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| Monday, December 17, 2007 Beats Review • Beats really came out of nowhere. For most, the first mention of the game was in trailer form when the PSP PlayStation Store for PC went live a week or two ago. The game quickly hit the European Store, but SCEA was mum about when the game would arrive for North America. Surprise: it's here and it's... well, it's a $5 application that turns your MP3s into a very basic rhythm action game. The "game" part of things is fairly simple: symbols that correspond to the face buttons glide in on time (well, relatively, but more on that in a second) toward one of three landing points. Simply tapping in time with the correct button will help build up a combo meter on the right side of the screen, and by hitting special glowing symbols, you can build up an Overdrive Meter that lets you double your combo meter's multiplier for a short time. The catch is that while in Overdrive, the symbols will slide in from the diagonals instead of arriving straight on from the left, right and top of the screen. Because you have to hold left or right on the d-pad to capture the symbols hitting those landing points, it can cause some fairly hectic button mashing segments, so there's a very basic risk/reward setup to going into Overdrive. Otherwise, it's simply a matter of juggling symbols as they come in, which is an easy to understand concept that requires no real tutorial (though there is one for those that are stumped). What does require a tutorial is the other half of Beats' offering: a light music creation tool that uses the dozen tracks from SCEE titles like Team Buddies, EyeToy Kinetic and Drop Ship (plus a few tracks made just for Beats) to break apart the components into a custom mix. It's slightly similar to the remixing tool that was found in FreQuency, and if you spend the time becoming familiar with the various parts of a song (they're broken down into banks for synth, drums, percussion, vocals and so on), you can actually accomplish some rather interesting remixes. Studio London did a damn fine job condensing what could have been an overwhelming process into something that can be figured out with just a bit of step-by-step instruction. The L Button lets you toggle a storage bank for multiple samples that can then be activated instantly with another L tap, and the R Button lets you cycle through the available samples of a song. Since you can play multiple samples at the same time, and because you have to flick through the "pages" of different instrument groups, learning to queue stuff up can lead to the best proper builds. Once you've gotten the basics down, you can hit select to start recording a clip, then save it and even use that custom mix as a Challenge level like the regular game. You can also share the mixes with anyone else that jumps online, though the implementation of this is rather half-assed. Once you're online and sharing the file, there's no indication of when someone (or who) has downloaded it, so organizing shares with someone must be done outside of the game. The online-enabled custom mixing game is equally lackluster because even though it's collaborative (with each person getting their own sample bank to screw around with), actually communicating with them is impossible -- or at least isn't explained in the game. Laughably, there's a "game manual" that you can pull up from the XMB, but it simply tells you to get help in-game, and the only help available is the limited tutorial. Yes, it's a $5 game, but it would have been nice to have a little extra help. The actual game portion of the app lives and dies by its beat detection, and for the most part Beats lives up to its name, generating everything from coma-inducing patterns to absolute mayhem, though the actual complexity is understandably up to the music you feed it. Given the fact that all of the pre-supplied tracks are definitely of the electronic persuasion, it should come as no surprise that something with a simple 4/4 beat and minimal outside fuss would produce the best patterns, but Beats' digestion of more syncopated breaks and irregular rhythms still worked surprisingly well. More often than not, though, it wasn't dead on, leading to a slight disconnect from what you're listening to, though when it works, it elevates listening your MP3s to a new level, which we imagine was the idea. Beats offers a certain amount of customization of the overall interface, too. You can choose from a whopping 70 visualizations to play and react in the background to your music. Usually this means a basic warping background pattern and something spilling out of the capture points when you hit a symbol, but the backgrounds change when you go into Overdrive Mode as well. It doesn't seem like the backgrounds themselves actually change to go along with the music, but still, the variety is nice. Likewise, you can pick one of nine themes for the main menu in either static (still wallpaper) or dynamic (music and a movie) flavors. Reproduction of the MP3s is pretty solid, but there are some technical hitches to be dealt with. Slowdown is a minor annoyance, but it does happen fairly often, as do slight pauses while the game either analyzes the track to create beats or just buffers it or possibly both. Neither is quite as hard on the new PSP, likely due to the ability to buffer things a little more, but given the number of people out there with the older model, it's something we did want to mention. Closing Comments Other parts of Beats come off as a little ham-fisted -- or at the very least like Studio London didn't quite give the game enough time to bake out some of the issues. Little things like not being able to restart a song after you get to the results screen, or just the loading times in general for something that's entirely Memory Stick-based, make it all feel a little less polished than it could have been. Even still, for just a mere Abe Lincoln, a mostly solid MP3 analysis and rhythm action game is a pretty decent deal, and I know the music geek in me will be playing around with different genres just to see what kind of patterns turn up. Vib Ribbon it ain't, but it isn't half bad either. Labels: Game Reviews Friday, December 7, 2007 NBA 08 • When the PSP version was released last year alongside the PS2, it was somewhat surprising to note that it was the best basketball title from Sony's studios. The portable title merged the elements of the court game and its colored halo shooting mechanic with some of the most addictive and engaging sports mini-games. What's more, it fully took advantage of the online and even peripheral capabilities of the system, making it a showcase sports game for the PSP. How could Sony follow up on such a strong title? By releasing NBA 08, a game that builds on the strengths of last year's title with deeper features and more mini-games than ever before. Once again, NBA 08 for the PSP doesn't focus on The Life like the PS2 version of the game, nor does it have a Progression Hub for created players akin to the PS3 title. What it does once again is pack in a ton of basketball and basketball related mini-games onto a tiny UMD. The same pack of gameplay modes from last year return in this year's title: exhibition, season, playoffs, shoot around, free throw and the pickup game make an appearance, with the option to play online pickup and exhibition games. The standard Sony All-Star weekend package is back, with the 3 point contest, All-Star Game and Skills Challenge included. The Dunk Contest, which was a new addition last year, has been excluded in this version of the game. That's not much of a loss, since that mini-game sucked, but considering that there's nothing new with the All-Star Weekend, it's a little disappointing that something didn't take its place. Joining these standard modes are the return of the mini-games that made NBA 07 so much fun. These have been split into two separate categories: Mini-games and Carnival. Within the mini-games category, players will find returning favorites such as Horse, Dodgeball and the excellent Own The Court mode. These are joined by two new games, Fast Break and Elimination. Fast Break is a 3-on-2 game where you alternate between offense and defense. On offense, you try to score as many times as you can before the clock runs out. However, this isn't the only way to rack up points; if a defender