Tech-Gaming

The Tech-Gaming Podcast, 4-4: Hand Jiving Makes Me Happy



This week on the podcast, wholesome dances are reappropriated into perverted innuendo, innocuous games receive a thorough berating,  and impressions abound. With Dead Rising 2: Case Zero, Ace Combat: Joint Strike, and Phantasy Star Portable 2 on our playlists, there's much to discuss, yet we still squeeze in a our beloved trivia segment as well as answer reader mail.

Don’t forget to send your questions for our next mailbag, and subscribe to the Tech-Gaming Podcast on iTunes. Leaving a review would be an cool thing to do; and keep us from begging for feedback every show.

This podcast contains explicit content | Download | Duration: 01:24:39


Show Notes

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Safe Bet- Dead Rising 2: Case Zero Review



By offering gamers a playground filled with zombie antagonists along with an arsenal of unlikely weapons, the original Dead Rising became a surprise hit during the otherwise lifeless summer of 2006. With the sequel still a few months away, Capcom has taken the unexpected approach by offering a prequel in hopes of rousing the interest of prospective purchasers. It will be fascinating to see if this approach is successful, as Dead Rising 2: Case Zero mends an many series flaws as it inexplicably disregards.

Set in a diminutive hamlet on the outskirts of Las Vegas, the title allows gamers to step into the boots of the series' new protagonist- Chuck Greene. As a motocross star, dotting father, and engineering savant, our hero is remarkably more interesting  than Frank West; at the very least his paternal instincts make for a stronger narrative impetus. Greene's half-day scenario requires him to find a temporary antidote for his pre-zombescent daughter along with five motorcycle parts, so the duo can flee the rapidly deteriorating town. As with Dead Rising, gamers are encouraged to accompany any still-human survivors to a safe-house; doing so rewards players with currency and experience points.


"Who is the first to get one of Dr. Greene's revolutionary cranial exams?"

One of the most gratifying elements of the original game was an impressive set of makeshift weaponry. From flinging slacks of porcelain plates like giant throwing stars to using mannequin legs as bludgeoning bats, Dead Rising was elevated by an imaginative and wide-ranging arsenal. With Case Zero, players are encouraged to combine two everyday items to form distinctive death-dealing instruments . A trio of drills and a bucket becomes a cerebral-boring shroud, which delivers an darkly comic animation when placed on the heads of the undead. Sadly, there's a strict limit to the variety of MacGyver-esque killing apparatus which can be fabricated.

Whereas the original title's save system confounded players, Case Zero makes a few convenient concessions. Death still offers the ability to replay the game without losing any of your experience points, but now players can reload from one of three save slots. Although the intelligence of game's NPCs would seem to disprove Darwinism, Case Zero's hordes generally focus on the player, alleviating much of the frustration found in the game's ubiquitous escort missions. Generally, the game's nominal text-based dialog offered little incentive to save the living. This was exacerbated by the languid delivery on each conversation- don't these dolts know I have a daughter to save?


Despite being outside of Vegas, the strip is bustling with activity. 

Sadly, a number of small tribulations damper the gratification of clubbing, stabbing and maiming a township of zombies. Frequent and extended load times have a tendency to whittle away the game's sense of urgency. Without any kind of targeting, it's often difficult to clear an undead mob without accidentally striking a fellow human. With the title's platforming requirement is mercifully low, climbing feels consistently clunky; players can expect a healthy amount of missed jumps.

With a reasonable, 400 Microsoft Point purchase price, and the ability to take your experience, unlocked clothing, and zombie-killing contraptions into Dead Rising 2, Case Zero is a safe investment for the undead aficionado. Capcom's decision to offer players a low-cost, self-contained mini-adventure instead of the typical demo was a bold move; it's slightly disappointing that a similar amount of courage wasn't shown by altering some of the game's musty mechanics.


Greene's ingenuity is only topped by his impeccable sense of fashion.

