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Thứ Hai, 19 tháng 9, 2011

TGS 2011: Lumines Electronic Symphony hands-on preview

With PS Vitas in short supply at this year's TGS, we were pleased to be able to sit down in a quiet spot off the show floor and play the TGS demo of Lumines: Electronic Symphony. From our brief time with the game, it looks like Electronic Symphony is poised to be the puzzle game for Vita as the original Lumines was for PSP.  

Creating a follow-up to such a simple, well-designed, well-balanced block puzzle is tough. Besides updating the visuals and sound, what do you do? Well, Electronic Symphony obviously has upped the ante on the overall presentation, but it adds a few elements to the gameplay without disrupting the core mechanics or the flow of the game.
A quick primer on Lumines: it's a falling block puzzle where squares of four blocks fall one at a time from the top of the screen, and you must match same-colored squares of four or more (there are only two colors of blocks on any given level). Blocks clear each time the sweeper line passes over them, and you get more points the more blocks you can clear in a single sweep. It's from Rez creator Tetsuya Mizuguchi though, so you know it's more than just a falling block puzzle – there's a music and rhythm element too. The sweeper line, called the timeline, moves to the tempo of the music in each level (so it moves slower during a slow song), and of course the visuals also pulsate and change in rhythm with the music too, the intensity of which escalates as your score climbs higher and higher.

So what's new in Electronic Symphony? For starters, it adds two new special blocks, called the chain block and the shuffle block. The chain block clears all blocks of the same color that it touches and any other blocks that are adjacent to those blocks within the same cluster. So if you have a long snaking line of blocks that touch but don't form any squares, it will clear them all. The shuffle block does exactly what it sounds like it does – it randomly shuffles all the blocks within a cluster (clusters are any group of blocks that all touch each other on the field). This might sound bad, but in a pinch it can actually be a lifesaver. If your screen is almost full and you're in danger of a game over, a shuffle can potentially create a bunch of matches and clear more room on the screen.
Avatars also play a bigger role this time too, and the avatar you choose determines what kind of special power-up you get. As you play, a meter fills that allows you to use an avatar power by tapping the icon in the lower left corner – in the demo, using the avatar power gave us a random special block. You can fill up the meter faster by tapping your fingers against the Vita's back touch pad, which totally works, but feels a bit silly and seems like an unnecessary use of the hardware's features. At the very least, you can ignore it if you'd like.

From the brief demo alone, it's clear that Electronic Symphony takes full advantage of the new hardware, and the newly 3D visuals look absolutely amazing on the Vita screen. As our score grew and the visuals got more and more intense, it was impossible not to slow down and admire how gorgeous it looks in motion. Like Mizuguchi's other works, it really plays with different visual aspects creatively, like opacities and textures, dynamic lighting, and particle effects (we're told there's a skin with a popcorn popping theme, which sounds like a satisfying visual). And with over 50 skins confirmed for the game, there's a lot more to look forward to. Expect tons of great music too, with licensed tracks "Hey Boy Hey Girl" by The Chemical Brothers and "4 AM" by Kaskade.
Lumines: Electronic Symphony is planned as a launch title for North America and Europe, so look for more info in the coming months.

TGS 2011: Army Corps of Hell (PS Vita) first hands-on preview

On the show floor of Tokyo Game Show, space is at a premium, with crowds all over the place, and based on the gigantic lines for most titles, it seems the PS Vita is most popular with attendees. That’s no surprise as this is its public debut in Japan, but it makes getting your hands on a Vita title incredibly difficult. Fortunately, one of the first titles we finally got a shot at was Square-Enix’s just revealed Army Corps of Hell. With over-the-top violence and a heavy metal aesthetic, you might not think it would remind you of Nintendo classic Pikmin, but the similarly light RTS gameplay style quickly made this one of our early favorites planned for the Vita launch.

We began the game as the skeletal lord of demons entered the Underworld with his tribe of 99 smaller minions surrounding him. As our first enemy appeared, a monster that mostly consisted of a giant, purple-lidded eye, we approached him on the circular platform with our brigade of testy demons and began tossing our angry army at the giant. As our team equipped with swords got on top of the beast and stabbed it to death, it eventually exploded into a shower of blood, leaving only its eyeball, which the titular Army Corps of Hell quickly consumed.
Soon enough we learned that our squad was made of three factions: the previously mentioned swordsmen, a group that used spears, and a team of magic users. Each made up a third of your forces and you switched on the fly between them depending on what the situation called for. A couple baddies were more susceptible to spears than swords, and there were a few times we needed to strategically pull back and use the magical ranged attacks of our squad. It struck a nice balance as we took out hellspawn after hellspawn with our team.
Still, we have to admit that the small amount we played was a tad linear, as each encounter followed thusly: find a few enemies on a circular platform, kill them all, wait for a bridge of bones to appear, then cross to the next platform. There was a health-restoring minigame that used the back touchpad to liven things up, but unfortunately it wasn’t really working in our demo build. But even if it started to grind a little, our spirits were kept up by the hilariously silly heavy metal soundtrack in the background and just how excitedly violent the title was. Though the game hasn’t been announced for an English language release, the style and design just screams Western announcement, so hopefully it’ll be ready in time for the early 2012 US/UK launch.