is able to steal or intercept the ball via pass or rebound, they'll receive points and prevent the offensive side from inbounding for three seconds. After three rounds, the team with the most points wins. It's a very fast paced mini-game that tests your scoring and ball handling ability, which you can use to strengthen your skills for other modes. Elimination, on the other hand, is a 5-on-5 arcade style game based around points. Each team member has six points assigned to them, which can only be cleared by making any combination of jump shots, layups or dunks. Once a player has scored their six points, he's removed from the court entirely, which would initially seem like a disadvantage. However, this is actually a plus, because his remaining teammates receive a powerup to further help them defeat their opponents. Some of these include unlimited turbo, increased stealing abilities or easier rebounding. All of these powerups are randomized at the beginning of each game, so you won't continually receive the same one over and over again. There is one twist to the formula, however: the star athletes will receive weaker powerups while the regular or sixth man style player will be assigned stronger powerups. So someone like King James would possibly be assigned nothing at all, while Daniel Gibson or Shannon Brown would have improved shooting powerups. The game is one once a team has eliminated four of its five players, which is a challenge by itself, but an engaging one as you try to score as quickly as possible before your opponent does. As for Carnival, the previous three modes, Big Shooter, Pop-A-Shot and Pinball make a return in this year's game. Of the original three, Pinball has been vastly expanded, with a grand total of three tables to try your table skills on. What's more, players will be able to download additional tables every week to expand the number of machines they can play with, which is a cool concept. Along with these three games, players can take advantage of Block-A-Shot and Shootin' Bricks. Block-A-Shot is similar to Whack-A-Mole, where you try to hit basketballs that pop out of six different holes while avoiding hitting referee whistles that will give you fouls (three fouls and you're out). The game tosses up a number of random items as well, such as bonus balls, slam dunk opportunities, numbered jerseys that have to be hit in sequence, and time outs that freeze the clock, allowing you to think about your next move. To move on to the next stage, you have to hit the right percentage of balls or items and hit the shot clock before it reaches zero. Shootin' Bricks, on the other hand, is more like Arkanoid, where you control a paddle and knock balls into different colored bricks on a basketball court. Random blocks are arrayed on the stage as well which can either affect the direction of the ball or unlock powerups, such as the ability to use magnets to move the ball where you want it to go or expanding the size of your paddle. The game deviates from Arkanoid in a few ways though - you can control the angle and the speed of your paddle at any time you want, and you also don't have to clear every single block to reach the next stage. Instead, you simply have to uncover the basketball goal that's hidden by a block on the stage and have the ball make contact with the goal to continue. Regardless of the Carnival game that you play, you'll receive tickets which can be used to unlock classic jerseys for teams, or floor patterns for the Own the Court game. It's an okay number of unlockables, but the true meat of the extras to be found here comes with the aforementioned downloadable pinball tables, which should keep you busy for a while. Another thing that will keep you busy is Conquest mode, which has been significantly expanded from last year's version. As a quick reminder, Conquest is a mix of basketball and strategy where you take you favorite team and attempt to invade and take over every other NBA city with your skill on the courts. There are a number of new features that have been added to make the strategy more complex as well as increase the challenge for skilled conquest players. The first is the ability to strengthen your teams with the addition of training programs. In last year's game, you could only improve a squad under your control by beating another team, trading their stars for yours in the process. While that's still a key point of the game, you're now able to supplement these teams with additional training, bolstering a player's individual stats with extra medals and stars. What's more, you can now redeem any of these stars for upgradeable powerups, such as shooting, running and power boosts to make those athletes more of a force on the court. Stars can also be used to upgrade a city, making it harder for an invading squad to defeat another team by taking the court off the streets and into practice facilities and eventually the home arena itself. Once again, Conquest mode comes off as an incredibly deep feature that could stand alone as a title, and hopefully it will be exported to all of the future versions of Sony's NBA franchise. Obviously, NBA 08 is incredibly deep, and the fact that you can take on players via Ad Hoc and Infrastructure in five of the mini-games as well as the exhibition and pickup games is impressive. However, we did notice that while jumping online and getting into a match with another player is extremely easy to do, we ran into multiple instances of lag that dipped the title below the game's standard 60 frames per second. We also noticed that many of the features that were included in last year's title seem to be missing in this year's game. For instance, the game sharing that was included in last year's title for Carnival games appears to be completely missing from NBA 08. Similarly, the inclusion of PSP camera support appears to have evaporated from this version, presumably because the peripheral has as well for North American shores, which is somewhat disappointing. Considering all of that, it would've been nice if you could hook up your PSP to your PS3 version of the game and take your season with you on the go, uploading your progress when you got home. Alas, that's not to be in NBA 08 either. At least there's downloadable roster support. As for the presentational effects, the game carries over every aspect from last year's game, making very few changes to the on-court action. This is supplemented with additional animations this year to go with the 60 frames a second, such as new diving or leaping moves for loose balls. Players still receive highlight reels at the end of games, and that's tied together with a solid job from Ian Eagle and Mark Jackson, who return for commentary duties this year. The crowd still winds up getting involved with their boos and cheers, although they still don't appear to have radically changed when they make their commentary during a game. Closing Comments Labels: Game Reviews Castlevania: Symphony of the Night • It's actually debatable why I'd even need to throw a couple words at you about why you need to have Castlevania: Symphony of the Night in your collection in some form. It's arguably the best game on the PS one (rivaled primarily by Metal Gear Solid, No. 1 on our Top 25 PlayStation Games of All Time list), and though for posterity's sake it's probably a good idea to have the original PlayStation disc chilling somewhere in your game library, getting the game in digital form is certainly a close second. Symphony of the Night represents a rather unique snapshot in the history of games; it's the swan song of 2D as it went the way of the dodo (or at least the California Condor) and 3D gaming rose as the de facto standard. More recent games like Odin Sphere and GrimGrimoire are at least keeping the genre alive, but SotN was the pinnacle of 2D at the time -- even more surprising given that the PS one wasn't really supposed to be a 2D powerhouse. But the game handles 2D beautifully here with smoothly animated sprites, the odd bit of parallax fanciness and a style that was (and in many ways still is) unmatched. Though the music in the game is synthesized, it has a fullness and range that scoots around the limitations of what you'd normally associate with a digital orchestra as it opts to ladle on generous amounts of breathy choir falsettos while dabbling in more diverse styles like jazz. The result is a game that is