There are a lot of reasons why someone might want to check out a guide like T Dub Sanders'. One might be interested in the underside of the game testing field. Others might just want to know what they can gain from a guide that is written to help people understand their role in the gaming industry. Others still are just pining for that ultimate career working alongside game developers and designers.

Whatever the reason, T Dub Sanders has put together one of the biggest and best game testing guides on the market – one that shows the underpinnings of the career in their raw, real format. There are no false promises of automatic testing or sitting at home and playing the newest games for hundreds of dollars a day.

That stuff is all pretty much a pipe dream and most people know it – yet many guide writers try to tell everyone that they can become the biggest and best new game testers in a field that doesn't really exist every day and too many fall for it. On the other hand, what T Dub has put together is a much more realistic, much more comprehensive look at what game testing is really about – the hard work and dedication that goes into becoming someone in charge of all that code each day.

By showing what it really takes to be a game tester, T Dub opens up an actual, realistic path to getting into the industry. He showcases skills needed to get started as a tester, the classes or college majors that people better be willing to invest in if they want to be a professional in this field and much more to help them figure out not only if the career path is right for them but if they are going to be cut out for it. That means a great deal for someone who may or may not know exactly what a game tester does and how it operates.

For anyone that is thinking about taking the path toward becoming a game tester, one of the first things that needs to be done is to learn more about what the career entails. Those people should pick up T Dub's newest guide and get a real insider's look at the job and how it really works. If you're serious about doing what T Dub shows you, you'll be on the fast track toward game testing in no time flat.
Showing posts with label review. Show all posts
Showing posts with label review. Show all posts

Sunday, September 29, 2013

Hotline Miami Review: retro kill-'em-up is unforgivingly bloody and brutal

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Posted July 2nd, 2013 at 12:26 EDT by Dane Smith3 CommentsReview Score

Hotline Miami

PSU Review Score8.0Avg. user review score:0.0

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Summary

Hotline Miami is a treat for hardcore lovers of NES-era titles, but its insane difficulty and lack of replay value may not appeal to everyone.

We like

The acid-tripping soundtrackZero loading timesVast array of weaponry

We dislike

Lack of enemy variety No difficulty settingFreezing problems

Have a rodent problem, a noisy neighbor or even some ghosts? Who are you going to call? No, not the Ghostbusters, this is not the 80s. Okay, actually, technically it is but we`re still not calling the Ghostbusters. Instead we have a maniacal serial killer on the loose, just waiting for a call before going on another murderous killing spree.

Welcome to the world of Hotline Miami, a game created by someone who had too much cocaine while watching Scarface, where the entire point is to kill people. It sounds like any other video game but even Hitman was less about killing people than this game, and that's saying something.

The game is as simple to play as a NES game because it looks exactly like one. The graphics are as bare minimum as needed but it compensates by being as over-the-top as possible when it comes to blood and gore. I`m used to playing games now with graphics like Tomb Raider but there is something more visceral and primal when you mercilessly slit the throat of an 8-bit person, and seeing the fountain of blood that makes Johnny Depp's death in Nightmare on Elm Street look like child's play.

While playing the game I had flashbacks of NARC on the NES. For those who don't remember that game it was an over-the-top, in-your-face game about a couple of NARC cops walking the streets killing criminals dead on sight and blowing them up with missiles to bloody effect, all the while getting drug needles and other stuff shot at them. Remember kids, don't do drugs. Hotline Miami has that same in-your-face style with everything about it, from the killings, deaths, and the difficulty being set to the Nth degree. It is a game that is bold enough to kill you within two seconds of starting the first stage, and leave you wondering why is my head splattered against a wall? What just happened to me?

The meat of the game is you have to kill every enemy in the area to advance to the next one. Sounds simple but you have no life bar and one hit from anyone kills you. This requires a lot of trial and error and the developers have no qualms about taunting the player as there is a Trophy for dying 1000 times. This requires a lot of time and luck depending on the stage. Some stages are short, others are long, and some even have a boss. It is nice there are checkpoints at the end of each area so you don't have to throw that controller through the screen in frustration, although it does make you want to do so anyways.

Thankfully there is no load times to speak of when you die, and with infinite lives it is a masochist’s dream. You don't have to wait at a loading screen, possibly letting you contemplate switching games. The variety of weapons also helps keep things fresh, giving players an extra incentive to keep replaying stages to get the points needed to unlock the next one to build up a fun arsenal.

