Red Faction: Guerrilla Review

Posted by indya rocksss

Red Faction: Guerrilla Review

Though repetitive, this third-person action game is a great open-world adventure for anyone with an appetite for destruction.
The Video Review
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Randolph Ramsay causes trouble on Mars in this video review of Red Faction: Guerrilla.
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The Good

* You can destroy everything
* Long, challenging single-player
* Excellent multiplayer modes
* Looks great
* Booming sound effects.

The Bad

* Weak story
* Can get repetitive.

Of all the weapons you'll find in Red Faction: Guerrilla, the simple sledgehammer is one of the best. This powerful object has the ability to bring down entire buildings, giving you an almost tactile feeling of gleeful abandon as you watch your character leave nothing but rubble and havoc in his trail. The brutish, direct sledgehammer exemplifies what the excellent Red Faction: Guerrilla is all about. Destruction is this game's currency, and it puts its considerable wealth to good use. Mars is yours to annihilate, and while the main story is uninvolving and the action can get repetitive, you'll find plenty to like in the game's mayhem-filled single-player campaign and impressive multiplayer offerings.

Ah, the sledgehammer. So many uses.


Mayhem is built into Guerrilla's DNA, and its impressive physics engine realistically showcases destruction on a massive scale. The game ditches the deformable landscapes that were a staple of its predecessors, instead offering the ability to blow apart anything in the game. Any man-made object can be reduced to rubble, and every structure or vehicle--and every one of its composite parts--features its own unique physical properties. Everything from smokestacks to bridges appears to have been built with real-world engineering principles in mind, and you can see the various supports and reinforcements in their design. So to demolish a small building, you needn't take out all its walls--simply identify its support columns, take those out with charges, and watch the whole thing implode. All of this destruction is performed in real time, which means no structure collapses in the same way.

The realistic nature of this rampant destructibility is the standout feature of Guerrilla, and it will affect many of your gameplay decisions. Cover, for example, is at best a temporary haven for you and your enemies, since all walls can be demolished. Height is also of little concern--if an enemy sniper is perched on a building, you can easily destroy the floor underneath him. You can stop pursuers by blowing up a bridge as you pass it, or even level an entire building to kill all of the troops inside. It's hard not to get swept up in all the damage you can cause, and you'll find yourself wanting to lay waste to an object just to see how it crumbles simply because it's so much fun.

If it sounds like the game is frenetic and chaotic, that's because it can. Despite the fact that your character, Alec Mason, is a guerrilla--a member of the underground group Red Faction, which is trying to take out the all-powerful Earth Defense Force (EDF)--there's little scope for anything other than full volume action, even if you are trying to approach a mission with subtlety. Mason is initially an unwilling recruit to Red Faction, joining only after his brother is killed by EDF soldiers. What follows is a lengthy main storyline which is fairly cliched for the most part. Mason's motivation for revenge doesn't ring that strongly throughout the campaign, and there are very few twists and turns to keep the plot engaging.

Story, for the most part, takes a backseat to Mason's continuing mission to free Mars. The EDF have total control of the six sectors of the planet, oppressing its population of miners with a heavy security presence and upfront brutality. To free the planet, you'll have to do it sector by sector. Each will have its own level of EDF control that you'll have to lower while at the same time raising the population's morale. The game's eight different mission types will do one or the other, and in many cases they'll do both. Lowering EDF control opens up new story missions which will move forward Guerrilla's main narrative, while improving morale means more of the population will randomly jump in and support you when you get into a fight with the EDF. On the surface, the mission types are varied--for example, protect a settlement, join a group of rebels in storming an EDF stronghold, intercept an enemy shipment, destroy EDF property--but the game's aggressive AI means most missions will end up in large explosions and a hail of gunfire. You may want to take a more circumspect approach, such as finding an unguarded path into a group of structures that need to be taken down, but as soon as the first explosion hits, EDF troopers will swarm to your position to try to take you down with force. While this doesn't make the action one-dimensional, it does make it one note. Sure, you can blow stuff up in a variety of interesting and creative ways, but in the end, it's still the same thing--blowing stuff up.

It's to the game's credit (and to the credit of its remarkably robust physics engine) that despite repetitiveness, Guerrilla's destruction manages to be engaging and entertaining for the 15 or so hours it will take you to get through the single-player campaign. Even after you finish the game, you can go back into the world to complete any missions you may have skipped, as well as try your hand at the "insane" difficulty level you'll unlock after your first run through. The game is quite challenging even at lower difficulty levels, and you'll find yourself pushed to survive most large-scale fights at medium difficulty. Guerrilla has a cover function which will let you stick to walls, but it's not something you can rely on--you'll sometimes fail to stick to objects properly (particularly low bits of cover), and trying to pop out to shoot can cause you to leave cover completely.

Blowing a bridge up as you escape in a truck--just another mission in Red Faction: Guerrilla.

Thankfully, the rest of Red Faction: Guerrilla's controls are solid, particularly its shooting mechanic, which feels just right. You'll be able to equip only four weapons at a time, but you can quickly switch between them by holding down the right shoulder button. Most are typical weapon archetypes--there are pistols, machine guns, shotguns, rocket launchers, and sniper variants--but Guerrilla does feature some unique weapons, such as the killer disc-spewing grinder and the electricity pulsing arc welder. By far the most interesting is the nano rifle, a weapon which sends out a bolt of microscopic nanites that corrode anything they hit--and this includes people as well as buildings.\

The Good

  • You can destroy everything
  • Long, challenging single-player
  • Excellent multiplayer modes
  • Looks great
  • Booming sound effects.