As we reached the boss of stage, the strategy got a little deeper as we ran around the platform avoiding his powerful stomp attacks then circling back around to fling our swordsmen at his knees to bring him down. By the way, Army Corps gameplay demands makes the direct camera control a necessity, giving us renewed appreciation for the Vita’s right thumb stick. Once we brought the boss to the ground, our spearmen were all over his face and eventually ripped off his head, which sailed across the stage in a bloody arc. As our satisfied team fed on the spoils of battle (aka the severed head), we were also satisfied with the pretty fun time we had with Army Corps of Hell. As long as Pikmin 3 is stuck in development hell, we may as well have fun in the meantime with this hellish tribute on the Vita.

GR’s weekend giveaway: Street Fighter III: Third Strike Online Edition download codes

Welcome to GamesRadar’s weekend giveaway! This week, we’d like to bring you the gift of game with a chance to win an XBLA or PSN download code for Street Fighter III: Third Strike Online Edition. Entering is easy. Trust us. Just read a few more words and you'll see what we mean.
To enter, just leave a comment on this article by 9:00 am (Pacific Time) on Monday, Sep 19. In your comment, make sure to tell us if you’d prefer an XBLA or PSN code if you win. You can read our official contest rules here. US and Canada residents only please. Our apologies to readers from other countries.

Winners will be selected at random and can expect a PM from one of our administrators early next week. Don’t forget to check your inbox to see if you’ve won!

iPad reviews of the week: VidRhythm, Radballs, DrawRace 2, Serious Sam: Kamikaze Attack!

We're checking out the latest offerings from a couple recognizable names in the world of console gaming this week: VidRhythm, the wacky video creation from Rock Band developer Harmonix, as well as DrawRace 2 HD, a touchscreen-oriented racer from Trials HD creator RedLynx. Elsewhere, we're tackling an alluring music-addled puzzle game called Radballs, as well as checking out the second in the series of Serious Sam-inspired indie games, Kamikaze Attack! Most of these are universal apps – aside from DrawRace 2, which has separate iPad and iPhone apps – so one download will let you play on any compatible iOS device. Check 'em out!
Game: VidRhythm
Price:
$1.99/£1.49
Size: 12.8MB
Buy it now from the iTunes store: US / UK

VidRhythm is not a game, which makes it a curious anomaly in the history of this weekly feature, as well as the long and impressive background of creator Harmonix – you know, the studio that spawned Guitar Hero, Rock Band, Dance Central, and Karaoke Revolution. Harmonix has an amazing knack for creating innovative and exciting music-related products, and VidRhythm continues that theme on the much smaller scale of a two-dollar universal iPad and iPhone app. Is the developer's first commercial non-game as notable as those aforementioned experiences? Not in the slightest. But for all that the studio has served up over the years, we'll happily check out their other ventures if it'll keep 'em rocking out for years to come.
Depending on how you choose to wield VidRhythm’s abilities, it's either a force for amusement or annoyance. The app grabs quick video clips of whatever's in view – your face, a pet, etc. – along with a brief voice clip as detailed, whether it's a drum-like sound or a hummed note. You'll choose one of 20 featured songs, including sped-up classical tunes and original compositions from within Harmonix, as well as a visual theme, with options inspired by past studio releases and other general themes like cats and colorful icons. Then simply press a button and watch the app transform your various choices into one goofy video that can be uploaded and shared online. 
If you'd like to see some nightmarish examples of what happens when you mix the feline theme with human facial reactions, don't hesitate to search for "VidRhythm" on YouTube. It's hard not to admire the app’s ability to immediately translate bite-sized recordings into something lightly amusing you'll want inflict upon friends and family. Before iPhones (and later iPads) were so widely owned, it was easier to be wowed by the things these touchscreen wonders could do. VidRhythm is a welcome throwback to that time, so don't overthink its long-term worth; just drop a couple bucks and get weird with us already.
Game: Radballs
Price: $2.99/£1.99
Size: 165MB
Buy it now from the iTunes store: US / UK

"Radballs" is an awesome term, and Radballs also happens to be a neat iOS puzzle game. The game is all about matching like-colored balls and clearing them from the screen, but this superbly presented app takes its cues from a variety of sources, especially Bejeweled and Lumines. The latter favorite comes to mind due to the inclusion of a moving line (set to the beat of the music) that clears bunched-up balls – but it's also a notable influence on how damn slick the audio and visuals are in this iPad and iPhone offering.
This hodgepodge of familiar elements from top genre entries may not feel quite as polished, balanced, or addictive as its influences, it's definitely intriguing. Colored balls drop onto the playing field, where you shift balls around (one at a time) to pair up four or more like colors into squares or rectangles. Such blocks are cleared when the moving line passes through, which earns you points to fill your Radness meter and clear the stage, but Radballs adds in a fresh mechanic where you can grab the line and scratch it like a record to earn extra points. With power-ups that detonate or electrically clear large chunks of balls, you'll encounter several ways to earn enough Radness to clear each stage.

