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		<title>New Line To Reboot Police Academy Movies</title>
		<link>http://www.gamepreviews247.com/game-news/new-line-to-reboot-police-academy-movies/</link>
		<comments>http://www.gamepreviews247.com/game-news/new-line-to-reboot-police-academy-movies/#comments</comments>
		<pubDate>Sun, 07 Mar 2010 15:15:10 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Game News]]></category>
		<category><![CDATA[Movies]]></category>

		<guid isPermaLink="false">http://www.gamepreviews247.com/?p=331</guid>
		<description><![CDATA[<a href="http://www.gamepreviews247.com/game-news/new-line-to-reboot-police-academy-movies/"><img align="left" hspace="5" width="120" height="120" src="http://www.gamepreviews247.com/wp-content/uploads/2010/03/New-Line-To-Reboot-Police-Academy-Movies-150x150.jpg" class="alignleft wp-post-image tfe" alt="" title="New-Line-To-Reboot-Police-Academy-Movies" /></a>
The reboot craze continues as yet another  80&#8217;s franchise has been rescued from bargain bin purgatory. Police  Academy, the venerable comedy series, which spawned seven movies  will soon return in an all-new incarnation. Oh, but don&#8217;t worry you  hardcore &#8220;Police Academaniacs&#8221; (yeah, I made that up&#8230;I think,) Paul  Maslansky, the [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.gamepreviews247.com/wp-content/uploads/2010/03/New-Line-To-Reboot-Police-Academy-Movies.jpg"><img class="aligncenter size-full wp-image-332" title="New-Line-To-Reboot-Police-Academy-Movies" src="http://www.gamepreviews247.com/wp-content/uploads/2010/03/New-Line-To-Reboot-Police-Academy-Movies.jpg" alt="" width="600" height="366" /></a></p>
<p>The reboot craze continues as yet another  80&#8217;s franchise has been rescued from bargain bin purgatory. <em>Police  Academy</em>, the venerable comedy series, which spawned seven movies  will soon return in an all-new incarnation. Oh, but don&#8217;t worry you  hardcore &#8220;Police Academaniacs&#8221; (yeah, I made that up&#8230;I think,) Paul  Maslansky, the producer behind all of the original films will return to  help oversee the project and make sure it lives up to the original&#8217;s  integrity. (Am I really typing this?)</p>
<p>As some may recall, (since six sequels tends to dilute a series&#8217;  original premise,) 1984&#8217;s first <em>Police Academy</em> film portrayed a  city in crisis and in desperate need of Police recruits. The  newly-elected Mayor then mandates that the local Police Academy welcome  new recruits from all walks of life, attracting a healthy mix of the  most zany screwballs ever. Of course, that group of screwballs was led  by Carey Mahoney, played by the one and only Steve Guttenberg, who was  kind of &#8220;sentenced&#8221; to join, and was solely devoted towards getting  himself kicked-out. Here&#8217;s the catch: They&#8217;re not allowed to kick him  out! Thus, comedy history was forever changed&#8230;.sort of. (And he did  it, no less, rocking a wife-beater and a pair of Daisy Dukes.)</p>
<p>Details on the reboot project (i.e. casting and direction) are still  scarce, however, according to Maslansky:</p>
<p><a name="readmore"></a></p>
<p>&#8220;It&#8217;s going to be very  worthwhile to the people who remember it and to those who saw it on TV,&#8221;  Maslansky said. &#8220;It&#8217;s going to be a new class. We hope to discover new  talent and season it with great comedians. It&#8217;ll be anything but another  movie with a numeral next to it. And we&#8217;ll most probably retain the  wonderful musical theme.&#8221;</p>
<p>Rose-colored glasses aside, the <em>Police  Academy</em> brand definitely has nostalgia as its biggest ally.  Frankly, the substance of the films&#8217; jokes themselves do not stand the  test of time, and in some cases, are painfully bad. However, they were  extremely popular. The first film, which was a huge hit for Warner  Bros., grossing over $81 million, was more of a conventional crude,  R-Rated 80&#8217;s romp, filled to the brim with curse words, sexism, racial  slurs, and full-frontal nudity. Each subsequent sequel was downgraded,  with part two being PG-13, to eventually settling on a family-friendly  PG rating for the rest of the series. The franchise even spawned a  cartoon series with its own line of toys. Of course, it would eventually  go out with a whimper, as the box office figures took incremental hits  for each film, until its last, 1994&#8217;s <em>Mission to Moscow</em> grossed  a laughable $126,247.</p>
<p>Ignominious end aside, it is possible that  this could be something worthwhile. The basic, stripped-down formula  does leave things open to updates that would give it relevancy. Plus,  good casting could also help make this film into something that might be  worth some excitement. It wouldn&#8217;t even be that hard with the pool of  capable contemporary comedy stars made up of the likes of Jonah Hill,  Paul Rudd, Seth Rogen, Craig Robinson, etc.</p>
<p>The comedy movie genre is in kind of an awkward state at the moment.  They&#8217;re either too ironic and hipster-esque or just plain formulaic  garbage. This project could fall flat on its face, but it could also  serve as a nice reminder of a time when comedies, while crass, lowbrow,  and disposable, were more than plentiful and just pure, mindless fun.</p>
<div id="TixyyLink"></div>
<p>﻿Source:g4tv.com</p>



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		<title>Korean Couple Neglects Real Baby To Raise Virtual One</title>
		<link>http://www.gamepreviews247.com/game-news/korean-couple-neglects-real-baby-to-raise-virtual-one/</link>
		<comments>http://www.gamepreviews247.com/game-news/korean-couple-neglects-real-baby-to-raise-virtual-one/#comments</comments>
		<pubDate>Sun, 07 Mar 2010 15:12:57 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Game News]]></category>
		<category><![CDATA[Other People's Misfortune]]></category>
		<category><![CDATA[Videogames]]></category>

		<guid isPermaLink="false">http://www.gamepreviews247.com/?p=328</guid>
		<description><![CDATA[<a href="http://www.gamepreviews247.com/game-news/korean-couple-neglects-real-baby-to-raise-virtual-one/"><img align="left" hspace="5" width="120" height="120" src="http://www.gamepreviews247.com/wp-content/uploads/2010/03/Prius-Online-150x150.jpg" class="alignleft wp-post-image tfe" alt="" title="Prius-Online" /></a>
A couple in Korea (Kim Yoo-chul, 41, Choi Mi-sun, 25) reportedly let  their real-life child starve to death while they were taking care of a  virtual child in a video game.
The parents would spend up to 12 hours at a shot in internet cafes,  playing free-to-play Korean MMO Prius Online where you raise  &#8220;Anima&#8221; [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.gamepreviews247.com/wp-content/uploads/2010/03/Prius-Online.jpg"><img class="aligncenter size-full wp-image-329" title="Prius-Online" src="http://www.gamepreviews247.com/wp-content/uploads/2010/03/Prius-Online.jpg" alt="" width="300" height="225" /></a></p>
<p>A couple in Korea (Kim Yoo-chul, 41, Choi Mi-sun, 25) reportedly let  their real-life child starve to death while they were taking care of a  virtual child in a video game.</p>
<p>The parents would spend up to 12 hours at a shot in internet cafes,  playing free-to-play Korean MMO <em>Prius Online </em>where you raise  &#8220;Anima&#8221; children. While gaming, they would leave their three-month-old  baby behind at home to fend for itself. Newborns are notorious for being  bad at fending for themselves, even if you leave out a bowl of  kibble, so their child died of malnutrition. There are no words for how  terrible those parents are.</p>
<p>&#8220;The couple seemed to have lost their will to live a normal life,  because they didn&#8217;t have jobs and gave birth to a premature baby,&#8221; Chung  Jin-won, a police officer in Suwon, the Seoul suburb, told the Yonhap  news agency. &#8220;They indulged themselves in the online game of raising a  virtual character so as to escape from reality, which led to the death  of their real baby.&#8221;</p>
<p>My confession: I have neglected my real child in favor of my virtual  one.  Before you call child protective services on me, let me tell the  story: A couple weeks ago, I was immersed in <em>Heavy Rain</em>; It was  my kid&#8217;s bedtime, and I said to my wife, &#8220;Honey, do you mind putting  him to bed. I&#8217;m in the middle of this&#8230; it&#8217;s for <em>work</em>.&#8221;</p>
<p>The very next scene in the game was the one where Scott Shelby is  feeding and changing the diaper of a baby, and I realized that I was  literally passing up interacting with my real child to put a diaper on a  fake one. It was a bit freaky&#8230;but unlike the couple in Korea, my wife  was putting my kid to bed, and it was only like 10 minutes as opposed  to many hours, so it&#8217;s completely different, but still&#8230;freaky, right?</p>
<p>BTW: Raising a real child is harder than a video game child by about  the factor that playing a real guitar is harder than playing <em>Guitar  Hero, </em>but leveling up is a lot more rewarding.</p>
<p>Source:g4tv.com</p>
<div id="TixyyLink"><a href="http://g4tv.com/thefeed/blog/post/703024/Korean-Couple-Neglects-Real-Baby-To-Raise-Virtual-One.html#ixzz0hVIweQJc"></a></div>



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		<title>First Screens Of Sega And Platinum Games&#8217; Vanquish</title>
		<link>http://www.gamepreviews247.com/game-news/first-screens-of-sega-and-platinum-games-vanquish/</link>
		<comments>http://www.gamepreviews247.com/game-news/first-screens-of-sega-and-platinum-games-vanquish/#comments</comments>
		<pubDate>Sun, 07 Mar 2010 15:10:27 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Game News]]></category>
		<category><![CDATA[Sega And Platinum]]></category>

		<guid isPermaLink="false">http://www.gamepreviews247.com/?p=325</guid>
		<description><![CDATA[<a href="http://www.gamepreviews247.com/game-news/first-screens-of-sega-and-platinum-games-vanquish/"><img align="left" hspace="5" width="120" height="120" src="http://www.gamepreviews247.com/wp-content/uploads/2010/03/First-Screens-Of-Sega-And-Platinum-Games-Vanquish-150x150.jpg" class="alignleft wp-post-image tfe" alt="" title="First-Screens-Of-Sega-And-Platinum-Games-Vanquish" /></a>
Sega and Platinum Games  debuted their new project, Vanquish in the trailer above. While completely cooler than the other side of the pillow, like many debut/teaser trailers, there was no in-game footage to be seen. To remedy the situation Platinum Games released the first screenshots of the title featuring plenty of guns and motion [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.gamepreviews247.com/wp-content/uploads/2010/03/First-Screens-Of-Sega-And-Platinum-Games-Vanquish.jpg"><img class="aligncenter size-full wp-image-326" title="First-Screens-Of-Sega-And-Platinum-Games-Vanquish" src="http://www.gamepreviews247.com/wp-content/uploads/2010/03/First-Screens-Of-Sega-And-Platinum-Games-Vanquish.jpg" alt="" width="600" height="338" /></a></p>
<p>Sega and Platinum Games  debuted their new project, Vanquish in the trailer above. While completely cooler than the other side of the pillow, like many debut/teaser trailers, there was no in-game footage to be seen. To remedy the situation Platinum Games released the first screenshots of the title featuring plenty of guns and motion blur (which typically means awesome firepower and action&#8230; hopefully).</p>
<p>Vanquish is headed by Shinji Mikami and Atsushi Inaba, the minds behind famed titles such as: Resident Evil series, Devil May Cry, Dino Crisis seres, God Hand and more. Sounds like a recipe for success, here&#8217;s hoping.</p>
<p>Source:g4tv.com</p>