The Bad

  • Weak story
  • Can get repetitive.

Driving is similarly strong, the only caveat being that most vehicles are floaty and too easy to flip.p (although any science geek can probably justify this by pointing to Mars' lower gravity compared to Earth). You won't find the variety of vehicles as in other open-world games, but what are here seem functional to a mining colony and fit within the gameworld. There are large earth-moving vehicles, smaller two-person transports, and plenty of trucks, with a surprising number of them packing onboard weapons. You'll also run across beefy mech-like walkers which are great to pilot against hordes of EDF soldiers--these are pretty rare, however, but they're so much fun you'll be left wishing there were more instances when you could use them.

You won't get to drive any vehicles in Guerrilla's multiplayer, but it does offer plenty of unique experiences you won't find in the single-player game. The game supports up to 16 players online and features the stock standard deathmatch, team deathmatch, and capture-the-flag variants. All of the single-player game's destructibility adds another level of strategy to matches, as you're only ever one sledgehammer blow away from instant death, no matter how thick your cover. This makes all matches tense affairs, and camping is a definite no-no. Added to this are new items exclusive to multiplayer which can radically affect how you play. The main additions are 10 different backpacks which act as either offensive, defensive, or support aids during combat. The rhino backpack, for example, will allow you to charge straight through walls at a hiding player, while the thrust backpack can propel you quickly up a few levels to take out snipers. The stealth pack, on the other hand, will make you invisible for short periods of time, while the heal pack will quickly regenerate lost health.

Multiplayer also gives you the power to rebuild--an ability which features heavily in two of Guerrilla's three unique online modes. The reconstructor gun can repair damaged or destroyed structures and is used in the Siege and Damage Control modes. Siege has two teams taking turns to see how much damage they can do to a map, while Damage Control sees two teams fighting for control of three structures. To gain control of a structure, you'll need to destroy it first before rebuilding it for your team. The third unique online mode is Demolition, where one player on a team is randomly chosen as a destroyer. To gain points, the destroyer must wreak as much havoc as possible. These new modes are fun, and Damage Control in particular is a hectic affair as your team continually scrambles to destroy and repair the various checkpoints. Guerrilla's online component, in fact, is a definite winner--games ran almost completely lag-free during testing, with the most noticeable issue being an occasional lapse between hitting an object with the sledgehammer and seeing it crumble. There's also an offline multiplayer mode called Wrecking Crew, where up to four players can take turns in doing as much damage as they can to a certain area. Wrecking Crew is a fun little distraction at best, and it probably won't hold your interest compared to the large scope of the game's online multiplayer offerings.

The area of Mars you'll traverse in Red Faction: Guerrilla is big even by open-world game standards, but there's not an awful lot to see. There are plenty of red hills, open plains, and dust, and what few populated areas there are seem sparse in comparison to other games in this genre. It's hard to fault the game for this--after all, this is what a human colony on Mars would conceivably look like--but it doesn't change the fact that you'll be looking at dirt a lot of time in Guerrilla. That said, the game does look quite impressive. The textures on Mars and its architecture look realistic, as do many of the lighting effects with the various explosions and pyrotechnics on show. There's occasionally some pop-up, particularly in the open badlands section, but for the most part the game's problem with draw distance is obscured by small hills and other geographical landmarks that are conveniently placed in between you and the gameworld's horizon. Sound also fares well--the game's voice actors do well with their limited scripts, and the various explosions, gunfire, building collapses, and other sound effects are uniformly impressive. The solid "thunk" you'll hear every time you use your sledgehammer is especially satisfying.

You'll end up hearing that "thunk" a lot in Red Faction: Guerrilla, but you'll never get tired of it because its deep, crunchy sound is tied so intrinsically to the satisfying visual destruction you see. Guerrilla's gameplay is similar--many of the missions may feel like they're at the same, loud, all-out pace, but when devastation is this well presented, it's difficult not to get swept along by its primal energy. Red Faction: Guerrilla mixes a long and involving single-player campaign with a fun and satisfying online segment, with both adding up to a game that proves that a little chaos (or in this case, a lot) can be a positive thing.

Street Fighter IV Review

Posted by indya rocksss

Street Fighter IV Review

Robust and challenging single-player modes, strong online multiplayer, and gorgeous visuals make this a must-have for any fighter fan.

OUR SCORE 9.0

The Good

  • Gorgeous character models, animations, and background art
  • Comprehensive multiplayer modes
  • Accessible but nuanced gameplay
  • Plenty of replay value for completionists.

The Bad

  • No tournament mode
  • Online play suffers if either fighter's connection is slow.

It's obvious that each iteration of the long-running Street Fighter series has been carefully tuned and tweaked to the finest degree, and nowhere is this more apparent than in Street Fighter IV. The lessons learned in the franchise's 20-plus years have been used to prune back the core fighting experience to create something truly special. Street Fighter IV isn't a success simply because it's one of the most technically complex 2D fighters ever made, it's a success because it's also wrapped inside a layer of absolute accessibility. Never has the old "A minute to learn, a lifetime to master" adage been truer than it is here.