Born from '80s-inspired design flash, Radballs looks like a million bucks thanks to its eight distinct skins which toss up uniquely styled and colored balls, as well as themed iconography like palm trees and shutter shades. The soundtrack includes some fabulously thumping remixes of recent OK Go singles and other original electronic tracks from Neil Voss, who composed the Tetrisphere and The New Tetris OSTs way back when. Better yet, you can use your own DRM-free music to propel the puzzle action, which adds a new twist to the on-screen antics. Radballs may be like a Frankenstein's monster of existing puzzle ideas, but we can't help but be hooked by the excellent aesthetics.

TGS 2011: Theatrhythm Final Fantasy hands-on preview

The Final Fantasy series as whole has one of the best music catalogs in all of gaming, so the idea to make a rhythm game featuring all the classics from the franchise's history is about as solid as it gets. With awesome rhythm games on the DS like Elite Beat Agents and Rhythm Heaven already setting a strong standard, our expectations were high as we picked up Theatrhythm: Final Fantasy for the very first time. After playing through all the tracks available on the TGS demo, it looks like the Final Fantasy rhythm game is right on track.

First, let's talk about the basic mechanics. Like many rhythm games, Theatrhythm features several kinds of notes that you must hit in time to the music in a specific way. Basic notes require a simple tap, arrow notes require a quick flick in the indicated direction, and hold notes require you to hold the stylus to the screen for the indicated duration. Accuracy is graded on each note, with "critical" appropriately being the highest grade possible. Similar to DDR, your character has a life bar and you HP goes up and down depending on how many notes you hit/miss, failing you out of the song if it hits zero.
From the start, it's clear that Theatrhythm isn't just a generic rhythm game with a Final Fantasy skin. First, there are three types of levels that correspond with the three major sections of an FF game – battles, exploration, and cutscenes. Battles are quite similar in format to DDR, where notes move in a straight line across the screen. The set-up looks like an FF battle, with a monster on the left and four party members on the right. As the notes scroll across the top screen, you can tap anywhere on the bottom screen to hit them. Once we got a good streak going on our first battle (the battle theme for the original FF), we automatically triggered a summon, which felt a lot like activating star power in rock band.

Field exploration levels switch things up a bit. Whereas the hold notes in battles are all just a straight line where you don't have to move the stylus at all, the field sections we played had lots of hold notes with wavy lines where we had to move our stylus on the bottom screen to keep it lined up with each note's twisting path. And whereas the battle and exploration levels are side-scrolling, the cutscenes present a fixed screen where the scene plays in the background and the notes circle around in place.
While the highly stylized, over-the-top chibi-size adorableness of the art won't appeal to everyone, we absolutely love it. It fits well for this type of game too – it's a spinoff, not a serious Final Fantasy game, and as such it shouldn't look like one (and if the sprites look familiar, it's because they're from the Japan-only Kingdom Hearts Mobile game). Plus, there's just something fun about seeing characters we've known and loved for so long in a completely different light than we're used to.

The music too, is obviously fantastic. The final game will have over 50 tracks, with three songs each for each game in the numbered series, from the first Final Fantasy through FFXIII (our favorite track from the demo was probably Tina's theme from FFVI, but it's tough to choose).
We're eagerly anticipating an official announcement that Theatrhythm: Final Fantasy will be localized outside of Japan, so look for more news as soon as that happens.

TGS 2011: Steel Battalion: Heavy Armor (Kinect) preview

Announced last year at Tokyo Game Show before Kinect hit stores, the idea of a new Steel Battalion game for a controller-free hardware d-on seemed almost comical. The original Steel Battalion is remembered by hardcore collectors for being packed in with one of the most complicated console controllers of all time. Now the series is back with Steel Battalion: Heavy Armor as Capcom gives development responsibilities to From Software, and in the place of two control sticks, three pedals, and 40 buttons, you’re left with motion controls to fill the gap. Could that possibly work? After seeing it in action, we think it just might.

During our hands-off, developer controlled demo, we quickly understood that Steel Battalion: Heavy Armor’s greatest strength is its use of Kinect and the standard controller in unison. The fact that a controller is involved came as a relief to us, since a mech combat game like this one demands precision that waving your arms about can’t really do on its own. For the core mechanic of pointing you weapons at stuff and blowing it to smithereens, it’s all on the controller, but there’s a myriad of things happening around that central experience that can only be done with Kinect.
Taking place in a future where a virus caused technology to basically be set back to the 1920s, humanity has had to to quickly get back in the swing of things now that computers are gone. In that turmoil America was invaded by a country that sounds like some sort of Communist conglomeration, and in 2082 America is slowly taking back their states, one bloody, mech-filled battle at a time. In this war you pilot a VT or Vertical Tank, the walking war machines central to the conflict.

From inside the VT a team of soldiers run the contraption, with you manning the main controls. In the background your support team is reloading the canons, checking diagnostics, and talking plainly yet poetically about the nature of war. From standard view inside the cockpit, which is seen when sitting and having the controller in a resting position on your lap, you can turn around and check on your squad mates with a quick sweep of your hand in the direction of the corner of the tank you want to check.
As we were introduced to the motion controls they came off as a mix of useful and gimmicky. Pratical tricks included turning a knob to switch your main weapon, pulling down your camera array to view the battlefield from different angles, and standing up to exit the top of the tank to get an unobstructed view of the battlefield. The more gimmicky uses included shaking a squad member’s hand, putting your hands up to your eyes to use binoculars while standing, and in one of the funnier moments of the demo, punching a hysterical teammate. As the battle gets too intense for one member of the support team, he tries to run out of the tank and, after pulling him back in with a quick overhead grab with your right hand, you then punch him in the face multiple times to get him to calm down, which works for some reason.