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		<title>G4 Picks The Best Of The Rock Band Network</title>
		<link>http://www.gamepreviews247.com/game-news/g4-picks-the-best-of-the-rock-band-network/</link>
		<comments>http://www.gamepreviews247.com/game-news/g4-picks-the-best-of-the-rock-band-network/#comments</comments>
		<pubDate>Sun, 07 Mar 2010 15:07:23 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Game News]]></category>
		<category><![CDATA[Music]]></category>
		<category><![CDATA[Videogames]]></category>

		<guid isPermaLink="false">http://www.gamepreviews247.com/?p=322</guid>
		<description><![CDATA[<a href="http://www.gamepreviews247.com/game-news/g4-picks-the-best-of-the-rock-band-network/"><img align="left" hspace="5" width="120" height="120" src="http://www.gamepreviews247.com/wp-content/uploads/2010/03/Rock-Band-2-150x150.jpg" class="alignleft wp-post-image tfe" alt="" title="Rock-Band-2" /></a>
Yesterday, the  Rock Band Network went live, launching with 105(!) tracks from a  variety of smaller artists. You might be thinking, &#8220;Great&#8230; but which  tracks should I download?&#8221; We have you covered.
Many G4ians spent the last 24 hours combing the list to bring back  our personal picks for the best songs for [...]]]></description>
			<content:encoded><![CDATA[<p><img class="aligncenter size-full wp-image-323" title="Rock-Band-2" src="http://www.gamepreviews247.com/wp-content/uploads/2010/03/Rock-Band-2.jpg" alt="" width="570" height="317" /></p>
<p>Yesterday, the  Rock Band Network went live, launching with 105(!) tracks from a  variety of smaller artists. You might be thinking, &#8220;Great&#8230; but which  tracks should I <em>download</em>?&#8221; We have you covered.</p>
<p>Many G4ians spent the last 24 hours combing the list to bring back  our personal picks for the best songs for the Rock Band Network. Enjoy  our recommendations, and download away&#8230; oh, and if you download  something and don&#8217;t like it, feel free to yell at us.</p>
<p><strong>JP Shub – Supervising Producer <em>X-Play</em>: </strong></p>
<ul>
<li><strong>If Trucks Drank Beer / Error 404 feat. CJ Watson</strong> – What a world it would be if trucks did indeed drink beer! This is  hilarious and infectious pop rock at its finest.</li>
<li><strong>What&#8217;s Your Favorite Dinosaur? / The Main Drag </strong>–  John Drake is more than just the Program Manager for the Rock Band  Network, he also bangs the skins for this excellent electro pop group.  This upbeat number has lots of over the top drum work, a cool layered  chorus and will stay in your head long after you’ve 5-starred it.</li>
<li><strong>Angel Lust / Fake Shark-Real Zombie! </strong>– Besides  having one of the coolest band names I’ve heard in a long time, this is a  damn fine song with cool guitar lines and a great bass line.</li>
<li><strong>Battles and Brotherhood / 3 Inches of Blood </strong>–  This is the metal of the Gods! Insane vocals, guitars and drums make  this song a literal blast and a half to play. Bonus points for the fact  that your neighbors will surely hate this one!</li>
<li><strong>For the Love of God (Live) / Steve Vai </strong>– In my  opinion, this is Vai’s most emotional and beautiful song. However, you  better bring your plastic instrument A-game, because recreating the axe  master’s subtle touch and pyrotechnic whammy work is a gymnastic  endeavor to say the least.</li>
</ul>
<p><a name="readmore"></a><strong><br />
Moye – Resident Asian Girl </strong></p>
<ul>
<li><strong>Stroke 9 – Little Black Backpack</strong>: I thought I  was the only one who remembered this song back from 1999. It’s been  stuck in my head since 1999 and I don’t even relate it because why would  a band write a song about a horrible fashion trend from the 1990’s when  girls thought it would be aesthetically pleasing to carry their  personal belongings in a miniature purse? I don’t really get the lyrics  either but you know what? I’ve been singing this song in my car for the  past decade and it’s about time I should be able to sing this over my  Xbox and I’m going to sing this song 40 times in a row. Who’s in?</li>
</ul>
<p><strong>Patrick Roche-Sowa, Producer, G4tv.com</strong></p>
<ul>
<li><strong>Juke Joint Jezebel / KMFDM</strong>– Any band who’s name  is a reference to killing Depeche Mode gets my vote.</li>
<li><strong>Battles and Brotherhood / 3 Inches of Blood</strong> –  Great for pissing off your neighbors.</li>
<li><strong>Ikea / Jonathan Coulton </strong>– Chances are, you’ll  be playing this song while sitting on an Ikea couch anyway.</li>
<li><strong>Australia / The Shins</strong> – I just really like this  song.</li>
</ul>
<p><strong>Frank Meyer, Actual Rock Star</strong></p>
<ul>
<li><strong>Steve Vai/The Attitude Song &#8212; </strong>Features one of  Steve’s Vai’s raddest riffs ever. It was the single off his debut album  Flexible, when he was still playing with Frank Zappa. Vai is in full  blown Eddie Van Halen whammy bar shred mode on this one. It’s killer.</li>
</ul>
<p><img longdesc="http://cache.g4tv.com/ImageDb3/149755_S/Rock-Band-2.jpg" src="http://cache.g4tv.com/ImageDb3/149755_S/Rock-Band-2.jpg" alt="Rock Band 2" /></p>
<p><strong>Andrew Pfister, Features Editor</strong></p>
<ul>
<li><strong>Heimdalsgate Like A Promethean Curse / Of Montreal </strong></li>
</ul>
<p>Chemicals, don’t strangle my pen<br />
Chemicals, don’t make me sick again<br />
I’m always so dubious of your intent<br />
Like I can’t afford to replace what you’ve spent<br />
Come on, chemicals!”</p>
<p>Not the first Of Montreal song I’d make  Rock Bandable, but a good example of their lyrical prowess and ability  to switch tone and mood within the same song. Now give me the nearly  12-minute “The Past Is A Grotesque Animal,” and we’re talking.</p>
<ul>
<li> <strong>Juke Joint Jezebel / KMFDM:</strong> Only because the  appearance of this song on the Mortal Kombat Original Motion Picture  Soundtrack reminds me that video game movies can actually be fun. Oh,  1995, you were a magical year.</li>
</ul>
<p><strong><br />
Mike D&#8217;Alonzo, Musicologist</strong></p>
<ul>
<li><strong>The Shins – ‘Australia’</strong> – Aside from being an  extraordinarily pleasant song, ‘Australia’ will keep those shuffle  drummers on their toes, and it’s hard to sing as well. Might not be the  most complicated for guitarists, but it’s sneaky tough. And have I  mentioned how very, very pleasant it is?</li>
<li><strong>Of Montreal – ‘Heimdalsgate Like A Promethian Curse’</strong> – First off, more people need to hear this band, because they are doing  something that absolutely no one else is doing. It’s super trippy, so  be on the lookout, but the new wave synth and the rousing chorus of  ‘Come on chemicals!’ should keep you occupied for a long time to come.</li>
<li><strong>Flogging Molly – ‘Drunken Lullabies (Live)’ </strong>–  What with St. Patrick’s Day right around the corner, and a noticeable  lack of Pogues on the playlist, Flogging Molly will do just fine, and  this song that includes such famous Irish touchstones as freedom,  explosions, and drinking should have you wailing on the (not included)  shillelagh peripheral.</li>
<li><strong>The Hold Steady – ‘Sequestered In Memphis’</strong> –  Perhaps the best band that you’ve likely never heard of, The Hold Steady  are a roaring charge of drunken, jittery poetry topped with a steady  diet of power cords and an attitude that recalls the best in 70’s punk.  Enjoy Craig Finn’s phrasing, singers! I’m not even sure he knows what  rhythm he’s using from one moment to the next.</li>
<li><strong>KMFDM – ‘A Drug Against War’</strong> – You want hard,  kiddies? KMFDM has it. Think ‘Downward Spiral’ Nine Inch Nails with  shredding guitar and a beat that will cause the drummer’s arms to fall  off, and you’re most of the way there. Fun Fact: KMFDM stands for “Kill  Mother F***in’ Depeche Mode.”</li>
<li><strong>Steve Vai – ‘For The Love Of God’ </strong>– How good a  guitarist is Steve Vai? So good that he joined Frank Zappa’s band in  1980 and stuck there for a number of years based on his playing a song  that Zappa wrote to be one of the most challenging on Earth. ‘For the  Love Of God’ will have guitarists enraptured with its fireworks, which  will show your friends just what sort of shredder you’ve become.</li>
<li><strong>Marillion – ‘Whatever Is Wrong With You’ </strong>– Now,  I will take a lot of crap for this, but I’m a life-long Marillion fan,  who are more popular in England than you’ll ever be. This isn’t their  best song, but it’s loud, powerful, and a lot less proggy than most of  their stuff. I’m holding out for some of their older material, but this  will do just fine in the short term.</li>
<li><strong>The Main Drag – ‘How We’d Look On Paper’</strong> –  Starts off like The Alarm, and then drops into a little Killers action,  with a big beat that will be fun to play on drums. Also, I happen to be a  sucker for a horn section, and there’s one here.</li>
<li><strong>Jonathan Coulton – ‘Ikea’ </strong>– Jonathan gets all  of the credit in the world for writing the greatest song in the history  of videogames, ‘Still Alive’ from Portal, but this tribute to the  Swedish superstore Ikea will be fun to play, funny to sing, and has the  added extra bonus of sounding like one of the great lost hits from the  Ben Folds Five catalog. But, oh, how I wish this was his cover of  Leonard Cohen’s ‘Famous Blue Raincoat.’</li>
<li><strong>Glass Hammer – ‘Sleep On’ </strong>– As I have  previously mentioned, I’m an unashamed prog-rock fan. Though I have not  ever heard this song, Glass Hammer are very, very serious prog boys from  Chattanooga, Tennessee. This, alone, makes this song worth downloading.</li>
</ul>
<p><img longdesc="http://cache.g4tv.com/ImageDb3/191104_S/Rock-Band-Network-Live.jpg" src="http://cache.g4tv.com/ImageDb3/191104_S/Rock-Band-Network-Live.jpg" alt="Rock Band Network Live" /></p>
<p><strong>Stephen Johnson</strong>, <strong>God of Thunder </strong></p>
<ul>
<li><strong>Amberian Dawn &#8211; He Sleeps In A Grove</strong>: When  presented with such a massive list of songs, it would be easy to  recommend all the music I dig &#8211; The Hold Steady, Jonathan Coulton, MC  Frontalot &#8212; but let&#8217;s face it, you&#8217;re probably already familiar with  these artists and either like &#8216;em or hate &#8216;em. So instead, I listened to  a bunch of groups I hadn&#8217;t heard of before. I wasn&#8217;t feeling most of  them, but I sifted enough so-so material to bring out a diamond:   Amberian Dawn. They are Finnish symphonic power metal, and are just as  awesome, epic and unbelievably rad as their description. Just listen. Try  to sing that sshizz next time you have a <em>Rock Band </em>party!  Awesome!</li>
</ul>
<p><strong>Rick Damigella, Executive Producer, all-around music  know-it-all and Xbot</strong></p>
<ul>
<li><strong>Battles and Brotherhood / 3 Inches of Blood</strong>:  Any band featured in Brütal Legend should be on Rock Band. Period.  Gamers should be required to wear furs and armor while playing this one.</li>
<li><strong>Drunken Lullabies (Live) / Flogging Molly</strong>: It’s  Irish Punk, its fast and one of their best songs, what more do you  want? Your Rock Band drummer will have fun with this one.</li>
<li><strong>Get the Hell Out of Here / Steve Vai</strong>: This one  (or anything by Steve Vai) separates the noobs from the experts. Unless  you really are a pro at <em>Rock Band</em>, your fingers should be tied  in knots by the end.</li>
</ul>
<p>Source:g4tv.com</p>