The story of the game is original and a little eerie, part of which is due to the acid-trippingly great soundtrack that accompanies the game. You're a guy who gets phone calls from random people and then you go kill everyone at the address given. The End. Okay, there is more to it but I won't give any spoilers because it would ruin the psychological narrative weaved by the game's writer. But it gives just enough story between each stage to make going to the next level worth it for those enraptured by the narrative.

The downside is the difficulty of the game. It is an homage to the insanity that were NES games but that comes with a price. If you feel like putting a fist through the wall because of the amount of deaths received during the beginning stages then it is a recipe for a coronary as the game progresses. This game has no middle ground. It will either be loved for the difficulty or a regretful waste of $10 because of it as well. A simple difficulty setting would have fixed that but alas there is none in the game. A prologue stage helps you get acquainted with the controls but after that the difficulty spikes due to the enemies and weapons available to them.

A major problem encountered was the constant freezing of the game when at the end of a level. I could just be very unlucky but be forewarned so you’re not surprised when having to redo an entire stage. For those who already enjoy the game it won’t even be a blip on your radar, but for those who enjoy only the story and loathe the difficulty, it's enough to encourage you to toss your controller and rage quit.

Genre-wise this game can be termed an action puzzler because of the shortness of the levels and while the game is all about killing, it has you constantly planning the most efficient way to do them like a puzzle. Each stage has a grading score which helps give the game replayability, as well as puzzle pieces to collect for some secret content. However, once the game is done there is nothing left but trying to maximize your score. Like old NES games the amount of replayability is down to how much you want to go through the game again -- just like trying to do a speed run of Contra.

Dane Smith is the Japan editor for PlayStation Universe. When not out on the streets of Nagoya wondering why no one is looking for a Yakuza-style showdown, he can be found cracking open the newest RPG to hit the shelves. You can follow him on Twitter or read some of his past musings.

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Gioteck SC-1 Wireless Sports Controller Review

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Posted July 1st, 2013 at 20:41 EDT by Kyle Prahl0 CommentsReview Score

Gioteck SC-1 Wireless Sports Controller

PSU Review Score7.0Avg. user review score:0.0

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Summary

Gioteck's third-party swan song is a delight to hold until you realize that L1 and R1 are a literal stretch to reach.

We like

Stylish designComfortable to holdHigh-quality triggers and buttons

We dislike

Poor ergonomicsSlippery thumbsticks360 D-pad

I moonlight as a PlayStation apologist from time to time, but I won't pretend that the DualShock 3 is the perfect controller. Within minutes of holding one for the first time in 2006, my fingers had slipped off the convex triggers. The left and right analog sticks are prone to being bent permanently off-center. The controller itself is a good size for my hands, but the handles could be just a little bit bigger. So, it was with a good deal of curiosity that I sat down to review Gioteck's SC-1 Wireless Sports Controller, likely to be one of the last major third-party controller releases of this generation. Like many of its forebears, the SC-1 is highlighted by a flipped analog stick layout reminiscent of the Xbox 360 gamepad. Unlike many of its forebears, the SC-1 is built to impress, with an ultra-comfortable rubber finish and a stylish red/black color scheme.

Look, if you're a regular PlayStation Universe reader, chances are you have absolutely no problem with the DualShock 3. You know--and love--the mirrored analog sticks. You've learned to deal with convex triggers. And you like the D-pad right where it is, thank you very much. So let's look at the SC-1 not as an Xbox 360 imitator, but as a piece of hardware with something different to offer: another option in the PlayStation gamer's arsenal, with both forward- and backward-thinking design sensibilities.

Let's start with the forward-thinking stuff. The sensitivities of both analog sticks are adjustable on the fly, so if you need maximum character movement with ever-so-slight adjustments of the left stick, it's all yours. Unfortunately, neither stick's sensitivity can be reduced, but those options are always available in-game. After all, the whole point of sensitivity adjustments is to seize a competitive advantage by going beyond intended speeds, even if your only gain is not having to push the stick to its edge.

Speaking of edges, I was very impressed by the smooth feel of each thumbstick's movement and rotation, especially against the shiny metal trim that's as smooth as glass. These aren't as abrasive as the plastic edges on the DualShock 3, meaning the shafts themselves are far less likely to wear away over time. The difference was immediately noticeable when I picked up my most recent DualShock--just over a year old--and felt rough vibrations while rotating the thumbsticks in full circles. At E3, I didn't pay close attention to whether DualShock 4's analog housing had improved over DualShock 3, but I hope Sony and other console manufacturers take a peek at Gioteck's design book for future products.