That brief exchange of therapeutic punches was peppered with obscenities highlights another important thing about the game: it seems heavily aimed at the western, mature market. The battles are incredibly bloody, with VT machinegun fire hitting human infantry and exploding them into bloody messes on impact. Additionally, the soldiers have swear-heavy conversations about how effed up a particular battle is, and how they don’t need this shit. The overall look also seems more Western, with character designs and settings taking a much more American flavor.
Though the start of the demo was frontloaded with Kinect-based actions, the deeper we got in, the more the controller took center stage. With a quick push forward of both hands and the controller, the pilot enters the standard action view, as the VT slowly walked forward, blasting enemies both human and mech to bits. While standard munitions just bounce off the exterior, heavy blasts from opposing VTs cast about the cockpit and its inhabitants violently. After taking down a particularly heavily armored VT and some guard towers, the day was won and the soldiers had taken back Manhattan.

After the brief demo we were impressed with how the controller and Kinect were able to work together for a richer-looking experience that could be something special when its 2012 release rolls around. Though we don’t think all the Kinect uses we saw were wholly necessary, Steel Battalion: Heavy Armor could be the first Kinect game that successfully caters to hardcore players instead of dancing grandmas and excitable children. However, with all the different ways you use Kinect controls in the cockpit, we bet this will have one hell of a tutorial.

TGS 2011: Clan of Champions announced for PS3, 360 and PC

NIS America recently announced at TGS that it plans to publish the fantasy action game Clan of Champions in North America and Europe for PS3, 360 and PC. The multi-platform title is quite a departure for the publisher, best known for niche Japanese titles like the hardcore tactical RPG series Disgaea and lovely Ar Tonelico JRPGs.
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Clan of Champions is being developed by Acquire, best known for the Tenchu series. The developer has also worked with NIS before on the PSP titles What Did I Do To Deserve This, My Lord? and Class of Heroes, but this type of multi-platform project is new territory. Multiplayer will be a huge component too, with both three player co-op and three-on-three competitive modes. Character customization will allow players to choose among human, elf or orc, and although it's primarily an action game, it appears to have some RPG elements like weapon leveling.
Set for a Spring 2012 release in both North America and Europe, Clan of Champions is definitely one we'll be keeping our eye on in the coming months.

TGS 2011: Comical Tekken 3D Prime Edition trailer fires new shot in the Street Fighter/Tekken war

Since the announcement of Street Fighter X Tekken the heads of their respective franchises, Yoshinori Ono of Street Fighter and Katsuhiro Harada of Tekken, have appeared in a series of silly videos for that game. Still, most of them have been for the Capcom side of things, as SFXT is being developed by Capcom and Tekken X Street Fighter has yet to be shown in any real capacity, but that changed with the new trailer for Tekken 3D Prime Edition for 3DS. Despite this being a Namco title, this awesome video starts at Capcom’s offices and features a scene-stealing turn by Ono. Watch!

We love this trailer for so many reasons, most of which involve Ono’s theatrical laughter, and it was cool to see Namco use this comical developer rivalry to hype their new game. And you have to give credit to Capcom for participating in an ad for something they aren’t involved in at all. Though we suppose it’s possible that this indirectly advertises SFXT, so Capcom gets some bonus.
Tekken has been all over the place lately, with a new CG film, a Tekken Tag HD remake and the planned Tekken Tag 2 on top of all the Street Fighter crossover talk, so seeing it spread to the 3DS isn’t much of a shock.  When we briefly saw the game in action we thought, “Yup, that’s totally Tekken in 3D,” as it seems like a capable, no frills version of the series for the new handheld. And the fact that you get the 3D CG film Tekken Blood Vengeance with your standard Tekken fix of 40 playable characters on the 3DS sounds like a pretty good deal. Now if they could just make Ono and Harada playable characters…

TGS 2011: The console war parody rages on with Hyperdimension Neptunia Mk2

Just like in real life, the console war continues on in Hyperdimension Neptunia Mk2, just announced for release in the US and Europe at NIS America's recent TGS event. If you're unfamiliar with the series, you can check out our FAP of the first game, but all you really need to know is that it's a JRPG about the console wars. Each console is personified as an adorable girl with looks and personality befitting of her console, and they all duke it out Highlander style, basically.

The same cast of characters will return in Mk2, but the battle system has been totally revamped. We're told battles will be more strategic this time, the combo system will be streamlined to be faster, and the overmap and exploration are receiving overhauls as well. We're eager to see what improvements the sequel will make over its predecessor, so look for more details before Hyperdimension Neptunia Mk2 releases next Spring.
Sep 19, 2011

Why wait? GAMEFest's biggest games reviewed NOW!

You know what's crap? Waiting for stuff. And it's even worse when there's a boatload of potentially very exciting games involved, like there was at GAMEFest in Birmingham this weekend just gone. A whole bunch of this autumn and winter's brightest and best filled the NEC show room, but with only short demo time available for each one, I am forced, as is customary, to continue holding back the serious analysis until fuller review-type circumstances come around.