The Street Fighter fundamentals have remained consistent over the years; your job is to knock out the other guy or gal. All 12 of the classic world warriors--Ryu, Ken, Chun-Li, Blanka, E. Honda, Zangief, Guile, Dhalsim, Balrog, Vega, Sagat, and M. Bison--are back and playable from the outset, and they're joined by six brand-new and diverse characters. Abel, a mixed martial arts grapple-style character; Crimson Viper a female fighter with sweeping, airborne fire attacks; Rufus, a rotund fighter whose body makes him a bit of a sight gag despite his deceptive speed; and El Fuerte, a pro wrestler whose rushes and air throws make him a slippery foe. Ryu and Ken's sensei, Gouken, also makes his playable-character debut in Street Fighter IV. Naturally, he didn't teach the boys everything he knows, so when they meet again he has a few tricks up his sleeves, including a horizontal and vertical fireball EX move. The game's new end boss, Seth, fills the last spot and joins the list once you've unlocked everyone else. Character balance is absolutely spot-on across the entire roster, and as a result, you should never feel that you can't compete simply because you've chosen one character over another.

You'll need to finish the game multiple times and in special ways to unlock the complete character list. Doing so will make fan favourites Cammy, Sakura, Akuma, Fei Long, Rose, Gen, and Dan playable. Like previous games in the series, Street Fighter IV lets you perform powerful super combos, but it has removed air blocking and parrying completely. Developers Capcom and Dimps have added a completely new gameplay system: focus attacks, a new multipurpose offensive and defensive ability that can be charged to one of three levels by pressing and holding the medium punch and kick buttons simultaneously. There's no onscreen bar to show how charged your attack is, so you'll need to rely on the progressively darkening ink splashes surrounding your character model. Each character features a unique focus animation, so you shouldn't have any trouble working it out after a few rounds with each. Focus attacks make you vulnerable to damage because you need to be standing still to charge them (though you can dash forward or backward to cancel them), but the trade-off is that you'll absorb the first hit without the penalty of an animation reset, allowing for an instant counterattack if you land it. They can also act as armour-breaking moves, shutting down more-powerful attacks. Successfully landing a fully charged focus attack will deal damage and crumple your opponent to the ground, giving you the chance to follow up with an unblockable hit as he or she falls.

The new mechanic also lets you use part of your EX power-meter charge to exit animations early and chain bigger combos together. They take a little getting used to and some serious thumb dexterity, but once they're mastered, you can perform moves such as dragon-punch stalls directly into super moves or use them to juggle players in midair with multiple hits. Your revenge meter builds as you take damage, whereas the EX meter fills as you dish it out. EX power rolls over to the next round, but revenge must be built from scratch each time. This becomes a crucial risk-versus-reward mechanic. Do you take hits to build revenge and power up an ultra attack, or do you deal damage to burn your EX on improved moves, cancels, or save it for a super finisher? The flexibility of this system means that you're free to play according to your strengths and style. But just like reversals, EX power-ups, and ultra combo attacks, focus attacks serve to mix up the experience only for veteran players; such is the game's balance that they have never been required to win a match, and they act more as an additional weapon in the arsenal of a skilled player. They're waiting for you when you want to take a step up and learn how they work, but well-timed basic punches and kicks are just as effective.

The single-player mode is robust and has a lot to offer across several components. Arcade mode pits you against a set number of fights from your unlocked-character roster and culminates in a showdown with Seth. Along the way to your goal, you'll always encounter a rival fight. These are regular fights accompanied by an in-engine exchange with your opponent. They're a welcome mix-up but often add nothing to the character's storyline because some fighters clearly don't even know why they hate one another. Each character's adventure is bookended by an anime-style cinematic movies that explain his or her motivations for attending the tournament. They're quite short and keep story to an absolute minimum, but they get the message across and do a reasonable-enough job of filling in the gaps. Given the amount of additional content shoehorned into this game, we were slightly disappointed to find that no bonus levels have been included, especially since we had high hopes of reliving our car and barrel smashing from Street Fighter II.

Regardless of whether you're down with busting out a tatsumaki senpukyaku at will or think it's some kind of egg-noodle dish, there's a difficulty mode here for you. Eight levels ranging from very easy to hardest are available, so you're sure to find one appropriate for your skill level. That said, even at the gentler difficulties, Street Fighter IV is no cakewalk because your opponents will occasionally mix things up with surprise super and ultra combos. First-timers will have no trouble picking up, playing, and learning as they go. Playing on the medium or above difficulty will also enable score tracking, letting you submit and compare to other players on the game's online leaderboards.

The Good

  • Gorgeous character models, animations, and background art
  • Comprehensive multiplayer modes
  • Accessible but nuanced gameplay
  • Plenty of replay value for completionists.

The Bad

  • No tournament mode
  • Online play suffers if either fighter's connection is slow.