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		<title>Insomniac&#8217;s Ted Price On Mistakes, Having Limits, Learning From The Competition</title>
		<link>http://www.gamepreviews247.com/game-news/insomniacs-ted-price-on-mistakes-having-limits-learning-from-the-competition/</link>
		<comments>http://www.gamepreviews247.com/game-news/insomniacs-ted-price-on-mistakes-having-limits-learning-from-the-competition/#comments</comments>
		<pubDate>Sun, 07 Mar 2010 15:02:36 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Game News]]></category>

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		<description><![CDATA[<a href="http://www.gamepreviews247.com/game-news/insomniacs-ted-price-on-mistakes-having-limits-learning-from-the-competition/"><img align="left" hspace="5" width="120" height="120" src="http://www.gamepreviews247.com/wp-content/uploads/2010/03/Ratchet-Clank-Future-A-Crack-in-Time-Getting-Two-Demos-150x150.jpg" class="alignleft wp-post-image tfe" alt="" title="Ratchet--Clank-Future-A-Crack-in-Time-Getting-Two-Demos" /></a>
The last developer I interviewed at DICE 2010 was someone I  hadn&#8217;t met: Insomniac Games president and CEO Ted Price. I&#8217;ve always  enjoyed Insomniac&#8217;s releases, especially their platformers. There aren&#8217;t  enough of those these days, so I feel obligated to champion them. It&#8217;s  Price&#8217;s honest attitude towards games that makes him [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.gamepreviews247.com/wp-content/uploads/2010/03/Ratchet-Clank-Future-A-Crack-in-Time-Getting-Two-Demos.jpg"><img class="aligncenter size-full wp-image-320" title="Ratchet--Clank-Future-A-Crack-in-Time-Getting-Two-Demos" src="http://www.gamepreviews247.com/wp-content/uploads/2010/03/Ratchet-Clank-Future-A-Crack-in-Time-Getting-Two-Demos.jpg" alt="" width="600" height="338" /></a></p>
<p><em>The last developer I interviewed at DICE 2010 was someone I  hadn&#8217;t met: Insomniac Games president and CEO Ted Price. I&#8217;ve always  enjoyed Insomniac&#8217;s releases, especially their platformers. There aren&#8217;t  enough of those these days, so I feel obligated to champion them. It&#8217;s  Price&#8217;s honest attitude towards games that makes him such an interesting  character, which is why you&#8217;ll hopefully find the following interview a  great read. Price speaks humbly about the mistakes his company&#8217;s made  over the years, the lessons learned from this missteps, the kind of  culture he started and has tried to maintain at Insomniac even as it&#8217;s  gotten bigger, what it means to take influence from other games, and  much more.</em></p>
<p><strong>G4: Looking back at 2009, what was the biggest takeaway? The  was the year where the recession seemed to really impact games for the  first time.</strong></p>
<p>Ted Price: The biggest takeaway is that is we&#8217;ve all got to be  careful about maintaining efficiency in our production practices and  we&#8217;re no longer in a world where, at least in my opinion, you can spend  an insane amount of money and get away with it, just because you never  know what will happen. The sales might not be there; there may be a  global economic crisis, and all of a sudden, if you&#8217;ve made lots of big  bets and your sales aren&#8217;t there, you are going to be screwed.</p>
<p><strong>G4: It seems like something you guys have had as a studio  culture before it became a necessity. You guys have something coming out  every year and that&#8217;s how your dev cycle worked. Was that intentional  when you started the company?</strong></p>
<p>Price: When I started, <em>Disruptor</em> was our first game and two  years later was our first <em>Spyro</em>. And then every year after that  we released a <em>Spyro</em>, so <em>S</em><em>pyro 2, Spyro 3 </em>came  immediately. We took one year off and then released <em>Ratchet</em> and then <em>Ratchet 2, 3, 4</em> and my assumption was that&#8217;s the way  you do it. You release a game every year because it mitigates risk and  it keeps us moving. We don&#8217;t have an opportunity to kind of just go off  some awesome weird tangent. We like being focused on production, it&#8217;s  actually the most interesting part of the game development process. The  hardest part is pre-production, when you&#8217;re trying to figure out what  you&#8217;re doing. Once you get into production it&#8217;s great because you&#8217;re  getting stuff up on screen, you&#8217;re figuring out whether it works, you&#8217;re  putting the game together, so in the past we always try to get to  production as quickly as possible.</p>
<p><a name="readmore"></a></p>
<p><strong><img src="http://cache.g4tv.com/ImageDb3/191208_S/Insomniacs-Ted-Price-On-Mistakes-Having-Limits-And-Learning-From-The-Competition-.jpg" alt="Insomniac's Ted Price On Mistakes, Having Limits  And Learning From The Competition " hspace="5" vspace="5" align="right" />G4: It was interesting, I don&#8217;t  know if you caught the <em>Alan Wake</em> talk, but it was interesting  watching their process trying to figure out what major elements to cut.  Have you ever made a hard call like they did? They pitched<em> Alan Wake</em> as &#8220;we&#8217;re going to do this sandbox game,&#8221; but down the line they  realized &#8220;oh crap, we have to throw out nine months of work.&#8221;</strong></p>
<p>Price: Yeah. We have done that twice and we did that with <em>Ratchet</em>,  which started out not as <em>Ratchet</em>. It started out as a game  about a girl with a stick running around this Mayan-influenced  environment. It was probably going to be rated M if it had ever been  released, not because of the girl, but because it was a fairly dark game  and we got about six months into that one in terms of pre-production  development and very few people in the studio were passionate about it.  And I kept pushing it because I felt at the time, &#8220;Hey, you have to  finish what you started.&#8221;  I hadn&#8217;t really learned that lesson that  &#8220;Hey, it&#8217;s okay to kill your babies,&#8221; and when we showed it to Sony, who  was our publisher, they said &#8220;Look, we&#8217;ll support you with this &#8212; if  you guys want to release it, that&#8217;s cool, but we don&#8217;t think it&#8217;s going  to do well in the market.&#8221; That was a real wake-up call for me, and I  had to admit that we needed to kill this one and start over.</p>
<p>And so we did, and when we did I think within two weeks we had the  initial idea for <em>Ratchet</em>, and it really clicked. I mean, once  Brian Hastings, who is our creative officer, came up with the idea of  this little alien who has cool guns and flies around in spaceships. And  when he said that, everybody said &#8220;That&#8217;s it, that&#8217;s what we need.&#8221; And  we also at that time realized that we had been straying from our  expertise, which at the time was platformers, having done <em>Sypro</em>.  So it was a really great experience to bounce back from that initial  failure and come up with something that was much better.</p>
<p><strong>G4: It&#8217;s interesting watching what happened with <em>Borderlands</em> and Gearbox because they made a major art change mid-cycle. You don&#8217;t  see risks like that a lot these days. It seems that it requires a  partnership to be able to make those changes mid-way in production.</strong></p>
<p>Price: Sony really is supportive when it comes to making sure that  the best ideas are the ones that go into the game, and they&#8217;ve been a  wonderful partner for many, many years. I give a lot of credit to Shu  Yoshida, Connie Booth, Grady Hunt, Greg Philips, Frank Simon, Scott  Rodhe &#8212; all the guys up there who are part of the production team that I  think fervently believe that it&#8217;s the game, the game has to be great,  it&#8217;s not releasing at the end of the quarter or making your shareholders  happy with quarterly statements. If you have a great game and you take  your time to do it right, then everybody&#8217;s going to be happy &#8212; your  shareholders, your marketing folks, the consumers especially.</p>
<p><img src="http://cache.g4tv.com/ImageDb3/190689_S/Reaction-Time-Insomniac-Games-Reflects-On-Ratchet--Clank-Future-A-Crack-In-Time.jpg" alt="Reaction Time: Insomniac Games Reflects On Ratchet &amp;  Clank Future: A Crack In Time" /></p>
<p><strong>G4: The way your development process works, that you are able  to get games out what seems like once a year, how does your iterative  process work? Are you able to iterate much during the design process, or  when you guys have finished pre-production, it&#8217;s just that until the  finish line? Do you have any wiggle room in there when you actually  start creating the game?</strong></p>
<p>Price: The pre-production process is relatively unstructured, so  that&#8217;s the time where ostensibly we are trying out new things, seeing  what works and what doesn&#8217;t, and the idea is that when we hit  production, everybody is charging towards that final goal of getting a  gold disc done. The reality is that our pre-production periods probably  aren&#8217;t as productive as they should be and we end up doing a lot of  prototyping during production, which can cause stress because you do end  up throwing out finished work. But the thing is the game has to be  great, so you just deal with it. I think as a company we&#8217;re getting much  better about figuring out how to do prototyping on the fly more  efficiently so that we don&#8217;t disrupt production if we do prototyping in  production, and how to make our pre-production periods more effective.</p>
<div id="TixyyLink">
<p><strong>G4: Its sounds like a really difficult problem because  pre-production is sort of the idea process, and making it more effective  seems challenging.</strong></p>
<p>Price: It is. You kind of have to set a target date on which you will  be finished with pre-production and at which point rest of the  production team can roll over and start working on it, but, you know,  good intentions pave the way to hell or something like that. I think  we&#8217;re getting better and every time we make a new game, we learn more  lessons about how to be become a more efficient studio while allowing  for more creativity through iteration.</p>
<p><strong>G4: I interviewed some of the <em>Ratchet</em> team for <em>A  Crack In Time</em> a little while ago, and they seemed to relish the  challenge of having to reinvent themselves even though they&#8217;re in a  defined structure. Every time you make a <em>Ratchet</em> game you can&#8217;t  change too much, or else it won&#8217;t be a Ratchet game. But finding ways  like with <em>A Crack In Time</em>&#8217;s time mechanics, you got people to  play a different kind of game even though they were playing <em>Ratchet</em>.</strong></p>
<p>Price: Well, it has its plusses and minuses. One of the plusses is if  the world and the characters are already defined, you have less to  worry about. You can just focus on new gameplay mechanics, having new  weapons, thinking about what online features might really differentiate  this one from the pervious, but it is somewhat restrictive because it&#8217;s  harder to change a core  gameplay feature and because if you do, then  you risk alienating your hardcore audience. With a new IP, then the plus  is the sky is the limit, you can go crazy. The minus is&#8230;man, with all  those options it&#8217;s sometimes really hard to find the thing that works,  the thing that&#8217;s going to get the team most excited, the thing that you  think is going hit the target audience squarely.</p>
<p><strong>G4: That&#8217;s what I always find interesting about the <em>Ratchet</em> series. Adam Sessler and I always talk about how the series is like  comfort food. It&#8217;s different, but it&#8217;s not. In an industry that screams  innovation, there&#8217;s something to be said for something that&#8217;s the same  but different.</strong></p>
<p>Price: Well, we&#8217;ve definitely gone too far when it comes to change  with some of our previous games. <em>Deadlocked</em> is a good example. <em>Deadlocked</em> we  felt &#8220;Okay, let&#8217;s change things up, let&#8217;s try to make the game darker,  let&#8217;s take Clank out, let&#8217;s put Ratchet in an armored suit,&#8221; and it did  not do as well as their predecessors and we felt that was something we  shouldn&#8217;t try again. Let&#8217;s not make changes that are so radical.  Ironically, in <em>Resistance 2</em>, we made a lot of core changes &#8212;  we changed from our weapon wheel system to a two-weapon system, we  changed the health mechanic and we got negative feedback about that. So,  sequels are always an interesting balancing act.</p>
<p><img longdesc="http://cache.g4tv.com/ImageDb3/191210_S/Insomniacs-Ted-Price-On-Mistakes-Having-Limits-And-Learning-From-The-Competition-.jpg" src="http://cache.g4tv.com/ImageDb3/191210_S/Insomniacs-Ted-Price-On-Mistakes-Having-Limits-And-Learning-From-The-Competition-.jpg" alt="Insomniac's Ted Price On Mistakes, Having Limits And Learning From  The Competition " /></p>
