			<content:encoded><![CDATA[<p><img src="http://www.playstationuniversity.com/wp-content/uploads/2010/10/vanquish_thumb.jpg" width="130" height="75" /></p>The last title out of Platinum Games was Bayonetta - a title that was poorly received by - well, probably just me.

As you can imagine, the announcement of <em>Vanquish </em>out of Platinum  Games wasn't a wave of excitement for me - that was until I played the  demo. Never judge a book by its cover - and similarly, never judge an  announced game by its developer.

<strong>Story</strong>

Taking place in the distant future, Humanity has experienced a  population explosion. In an effort to overcome energy woes, the United  states built the O'Neill Cylinder space station.

Essentially a massive-scale solar-sourced generator, it is overthrown by  a force calling themselves the Order of the Russian Star. Immediately,  they take control of the station and turn the energy generation into a  weapon of mass destruction, annihilating San Francisco as proof of their  intent.

<img style="border: 0pt none;" src="../wp-content/uploads/wppa/7010.jpg" border="0" alt="" width="614" height="346" />

The United States President, Elizabeth Winters, sends in Bravo Company,  an elite force consisting of Robert Burns, Lieutenant-Colonel of the  operation - and our player character, Sam Gideon, armed with a  state-of-the-art mechanical suit called the ARS.

Bravo Company aim to retake control of the station from the Order of the Russian Star.

<strong>Game Play</strong>

Vanquish is a sci-fi, third-person action shooter. Probably one of the most hectic shooters you've ever played.

Your character, DARPA researcher Sam Gideon, is armed with an adaptable  armour suit called the Augmented Reaction Suit (ARS). The suit is  equipped with rocket boosters which, as the name implies - augments your  basic movements and actions.

When Sam is close to death, the suit kicks into a slow-mo, "bullet-time"  which allows you to react much quicker to incoming projectiles or enemy  attacks. You then have the choice of counter-attacking with a much more  precise attack, or retreating for the nearest cover.

The cover system is a crucial part of the Vanquish experience. The game  is hard. Incredibly hard. Even playing through on Casual wasn't a total  cakewalk. If you stand out in the line of fire, you <em>will </em>be annihilated by the countless projectiles heading your way. I'll touch more on difficulty later.

<img style="border: 0pt none;" src="../wp-content/uploads/wppa/7007.jpg" border="0" alt="" width="614" height="346" />

Pretty much anything in the game world can be used as cover. Walls and  structural supports can be quickly 'attached' to as cover with a tap of  the Square button. You then have the option of firing from your position  or seeking out the next cover. Cover-to-cover movement can be linked  very quickly with the ARS suit's boost. Thankfully the cover system  works perfectly - as the whole game depends on specialised use of the  cover available, especially on later difficulties.

The boosting mechanic operates off Sam's suit's energy supply. Sliding  around the game world at insane speeds is governed by how much energy  you have remaining. Somewhat strangely, this same energy system also  powers Sam's melee attack. The melee attack expends the entirety of the  energy reserves, instantly putting you into a 'recharge' mode and  prevents you from boosting or further melee attacks until the suit has  cooled down and recharged. So melee attacks have to be used <em>very</em> wisely.

At your disposal are a number of weapons found throughout the game  world, including futuristic interpretations of some modern weapons  (Assault Rifle, Heavy Machine Gun, Rocket Launcher etc), but also some  sci-fi weapons like the Lock-On Laser, a multiple-projectile gun capable  of firing homing ammo at numerous enemies at a time.

<img style="border: 0pt none;" src="../wp-content/uploads/wppa/6859.jpg" border="0" alt="" width="614" height="344" />

Weapons have an upgrade system, activated by finding weapons of the same  time scattered across battlefields, or acquired as more traditional  pick-ups in floating 'upgrade' cubes.

Throughout the game world, you also take control of manned turrets and  even commandeer enemy walkers to turn the tide of battle in heavy fire  situations.

Enemies range from run-of-the-mill droid attackers, similar in stature  and ability to Sam himself - all the way to huge robot "Romanovs" and  even more monstrous "Argus" class bosses with multiple forms and  seemingly endless weapon and ammunition supply.

