Wednesday, May 21, 2008

Burnout Paradise : features, reviews, gameplay at discountedgame

Burnout Paradise at discountedgame


gmaes Burnout Paradise
gmaes Developer(s) : Criterion Games
gmaes Publisher(s) : Electronic Arts
gmaes Platform(s): PlayStation 3, Xbox 360, Windows
gmaes Release date : USA January 22, 2008EU January 25, 2008[1]JP February 21, 2008[2]
gmaes Genre(s) : Racing, Open World
gmaes Mode(s) : Single player, Online multiplayer
gmaes Rating(s) : ESRB: E10+PEGI: 3+OFLC: M
gmaes Media : Blu-ray Disc, DVD
gmaes Input methods : PS3: SIXAXIS Controller, DualShock 3 Controller, PlayStation EyeXbox 360: Xbox 360 Controller, Xbox 360 Wireless Racing Wheel, Xbox Live VisionPC: Keyboard, Mouse

Burnout Paradise (formerly known as Burnout 5) is the newest installment in the Burnout video gmaes series, which was released on January 22, 2008 in North America and on January 25, 2008 in Europe. It is available for PlayStation 3, Xbox 360 and will be ported to the PC. It has an open world set in the fictional Paradise City, with no loading times and no traditional online lobbies or gmaes menus. The song "Paradise City" by Guns N' Roses is the game's title music and also featured on the in-gmaes soundtrack.

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gmaes Features
Burnout Paradise at discountedgame gmaes
A development screenshot showcasing an intersection in Paradise City


According to Alex Ward from developer Criterion gmaes , this gmaes is a "complete reinvention" of the Burnout series. He also said "To create truly next-generation gameplay, we needed to create a truly next-generation gmaes, from the ground up." Despite being in an open world, the gmaes still retains the high 60 frames-per-second most Burnout ggmaes have used. Day and night cycles and weather conditions have been removed. Records will now be kept on players' drivers licenses and there will be statistics such as fastest time and biggest crash for every street in the gmaes. Unlike in previous Burnout gmaes, Crash Mode, now called Showtime, can now be started at any time and place in the game; though Showtime mode is rather different from the usual Crash Mode. Also, for races, players may now take any route to get to the destination. Races and other events are simply started by stopping at any of the 120 traffic lights around Paradise City and applying the accelerator and brake at the same time. Multiple settings have been confirmed to be fully customizable such as:

  • "Boost Rules", where the player may choose cars that use the boost styles from previous Burnout games.
  • Whether or not there is traffic in an online event.
  • Start and finish points for online events with up to 16 checkpoints.

The damage system has also been reworked. There are now two different types of crash based on the car's condition after the crash. If the player's car manages to retain all four wheels, and not break its chassis, the player may drive out of the crash and continue playing; this is called a "driveaway". If a player's car loses any of its wheels, has the engine damaged too much from an impact, or winds up outside of the game's map, the car is in a "wrecked" state and the player will have to wait until their car is reset. Cars can also be torn into several pieces, be compressed and deform around objects as you crash into them. However, Alex Ward confirmed in the Official Crash FM podcast that cars may not be ripped in half, as concept pictures and early information had stated.

There are also other cars which can be obtained by typing in a sponsor code. These only work for certain regions. One of these sponsor code cars is the Steel Wheels version of the Carson GT concept car, which features the car with an armor plate and supercharger. The code for this car could be obtained from pre-ordering the game from certain retailers. When starting the single player mode you are assigned with a learner's permit and a single car. While playing you race and win events to earn points towards a higher license, from a Learners Permit (E-class), D-class, C-class, B-class, A-class, Burnout Paradise (S-class), Burnout Elite (SS-class) up to Criterion Elite (SSS-class). After earning a new license every event that you complete is reset so you can replay the event again to earn credit towards a new license.

Cars now have manufacturer and model names, which are loosely based on real-world cars but are mostly fictional (some of the cars are even based on those from a previous Burnout game, e.g. the Hunter Manhattan is the Classic from Burnout 2). Cars may not be "tuned up" or customized apart from color changes, which may be done in real-time by driving through the forecourt of a blow shop, which will randomly assign a color to the car, or by selecting the color in the Junkyard where you select your vehicle. Other real-time changes include driving through the forecourt of a gas station to automatically refill your Burnout meter, and driving through the forecourt of a repair shop to automatically repair your car, allowing you to extend a Road Rage or Marked Man event beyond the car's damage limits. The online lobby system used by most video games has been replaced by a streamlined system known as "Easy Drive". While driving, players simply hit right on the D-Pad and the Easy Drive menu pops up on the bottom left hand corner of their screen. From there, players are able to invite another player from their friends list. Once friends have joined the gmaes , the hosting player is then able to pick from a variety of events to play. There are also special Burnout Racing Team cars that you can get.

gmaes Event Types
Race: Races consist of the player and at least 1 other car. The player is given a location to race to. The player can take any route through the city to the location with the aid of a flashing road names at the top of the screen when the player is advised to turn. First one to arrive wins. This is currently the only available mode online. Online races can also include checkpoints that need to be crossed before reaching the finish.
Road Rage: The player is given a target number of takedowns and a time limit. A Road Rage event is won by meeting or exceeding this target in the given time limit.
Marked Man: In this event, the player is given a destination. At least 1 opponent is trying to stop the player from reaching the destination by scoring takedowns against them. The player must survive from start to finish in order to win (the player can crash/be taken out, but loses the event if he totals the car).

Stunt Run: Players are given a target score. They must earn points towards that score by using boosts, jumps, drifts and other such stunt moves.
Burning Route: Each Burning Route requires the player to use a specific car. Once the player is driving the required car, they race against the clock to a specified location. When a Burning Route is won the player wins an upgraded version of the vehicle they completed it with. The upgraded vehicle can boast extra boost power, more base speed or a stronger body (but usually in exchange for another category). This is the only kind of event that doesn't reset when the player earns a new license because it's tied to the car used to run it rather than the license level the player is presently at.

Mugshots
A "Mugshots" camera feature is available in the Burnout Paradise versions for the PlayStation 3 (using the PlayStation Eye, the PlayStation 2 EyeToy, and other compatible webcams) and Xbox 360 (using the Xbox Live Vision). When a player is taken down, they will have their photo taken, called a mugshot, and shown to the agressor. These photos can then be saved to your hard drive. Both versions will allow camera-less persons, or those who do not wish to use their real face, to use their gamertag/PSN avatar, as demonstrated in the downloadable gmaes demos.

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Demo
A demo featuring a Hunter Cavalry, a Nakamura Ikusa GT (only available in the Japanese version of the demo, but available in the full gmaes ), a stunt run, a race, a time trial activity, 4 player online capability, and 9 online challenges (three each for 2, 3, and 4 players) was made available on December 13, 2007 for both PlayStation 3 via PlayStation Store and Xbox 360 via Xbox Live Marketplace. On January 4 through January 14th, Criterion raised the maximum number of players for the online freeburn in the Paradise demo to 8 players (Which has since returned to 4 players). With it, a total of 13 new Freeburn challenges were made available for players to attempt - 3 challenges in 5, 6 and 7 player sessions, and 4 new challenges for those playing in 8 player sessions. As of Thursday, April 17, 2008

gmaes Reception
The game has generally been received very well, earning (among other things) the Editor's Choice in gmaes Spot. However, many of the reviewers have made the point that veterans and newcomers to the game may find the seamless world "daunting" at first.