While they're at it, they could take a page from Gioteck's coloring book, which appeals to both sensible color skeptics and those looking for visual splash. The SC-1's palette mixes black and red on approximately opposite-facing sides of the controller. You won't see too much of the other color when you're looking at one side, and that's important, because Gioteck smartly avoids an all-too-common problem for third-party controllers: they're visually noisy, and ugly to boot. The SC-1 is the polar opposite: visually striking, tasteful, and a pleasure to behold. It's also a pleasure to hold--the controller's matte-rubber surface is best-in-class comfort without slippage, abrasion, or worries.

The same can't be said for the surface texture of the SC-1's analog sticks, which are abnormally slippery given their design namesake. The Xbox 360 controller's analog sticks are famously easy to keep your thumbs on, thanks to small protruding dots along the concave surface's rim. The SC-1 has these as well, but they're far less protruding and nigh useless when combined with a surface material that's more slippery (slippery-er?) than any controller I've held. To be clear, this is just the thumbsticks we're talking about--the controller feels like a dream (with one exception; I'll get to that in a bit), but the analog sticks require constant back-of-mind attention to ensure your thumbs don't slip off in the middle of intense gaming.

I could forgive this oversight in the controller's favor if not for one serious flaw, a caveat so negligible on paper yet so meaningful in its consequence.

It's impossible to comfortably reach L1 and R1.

It sounds so silly, so foreign in its matter-of-factness and how any controller manufacturer could mess this up. It doesn't help that the reason is difficult to describe without a degree in Ergonomics. Fact is, the SC-1's handles and general form factor are angled in such a way that your forefingers rest very comfortably on the L2 and R2 triggers, but moving to L1 and R1 requires stretching--actually stretching--just enough to be uncomfortable for any kind of play. You CAN correct the problem by changing the way you hold the controller, but what have you really accomplished? The opposite becomes true with L2 and R2 being ever-so-slightly out of reach, and now your hand is cramped. Controllers tend to get trashed between a rock and a hard place.

It's also too small. But only a tiny bit too small, and that's subjective anyway.

In fact, it's important to consider that every review of an accessory--especially a controller--will be fraught with subjectivity. That's the point of reviews--application of an individual perspective to an object of desire--but it's also something of a curse. I can't tell you for sure if your hand size will reproduce the L1/R1 problem I've described. It sure seems like it would, but I can't guarantee that. (For reference, I'm a six-foot male with very average hand size, and I like to think my fingers are slightly longer than most.)

What I can guarantee is that Gioteck's SC-1 controller is bar none the best third-party PS3 controller I've held, but also the one I've least wanted to use.

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Tuesday, September 24, 2013

Strength of the Sword 3 review: an ambitious title from indie dev Ivent

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Posted June 29th, 2013 at 02:18 EDT by Benjamin Shillabeer-Hall0 CommentsReview Score

Strength of the Sword 3

PSU Review Score7.0Avg. user review score:0.0

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Summary

A solid game mixing God of War fighting mechanics with Dark Souls difficulty. A little rough around the edges, Strength of the Sword 3 offers up some interesting experiences.

We like

High-quality AIGood replay value

We dislike

Distracting graphicsCamera isn't up to par

Strength of the Sword 3, an ambitious title created by indie development Ivent Games, strikes an interesting middle ground between the fighting mechanics found in God of War and the backbreaking difficulty of Dark Souls. Ivent, only consisting of three individuals, has created a solid digital title that I recommend.

Booting up the game for the first time, gamers will encounter the two main modes Strength of the Sword 3 has to offer: arena and story mode. The former forces players to fight numerous waves of enemies, acquiring points along the way as a timer counts down to zero. Players utilize these points to gain more time on the clock, buy new weapons, and gear. I recommend playing arena mode before heading into the story, as players are able to unlock items that can be transferred to the main storyline. Considering the steep difficulty of Strength of the Sword 3, players should take advantage of these opportunities. One downside, unfortunately, is that arena takes place in only one location, meaning it can become monotonous at times. Thankfully, a variety of enemies help to keep the experience fresh and the game does an excellent job rewarding players for their invested time and effort. For those who are interested, arena also automatically submits your score after each match to an online leaderboard.