But you know what? I don't care about that. I want to review stuff, and I want to review it now. So using sharpened journalistic instinct (and no small amount of guesswork), I'm going to provisionally review the demos I played with actual numbers and everything.
Please note though. This is a lighthearted article for the purpose of fast, focused previews and general fun-times. All the games covered will be getting proper reviews at the appropriate time. These scores I'm putting down here reflect only my enjoyment of the demos, and do not necessarily reflect what the final verdict will be. In any way. At all. Video game PRs, calm yourselves.

Dark Souls

To be fair, I didn't last too long in Dark Souls. Yes, it was sort of hard, as the series' reputation constantly suggests, but I also picked up the demo part-way through the previous pod-tenant's play, and thus was cast into an unfamiliar location with an unfamiliar character and had to work out the controls along the way. Yeah, I could have backed out and started again, but the menus were long and complicated, I couldn't get them to work properly, and I was really tired by that point so JUST LEAVE ME ALONE, OKAY?

But yes, Dark Souls is kind of hard. And good. To be honest, I didn't find things as soul-twistingly difficult as many claim the game is. It was more a case of staying alert to what was up ahead and preparing accordingly (zombie archers? You'll want a shield then, but use it very wisely), but definitely far more demanding and satisfying than the requirements of 90% of action games out there right now. In the end I got insta-killed by the same giant Asylum Demon that wiped Cundy the other day, having accidentally fallen into its domain from the floor above. It killed me unapologetically. It really did not care at all.
Score: 8

The Legend of Zelda: Skyward Sword

It's tricky to appraise a Zelda game based on a short demo. After all, the joy of the series is in the tens of hours of exploration, character development, back-tracking, unlocking and discovery. It is not in trying to get as far as you can through a (probably) specially- created demo dungeon before the unseen time limit runs out and boots you back to the title screen. Neither is it in partaking in an isolated, out-of context boss fight, selected from said title screen like some kind of cheating, debug-code stealing, 1337x0r h@x0r scum.

But still, the dungeon was rather stunningly pretty, the enemy design and animation a beautiful hark-back to the tone of Wind Waker, and piloting the flying bug item worked excellently with Wii MotionPlus. I might not have had time to properly get a feel for the structure and flow of the dungeon as a whole, but casually cutting spider-threads and dropping the ugly great eight-legged f*ckers from a great height was both effortless and therapeutic. The boss fight was a bitch-hard sword dual that I sort of half gave up on towards the end, but I suspect that was more due to the situation not allowing me to properly explore the nuances of the Wii MotionPlus sword fighting than the quality of the game. So yeah, I have faith this one is going to be at least up to the usual standard. Possibly better.
Score: 9

Mario Kart 7


Instantly familiar, instantly accessible. That's typical for Mario Kart. But for the first time in quite a while, the series has managed to atypically avoid instant ennui. As gimmicky as they might look, those hang-glider and underwater bits really do add some freshness to MK, the submerged sections playing around with floatier physics thanks to the greater resistance of the environment around your kart, and the fully-controllable winged flight (automatically activated after a big jump) opening up loads of potential for veering far from the track to find secret routes, or sneaky overtaking and the skipping of corners way above the roar of engine and stench of exhaust.
Score: 8

Ratchet & Clank: All 4 One

I'll admit, I had my doubts about this one. Frankly, it's screamed "gimmicky co-op spin-off" right in my face from day one. And to be fair, it still sort of does. But the difference now is that it now feels like a fun gimmicky co-op spin-off. Just with two players (as I experienced it, with a good-natured randomer from the show floor), the co-ordinated set-pieces were rather a hoot, in a kind of LittleBigPlanet-But-Less-Brutal kind of way. One minute we were engaging in some gleefully hairy daisy-chained trapeze swinging to negotiate a very wide pit of death, the next we were running from side to side on the deck of a flying car to steer amongst speedily oncoming traffic, and the next we were tactically choosing our targets on a building-sized boss to concentrate our efforts for a damage bonus.

The stage itself was of the overly simple "walk in a linear line and kill everything along the way" school of Ratchet & Clank level design (potentially as a safety-net against anyone getting lost), but if the final game can keep throwing in the set-pieces with increasing imagination (and if you'll definitely have people to play with), it could be rather a hoot.
Score : 7

Resident Evil: Operation Raccoon City


Speaking of co-op spin-offs, this is not Resident Evil 6. It is not Resident Evil 6 at all. It's  a combination of much tighter, sharper shooting control, much bigger numbers of easier-to-kill zombs, asymmetrical team tactics via co-operative character buffs, and a whole lot of violence. Despite all of the changes though, it does a brilliant job of evoking that dark, dystopian, society-in-collapse feel of Resident Evil 2 and 3. In fact atmospherically and visually it's spot on. It's also potentially very satisfying, provided you can co-ordinate with a regular team of players. The zoomed-in over-the-shoulder view currently feels a little too zoomed-in for comfort, but hopefully that's something we can get used to with extended play.

Sony publishing president Shuhei Yoshida confirms new handheld will not be content-restricted by location.