As I said earlier, Vanquish is a hard game. The difficulty settings on offer range from Casual Auto (Easy + Auto Aim) to <em>God Hard</em> which is just unbelievably tough. Coupled with the fact that many of  the 'boss' class enemies have instant kill attacks, a lot of people are  going to find the initial run quite daunting, even on the easiest  setting.

Soon however, you realise that these instant attacks and the swarms of  bullets heading your way aren't so much a cheap death incoming. They're  always accompanied by forewarning and plenty of visual and aural  stimulus. Insta-kill attacks are generally led by a charge-up, or the  enemy will change forms slightly before executing it. Even off-screen,  their insta-kill attack is led by a roar, mechanical whir or charge  noise, letting you know it's incoming - and it's time to get out of the  way.

When you're used to this dynamic, this incredible sense of urgency  Vanquish has, you really begin to enjoy the game. That said, I imagine  that the later difficulties, especially God Hard, will be reserved for  those who thought Ninja Gaiden Sigma was only mildly challenging on it's  hardest difficulty.

The whole game is awarded a 'score' ranking, so as you play, kills,  clear time and events award additional score. Deaths deduct score. The  conclusion of a play-through uploads your score to global Leaderboards  so you can see how you fared against Friends and world leaders. This  offers an undeniably addictive replay element to the game too. "Oh, if I  didn't die in that level I'd have beaten so-and-so and gone up 150  ranks!".

<img style="border: 0pt none;" src="../wp-content/uploads/wppa/6653.jpg" border="0" alt="" width="614" height="346" />

Unfortunately, Vanquish has a dependency on certain weapons - some award  much better score in certain areas than others - so if you're really  challenging for leaderboard times, you're going to be reloading  checkpoints until the required weapons show up. It would have been nice  to have a 'weapon selection' option for replaying chapters or something  to aid replays aimed at score.

Levels are also packed full of collectibles called Pangloss statues.  There's something like 112 to collect throughout the game. I found 6 on  my first run. So they're well hidden - or rather you're so preoccupied  with the action that you miss them easily.

There are a set of special Challenge rooms offered, where you fight wave  after wave of enemies purely against the high score ticker. It's good  practice for the campaign and there are Leaderboards for challenge  comparison too.

Vanquish is a pure action game with astounding levels of on-screen  action and an intense sense of urgency. Depending on your difficulty,  the campaign can last you anywhere from 4 hours to about 12 hours - but  there's plenty of opportunity for replay thereafter.

<strong>Graphics &amp; Sound</strong>

Silky smooth frame-rates and intensely action-packed visionary is what this game is all about. Rarely is there a moment when <em>nothing</em> is going on. On average, there are eleventy-billion particles and  projectiles smashing their way across the screen, sometimes directed at  Sam, sometimes directed at the battling forces around him.

It never falters in delivering one of the most action-packed experiences  on offer today. The mix of extreme demolition and the futuristic  environment makes it almost incomparable to anything before it.

<img style="border: 0pt none;" src="../wp-content/uploads/wppa/7006.jpg" border="0" alt="" width="614" height="346" />

The Japanese styled mecha-suits and costumes fit well in the futuristic  setting and boss types are presented on a gigantic scale - and often  possess multiple forms and abilities, all appearing brilliantly.

As you'd expect from a production resting on action and insane amounts  of gun fire, explosion and futuristic warfare, the sound is intense,  music is hard-pumping techno and voice acting is fast-paced and urgent.

<strong>Conclusion</strong>

Vanquish is a gem of fast-paced, hyper-action gaming. If you enjoy  boosting around futuristic-styled game worlds with a transforming  weapon, to club techno beats, Vanquish is right up your alley.

While the story <em>can</em> be short (my 'easy' play-through clocked in  at 4 hours, 18 mins) there are increased difficulties, Leaderboards and  collectibles to warrant additional play-throughs. Also bonus Challenges  to attempt.