Street Fighter IV's training mode will challenge even experienced brawlers to improve. Given that SFIV straddles the line between classic SFII and SFIII gameplay, there's bound to be some confusion about which of your old mainstay combos work and the timing that you'll need to pull them off. The training mode is an excellent resource and is one of the biggest jewels in the SFIV crown. Once you've chosen your character and your sparring partner, you'll be able to pose them in either a standing, crouching, or jumping position, toggle CPU control (and adjust its intensity), or give player two control of the action. There's even the ability to switch to your opponent's character, record up to 10 seconds of custom moves, and loop their replay. It's a great way to practice your evasion, attack timing, and counters without requiring another player or needing to search for online games. As you'd expect, there are plenty of switches to fiddle with here, including changing your target's block mode, stun frequency, ultra and super power-bar start, and regeneration levels. Live attack data can be enabled to show how much damage your moves are dealing, whereas input display can show you which way you're pushing the sticks and mashing the buttons.

A built-in move list is available through the menu and details all of your characters' skills, saving you the hassle of fumbling around for the manual when you can't remember if it's a double-quarter-forward fireball with a kick or a punch, or finding out which moves have EX variants or armour-breaking properties. Though training modes aren't new, the amount of control here will have a genuine impact on your game, and can be used to pinpoint, and subsequently correct, your play shortcomings.

Training mode aside, one of the single best features of Street Fighter IV is the Challenge mode, which is made up of several sub-modes. Old faithfuls such as Time Attack and Survival mode make an appearance and see you completing fight after fight to best your rival before the timer runs out or you empty your vitality bar. The new addition to Challenge mode is Trial mode, a multitiered training tool that will teach you not only how to perform moves, but also how to string them together to best deal damage. Although the Training mode gives you the full arsenal and space to try it out, in Trial mode you'll need to perform a specific manoeuvre or combo to continue. The five normal difficulty levels cover basic character-specific moves such as dragon punches, charge moves, and throws, but they get significantly tougher as you progress to cover specials, canceling attacks with focus, and stringing multipart combinations together. If you can get through these and feel up to the challenge, there are an extra five levels of bone-crushing general-purpose moves designed to help you improve your competitive play.

Street Fighter IV supports both online and offline multiplayer modes. In offline you'll be able to go head-to-head with a second player using your unlocked characters. Online you'll be given the choice of either friendly Player matches or Ranked games. Winning a ranked match awards you with battle points, which are used to both show off your prowess and help with the matchmaking process, though you can search for games beyond your skill level. Stat tracking will let you see your competitor's win-to-loss ratio for the session. And if you're after the true arcade experience, you can toggle online competitive challenge mode on and off to work with single-player. Just as you would expect in an arcade, if you're battling the CPU and someone issues a challenge, your game will pause and you'll automatically accept the invitation. Once the game has finished and you leave the multiplayer lobby, you'll restart your offline game from where you were. You can set it to either player or ranked matches as per your preference. We'd recommend leaving it off if you're keen to just play through arcade matches, given that we received back-to-back invites while reviewing. We played online against opponents with both strong and weak connections, and even at slightly less than full connection strength, you'll receive an offline-like, seamless fighting experience. Poorer connections are more akin to a slide show, although we did manage to find games with supposedly poor connections that played quite well. There's also no online tournament mode to be found here, a surprising omission given its inclusion in the downloadable game Super Street Fighter II Turbo HD Remix.

Though it was unavailable for us to test at time of review, Capcom has confirmed that at some time postlaunch a free download dubbed the Championship Mode Expansion Pack will be released and will let you record, upload, and download player match videos. The patch will also add three more point systems--Championship, Tournament, and Grade points--and improve matchmaking for beginner and mid-level players. We're hoping that the patch also addresses players who leave games early to avoid point loss, considering that currently there's no penalty for bailing if it looks like you're going to lose. Collectors also have plenty of work ahead of them, with coloured outfit variations, taunts, medals, icons, and text tags being rewarded for completing online and offline challenges. These can be assigned to your online profile and are unlocked by finishing games with certain percentages of your vitality bar remaining, dishing out perfect victories, or successfully performing reversals.

Street Fighter IV's visual presentation is outstanding. The art style appears a lot more adult this time around, swapping the bright Saturday-morning kids' cartoon looks of previous games for large, menacing characters with bulging muscles and environments with more muted colour palettes. The game's pseudo-cel-shaded character-art style uses thick black borders and splattered ink to great effect, while fast, fluid animation sees your favourite fighters dance across the screen with grace. Long hair flows and trails, facial expressions contort and grimace as you deal blows, and eyes bulge as opponents see an ultra attack successfully executed. We observed a few minor character-model clipping errors during play, such as legs passing through each other and the odd missed sweep when we were sure that we should have landed a hit, but these are small quibbles because they appeared few and far between. Battle environments are a mix of old and new, reinventing favourites such as Guile's airbase tarmac (complete with destructible plane wings), Blanka's jungle walkways, and Chun-Li's marketplace alleyway. New environments include a secret science laboratory, a highway underpass, a classic martial-arts dojo, and the rim of an active volcano.

Audio is a particular high point in SFIV, and though the J-pop soundtrack and cheesy intro theme will be driven into your head within minutes, it's also worth mentioning the subtle environmental effects that go otherwise unheard in the heat of battle. The cheers of crowds, the rattle of old trains, and the barking of dogs in alleys all help create a genuine sense of immersion. Purists are even given the option to choose between Japanese and English voice-overs during cutscenes and as characters enter the ring.