technically lo-fi (there's a bit of graniness to some of the sound effects) but feels much more grandiose than the disparate parts would have you believe. Symphony also kicked off the birth of the so-called Metroidvania style that would eventually see plenty of GBA and DS sequels down the road. The layout of Dracula's castle, though, is arguably better than any of the others. It offers a constant string of impediments that are slowly unlocked as you search the castle for your lost powers. Yes, it's an unapologetic homage to the Metroid style of gameplay, but wrapped in a proper action-RPG setting where main man Alucard actually deals points of damage with every strike and slowly gains more hit points and hearts to use special items, it all feels fresh even today. There's also the matter of the game's translation. No, the story isn't terribly amazing (Alucard, Dracula's son born to a human mother and his infamous father, rejects his vampric nature to side with the humans in destroying his father's castle before Daddy Drac can be reborn yet again), but hearing hilariously delivered lines like "Mankind can ill afford a savoir such as you" and "What is a man? A miserable little pile of secrets!" is almost reason enough to go for this version rather than the updated, retranslated version available in the Dracula X Chronicles. The fact that the game doesn't actually end once you've unlocked the "regular" castle just shows how much depth there is. I swear, the game took me far, far longer than the four and a half hours or so that I spent breezing through the normal game, but regardless, there's an entire flipped version of the castle and tons of hidden little nooks and crannies to explore before you finally square off against the final boss. In fact, one of the biggest reasons why I have such an affinity for Symphony of the Night is because of the way the castle was designed. It's challenging in normal form, but Konami's brilliance in building it to be played upside down as well speaks volumes about the skill of the design team. Throw in much tougher enemies and parts that can only be explored once you've mastered all of Alucard's skills and you have a game that keeps giving long after it would normally be over (literally, you can push your completion percentage to 200+ if you seek out all the hidden passageways in both versions of the castle).
Closing Comments If you don't own Symphony of the Night in some form, slap yourself for being so careless and get your butt over to the PS Store to grab you some Castlevania love. Now. Labels: Game Reviews Silent Hill: 0rigins • By now, gamers have become well aware that if any character mentions Silent Hill, they're in for a world of pain. Full of insanity, skinned monstrosities, alternate dimensions and a freakish cult hellbent on destroying the world, this supposedly sleepy town has ensnared its visitors with a unique brand of survival horror. Over the course of four console games and a feature length movie, fans have descended its depths and explored its buildings, looking to escape from its fog-enshrouded streets. The evil has crossed from consoles to the PSP with the latest title, Silent Hill 0rigins, which attempts to explain what made the town so twisted to begin with. Or do you? Unfortunately, while the concepts behind combat in 0rigins are cool, the implementation is somewhat skewed. Sure, your melee weapons break, but there are so many items that you can acquire to replace them that you never feel like you're in danger of relying solely upon your fists to survive. I killed a number of creatures and broke plenty of drip stands, spears and crowbars, but there were always plenty of objects to replace them. In fact, by the time I got to the final boss, I found that I still had at least twenty or thirty melee weapons of various conditions in my inventory. Another strike against combat is that your projectile weapons quickly become useless against many of the monsters you face off against. It's pretty easy to toss a television into a nurse because she's pretty slow and weak, but later enemies can frequently shrug off some of these one hit kills. What's more, hefting and throwing these items takes a long time, which can easily open Travis up to injury against some of the faster enemies or monsters that spit viscous liquid at you. Additionally, the quick time events that you'll find yourself sometimes engaging in if monsters get too close don't have the same kind of impact that they do in other games. You don't gain any additional damage on monsters, but instead push them away, which feels like a bit of a letdown compared to the other battle elements. Now, you can avoid some of this by using firearms when you get your hands on them, but that raises a few series questions. The first is that there's a ton of firearms and ammunition in 0rigins. From handguns and shotguns to rifles and assault rifles, players have a lot of ways to eliminate monsters. While you don't want to waste rounds on every single creature, you'll most likely find that you'll have more than enough to inflict significant damage on monsters and bosses as you're going through. Plus, since Travis is a pretty decent shot (thanks to the enemy lock-on function), you feel a bit more confident with your shooting skills than any other Silent Hill game to date, which feels a bit uncharacteristic of the franchise. Another issue that crops up is the problem of the camera, which is designed to highlight dramatic angles or impart a sense of claustrophobia. While it does this rather well, it fails within battle, as you will frequently find yourself struggling to see what is attacking you from off-screen. What's more, you may find that as you swing or move forward in battle, the camera angle will change and you'll accidentally move in the wrong direction or run into danger rather than away from it. Even trying to remedy this is somewhat hampered, because centering the camera doesn't work as well as it should, which is very unfortunate. Of course, combat isn't the only thing within 0rigins - Players will find themselves exploring the town, collecting objects and using them in to gain access to new areas. Frequently, this will take you across both the foggy "normal world" and the industrialized "other world" that has become synonymous with Silent Hill. However, 0rigins has a rather unique twist that makes exploration a bit more flexible, but is possibly controversial as far as the series is concerned. Instead of being dragged into the other world kicking and screaming, feeling as if your grip on reality is being stripped away from you, you pick and choose when you're going to travel between both worlds with the use of mirrors that have been scattered across the town. Since you can control these at will, the sense of dread or foreboding is sometimes stripped out of venturing into the other dimensions in favor of searching for a door to unlock or a new item to collect. The mental institution, in particular, is guilty of this, because the section drags on for way too long. Jokes of the accolades aside, 0rigins is visually stunning on the PSP. Climax and Konami have managed to capture every disturbing aspect of the console games in startling detail. From the cluttered and junk strewn locations to the rusty, chaos filled doppelgangers of the alternate dimensions, everything feels like it's been stripped from one of the other titles and shrunk down to the handheld. Character models are large and detailed, and many of the monsters show off a slick, oily sheen that highlights their unnatural shapes. The ubiquitous fog that makes Silent Hill as ominous as it has become known for shows up extremely well, and the well placed items of gore and other scare tactics (including flashbacks and cutscenes) work extremely well. Aurally, 0rigins truly delivers, with a soundtrack by Akira Yamaoka anchoring the sound for the game. There are unnerving clangs and sharp effects that pierce the silence of moments, which contrast with ethereal songs and lightly voiced whispers that call out to Travis. As a disclaimer at the beginning of the game states, you really will want to take advantage of this game in a dark room with headphones. Honestly, it cries out for this setting, and you'll thank yourself for setting up this playing experience so you can take advantage of every noise and see the game the way it was supposed to be