PSM3: 89/100
Edge : 9/10
Official Playstation Magazine : 9/10
IGN : 8.8/10
Gamer TV : 9/10
gmaes Informer : 8.5/10
gmaes Trailers : 8.8/10
EGM : 9.0/10, 9.0/10, 9.0/10
gmaes Spot : 9.0/10
1UP : 9.0/10
X-Play : 4/5
gmaes TM : 7/10
Official Xbox Magazine : 9.0/10
Official Xbox Magazine UK : 8/10
360 Magazine : 5/5 (5 stars)
Famitsu : 36/40
Giant Bomb : 5/5

gmaes Expansions
On the official Criterion Games forums, creative director Alex Ward has stated that new cars are in the works. These cars will be available as paid downloadable content. He has also stated that the first of what is to be several islands to be added will be made available as part of an update. Bridges extending from the main section of Paradise City will connect to these islands, offering "a new type of gameplay". Forum posts from Ward also alluded to the possibility of underground sections and further online content (including adding sirens to the police vehicles, and horns to the others, which would be used online in some form). Altogether, this expansion project has been collectively referred to as "Freeburn 2.0". Each update has been given a codename, including "Cagney", "Davis" and "Eastwood". Gaming site Kotaku has listed some of Burnout Paradise's new expansions. The update codenamed 'Bogart', will fix several glitches and was due to be released on April 24th. It was made available to Xbox 360 users on April 18th. It was also made available to Playstation 3 users on April 24th

Update Cagney will introduce three new FreeBurn multiplayer modes: Online Stunt Run, Marked Man and Road Rage. Online Stunt Run will involve up to 8 players simultaneously competing for the highest stunt score within 2 minutes. Road Rage will feature two teams: One must race to a checkpoint and then the finish line, while the other tries to stop them. Marked Man will be like a game of tag, with the marked man having no boost, their car will be slower and he/she won't be able to see the other players. One player will act as the Marked Man. He will get points for survival and the other players will get points for taking him down. Criterion also mentioned that they will aim to add "many more" online modes as time goes on.
On April 23rd, 2008 it was announced that Motorbikes and Night-Time would appear in the Davis Update, along with tailored locations, challenges and gmaes modes.

gmaes PC Version
On May 9th, 2008 Criterion officially announced Burnout Paradise will be coming to the Windows platform, a first for the series, with extras including new multiplayer content and community driven content. Not much else is known about the gmaes at this time, but more information will be given in a live podcast at 4pm GMT at Criterion's website.

gmaes Music video
Wyclef Jean's 2008 music video for his song Fast Car includes footage of Burnout Paradise.

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Product Details

Burnout Paradise From Electronic Arts
Price: $59.99 & eligible for FREE Super Saver Shipping on orders over $25. Details




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Product Description

Make action your middle name, as you control what happens when and where in Burnout Paradise. Welcome to Paradise City. Immerse yourself in the open roads of Paradise City from the downtown streets through the hectic freeways to the sweeping mountain roads; the world is waiting to be explored. Slam, Shunt and Wreck opponents in cross-town race events, where you decide the fastest route to the finish line. Hit the jumps and find shortcuts, smash through barriers and get to the places that other racers can't reach to get that competitive edge. Meet your friends online with the revolutionary EasyDrive system that smashes through the tedium of lobbies and servers and cuts straight to the chase. Burnout Paradise provides the ultimate driving playground for you and your friends to play online on the Playstation 3. Mugshots - Track the length and breadth of up to 2,500 online rivalries Speed, Speed and Even More Speed - The rebuilt, race-tuned Burnout game engine delivers intense speed boost gameplay at a super-smooth and super-fast 60 frames-per-second Crash Deformation - Burnout Paradise features an all-new deformation technology that gives players an astounding close-up and slow-motion view of super-real destruction
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Product Details
Amazon Sales Rank: #407 in Computer & Video Games
Brand: Electronic Arts
Model: 014633156331
Released on: 2008-01-22
ESRB Rating: Everyone 10+
Platform: PLAYSTATION 3
Format: NTSC
Dimensions: 2.00 pounds
Features
Rock Paradise City—Shred your way across more than 250 miles of open road discovering jumps, stunts, and shortcuts.

Infinite Possibilities—Blaze your path to glory in 120 unique events, using your knowledge of the city to find the fastest routes and get the drop on rivals.

Team Up or Takedown—Battle friends online and grab their mugshots, or join forces to complete more than 300 online challenges.

Showtime: Crash Anywhere, Any Time—Send your car wrecking, spinning and scraping down the road, smashing through traffic and leaving a trail of expensive wreckage in your wake.
Road Rules—Make and break the rules of each road by setting speed and destruction records all over town. Track how many you own against your friends!

Editorial Reviews

Amazon.com In Burnout Paradise players are treated to a rarity in the video gmaes universe: a complete reinvention of an established franchise that equals, if not betters any of the previous gmaes in the series. Yes, this is a large claim, but one that can be explained in a single phrase: Next-Gen Freedom.
burnout paradise at discountedgame-gmaes
Driver's heaven is a wide open world
burnout paradise at gmaes-discountedgame
In Paradise City even cars can fly. View larger.
burnout paradise at discountedgame-gmaes
Go for broke in 'Marked Man' Mode. View larger.
burnout paradise at gmaes-disocuntedgame
Nothing is off limits, even head-on crashes. View larger.
burnout paradise at gmaes discountedgame
Start a race any time with 'Easy Drive.' View larger

.Although the Burnout series' over the top mobile action has been its calling card since it ignited audiences on the PS2 in 2001, and later on the first generation Xbox console, Burnout Paradise is the first gmaes in the series that has been designed specifically for play on Next Generation consoles. This has allowed game developer Criterion to rip the training wheels off the gmaes and rebuild it from scratch. The result is a new, expansive world that players can roll through at will. And what a world it is.

Enter Paradise CityHeaven on Earth, at least to road-raging, crash-causing Burnout fanatics, Paradise City is your domain and ultimate proving ground in Burnout Paradise. This expansive driver's playground stretches across 250 miles and encompasses all sorts of road driving conditions, from fun-in-the-sun seaside cruising boulevards, to mountain roads and downtown gridlock. But regardless of what stretch of asphalt you find yourself on, the beauty of this place is that nothing is blocked off and your wits are at least as important as the horsepower under your hood when it comes to racing here. Check out Paradise City's five sub areas

  • Downtown Paradise City
  • Harbor Town
  • Palm Bay Heights
  • Silver Lake
  • White Mountain

Burnout Your WayUnlike in previous Burnout games, Burnout Paradise not only puts the keys to your ride in your hands, but places you squarely in the driver's seat when it comes to where you can go and what you can do.
Along with wide avenues and crowded highways, the open gmaes design of Paradise City is also jammed full of hidden side streets, back roads and alley ways. These can be used as short cuts in races, that is, if you know where they are. As you explore, commit these potential short cuts to memory because they will definitely come in handy in a tight race. And since we are talking Burnout here, players should not expect uneventful, genteel contests of speed and precision driving. In Paradise City players are always free to slam, shunt and wreck opponents in their bids for supremacy and they will. Also, new to the Burnout series, races can now start anywhere, anytime. Just pull up to a stoplight and spin your wheels to start one in one of five different event classes:

  • Classic Race
  • Road Rage
  • Burning Route
  • Stunt Run (new)
  • Marked Man (new)

Instant Online

Burnout Paradise also keeps the mobile carnage coming while simultaneously setting the new standard in online social gameplay. With the new `Easy Drive' feature you can find friends online and with the click of a button invite them to a race. Once they've accepted the race will start immediately. That's right, no more annoying wait times at online lobbies and servers. And keeping in touch with friends is easier than ever.


Team up or TakedownIn the winner-take-all universe of Burnout teaming up usually isn't the first option that comes to mind, but on these rough and tumble streets it's a good option to keep in mind. With more than 300 FreeBurn Challenges packed into the game, players always have the choice of going it alone against the field as a whole or joining forces with up to seven of your buddies in user-created race routes. Either way, if you are victorious in your takedown you'll get the chance to talk some trash as you exchange Mugshots with your victim via an optional camera hooked to your gaming system or your gamertag/PSN avatar if you prefer to keep your identity on the down-low.

Showtime: Crash Anywhere, Any TimeAnd finally since a new Burnout release wouldn't be complete without a little something special in the wreckage department, Burnout Paradise continues the carnage with an update of its familiar 'Crash Mode.' Renamed 'Showtime Mode,' players can now crash, bounce and scatter their ride in any location and replay the wreckage over and over in slow motion. One of the most addictive and down right fun features of the game, players activate the mode by simply pulling both triggers on their controller and if they are good enough can also immortalize their Showtime moments on the leaderboards for all to see.

Driving fans this is Next-Gen at its best and definitely the Burnout title you have been waiting for.

Customer Reviews

This gmaes Should Be Renamed "Lost Tourist In a Hurry GPS Training"
I've played all the burnout games over the last few years, and while this one looks the best, it is by far the worst to play.

The reason is that the whole game is made to make you feel like a lost tourist. The average race goes like this: -Pause the action 5 times or more to look at the map. -Crash 3 times because you are looking at the HUD instead of the road -Make a wrong turn anyway and lose the race To add insult to injury most of the race cars require you to keep your nitro button pressed pretty much all the time or you go a lot slower. Of course you have to take it off when you look at the map, so when you come back you've lost your boost chain unless you are really quick to get your finger on the button again.