From our extensive play on both platforms, the Xbox 360 and PlayStation 3 versions of the game appear identical both in terms of visuals and performance. Even during the most frenetic battles, the frame rate remained solid. Both versions of SFIV offer an optional hard-drive installation, and though it lowered load times from about 30 seconds per game to the 10-second mark on the PlayStation 3, on the Xbox 360 it had no tangible effect, presumably because those loads are already around 10 seconds per match. Xbox 360 analog sticks seemed slightly easier to perform ultra moves with, though the Microsoft controller's D pad left plenty to be desired. By contrast, the DualShock 3 analogs felt slightly sluggish, but the D pad made double fireballs and ultra combos easy. Your best bet, of course, is to invest in a good arcade stick or one of the controllers designed specifically for this game.

Street Fighter IV will welcome you with open arms, whether you're a lapsed fan concerned that you've been out of the loop for too long or you're dipping your toes for the first time. Amazing presentation, intricate and enjoyable fighting gameplay, and long-term appeal with online play make this a must-have. Street Fighter IV is undoubtedly one of the finest examples of the fighting genre in this generation.

inFamous Review

Posted by indya rocksss


inFamous Review

Incredible freedom of movement, intense combat, and an enthralling story make Infamous an impressive open-world action game.


The Good

  • Moving around the city is easy and exciting
  • Fast combat with a variety of awesome powers
  • Engrossing story with interesting characters
  • Powerful moral choices
  • Great pacing and lots of different mission types.

The Bad

  • A variety of both gameplay and visual glitches.

Imagine waking up one day and finding yourself in the middle of a burning crater, destroyed buildings and dead people everywhere. You soon learn that you are no longer like other humans. Electricity courses through your body, endowing you with superpowers and, by extension, the power to control the fates of those around you. Will you become a noble hero, striving to bring peace to a city in ruins? Or will you lash out in anger, crushing the weak humans who are no longer your equals? In Infamous, the choice is yours. These moral dilemmas intertwine your fate with that of the city, but it's the amazing freedom that makes this experience so incredible. From unleashing electrical blasts to corral your enemies, to scaling the highest skyscrapers with finesse and ease, Infamous lets you seamlessly control the powered-up hero you've always wanted to be. The buggy visuals and gameplay glitches can't quite live up to the excellent action, but the overall experience crushes these small problems like so many petty criminals. It's not easy being a superhero, but it is an absolute blast.

Just look at that agility.


A powerful bomb has exploded in Empire City, bringing the thriving island metropolis to its knees. Gangs now rule the streets, causing cops and citizens alike to cower in fear, and a deadly pandemic has forced the government to quarantine the whole area. At the center of the cataclysmic blast is Cole, an ordinary bicycle messenger. Of course, he isn't so ordinary anymore. The explosion killed thousands and leveled buildings like they were fragile card houses, but it gave him superpowers. Cole can shoot lightning bolts from his fingertips and withstand an inordinate amount of punishment, so he is the one who must track down the bombers and bring order to the city. The story is rooted firmly in typical comic-book struggles, but the characters are so well developed, the problems so believable, that the deeper you plunge into the conspiracy the more fascinating it gets. As the story pushes you toward the chilling conclusion, you'll become completely immersed in this universe. The cutscenes add to this impact, employing stylish, animated illustrations that would be equally at home in a comic-book.

However, the story is not just a static tale of vengeance and betrayal. You have a choice in how it plays out, which gives you a strong connection to the events, sucking you further into the world. Whenever Cole is faced with a moral decision, the action pauses and Cole spells out his thoughts to you. Should he let the hungry citizens eat the government-delivered food, or scare them off and take it all for his friends? The abrupt stop in the action lacks the immediate impact that a more organic choice would have given, but it makes you face the consequences head on, forcing you to consider both sides of the coin before brashly rushing in. The problems are often black and white, presenting a clear path toward being a superhero or villain, but there are a few twists to the classic formula that make the problems feel much more authentic. There isn't always an obvious good or evil route, so you'll have to put yourself in Cole's shoes, decide how you want the situation to play out, and live with the consequences--both in how the story plays out and in the look of the city itself.

Empire City is split into three large islands, and by the end of the game, you'll be able to travel across the whole city, jumping into missions or on top of buildings without restrictions. Moving around the city feels almost perfect, given that the ease of climbing and leaping makes the whole world burst with possibilities. You can easily grab on to windows, pipes, and other fixtures on the outside of buildings, which makes climbs from the dirty streets to the breezy rooftop quick and painless. There's a slight stickiness to Cole's leaps, so when you jump close to objects that you can grab, you'll be pulled into their path. This simple mechanic makes sliding along thin wires or bouncing across tiny posts incredibly fun, letting you worry more about where you want to go rather than how you're going to get there. As you progress through the game, you unlock the ability to glide through the air and grind railroad tracks, which makes the already dynamic movement even more freeing. The whole system is so immediately satisfying that it's possible to get lost in this huge metropolis for hours, joyfully dashing across towering buildings, skating along railroad tracks, and shimmying up lampposts.