Sony devoted nearly all of its Tokyo Game Show press conference to the PlayStation Vita, but one omitted bit of news concerning the device was revealed today in 140 characters or less. In a post to his Twitter feed, Sony Worldwide Studios president Shuhei Yoshida confirmed that the PS Vita will not be region locked.
The PS Vita won't be region-locked.
After a Twitter user asked Yoshida whether it had been confirmed that the PS Vita would be region free, the Sony executive replied with a simple, "Yes, it is." Yoshida did not indicate whether the PS Vita will be open through just physical media, or also digital content. Sony had not responded to GameSpot's request for clarification as of press time.
Currently, with the PlayStation 3 and PSP, physical media is released region-free, allowing games published in one country to be played without hassle in another. However, Sony's digital strategy restricts content to the region in which it is released, with access being determined by the region of a user's PlayStation Network profile.
As announced earlier this week, the PS Vita will launch alongside 26 games in Japan on December 17. Sony expects to release its newest gaming hardware in Europe and North America sometime in early 2012. For more information, check out GameSpot's previous coverage of the PS Vita.

* Uninteresting story * Making good monsters requires grinding * Some elements aren't explained well.

Many Western players are aware that Dragon Quest is the 800-pound reptilian overlord of Japan's game industry, but might not be aware that the series has spawned numerous spin-offs. Among them are the Dragon Quest Monsters games, which takes the Dragon Quest series' roster of crazy, cartoony beasties and puts them at your beck and call. Dragon Quest Monsters: Joker 2 is the latest in the series to be brought to Western shores, and it offers what the DQ franchise is best known for--whimsical fantasy settings and characters, fun dialogue, and traditional turn-based role-playing game combat--while putting its own distinct twist on the familiar formula.

Dragon Quest Monsters: Joker 2 is full of adventure, combat, and gooey royalty.
You assume the role of the game's nameless protagonist, a young ruffian and would-be monster scout (a person with the ability to subdue and command monsters) who stows away on a flying vessel headed toward a major monster-scout tournament. As fate would have it, the ship encounters a patch of turbulence and crash-lands on an uncharted island seemingly devoid of human life. It's up to you to develop your monster-scouting skills to command the beasts that rule this island and find the ship's missing passengers. But there's more to this strange island than meets the eye, and you soon discover secret tomes and treasures of legendary monster scouts of yore. Perhaps you were sent to this place for a reason. It's not a particularly interesting or original story, but Joker 2's saga still manages to charm thanks to superb localization. Dialogue is consistently amusing, laden with silly puns and odd little speech tics that make the various characters and critters you meet during your quest a memorable bunch. The visual element of the game is also strong, with surprisingly detailed environments and amusing character and enemy animations that help bring the island and its denizens to life.
Dragon Quest is known for its staunch adherence to traditional RPG elements, and while Joker 2 maintains the old-school feel of its forefathers, it also takes the formula in some different directions. Instead of progressing on an overworld map from hub town to dungeon to point of interest, you move from one monster-riddled area to another via a simplified map menu, with new places to explore opening as you complete various story goals. You won't find much in the way of towns, either. Instead, the wrecked ship acts as a hub, with functions like a vending machine, an automated bank, and a monster holding pen becoming available as the game progresses and more shipwrecked non-player characters are rescued.
Combat in Joker 2, as in its sibling games, is old-fashioned. Commands are given to your party through text menu selections, and your crew and the enemy take turns bashing each other until someone emerges victorious. The big difference this time is that instead of a crew of armored warriors, you're commanding a monster squad that you have personally recruited and trained. Your party consists of up to six monsters at a time: three in combat, three in reserve (though bigger beasties require multiple spaces in your roster). You can switch your monsters in and out of combat at any time, even replacing fallen fauna with a full-health unit from your reserve crew if need be. Each monster breed has numerous distinct characteristics, and as they gain levels from fighting, you earn skill points that you can use to give them new attack skills and stat boosts from a species-specific selection. You also have the ability to attempt to scout almost any foe you encounter, which involves having your on-field team show its strength by attacking a monster as a group (but not dealing any damage). If you hit hard enough, you might get a new teammate, but if you fail, you could lose a turn--or worse, make your foe even more aggressive.

Monster mashing: it's not just for mad scientists anymore!
Capturing and building your monster posse is a lot of fun, but what makes things even more interesting is the monster synthesis feature, which opens a few hours into the game. You can fuse two monsters of a high-enough level into a brand-new beast, complete with otherwise unobtainable skills inherited from its "parents." Not only do these fused monsters have access to a wider skillset, but they also gain levels more quickly and have better stat sets than creatures captured on the field. While synthesis itself is great fun, the preparation and aftermath are considerably less exciting. You often need to build up one or both of the monsters for your desired fusion to a certain level--and possibly well beyond that if you want their offspring to come into the world with a huge pool of skill points off the bat. Fused monsters also start at a very low level, requiring you to fight and grind for experience points to make them as strong as the rest of your crew. Since combat can be a bit slow, this can become a source of some irritation. At least you have the option to let the monsters in your party use their own AI instead of giving them direct commands, but even so, you still have to watch combat animations and dialogue play out every single turn. Making things worse is that several nuances to combat and fusion aren't explained well in-game--you need to consult your easy-to-overlook Scout Guide to figure out that maybe you need to run away from that giant flying lynx that can kill you instantly instead of trying to fight it.
It may not be an all-time classic like some of the other Dragon Quest installments, but Dragon Quest Monsters: Joker 2 is still a solid entry in one of the most storied RPG franchises around. It's challenging, endearing, not overly complicated, and plenty of fun, and and a good bet for RPG fans looking for a new beast to tame.