The storyline offered by Strength of the Sword 3 is incredibly simplistic. Artistically speaking, the game takes a unique approach by using two-dimensional paper cutouts to represent your character taking out enemies and developing throughout the game. But the most impressive feature of this indie title is by far the game's AI, which quickly learns and adapts based on players' combination of attacks and playing style. This dynamic AI forces gamer to adopt a variety of strategies, hindering those who normally opt to find one string of combos and repeat them throughout the entirety of a game. This is exacerbated by the multitude of enemy types, again varying the number of approaches necessary to being successful and contributing to the game's difficulty. Unfortunately, the number of combos available is somewhat restrictive and a definite hinderance to the gameplay experience. While the variety of enemies and approaches, along with the lack of effective combos, makes the game very challenging, it is always fair and inspires players to keep replaying a match until overcome. Additionally, it is important to note that matches have high replay value thanks to a strong incentive system. Gaining stars depending on your performance throughout a chapter, players can unlock new weapons, shields, and gear depending on how well they do. New weapons and shields are also acquired at the end of boss fights.

There are no debilitating glitches or issues present in Strength of the Sword 3. There have been instances when matches have malfunctioned, causing enemies to fall through the floor or stop spawning, but these can easily be resolved by returning to the main menu. Because level sizes are not horrendously expansive, the occasional glitch does not cost players considerable in-game progress. There are also issues with the game's targeting system, which sometimes comes into conflict with the environment and is rendered useless. Lastly, some issues pertaining to physical collision detection with environmental pieces, such as boxes and barrels, seem present and allow players to occasional dodge right through them.

Despite the aforementioned issues, Strength of the Sword 3 is a fair download title that I would recommend. For such a small team, the visuals boasted by this title are simple yet impressive. Ivent Games did a wonderful job creating a vibrant, diverse environment for players to experience. The game itself is short, roughly 3-to-4 hours in length, but the replay value is enormous and adds hours of additional enjoyment.

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Monday, September 23, 2013

MotoGP 13 review: Milestone returns, creates challenging racer

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Posted June 28th, 2013 at 11:08 EDT by Lee Millington0 CommentsReview Score

MotoGP 13

PSU Review Score8.5Avg. user review score:0.0

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Summary

A great, complex, involving game, that with several changes could have achieved true greatness.

We like

The depth of gameplayAuthentic atmosphereVery addictive

We dislike

Poor presentation at timesNot friendly to casual gamersMultiplayer is a mixed bag

The MotoGP series is the flagship and, at present, the only currently dedicated motorbike road racing series, so it has a lot riding on it.  Its reputation has improved in recent years, with Capcom having taken the reins, initially transforming it from arcade racer to simulation, and then trying to strike a balance. Milestone, the original development team for the games, has been put back in the development seat for this latest installment. Have they capitalised on past success?

First impressions count, and initially MotoGP's are positive, with a voiceover easing you in by explaining the main menu. An unnecessary detail, but it suggests that a high level of attention has been given to this game. Go into any of the game modes, however, and you'll be slightly disappointed by the attention given to the visuals. Whilst there has been a step up from the budget look of the previous release, MotoGP 13 is still not beautiful to look at, lacking the sheen that you'd expect of a release late in a console generation. Despite this, attention has been paid to the environments, and each track feels appropriately authentic. Yet, those efforts are tarnished slightly by obvious pop-up.

Of course, visuals are merely the surface layer, but as an official title, the game is expected to have an solidly authentic feel. To this end, Gavin Emmett provides commentary before the race, with footage of the virtual track presented in manner that gives the impression of real TV coverage. Despite the game's mediocre visuals, these less important details help to involve players, who will more than likely be familiar with the sport. Further links to the actual MotoGP are due, with roster updates and in-game events based on real races from the season.

The gameplay is undoubtedly the main focus, and has set a precedent for itself in its depth and realism. This version is no less complex or potentially daunting for the newcomer. As such, the numerous riding aids are turned on by default. None of these quite turn the game into an arcade racer, not even 'ideal trajectory', as the you're still more than likely to find yourself on the gravel or in a nasty crash. The game might have benefited from a training mode, and the option for physics suited even more to those who want to focus on racing, rather than focusing on remaining on the track and bike.

The ability to make experience more realistic remains. This doesn't just extend to turning off the assists: it involves turning on flags, which creates the risk of disqualification, turning on tire wear, and turning up the physics, which is the most potentially punishing. With more realistic physics, things that would normally prove simple, such as getting off the starting grid, are a challenge. It is good that Milestone has left these as options to turn on rather than off, or otherwise, less experienced gamers might have traded the game in frustration.