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Gunblade NY and LA Machineguns Arcade Hit Pack Review



DesertEagle's Take
: Although arcade shooters such as Time Crisis, Area 51, and Virtua Cop have all left a hazy initial impression, I vividly recall my first reaction to Gunblade NY. Nestled among the light-gun shooters at the local arcade, the cabinet coaxed players with two obscenely gargantuan guns. Powerless to the sidearm siren's call, I slammed my two tokens into the slot, and launched a steady stream of ballistics into a squad of missile-launching foes. With every shot the enormous weapon offered a gratifying sense of recoil; after ten minutes, my hands were pleasingly numb.

Without the massive machine gun, both Gunblade NY and its sequel are unusual candidates for a console port. Whereas most of Sega's House of the Dead translations (and in the case of Overkill- interpretation) have usually focused on semi-auto, small arms fire, the Gunblade NY and LA Machine Guns Arcade Hits Pack offers a continuous cascade of firepower. As with the port of Ghost Squad, popping your Wiimote into a piece of white plastic offers a feeble imitation of the gratification found with oversized arcade ordnance.



If players are able to overlook the title's hardware limitations, they'll find a proficient arcade port elevated by a few interesting supplements. As was typical of arcade titles in the late 90's, both Gunblade and Machineguns' output was constrained to a standard-definition format. Cleverly, the Arcade Pack offers a widescreen presentation to owners of 16x9 television. To ensure this doesn't give some players an unfair advantage on the regional and worldwide leaderboards, the borders of the screen are rendered inactive. While these margins offer a broader panoramic view, gamers are prohibiting from firing on both edges.

Beyond a score attack that limits the amount of time players can spend in each stage, players are also ranked at the end of each game. As I ascended from lowly beat cop to police chief, a number of new weapons were unlocked. Each of these supplementary armaments were mapped to the cardinal directions on the direction pad and nunchuck stick, allowing players to choose variations in firing rate, shot size, and stopping power. While neither game is unusually challenging, gamers can bring in additional support via each game's drop in/drop-out cooperative option.

Players accustomed to contemporary shooters take heed- Gunblade NY and LA Machineguns' mechanics are undeniably rooted in a bygone era. Despite that caveat, the disk is the ideal catalyst for an afternoon of cathartic full-auto fun. If two guys can't bond by blowing the living crap out of persistent parade of robot terrorists, then we need to scuttle our current technologies and start fresh. If that ever happens, let's make sure that big-ass guns are standard issue for every home light-gun shooter.



Shipwreck’s Take: If there’s one genre in which the Wii has completely dominated over its high definition competitors, it’s light gun shooters. I’m a sucker for mindless on-rail action and SEGA alone has contributed three previous shooting galleries to my Wii collection (Ghost Squad, The House of the Dead 2 & 3 Return, and The House of the Dead: Overkill). Is their newest compilation worthy of being added into the mix?

Gunblade NY: Special Air Assault Force is the older of the two games, hitting arcades in 1995. The bright polygonal graphics instantly transported me back to the early days of 3D and they are lovingly ported in all their blocky lack of detail. As one of two gunners on the titular Gunblade helicopter, you are incomprehensively whipped about violently as if the game is testing your aversion to motion sickness. One second you are soaring high in the air, seconds later you are turned completely around and are inches from the ground. This helicopter’s maneuverability is nothing short of amazing. When you are defending prominent New York locales against an evil android terrorist group, that’s exactly what you need, especially when one of the bosses of those evil androids is Bizarro Optimus Prime. At least I’m assuming that’s who the transforming red and blue eighteen-wheeler is. Optimus himself would never attack New York City. Never.



Gunblade NY
is an incredibly simple on-rails shooter that requires no re-loading and has no scoring (other than totaling the number of robots you blew to bits). It’s a lazy man’s shooter. Simply hold down the A button (or the B button, it’s not picky) and put your cursor over the enjoyably juggly enemies. Heck, if that’s too much effort for you, you could tape down the button and just concentrate on aiming. Playing through both the Easy and Hard campaigns only took my wife and I about ten minutes each, but the two modes do feature entirely unique levels. Depending on how well you played, the game does have a somewhat advanced persistence system where you work your way up the police ranks. This also opens up a few variations on weapon types that can be swapped through while your playing. Gunblade NY also features a Score Attack Mode that adds a more traditional scoring and combo system, but strangely can only be played solo.