* Incredibly difficult for newcomers * Grinding to become more powerful is tedious.

Time marches on, technology continually improves, but one thing remains constant: Radiant Silvergun is really difficult. This Xbox Live Arcade shoot-'em-up proudly carries the mantle of its genre peers, staunching your enthusiasm with its relentless swarm of enemies gunning for your fragile ship. Death is fast and furious for the unprepared. One minute, you're smiling with confidence as you gleefully vanquish a persistent boss; the next, you're cursing your inattention as you slam full steam into an inflexible wall. Radiant Silvergun offers a clever tweak to the shoot-die-repeat formula, which turns out to be its biggest strength and most glaring weakness. A persistent upgrade system lets you carry your powered-up weapons through each story mode run so that you're slightly stronger than you were the previous time. All but the most skilled players will need to use this feature as a crutch, grinding for hours until they're strong enough to make serious headway. However, it is immensely rewarding to watch your ship grow more powerful with every effort. Radiant Silvergun deftly balances punishment with reward, so though frustration comes early and often, the moments of glory make your commitment worth it.

The cool kids call them "shoot-them-ups."
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For the uninitiated, Radiant Silvergun is absolutely daunting the first time you start things up. The right side of the screen displays all of the weapons you currently have access to, as well as the buttons that they're mapped to. Your eyes stare at the screen, trying to comprehend how you're going to manage seven separate guns at once. Do you unlock them as you go? Maybe grab power-ups from destroyed enemies? Nope! The weapons you begin Radiant Silvergun with are the ones you keep for the entire game. There are three base weapons that continually upgrade as you use them. Homing missiles, explosive diagonal blasts, and a deadly frontal ray offer good diversity in your killing powers. The four secondary weapons have more specific uses. Lock-on missiles, a sweeping laser, and rear assault fit right in with what you'd expect, but the final weapon is quite different from the norm. A short-range sword can be used to defeat enemies, as well as gobble up certain attacks, and figuring out how to use this bad boy is the key to mastering the game.
There are many shoot-'em-ups where enemies flood the screen with so many bullets that the games have become known as "bullet hell." Radiant Silvergun is not one of those games. Challenge comes from managing your guns so you can efficiently dispose of the vast assortment of enemies you encounter. The radar strike, for instance, is the only weapon that can pass through barriers, so using it to clear out foes in front of you is a great way to win a battle before your life is even threatened. At other times, your best bet is to fly toward the top of the screen and use your rear cannon, so you're safely out of harm's way while your enemies fire their worthless guns toward the bottom. But you have to play levels many times before you understand these methods. Furthermore, your guns are so weak in the early going that it takes an awfully long time to take down simple enemies. Because of these two elements, you have to spend hours upgrading your weapons and learning patterns before you're adept enough to triumph.

Those happy pink balls spell your doom.
There's no use sugar coating the experience of playing Radiant Silvergun during its first few hours. Unless you're an expert in this genre, you will die repeatedly, and you will be forced to replay the first level over and over again. It's exhausting. If you aren't prepared for this onslaught, it's easy to lose faith and move on to a less demanding game. And because Radiant Silvergun is so challenging, there's no reason to feel bad for admitting you're just not good enough. But if you have the dedication to see things through, Radiant Silvergun is richly rewarding. Every minute you spend playing makes you that much stronger, and it's empowering to cleave through enemies that stoically stood in your path when you were weaker. Every hour you spend fighting waves of enemies adds another life onto your total, so even those who aren't proficient in shoot-'em-ups should be able to amass a large enough collection to succeed.
Radiant Silvergun is never cheap. When you die, it's because you messed up. You misjudged an enemy's attack pattern or flew too close to a barrier. This knowledge gives you the strength to push on because if you stay attentive, you won't make careless mistakes that cost you dearly. Precise controls ensure you're completely in command of your craft. Whether you're weaving in and out of bullets, circling bosses to find their weak points, or wielding your sword like a dragon slayer, everything feels just as it should. Age has been extremely kind to Radiant Silvergun because the core mechanics are so well implemented. The visuals have been updated slightly from the Saturn original, and though it's clear this is a game that was first released more than a decade ago, it still looks sharp. It's easy to discern the background from the foreground, as well as identify enemies, and that instant communication is the most vital aspect of a shoot-em-up's visual design.

