Saturday 23 October 2010

Bakugan Battle Brawlers: Defenders of the Core

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Bakugan Battle Brawlers In: Defenders of the Core, players can create a new hero and lead the rioters in an epic quest to save Earth from the cities of Spectra and his henchmen Vexos. Players will discover a completely new Bakugan if given complete control over his creatures, when they face their opponents as small balls Bakugan transform into huge creatures. 

In the midst of intense battles, players will find courage to explore dangerous and dark areas to stop the evil spirits that are sucking the lifeblood of the world. Players can unlock new levels and characters as they discover hidden clues and defeat opponents in a quest to save the world from ultimate destruction. Bakugan Battle Brawlers: Defenders of the core also features split-screen multiplayer action in three different game modes in the console versions, and several players linked to Nintendo DS and PSP. Along with a set of real-time battle, this is the first time players can duke out their Bakugan in head to head matchups, free for all, and strategic battles destruction.

Wednesday 20 October 2010

Ridge Racer




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Many racing titles have been launched in recent months in the different consoles. Major titles include the name of Gran Turismo 4 for Playstation 2, Need for Speed Undergourd 2, which has been published in numerous platforms, and other racing companies. The racing genre is crowded widening, and although there was a limit to innovation that was added once to the genre there are still many titles that really stand out and shine.







The launch of the Playstation Portable has come and gone, and some truly amazing titles have been released for the handheld through many genres. Ranging from puzzles to action, the role competition, the Playstation Portable has many great offerings for different types of players. However, a genre is above the other, and that is the racing genre in the middle of the launch titles for PlayStation Portable.






One of the best racers to hit the PlayStation Portable has thus far been WipEout Pure, and it really shines the light of what the Playstation Portable can be achieved in terms of gameplay, not only, but many other aspects, such as images and sound. But if there is a game that really is an example of the strengths of the Playstation Portable, Namco's Ridge Racer. Presentation of the most beautiful images of the Playstation Portable and the gameplay to coordinate with the graphics very well, Ridge Racer is one of the best racers to hit the scene in early 2005, not only on the Playstation Portable, but on all platforms.

Sunday 17 October 2010

Invizimals



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Small as they are, the shadows of the small Pokemon loom giant over Sony's new camera-based creature-capture game. As in the evergreen adventures of Pikachu and pals, you discover and catch critters, level them up through combat and then battle your friends to see who has amassed the toughest collection. The twist here is that you're not seeking the creatures out in some whimsical top-down fantasy land, but in actual life, using the PSP camera to coax invisible monsters out of hiding.

This is all established through the stodgy single-player Story Mode, which explains how Kenichi, an enthusiastic worker in Sony's R&D department, has discovered that the PSP camera can detect lifeforms invisible to the human eye - Invizimals. fortunately, you have the kind of aura that attracts these mini beasts, and so you're roped in to help his studies. This involves hopping around a world map, undertaking various missions to capture specific Invizimals, and learning the intricacies of combat from Professor Dawson, played with surprising restraint by Brian Bloody lucky.


Everything you do makes use of stamina, and managing this resource is a vital skill to create. Stronger assaults use it up quickly, leaving you to wait while it recharges, potentially with no way of blocking or attacking. Success in a fight earns watts, the game's XP, which trigger a level-up five times predefined totals are reached. Every five levels, your Invizimal evolves in to a bigger, more powerful form.



The Invizimals themselves are a well-designed and varied bunch, with some groan-inducing pun names such as Porcupain or Bearserker [those are awesome! - Ed]. Combat is built around a familiar rock-paper-scissors set up, with each creature falling in to a distinct elemental section - Ice, Fire, Ocean, Desert and so on. you have five types of assault - strong, medium and speedy - and combat is actual time, than turn-based, and mastering the timing required for blocking is essential.


This basic framework is embellished with more complex functions, such as Sparks. These are knocked out of Invizimals with each successful assault and can be hoovered up by pointing the PSP camera at them. Sparks are the game's funds, and can be used to buy health and stamina packs, as well as special assaults called vectors. These need charging up - shake the PSP to build up an earthquake, shoot the targets to build up a wall of fire, etc. - but the destroy doesn't always justify the hard work.

Dragon Ball Z: Tenkaichi Tag Team





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Over the past decade, the Dragon Ball series has seen the collection of video games — at least until Dragon Ball Z Kai came out. The latest entries stick to the older tales and cover a classic again, only better than before.




Those who have enjoyed most of the DBZ games will find lots of comparable territory in Dragon Ball: Tenkaichi Tag Team, including the over-the-shoulder camera from the Tenkaichi series and the large array of characters. In addition to moving on to the variations from Tenkaichi, Tenkaichi Tag Team for the PSP also throws in a serious format change by providing for two-on-two play. In spite of the name, the combat isn't tag-team. All six characters are out on the field without delay, and you switch targets, similar to some of the Naruto games, to keep to the same over-the-shoulder camera





The game also provides for some character customization. Although details weren't shown on floor, different transformations are counted in the 70 character total, though the game also goes in to all-new, expanded-universe characters from Toriyama's secret universe tome.



The largest thing that jumped out at me, though, was the appearance. The game handles smoothly and keeps the look of the series better than earlier PSP entries have.



Dragon Ball fighters seldom disappoint, so Dragon Ball: Tenkaichi Tag Team for the PSP ought to turn out to be a worthy entry in the series.