played. Voice acting is pretty good as well, so you won't feel as though you're being taken out of the game by horrendous line delivery. Closing Comments Labels: Game Reviews Football Manager Handheld 2008 UK Review • You probably already know whether you're going to buy Football Manager Handheld 2008. That's because the Football Manager series, more than any other football game, captures all of the blind devotion, all of the irrational animosity, all of the emotional extremity of the beautiful game. So you've probably already decided whether you're going to like it or not. And that question ultimately boils down to whether you're going to like what basically amounts to the same game as the last one, updated with all the correct players and statistics for the current season. And the chances are that if you've found yourself ensnared by the labyrinthine depths of the last game, you probably already know you're going to buy this one too. If you haven't found yourself ensnared by the last game, then you probably haven't played it, so perhaps a quick summary is in order. FMH 2008 is the third version of Sports Interactive's seminal management sim to appear on the PSP. The idea is simple: pick a league from one of 10 countries, then pick a team from that league, and turn it into a financial and sporting success. Sign and train players to assemble a squad, set your tactics, and then send your team out to do the business on the pitch. It is unadorned by fancy graphics, or a la-de-da soundtrack. It is, mostly, just an array of names and numbers. It is the essence of strategy gaming: simple, but complex. Compared to the PC version of the game, however, Football Manager Handheld is ruthlessly pared down, in order to fit the PSP screen and on a UMD, but also to make the game more suitable for portable play. That, actually, turns out to be the game's greatest strength. In shrinking the game to fit the PSP, Sports Interactive has been forced to constrain some of the bloated excesses that deter non-Stattos from dabbling with the main game. And that stripped back design cuts right to the essence of the management genre, without any off-putting distractions. That much is true of the first two Football Manager Handheld games, and it's also true of FMH 2008. The major difference is, of course, that FMH 2008 features all the player data and stats from the current season - which isn't to be sniffed at when you're considering the irrational world of wish fulfilment. The other features, however, consist mostly of tweaks that will only really be discernible to Football Manager's die-hard fans. There are no new leagues, for example, and only a few new cup competitions. A new interface layout and choice of skins provide just a cosmetic enhancement over last season's iteration. A more substantial alteration is the inclusion of a reserve squad, providing managers with more opportunities for long-term development of their footballing dynasty, as well as a wider range of players to support their squad rotation policies. It's the sort of change that maintains the simplicity of the handheld game, while gently opening up the range of strategic options. Another such change is the new ability to customise your team's tactics. These are the sorts of changes that many players won't ever need to explore to shore up a moderate degree of mid-table success, but budding Mourinhos and Wengers will seize these new opportunities with both hands. Apart from that, it's very much business as usual. It's perhaps marginally more difficult for lower league managers, because it's marginally more difficult to snaffle all the youthful talent. And the match engine has, apparently, been optimised too - certainly the load times are quick and painless, and matches zip along (if you set the game speed to very fast, which you'll want to do). One minor complaint concerns the interface. It's certainly easy enough to navigate, but there are still times when all of the information you need isn't quite at your disposal - like when you want to compare potential new signings to your existing squad members, for example. But yes, this is the largely the same game that's already appeared twice on the PSP. Which is, in many ways, a good thing. After all, the best managers tend to stick to careful evolution, and know the value of a low profile nip and tuck here and there, rather than risking everything with radical change. And even third time around, the game is still a strategic, wish-fulfilling treat. You'll quickly find yourself drawn into its carefully constructed, superbly coherent footballing world and you'll rapidly feel the need to fill all your waking moments wrestling with the thorny question of whether to press or whether to counterattack, or what to do about your central defender's impending retirement, or your new striker's delicate ego. So Football Manager Handheld 2008 is a perfect fit for the PSP, just like the other two games were. It's a brilliant distillation of the best things about football management games, with all of the extraneous superfluity stripped out. Sure, there are minor niggles regarding some of the interface design, but this is as good a football management game as any portable platform has any right to expect. But, still, this is true of the last two games in the series, and the biggest problem with FMH 2008 is undeniably that it fails to sufficiently distinguish itself from the previous games. Closing Comments Labels: Game Reviews Pursuit Force: Extreme Justice • If there's one thing you can say about Pursuit Force: Extreme Justice it's that its title is right on the money. As a member of Capital City's elite police unit, the Pursuit Force, you've got the green light to do whatever you like, dishing out the death sentence without so much as a verbal warning, let alone a trial. Spot a guy who has a red circle around them? Shoot them. And if you pass a car with a big arrow above it, blow it up. Yep, in this futuristic alternate reality, zero tolerance means just that, and that can only make for a riotous action game, right? Extreme Justice definitely trumps your average get-from-A-to-B-against-the-clock driving game when it comes to variety. In terms of explosive spectacle and over-the-top arcade action, it's hard to beat - particularly when it comes to the newly-introduced major boss vehicle set-pieces. There aren't many PSP games that cram in boss fights atop a plane cruising at 5,000-feet. These battles pit you against one gang leaders per level, all with a unique vehicular twist. One epic boss encounter sees you perched on top of a speeding fire truck, dodging fire balls, inching along the side, shooting armed cronies and frantically trying to regain balance if they land a shot. Admittedly, it overindulges in the QTE action a bit but, luckily, Extreme Justice's frequent forays into real-time button pushing sequences work well as a means of introducing some up-close drama. It's not all about gameplay additions though. For this follow-up, developer BigBig has gone some way to addressing a major criticism levelled at its original Pursuit Force. Last outing, the game suffered from some seriously frustrating difficulty spikes. This time around, it's definitely more balanced but sadly still not perfect. For instance, there's still too much focus on tough time limits. All too often, goals are so harsh progress screeches to a lengthy halt while you grit your teeth in increasing fury. Clearly the large number of missions on offer is great in terms of value, but giving the option to move off a difficult mission when defeat is practically inevitable would have helped make things infinitely more manageable. Unfortunately, Extreme Justice is equally uneven from an entertainment perspective. While driving all manner of vehicles - from boats to trucks to hovercraft - is largely enjoyable, especially in missions where you're leap-frogging from one to another every few seconds, on-foot missions simply don't match up in terms of quality. For instance, enemies come rushing at you with all the intelligence and panache of a Friday night drunk clutching a broken bottle, but still don't seem to struggle caning three-quarters of your health before you've even had chance to think about taking cover. On-foot missions can be utterly draining in their ineptitude, offering little in the way of fun or skill fulfilment. Alongside the one-off missions found in Challenge mode, four multiplayer modes round off the experience and include both versus and co-op cops and robbers style car chase games. You can either spend fraught minutes trying to blow each other up, or take to a super-vehicle with one driving and one manning a kick-ass rear mounted gun. The Rampage game is the only let down of the lot and that's just because it's an on-foot deathmatch that really doesn't offer the same thrills as the four-wheeled bouts.