L.A. Machineguns: Rage of the Machines
continues the battle against the bots but with the more refined graphics and game mechanics that could only be accomplished in 1997. While it doesn’t stray from the “running out of bullets isn’t fun so just keep shooting” formula, there’s a lot more to do. There’s a fully integrated combo and scoring system (Keep hitting stuff to up your score.), more destructible environmental objects (Red barrels now explode!), and shooting friendlies now subtracts from your score (Dude, if you don’t want to get shot, don’t stand next to the robots. I just had this same conversation with your dead friend over there.). This title trades in the so, so archaic helicopter for hovering SkiDoos. Nothing was cooler in 1997 than flying jetskis. Sadly, evil Optimus fails to make an appearance in this game, but you do get to defend a Denny’s on the Vegas strip. Trying to take away my Grand Slam Breakfast is a step too far, evil-android terrorists.



As ports, I think both games are fantastic replications of the arcade machines. There are even some nice additions thrown in like having orders barked through the Wiimote speaker and Wiimotes vibrating as your shots rip through robot flesh. There’s also unlimited continues and three difficulty settings. I should clarify that my saying these are fantastic replications doesn’t mean that I think these are fantastic games. They are very dated and overly simplistic compared to the past Sega light gun releases. If you don’t have the three Sega shooters I mentioned earlier, I’d definitely recommend picking those up prior to this compilation. If you have a soft spot for the two games included in this compilation, though, I think you’ll be happy with their treatment. I’m just glad to see arcade games like this being preserved on the current gen systems.



If you enjoyed Shipwreck's opinion of the Gunblade NY and LA Machine Guns Arcade Hits Pack, more of his game reviews can be found on CheapAssGamer.

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New Releases 8/29-9/4: (Power) Walking Dead Edition



With the Summer gaming drought still affecting now-gen consoles, Wii and PSP owners should prepare for a satisfying downpour of diversions.  Between Team Ninja's interpretation of Samus' space skirmishes, a Clue-inspirited whodunit, and a pair of memorable light-gun shooters, Nintendo owners better have their Wiimotes charged. The same could be said for enthusiasts of Sony's portable system, who not only receive two solid system exclusive this week, but have Kingdom Hearts: Birth by Sleep, Gladiator Begins, and ClaDun - This is an RPG! in the immediate future.

360

Dead Rising: Case Zero

PS3
No Releases

Wii

Guilty Party
Gunblade NYC & LA Machine Guns
Metroid: Other M

DS
Camp Rock: The Final Jam

PSP
Ace Combat: Joint Assault
Valkyria Chronicles 2  

PC
Ghost Pirate of Vooju Island
Mumbo Jumbo 6 Pack Second Edition
Prison Tycoon: Alcatraz

DesertEagle's Pick: The recent Valkyria Chronicles 2 demo eliminated most of my skepticism- it seems the code wizards at SEGA have successfully translated the contiguous strategy of the original PS3 title into portable form. 

TideGear's Pick: Despite the confusing initial reviews, Metroid: Other M is definitely my pick, as Metroid is my second favorite game series of all time. Valkyria Chronicles 2 is also a must, but I should probably play more of the first game before diving into the sequel. Lastly, Ace Combat: Joint Assault interests me as an Ace Combat fan, but I'm actually a bit disappointed by the shift to real-world settings.

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Jurassic Lark- Carnivores: Dinosaur Hunter Review



I love dinosaurs, but then again I think you’d be hard pressed to find a 25 year old man that dislikes dinosaurs. It’s no big surprise that videogames about dinosaurs would be a no brainer – I mean, they’re powerful and dangerous, there is very little work to be done on the creature creation side and we all know what dinosaurs are and where they came from, so there is no convoluted back story to tell. However, somewhere down the line, “dinosaur game” has become synonymous with “lackluster game” Given that the Playstation Mini lineup has been disproportionately lackluster from the word “go,” one can safely assume that a PlayStation Mini about dinosaurs would not only lack luster, but actively try to consume luster from outside sources. Carnivores: Dinosaur Hunter lives up to these expectations.