And it seems like all the events leave you up in the hills where there are only about 5 events within a 3 minute drive, so you find yourself constantly trying to get back to the city just like a lost tourist. I don't know about you but I never enjoyed being a lost tourist. Unfortunately the main characteristic of this game is that it is the perfect lost tourist simulator. The stunt events are similarly annoying, require that you pretty much know exactly the course you will take in order to get the right points. But if you know it, you probably smashed all the billboards and stuff that give you points. It's very annoying. And sad, because the graphics and crashes are great (however the crashes are way too drawn out, especially since you will be so unfocused that you will crash a lot and just want to get it over with)

The takedown events are actually the only part that feels somewhat like the fun bits of the old burnout games. They don't require you to go in any specific route, so they are a lot less annoying. Unfortunately they took out the crash events of the old games and put in a much lamer showtime event which takes away all the skill and precision of the crash events with a stupid car that bounces around on other cars. Overall this game is a huge wasted opportunity. They tried to shoehorn an open ended environment into burnout without thinking at all about the gameplay mechanics. It didn't work. Games like GTA have solved all of the problems that this game has by putting a ribbon on the road to follow or arrows at the top saying where to turn. I'm not sure why they decided not to do that, but it was stupid.

It turns this game from a fun racing gmaes into a tedious map reading excercise. Taking out the crash events and replacing them with showtime was also a terrible move. Overall, if they had put 10% of the energy they put into the graphics into gameplay it would have been a fun gmaes . You may think I'm just complaining because I'm bad at this gmaes . Well I've always been good at burnout and this is no exception. It's actually pretty easy compared to past burnouts. I pass 90% of the events on the first try, but am always annoyed in the process. On the takedown events I routinely double or triple the required number.

The point here is that it's not challenging, it's just irritating. As it stands it is by far the worst entry in the burnout series. They have stopped thinking about how to make a fun gmaes and focussed solely on the flash.

Avaliação Burnout Paradise Excelente Jogo!

Tem como ponto forte a dirigibilidade. No entanto, tem como ponto fraco a ausência de legenda em português.

Fantastic Racing & Crashing Fun
This is a heart-pumping thrill ride through an amazingly rendered 'real world' that lets me exorcise all my Starsky and Hutch street racing fantasies. As well as Dukes of Hazard stunts and jumps and on and on. If you like street racing or car stunts then this is a must have. The Amazon sales pitch and screen shots are real, and it plays as good as it looks. It's like putting yourself in the best movie car chase scenes! When you do an E-brake turn you can see your own dust, and if you're on mud it's brown. Details details. While there is a lot of destruction (some in super cool slow mo to show off the physics engine), it's all just sheet metal not people. This antiseptic aspect of 'Paradise City' is fixed with the neat-o multi-player mode where you can talk with the people you are racing against, beating up on, or joining together to perform team challenges. It's a fantasy world, so no speedometer ('cos you're going far too fast!) and you're always getting lots more boost. The Good: Looks more real than $25 million flight simulators. Racing. Stunts. Variety of game play. Excellent online modes. Fun. Challenging. Can use six axis motion control. Lots of cars with different profiles. The Gripes: No dual duels! Single-player or go online and have a blast. So much on screen you will really want a big widescreen. The cars are made up, not models of real makes. Lose a race; you have to drive all the way back to the beginning to try again. Overall? Best racing PS3 gmaes I own.

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Patapon, features, reviews, gameplay at discountedgame

patapon at discountedgame






Developer(s): Pyramid / Japan Studios


Publisher(s): Sony Computer Entertainment
Platform(s): PlayStation Portable
Release date: patapon at discountedgameDecember 20, 2007 patapon at discountedgameFebruary 22, 2008 patapon at discountedgameFebruary 26, 2008 patapon at discountedgameFebruary 28, 2008
Genre(s): Rhythm game, Real-time tactics, God game
Mode(s): Single-player
Rating(s): CERO: APEGI: 3+ESRB: EveryoneOFLC: General
Media: UMD
System requirements: 3.73



Patapon (パタポン, Patapon) is a genre-straddling video game published for the PlayStation Portable (PSP) handheld game console combining gameplay features of music and rhythm games, real-time tactics and God games. Presented in a cartoonish, silhouetted two-dimensional environment designed by Rolito, the player plays as an immaterial deity who commands an army of caricature tribal miniature creatures by beating traditional talking drums. The game was developed by Pyramid and produced by Japan Studios, the same studio that developed and produced Loco Roco.

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Gameplay


The player controls a tribe consisting of infantry, ranged troops and cavalry. Initially, the player's warband (army) consists of only a few basic spearmen named Yaripon but as the game progresses more units, greater warriors and more powerful weapons can be obtained. The army is commanded by beating rhythm combos on four different talking drums each mapped to one of the PSP's four control buttons ('Pata', 'Pon', 'Chaka' and 'Don' to Square, Circle, Triangle and X respectively). Different combos tells the player's group of Patapons to do various things such as advance, attack, and defend. Keeping the rhythm going and not missing a beat builds a frenzy in the army which increases attack speed, power and general progress.
The game and story is unfolded through a number of missions of increasing difficulty. As the player progresses, new opponents are introduced and more drum rhythms are unlocked. Between missions, new troops can be spawned by spending currency called ka-ching and combining various resource items to create stronger Patapon troops. Throughout the game a player can also edit troop formations and acquire new weapons to equip their Patapon.

Story
The Patapon were a flourishing people until they were defeated by the evil Zigoton tribe. The player takes the role of their god and uses sacred war drums to direct the Patapon tribe to take back their land. As the story progresses, the Patapon also embark on a journey to Earthend to look upon "IT," a sacred object whose appearance and purpose is unknown to the tribe.


The enemy of the Patapon tribe is the evil Zigoton Empire, a powerful tribe of circular creatures with red irises (as opposed to the white-irised Patapon) that have oppressed the Patapon since their fall from power. After fighting various battles against the Zigotons, guardian creatures such as dragons and giant worms, and the ultimate evil known as Gorl, the Patapon come to Earthend (the ocean) and see the rising sun, which they assume to be "IT".


However, unfulfilled by the anticlimactic end of their journey, they come to the conclusion that "IT" is, in fact, not the sun and to realize their destiny they must cross the ocean and continue their quest. The final scene shows the Patapon and Zigoton tribes working together to build an ark to cross the ocean.

Units
There are various types of Patapon that can be integrated into the player's army that are unlocked throughout the course of the game. While there are 6 unit types in the game, only 3 squads, each comprised of a single unit type, can be included in an army at any given time. This makes unit selection and formation a key strategy aspect of the game.

The Zigoton army is a direct parallel to the Patapon army and are named in an identical fashion, e.g. a Zigoton Kibapon is called a Kibaton.


Hatapon - This Patapon is the first one available to the game, and functions to hold the army together. Holds high the Patapon banner. His death results in mission failure. Hata (旗) means "flag" in Japanese.


Yaripon - Spear-Throwing Patapon. This is the initial unit type given to the player to control, and is useful for both hunting and fighting. Their fever attack is a jumping spear throw that greatly increases the distance of the projectile while avoiding many enemy attacks. A Yaripon squad consists of 6 Yaripon. Yari (槍) means "spear" in Japanese.


Tatepon - Axe-Wielding Patapon. These Patapon are equipped with axes and shields and are primarily melee fighters. They are useless while hunting, as their attack range is negligible at best and scares off prey. Tatepons are arguably the best defense Patapon units, as their shields can protect the entire army from projectile attack. While in fever mode, their shields increase in size and provide better protection. A Tatepon squad consists of 6 Tatepon. Tate (盾) means "shield" in Japanese.


Yumipon - Archer Patapon. These Patapon have the largest attack range in the game and are always placed in back of any army. While they are extremely effective and can rain down arrows on enemies from afar, they are vulnerable to fire. While in fever mode, they shoot three arrows every attack instead of one. A Yumipon squad consists of 6 Yumipon. Yumi (弓) means "bow" in Japanese.


Kibapon - Cavalry Patapon. Equipped with horses and halberds, Kibapons deal heavy damage and knock back enemy troops. While relatively useless normally, they become faster and push back enemies with great power when in fever mode. They should only be used by a skilled player. A Kibapon Squad consists of 3 Kibapon. Kiba (騎馬) means "horse-rider" in Japanese
Dekapon - Mace-Wielding Patapon. These monstrous brutes are extremely large and bulky, and as a result do massive damage to their targets. Unfortunately, Dekapons are extremely slow, which tempers their awesome might. While in fever mode, Dekapon have a ground pound attack that stuns enemies. A Dekapon squad consists of 3 Dekapon. Dekai (でかい) means "gargantuan" in Japanese.