<p><strong>G4: You&#8217;re a company that very much encourages feedback, you  guys like to hear from your fans. How do you balance between what you&#8217;re  hearing from your fans and then, as creative types, wanting to do  different things? Is the solution a new IP because there is no  expectation?</strong></p>
<p>Price: I think a lot of the feedback we get isn&#8217;t focused on adding  new stuff to the game, it&#8217;s more complaints about things that are broken  in the existing game. But we do get feedback about things that people  would like to see and we discuss them, and in many cases we integrate  them. A good example is on <em>Resistance 2</em>. It was pretty clear  that people were pissed about not having online co-op, and so we took  that feedback and we said to ourselves &#8220;Okay, it&#8217;s pretty obvious that  people want online co-op, right?&#8221; We heard that before the game was  released with <em>Resistance 1</em>, so what can we do to not just  satisfy them but to exceed their expectations. And that was a challenge,  so we did the eight-player online co-op mode with the multiple classes  and we really tried to go well and beyond what people wanted. And that&#8217;s  our goal, because I believe that when people want something, it&#8217;s what  they want today. That&#8217;s what they see in other games and so that can be  very helpful, as long as we keep in mind that the game we&#8217;re releasing  is two years down the pipe &#8212; or whatever the schedule happens to be &#8212;  and as long as we understand that the consumer&#8217;s expectation will change  in those two years, we better now be ambitious about what we&#8217;re trying.</p>
<p><strong><img longdesc="http://cache.g4tv.com/ImageDb3/191211_S/Insomniacs-Ted-Price-On-Mistakes-Having-Limits-And-Learning-From-The-Competition-.jpg" src="http://cache.g4tv.com/ImageDb3/191211_S/Insomniacs-Ted-Price-On-Mistakes-Having-Limits-And-Learning-From-The-Competition-.jpg" alt="Insomniac's Ted Price On Mistakes, Having Limits And Learning From  The Competition " hspace="5" vspace="5" align="right" />G4: Is the intent there to be a  little more ambitious than you know the game will end up being because  you&#8217;re trying to take into account player expectation change? Especially  with shooters, where there are so many of them and they&#8217;re so iterative  and they&#8217;re all playing off each other. While developing <em>Resistance</em>,  was there a moment some other game came out and you realize &#8220;Oh man,  this has completely changed the landscape, we need to think about how we  are going to incorporate to our game.&#8221;</strong></p>
<p>Price: Yeah. With <em>Resistance 2</em>, we changed our lighting  model in the middle. I remembered, I think I really upset Mike Acton,  who is our core director, and I said &#8220;Look, I know I said we weren&#8217;t  going to change the technology anymore, but we really need to change it  because a couple of games that came out look awesome.&#8221;</p>
<p><strong>G4: I was talking to Randy Pitchford earlier this week and  one of the things he talked about was that he said &#8220;I can&#8217;t wait for  companies to rip off <em>Borderlands</em> so they can do what we did and  do it better.&#8221; Depending on the designer you talk to, some want to do  something completely different or take the best parts of something and  build on top of that. Do you guys like to take elements from other games  or is the intention to do something different?</strong></p>
<p>Price: We absolutely reverse engineer other games to see and to learn  how they do their auto-aiming, how they have created their controls, so  we&#8217;re constantly finding inspiration from other games in many genres  and that&#8217;s gone on from the very beginning. I thought it was interesting  today [at DICE] that the guys at Vigil, who made the talk about <em>Darksiders</em>,  said that <em>Ratchet</em> was an influence. In fact, they told me that  before. [We were] hanging out two nights ago and they said that they  had taken <em>Ratchet</em> and they had analyzed its jump heights and  its run speeds and I said &#8220;That&#8217;s really cool, because we did the same  thing with <em>Maximo</em> way back when when we were doing <em>Ratchet 1</em>.&#8221;  And the way it worked was Mark Cerny brought in <em>Maximo</em> and he  said &#8220;Hey, let&#8217;s check this out,&#8221; and he started analyzing the segment  length and looking at how much gameplay they got when in a certain  length of their levels. And we actually used that as a template for the  first <em>Ratchet</em>. So we all do that in this industry, and I think  it&#8217;s crazy not too.</p>
<p><strong>G4: That&#8217;s actually come up recently. If you look at <em>Darksiders</em>,  one of the huge influences for that was <em>Zelda</em>. They kind of  lifted the <em>Zelda</em> template and did their own thing with it. And  with <em>Dante&#8217;s Inferno </em>from EA, they kind of looked at <em>God of  War</em> and lifted the template from that. One of the things that I  was arguing when I reviewed <em>Dante&#8217;s Inferno</em> was that just  because you say &#8220;I&#8217;m going to take this and do it in our game,&#8221; doesn&#8217;t  make it easy. Just accomplishing that is a feat itself.</strong></p>
<p>Price: I think that we&#8217;ve got to be careful not to become copycats. I  mean, I don&#8217;t think any of us in this industry want to put out a clone  of somebody&#8217;s else&#8217;s game. You can&#8217;t get much pride as a creator if you  do that. But finding out how something worked in another game and  actually improving it or repeating it in your game at a core level &#8212; I  use auto-aiming because it&#8217;s something we talked about all the time in  Insomniac &#8212; it&#8217;s really hard, I agree with you. Auto-aiming for us on <em>Resistance</em>&#8230;this  was our first foray into first-person shooters since 1996 and we kind  of lost that understanding of how really good first-person shooter  aiming works, so we looked at Halo and we spent a lot of time just  taking videos of <em>Halo</em> and slowing things down and figured out  how they did it and it helped.</p>
<div id="TixyyLink">
<strong>G4: Between <em>Resistance</em> and <em>Ratchet</em> you  havet two IPs that you are iterating on and releasing sequels for in a  pretty regular fashion. Do you expect that&#8217;sgoing to be something you  guys want to continue to do, or do you feel any desire to pull out from  the cycle that you guys have kind of entered into just so you maybe have  a little more time to work on something?</strong></p>
<p>Price: We&#8217;re always looking for new ideas. I mean, there&#8217;s just no  question about that. That&#8217;s why <em>Resistance</em> came up in the first  place, because as a studio we needed to branch out and not just for  business reasons, but just for sanity. You get sick of the same thing  all time, then you get burned out on it, so, yeah, for sure we will have  new IP coming out sometime in the future.</p>
<p><strong>G4: Is that kind of the motivation when you get around to the  talk where you seriously  want to do something different? Is it &#8220;Okay,  we&#8217;ve been doing this, let&#8217;s find something new that we can branch off  too?&#8221; It feels like establishing the North Carolina studio is saying &#8220;We  want to do something new, but we have this core competency in our  homebase. Let&#8217;s set something up somewhere else.&#8221;</strong></p>
<p>Price: Yeah, we have built more teams at Insomniac, so we have the  opportunity to do a lot of games. What I like though about <em>Ratchet</em> and <em>Resistance</em> is those universes are pretty limitless. I  think most game franchises are, where you can take them into a lot of  different directions, you add to them, you can add to the story, so both  of those franchises still have a lot of roads ahead of them. The one  game that didn&#8217;t for us was <em>Sypro</em>. We abandoned <em>Sypro</em> because we felt like the character himself had such limitations that we  just couldn&#8217;t do much. The real reason was he didn&#8217;t have hands. He  couldn&#8217;t actually stand up and hold anything, so what were we going to  do? I mean, we could have changed it so he could have hands, I suppose,  but that&#8217;s why we went to <em>Ratchet</em>. <em>Ratchet</em> has been  kind of our infinite land of possibilities.</p>
<p><strong><img longdesc="http://cache.g4tv.com/ImageDb3/191212_S/Insomniacs-Ted-Price-On-Mistakes-Having-Limits-And-Learning-From-The-Competition-.jpg" src="http://cache.g4tv.com/ImageDb3/191212_S/Insomniacs-Ted-Price-On-Mistakes-Having-Limits-And-Learning-From-The-Competition-.jpg" alt="Insomniac's Ted Price On Mistakes, Having Limits And Learning From  The Competition " /></strong></p>
<p><strong>G4: Once you set something in sci-fi, you can pretty much do  anything with it. As a company that found repeated success and you now  you&#8217;ve had a chance to open up the North Carolina Studio, do you find  that you like to work in constraints? I mean, you could get a lot  bigger, you could be working on many more projects than you&#8217;re probably  working on now. Is there something to be said for remaining small and  focused, even though you could expand?</strong></p>
<p>Price: Absolutely. I think that the larger we get, the more difficult  it is to maintain a company culture that is all about collaboration,  communication and making sure everybody feels ownership of the product.  And it&#8217;s too easy if you are big, I think, to get disconnected from  what&#8217;s really important, and that&#8217;s the games. We&#8217;ve kind of leveled off  of where we are, which is a little bit over 200 folks company-wide, and  what&#8217;s great is that there are many people at Insomniac who&#8217;ve been  there for over five years and everybody knows each other. We&#8217;ve evolved  together as a group, and there are a lot of&#8230;because we have an  experienced group that&#8217;s been through the ringer together, I think there  are more opportunities to do cool things down the road. If we were to  bring another 200 folks then, oh my god, I think it would be a  distraction from what we really need to.</p>
<p><strong><img longdesc="http://cache.g4tv.com/ImageDb3/190690_S/Reaction-Time-Insomniac-Games-Reflects-On-Ratchet--Clank-Future-A-Crack-In-Time.jpg" src="http://cache.g4tv.com/ImageDb3/190690_S/Reaction-Time-Insomniac-Games-Reflects-On-Ratchet--Clank-Future-A-Crack-In-Time.jpg" alt="Reaction Time: Insomniac Games Reflects On Ratchet &amp; Clank  Future: A Crack In Time" hspace="5" vspace="5" align="right" />G4: It&#8217;s seems great that we don&#8217;t  have talk about the new hardware that might be coming out. You can  design a game now and it&#8217;s a safe assumption that this piece of hardware  will still be in the hands of the consumer in 2 to 3 years. Developers  seem really excited about the idea. If new hardware comes around, you  spend a third of your budget just getting to work on that damn thing, as  opposed to working on the game.</strong></p>
<p>Price: Oh, yeah. As a business person, it&#8217;s certainly a good thing.  As an industry, you spend a lot of money on re-tooling when a new  platform comes out, so having a few more years to just focus on this  audience, just focus on this hardware is great, and that&#8217;s something  else that&#8217;s important as well. If we shorten the hardware cycle, then  the audience becomes bifurcated and it&#8217;s really difficult because we  are, as developers, looking for the largest possible audience, and it&#8217;s  almost as if the rug gets pulled out from under you with a new piece of  hardware. Now, it doesn&#8217;t mean that you can&#8217;t stay on the old hardware  &#8212; I mean, the games that were being released on PlayStation 2 just a  year or two ago were still doing pretty well.</p>
<p><strong>G4: I know the <em>God of War</em> team recently talked about  that, too. There was a lot of pressure for them to take <em>God of War 2</em> to the PS3, but they said &#8220;no, we can do it better on PS2&#8243; and it was a  wild success even on the PS2.</strong></p>
<p>Price: Yeah.</p>
<p><strong>G4: Insomniac&#8217;s changed a lot since you founded it. Where do  you see yourself going? Where, ideally, do you want to be as a  developer, where do you want the company to be?</strong></p>
<p>Price: I&#8217;d like to see our games up there doing what <em>Uncharted 2</em> did last night [at the DICE awards], which is sweeping the awards, and  I&#8217;d like to be able to do that while maintaining our size and  maintaining the culture that we have.</p>
<p>Source:g4tv.com</p></div>
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		<title>Fret Nice</title>
		<link>http://www.gamepreviews247.com/game-reviews/fret-nice/</link>
		<comments>http://www.gamepreviews247.com/game-reviews/fret-nice/#comments</comments>
		<pubDate>Mon, 15 Feb 2010 18:31:34 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Game Reviews]]></category>
		<category><![CDATA[Fret Nice]]></category>
		<category><![CDATA[Xbox 360]]></category>