One of the greatest things about the physics is that, unlike most racing games, you'll find yourself affected by the weather and the state of the track. Over a Grand Prix weekend, rubber will be left on the track, allowing greater grip in those areas. It's this precise detail, more than any graphical prowess, that brings a game to the point of simulation.

The artificial intelligence is unforgiving whether the game is played safe or played as if on the track. Despite scaleable difficulty, the novice will find it a challenge to keep up with the AI on Easy, pre-occupied with learning the tracks and handling. All will need to put their full attention on the AI on the Realistic difficulty. The chance of being solid competition against the other racers is hampered even more if you play the races without a Qualification race, which is the default setting. If it is assumed that you attended Qualification but just didn't play it, then it would be expected that your position should be calculated from your previous performance, which is sadly not the case. This punishes players who don't have much time to invest in the game.

This year's iteration retains the great degree of customisation options for your bike. Whilst the adjustments can ... (continued on next page)

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Thursday, September 19, 2013

Dungeons&Dragons: Chronicles of Mystara Review - classic action with a new coat of paint

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Posted June 26th, 2013 at 22:14 EDT by Will Robinson0 CommentsReview Score

Dungeons & Dragons: Chronicles of Mystara

PSU Review Score7.0Avg. user review score:0.0

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Summary

Chronicles of Mystara won't wow gamers with modern tastes, but it's a competent arcade port that pays due respect while introducing tasteful new features.

We like

Classic arcade experienceOnline and offline multiplayerBeautiful artwork

We dislike

Difficult, repetitive combatDying doesn't matterGeneric story

In the midst of new AAA and indie titles being released, Iron Galaxy Studios has reached into the chest of 90s arcade games and pulled out two Capcom arcade classics inspired by the Dungeons & Dragons table-top adventure game. Dungeons & Dragons: Chronicles of Mystara contains two D&D-themed button mashers: Dungeons & Dragons: Tower of Doom and Dungeons and Dragons: Shadow over Mystara.

As the name suggests, the two games take place in the land of Mystara, and together follow a storyline seen many times before in games. An impending doom looms over a joyful land and a team of misfit heroes is needed to eradicate the evil. Dungeon & Dragons fans should not expect to see a story as detailed and elaborate as ones created by an ambitious dungeon master. The story is slightly above the bar set in terms of 90s arcade games, but pales immensely in comparison to most retail games found today, so don’t expect to find yourself becoming invested in the storyline or characters. While mildly interesting, the plot serves mainly as a flimsy push from point A to point B to point C. It’s forgettable and events happen very quickly, making it easy to miss important plot points on the first playthrough, especially if you’re playing with a trigger-happy companion.

After further playthroughs, I discovered that although I may have missed some details in my first run, some events are just never explained. There is a point in Shadow over Mystara where the heroes are in peril but are saved by a random figure that appears out of thin air, standing next to the heroes as the stage ends. This figure is never seen again, nor is he even given any kind of name or identification--not even a label of “mysterious figure.” A minor gripe, but it’s one that can actually fit under the overused term "plot hole."

Of course, for those looking for an old-school arcade experience, Dungeons & Dragons: Chronicles of Mystara delivers in full force. Both beautifully rendered 8-bit games have surprisingly detailed characters and environments that add impressive atmosphere. The environments themselves also often have various hidden secrets that encourage multiple playthroughs (especially so in Shadow over Mystara). The all-important gameplay also has been left raw in all its perfection, or imperfection.

Arcade games are known to be notoriously difficult in order to literally nickel-and-dime players. The two entries in Chronicles of Mystara were no different when originally created. Fortunately for the console player, instead of dishing out quarter after quarter to bring your character back to life, a simple press of the Start button puts the player right back into the action. While financially forgiving, this feature is also an unfortunate one. The player is allowed an infinite number of deaths, completely alleviating the fear of death and essentially removing any challenge. There is a counter that keeps track of every “continue” used during your playing, which presumably affects your final score.

Both titles found in Chronicles of Mystara fit the definition of button masher. The first game, Tower of Doom, has four playable characters to select from: warrior, dwarf fighter, cleric, and elf sorceress. The second game, Shadow over Mystara, has six characters which include the previous four characters and the additions of a sorcerer and thief. Each character has clear advantages and disadvantages to them. For example, the dwarf has a short reach but deals sizeable melee damage and has a large health bar, while the sorcerer deals minimal melee damage with a small health bar but has magical attacks that devastate enemies. While character stats are hidden, they become quite apparent as soon as they are used. I personally found the magic users to be the most interesting and effective, but using a spell temporarily pauses everything onscreen while the spell animation plays out. This can get tiresome for players using melee-focused characters, because they'll be forced to sit and wait until a magic user runs out of spells before they can truly contribute to a fight.