I struggle to think of a game so packed with on-screen action, <em>all the time</em> and for that reason alone, I simply can't recommend Vanquish highly enough. Brilliant.]]></content:encoded>
			<wfw:commentRss>http://www.psuni.com/vanquish-review-4910/feed/</wfw:commentRss>
		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>Castlevania: Lords of Shadow Review</title>
		<link>http://www.psuni.com/castlevania-lords-of-shadow-review-4852/</link>
		<comments>http://www.psuni.com/castlevania-lords-of-shadow-review-4852/#comments</comments>
		<pubDate>Thu, 28 Oct 2010 16:39:51 +0000</pubDate>
		<dc:creator>Scotty B.</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Reviews]]></category>

		<guid isPermaLink="false">http://www.playstationuniversity.com/?p=4852</guid>
		<description><![CDATA[<p><img src="http://www.playstationuniversity.com/images/clos.jpg" width="130" height="75" /></p>Konami's <em>Castlevania</em> series stretches back to 1986 with the  original title following a character known as Simon Belmont, descendant  in a family of vampire hunters. It was all about tracking down the  popular vampire of the time, Dracula, in his devilish castle - with the  sole intention of putting him to rest once and for all.

Since then, the series has undergone many a transformation and  evolution. It's a series that has been seen on almost every major  platform of the last 20-odd years. Almost all of us have seen or played  something from the Castlevania line.

The latest, a complete franchise reboot from Spanish developers,  MercurySteam (and Kojima Productions to a lesser advisory role) - aims  to reinvent the Castlevania name for next-gen gaming.

<strong>Story</strong>

Set during the end of days in the year 1047, the alliance between Earth  and Heaven has been shattered, the fabric connecting the two worlds torn  asunder by evil commanders known as the Lords of Shadow. Their dark  spells take over the lands, corrupting it with hideous creatures,  preying on living people. The souls of the deceased are now cut off from  the passage into Heaven, forced to wander in Limbo.

<img style="border: 0pt none;" src="../wp-content/uploads/wppa/7183.jpg" border="0" alt="" width="608" height="342" />

The Brotherhood of Light, an elite group of Holy Knights are despatched  to investigate the dark spells plaguing the Earth - and to fight against  the evil of the Lords of Shadow. Gabriel Belmont, one such Holy Knight,  also embarks on the quest having lost his wife, brutally murdered by  the minions of Shadow.

Plagued with guilt for her death, he sets out to recover the God Mask - a  supernatural artefact possessing the power to resurrect the dead.  Broken and divided amongst the three Lords of Shadow, he must hunt the  trio down and destroy them, recover the mask, bring back his wife - and  save the World.

<strong>Game Play</strong>

Castlevania: Lords of Shadow is a third person action adventure game, with fixed camera and 'hack &amp; slash' combat.

Throughout the game we control Gabriel Belmont, who utilises a weapon  known as the 'Combat Cross'. This multi-purpose, upgradeable, chain whip  is your sole primary weapon. During the game, you find shrines left for  you by other Holy Knights which imbue the Combat Cross with additional  abilities and powers (a razor-edged chain for instance). There are two  main types of attack in the form of conventional direct attacks and  wide-area attacks.

In addition to combat ability, the Combat Cross is also used as a  grapple device for platforming and puzzle solving. Throughout the world  you will find numerous glowing grapple points where Gabriel can attach  the chain and either scale the wall or wall-run across. These grapple  points often hide secrets and signify the next step in some of  Castelvania's longer platforming segments.

Platforming takes a significant place in the game play. Scaling walls,  towers, crossing balance beams, climbing new pathways. The grapple also  needs to be used to open up areas (grapple to fixed wall points and tear  them down with mashing sequences) for example. The platforming is quite  dynamic and coupled with the exciting environments and boss battles,  always fresh.

<img style="border: 0pt none;" src="../wp-content/uploads/wppa/5751.jpg" border="0" alt="" width="614" height="346" />

In conjunction with the platforming element is an involving puzzle  solving aspect of game play which ranges in everything from simply  finding keys hidden on dead bodies - to unravelling a room full of  electrically charged pathways.