		<guid isPermaLink="false">http://www.gamepreviews247.com/?p=316</guid>
		<description><![CDATA[<a href="http://www.gamepreviews247.com/game-reviews/fret-nice/"><img align="left" hspace="5" width="120" src="http://cache.g4tv.com/ImageDb3/189604_S/Fret-Nice.jpg" class="alignleft wp-post-image tfe" alt="Fret Nice" title="" /></a>Game Description:The Vibrant Chordblasters have been touring the world and spreading their unique style of music, which constantly has won over new fans. That is, until it gets into the ears of the Hair Bängers. They are vicious hard rocking people who, upon hearing the new type of music, go on an outrageous rampage in [...]]]></description>
			<content:encoded><![CDATA[<p><strong>Game Description:</strong>The Vibrant Chordblasters have been touring the world and spreading their unique style of music, which constantly has won over new fans. That is, until it gets into the ears of the Hair Bängers. They are vicious hard rocking people who, upon hearing the new type of music, go on an outrageous rampage in disgust, invading the whole world trying to spread their own heavy metal music and heavy metal h&#8230;air wherever they go. With the whole world blaming the Vibrant Chordblasters for angering the Hair Bängers, the band has no other choice but to chase all of the Hair Bängers back to Heavy Metal Kingdom using the most powerful weapon in the world&#8230; Rock&#8217;n'roll</p>
<p>Got a bunch of plastic guitars laying around your game room? Downloadable platformer Fret Nice uses your strums and Star Power in a way that you&#8217;ve never seen before. But despite the funky control scheme, Fret Nice doesn&#8217;t stray too far from side-scrolling conventions.</p>
<p>Got a bunch of plastic guitars laying around your game room? Downloadable platformer <a href="http://g4tv.com/games/xbox-360/62203/fret-nice-/index/"><em>Fret Nice</em></a> uses your strums and Star Power in a way that you’ve never seen before. But despite the funky control scheme, <em>Fret Nice</em> doesn’t stray too far from side-scrolling conventions.</p>
<p><span style="font-family: Arial;"><img id="imgSmallImage" longdesc="http://cache.g4tv.com/ImageDb3/189604_S/Fret-Nice.jpg" src="http://cache.g4tv.com/ImageDb3/189604_S/Fret-Nice.jpg" alt="Fret Nice" /></span></p>
<p><strong>Moved By Music</strong></p>
<p>Thanks to games like <a href="http://g4tv.com/games/xbox-360/48173/braid/index/"><em>Braid</em></a>, <a href="http://g4tv.com/games/xbox-360/40920/castle-crashers/index/"><em>Castle Crashers</em></a>, <a href="http://g4tv.com/games/wii/61725/a-boy-and-his-blob/index/"><em>A Boy And His Blob</em></a> and many more, it’s clear that the side-scrolling 2D is experiencing something of a renaissance. Each of these games tries to do its own unique thing while staying true to the core of old-school gaming. Now, you can add the new downloadable title <em>Fret Nice</em> to that list. Like all of the aforementioned games, <em>Fret Nice</em> is, at its core, a standard side-scrolling platforming game, with one interesting twist: You can play the game entirely with a <em>Guitar Hero</em> or <em>Rock Band</em> guitar controller. The first and third fret keys move you left and right, while tilting the guitar neck up in the “Star Power/Overdrive” motion makes you jump. While you’re in the air, playing the guitar creates riffs that destroy your enemies. Each chord corresponds to a feature on the enemies’ faces and you have to match their features with your music to destroy them.</p>
<p>If it sounds weird, well, that’s because it is.</p>
<p><strong>The Guitar isn’t a Hero</strong></p>
<p>Perhaps because of its strangeness, <em>Fret Nice</em> is a hard game not to like. The music/facial feature matching gameplay sounds cumbersome, but actually works quite well in practice. As you’d expect from a game with music as a weapon, the soundtrack is great and features the kind of catchy original gaming tunes that are far too rare in the days of licensed beats. The cut-out visual style that’s reminiscent of <a href="http://g4tv.com/games/xbox-360/62778/lucidity/index/"><em>Lucidity</em></a> is stylish and cool.</p>
<p>Unfortunately, the guitar-controller gimmick at the heart of the game is the weakest thing about it. It works, but it’s also clunky and occasionally frustrating. Using the guitar tilt sensor to jump is a cumbersome control choice that doesn’t always respond as quickly as you’d like and other controls such as running or climbing just feel off. Fortunately, you can play <em>Fret Nice</em> with a standard controller. It feels much smoother with a traditional gamepad, but that also removes the most unique thing about the game, so you’re left with a passable but generally unremarkable platformer.</p>
<p><span style="font-family: Arial;"><img id="imgSmallImage" longdesc="http://cache.g4tv.com/ImageDb3/189605_S/Fret-Nice.jpg" src="http://cache.g4tv.com/ImageDb3/189605_S/Fret-Nice.jpg" alt="Fret Nice" /></span><br />
<strong><br />
For Those About to Rock</strong></p>
<p>As much as I liked <em>Fret Nice</em>’s visuals, music and boss fights, I wish that developer Pieces Interactive took more risks with the gameplay than just the control method. <em>Fret Nice</em>’s levels are very standard multi-path platforming affairs, and unlocking new stages via medal-earning gets old fast, as you’ll typically have to replay the same stage over and over just to get to the next one. The inclusion of co-op is a plus, as is the ability to customize your characters. But when all is said and done, Fret Nice’s gameplay just doesn’t rock as hard as it should. Pardon the pun, but it’s a nice little game. Too bad nice doesn’t go that far in the world of rock n’ roll.</p>
<p>Source:g4tv.com</p>



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		<title>Star Trek Online</title>
		<link>http://www.gamepreviews247.com/game-reviews/star-trek-online/</link>
		<comments>http://www.gamepreviews247.com/game-reviews/star-trek-online/#comments</comments>
		<pubDate>Mon, 15 Feb 2010 18:30:22 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Game Reviews]]></category>
		<category><![CDATA[PC]]></category>
		<category><![CDATA[Star Trek]]></category>