Once Carnivore is booted up, you are asked to choose a location, a weapon and a dinosaur to hunt. Maybe “choose” isn’t the right word here, since there are no options available in the beginning: you will select the island setting and you will select a pistol, since those are the only options, but you can choose from a small handful of herbivores to chase after. Although each mission is filled with dinosaurs, you only get points for bagging the prey selected at the start of the game.  This is important, because the points are used to unlock new weapons, areas, ammo and new types of dinosaurs. If you waste all of your ammo shooting at every reptile you see, you won’t earn any points and will have to start all over again.


Headshots for for wussies. I like to toy with my prey.

Once you are all equipped, you are dropped on an island and asked to…well, it doesn’t really ask you to do anything.  You just wander around aimlessly and hope that you run into a dinosaur.  Full disclosure: my father never had time to take me dinosaur hunting when I was young, so perhaps I am missing out on some hyper-realistic tracking system that seasoned dino hunters would understand, but I meandered for what felt like an eternity before I came across the Dilophosaurus I was looking for. I passed other miniature thunder lizards while I searched, but had to avoid them, since I ammo was at a premium. When I finally caught up to my prey, I fired a single, wholly unsatisfying shot from my pistol, and it was dead. A UFO flew overhead and took it away, and I collected a whopping 10 points. That is about as exciting as things get.

I won’t say that Carnivores: Dinosaur Hunter fails in every aspect, but it comes awfully close. The controls attempt to mimic console-style dual-stick FPS controls by moving with the face buttons and aiming with the analog stick.  In the five years since the PSP launched, I have never heard anyone say “I love it when they shoehorn these garbage twin-stick mechanics into PSP games.”  Firing is a chore, as you have to draw your weapon with the left trigger, then fire with the right trigger, and then remember to holster your weapon in order to run. Add the fact that each of the 8 weapons sounds like a cheap toy, and you have yourself one of the least satisfying shooting experiences I’ve ever been party to.  The locations are drab and boring and look like they were built in the Quake engine. They are quite large, but the dull, empty scenery offers no incentive to exploring the endless, barren plains.


The game's implied explanation for dinosaurs extinction? UFOs!

Don’t worry; I do have some nice things to say about Carnivores: Dinosaur Hunter. During my extensive time with the game, it didn’t crash once, and I suppose in this day and age, that’s almost an accomplishment. Also, there is an interactive trophy room, which taunts PlayStation fans by reminding them of the unfulfilled promises of PlayStation Home’s trophy room. I suppose the game is only $3, but I can’t help but suggest that money would be better spent on three better 99 cent games for your cell phone.


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A Bloody Good Time- Shank Review



In the mid-nineties, few films were able to encapsulate my entrenched passions as well as 1995's Desperado. Skillfully blending John Woo-inspired gunplay, a searing Santana-infused soundtrack, with a unhealthy infatuation of Salma Hayek, it seemed like every frame of the movie was culled from my unconscious. I recall leaving the opening night screening, yearning to replay the on-screen action in interactive form. Sadly, that craving was only partially fulfilled by Total Overdose: A Gunslingers Tale in Mexico, over ten years later. A full decade was spent wondering why someone didn't contextualize  Robert Rodriguez's tequila-drenched vision into a visceral 2D hack-and-slash. Now, five years later, my wish has been unexpectedly fulfilled by the developer of Eets: Chowdown.

While the game's eponymous protagonist may evoke more of a venomous Machete vibe, rather than Antonio Banderas's imperturbable cool, the decision is undoubtedly for the better. Shank is a character of minimal words, preferring to let his arsenal of guns, grenades, and a chainsaw handle any conflict resolution. From the moment the character descends upon the game's shadowy bar until he exacts his retribution on the final boss, this anti-hero is a hell-bent beast of butchery, darting wildly like a 2D Dante or Bayonetta.



To permit Shank to exact his revenge, nearly every button on the controller in utilized. Typically, the protagonist's barrage of agony is deliberately fluid, allowing Shank to fire off a barrage of ballistics in one direction, while pummeling a foe in another. If the character can grab hold of a enemy a new range of options exist, allowing the player to throw the antagonist to the ground in preparation of a point-blank shotgun blast or offer a mouthful of hand grenades. While many brawlers suffer from repetition, the repertoire of carnage offered by Shank, helps shake the genre's inevitable tedium.