Closing Comments Labels: Game Reviews Thursday, November 8, 2007 Manhunt 2 • A lot has been made about Manhunt 2's supposedly ultraviolent content. It depicts a lot of grisly murders, gruesome decapitations, and a few swift kicks to the genitals for good measure. It's not as bloody as you'd expect, though: The much-ballyhooed blurring added to the most extreme acts makes it occasionally difficult to see exactly what bloodthirsty rages you're subjecting your victims to. However, don't take this to mean that Manhunt 2 doesn't deserve its M rating. After all, there's still plenty of gore, sex, and adult language to go around. There's also some solid, stealthy gameplay to back up all the eviscerations. It's got some problems, but there's a lot here for patient gamers to sink their teeth into. This isn't a series of random, bloody tantrums--it's a calculated study in what drives a man to madness, and to what extremes he will go to discover the truth. That man is Dr. Danny Lamb (not a randomly chosen name, certainly), an asylum inmate who manages to escape thanks to a freak electrical malfunction. He doesn't remember much, but he's able to fill in bits and pieces through flashbacks, and with the help of fellow inmate and constant companion Leo. As Danny begins to remember more and more, he finds himself getting to the bottom of a medical experiment called "The Project," and discovers just how involved he was in its development. The plot is missing the degenerate thrills of the first Manhunt, but it still has a script only Rockstar could pen. The raunchy quips you'll overhear from the game's self-described "hunters" are sometimes creepy, often hysterical, and always worth a listen. Just don't expect anything as memorable as the encounter with Piggsy in the original Manhunt. Aside from the very nature of stealth gameplay (you always fear getting caught), there's nothing scary here. You're still fighting for your life, but unlike the original game's protagonist, Danny could simply disappear if he wanted to. The danger is secondary--a result of his need to find out exactly who he is and how he ended up this way. Uncovering the truth and revealing the past makes for an interesting tale, but it's not as engaging as the snuff-film premise of the first, and it doesn't really ever take off, remaining content to mostly smolder until it pops its highly foreshadowed surprises. At least as far as the Manhunt games are concerned, fighting to stay alive is more compelling than fighting for your sanity. It's still an interesting story that is accentuated by an appropriately dirty and dank visual design. You'll explore a raunchy, sticky sex club; gritty gas stations; and slummy warehouses; all places that seem as if you could catch some nasty disease just by looking at them. A scratchy, slightly blurry filter gives everything the faint haze of scan lines, as if you're watching an old VHS tape. The PSP version is a direct port of the PS2 release, and though Manhunt 2 looks nice on its console brethren (if not exactly impressive), it looks superb on a handheld where the occasionally stilted animation is less noticeable. You will need to deal with the occasional split-second pause while the game loads data from the disc, but these moments don't interfere with the adventure. The doomed ambience is further accentuated by a minimalist sound design that features an eerie soundtrack and limited environmental noise. Silence is put to good use here to create moments of tension when you must remain perfectly still, which makes the occasional eruption in the soundtrack even more effective. The voice-overs are good too, and not just from the leading men, but also from the random hunters you overhear. You'll hear guards in the sex dungeon whine about their sexual frustration and masked patrolmen taunt you to come out of the shadows, and most of it's acted with just the right amount of coarse charm. There are lots of shadows in Manhunt 2, and you'll be hiding and waiting in them for a good portion of the game. You control Danny from a third-person view as you avoid the watchful eyes of enemies and attempt to pick them off one by one. The easiest way to do this is to hide in a dark corner and lure a foe over by throwing a brick or punching the wall. The noise will attract nearby hunters, who have a tendency to walk over and stare straight at you for a moment before shrugging their shoulders and then walking away. This is your chance to perform one of the infamous execution moves, which are the violent showcase of Manhunt 2's visceral action. There are three levels of executions that depend on how long you hold the execution button. Functionally, all three levels result in your adversary's untimely demise. But in this game, you want to kill with style, and a level-three execution is literally a bloody mess. The execution you perform depends on the weapon you have equipped, and whether there are any interesting environmental features nearby. You might stab the hunter in the back, kick him in the crotch, then slam a manhole cover on his head. Or perhaps evisceration with a crowbar is more your thing. Pyromaniacs may prefer to douse him in gasoline and set him on fire. Part of the execution is depicted through blurry red filters and grainy black-and-white effects, but you can still clearly see portions of the grisly kill. It's an interesting, artsy effect that gives the impression of Danny's lingering insanity while slightly softening the bloody nature of the act. It's not quite as shocking as you may have heard, but pulling off execution moves can be rewarding, given that they often cap several minutes of patient sneaking and nail-biting stillness. The execution effects are cool from the story perspective, but they linger for a few seconds after the execution is over and you are deposited back into the level proper, which is a big frustration in a stealth game where you need to stick to the shadows. That moment can mean the difference between life and death. Manhunt 2 is often very unforgiving of your mistakes, and a couple of hunters with nightsticks are tough to handle. Forcing you to wait for the filter to clear so that you can see where you're going is an unnecessary annoyance in a game that requires so much precision of movement. As you would expect from a stealth action game, you can hug walls and peek around corners. There are some other mechanics at play as well, such as your need to be perfectly still should a hunter get too close while you're lurking in the shadows. At these times, he might be inches from your face, and you need to ensure you stay completely hidden by pressing the button that flashes on the screen. However, there are some nagging problems with the stealth gameplay, and enemy artificial intelligence sits high on the list. Enemies get stuck jittering between objects, which forces you to unstick them by grabbing their attention. They'll occasionally run past without noticing you, or patrol a three-foot-square area over and over again for no apparent reason. Danny can hold his own somewhat in standard melee combat, as long as he is armed with the right weapon. You'll use clubs, knives, shards of glass, and plenty of other instruments. Melee fisticuffs are deliberate affairs, and you should expect to handle only one enemy at a time with ease--if that. If you attract the attention of more than one, it's better to run back into the shadows. Mistakes will cost you: Some weapons will knock you down, and it takes forever to get back up, which almost always spells certain death. There's also a small assortment of firearms in Manhunt 2. Shooting enemies isn't as gratifying as beating them to a pulp with a table saw, but headshots still produce a smattering of blood. In most of these circumstances, you'll be hugging a wall or crouched behind an object, popping out to take potshots. Danny is not a weapons expert, so perhaps accordingly, the controls handle