Both games can be experienced independently or with friends, supporting up to four players at once on a single console. These arcade ports also offer online matchmaking, letting you ... (continued on next page)

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Muramasa Rebirth Review: visually artistic experience without precedent

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Posted June 25th, 2013 at 22:01 EDT by Timothy Nunes0 CommentsReview Score

Muramasa Rebirth

PSU Review Score8.0Avg. user review score:0.0

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Summary

A fine showcase of what the PS Vita and developers can do to make each other look good. The artistic direction and arcade gameplay style will bring you back to Muramasa Rebirth again and again, even if the map is cumbersome.

We like

Beautiful visualsAddictive, simplistic combatInvolved blacksmithing

We dislike

Repetitive landscapesLack of exploration-combat balance

Under the shadow of the next generation of graphical prowess, the notion of an absolutely beautiful two-dimensional game seems rather intrusive, but Vanillaware’s PlayStation Vita title Muramasa Rebirth has what it takes to be visually astounding. Granted, Muramasa Rebirth is a remake of the Nintendo Wii title Muramasa: The Demon Blade, which leaves the potential for this portable rehash to flop--as ports are somewhat prone to do. Still, a place will always be open in my heart for games with this artistic direction (thanks, Odin Sphere). The blockbuster PS Vita titles aren't coming until later this year, so this is the perfect time for portable PlayStation gamers to experience something unique while the competition is scarce.

When it comes to plot, Muramasa Rebirth won’t win any awards, but fans of Japanese-inspired narratives and characterization will enjoy a separate storyline for two different characters. In the first, a young girl named Momohime is possessed by the soul of a powerful demon who’s in search of his sword; in the other, a warrior named Kisuke is stricken with amnesia and seeks his lost memories.

The focal point of this game, however, is not the narrative, even if the main cast and supporting characters alike are believable. What really stands out is the game's visuals, which transform a highly detailed art style into an interactive experience. What differentiates this title entirely from something like Odin Sphere is gameplay with faster pacing. In fact, the combat takes on a life all its own as Momohime and Kisuke battle a wide variety of enemies, ranging from the grand appendages of big, green demons to a massive kraken and even droves of ninjas, spectors, and samurai. All the while, the game keeps showcasing a visual experience that you cannot help but be addicted to. Slick animations and clever cutouts make for eye candy made that much more appealing on PS Vita's mouthwatering OLED screen. A recommendation: turn the brightness all the way up. Burning through a charge this way is totally worth the optic sensations.

Coupled together with the visual strengths of Muramasa Rebirth is the pick-up-and-play combat style. These two excellent factors ultimately form a triple threat with the way the game distributes swords. Players collect souls, which are both littered throughout the game and looted from fallen enemies, and use these souls to forge many new swords via blacksmith. Indeed, Muramasa Rebirth features 108 different swords to create and wield, and each one features unique attack speeds, attack sequences, special abilities, and many different combinations of these three factors. On top of graphics and gameplay, yet another addictive aspect surfaces.

At all times, the player is equipped with three swords and can swap between them mid-combat. The act of switching blades has a tactical advantage: it acts like a samurai sword draw that slices the entire screen and deals heavy damage to anything that’s on-screen. During combat, swords lose their soul essence and break, which comes from overuse or sustaining heavy damage too often. Therefore, managing swords while in combat becomes quite a strategic endeavor as the game progresses and the enemies grow more complicated and hearty.

There are also two combat modes for the even-more hardcore. Legend and Chaos modes can be toggled at the beginning of every play session. Legend is a much simpler experience that allows players to simply move around and mash Square--Momohime and Kisuke will automatically reflect most attacks and projectiles from any direction and attack simultaneously as long as Square is pressed at the proper time. While in the Chaos game mode, you will have to aim in the direction of the projectiles and press Square in order to deflect them. Believe me: a couple rounds with basic random encounters will leave you over-encumbered with responsibilities that require extensive micromanagement.

Fans of Japanese voice-overs will be happy to know that this entire game is voiced in Japanese and ... (continued on next page)

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Sunday, September 15, 2013

Muramasa Rebirth Review: visually artistic experience without precedent

You are here: Home » Reviews » Muramasa Rebirth » Muramasa Rebirth Review: visuall...