Megapon - Horn Playing Patapon. Megapons are by far the oddest unit in the game. They are taller than most other Patapons, and carry around massive horns. To attack, they play their horns and the sound waves that are projected take on physical form, flying at the enemy and causing damage. Megapons have a variety of attacks, but the two most utilized are a standard wave of 3 blue notes that bounce off of and around the enemy, causing ricochet damage, and a massive red note only used during fever mode that hits multiple times causing massive damage. A Megapon squad consists of 3 Megapon. Their name may be based on 'megaphone'.







Upgradeable Units - During the 'birthing' phase at the Tree of Life, players can use different combinations of 'ka-ching' and raw materials they gathered during individual hunting missions, mini-games, and other means. Higher quality or rare ingredients coupled with higher 'ka-ching' costs results in higher quality base units. An example would be pairing 'succulent' meat along with 'cherry blossom' instead of 'standard' meat and 'wood branch'. This is not discussed, nor combinations given in the included game manual, but players can experiment for discovery.

Playable Demo
On January 25, 2008. a playable demo was announced by the Patapon's associate producer Chris Hinojosa-Miranda via the official PlayStation blog. He revealed that the demo would be available for those who pre-ordered a copy of Patapon through GameStop. It has since been released as a downloadable demo for those in Europe and North America through the PlayStation Store. Progress made in the demo version of Patapon (including the acquiring of a special demo-only weapon, The Spear of Protection) is transferable to the full retail release so players can resume progress from where they left off in the demo.
Critical reception
Reviews

1UP.com : A
GameSpot : 9.0
IGN : 9.2



IGN (rated the game a 9.2) considers Patapon, "not only one of the best rhythm games ever released, it's also one of the best titles for the PSP." GameSpot gave Patapon a 9.0/10 citing its excellent art design and innovative gameplay. 1UP.com gave the game an A, noting its understated strategic depth despite the game's faults. Metacritic shows an overall rating of 87 out of 100.

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PataponFrom Sony Computer Entertainment
Price:
$19.99 & eligible for FREE Super Saver Shipping on orders over $25. Details




Availability: Usually ships in 24 hoursShips from and sold by Amazon.com
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Average customer review::

Product Description
Featuring more than 20 missions in a variety of environments such as swamps, volcanos, gorges and deserts, players will outfit a Patapon army, collect resources, and grow their tribe into a devastating fighting force. Patapon presents a variety of warrior types, along with a wide selection of weapon and shield upgrades, that players will use to strategically customize and position their army as they progress through the funky adventure. Players will easily get caught up in the addictive action by collecting rare weapons and items as the adventure unfolds, and by earning more points to upgrade to new Patapons. Additionally, Patapon features five unique music-based mini-games to earn additional upgrades for the Patapon army. With vibrant character designs by popular French graphic artist, Rolito, Patapon introduces a unique, 2D art style incorporating abstract shapes, colorful environments, and larger-than-life boss enemies. STORYLINE For years the Patapon tribe has lived in the desolate frontier, driven from their home by the evil Zigoton army. Behind the Patapons' cute exterior, lies a fierce warrior spirit that can only be commanded by the beat of their God's war drum. They wait for the day that the "Almighty" will return, to lead them against their enemies and bring them back to their homeland. Finally, their wait has come to an end as the drums of war are heard once again.
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Product Details
Amazon Sales Rank: #200 in Computer & Video Games
Brand: Sony
Model: 98711
Released on: 2008-02-27
ESRB Rating: Everyone
Platform: Sony PSP
Dimensions: 2.00 pounds
Features
Simple Commands, Deep Gameplay
Fight, Explore and Hunt
Strategy and Customization
5 Musical Mini-games
Editorial Reviews
Amazon.com
Enter the world of the Patapons, a small, yet brave noble tribe. Behind the Patapons' cute exterior, lies a fierce warrior spirit that can only be commanded by the beat of your war drum. For years the Patapon tribe has lived in the desolate frontier, driven from their home by the evil Zigoton army. The Patapons wait for the day that the "rhythm god" will return, to bring them back to their homeland, to defeat their enemies and to lead them to the edge of their world. Finally, their wait has come to an end. Lead a small lost tribe to the edge of their world with the beat of your war drum and grow them into an army of warriors. Using simple drum beats, command your tribe to march, attack, and defend themselves against fierce beasts, gigantic monsters, and the evil Zigoton army. Watch as your tribe grows in strength and numbers as they progress through this adventure. Unlock a variety of warrior types from infantry to cavalry, archers to spear-men and maximize them for battle with a variety of weapon and shield upgrades.
Features:
With the beat of your war drum, lead a tribal army into large scale battles
March the Patapons through thirty different environments where monsters and enemy forces lay awaiting to attack
Collect over one hundred weapons and items and build an army with different warrior types
Additional mini-games pair graphic style and tribal music

Customer Reviews

Patapon - the good and the bad


First of all, this is a must play. It seems as more and more developers weigh into the gaming industry, ironically, it becomes more and more rare for one of them to bring something new to the table. Sony, as per usual, comes out of left field with this gem. Part rythm, part puzzle, part rpg, Patapon mashes together bits and pieces of several genres. It's a shallow dash of each, but it's there, and it works. The design is simplistic and flat, but it's beautiful. Nothing seems out of place in this world. If you've read other reviews you probably know the premice of the gmaes . You build an army of little cyclopian soldiers of various jobs and abilities and march them through their enemies to the promised land.


You create your armies from the ground up by combining various materials you get from mini games and missions. The creation screen will place the default ingredients (two for each type of patapon.) but you can replace these with higher quality items you've found to make more powerful Rarepons. You'll also get better equipment to outfit your armies in while on your missions.


Patapons are controlled by using an 8 beat rythm using a combination of the Cirle, Triangle, Square, and X buttons. You play four beats, the patapons sing their reply for four beats and so on. The catch is there's a tempo you have to follow, your button presses must match with the beat flashing around the border of the screen. Keep up well enough and/or hit a high enough combo and they'll enter fever mode. Fever greatly increases the Patapons attributes. Miss a beat though and you're back to normal Patapons until you can pick it up again via combos. It can be difficult at first but you'll find yourself intuitively stringing the various command beats together and watching your patapons follow your directions flawlessly.


The beats are simple but very catchy, you'll find yourself randomly Pata-pata-pata-poning in your head. It has a nice system of combining various materials to make various kinds and shapes of patapons. The story is simple but you find yourself really caring about leading these little eyeballs to their promise land. Lastly it's truly a rewarding site when your little army enters Fever mode and volleys barrages of spears and arrows at your enemy and your warriors crush through the front lines toppling towers and buildings alike. All while singing in unision your praises. This isn't a perfect game though. There's hardly any tutorial, I'm not sure if they just wanted to invoke a trial and error element to the game or if they were just too lazy to flesh out all the mechanics. For instance, say you pick up a really quality piece of meat and some rare metal (required to make the warrior type patapons) and you want to use them to make a Rarepon. That's all well and good if you don't have a full regiment of warrior Patepons. If you do though, it will simply tell you that you can't make any more of that type.


Now there are bosses that will eat your Patapons rendering them irrevivable, but trying to strategically get a boss to eat the right Patapon and ONLY the right Patapons would be an exercise in catastrophe, and a large chunk of wasted time. I had to skim through a walkthrough on the internet to find out how to delete unwanted Patapons so I could create better ones. You have to go to the item equip screen, to get there you have to select a mission to go on first. Then you have to press Triangle over the correct regiment, highlight the patapon you don't want. Now you'd think that there would be an option to "Retire" the Patapon or even "Kill" Patapon... No, the button you have to press is Select, conveniently labeled "Quit". Silly me, not realizing that Quit meant get rid of highlighted Patapon. Instead I assumed that Quit meant Quit the game, or Quit the item selection phase... Another issue is the items that enemies drop. Most of it is completely useless after you've started making Rarepons as you don't use the generic meats, wood, and stones anymore. Rarely do any gear or weapons drop. When they do, they're only there for a short amount of time before they dissappear, and not into your inventory, they're gone for good. So say a nice weapon drops, but when you killed the enemy he bounced back puting him behind the rest of his soldiers. You better hope that they fall back or you kill them all quick otherwise you can just wave goodbye.


If a boss drops an item behind him when he dies and the mission says complete before you walk over it, you lose it as well. You can watch your happy little eyeballs parade by shiny loot and heaps of cash without any one of them picking it up. The mini gmaes are fun but the items you receive from them can become outdated very fast if your bolstering your ranks with Rarepons rendering said games pointless. On top of that, while they're fun the first couple times,each gmaes is the same thing every time.