loosely. Nevertheless, shooting doesn't feel as precise as you would like. It's also not as challenging as the proper stealth elements mostly because your foes have the aiming skills of a third grader with a water pistol, and may even unload clip after clip into nearby walls. Yet there's no doubt that fans of sneaking will get a lot out of Manhunt 2. Aside from the occasionally flaccid gunplay, the game is highly challenging, especially so on the appropriately titled insane difficulty level. Some of the level designs are tricky, such as one in which a helicopter's spotlight keeps you constantly on the move. This isn't for everyone; if you're prone to fits of frustration or expect to be able to easily recover from mistakes, Manhunt 2 won't do you any favors. But if you're into that sort of thing, you'll enjoy the 15 hours or so of gameplay it provides, and may even want to try unlocking the alternate ending. Manhunt 2 is a good fit on the PSP. Part of this has to do with the clarity of the screen, which makes execution moves look crisper than they do on consoles. Even more importantly, it doesn't feel as if anything was compromised for the less-powerful platform. Few games look this good on a handheld, and even fewer combine such technical prowess with enjoyable mechanics. If you like a good, sneaky adventure, you'll find a lot to chew on here. Labels: Game Reviews Tuesday, October 30, 2007 Castlevania: The Dracula X Chronicles Review • A portable journey of darkness. If you've recently found yourself stalking through the night, shrouded in the darkest of cloaks, and lusting for the intoxicating taste of blood, you're probably a vampire. Fortunately for you, vampires can still play Castlevania: The Dracula X Chronicles, if you don't mind slaying your own kind in digital form. Does this have anything to do with the game? No, but we thought it would make for an amusing introduction. Let's move on. Castlevania: The Dracula X Chronicles is a compilation of sorts, featuring a completely remastered version of a previously unreleased Castlevania game: Rondo of Blood. It also includes the original Rondo of Blood, as well as (here it comes) the original Symphony of the Night, an incredible fan-favorite. For those of you who are unfamiliar with the Castlevania series, you're dealing with a side-scrolling action platformer that pits you against a host of demons, ghouls and vampires in an attempt to slay Dracula and his dark minions. Anyone uncomfortable with extremely intense, old-school platforming may want to look elsewhere for their gothic fix - the remastered Rondo of Blood is really hard, and often times it's just downright frustrating. Casual gamers beware: it'll suck your blood. The majority of this game is all about the remastered Rondo of Blood. The other two games are treated more as extras, even though Symphony of the Night is an entire package in itself (we'll get back to this later). So for now, let's focus on the new item in this package, and what it brings to the table. Rondo of Blood follows Richter Belmont, direct descendent of Simon Belmont, as he charges bravely into the thick of night to kill the legendary Dracula and save his beloved Annette, who has been abducted by sinister forces. To start, the game looks pretty good. Although the entire title revolves around 2D side-scrolling, the backgrounds and character models are actually in 3D, which gives Rondo of Blood an interesting aesthetic appeal. Just think of a much darker New Super Mario Bros., and you'll have a good idea as to how this game is presented. And while there are very few cutscenes to speak of, we were pleased with what was there, as simple as it was. Most of the dialogue is fully voiced (some of the talent is questionable though), and the musical score is fantastic. At a glance, Rondo of Blood is a well-done remake. The game itself takes place over nine stages, though one of them is a thirty-second prologue, so that doesn't really count. You make your way through each stage and usually face a boss at the end, but you only have a set number of lives for each stage attempt, and if you lose them all, you have to start all the way at the beginning (as opposed to starting at a checkpoint mid-stage). This system is one of our biggest complaints about the game, but we'll address that soon. One of the cool things about Rondo of Blood is the branching level design. Stages two through five have varying paths through each stage, which can lead you to different boss fights and, actually, different stages entirely. There are alternate versions of each of these stages that you can find, if you look hard enough. Although you end up in the same place regardless of which route you take, it's nice to have virtually four extra stages to explore and fight through. Fighting can be done in one of two ways: you can use your whip or you can use a side-weapon. That's all. Although you have six of those side-weapons to choose from, including throwing knives, axes, crosses and holy water, this is a very straight-forward, old-school game. This factor will definitely turn off a lot of people, because they may be accustomed to more refined and complex gameplay mechanics, like those that Symphony of the Night possesses. But Rondo of Blood is all about trucking through the stages and using your very few weapons as effectively as possible. Players who want more than that may be disappointed. You can also tackle the game with another character, Maria Renard. Maria is a young girl that Richter frees towards the beginning of the game (she's very well hidden), but after you meet her you can select her at any time from the stage select menu. Maria uses, surprisingly, a bunch of animals as weapons, including her main attack which is releasing small doves at the enemy (wicked!). It may sound a little odd, and while she's certainly a vivid contrast to the game's otherwise dark elements, she's a great deal of fun to use and helps mix things up a bit. Rondo of Blood is a lot of fun, it's challenging, and it harkens back to Another concern is the spacing of the checkpoints, which feels very uneven. You could clear massive amounts of space and even pass into different sections of the stage, but sometimes death will set you back all the way to the beginning, even though it may seem like a later checkpoint would have been more natural. Again, this frustration was significant, but didn't ruin our experience. For hardcore fans of older titles, it'll be less of an issue, but appreciation for classic games doesn't necessarily negate mechanical hitches. Our final complaint is that the remade Rondo of Blood is the only available game when you start; Symphony of the Night must be unlocked, and unlocking it is a very strange ordeal. As opposed to being a reward for beating the game, you actually need to find a very obscure item in one particular stage to play Alucard's adventure. While this isn't that much of a concern, it just seems strange that a major (it not incredible) part of this collection isn't available from the start. But once you do have it, the game runs beautifully and is mostly free of technical issues or glitches. Keep in mind though that the screen will be cropped, but that's to be expected. Closing Comments We were pleased with Dracula X Chronicles and it'll make a solid addition Labels: Game Reviews Jeanne D'arc Review • The real story of Joan of Arc is as dramatic as any ancient myth or What of all this religious business anyway? Jeanne D'Arc doesn't gloss Just as the story revamps a classic, the gameplay also infuses the The quick pace of battles is Jeanne D'Arc's best attribute, and a number Burning auras are another feature that not only keeps the pace moving, Although battles keep you pressing forward, you shouldn't take that to When you throw in a rock-paper-scissors system of elemental affiliation, Jeanne D'Arc is an attractive and vibrant game. It isn't stunning, but If reliving 15-century French history sounds as appealing to you as being Labels: Game Reviews Final Fantasy Tactics: The War Of The Lions Review • Almost ten years ago, Square Enix introduced Final Fantasy Tactics, one of the best and most critically acclaimed turn based strategy titles ever seen on the PlayStation or any other console. The adventure, set in the now familiar game world of Ivalice, surrounded a huge war that splintered the land in two. Now, Square Enix is re-releasing this title