Additionally, as you progress further into the game, defeating bosses  and the Lords of Shadow, you reclaim some of their abilities. Without  spoiling too much of what's in store, after defeating your first Lord of  Shadow for example, you acquire his legendary boots, allowing you to  run incredibly quickly, jump much larger distances - and coupled with  magics, perform a whole new series of combos and attacks.

Magic also has a place in Gabriel's arsenal. There are two types of  magic on offer; the Light magic - and Shadow magic. Both operate on an  expendable 'Focus' meter. As you attack (without getting hit), you build  up Focus. Once you have maxed out your Focus meter, enemies begin  dropping Focus orbs which can be absorbed into either Light or Shadow  energy - then used to power new, special magic attacks in conjunction  with your Combat Cross - or any of the unique Lords of Shadow items.

Focus can also be acquired from numerous shrines located in the game  world. There are over 40 unlockable combos with some spectacular results  on offer, especially when using Light and Shadow magic. Magic is also  used to solve some puzzles within the world, unlocking doors and various  other 'key' type systems.

As you delve deeper into the story, you unlock secondary weapons.  Accessible from the D-pad, you have the basic starter daggers - a thrown  blade particularly effective against certain enemy types. In addition,  you gain access to other items, such as Holy Water (as you'd expect,  extremely useful against all forms of the Undead), Fairies (not as lame  as it sounds - they offer distraction, temporarily stunning most  enemies) and the pièce de résistance, a powerful summoning crystal which  invokes a conjured demon/fighter to do your bidding for you (with  catastrophic success).

These can also be combined with the Light and Shadow magics to unlock further powerful abilities.

There's a tremendous amount of variation in enemy types for <em>Lords of Shadow</em>.  As environments and locations change dramatically, so do your foes.  Huge open spaces are often met with massive Titan enemies, towering over  you. So large you actually platform around them. Thick, jungle areas  and gardens are met with giant spiders and tiny, life-sapping Mandragora  (animated plants). Castles are full of heavily armoured Knights and  Vampires. Ancient city ruins are populated by Lycanthropes and Trolls.

<img style="border: 0pt none;" src="../wp-content/uploads/wppa/742.jpg" border="0" alt="" width="608" height="342" />

Then there are the 'special' enemies (the Butcher for example), a  hulking beast dicing Human carcasses as food for the castle's Ghoul  inhabitants.

Oddly out of place are the 'Chupacabra' sequences, where a strange,  annoyingly voiced character appears, steals all your relics - and you  then have to sidetrack to get them back. I'm not sure of the purpose of  these sections, but they felt wholly unnecessary.

The Light/Shadow Magic usage is great - but the dependence on its use  for vanquishing certain enemies (and solving certain puzzles) isn't  relied upon until the last few chapters. I felt this was a mechanic that  could have been expanded on a bit more (especially as its usage against  later enemies and the end boss was very innovative and enjoyable)  throughout the entire game.

Gabriel's story is intense. It wears him down, exhausts him. He doesn't  sleep. It drives him mad, drives him to darkness. It would have been  great to see his character model evolve to reflect this over the course  of the game, particularly in the last few chapters, but essentially he  looks and acts the same, even though the story reflects a broken,  exhausted, shell of a man.

I really am nit-picking though. I've found it hard to truly fault <em>Castlevania: Lords of Shadow</em>.  It plays so well and becomes so addictive. 'Just one more level', I'd  be saying to myself at 1 in the morning on a work night. As a hack and  slash, it's great. As a puzzle game, it's fantastic - as a platformer,  it's good fun. The story is brilliant.

Having amalgamated solid game play mechanics from lots of other games, it's enjoying the best of all worlds. In the same way as <em>Darksiders </em>was a gem for what it actually delivered, so too is <em>Castlevania: Lords of Shadow</em>.

<strong>Graphics &amp; Sound</strong>

Without a doubt, this is one of the most stunning titles we've seen on  the PS3 to date. The attention to detail is overwhelming. Early levels  have you moving through thick jungle environments, every leaf and vine  modelled with incredible detail. Later levels take you through simply  gigantic castles and elaborate ancient ruins. The "Necromancer's Abyss"  is amazing. There is a pleasant variation in environments, even the  castles themselves have significant differences in architecture, colour  palette and style.