Sadly, a few minor blemishes weren't exorcised by the title's Q&A team. The same button used to strike is also utilized to pick up health-replenishing objects in the environment. Sporadically, my last-ditch recovery effort was frustratingly interpreted as a concluding strike. Likewise, I succumbed a few times when Shank didn't sinuously dodge out of danger, or when he stubbornly didn't want to change his firing direction quickly enough. While the game's platforming bits feel nearly automated in the first few stages, soon enemy  fire will come cascading from the sky, often sending our hero plummeting to his death.



Unlike recent beat-em-ups which seem to expect another player  to share couch space and pugilistic responsibilities, Shank's multiplayer component is designed for two gamers. The co-operative mode cleverly offers the protagonist's backstory, as well as delivers stages and bosses not found in the game's single-player campaign. Interestingly, the title's difficulty is augmented to accommodate an additional player. In execution, the challenge level probably didn't need to be raised- keeping track of your character on a busier screen was taxing enough.

Despite a few niggling control issues, Shank represents one the best exemplars in the recent revival of 2D brawlers.  Along with a magnificently hand-drawn, lithely animated delivery, the title entices gamers with its 100+ hit combos, and brooding musical score. Those who find contentment within the confines of a visceral, comically violent side-scroller such as Castle Crashers or Alien Hominid should thoroughly enjoy Shank. Personally, I'm eager awaiting a second-playthrough after the Machete premiere; I can't think of a diversion better suited as a companion piece.




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The Tech-Gaming Podcast, 3-9: The Lost Episode



Typically, collectors will pay a gargantuan amount of money for the privilege of owning unreleased material. Thanks to SeanNOLA's efforts in remastering an episode previously thought corrupted, now our listeners can enjoy this oft-requested podcast, nearly disregarded, totally gratis, podcast.

Now our listeners can finally hear DesertEagle's Tournament of Legends, DeathSpank and DragonQuest IV: Sentinels of the Starry Skies criticisms, as well as SeanNOLA's discussion of Landit Bandit, cartography, and his (gasp!) disdain of NISA. Before we move into a round of Nintendo-themed trivia and open our adored mailbag, TideGear enlightens us of his new Japanese-indie darling.


Don’t forget to send your questions for our next mailbag, and subscribe to the Tech-Gaming Podcast on iTunes. Leaving a review would be an cool thing to do; and keep us from begging for feedback every show.

This podcast contains explicit content | Download | Duration: 01:16:53

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Consolation Prize- Family Gameshow Review



Barring Microsoft's enigmatic decision to pull the plug on their popular adaption of 1 vs. 100, gamers are being presented with an increasing amount of game shows interpretations. From THQ's proliferation of Are You Smarter than a Fifth Grader on practically every microprocessor-based device short of a toaster-oven to Ludia's proficient adaptations of Press Your Luck, The Price is Right and Family Feud, nearly every popular content has made the jump from cable television to console controller. Somewhere, a developer must be trying to capture the limited luridness of The Newlywed Game into an interactive diversion- I just feel it.

Despite the presence of the Game Show Network's logo on the front of the box, publisher Storm City's Family Gameshow isn't based on a televised competition. Instead, the title shrewdly offers three fictionalized contests which accommodate up to four players. With a handful of convenient options, a respectable amount of variety  and a tolerable presentation, budget-minded Wii owners may want to consider Family Gameshow for their next get-together.



Drawing inspiration from Who Wants to Be a Millionaire, Control Freak tasks players with answering a succession of multiple-choice trivia questions. Like the popular show, players have the ability to narrow down the list of possible answers by using a limited selection of 'jokers' which reveal incorrect responses. Dissimilar from the daytime program, questions are delivered from categories and when playing with multiple contestants- players may pass a question to one of their rivals. Despite sporadic spikes in difficulty, most of the queries were both interesting and reasonably current.