with a number of technical enhancements for the PSP. Is The War of the Lions the definitive edition of the classic RPG? Yes, but you will have to allow for a number of classic and new issues that inconvenience many of the new features in the title. For those of you not familiar with the storyline of Final Fantasy Tactics, I'll provide a brief explanation of the general themes and basic scenario of the title without spoiling anything. The game covers political intrigue, betrayal, class warfare, divided allegiances, murder, manipulation and numerous other topics. You know -- light, cheery fare. War of the Lions is set up thanks to the problems between two dukes in the kingdom of Ivalice. With the king having suddenly died and his two year old son becoming the ruler of the land, the queen's brother, Duke Larg, is widely considered to be the front runner for the throne's regency. Hoping to counter any influence from the queen, the council of the land appointed the king's younger cousin, Duke Goltanna as regent. Of course, this sets up a large amount of conflict within both the royal court as well as the populace, particularly since both men were valorous generals in a previous war. ![]() The War of the Lions now features new cel-shaded cutscenes. Along with this backdrop of complex issues, players take over the story of two childhood friends, Ramza Beoulve and Delita Heiral. Born to privilege, Ramza is the youngest son of a prestigious house of nobles, while Delita is a commoner taken under wing by Ramza's family. As young knight apprentices, the two friends find themselves tasked with tracking down a bandit group that kidnaps Princess Ovelia. What they find drags them into key roles in the conflict between Duke Larg and Goltanna, and the impending titularly named War of the Lions. If you find yourself confused, don't worry; the original title was particularly convoluted with what happened throughout the plot. Part of this was due to a substandard translation: players were continually hit with phrases on par with "You spoony bard," or names that were spelled multiple ways. Even if you completed the title multiple times over, you weren't necessarily guaranteed to understand everything that went on in the game. While the plot is still relatively complicated with plots and subplots, War of the Lions addresses the murky nature of the title in a few ways. First of all, the game plays in a brand new 16:9 widescreen presentation to take advantage of the PSP's screen. The sharpness of the portable's screen aside, War of the Lions highlights a number of new animated cutscenes. The brand new cel-shaded sequences show off the character designs of Akihiko Yoshida beautifully, and a number of new elements that haven't been shown before are depicted with these new cutscenes. As a result, players receive new insight into the characters and their motives within the story. What's more, these cutscenes have great voice acting to compliment the sequences, making them much more than eye candy. Combined with new visuals for special attacks and magical spells, the presentation is visually striking. There are even cameos from other Final Fantasy titles that play a role in the revamped storyline. ![]() It also features two new job classes. Players will also find themselves taking on completely new battle sequences within War of the Lions. For instance, players may remember taking on Gafgarion at the falls with Ramza, but players will also take on a band of marauders as Delita as he escorts the princess out of harm's way. Elements like this extend and improve the story dramatically, and with the help of the constantly accessible chronicle feature, which highlights everything from plot events and people to feats, wonders and artifacts your characters collect, players will gain a better sense of the events that rocked Ivalice. To go along with the new story details is a brand new English translation that finally cleans up the confusion between character names, locations and even skill titles. Sure, classic insults like "spoony bard" remain in the game, but for the most part, just about everything has been revamped. The lone gripe (and it's a minor issue) about this is that if you've played the game before, you'll have to get re-accustomed to many of these abilities having completely different titles. For instance, Move-Find Item has evolved into Treasure Hunter, and Arrow Guard has turned into Archer's Bane. The primary concept behind the game hasn't particularly changed since the title debuted almost ten years ago. Players move around the world of Ivalice with their roster of up to 24 playable characters, taking on plot specific battles (highlighted in red) or random battles (highlighted in green). The original title had 20 separate jobs that could be selected for your characters, ranging from the lowly squire and archer to the more powerful samurai, arithmetician and dancer class. Each one of these jobs had their own separate list of active, reactive, support, movement, or special skills that could be acquired. War of the Lions includes two brand new jobs for players to choose from: the Onion Knight and the Dark Knight. Both designed around the long haul of level grinding and item acquisition, the strengths of the Onion Knight and Dark Knights are apparent after only after you've sunk in a large amount of time with these classes. Onion Knights (who hail from Final Fantasy III) initially appear to be a weak choice for a profession. Their advantage is in the ability to equip and use every piece of equipment that they come across in their journey; As you learn and master new skills, you'll find that your Onion Knights become more and more dangerous, shrugging off attacks while dropping huge amounts of damage on enemies. Dark Knights, on the other hand, are extremely dangerous thanks to their ability to surrender some of their health to power many of their strikes. Once you've built them up to later levels, very few enemies can withstand their attacks or even scratch them in battle without paying the price. ![]() Multiplayer has been added and can benefit both player's parties. Of course, you can battle your way across Ivalice, trying to gain the gear for your warriors, but you won't necessarily receive the special items you want for your Onion Knights, Dark Knights or other warriors. The best way to acquire this gear is with the brand new multiplayer implementation, which allows two friends to play with or against each other in the title to earn new job points, levels and equipment. Multiplayer battles are a bit different than standard story or random fights because you won't have to worry about losing any party members if they're defeated and removed from the battle field. Instead, these characters, along with their pre-multiplayer equipment levels are restored at the end of a fight. By reaching a tavern, players can engage in a rendezvous battle, which lets players join up and take on a number of computerized opponents in missions offered by the Tavern master. On the other hand, if you'd like to face off against each other, you can jump into a melee battle and bash your way through each other's parties, trying to determine who the winner of each fight will be. You can even tweak the rules of engagement, adding a number of traps, providing special knockback conditions or locking weapons with attacking characters. Depending on your performance in the middle of the multiplayer battle, you'll have the chance to open treasure chests and acquire new gear. While it's extremely cool to play with a friend via ad hoc, multiplayer would've been even stronger if it also allowed infrastructure mode so any War of the Lions owners anywhere could team up with each other or challenge their parties in battle. What's more, there were a few issues that complicated the multiplayer experience. First of all, we constantly noticed the "Communicating" message that kept cropping up during our multiplayer match. We were aware that the PSPs were communicating to keep the signal, but it's somewhat infuriating to continually see this message crop up on the screen in the middle of a fight or while action was taking place. Also, multiplayer can suffer from some extremely unbalanced play, particularly if you or your friend happens to have a much more advanced party than the other player. For instance, a discrepancy of three to five levels can be enough