<img style="border: 0pt none;" src="../wp-content/uploads/wppa/7456.jpg" border="0" alt="" width="614" height="346" />

Enemies are equally as impressive. Ghouls with poisonous bile breath,  Armoured Skeletons capable of reanimating and the ability to attack in a  massive whirlwind of bone, poltergeist-powered Armoured Knights,  freshly changed Vampire kin, a commander Vampire with a double-blade  sword as tall as Gabriel himself. It's a much darker edge for this  Castlevania outing. If you mixed <em>Pan's Labyrinth</em> with <em>Lords of the Rings</em>, you'd be getting some idea of the character design here. It's fantastic.

Unfortunately all of this beauty and detail comes at the cost of some  frame rate stability. Occasional portions of the game feel like they're  running at sub-30 fps. It's an odd 'staggered' effect, as if the game is  just, ever-so-slightly, outrunning the hardware. But only just. It  might be enough to discourage the graphics purists, those used to 100fps  on PC's, but to be honest, it never really affects playability. ~25  hours of story and I can't say it ever bothered me beyond occasionally  noticing it.

Gabriel is voiced by Robert Carlyle. Your mentor (and the story's  narrator), Zobek, a fellow Holy Knight, is voiced by Sir Patrick  Stewart. Voice talent is brilliant. The story has a deep, serious,  cinematic tone to it. Coupled with the unique and stunning chapter  presentation in the form of tome entries, narrated as words scroll  across the pages, it is wonderfully delivered.

<img style="border: 0pt none;" src="../wp-content/uploads/wppa/7182.jpg" border="0" alt="" width="614" height="346" />

<strong>Conclusion</strong>

This one is a labour of love. You can feel the time and detail invested  into the game. At well over 20 hours for the story, it's good value too.  And there's plenty of reason to replay as there's lots to collect,  plenty of combos and upgrades and Trials emerging after each level  completion.

If you miss Castlevania: Lords of Shadow, you miss one of the best games  of the year. It mixes the best game play elements of a number of  successful titles before it and wraps the bundle in a stunning, epic  scale of story and imagery. Absolutely this is one to devote some time  to. You'd be crazy to miss it]]></description>
			<content:encoded><![CDATA[<p><img src="http://www.playstationuniversity.com/images/clos.jpg" width="130" height="75" /></p>Konami's <em>Castlevania</em> series stretches back to 1986 with the  original title following a character known as Simon Belmont, descendant  in a family of vampire hunters. It was all about tracking down the  popular vampire of the time, Dracula, in his devilish castle - with the  sole intention of putting him to rest once and for all.

Since then, the series has undergone many a transformation and  evolution. It's a series that has been seen on almost every major  platform of the last 20-odd years. Almost all of us have seen or played  something from the Castlevania line.

The latest, a complete franchise reboot from Spanish developers,  MercurySteam (and Kojima Productions to a lesser advisory role) - aims  to reinvent the Castlevania name for next-gen gaming.

<strong>Story</strong>

Set during the end of days in the year 1047, the alliance between Earth  and Heaven has been shattered, the fabric connecting the two worlds torn  asunder by evil commanders known as the Lords of Shadow. Their dark  spells take over the lands, corrupting it with hideous creatures,  preying on living people. The souls of the deceased are now cut off from  the passage into Heaven, forced to wander in Limbo.

<img style="border: 0pt none;" src="../wp-content/uploads/wppa/7183.jpg" border="0" alt="" width="608" height="342" />

The Brotherhood of Light, an elite group of Holy Knights are despatched  to investigate the dark spells plaguing the Earth - and to fight against  the evil of the Lords of Shadow. Gabriel Belmont, one such Holy Knight,  also embarks on the quest having lost his wife, brutally murdered by  the minions of Shadow.