Less successful is Puzzle Addict, which is patterned after a crossword puzzle. While some might enjoy solving the various word clues, and occasional the round of Sudoku, word search,  or unscrambling, others will see why the game is best suited for a paper-and pencil translation (or alternatively, Crosswords DS). During one turn, I was issued a clue with more than one potential answer: 'a three letter word for an article of clothing worn on the head' (middle letter was an "A"). Knowing that both 'cap' and 'hat' could be used, illustrated the inadequacy of ambiguous clues into an rigid competition. Even more frustrating was the intermittent short word which only Scrabble players might have in their lexicon.



Fans of Nintendo's Brain Age/Big Brain Academy series will have an advantage in Brain Strain, which presents participants with fifteen types of cerebral calisthenics. From adding sequences of number, identifying silhouettes, and placing sequences in order, each challenge requires a combination of focused concentration as well as speed. Although some of the game's graphical assets resemble clipart, there's a reasonable amount of a variety in each of Brain Strain's recreations.

Before playing each of Family Gameshow's three diversions, players may pick from three difficulty levels. Additionally, the title's 'generations' option allows younger participants from three ages (0-8, 9-12, 13-17, and 18+) to play, balancing the difficulty appropriately. For those with a limited amount of controls, the game allows players to share Wiimotes, lowering the game's barrier of entry.



Forgoing Mii integration, Family Gameshow allows players to choose from eight modestly  rendered avatars. The caricatured hosts of the three games are drawn with a bit more detail, and animate well. Sadly, their voice-over sounds like it was recorded while speaking into an empty glass bottle- after a few rounds, their tinny inflictions grew tiresome. While the game's virtual sets are fairly spartan, each presents a pleasant amount of reflection and gloss.

Although Family Gameshow lacks the name recognition and immediate familiarity presented by the current crop of licensed contests, it presents diversity not found in the translations of a single show. If your next gaming gathering doesn't mind taking a few minutes to understand the nuances of Control Freak, rather than the instinctive recreation of an existing show, the title might just be worth it's twenty-dollar price tag.


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Family Ties- Mafia II Review



Much like the armed forces, it would seem that life in the mob is dictated by rigid protocol. Beyond a unmistakable hierarchy and expectation of self-discipline, both agencies are governed by an inflexible code of rules- like when lethal force can be applied. With such an unyielding structure, it seems unlikely that games which center on organized crime would allow vocational flexibility. Yet, that's precisely the type of diversion offered by syndicate-themed titles such as Grand Theft Auto 4, Yukuza 3, and the Godfather series.

Despite the game's open-world setting, Mafia II presents players with a decidedly linear storyline. Although the game's fifteen missions task players with driving across the game's urban sprawl, there's a surprisingly small amount of extra-curricular activity to be found, save for the purchase of a dapper trench coat or the upgrade of a stylish sedan. Gamers expecting a sandbox which can accommodate their aspirations of becoming a family don might be disappointed. Mafia II's devotion to plot restricts the scope of the game- you'll be regulated to a middle-management position throughout the title's trajectory.  However, this dedication to a central narrative also means players are rewarded with rich characterizations and an opulent cinematic enticement absent from many open-world titles.


The crew express their displeasure when the diner runs out of cannoli.

Arguably, Mafia II presents players with one of the most skillful mise-en-scene since The Saboteur's Parisian playground. Early in the game, players steer through the snowy boulevards of Empire Bay, a stand-in for New York City in the mid 1940's, complete with lofty skyscrapers and a sweeping suspension bridge. On the in-game radio, Dinah Shore and Dean Martin croon, sporadically interrupted by news reports from the European theatre. As time passes, the snow surrenders to Spring, and players are jettisoned into the 50's, where rock and roll riffs fill the air, cars drop their excess steel, and fashion evolves realistically. On some of the more brutal missions, the skies swell with ominous storm clouds, evoking a somber tone to foreshadow the imminent bloodshed.