It's a "song" that you have to mimic or play along with and it's the same song with the same beat and you just do the same thing every time. I can literaly listen to the mini gmaes at this point and complete them without looking at the screen. There's also alot of repetition. You need to go back and do the same farming runs through the same stages several time to gather materials (you'll rarely get the ones you need) and money to make troops. Most farming missions yield around 200-250 Ka-ching! (money) and each of the 2nd best Rarepons cost 1k to 1.5k to make. That's 200-250 Ka-ching! if no monsters block you from being able to pick up the coin dropped by their dead counterparts. The last thing isn't really the gmaes fault, it can just be frustrating. This game requires alot of concentration and if the TV's on or your significant other or a friend is trying to talk to you or the phone rings you'll find yourself getting off beat and losing Fever ALOT. Yeah, there's no pause either.


Once you start a mission you need to finish it, quit, or die to stop it. Even when I'm alone I generally play with headphones as the PSP speakers don't carry the drum beat all that well all the time, plus it cuts down on the distractions. Personally I have a nice pair of Skullcandy Hesh that I use. They have great sound, they're comfortable, and they block out alot of the outside noise even if you don't have them cranked. In closing, this is a gmaes that you don't want to miss out on. It's at a bargain bin price right now, and you don't find anything this original very often. Yes, it has it's issues but what game doesn't? The good far outweighs the bad.



Get out of my head, Charles!


So - I forgot to order a memory stick duo to store save games for my PSP. This means that the only way to "save" until it gets here is to use the PSP's sleep function (effectively keeping me stuck on one gmaes ). Lucky for me, Patapon is so catchy I probably wouldn't have started playing Crisis Core by now anyway! This gmaes is not for everyone - people with extremely poor rhythm, or people who are turned off by simplistic, cutesy graphics (I get made fun of by some of my buddies in Iraq for playing what amounts to a Java gmaes on a 200-dollar handheld system, heh) probably won't like Patapon. Other people that get a kick out of the idea of leading your own tribe against an evil empire using talking drums (people who like "kooky" gmaes ) will absolutely adore Patapon. I, for one, can't get the "Bon BonBon" song out of my head. 5 out of 5 stars.


Most American developers probably wouldn't take a risk on a gmaes concept like this - that's why I really like Japanese gmaes developers. They'll take an idea and just run with it.



Patapon rocks!

Over the years, I have played both strategy gmaes and rhythm gmaes . In Patapon, I get to play both genres in one and strangely enough it works! You are the mighty god of rhythm to a struggling band of Patapon warriors who were displaced from their homeland by the evil Zigoton. You lead the Patapons in the battle to reclaim their territory by pressing the PSP buttons in a rhythmical pattern that simulates drum beats.


Different drum cadences inspire the Patapon to advance, fight, defend or retreat. Each time your Patapons accomplish a mission they earn rewards such as weapons, armor and various raw materials that can be used to create upgraded Patapons with stronger attributes. You can even learn powerful Juju rhythms that will perform miracles such as calling up rain or windstorms that aid you in battle. My only quibble with the game is that the tutorials are very skimpy. You can get some advice from the tribal priestess, Meden, but like most oracles her hints are somewhat cryptic, leaving you on your own to puzzle out what to do, especially for things like how to dismiss your old Patapons in order to swap in their upgraded counterparts.


I suppose you could always read the game manual but honestly, who ever takes the time to do that, really? Patapon is very enjoyable and worth playing. I definitely recommend it but be forewarned the drumbeat rhythms are somewhat addictive. After a long session, it will take a while to clear the Pata Pata Pata PON and Don Dodon Dodon out of your head.


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View prices, features, reviews of Dragon Quest Swords: The Masked Queen and Tower of Mirrors at discountedgame

Product Details Shopping Cart

Dragon Quest Swords: The Masked Queen and Tower of Mirrors
From Square Enix

Dragon Quest Swords: The Masked Queen and Tower of Mirrors at discountedgame-gmaes

Price: $39.99 & eligible for FREE Super Saver Shipping on orders over $25. Details

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38 new or used available from $37.99

Average customer review:


Product Description
Five years have passed since the defeat of the Deathbringer, and the kingdom of Avalonia joyously celebrates what seems to be an everlasting era of peace. However, a closer look reveals that things are amiss. Calamity arises within the kingdom, as unfamiliar and powerful monsters invade the outskirts of the town. With the Deathbringer gone, what explanation is there for the onset of these monsters? And what of the queen, who has come to hide her face behind a strange mask? Make your way through the perilous journey, solve the baffling mysteries and return order to Avalonia.


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Product Details
Amazon Sales Rank: #2966 in Computer & Video Games
Brand: Square Enix
Released on: 2008-02-20
ESRB Rating: Teen
Platform: Nintendo Wii
Dimensions: 2.00 pounds
Features
The big three, comprised of series creator Yuji Horii, legendary manga artist Akira Toriyama and renowned composer Koichi Sugiyama, teams up once again to create an unforgettable gaming experience.
Famous game music composer Manami Matsumae teams up with Koichi Sugiyama to deliver a powerful soundtrack.
Wii Remote-driven battles are simple to control, but boast a variety of styles. Available actions range from a wide array of sword techniques to casting magic to blocking enemy attacks with your shield.
A colorful assortment of unique monsters familiar to DRAGON QUEST fans and vivid battle scenes make for the most realistic battle experience yet!
Combine materials to create stronger swords and learn special abilities.

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Customer Reviews
DQS is a great pick-up and play RPG :

I think this game stands up really well as an introduction the the "Japanese RPG" genre of console games. It utilizes the Wii-mote very effectively gmaes play is solid and fun. The visuals are bright and beautiful and the voice acting the best I've heard in a Japanese-to-English port. The story is a fun and typical entry in the genre and works well. I am a "casual" gamer ... with little more than a few hours at a time to commit to playing the gmaes and I found the length to be satisfactory. I find nothing to complain about in the game and enjoyed playing it immensely. Bonus, as the interface is so very simple, my 3 year old daughter was able to play through an entire "dungeon level" with very little assistance from me. She was so excited to be able to play "daddy's" game. I was pretty proud of that myself. I am a fan of old school RPGs and give this a strong recommendation.

Yuck. :
So we bought this game because we played the prior Dragon Quest VIII -- and loved it! We couldn't stop playing it until we finally beat it.

I pre-ordered this gmaes , convinced that it would be just as awesome and consuming on the Wii.

However, I wish I had waited and rented it. We loved Dragon Quest VIII because of the unlimited freedom to explore. This gmaes 's rail system ends all of that. Oh, you can turn left or right every so often when exploring an area, but you still have to go back to the intersection and take the correct path. The swordplay feature is ok, although not very accurate. Loading between areas is also time-consuming, even in areas of the one town where you play.

For an RPG, this gmaes is terribly confining. If you want a good RPG for the Wii, I would highly recommend Zelda. I know I'll be trading this game in as soon as possible.

It's fun for what it is, but lower your expectations :

I enjoyed Dragon Quest Swords more than other folks simply because I had read a lot of negative reviews prior to playing it and I wasn't expecting much. I get the feeling that some of the critics were expecting a first-person Dragon Quest RPG with real action battles. This is actually more like a light-gun gmaes where you use swords and have the ability to do some mild RPG tweaks to your character. The RPG elements are about as extensive as Shining in the Darkness for Sega Genesis, that is, they are about as basic as you can get. For what it is, though, Dragon Quest Swords is very good.

The accurate sword and shield controls add a lot of strategy and fun to the experience, but again, you need to reset your expectations. You can't simply flail your arms around and expect the Wii to read your motions. You have to hold your wrist fairly steady and slash in a controlled motion as prescribed by the gmaes. The result is a game that almost always reads your motions accurately. The only thing I'm having trouble mastering is the thrust/stab motion.

If you are expecting to hear Dragon Quest music performed and recorded from a real orchestra like in Dragon Quest VIII, you may be taken aback by the fact that the Swords soundtrack is in the MIDI format. The compositions are beautiful, but the quality is a step down from what we got on Playstation 2.

People are saying that this gmaes is too short. I hear some folks saying it can be completed in 4 hours. These people probably didn't play through the levels more than once and try to improve their score. They probably didn't explore all the branching paths and see everything there is to see. It took me 9 hours to beat the main gmaes, and after you beat the quest NEW branching paths open up in each of the 8 levels, so there is some exploring to be done after the credits roll.

Overall, DQS is getting a bad rap because people's expectations are set too high. That's not to say I think the game is worth the full $50, however. If I were you I'd wait for a price drop or rent it, and then you'll be able to feel like you're getting your money's worth.