Although leaping from building to building is a blast on its own, there are worthwhile goodies hidden around the city that give you a tangible reason to explore every nook and cranny. There are 350 blast shards scattered in all sorts of odd places, and collecting them gives you the ability to store more electricity, which means that you have even more power with which to zap enemies and innocent bystanders. There are also drop points scattered across the three islands that give important details about the events that unfolded before the bomb changed everything. To find these hidden items, you need only tap L3 and they will appear on your radar, eliminating the frustration of having to hunt down hundreds of collectables. However, it's when you start tracking down these items that a slight problem with the movement crops up. The stickiness of your jumps is great when you're sprinting across rooftops, but it makes landing in precise locations rather tricky. Cole latches on to everything near him, so trying to drop down a story to nab a tucked-away shard can be trying at times. The benefit of being pulled into every climbable object far outweighs this slight annoyance, but it can be grating when you just want to grab a tiny ledge and Cole's sticky fingers won't obey.

inFamous Review

Incredible freedom of movement, intense combat, and an enthralling story make Infamous an impressive open-world action game.

The Good

  • Moving around the city is easy and exciting
  • Fast combat with a variety of awesome powers
  • Engrossing story with interesting characters
  • Powerful moral choices
  • Great pacing and lots of different mission types.

The Bad

  • A variety of both gameplay and visual glitches.

The combat is as seamless and enjoyable as the exploration, which keeps the action consistently thrilling. You start with a standard electrical blast that subdues citizens and criminals rather quickly, but you unlock even more powerful tricks throughout the game, which keeps the combat varied and intense. Sticky grenades, high-powered rockets, and an impressive shockwave blast can all be integrated into your normal fight routine with ease, which makes it possible to exterminate your foes in creative and sadistic ways. The controls for the combat are spot-on, ensuring that you can never blame the game if you miss a headshot or accidentally zap a friendly doctor instead of a crazed gunman. As you complete missions and kill enemies, you earn experience points, which are used to upgrade your already impressive abilities. Although the core moves don't differ drastically between good and evil characters, the upgrades throw in some interesting twists. For instance, as a good guy, Cole can use his grenades to handcuff weaker enemies to the ground, whereas his evil side can split grenades into multiple parts, creating more potent blasts.

Though you have superstrength and the ability to conduct electricity, this game isn't a cakewalk. Whether you're good or evil, the city is overflowing with enemies, which forces you to be alert even when walking casually down the street. Bad guys perch atop buildings armed with high-powered sniper rifles and rocket launchers, and they are crack shots with plenty of ammunition. If you're not careful, you will die often, but the difficulty never seems unfair. The versatile combat system lets you attack the hostiles in a number of unique ways. For instance, in one mission, you must bombard a specific building. You can move in slowly, taking out the surrounding villains as meticulously as possible and clearing an open path to unleash your destructive power. Or if you're feeling adventurous, you can grind a nearby railroad track, toss handfuls of grenades and missiles as you glide by, and destroy your mark without bothering with the surrounding humans. The versatility of the fights combined with a forgiving checkpoint system ensure that, even when the odds are stacked against you, there is always a way to weather the storm.

The missions are as varied as the ways in which you can approach them. There are quests that focus on exploration, pure combat, careful tracking, deft platforming, escorting important people, and various combinations thereof. The most rousing is an intense battle in a prison courtyard. Powerful enemies swarm from all sides, filling the screen with fire and explosions. You toss grenades and missiles into the fray, conjure shockwaves to slow down the onslaught, and then slink behind cover to take a breather. It's intense and thrilling, cleverly mixing every element of the game into a superb blend of chaos and fun. The side missions provide an interesting respite from the exhilarating main missions, giving you bite-sized tasks that clean up sections of the city when you finish them. Certain side missions force you to choose between two morally aligned tasks. Completing the good one will make the evil one unavailable, and vice versa. Not only are these missions satisfying, but they further reinforce your moral standing and make the two sides of the karmic coin feel unique.

The visuals cannot quite match the thrilling combat and amazing exploration, but they do a fine job of bringing this chaotic city to life. Cole is nicely detailed and impressively animated; he leaps and climbs with silky-smooth moves. The lighting is also quite well done. During some missions, Cole must enter the sewers to power up darkened districts of the city, and these sections are stunning. The light dances against the murky water and dank walls, creating an eerie yet inviting view of the slinkiest place in the city. Fire is also brilliantly realized, which makes it a joy to cause cars and toxic barrels to combust. Not everything looks so good, though. The other characters don't have the same believable animation as Cole, which makes the in-game cutscenes feel pretty sloppy. The buildings and roads have a hazy look, and textures jarringly pop in as you quickly leap across the city. There are also a number of graphical glitches. Cole will walk through railings and other solid objects all too often, the frame rate struggles when the screen is brimming with effects, and there are far too many jagged edges.

Empire City may not be the prettiest place, but what it lacks in stunning beauty it makes up for in pure entertainment. One of the most remarkable aspects of Infamous is how it continually improves throughout the quest. The pacing is excellent. It doles out new abilities, introduces powerful story twists, and concocts exhilarating missions at a steady rate, which means the game never loses steam during the course of the lengthy adventure. And when the credits finally roll, you'll just want to keep playing, to see what the other morality choices reveal and to squeeze every ounce of entertainment from this amazing world. Infamous is an exhilarating and incredibly fun open-world game.

OUR SCORE 9.0

UFC 2009 Undisputed Hints & Cheats

Posted by indya rocksss

UFC 2009 Undisputed Hints & Cheats

UFC 2009 Undisputed Unlockables

Achievements

Complete each achievement to get the allotted gamerscore.