Although driving seems to take up an inappropriate amount of protagonist'sVito Scaletta waking hours, his exploits also include a robust amount of third-person shootouts, fisticuffs, and the occasional stealth-based heist. Of these three illicit activities, ballistic exchanges are the most gratifying, due to a largely competent cover system and brawny arsenal. Unfortunately, Mafia II's fights are both simplistic and repetitive; players will likely find themselves dispatching successions of foes in similar ways. Although the game does present a three button system with a smattering of combos, brawls are never as gratifying as Yakuza 3's fisticuffs. Although Mafia II’s clandestine segments deliver a modicum of tension, they seem underdeveloped due to the game’s simple  mechanics. Like so many other action titles, Mafia II's stealth engines seem shoehorned in just to add a bit of diversity to the game.


"They're not gonna catch us. We're on a mission from God."

While some might find that the title's narrative borrows a bit too freely from the Coppola/Scorsese Cosa Nostra canon, I would myself enjoying the cinematic references. Unlike the cascade of characters thrown at players in most open-world games, Mafia II's cast is gradually introduced and are allowed to develop- as such, characters are undeniably intriguing.  Part of this charm emanates from the game's convincing voice acting, the other from the construction of Scaletta's character. Having the protagonist move from the dangers of combat in war-torn Sicily to an equally dangerous domestic setting could have been a clichéd concept. Here, the battle experience of the main character helps forge a sympathetic anti-hero, even when Scaletta is committing some heinous acts.

2K Czech's decision to abandon the fashionable open world, emergent gameplay motif is certainly commendable. It's hard not to admire a developer who forgoes the near-requisite multiplayer competition and supplementary material to focus on a well-crafted single player game. Yet, beyond Mafia II's deftly developed characters and settings, many of the game's other components feel uninspired. Ultimately, Empire Bay and a handful of its maligned inhabitants are worthy of a rental, but only diehard fans of the genre will want to commit themselves to the brotherhood.


"You're never heard of Jill Valentine? She's the MASTER of lockpicking!"


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Ys-E To Recommend- Ys Seven Review



DesertEagle's Take: North American gamers are forgiven if they aren't familiar with the exploits of Adol Chistin and his devoted sidekick, Dogi. With the exception of 2005s Ys VI: Ark of Napishtim, the duo hasn't made an appearance on this side of the Atlantic since the sixteen-bit era. Yet in Japan, the series has been steadily refining its action/role-playing elements for a faithful legion of fans. Like the Dragon Quest franchise, Ys appears to be on the verge of widespread Western appeal. With publisher XSEED's commitment to localizing three entries in the popular series, PSP owners are in for a treat- especially if each ensuing title is a competent as recent release, Ys Seven.

Despite the inclusion of the recurrent protagonists, players need not have played previous franchise iterations to enjoy Ys Seven. Staying close to role-playing platitude, the titles opens as a ship transporting crimson haired Adol and brawny Dogi makes its way toward the shore of Altago. Soon after the pair reach land, they come to the rescue to an innocuous flower merchant, which inadvertently lands them in the local jail. Luckily, they are released by a benevolent King ,who quickly discerns the duos' stalwart disposition. The ruler then asks for Adol and Digo's assistance is uncovering the source of a mounting surge of malevolence.



While Ys Seven's pre-town prologue and animated introduction generate anticipation for an impending adventure, some of the title's momentum was lost during dialog with the local villagers. Before most individuals quests are assigned, players must initiate a conversation with a specific person to move the story along. Sporadically, this meant talking to a dozen or so townsfolk, whose chatter is intended to enrich the title's storyline, yet often veers toward the mundane. There's a are a few skillful exceptions to this formula- such as an impetuous young boy with a heartbreaking backstory who transforms into a gallant hero.

As plodding as the prattle can be, most players will absolve Ys Seven based on the game's consistently stirring combat. Forgoing the turn-based skirmishes found in most adventures, the title's conflicts aren't far-removed from an arcade brawler. With buttons assigned to strike, dodge, use a variety of special moves, or switch characters battles are both rapid and rewarding. Since each dispatched foe gushes a stream of money and items, treks through hostile zones rarely feel like a grind; even so, players may dart past any encroaching beasts. To add a bit of substance to the proceedings, each party member has a specific expertise; for example Dogi's attacks are most effective against armored opponents.