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Dragon Quest Swords: The Masked Queen and The Tower of Mirrors: features, gameplay, plot at discountedgame

Dragon Quest Swords: The Masked Queen and the Tower of Mirrors  at discountedgame-gmaes

Dragon Quest Swords: The Masked Queen and the Tower of Mirrors

gmaes North American box art
gmaes Developer(s) : 8ing/Genius Sonority (planning)
gmaes Publisher(s) : Square Enix
gmaes Designer(s) : Yuuji HoriiAkira ToriyamaKoichi SugiyamaManabu Yamana
gmaes Series : Dragon Quest
gmaes Platform(s) : Wii
gmaes Release date : JP July 12, 2007[1]NA February 19, 2008AUS May 8, 2008 EU May 9, 2008

Genre(s): Role-playing game
gmaes Mode(s) : Single playerMulti-player mini-games
gmaes Rating(s) : CERO: A (All ages)ESRB: T (Teen)OFLC: PGPEGI: 12+USK: 6
gmaes Media : Wii Optical Disc
gmaes Input methods : Wii Remote

Dragon Quest Swords: The Masked Queen and the Tower of Mirrors (ドラゴンクエストソード 仮面の女王と鏡の塔, Doragon Kuesto Sōdo: Kamen no Joō to Kagami no Tō) is a first-person adventure gmaes by Square Enix exclusive Nintendo's Wii game console. The game is a spin-off from the Dragon Quest series.

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Gameplay

A fight against the final story mode boss, Xiphos.

gmaes Battle system

Dragon Quest Swords utilizes an on rails first person Battle System. However, instead of using a handgun, Dragon Quest Swords uses the functions of the Wii Remote as a sword and a shield. The direction of a sword slash is dependent on the direction the player sways the Wii Remote. In order to defend from incoming attacks, the player has to use the Wii Remote to block enemy attacks.

A special attack, called a master stroke, can be used once the special attack gauge is filled. The gauge percentage increases by hitting enemies, hitting their projectiles back at them, or by blocking attacks. There are many master strokes, the distinct groups are: ice, fire, lightning, shadow, and general. Each group has a distinct colour. However, general strokes and buddy strokes look the same. A buddy stroke is a master stroke that can only be performed once that ally has gotten to a certain level, along with being with the hero. Master strokes are learned by tempering swords and getting new swords, while buddy strokes are obtained from the player's current partner.

Only the hero's allies (Anlace, Fleurette or Claymore) can cast magic and only one of them can accompany the hero at a time. The player can set how frequently they use magic or they can use magic manually by bringing up the menu.
Instead of random battles, monsters will always appear in the same order, in the same place.
This gmaes has 8 medicinal items, along with 8 tempering materials, although there are also two special items. The tempering materials are required to upgrade the hero's swords.

Mini gmaes

Dragon Quest Swords includes several mini gmaes. They can be played alone, or with up to three friends. These are broken into two types of gmaes that can be played at Stiletto's shop in town. One is a set of 3 dart games, in which the player uses the shield to catch darts, with different areas of the shield being worth different amounts of points. The second type is slime crisis, where the object of the game is to slay all the slimes as fast as possible. Both games award different prizes, based on points. The prize categories are for B, A, S, and X rank, with X being the highest.

gmaes Plot

Setting

There are ten specific areas in this game. The eight story mode areas, the second half of the eighth area, and the Olde Reflectory, which is a room unlocked after finishing story mode. It contains many bosses that were not in the story mode, along with stronger versions of some story mode bosses.

gmaes Characters

With the exception of the hero, whom the player is allowed to name, the gmaes 's major characters are all named after kinds of swords. Fleurette will call the hero a pet name. She will ask if "Blade" is OK. Clicking "Yes" will cause her to refer to the hero as "Blade" from then on. However, clicking "No" will allow the player to choose from other names.
Hero (主人公, Shujinkō)
Fleurette (セティア, Setia) Voiced by: Ayumi Kinoshita
Anlace (ディーン, Dīn) Voiced by: Ryōsei Konishi
Claymore (バウド, Baudo) Voiced by: Kenji Matsuda


Development

Originally planned to be a launch gmaes for the Wii, Dragon Quest Swords was released on July 12, 2007 in Japan. The game was released in North America on February 19, 2008. Under the spotlight of E3 2006 and in an unprecedented show of software support for a Nintendo console, Square Enix revealed that Dragon Quest Swords and Final Fantasy Crystal Chronicles: The Crystal Bearers would be exclusive Wii titles.
In a company press release, executive producer Yuu Miyake stated: “ Since 1986 the Dragon Quest series has gained acceptance around the world, and has been a staple of the videogame industry. We believe its appeal lies in simplicity that anyone can enjoy, and the excitement of becoming a hero in an epic adventure. With the Nintendo (Wii), we believe that these aspects of the Dragon Quest experience can be taken to a whole new level of fun and interaction. ”

The Dragon Quest Swords development team includes many of the original designers of Enix's flagship series. Creator Yuuji Horii was one of the first gmaes designers Nintendo president Satoru Iwata approached with the prototype Revolution controller. Horii contributed a video interview to Nintendo's Tokyo gmaes Show 2005 Revolution press conference. In it, he talked about making gmaes accessible to a greater market, and cutting to the essence of "fun." When asked about Nintendo's Wii Remote, Horii stated "I agree that many interesting gmaes can be created using this controller, but I still think that Nintendo would probably make the best games." Horii is joined by famed Dragon Ball creator Akira Toriyama and "the father of video gmaes music" composer Koichi Sugiyama. According to video gmaes website IGN, Square Enix representatives have branded Dragon Quest Swords a sequel to Kenshin Dragon Quest, a motion-activated plug-and-play TV game. In a detailed preview of Dragon Quest Swords, IGN speculated that the gmaes mechanics will be similar to those featured in Kenshin. A short teaser video of a first-person perspective battle sequence appeared to confirm IGN's speculation as the onscreen protagonist mimicked the swordfighting antics of the Revolution Remote wielder.
Furthermore, Square Enix stated in a press release that the gmaes "is being developed with every aspect of the unique Wii hardware in mind." It has also recently been announced that the North American version will have extra features such as a playback mode and four hidden bosses.

Audio

A soundtrack was released on August 22, 2007, with music composed by Manami Matsumae. Koichi Sugiyama contributes four reprises from earlier Dragon Quest titles, but no original tracks.

Sega Superstars Tennis : features, gameplays, reviews, mode at discountedgame

sega superstars tennis at discountedgame-gmaes


Sega Superstars Tennis

gmaesgmaes -Sega Superstars Tennis
North American Wii version boxart
gmaes Developer(s): Sumo Digital
gmaes Publisher(s) : Sega
gmaes Platform(s) : PlayStation 2, PlayStation 3, Wii, Xbox 360, Nintendo DS
gmaes Release date : EU March 17, 2008NA March 18, 2008AUS March 27, 2008
gmaes Genre(s) : Sports game
gmaes Rating(s) : ESRB: E10+ (Everyone 10+)PEGI: 7+

Sega Superstars Tennis is a tennis video gmaes developed by Sumo Digital and published by Sega. The gmaes was released on March 17, 2008 in Europe, on March 18, 2008 in North America, and on March 27, 2008 in Australia. The game includes 16 playable characters and 10 courts from Sega franchises, including Sonic the Hedgehog, The House of the Dead, Alex Kidd and Space Channel 5. 15 Sega franchises are represented in the gmaes.

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Contents

Gameplay



Superstar Mode allows the player to play missions which include exhibition matches, tournaments and tasks based around a specific Sega gmaes including Sonic the Hedgehog, Puyo Puyo Pop and Virtua Cop. Completing missions unlocks items such as courts, stages, soundtracks and characters.



Exhibition Mode offers the chance to challenge a character to a match on one of many courts, including Sonic's home court of Green Hill Zone, or Amigo's Carnival Park court. Whichever court is chosen, there are a host of Sega celebrities cheering them on from court side.

Tournament Mode allows the player to play in a series of matches against opponents chosen at random by the computer in an arena also chosen at random.

There are several playable minigames in Sega Superstars Tennis, including ones from Sega games such as a House of the Dead meets Space Invaders gmaes, in which the player has to hit moving targets, a Space Harrier gmaes, a Puyo Puyo game, and a Virtua Cop gmaes.

Each character has their own unique 'special attack' giving the player more chance of scoring a point. For example: Gilius throws a magic bottle in the air and covers the opponent's side with thunderbolts, if they touch one the character will be stunned for a brief moment, or Sonic's signature "Super Sonic" attack, which causes the tennis ball to zig-zag in various directions around the court when he hits the ball.

Platform differences

The Playstation 3 and Xbox 360 versions both have online play, while the Wii version has three different control schemes (Wii remote, Wii remote and Nunchuk, and the Classic Controller), as well as motion control. The Wii Remote scheme controls similar to Wii Sports tennis.