of a difference to let the stronger party crush the weaker. Even worse, the game won't scale down to account for your two parties in co-op, so the game will spawn a number of monsters at the level of the most experienced character. As a result, the weaker party members will be continually preyed upon while the stronger ones will quickly find themselves overwhelmed by the lack of help. This can make some fights even harder to successfully complete. ![]() It still has some old issues, but it's still a classic strategy RPG. Although the multiplayer has its issues, the single player experience retains a number of the classic problems that plagued the original game. For instance, the game still experiences a lot of slowdown, ranging from special attacks to basic strikes, which really should've been fixed in its transition to the PSP. However, for some reason, it remains to draw out each battle. Similarly, the same sound delay issues from the PlayStation title returns in War of the Lions. The sound effects are good in War of the Lions, but unfortunately, the sound hasn't been fully synched up with the game action. Landing a blow on an enemy, such as using a special strike like Pummel, magic like Thundaga or summoning Shiva, for instance, will cause the animation to play a second or more before the sound effect recognizes what's going on and triggers the sound. It sucks that these issues weren't re-mastered along with the rest of the title, but looks like there's only so much that could've been tweaked. Closing Comments Even with the standard issues returning to the gameplay, and some skewed multiplayer elements, Final Fantasy Tactics: The War of the Lions stands out as a great remake of a classic title. New story elements and missions, new multiplayer modes and brand new job classes strengthen what was already one of the best strategy titles around. If you're into strategy and you own a PSP, you should definitely check out the second coming of this excellent game. Labels: Game Reviews Juiced 2: Hot Import Nights Review • While it's common practice in the music industry for a band to have a self-titled album, it's not too often that you'll find something similar in the gaming world. But here we have Juiced 2: Hot Import Nights from Juice Games, the sequel to the original 2005 release of Juiced. The follow-up sees a large number of changes in the series' overall design - the calendar-driven event sequence is gone, you no longer have to pay to repair damage after a race nor pony up a race fee to enter an event. It's a sleeker experience to be sure, but it's still far from perfect. While we had issues with the current-gen controls, the PlayStation 2 and PSP's steering mechanics are a bit better in that they're not nearly as touchy during a race. The general feel of the game is a bit generic, with reasonably responsive controls but no real personality to each of the cars that come through the controller. One thing that's a bit curious is that although the game encourages you to drift around corners to gain boost, you also lose speed when you do so, unlike some of the other versions of the title. ![]() Hit the lights The track designs in this version also feel fairly generic. Each track is a closed-off portion of a city, each of them feeling like a test track for you to race on. The designs aren't bad, per se, but they don't have the personality that we'd seen in the more advanced versions of the game. Chalk it up to hardware restraints or what have you, but the end result is that while they work, they aren't all that memorable or different from the other 3,265 racing games you'll find on the system. The presentation aspects of the Career mode and so forth are extremely hit or miss. One thing that we like quite a bit is the new goal-based progression. For each racing league, you'll need to complete a number of goals in order to race in an advancement qualifier to move up to the next tier. Each level has a number of goals for you to complete, and they're generally pretty varied. For instance, one goal might be to win a $25,000 bet against a certain racer, while another is to amass an airtime of 6 seconds in a race while another is to simply win a single circuit event. The cool part is that you can achieve multiple goals in a single race, so if you're good and know what you're looking for, you can cut down on the number of races you need to partake in to advance. It's also nice that not all of the goals require you to actually win a race, which will help those who begin to struggle at the later tiers. ![]() The track design isn't very inspired. While going from race to race is much better this time around, what with the game having a series of goals to hit at your leisure before advancing rather than relying on a calendar, a number of other elements outside of racing are poorly implemented. For instance, the Driver DNA system doesn't really work all that well. The idea here is that you can swing a number of your racing styles (and those of the AI drivers) from being red hot, a.k.a. aggressive, to ice cold, or calm and refined. One of the issues with this system is that it doesn't seem to have an impact on how well anyone performs. Drivers that have practically maxed out their racing abilities one way or the other can finish dead last in a race and do so just as often as someone with a rather "plain" DNA readout. When hiring drivers to race on your team, which you'll only need for crew-based events, you're shown their DNA structure to help you figure out who to pick, but it reads differently than before a race and, again, it doesn't seem to matter all that much. While the Driver DNA's lack of any real impact upon what's going on doesn't really break anything since you can essentially just ignore it, the car performance and upgrade system can be anywhere from confusing to a nuisance to a money-drainer. For one thing, each car is given a single performance number that is supposed to tell you how well the car will drive. This isn't an entirely accurate system as we've had cars wipe the floor with other cars at the same performance level. Why there aren't separate numbers for acceleration, top speed and handling, we'll never know. As well, while you can upgrade the handling of your car, your performance rating doesn't include your vehicle's handling ability, and there's no way to see exactly how much of an impact your upgrade has made. Speaking of upgrades, each racing league that you advance to unlocks three new levels of upgrades for each of power, handling and weight reduction. While this is nice, the issue is that if you pay for a level one upgrade of any sort, you don't get any kind of discount for upgrading to level two or level three. With a very minimal price difference between the three, it feels like a complete waste to pay for lower levels. The only reason that you would ever do so is because in order to unlock upgrade levels two and three you need to complete small challenges to unlock them, and then you need to pay for them. We're fine with this part since the challenges can actually be fun. But something that we're not fine with is having to repurchase an upgrade if you uninstall it for any reason (like to allow the car to compete in a different league, for instance). We could understand having to pay an installation fee, sure, but why do we need to pay for the whole thing over again if we've already purchased it? ![]() Unfortunately, the drift controls feel way different than driving. In addition to upgrading your vehicle's performance, you can also install a number of visual mods, like new hoods or rims, and apply decals and paint jobs. The physical additions that you can add all look nice and allow you to customize your car pretty well, though unfortunately they have no impact on its performance. The vinyls tool is generally good, allowing you to place shapes or logos on any part of your car, twist and resize them and layer them to create whatever you want. Closing Comments Juiced 2: Hot Import Nights has its share of strengths and weaknesses. The layout of the Career mode is nice, and there's lots to do. However, some aspects of the car customization are poor, and the track design is fairly generic. If you love customizing cars and racing them, you'll find some things to like here. But certainly don't expect perfection. Labels: Game Reviews
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