A number of minor elements also help improve Ys Seven's playability. From the commencement of the game, players have access to a quest guide and map. As a portable game that is often played in quarter-hour spurts, these tools were invaluable. A convenient teleport option become available once Altago's pathways become well-worn. I do wish the game's setting  was a bit more expansive- players are tasked with exploring the same dungeons twice (although they are rearranged for the revisit).

With a vibrant color palette and a rousing score, Ys Seven's presentation is certain to charm PSP owners. Masterfully, the game's framerate is flawless even during the title's intense boss battles, which will have players dodging and striking for durations of up to thirty minutes. Although towns overflow with buildings which can be entered and overworld treks can be expansive, the title's loadtimes are always brief. The game's single abstinence is the lack of voice-acting; all non-cutscene dialog is text-based.

Along with the two Star Ocean titles, Ys Seven is a requisite PSP game for action/RPG aficionados. With a riveting battle system, a handful of epic boss battles, and a surprisingly deep item synthesis component, the title should has the capacity to keep players engaged for at least thirty hours. If future franchise installments can maintain this game's proficiency (and avoid the woes of the Ark of Napishtim port), Ys has the potential of capturing fans on Western shores.



SeanNOLA's Take: There is a thin line between games that show respect to their audience and games that are obtuse to “outsiders.”   Games like Flower are often touted for making the assumption that its target audience comes equipped with certain knowledge of basic gameplay elements, such as collection, but more complicated titles can become inaccessible if designers presume that the player comes to the table with intimate knowledge of a genre’s inner workings.  Ys Seven precariously walks the line, but for the most part comes out on top.

The story begins with Adol and Dogi, consummate adventurers, landing on the once forbidden continent of Altago.  Upon arrival, they are asked by the king to investigate a series of Dragon shrines in order to explain the recent rise in tectonic activity as well as the strange illness that has been running rampant across the kingdom.  The next 30 hours are spent travelling from one Shrine to another, unlocking their dormant powers and reporting back to the sickly king.  Just like most JRPGs, the duo collects a cast of colorful characters to join them in their journey, and each one has their own story to tell, complete with side quests.  The overarching story is nothing to write home about, but it bears mentioning that the localization is well above average.  The dialogue is subtle, respectful and believably delivered.  There are no wacky, over-the-top comic relief characters or out-of-place talking animals – just a nice, straight forward tale in a fantasy setting.  The tone of Ys Seven is a refreshing context to the kind of childish drivel that JRPGs have become synonymous with.



The legendary bumping battles of the original Ys games are thankfully absent from Ys Seven.  Instead, combat is fast paced and surprisingly tactical.  In addition to slashing and dodging, each character can set up to 4 special attacks and one super attack.  Additionally, you can switch between any member of you party on the fly, giving you a choice of 18 different attacks at the ready for any given situation.   Every character in the game is assigned an attack stance, which serves as an anchor for a rock-paper-scissors mechanic, as certain enemies are more susceptible to particular attacks.  Boss battles revolve around a fatigue mechanic, very similar to the Stagger system found in Final Fantasy XIII, which breaks up the standard battles just enough to keep the game from getting repetitive.

Ys Seven’s Achilles’ Heel is its tendency to assume the player has a deep familiarity with JRPG nuance.  Often times, the story will offer little direction as to how to progress, instead supposing that the user will find the one character in a town that looks different from everyone else.  Without an understanding of the sort of nonsensical quest structure of the early nineties, you might find yourself losing a few hours wandering around a town without any focus.  Also, as deep and entertaining as the battle system is, the mechanics are not exactly spelled out for you.  Most of the more tactical details are left for the player to figure out on their own, leaving the inexperienced player with a rather dull “mash-x-to-win” style brawler.  The complaint seems small, but it is valid for anyone who is tackling an action RPG for the first time.



Although the past few installments of the Ys series have been underwhelming to say the least (I’m looking at you, Ark of the Napishtim), I can whole heartedly recommend Ys Seven to anyone with two thumbs and a PSP.  If you are unfamiliar with JRPGs, you might want to find a good guide or FAQ to help you through the first few towns, but if you’ve navigated your fair share of world maps, then you’ll feel right at home.

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