Valkyria Chronicles 2

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Two years have passed since the events of Valkyria Chronicles. The little, neutral nation of Gallia is still caught between mighty opposing forces in the game's fantasy analogue for World War II. Now, though, an army of Gallian rebels is rising up against the country's ruler, Archduchess Cordelia, after he was outed in the earlier game as one of the Darcsen, a persecuted, scapegoated race. It falls to your squad, the ragtag bottom class of Lanseal, a Gallian military academy, to end this civil war. The plot will hold your interest, though it can't match the sweeping epic of its predecessor, and no character is as memorable as that game's cold poster girl, Selvaria Bles.




Valkyria Chronicles II squeezes the smart, turn-based strategy and deep, RPG-like customisation of its PlayStation 3 predecessor onto the PSP with great success. But for a few tweaks, the core experience is unaltered, and the familiar, hand-drawn art style has likewise been carried over. The little, often-recycled battle maps are disappointing, but the game's few shortcomings are simple to forgive in the face of the same elegant, chesslike gameplay that made the first game great.



Lanseal Academy is part high school, part boot camp. It's set on a campus imagined in Valkyria Chronicles' whimsical "European" style, all turrets and courtyards. Here, teenagers take classes, deal with teen problems--crushes, bullying, angst--and become soldiers. When lead character Avan Hardins joins Lanseal to inquire in to the mysterious death of his sister, a former student, he is assigned to Class G, in to which the least promising babies are sorted. There he is made the head of the class, and so head of the squad, despite lack of academic aptitude or apparent dedication. Though Avan (personality: hungry) isn't as likable as the leads of the earlier game, it's the ensemble cast that matters. Among those supporting characters, with their own quirks, backstories, and side missions, you'll find charm to keep you involved. The fluffy teen dramas of Class G are well balanced by the hard fringe of anti-Darcsen racism, manifested as bullying within the school and as violent ethnic cleansing further afield.



That huge cast of classmates is divided between the distinct infantry classes that define the essential rock-paper-scissors action: shocktroopers are strong against lancers, for example, and lancers are strong against tanks, while scouts are vulnerable but cover long distances quickly, with tanks robust but pricey to move across the field. Battles are played out by a command mode, with a top-down view of the map, and a third-person action mode, in which individual characters are steered around the battlefield. The distance over which a unit can be moved is strictly limited by its reserve of action points, with a single assault allowed in each move, while the number of moves that can be made per turn is limited by your reserve of command points.



By the end of the ample story-based campaign, around 40 hours long, you'll have a huge, diverse, uniquely customised squad at your command. That's when the new advert hoc multiplayer modes (two-player versus and coop for up to two players) will get interesting--assuming you've got a mate as committed to Valkyria Chronicles as you. The multiplayer modes are available early on, with more maps and missions unlocked as you progress. Newcomers to the game, therefore, won't be able to join veterans in all of their unlocked content. But the modes work well; in the versus mode, the game is at its most online chesslike, with options to set time limits for turns. In coop, you share a turn, making your moves simultaneously as your allies, enabling pincer movements and other strategic manoeuvring.





From that simple but solid process of turn-based action, Valkyria Chronicles II grows a deep, subtle battle process, layered with elements to be customised, levelled, and deployed creatively against the enemy. Beyond the development of new and better weapons and the sinking of experience points in to levelling up classes, each character has a unique set of potentials--special abilities triggered by sure battlefield conditions--as well as a set of particular friends alongside whom they fight best. Avan, as leader of the squad, can issue special orders that bestow temporary stat boosts on units. This sequel also adds branching subclasses to the mix, letting a scout, for example, be specialised in to a sniper or veteran scout, and then a sniper in to an elite or antitank sniper.



When they become available, cutscenes can be accessed from the academy mode, labelled on the campus map. There's the odd animated cutscene, but mostly they are rendered with still portraits of characters and dialogue balloons, partially voiced. The proportion of time spent in these and on the battlefield is right, though the nonessential scenes can be skipped over by the exposition-averse. The art still looks lovely, in the anime cutscenes, but is let down by the character models of the action proper, whose slight blockiness will only remind fans of the original game how crisp everything looked before, though that's more down to the technical limitation of the platform than a fault on the game's part.



The presentation of cutscenes, menus, and missions forgoes the first game's storybook layout of pages and chapters, replacing it with academy mode. This is a 3D map of Lanseal Academy, a hub from which you are able to access the R&D department to create weapons and tanks; the drill grounds to level up classes; the store to purchase side missions and to learn new orders; and the briefing room to access missions and multiplayer modes. In a pleasant touch, the campus and its grounds alter in appearance from month to month, with the game set over the course of a year.



There's a lot to get to grips with--even before beginning to experiment with homemade temporary weapon coatings--and this isn't a game for hand-holding. Staying on top of the stats, symbols, tech trees, and nested menus will keep you working hard, and the game punishes laziness or recklessness later on, but the experience as a whole is cerebral and rewarding. Except for the puny maps, Valkyria Chronicles II skilfully expands on the original; even the relative downgrade in graphics, dictated by the handheld format, doesn't keep it from being an stunning game.





Missions come in two varieties: key, which must be done to progress through the year; story, which move the plot along and are unlocked with each month; and free, which are lovely for practice and levelling. The objectives are predictable--defend a camp, capture a camp, escort a vehicle, collect supply boxes--but are spiced up by environmental challenges (sandstorms or lightning strikes, for example) and by the presence of special enemy units, from whom you are able to pick up new weapon designs. The biggest disappointment is the size of the maps, mostly comprising two or two often-recycled little regions interconnected by gateway camps--by capturing these camps, you are able to use the gateways to deploy to your squad members in the connected area. Coupled with the five-unit limit in each area, it's only this compactness of the battlefields that makes Valkyria Chronicles II feel like a "smaller," lesser game than the console original.