Unlockable How to Unlock
Pound-for-Pound Champion (100) Win the UFC Championship in each weight class in Career Mode.
Undisputed Champion (25) Win the UFC Championship with a fighter in Career Mode.
Hall of Famer (25) Enter the Hall of Fame with a fighter during Career Mode.
Call me "No Touch!" (75) Complete Career Mode and retire undefeated.
Where's my bonus check? (20) Obtain the KO, Submission and Fight of the Night Awards with a fighter in Career Mode.
That was easy! (20) Win in under 20 seconds of the 1st round against a COM UFC Fighter in Exhibition or Career Mode.
Student of the game. (25) Complete all tasks from the Tutorial Mode.
Wax Off! (20) Escape 20 submissions by technical escape against a COM UFC Fighter in Exhibition or Career Mode.
Trophy Collector (25) Obtain all the trophies in Career Mode with a fighter.
UFC Historian (20) Unlock all movies from the Classic Fights Mode.
World Class Striker (30) Win by KO without using any grappling against a COM UFC Fighter in Exhibition or Career Mode.
World Class Grappler (30) Win by Submission using no striking against a COM UFC Fighter in Exhibition or Career Mode.
Roster Run-through (40) Complete one fight in Exhibition Mode with each UFC fighter.
White Belt (10) Win a Ranked Match with a CAF or UFC fighter in Xbox LIVE.
Blue Belt (20) Win 15 Ranked Matches with a CAF or UFC Fighter in Xbox LIVE.
Purple Belt (30) Win 30 Ranked Matches with a CAF or UFC Fighter in Xbox LIVE.
Brown Belt (50) Win 50 Ranked Matches with a CAF or UFC fighter in Xbox LIVE.
Black Belt (100) Win 100 Ranked Matches with a CAF or UFC fighter in Xbox LIVE.
Wax On! (30) Win 15 Ranked Matches with a CAF or UFC fighter by submission in Xbox LIVE.
Papa Said Knock You Out! (30) Win 15 Ranked Matches with a CAF or UFC fighter by KO in Xbox LIVE.
Gold Digger! (30) Obtain all the gold medals in a Xbox LIVE Ranked Match Weekly Mission.
You really like me! (20) Gain a million or more fans in a Xbox LIVE Ranked Match.
Ooh, in ya face! (25) Win a fight by flash KO in a Xbox LIVE Ranked Match with a CAF or UFC fighter.
Original fighter (25) Create A Fighter and use the CAF in Exhibition or Xbox LIVE.
Red Belt (100) Reach level 50 or higher in a Xbox LIVE Ranked Match.
Ultimate Highlights (15) Dominate the opponent in all 3 scenes of a replay segment.
Two of my favorites! (15) Watch the Octagon Girl cutscene 15 times without skipping it.
Wanted: Flying Mouthpieces (15) Mouth piece travels more than 3 meters when knocked out.
Ultimate Knockout (15) From the gassed state, KO an opponent in any mode.
Ultimate Submission (15) From the gassed state, Submit an opponent in any mode.

Skyscrape from tapout crew

Start screen

Unlockable How to Unlock
Skyscrape Up, up, up, down, left, right, up, start

Unlock "Mask"

In Career mode, get 3 consecutive wins by tapout/submission. He will then be selectable in exhibition matches in the light heavyweight weight class.

Unlock "Punk Ass"

To Unlock Punk Ass, Acquire the "Tap Out" sponsorship in Career Mode. He will be selectable in exhibition fights in the lightweight weight class.

Virtua Tennis 2009 Hands-On PREVIEW

Posted by indya rocksss


Virtua Tennis 2009 Hands-On

Sega's Virtua Tennis 2009 is out on the Xbox 360 and PS3 this week, and we had a chance to check it out.

It's hard to believe that two years have passed since Virtua Tennis 3 came out on the Xbox 360 and PlayStation 3. The tennis landscape has certainly changed a lot since then. 2K Sports updated its Top Spin franchise with Top Spin 3 last year, and EA Sports is about to enter the market with Grand Slam Tennis. Clearly, the onus is on Virtua Tennis to up its game, and Sega has dusted off its tennis whites to return with Virtua Tennis 2009, the first of what we assume will be an annual update. Does it have what it takes to remain the number-one seed? Let's find out.

Check out our video hands-on with Virtua Tennis 2009.


The first thing that we noticed when jumping back into Virtua Tennis was the gameplay, which still feels incredibly fluid. More than ever before, this game is about moving your character into the best position to receive each shot, which allows for optimum position and power for the return. Players of the previous game will be overjoyed to hear that characters no longer dive around the court like they're practicing in swimming class, which makes the game much more fun to play.

The most obvious new additions to the game come in the form of the new minigames, given that developer Sumo Digital went all out to make them as wacky as possible. One of our favourite games is Zoo Feeder, in which you have to direct food into the right animals' mouths. Then there's Pirate Wars, wherein you have to dodge cannon fire from the seafaring dogs while using tennis balls to sink the ships. Pot Shot is basically pool, except the cue ball has been replaced with a tennis ball and you have to combine power, accuracy, and positioning to pot the balls. Finally, Shopping Dash serves to help your running skills as you collect shopping items while dodging an onslaught of large tennis balls. All of these minigames are fun, and the charmingly named Meat Defender also makes a return from previous games.