Reception , Reviews , Publication , Score
1UP.com B-
Computer and Video Games : 7.2
Edge : 7/10
Eurogamer : 7/10
gmaes Spot : 7.0
gmaes Spy: 3/5
IGN: 6.2
Play Magazine : 69%

Sega Superstars Tennis has received generally mixed, but overall positive reviews. IGN called the Wii version "a tennis game that should have been better than it is." They criticized the lack of detail in the graphics, the muffled sound effects, simplistic gameplay, and the lack of an online mode, which is present in the Playstation 3 and Xbox 360 versions. Eurogamer praised the gmaes for its fan service and gave it 7/10. Games Magazine Official Nintendo Magazine UK reviewed both the Wii and DS versions of the game, saying they both had great gameplay, fun minigames and were enjoyable in multiplayer.

At GameRankings, the average review score for the gmaes was 72.4% (Wii), 68.8% (Xbox 360), 64.9% (DS), 69.2% (PS3) and 71.6% (PS2).
GameStop reduced the price of Sega Superstars Tennis from 49.99 USD to 19.99 USD five weeks after its release. In the UK, the gmaes has been a top 10 seller

Condemned 2 Bloodshot : features, reviews, gameplays, plots, characters at discountedgame

condemned 2 bloodshot at discountedgame-gmaes
Condemned 2: Bloodshot

gmaes Developer(s): Monolith Productions
gmaes Publisher(s): SEGA
gmaes Engine: Lithtech Jupiter EX
gmaes Platform(s): PlayStation 3, Xbox 360
gmaes Release date: PlayStation 3 March 11, 2008 March 11, 2008 April 3, 2007 April 4, 2007 Xbox 360 March 11, 2008 March 11, 2008 March 28, 2008 April 4, 2008
gmaes Genre(s): Action, Survival horror/Psychological horror
gmaes Mode(s): Single player. Multiplayer
gmaes Rating(s): BBFC: 18ESRB: MPEGI: 18+OFLC: MA15+CERO: Z
gmaes Media: DVD-DL, Blu-ray Disc
gmaes Input methods: SIXAXIS Controller, DualShock 3, Xbox 360 Controller

Condemned 2: Bloodshot (entitled simply Condemned 2 in Australia/Europe/Asia) is a video gmaes developed by Monolith Productions and published by Sega for the PlayStation 3 and Xbox 360. Condemned 2 was released on March 11, 2008 in North America, on the Xbox 360 on March 28, 2008 in Australia and later on April 3, 2008 on PlayStation 3, and April 4, 2008 in Europe for both platforms. It is the sequel to the 2005 gmaes Condemned: Criminal Origins. A demo is currently available on the PlayStation Store and Xbox Live Marketplace. Due to its violent content, the game has been banned in Germany by the BPjM.

Premise
condemned 2 bloodshot at discountedgame
Ethan Thomas in Condemned 2

Condemned 2: Bloodshot takes place 11 months after Condemned: Criminal Origins. The gmaes features a darker, grungier Ethan Thomas, whose life has descended into alcoholism and homelessness following the events of the first gmaes. The gmaes 's plot features Ethan being recruited back into the SCU to investigate a call for help from his old mentor Malcolm Vanhorn, and delves more deeply into explaining the mysterious phenomena causing city-wide violence and mass hysteria.
Greg Grunberg does not reprise his role as Ethan in Condemned 2, mostly due to the personality change. Instead, Ethan is voiced by Andre Sogliuzzo.

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Gameplay

Single player
Similar to the original Condemned: Criminal Origins, Condemned 2: Bloodshot is a first-person action gmaes focused on melee-oriented combat. The gmaes features bare-fisted hand-to-hand combat, combat with melee weapons, and first person shooting. The gmaes also has adventure gmaes elements in the forensic investigation of crime scenes.


Unlike the original Condemned, Condemned 2 allows for hand-to-hand combat with the player's bare fists, with the left and right triggers controlling the player character's left and right fist respectively. Additionally, the player is now able to chain together attack combos, as well as perform various finishing moves executed via quick time events. The gmaes also features context-sensitive "environmental kills" (such as shoving an enemy's head into a TV or a spiked wall).


Like the original Condemned, Condemned 2 also features melee weapons and firearms. However, melee weapons now break after several strikes or blocks, forcing the player to be adept at resorting to the new hand-to-hand combat system. As in the original game, firearms are limited to the bullets in the current magazine, as the player is unable to carry additional ammo (although they can reload their current magazine by picking up spare ammo lying on the ground). An additional twist to the firearms combat is Ethan's alcoholism, which causes his aim to become blurry and unsteady unless he regularly drinks alcohol. Firearms combat is more prevalent in Condemned 2 than in the original gmaes , with a few levels focused on firefights with assault-rifle wielding soldiers.


Condemned 2 also features more in-depth forensic investigation gameplay. Players are able to investigate and catalog different elements of a crime scene, and make statements about the nature of the crime. Correctly guessing the nature of the crime earns the player upgrade points, which can be used to acquire upgrades such as body armor or higher maximum health.
Condemned 2 also features several "Instant Action" maps, which are action-based levels independent of the game's plot.


Condemned 2 contains new powers for Ethan to use. Ethan's "instinct" powers are all but completely scrapped in this episode, however some useful combat abilities come into play. By building up a combo meter, Ethan can perform powerful "Chain Combos" that begin a short sequence requiring well-timed or rapidly placed button presses in order to deal massive damage. Later in the gmaes , Ethan gains the power of the "Voice." This power allows him to produce a powerful shockwave from his mouth that can blast open doors, explode enemy heads, and destroy Oro "headpieces."

Multiplayer
Unlike the original Condemned, Condemned 2 features multiplayer gameplay. The gmaes supports 8 player online and features four multiplayer modes:


Deathmatch - the player to reach the kill limit or the player with the most kills at the end of the time limit wins.
Team Deathmatch - two teams of multiple players compete for the most kills.
Bum Rush - a time based gmaes of SCU Agents versus Influenced bums. The SCU cannot respawn but get to use guns, have a lot more health and kill with one shot or melee, and must last as long as possible against the bums.
Crime Scenes - another gametype putting the SCU agents against the Influenced. The Influenced must hide two cases of evidence, while the SCU agents must use their equipment to find and scan the evidence before time runs out.
There are 8 maps in total varying on the game mode being played (all of them for DM and TDM, 4 for Crime Scene and 5 for Bum Rush):


Barge
Barnbuck Alley
Doll Factory
Farm House
Lodge
Slaughterhouse
Underground
Vertigo
Several moves and weapons from single player are not present in multiplayer - these include the stun gun, kicks and environmental kills.

Plot summary
Condemned 2: Bloodshot takes place eleven months after the events of the first Condemned. The mysterious phenomena causing insane violence and mass psychosis amongst Metro City's homeless population has only gotten worse, with massive riots breaking out across the city. Protagonist Ethan Thomas, having resigned from the FBI's Serial Crime Unit after the events of the Serial Killer X investigation, has been caught in a downward spiral and now finds himself homeless, violent, and alcoholic. He still suffers from paranormal visions, and his alcoholism even manifests as an antagonistic alter-ego that taunts him during his hallucinogenic visions.
Under the orders of Director Farrell, Ethan is recruited back into the SCU to investigate the murder of his one-time mentor Malcolm Vanhorn. He is aided by his old partner Rosa and commanded by the hostile and antagonistic Agent Dorland, SCU's tactical commander. Over the course of Ethan's investigation, he discovers that his arch-nemesis Serial Killer X is still alive, having been nursed back to health by his uncle Malcolm Vanhorn after being shot in the head at the end of the original Condemned. Serial Killer X killed Malcolm Vanhorn, as well as Metro City's Mayor Rachel Mars, and eventually kidnaps Director Farrell.


Ethan and Rosa also discover the source of all the city's troubles is a secret organization known as "the Oro", the cult hinted at in the first Condemned, whose members use painful metal implants to develop sonic powers that allow them to influence and control the rest of humanity. Rosa theorizes that they are the source of all humanity's crimes, wars, and hatred.
Serial Killer X, having learned about the Oro, now wants to harness their sonic ability, and is currently killing and dissecting Oro members to obtain this ability. The Oro are much more powerful than previously thought; their members include many high-ranking members of society, including Mayor Mars, Director Farrell, and Agent Dorland. The Oro also control the SCU, and Dorland and his tactical teams attempt to kill Ethan when he discovers their secret. Ethan fights back with the help of Rosa and SCU Agent LeRue, and even Serial Killer X, who saves Ethan from the SCU, calling it "a future investment".