		<guid isPermaLink="false">http://www.gamepreviews247.com/?p=313</guid>
		<description><![CDATA[<a href="http://www.gamepreviews247.com/game-reviews/star-trek-online/"><img align="left" hspace="5" width="120" src="http://www.gamepreviews247.com/wp-content/uploads/2010/02/Star-Trek-Online.jpg" class="alignleft wp-post-image tfe" alt="" title="Star-Trek-Online" /></a>
Game Description:Set in the year 2409, Star Trek Online allows players to immerse themselves in the future of the Star Trek universe, exploring strange new worlds, seeking out new life and new civilizations in an ever expanding vast universe. Command a starship as a Federation or a Klingon Captain, outfit it with custom systems and [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.gamepreviews247.com/wp-content/uploads/2010/02/Star-Trek-Online.jpg"><img class="aligncenter size-full wp-image-314" title="Star-Trek-Online" src="http://www.gamepreviews247.com/wp-content/uploads/2010/02/Star-Trek-Online.jpg" alt="" width="137" height="194" /></a></p>
<p><strong>Game Description:</strong>Set in the year 2409, Star Trek Online allows players to immerse themselves in the future of the Star Trek universe, exploring strange new worlds, seeking out new life and new civilizations in an ever expanding vast universe. Command a starship as a Federation or a Klingon Captain, outfit it with custom systems and recruit, train and mold a crew into an elite force for exploration and combat. Mis&#8230;sions take players into thrilling space battle, planetside for face-to-face combat and even inside starships.</p>
<p>To appreciate Star Trek Online&#8211;and there is a lot to appreciate here&#8211;understand up front that it&#8217;s not going to be very &#8220;Star Trek.&#8221; This game is all war, all the time, where nearly every mission is just a matter of shooting things.</p>
<p>MMOs: The latest, most profitable frontier. These are the voyages of the starship you will probably give some silly name to like USS Terd Burgler or USS Riker Is A Douche…or maybe just USS Normandy because you can&#8217;t be bothered to think up something else. Its subscription-based-but-with-an-option-for-micropayments mission: To find the clearly labeled objectives on small worlds; to seek out and play through a whole lot of cool ship combat; and to go with mild determination and decent graphics where many MMOs have not really gone before (At least not in any meaningful sense; don&#8217;t get me started on <em>Star Wars: Galaxies</em>.) Okay, cue the music, because Cryptic definitely licensed the music!</p>
<p><span style="font-family: Arial;"><img id="imgSmallImage" longdesc="http://cache.g4tv.com/ImageDb3/189542_S/Star-Trek-Online.jpg" src="http://cache.g4tv.com/ImageDb3/189542_S/Star-Trek-Online.jpg" alt="Star Trek Online" /></span></p>
<p><strong>The &#8220;Star Trek&#8221; Part</strong></p>
<p>To appreciate <em>Star Trek Online</em> – and there is a lot to appreciate here – understand up front that it&#8217;s not going to be very “<em>Star Trek</em>.” This game is all war, all the time, where nearly every mission is just a matter of shooting things. This isn’t the <em>Star Trek</em> that many fans know and love, where Starfleet is like the UN in space, benevolently enforcing Prime Directives with its complement of mellifluous captains. Instead, this is a whole mess of Star Trek-shaped ships doing <em>Wrath of Khan</em> kinds of things to each other and wildly shuffling characters in shiny uniforms who shoot different colored laser beams at bad guys.</p>
<p>Constant war isn’t necessarily a complaint, since the combat is mostly good. This is especially true in space where battles are like a fast strategy game or a slower action sim. Your choice of officers determines what special abilities your ship can use and you manage shield facing and power allocation. As you level up, you fold fancy toys like cloaking, mines and warp core dumps into the action. The tangled fleet battles are almost like something out of Star Wars or maybe Galaga.  Down on the ground, it&#8217;s a bit more conventional, but you still get lots of abilities and fancy hardware. Once you resign yourself to rampaging around the universe firing phasers wildly, <em>STO</em> proves itself a solid game with a generous spread of hi-tech havoc.</p>
<p><strong> The &#8220;Online&#8221; Part</strong></p>
<p>You should also know up front that you&#8217;re not going to be playing a typical MMO, which is both a strength and a liability for <em>Star Trek Online</em>. It&#8217;s a strength because there&#8217;s a lot of unique gameplay going on. For instance, you are not just an avatar. (Speaking of which, the robust character generator will let you be nine feet tall and blue if you want.)  Instead, you are a bunch of interrelated things. In addition to your avatar, you have ships, skills, officers with their own skills, and a wide array of equipment. The officers and equipment are available for the choosing rather than left to chance. If you want a bad-ass disruptor rifle, you don’t have to kill Klingons until you hit an “oh look, someone dropped a bad-ass disruptor rifle” moment. Instead, just requisition it at the local Starfleet base.  Of course, the degree of your disruptor rifle&#8217;s bad-assery is based on what level you are. The more things change…</p>
<p>It&#8217;s really satisfying to mix and match various parts, creating a sense that you&#8217;re outfitting a ship and setting out into the galaxy; however, a significant weakness of <em>STO</em> is that there’s not much of a galaxy to set out into. This is space pieced together as a series of boxes, many of them without character. World building is a huge part of a good MMO and it&#8217;s almost entirely absent here. You pass through loading screens on your way to a weird blue sector space effect (arguably one of the least <em>Star Trek</em> things in the whole game) or a graphic of a lovely ringed gas giant or a small box representing the surface of a planet.  However, after you&#8217;ve marveled at a couple of these, there&#8217;s no sense that they&#8217;re fitted together into anything other than a place where you blow up ships and shoot aliens.  There is no concept of ecology, geography, cultures or settings.</p>
<p><span style="font-family: Arial;"><img id="imgSmallImage" longdesc="http://cache.g4tv.com/ImageDb3/189543_S/Star-Trek-Online.jpg" src="http://cache.g4tv.com/ImageDb3/189543_S/Star-Trek-Online.jpg" alt="Star Trek Online" /></span></p>
<p><strong>If I Had a Tricorder</strong></p>
<p>Furthermore, a lot of the trappings that keep players playing in a traditional MMO feel underdeveloped. For instance, the crafting isn’t fully realized. While you&#8217;re gadding about shooting your phasers, sometimes you&#8217;ll see an anomaly, which is the <em>STO</em> term for a space treasure chest. You loot it for materials that you can cash in at a science station for loot. There…you just crafted. Or at least did the <em>STO</em> version of it. As you play, the stakes are oddly low because death means nothing; there is no penalty whatsoever for getting killed. To clear nearly any mission, just throw yourself repeatedly at the bad guys after you respawn.</p>
<p>There is also little reason to group with other players, although you&#8217;ll be in a de facto group during public missions called fleet actions. (These are pretty chaotic, but they can be epic.) During ground missions, you can bring along your ship&#8217;s officers instead of teaming up with other players. To the AI&#8217;s credit, it acquits itself admirably. In fact, it&#8217;s almost like you&#8217;re better off not bringing along someone else. For an MMO about a Federation mounting fleet actions, <em>STO</em> does an oddly good job of catering to soloists.</p>
<p><span style="font-family: Arial;"><img id="imgSmallImage" longdesc="http://cache.g4tv.com/ImageDb3/189544_S/Star-Trek-Online.jpg" src="http://cache.g4tv.com/ImageDb3/189544_S/Star-Trek-Online.jpg" alt="Star Trek Online" /></span></p>
<p><strong>Make It So-So</strong></p>
<p><em>Star Trek Online</em> mostly gets by on how it plays unlike any other MMO and these days, that&#8217;s a considerable virtue. It remains to be seen whether dyed-in-the-wool Star Trek fans are going to tolerate the ongoing combat grind. For everyone else, there&#8217;s still a sense that that the developers at Cryptic have a lot of gaps to fill before <em>Star Trek Online</em> is going to hold player interest the way other MMOs can. Until then, Starfleet sends you to boldly go with the game you have, not the game you might want or wish to have at a later time.</p>
<p>Source:g4tv.com</p>



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		<title>Star Ocean The Last Hope: International (PS3)</title>
		<link>http://www.gamepreviews247.com/game-reviews/star-ocean-the-last-hope-international-ps3/</link>
		<comments>http://www.gamepreviews247.com/game-reviews/star-ocean-the-last-hope-international-ps3/#comments</comments>
		<pubDate>Mon, 15 Feb 2010 18:26:57 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Game Reviews]]></category>
		<category><![CDATA[PS3]]></category>
		<category><![CDATA[Star Ocean]]></category>