Plagued with guilt for her death, he sets out to recover the God Mask - a  supernatural artefact possessing the power to resurrect the dead.  Broken and divided amongst the three Lords of Shadow, he must hunt the  trio down and destroy them, recover the mask, bring back his wife - and  save the World.

<strong>Game Play</strong>

Castlevania: Lords of Shadow is a third person action adventure game, with fixed camera and 'hack &amp; slash' combat.

Throughout the game we control Gabriel Belmont, who utilises a weapon  known as the 'Combat Cross'. This multi-purpose, upgradeable, chain whip  is your sole primary weapon. During the game, you find shrines left for  you by other Holy Knights which imbue the Combat Cross with additional  abilities and powers (a razor-edged chain for instance). There are two  main types of attack in the form of conventional direct attacks and  wide-area attacks.

In addition to combat ability, the Combat Cross is also used as a  grapple device for platforming and puzzle solving. Throughout the world  you will find numerous glowing grapple points where Gabriel can attach  the chain and either scale the wall or wall-run across. These grapple  points often hide secrets and signify the next step in some of  Castelvania's longer platforming segments.

Platforming takes a significant place in the game play. Scaling walls,  towers, crossing balance beams, climbing new pathways. The grapple also  needs to be used to open up areas (grapple to fixed wall points and tear  them down with mashing sequences) for example. The platforming is quite  dynamic and coupled with the exciting environments and boss battles,  always fresh.

<img style="border: 0pt none;" src="../wp-content/uploads/wppa/5751.jpg" border="0" alt="" width="614" height="346" />

In conjunction with the platforming element is an involving puzzle  solving aspect of game play which ranges in everything from simply  finding keys hidden on dead bodies - to unravelling a room full of  electrically charged pathways.

Additionally, as you progress further into the game, defeating bosses  and the Lords of Shadow, you reclaim some of their abilities. Without  spoiling too much of what's in store, after defeating your first Lord of  Shadow for example, you acquire his legendary boots, allowing you to  run incredibly quickly, jump much larger distances - and coupled with  magics, perform a whole new series of combos and attacks.

Magic also has a place in Gabriel's arsenal. There are two types of  magic on offer; the Light magic - and Shadow magic. Both operate on an  expendable 'Focus' meter. As you attack (without getting hit), you build  up Focus. Once you have maxed out your Focus meter, enemies begin  dropping Focus orbs which can be absorbed into either Light or Shadow  energy - then used to power new, special magic attacks in conjunction  with your Combat Cross - or any of the unique Lords of Shadow items.

Focus can also be acquired from numerous shrines located in the game  world. There are over 40 unlockable combos with some spectacular results  on offer, especially when using Light and Shadow magic. Magic is also  used to solve some puzzles within the world, unlocking doors and various  other 'key' type systems.

As you delve deeper into the story, you unlock secondary weapons.  Accessible from the D-pad, you have the basic starter daggers - a thrown  blade particularly effective against certain enemy types. In addition,  you gain access to other items, such as Holy Water (as you'd expect,  extremely useful against all forms of the Undead), Fairies (not as lame  as it sounds - they offer distraction, temporarily stunning most  enemies) and the pièce de résistance, a powerful summoning crystal which  invokes a conjured demon/fighter to do your bidding for you (with  catastrophic success).

These can also be combined with the Light and Shadow magics to unlock further powerful abilities.

There's a tremendous amount of variation in enemy types for <em>Lords of Shadow</em>.  As environments and locations change dramatically, so do your foes.  Huge open spaces are often met with massive Titan enemies, towering over  you. So large you actually platform around them. Thick, jungle areas  and gardens are met with giant spiders and tiny, life-sapping Mandragora  (animated plants). Castles are full of heavily armoured Knights and  Vampires. Ancient city ruins are populated by Lycanthropes and Trolls.

<img style="border: 0pt none;" src="../wp-content/uploads/wppa/742.jpg" border="0" alt="" width="608" height="342" />

Then there are the 'special' enemies (the Butcher for example), a  hulking beast dicing Human carcasses as food for the castle's Ghoul  inhabitants.