Vanhorn, who has spent his life battling the Oro, leaves Ethan a videotaped message revealing the final truth; Ethan's parents were Oro members who defected from the organization and were killed for it. Ethan himself is "the Remedy", a long-prophecized being possessing "perfectly evolved" vocal chords capable of generating the Oro's sonic power without the metal implants the Oro use. Ethan's ability is more powerful than the Oros, capable of destroying flesh and bone. The Remedy is destined to be "the voice opposing that of the Oro". As a result, Agent Dorland and the Oro want Ethan dead. Director Farrell, part of a splinter faction of Oro that wants to recruit rather than destroy Ethan, sacrifices his life to unlock Ethan's sonic powers after the two of them are cornered by Agent Dorland.


Ethan proceeds to the Penninsula, an artificial landmass where the Oro have a secret base from where they monitor and control the entire city. Using his newfound sonic powers, Ethan defeats the Oro members, destroys the Oro machinery allowing them to control the city, then battles Dorland in a sonic duel within the collapsing Penninsula. Defeated, Dorland informs Ethan that the Oro's motives are "To create hostility, The unwavering desire to fight. To unknowingly become... our protectors." Ethan tells Dorland he's nothing more than a puppet, and the former commander is flung to his death. Ethan escapes in a helicopter along with Rosa and LeRue, declining LeRue's offer of a drink and falling asleep. Meanwhile, the President of the United States collapses in shock after receiving the message "the Remedy is among us!". Finally, strongly suggesting Condemned 3, Serial Killer X is shown receiving Oro metal implants in his mouth, similar in appearance to the those of the "final boss" Oro member Ethan fought and killed at the end of the first Condemned.

Characters
Ethan Thomas (Andre Sogliuzzo): A former investigator for the FBI's Serial Crimes Unit, Ethan resigned from the bureau following the events of Condemned: Criminal Origins, eventually spiralling downward into alcoholism and homelessness. As a result, he is a much darker, more violent character than in the first game. It is revealed in Condemned 2 that Ethans parents were Oro members who were killed by the organization when they defected from it. It is also revealed that Ethan is "The Remedy", the voice that is against the Oro. Due to this, Ethan is able to have more powerful sonic powers than Oro members and does not need metal implants for his natural ability to work.


Angel Rosa (Angel Parker): A forensics lab specialist, and Ethan Thomas' old partner in the SCU. Rosa is once again assigned to help Ethan in the new Vanhorn investigation, and the two of them eventually uncover the Oro conspiracy controlling mankind.
Agent Pierce LeRue (Phil Lamarr): An SCU tactical agent assigned to help Thomas in the Vanhorn investigation. Unlike Agent Dorland, LeRue expresses concern for Thomas' well-being, and remains loyal to Thomas after Dorland and other SCU troopers are revealed as Oro footsoldiers. His first name was revealed at the end of the game.


Serial Killer X (Henry Dittman): Leland Vanhorn, the killer of serial killers. Ethan Thomas' nemesis from the original Condemned. SKX survived the gunshot to the face he suffered in the ending of the original Condemned, and was secretly nursed back to health by his uncle Malcolm Vanhorn. Upon learning of the Oro, SKX decided to "seek redemption through their power". He killed his uncle when he got in the way, and is began killing and dissecting Oro members to "see how they work". In the final cutscene after the credits, SKX is seen with other Oro members, as they insert metal implants into his mouth.


Agent Dorland (Dave B. Mitchell): SCU's tactical commander, and Director Farrell's right-hand man, Agent Dorland is hostile and antagonistic towards Ethan from the very beginning of Condemned 2. He is eventually revealed as an Oro member, after attempting to kill Ethan. At the end of the gmaes , Ethan defeats him in a sonic battle and sends him plummeting to his death.
Director Farrell (Paul Eiding): The Director of the FBI's Serial Crimes Unit, and Ethan's former mentor and boss. After being kidnapped by Serial Killer X, Farrell is revealed as a member of the Oro. Unlike other Oro such as Agent Dorland, Farrell has been protecting Ethan, hoping to recruit him to the Oro cause. Farrell is eventually captured by Agent Dorland, who attempts to force him to fight Ethan. Farrell instead sacrifices his own life to unlock Ethan's special sonic powers.


Inferi (Keith Szarabajka): A thug with Oro metal implants who confronts and antagonizes Ethan in the game's first few levels by beating Ethan's head with a brick. Inferi fights Ethan and is killed by him at the end of the game's third level, the Commuter Tracks.


Magic Man (Michael Bell): A former Oro member with a stage magician-themed appearance, who escaped from the organization and is currently hiding in an abandoned theater. Ethan finds him on a list of SKX's intended victims, and tracks him down to interrogate him about the Oro. Ethan and the Magic Man fight each other, and Ethan tricks him into falling upon a bed of spikes. Ethan then questions him about the Oro, pushing him further into the spikes when he refuses to cooperate. Magic Man appears to be killed by Ethan's interrogation, but his body suddenly disappears and leaves a parting message for Ethan as he leaves the theater.


The Alcohol Demon (Andre Sogliuzzo): A hallucinatory alter-ego of Ethan's with a mask-like face, the "dark side" of Ethan's personality and the manifestation of his alcoholism. However, Ethan eventually defeats this alcohol demon in a fight, allowing him to overcome his alcoholism. However, the demon returns in the opening cutscene of the final level to support Ethan. "I represent all of your demons, Ethan. Alcohol was just one of them." He helps Ethan accept who and what he is and to ultimately see what purpose lies before him.


The Oro: Oro is short for "Oro Invictus" which means "Invincible voice". This Organization has supposedly been around for 3000 years. The root of the Oros plan revolves around a tradition known as "sonic generation". Its the ability to produce complex sounds that project out, not through just the mouth, but the entire body. Their ability to produce these sonic tones is said to work by having an enlarged, hollow sternum and higher than normal bone density. Unique vocal cords can create, when trained, complex sounds that reverberate through the sternum and chest cavity like a finely tuned instrument. Various metal apparatuses surgically implanted into the bone and skin can amplify the effect. People subjected to these sounds experience acute bouts of paranoia. This is followed by hallucinatory episodes that slip quickly into psychosis and other forms of uncontrolled violent behavior. People with natural tendencies to be violent become even more so when exposed to these sonic emissions. The sonic abilities also have a negative effect on the Oro as well. New borns to the ability are mindless, deformed, and born without arms and sight. Because of the deformities they are used as watch dogs for the Oro.

Critical reception
Reviews and awards Compilations of multiple reviews
gmaes Rankings: 85% (based on 12 reviews)

Metacritic: 84/100 (based on 14 reviews)
Official PlayStation Magazine (Australia): 9 out of 10

GameSpot: 8.5 out of 10
Team Xbox: 9 out of 10
GameInformer: 8.75 out of 10
X-Play: 4 out of 5
IGN: 8 out of 10

Official Xbox Magazine: 8 out of 10
GameTrailers: 8 out of 10

Eurogamer: 8 out of 10

GiantBomb: 5 out of 5


The April edition of Official Xbox Magazine review of Condemned 2 gave it an 8/10, praising the strong points of atmosphere, graphics and sound for the gmaes , and found it to be improved in almost all areas of the original (Condemned: Criminal Origins). The review did however find the ending to be weak and one of its major downsides.


The three reviewers in Electronic Gaming Monthly gave Condemned 2 an A-, B+, and B. They praised the atmosphere and improved combat system, but were not satisfied with the "laggy, unnecessary feel" of the game's multiplayer component.


Official PlayStation Magazine (Australia) gave Condemned 2 the Silver Award, with a score of 9/10. The magazine commented that the only minor problem was that the controls felt occasionally cumbersome.


Edge Magazine gave Condemned 2 a 5/10, stating that it had lost the first game's tight storyline in favor of a deranged psychotic bloodbath, in which guns and gore "occur anywhere and everywhere to ever-decreasing effect" and had taken precedence over the tension and fear factors which the magazine had enjoyed in the previous title. In a caption the review expresses surprise that "you can [...] make enemy heads explode by shouting at them" and noted that they did not expect that "the ABC Warriors would appear in the game's final act, and that you'd take them down with a sonic crossbow and giant magnet."


The Escapist's Ben Croshaw praised the first half of the gmaes for its improvements from the original Condemned: Criminal Origins, but compared the gmaes 's second half to Indigo Prophecy, stating that similarly to Indigo Prophecy the game's plot goes "snooker loopy", with the inclusion of superpowers and 'ancient mystical cults'. He also criticized the gmaes 's move from focusing on realistic close combat to relying on superpowers and firearms.
 

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