		<guid isPermaLink="false">http://www.gamepreviews247.com/?p=310</guid>
		<description><![CDATA[<a href="http://www.gamepreviews247.com/game-reviews/star-ocean-the-last-hope-international-ps3/"><img align="left" hspace="5" width="120" src="http://www.gamepreviews247.com/wp-content/uploads/2010/02/Star-Ocean-The-Last-Hope-International.jpg" class="alignleft wp-post-image tfe" alt="" title="Star-Ocean-The-Last-Hope-International" /></a>
Game Description:STAR OCEAN THE LAST HOPE: INTERNATIONAL continues the series traditions of soaring space opera, blending science fiction with fantasy for a unique RPG experience. The PS3 version will include the option for players to choose English or Japanese voiceovers and localised subtitles in English, French, German, Italian and Spanish. STAR OCEAN THE LAST HOPE: [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.gamepreviews247.com/wp-content/uploads/2010/02/Star-Ocean-The-Last-Hope-International.jpg"><img class="aligncenter size-full wp-image-311" title="Star-Ocean-The-Last-Hope-International" src="http://www.gamepreviews247.com/wp-content/uploads/2010/02/Star-Ocean-The-Last-Hope-International.jpg" alt="" width="137" height="157" /></a></p>
<p><strong>Game Description:</strong>STAR OCEAN THE LAST HOPE: INTERNATIONAL continues the series traditions of soaring space opera, blending science fiction with fantasy for a unique RPG experience. The PS3 version will include the option for players to choose English or Japanese voiceovers and localised subtitles in English, French, German, Italian and Spanish. STAR OCEAN THE LAST HOPE: INTERNATIONAL’s refined gameplay features &#8230;four party members and team-oriented combat, while maintaining the innovative real-time battle system that has become a trademark of the STAR OCEAN series. Story The year is S.D. 10. In the aftermath of World War III, humanity voyages into the stars in search of a new home… and a second chance. Features • Choose between English and Japanese voiceovers – only available on the PS3 version • A prequel that combines sci-fi and fantasy elements, spanning multiple planets and the vastness of space itself to recount the origins of the STAR OCEAN universe. • Exhilarating combat expands upon the franchise’s famous real-time battle system, including amazing graphics and visual effects • Feature breathtaking CG movies by Visual Works, the cutting-edge studio whose previous work includes cut-scenes for the acclaimed FINAL FANTASY® RPG series • Text localised for PAL territories with French, German, Spanish and Italian subtitles and menu screens.</p>
<p>Star Ocean: The Last Hope International delivers all of the same interstellar, RPG quality of the Xbox 360 version, with a few welcomed additions. The game still has a few inherent problems, but they are easily forgiven in light of everything the game does right</p>
<p>While it might not carry the same JRPG clout enjoyed by <em>Final Fantasy</em>, Square Enix’s repurposed galactic RPG romp, <em>Star Ocean: The Last Hope International</em> &#8212; a PS3 re-release of 2009’s <em>Star Ocean: The Last Hope</em> &#8212; , does pretty much everything it can to make the last journey through in the <em>Star Ocean</em> franchise (which is actually the first journey, since it’s a prequel to the other games) as memorable, enjoyable and engaging as possible. It might not be for everyone, but you’d be surprised at how close it comes.</p>
<p><span style="font-family: Arial;"><img id="imgSmallImage" longdesc="http://cache.g4tv.com/ImageDb3/189685_S/Star-Ocean-The-Last-Hope-International.jpg" src="http://cache.g4tv.com/ImageDb3/189685_S/Star-Ocean-The-Last-Hope-International.jpg" alt="Star Ocean: The Last Hope International" /></span></p>
<p><strong>The New Last Hope</strong></p>
<p><em>The Last Hope</em> follows the adventures of Edge Maverick, a classically androgynous 20 year-old lad, aboard one of the Earth’s first intergalactic spaceships tasked with exploring new worlds in the hopes of finding a new beginning for humanity. Several decades earlier, World War III essentially destroyed Earth, which forced people to live underground and eventually look towards the vast star ocean for real estate ideas. The expedition quickly turns into a search and rescue mission after the ships encounter an unknown object during warp speed that scatters the ships to parts unknown.</p>
<p>The only major downside of the game’s narrative is the horrendous voice acting and, at times, the redundant and uninspired dialogue that accompanies it. Three of the five female characters in your crew have voices that sound like Michael Jackson gargling fire-engulfed cats, and their acting is equally painful to endure, especially since the frequent cutscenes are so lengthy. Fortunately, the <em>International</em> version, unlike its Xbox 360 cousin, includes the much-appreciated ability to turn on the original Japanese voice acting. For anyone familiar with <em>The Last Hope</em> on Xbox 360, you’ll know that it has some of the most unbearable voice acting you’ll likely to come across in a game. The Japanese acting definitely leaves a lot to be desired as well, but as least you don’t have to listen to Lymle say, “Kay?” every time she speaks. Thank you Square Enix!</p>
<p>Surprisingly, for as shaky as the voice work and the script are, they rarely ruin the narrative flow. This is due mostly to the fact that the pacing is fantastic, and the story unfolds at a great clip, with each beat feeling perfectly contained and leading nicely into the next one. There are a few twists along the way, but nothing so severe that it negates what has happened leading up to them.  Despite the heavy-handedness of the game’s themes, it’s as fascinating a game story as I’ve come across in a while.</p>
<p><strong>Of All the Planets, In All the Solar Systems…</strong></p>
<p>Over the course of the game, you travel between several planets and space stations. The areas available for you to explore on each planet are limited to dungeon-esque layouts (interiors as well as exteriors), but there are plenty of wide-open and expansive sections as well. Unfortunately, objectives aren’t always clear, so you’ll find yourself wandering around a lot without any real sense of whether you’re going the right way.</p>
<p>The diversity of each planet’s ecology (combined with the pace of the story) keeps you from having to stay in one place for too long. It also doesn’t hurt that the settings (ranging from lush beaches and forests to snow capped mountains to dilapidated space stations) are all beautifully designed, and they all just pop off the screen, due in large part to the stunning HDR lighting effects.</p>
<p><span style="font-family: Arial;"><img id="imgSmallImage" longdesc="http://cache.g4tv.com/ImageDb3/189686_S/Star-Ocean-The-Last-Hope-International.jpg" src="http://cache.g4tv.com/ImageDb3/189686_S/Star-Ocean-The-Last-Hope-International.jpg" alt="Star Ocean: The Last Hope International" /></span></p>
<p>Scattered around each beautiful setting are plenty of goodies to reward exploration (treasure chests to unlock, minerals to mine, and food items to harvest). Between gathering the raw materials, creating recipes and building items, you could easily kill a dozen or so hours, and all of that is just one slice of the overall experience. If you plow through the story and take up a side quest here and there, you’re looking at around 40 hours. With everything else, you could easily kill more than twice that without even noticing.</p>
<p><strong>Trigger the Fight!</strong></p>
<p>Of course, the real star of this ocean is the combat. As in previous entrants in the series, you initiate battles by approaching enemies in the field and then fighting in real-time in a separate arena. If I had one complaint about the combat, it’s that it isn’t carried out entirely in real-time in the field, but that’s just personal preference. Hardcore turn-basers might feel differently, but <em>Star Ocean</em> does a great job of making sure strategy factors in heavily with the real-time combat, especially when it comes to how you start fights. There is also quite a bit of strategy involved in picking the battle approaches for your teammates. It’s just another fantastic way of giving players complete control over everything that transpires on the battlefield.</p>
<p>You also have the option of creating your own combos by mixing and matching up to three attacks. These combos can lead to some absolutely devastating onscreen mayhem, especially later on the game when you have four characters with three or four unholy abilities all fighting at the same time against swarms of enemies. There are times when the frame rate suffers from so much chaos, but fortunately, those instances are as rare as they are brief.</p>
<p>To reward you for your battle prowess, the game features a bonus board, which tracks your performance during combat. Each time you meet a requirement (kill multiple enemies, deal certain amount of damage, avoid taking damage, etc.), a new jewel is placed on the board. Linking these jewels results in multipliers that help you rack up money, experience and health/magic boosts at an accelerated rate. The board can be broken if the character you’re controlling suffers a critical hit during battle, which adds yet another layer of complexity and engagement to the already insanely robust combat system.</p>
<p><span style="font-family: Arial;"><img id="imgSmallImage" longdesc="http://cache.g4tv.com/ImageDb3/189687_S/Star-Ocean-The-Last-Hope-International.jpg" src="http://cache.g4tv.com/ImageDb3/189687_S/Star-Ocean-The-Last-Hope-International.jpg" alt="Star Ocean: The Last Hope International" /></span></p>
<p><strong>Final Fantasy Who? Oh, Right. But Still…</strong></p>
<p><em>Star Ocean: The Last Hope International</em> won’t make occasional RPG dabblers dump <em>Final Fantasy</em> or <em>Fallout 3</em>, but for fans of the genre, it’s a worthy addition to your library. Everything about the game feels massive, from the story to the exploration to the combat. It all has a fantastic sense of scope to it that really makes you feel like you are part of this universe-sized adventure. There are tons of places to go, people to meet, things to build, enemies to kill, skills to learn, sights to see, all in addition to smooth and satisfying combat. Even if you aren’t a fan of the genre, you owe it to yourself to check it out. You won’t be disappointed.</p>
<p>Source:g4tv.com</p>



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		<title>Crackdown 2 X10</title>
		<link>http://www.gamepreviews247.com/game-previews/crackdown-2-x10/</link>
		<comments>http://www.gamepreviews247.com/game-previews/crackdown-2-x10/#comments</comments>
		<pubDate>Mon, 15 Feb 2010 18:24:27 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Game Previews]]></category>
		<category><![CDATA[Crackdown 2 X10]]></category>

		<guid isPermaLink="false">http://www.gamepreviews247.com/?p=307</guid>
		<description><![CDATA[<a href="http://www.gamepreviews247.com/game-previews/crackdown-2-x10/"><img align="left" hspace="5" width="120" height="120" src="http://www.gamepreviews247.com/wp-content/uploads/2010/02/189739_S-150x150.jpg" class="alignleft wp-post-image tfe" alt="" title="189739_S" /></a>

What’s the status?
Crackdown 2 
Here’s what I learned in today’s X10 demonstration of the game I’m surprised that some readers think will be boring.

The game is set 10 years after the events of Crackdown. There are three factions at play: The Agency (that’s you), Cell (resistance force), and the Freaks (pretty much like zombies that [...]]]></description>
			<content:encoded><![CDATA[<div>
<p><a href="http://www.gamepreviews247.com/wp-content/uploads/2010/02/189739_S.jpg"><img class="aligncenter size-medium wp-image-308" title="189739_S" src="http://www.gamepreviews247.com/wp-content/uploads/2010/02/189739_S-300x168.jpg" alt="" width="300" height="168" /></a></p>
<p><strong>What’s the status?</strong></p>
<p><em>Crackdown 2 </em></p>
<p><em></em>Here’s what I learned in today’s X10 demonstration of the game I’m surprised that some readers think will be boring.</p>
<ul>
<li>The game is set 10 years after the events of <em>Crackdown</em>. There are three factions at play: The Agency (that’s you), Cell (resistance force), and the Freaks (pretty much like zombies that come out in full force when the sun goes down). The city’s seen better days, as many areas are in a state of destruction &#8211; but others are experiencing reconstruction efforts. This is how Ruffian’s &#8220;changing&#8221; the city we’re already familiar with.</li>
</ul>
<ul>
<li>Your ultimate goal is to see &#8220;Project Sunburst&#8221; through to completion &#8211; it’s an energy weapon program designed to eliminate the Freak threat once and for all.</li>
</ul>
<ul>
<li>Acknowledging that many players under-developed their driving skills in the first game, Ruffian’s going to add more reasons and more opportunities to boost your vehicular abilities.</li>
</ul>
<ul>
<li>Accordingly, supply points &#8212; established throughout the city as the reward for successful mission completion &#8212; now give you easier access to vehicles.</li>
</ul>
<p><img longdesc="http://cache.g4tv.com/images/ImageDb3/189/740/image189740/189740_S.jpg" src="http://cache.g4tv.com/images/ImageDb3/189/740/image189740/189740_S.jpg" alt="Crackdown 2" /></p>
<p><strong>What did we see?</strong></p>
<p>Of all the notes I’ve taken at X10 so far, writing up <em>Crackdown 2 </em>is the only time I’ve used exclamation points to denote my personal excitement.</p>
<p>BOOM! Homing rocket launcher wiping out groups of Freaks. BOOM! Shotgun blast makes a Cell car explode (as well as the unfortunate Cell members standing around it). BOOM! The Agency Helicopter, with room to seat you and 3 of your friends, launching rockets from its dual mounts down to the Freak hordes ambling below.</p>
<p>We also saw the new Wing Suit, which lets you glide peacefully (or violently, if you’re so inclined) to the ground. The most jealous-because-I’m-not-playing moment came when they simultaneously bailed from the helicopter mid-flight and synchronized their dives. A nice finishing touch was a rocket launcher aimed at a speeding car, which sent it spiraling a good fifty yards through the air before exploding upon landing.</p>
<p>I also saw a green agility orb in the distance, and was frustrated that the demo driver didn’t go after it. I need this game now, please.</p>
<p>Source:g4tv.com</p>
</div>



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		<title>Heavy Rain (PS3)</title>
		<link>http://www.gamepreviews247.com/game-previews/heavy-rain-ps3/</link>
		<comments>http://www.gamepreviews247.com/game-previews/heavy-rain-ps3/#comments</comments>
		<pubDate>Mon, 15 Feb 2010 18:21:31 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Game Previews]]></category>
		<category><![CDATA[Heavy Rain]]></category>
		<category><![CDATA[PS3]]></category>