Posted June 25th, 2013 at 22:01 EDT by Timothy Nunes0 CommentsReview Score

Muramasa Rebirth

PSU Review Score8.0Avg. user review score:0.0

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Summary

A fine showcase of what the PS Vita and developers can do to make each other look good. The artistic direction and arcade gameplay style will bring you back to Muramasa Rebirth again and again, even if the map is cumbersome.

We like

Beautiful visualsAddictive, simplistic combatInvolved blacksmithing

We dislike

Repetitive landscapesLack of exploration-combat balance

Under the shadow of the next generation of graphical prowess, the notion of an absolutely beautiful two-dimensional game seems rather intrusive, but Vanillaware’s PlayStation Vita title Muramasa Rebirth has what it takes to be visually astounding. Granted, Muramasa Rebirth is a remake of the Nintendo Wii title Muramasa: The Demon Blade, which leaves the potential for this portable rehash to flop--as ports are somewhat prone to do. Still, a place will always be open in my heart for games with this artistic direction (thanks, Odin Sphere). The blockbuster PS Vita titles aren't coming until later this year, so this is the perfect time for portable PlayStation gamers to experience something unique while the competition is scarce.

When it comes to plot, Muramasa Rebirth won’t win any awards, but fans of Japanese-inspired narratives and characterization will enjoy a separate storyline for two different characters. In the first, a young girl named Momohime is possessed by the soul of a powerful demon who’s in search of his sword; in the other, a warrior named Kisuke is stricken with amnesia and seeks his lost memories.

The focal point of this game, however, is not the narrative, even if the main cast and supporting characters alike are believable. What really stands out is the game's visuals, which transform a highly detailed art style into an interactive experience. What differentiates this title entirely from something like Odin Sphere is gameplay with faster pacing. In fact, the combat takes on a life all its own as Momohime and Kisuke battle a wide variety of enemies, ranging from the grand appendages of big, green demons to a massive kraken and even droves of ninjas, spectors, and samurai. All the while, the game keeps showcasing a visual experience that you cannot help but be addicted to. Slick animations and clever cutouts make for eye candy made that much more appealing on PS Vita's mouthwatering OLED screen. A recommendation: turn the brightness all the way up. Burning through a charge this way is totally worth the optic sensations.

Coupled together with the visual strengths of Muramasa Rebirth is the pick-up-and-play combat style. These two excellent factors ultimately form a triple threat with the way the game distributes swords. Players collect souls, which are both littered throughout the game and looted from fallen enemies, and use these souls to forge many new swords via blacksmith. Indeed, Muramasa Rebirth features 108 different swords to create and wield, and each one features unique attack speeds, attack sequences, special abilities, and many different combinations of these three factors. On top of graphics and gameplay, yet another addictive aspect surfaces.

At all times, the player is equipped with three swords and can swap between them mid-combat. The act of switching blades has a tactical advantage: it acts like a samurai sword draw that slices the entire screen and deals heavy damage to anything that’s on-screen. During combat, swords lose their soul essence and break, which comes from overuse or sustaining heavy damage too often. Therefore, managing swords while in combat becomes quite a strategic endeavor as the game progresses and the enemies grow more complicated and hearty.

There are also two combat modes for the even-more hardcore. Legend and Chaos modes can be toggled at the beginning of every play session. Legend is a much simpler experience that allows players to simply move around and mash Square--Momohime and Kisuke will automatically reflect most attacks and projectiles from any direction and attack simultaneously as long as Square is pressed at the proper time. While in the Chaos game mode, you will have to aim in the direction of the projectiles and press Square in order to deflect them. Believe me: a couple rounds with basic random encounters will leave you over-encumbered with responsibilities that require extensive micromanagement.

Fans of Japanese voice-overs will be happy to know that this entire game is voiced in Japanese and ... (continued on next page)

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Thursday, September 12, 2013

Journey: Collector's Edition Review - a great game just got better

You are here: Home » Reviews » Journey Collector's Edition » Journey: Collector's Edition Rev...

Posted June 24th, 2013 at 03:47 EDT by Richard Archer2 CommentsReview Score

Journey Collector's Edition

PSU Review Score8.0Avg. user review score:0.0

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Summary

A nice package to while away the hours complete with some fine added extras

We like

Journey is one of the best plaformers of recent yearsGreat added value with insightful commentary

We dislike

Flower is still boringflOw is a short game and the fun is over before it's really began

If I was to tell you that you have to undertake a challenging journey for a second time it's probably not going to be the news you'd want to hear. However,  with the release of the Journey: Collector’s Edition package you will probably agree that embarking on this particular adventure second time around is actually very good news.