The major component of VT 2009 is the World Tour mode. You start off by customising your own player, and then you head off into the world with your new coach, Tim Henman. The structure is pretty much the same as before, though: You compete in games around the world, build up your player's skills in the minigames, and buy new tennis equipment with your winnings. The difference in VT 2009 is that online functionality is integrated right into the World Tour, so you can enter online tournaments and play ranked matches as part of your career.

Virtua Tennis 3 was a bit of a technical marvel when it was released two years ago; it was one of the first games to support true 1080p graphics, and it had a great online mode. The same is true of the sequel. It still looks great and moves fast, and the online mode suffered no slowdown in the matches that we played from the office. It doesn't look as if it will rewrite the rulebook, but Virtua Tennis 2009 puts the series back at the forefront of the genre. It's out now on the Xbox 360 and PS3, and we look forward to seeing if EA can challenge its dominance with Grand Slam Tennis 2009 in a couple of weeks' time.

Raiden Fighters Aces Review

Posted by indya rocksss


Raiden Fighters Aces Review

Budget-priced and packed with options, this arcade shooter compilation is a decent game and a good value.

The Good

  • Three solid arcade shooters at one low price
  • Can be enjoyed by players of all skill levels
  • Arcade-perfect emulation.

The Bad

  • Only about an hour of actual game content
  • No online cooperative play.

OUR SCORE 6.5

Originally released in arcades between 1996 and 1998, the three Raiden Fighters games were conventional but very solid vertically scrolling shooters. Now, all three titles have been compiled and released as Raiden Fighters Aces, and the quality of these games makes them as competent now as they were back in the day. With a low price tag and a terrific number of options for customizing the experience, Raiden Fighters Aces has a decent bang-to-buck ratio that makes it a worthy addition to the library of any shoot-'em-up fan.

The bigger they come, the harder they fall.


Each Raiden Fighters game plays out in essentially the same way. You pick from an assortment of aircraft of varying power and speed and then take to the skies to destroy an overwhelming onslaught of enemy planes, tanks, and ships, along with the occasional massive boss war machine, dodging the shower of bullets sent your way all the while. As you destroy enemies, you can pick up laser or missile power-ups, which determine whether your aircraft currently has its laser weapon or missile weapon available, and you can acquire slave ships that follow you around and increase your firepower. You also have a limited number of devastating bombs at your disposal. There's nothing innovative or unusual about these shooters, but they have an unflagging intensity and level of craftsmanship that make them memorable.

On the default settings--three credits, normal difficulty--the games offer a serious challenge, though not one that can't be overcome with plenty of practice, memorization, and sheer bullet-dodging skill. However, you can alter the settings to give yourself as few or as many credits as you'd like and choose from seven difficulty levels, so regardless of whether you want the relaxing satisfaction of tearing through the opposition effortlessly or a pulse-pounding one-in-a-million shot at taking down an overwhelming enemy force, Raiden Fighters Aces can deliver.

In addition to the three core games, there's a boss rush mode, an expert mode in which defeated enemies send bullets at you as they explode, a customizable training mode, and a time-limited score attack mode. You can also play a ranked game in the arcade, boss rush, or bullet-crazy expert game types, though you're limited to a single credit and to either normal or arcade difficulty. The leaderboards nicely rank you both against all other players and against only those who used the same ship. And should you want to know how those at the top achieved their high scores, you can view their complete play-throughs, which is a helpful feature if you're keen on improving your game. Sadly, if you want to play these games with a friend, you'll need to be in the same room, because online cooperative play is strangely absent. As you'd expect, taking on the enemy forces with a wingman is more enjoyable than flying solo. You can employ different tactics when coordinating your attacks with a buddy, and there are certainly more than enough enemies to go around.

The visuals for the Raiden Fighters games exude an imaginativeness and a flair for the dramatic that make them a delight, even today. You'll soar over fog-covered forests and snowy train yards, through lightning storms and blood-red skies, as your lasers or missiles fill the screen with your exploding enemies. The stars of the show are the bosses--huge tanks, screen-spanning battleships, planes twenty times the size of yours--which gradually get more and more damaged by your attacks until they finally blow up in spectacular fashion. The graphics here are arcade-perfect and offer as impressive an array of customization options as the gameplay. You can set the game speed to 60 frames per second or go with the 54fps rate of the arcade machines. You can choose from a number of smoothing options or leave the graphics in all their pixelated glory, and you can turn on a scanline emulation effect that will make the experience all the more nostalgic if you first encountered these games during their arcade heyday. If you're willing to stand your widescreen TV on its side, you can rotate the game screen to maximize the amount of space taken up by the action, or you can play it as a side-scrolling shooter, though it feels awkward to do so. There's also an assortment of options that more dramatically impact the visuals, mimicking how the game would look in a cabinet with a busted projector, in monotone or sepia, and the like, though these are more novelty options than anything else. The music can't be altered or customized, but it's terrific as it is. The catchy, exciting techno tunes heighten the intensity of the action. The sounds of weapon fire and explosions are standard fare, but they get the job done.

It's a good thing there are so many customization options, because there really isn't a whole lot of game to these games. Each of them can be completed in 20 minutes or so, but the quality of that time, and the variety of ways in which it can be experienced, make this compilation worth coming back to time and time again. Twenty bucks for three decent shooters from the arcades of yesteryear isn't a bad deal.