Oddly out of place are the 'Chupacabra' sequences, where a strange,  annoyingly voiced character appears, steals all your relics - and you  then have to sidetrack to get them back. I'm not sure of the purpose of  these sections, but they felt wholly unnecessary.

The Light/Shadow Magic usage is great - but the dependence on its use  for vanquishing certain enemies (and solving certain puzzles) isn't  relied upon until the last few chapters. I felt this was a mechanic that  could have been expanded on a bit more (especially as its usage against  later enemies and the end boss was very innovative and enjoyable)  throughout the entire game.

Gabriel's story is intense. It wears him down, exhausts him. He doesn't  sleep. It drives him mad, drives him to darkness. It would have been  great to see his character model evolve to reflect this over the course  of the game, particularly in the last few chapters, but essentially he  looks and acts the same, even though the story reflects a broken,  exhausted, shell of a man.

I really am nit-picking though. I've found it hard to truly fault <em>Castlevania: Lords of Shadow</em>.  It plays so well and becomes so addictive. 'Just one more level', I'd  be saying to myself at 1 in the morning on a work night. As a hack and  slash, it's great. As a puzzle game, it's fantastic - as a platformer,  it's good fun. The story is brilliant.

Having amalgamated solid game play mechanics from lots of other games, it's enjoying the best of all worlds. In the same way as <em>Darksiders </em>was a gem for what it actually delivered, so too is <em>Castlevania: Lords of Shadow</em>.

<strong>Graphics &amp; Sound</strong>

Without a doubt, this is one of the most stunning titles we've seen on  the PS3 to date. The attention to detail is overwhelming. Early levels  have you moving through thick jungle environments, every leaf and vine  modelled with incredible detail. Later levels take you through simply  gigantic castles and elaborate ancient ruins. The "Necromancer's Abyss"  is amazing. There is a pleasant variation in environments, even the  castles themselves have significant differences in architecture, colour  palette and style.

<img style="border: 0pt none;" src="../wp-content/uploads/wppa/7456.jpg" border="0" alt="" width="614" height="346" />

Enemies are equally as impressive. Ghouls with poisonous bile breath,  Armoured Skeletons capable of reanimating and the ability to attack in a  massive whirlwind of bone, poltergeist-powered Armoured Knights,  freshly changed Vampire kin, a commander Vampire with a double-blade  sword as tall as Gabriel himself. It's a much darker edge for this  Castlevania outing. If you mixed <em>Pan's Labyrinth</em> with <em>Lords of the Rings</em>, you'd be getting some idea of the character design here. It's fantastic.

Unfortunately all of this beauty and detail comes at the cost of some  frame rate stability. Occasional portions of the game feel like they're  running at sub-30 fps. It's an odd 'staggered' effect, as if the game is  just, ever-so-slightly, outrunning the hardware. But only just. It  might be enough to discourage the graphics purists, those used to 100fps  on PC's, but to be honest, it never really affects playability. ~25  hours of story and I can't say it ever bothered me beyond occasionally  noticing it.

Gabriel is voiced by Robert Carlyle. Your mentor (and the story's  narrator), Zobek, a fellow Holy Knight, is voiced by Sir Patrick  Stewart. Voice talent is brilliant. The story has a deep, serious,  cinematic tone to it. Coupled with the unique and stunning chapter  presentation in the form of tome entries, narrated as words scroll  across the pages, it is wonderfully delivered.

<img style="border: 0pt none;" src="../wp-content/uploads/wppa/7182.jpg" border="0" alt="" width="614" height="346" />

<strong>Conclusion</strong>

This one is a labour of love. You can feel the time and detail invested  into the game. At well over 20 hours for the story, it's good value too.  And there's plenty of reason to replay as there's lots to collect,  plenty of combos and upgrades and Trials emerging after each level  completion.

If you miss Castlevania: Lords of Shadow, you miss one of the best games  of the year. It mixes the best game play elements of a number of  successful titles before it and wraps the bundle in a stunning, epic  scale of story and imagery. Absolutely this is one to devote some time  to. You'd be crazy to miss it]]></content:encoded>
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