This boss demands an artistic style all its own.
The persistent Story mode is the most interesting way to play Radiant Silvergun, but if steep difficulty is too much to handle, you can dive into Arcade mode for a breather. Here, you can tweak how many lives you have, and that cushion gives you a chance to experiment without the fear that constantly hounds you in Story mode. If you're still stuck, Practice mode gives you a chance to test out the best strategy in a specific portion before you make a legitimate run for it. Here, you can tweak the speed settings, which gives you a chance to understand everything unfolding before you crank things up full blast. There's also a cooperative mode (online or offline) if you crave help from a more adept player or want to take a novice under your wing. Finally, you can tweak the difficulty, even in Story mode, so beginners have a chance to succeed. Turning things down to easy lowers the hit points of your enemies, so you can spend less time focusing on leveling up and more time having fun.
Radiant Silvergun has stood the test of time. The core mechanics are so well implemented that you can never blame the game for your mistakes, which goes a long way toward lessening the frustration. But it's impossible to completely eliminate the feeling of helplessness in a game this difficult. You will need to sink in many hours before you're strong enough to expertly gun down enemies, and it's hard to deny the tedium of repeatedly playing the first levels until things finally click. Those easily intimidated need not apply, but anyone craving a serious challenge should look no further, and the novel persistent upgrade system offers a healthy change from other shoot-'em-ups. When you throw in modern amenities, such as leaderboards and downloadable replays, this turns into an addictive challenge for anyone who loves chasing high scores. Radiant Silvergun is unkind to beginners but offers a satisfying experience to those who are willing to invest themselves in it.

Epic Games' trilogy capper joined by Dragon Quest Monsters: Joker 2, Kirby Mass Attack at retail; Black Ops: Rezurrection comes to PS3, PC.

Gears of War 3 marks the end of Epic Games' current story arc starring Marcus Fenix and his merry band of cogs, and early reviews indicate the trilogy is going out with a bang. However, Epic's sci-fi shooter isn't marching to the front lines alone, as the third week of September also marks the arrival of two DS exclusives from Nintendo as well as a stockpile of downloadable fair.
Sera's fate will be determined next Tuesday.
As for Gears of War 3, the game begins with the last human city having been obliterated and series hero Marcus Fenix trying to protect the remaining humans from the Locust horde, as well as from the newer, deadlier foe, the mutating Lambent. The game is available in a standard ($60), Limited ($80), and Epic ($150) edition, and a $30 season pass for four upcoming add-on packs is also available.
On to Nintendo's platforms, Dragon Quest Monsters: Joker 2 plays out much like other games in the Square Enix-owned franchise, where turn-based battles offer players the option to fight or flee. More than 300 different monsters are available in Joker 2, though about 50 can be gained only through the correct merging of two other species.
The turn-based role-playing game will be accompanied by Kirby: Mass Attack. Biilled as a side-scrolling real-time strategy game, Kirby: Mass Attack challenges players with guiding an amassed army of Kirbys to safety. Gamers can complement their purchase of the pink puffball's latest outing by picking up a new $170 metallic rose DSi XL, which hits store shelves on Sunday.
Switching to the downloadable sector, Bethesda Softworks will be releasing Lonesome Road as a free add-on for Fallout: New Vegas. The week also sees the release of the PlayStation 3 and PC version of the Call of Duty: Black Ops' Rezurrection map pack, which is already available for the Xbox 360 edition of the game.
Also this week, EA will be releasing Burnout Crash through Xbox Live and the PlayStation Network. A top-down take on the Burnout series' signature crash mode, the game sports three modes across six locations and boasts 18 crash junctions. Additionally, Burnout Crash supports the Autolog feature, an online social infrastructure that was first introduced in Need for Speed: Hot Pursuit and lets players measure their performance against their friends.
Capcom has a pair of Resident Evil HD remakes en route for XBLA and the PSN this month, the first of which debuts this week. Resident Evil 4 HD signifies the first time the critically acclaimed installment in Capcom's long-running survival horror series releases for Microsoft's and Sony's high-def platforms.
For further details on the week's games, visit GameSpot's New Releases page. The full list of downloadable games on the PlayStation Store, Xbox Live Marketplace, and Wii Shop Channel will be revealed later this week. Release dates are based on retailer listings and are subject to change.
SUNDAY, SEPTEMBER 18
Metallic Rose DSi XL hardware
MONDAY, SEPTEMBER 19
Dragon Quest Monsters: Joker 2--DS--Nintendo
Kirby Mass Attack--DS--Nintendo
Time of Fury--PC--Slitherine
TUESDAY, SEPTEMBER 20
Barbie: Jet, Set & Style!--WII, DS--THQ
Brunswick Pro Bowling--3DS--Crave
Burnout Crash!--PS3--EA
Casino Chaos with Las Vegas Players Collection--PC--THQ
Challenge Me: Word Puzzles--DS--O-Games
Cubixx HD--PS3--Laughing Jackal
Drakensang: Complete Saga--PC--ValuSoft
Emily The Strange: Strangerous--DS--Tri Synergy
F1 2011--X360, PS3--THQ
Fallout: New Vegas - Lonesome Road--X360, PS3, PC--Bethesda Softworks
Frogger 3D--3DS--Konami
Gears of War 3--X360--Microsoft
Harvest Moon: The Tale of Two Towns--DS--Natsume
Jewel Time Deluxe--DS--O-Games
Pinball Hall of Fame: The Williams Collection--3DS--Crave
Resident Evil 4 HD--X360, PS3--Capcom
Shin Megami Tensei: Persona 2 - Innocent Sin--PSP--Atlus
Supremacy MMA--X360, PS3--505 Games