		<guid isPermaLink="false">http://www.gamepreviews247.com/?p=304</guid>
		<description><![CDATA[<a href="http://www.gamepreviews247.com/game-previews/heavy-rain-ps3/"><img align="left" hspace="5" width="120" src="http://www.gamepreviews247.com/wp-content/uploads/2010/02/25257_staff_pick.jpg" class="alignleft wp-post-image tfe" alt="" title="25257_staff_pick" /></a>
Game Description:In this dark, atmospheric mystery game, players jump between four characters as they try to solve a case involving a serial killer known as the Origami Killer. Gameplay consists of guiding the characters through interactions and events by hitting corresponding letters that appear on screen at specific moments, making the experience more akin to [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.gamepreviews247.com/wp-content/uploads/2010/02/25257_staff_pick.jpg"><img class="aligncenter size-full wp-image-305" title="25257_staff_pick" src="http://www.gamepreviews247.com/wp-content/uploads/2010/02/25257_staff_pick.jpg" alt="" width="138" height="78" /></a></p>
<p><strong>Game Description:</strong>In this dark, atmospheric mystery game, players jump between four characters as they try to solve a case involving a serial killer known as the Origami Killer. Gameplay consists of guiding the characters through interactions and events by hitting corresponding letters that appear on screen at specific moments, making the experience more akin to an interactive movie than a traditional video game. F&#8230;eaturing stunning visuals, an engrossing story and unique gameplay, this is one storm you&#8217;ll definitely want to be caught in.</p>
<p>Heavy Rain weaves together an entertaining thriller, an interactive presentation, and story-altering decisions. And though it shows signs of unraveling, it comes together in the end for a gripping and unique experience.</p>
<p>You won&#8217;t understand <em>Heavy Rain</em> until the first time you do something wrong. You&#8217;ll be required to make a quick decision based on limited information or an altercation will end poorly, and instead of a &#8220;Game Over&#8221; screen and another attempt at the same challenge, the script briskly continues to the next scene as if what happened was how it was supposed to happen all along. When you wonder for the first time, &#8220;What if I did that differently?&#8221; is when <em>Heavy Rain</em> blooms.</p>
<p><span style="font-family: Arial;"><img id="imgSmallImage" longdesc="http://cache.g4tv.com/ImageDb3/189483_S/Heavy-Rain.jpg" src="http://cache.g4tv.com/ImageDb3/189483_S/Heavy-Rain.jpg" alt="Heavy Rain" /></span></p>
<p><strong>THE PLAY&#8217;S THE THING</strong></p>
<p>This is not David Cage and Quantic Dream&#8217;s first attempt at interactive drama. The praised-yet-flawed <em>Indigo Prophecy</em> laid much of the groundwork for<em> Heavy Rain</em> back in 2005, and it was then that Cage first attempted to rework the concepts of adventure games and interwoven fiction into something more modern. But <em>Indigo Prophecy</em>&#8217;s script weakened under a load of supernatural confusion and  while not entirely solved, that same mistake has not been repeated for <em>Heavy Rain</em>.</p>
<p>Like <em>Indigo</em>, <em>Heavy Rain</em> is built entirely of character interactions with the environments, with each other, and within themselves. These interactions are translated to the controller in the form of context-based motions and gestures: &#8220;half-circle up on the analog stick,&#8221; &#8220;shake controller to the right,&#8221; and &#8220;hold triangle, square and circle&#8221; are examples. The shorthand industry jargon for this type of control scheme is &#8220;QTE,&#8221; or quick-time event, and usually carries a negative connotation. The reason that <em>Heavy Rain</em> should avoid that negative association is that this is the basis for the entire experience &#8212; there are no jumps between different types of control schemes like those found in the finishing moves of action games like <em>God of War</em> or <em>Bayonetta</em>.</p>
<p>And an experience like <em>Heavy Rain</em> wouldn&#8217;t be possible without such a structure. There&#8217;s a very simple link between the controller motions and eliciting a similar mental feeling that corresponds with what happens on screen. Holding down three buttons at once tests your hand dexterity as one character tries to maintain his balance on a muddy hill. The translation is not even close to direct, but it&#8217;s enough to trigger the empathetic reaction that you&#8217;re somehow participating in the scene. In the beginning, the simple motions of a Saturday morning routine prepares your &#8220;gamer&#8221; side for the far more intense scenarios to come, but it also builds required emotional links that give the inevitable tragedies their punch. Playing with your kids in the yard, for example, doesn&#8217;t just teach you how to play, but  also means you&#8217;re playing with your kids in the yard. That&#8217;s an equally important bond to establish, and <em>Heavy Rain</em> does this well throughout.</p>
<p>Context-based control is equally important in redefining the idea of an action scene. Going with a a cinematic presentation requires that a certain amount of direct control must be surrendered by the player. That&#8217;s true with <em>Heavy Rain</em>, but the trade-off is more effective here than it would be in games with a traditional 1st- or 3rd-person perspective. A car chase or a fistfight can be exciting no matter what the vantage point is, but there&#8217;s a unique tension and excitement that can only be brought out by a director with a plan. That&#8217;s not to say there&#8217;s right or a wrong way of doing things; <em>Heavy Rain</em> doesn&#8217;t invalidate other methods of gameplay as much as it validates its own method as a viable alternative. It can be called a game, but it&#8217;s more of an interactive drama. And to call it that is the furthest thing from a slight.</p>
<p><strong>THE GRASS IS GREENER</strong></p>
<p>There&#8217;s no dominant philosophical statement in David Cage&#8217;s story apart from &#8220;it&#8217;s important to have (or be) a good father.&#8221; Much was made about who this game would appeal to, and as it turns out, it&#8217;s the same people who enjoy movies like <em>Se7en</em>, <em>Silence of the Lambs</em>, or <em>Zodiac</em>. Cage borrows from such influences and infuses his own experiences as a father to create a gripping crime drama, and the only requirement to relate to the story is that you either have a father, had a father, are a father, or grew up without a father &#8212; which should account for  everybody. His driving question of &#8220;How far would you go?&#8221; puts the responsibility of divining a theme on the shoulders of the player, as it&#8217;s those dynamic decisions that decide <em>Heavy Rain</em>&#8217;s ultimate resolution. Using the game as a mirror works, just as long as the player is interested enough in holding it up &#8212; and using a straightforward story about a serial killer more than suffices as incentive.</p>
<p>And it&#8217;s absolutely vital that these decisions are presented as irreversible. The absence of a fail state &#8212; the traditional &#8220;Game Over&#8221; screen &#8212; and knowing that key characters of the story can die and not return generates a genuine sense of danger when those characters find themselves in deep trouble. That trickles down into smaller decisions and conversations where you need to make a choice, and what ends up happening more often than not is going with your gut instinct and accepting the consequences. Feeling that you made a &#8220;wrong&#8221; choice shouldn&#8217;t be construed as failing at the game, nor is it reinforced by the scenes that result &#8212; you&#8217;re just seeing the story march on a different path. The flexibility of the script allows for multiple conclusions, and multiple variations on how you arrive at those conclusions. Though there are &#8220;good&#8221; and &#8220;bad&#8221; results, the endings can&#8217;t really be defined as &#8220;good&#8221; or &#8220;bad&#8221; &#8212; there&#8217;s ample resolution in both, and the dissatisfaction you might feel with what you end up with only compels you to explore the story again following a different path.</p>
<p><span style="font-family: Arial;"><img id="imgSmallImage" longdesc="http://cache.g4tv.com/ImageDb3/189482_S/Heavy-Rain.jpg" src="http://cache.g4tv.com/ImageDb3/189482_S/Heavy-Rain.jpg" alt="Heavy Rain" /></span></p>
<p>But not everything is perfect. With such an emphasis placed on the story, the plot quirks and logical inconsistencies that might be brushed aside in other games stick out here. Characters sometimes behave irrationally for the sake of plot convenience; red herrings lead too far in one direction without any explanation to justify it; important revelation scenes are skipped over depending on player decisions; the game&#8217;s shocking twist was well-hidden in retrospect, but also contradicts itself upon review due to dishonest misdirection and unconvincing voice work. Depending on your path, it&#8217;s possible the game can end in a disappointing way because of a double-whammy plot contrivance and &#8220;stubborn, stupid cop&#8221; cliche. But it&#8217;s also possible you never see that happen.</p>
<p>Weaving such an open story leads to such unique narrative-related problems that Cage was unable to avoid. Some of which are evident through the initial playthrough, but others that reveal themselves only after you already know what happens. To use a spoiler-free example, in one scene Character X makes Decision A. But later in the game we see Character X in a state where it assumes Decision B was made.   Having access to the characters&#8217; inner thoughts, for all of its benefits, also poses a problem. <em>Heavy Rain</em> does a great job of keeping you true to your outward decisions and performance, but frequently you&#8217;ll be able to choose from a wide range of inner thoughts, and you aren&#8217;t forced to commit to one way of thinking like you are with one course of action. That will lead to weird mood swings where characters contradict themselves internally as you explore their current state of mind. If we&#8217;re supposed to be playing the part of these characters, it would have been more effective and in line with the game&#8217;s action scenes to choose one train of thought as a gut reaction and commit to it.<br />
<strong><br />
ARE YOU FROM AROUND HERE?</strong></p>
<p>One last quirk that you have to force yourself to accept is that <em>Heavy Rain</em> is a game about Americans written and cast by French developers. This wouldn&#8217;t be an issue had Quantic Dream been able to fully maintain the illusion that everything is happening in an area heavily inspired by Philadelphia, but there were too many instances of poor voice acting, particularly in the children characters, that definitely did not come across as originating from the Eastern United States. There are frequent slip-ups with pronunciation, cadence, and inflection that suggest an effort to suppress European accents. Much of the voice work is passable, but when it&#8217;s not, it eats away at the all-too-important immersion. As does the awkward, almost alien-like way the characters move around in anything that isn&#8217;t a cut-scene (which, in contrast, are executed quite convincingly).</p>
<p>But credit must be given to Quantic Dream for creating an environment &#8212; a proper stage &#8212; that&#8217;s soaked in the grime and depression needed to underscore what&#8217;s really a sad and terrible story. You can be walking through a crime scene at 8:14 in the morning and feel like it&#8217;s 3:00 AM and you&#8217;ve been up for 72 hours and you really don&#8217;t know what time of day it is&#8230;which doesn&#8217;t really matter because the constant rain makes the days bleed together anyway. The soundtrack, too, accentuates the mood. Whether it&#8217;s simple piano notes providing a noir tone to a lonely private eye&#8217;s investigation, or strings screeching alongside the tires of a car about to crash through a police blockade.</p>
<p><span style="font-family: Arial;"><img id="imgSmallImage" longdesc="http://cache.g4tv.com/ImageDb3/189484_S/Heavy-Rain.jpg" src="http://cache.g4tv.com/ImageDb3/189484_S/Heavy-Rain.jpg" alt="Heavy Rain" /></span><br />
<strong><br />
YOUR OWN ADVENTURE</strong></p>
<p>Quantic Dream has improved and refined the template they created with <em>Indigo Prophecy</em>, and it&#8217;s an example that hopefully other developers will consider following, especially if they have an idea for a game that might not be suited for a genre with more established conventions. But there&#8217;s still room for improvement, and it&#8217;s going to take a skilled and attentive group of people to avoid common game mistakes, cinematic mistakes, and new hybrid mistakes that we&#8217;re just now discovering exist when the two are blended.</p>
<p>But in the frequent moments when it works, the unpredictable nature of the story is a special thing that&#8217;s unique to games. Instead of talking to someone else who experienced it and both of you recounting the same scene, you might end up excitedly saying, &#8220;Wait&#8230;that&#8217;s not what happened to me&#8230;&#8221;</p>
<p>&#8220;Should&#8221; you play <em>Heavy Rain</em>? If you enjoy a good story, then yes&#8230;especially because you get to take part in it.</p>
<p>Source:g4tv.com</p>



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