Journey, the mystical game of discovery from thatgamecompany, was originally released in 2012 and is now available in a collector's edition which is packed full of extra features and games. I'm going to run you through exactly what you get if you decide to pick up this collector's edition of the game which PSU called on release:

" Truly one of the best gaming experiences I have had in my 20+ years of gaming. "

First of all you don't just get the original version of the game Journey, the collector's edition includes the original versions of the games flOw and Flower plus three brand new online mini games as well.

Now if you want to read what PSU thought of Journey when it was first released click here, a review of Flower can be found here and one for flOw here.

So, at the moment the collector's edition is great value for money with six games but that isn't the end of the extras this package holds.

Each of the main games comes with a selection of features which include commentaries, screenshot galleries, trailers, dynamic themes, dev-diaries, sound tracks and more.  When you access these features you notice they aren't just a throwaway addition to the package either as each extra item has depth. For example, the Journey director's commentary video features three directors chatting not just about the game but also its influences, history and so much more. It’s a fascinating listen and it’s impossible to explain how much love has gone into these extras and how much they really expand and enhance your enjoyment of the three main games.

So, if a Journey begins with just a single step then the Journey collector's edition is wearing seven-league boots. You shouldn’t miss out on this fantastic package of great games and amazing extras.

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Monday, September 9, 2013

Journey: Collector's Edition Review - a great game just got better

You are here: Home » Reviews » Journey Collector's Edition » Journey: Collector's Edition Rev...

Posted June 24th, 2013 at 03:47 EDT by Richard Archer1 CommentsReview Score

Journey Collector's Edition

PSU Review Score8.0Avg. user review score:0.0

Add your rating

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Summary

A nice package to while away the hours complete with some fine added extras

We like

Journey is one of the best plaformers of recent yearsGreat added value with insightful commentary

We dislike

Flower is still boringflOw is a short game and the fun is over before it's really began

If I was to tell you that you have to undertake a challenging journey for a second time it's probably not going to be the news you'd want to hear. However,  with the release of the Journey: Collector’s Edition package you will probably agree that embarking on this particular adventure second time around is actually very good news.

Journey, the mystical game of discovery from thatgamecompany, was originally released in 2012 and is now available in a collector's edition which is packed full of extra features and games. I'm going to run you through exactly what you get if you decide to pick up this collector's edition of the game which PSU called on release:

" Truly one of the best gaming experiences I have had in my 20+ years of gaming. "

First of all you don't just get the original version of the game Journey, the collector's edition includes the original versions of the games flOw and Flower plus three brand new online mini games as well.

Now if you want to read what PSU thought of Journey when it was first released click here, a review of Flower can be found here and one for flOw here.

So, at the moment the collector's edition is great value for money with six games but that isn't the end of the extras this package holds.

Each of the main games comes with a selection of features which include commentaries, screenshot galleries, trailers, dynamic themes, dev-diaries, sound tracks and more.  When you access these features you notice they aren't just a throwaway addition to the package either as each extra item has depth. For example, the Journey director's commentary video features three directors chatting not just about the game but also its influences, history and so much more. It’s a fascinating listen and it’s impossible to explain how much love has gone into these extras and how much they really expand and enhance your enjoyment of the three main games.

So, if a Journey begins with just a single step then the Journey collector's edition is wearing seven-league boots. You shouldn’t miss out on this fantastic package of great games and amazing extras.

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Wednesday, July 31, 2013

Fuse Review: You fuse, you lose

You are here: Home » Reviews » Fuse » Fuse Review: You fuse, you lose

Posted June 8th, 2013 at 22:44 EDT by Ernest Lin4 CommentsReview Score

Fuse

PSU Review Score5.5Avg. user review score:0.0

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Summary

Fuse is an exercise in mediocrity, pure and simple.

We like

Mildly enjoyable 4-player co-opSplitscreen capableFun fuse-powered weapons

We dislike

Confusing, poorly-told storyHorrible ally and enemy AIAnnoying glitches

Insomniac Games has a history of creating some wonderful games and franchises, including Spyro the Dragon and Ratchet & Clank. However, with its work on Resistance and now especially Fuse, I can’t help but wonder if the developer trying too hard to appeal to mainstream audiences, and in the process losing sight of what made its earlier games special. When Fuse was first unveiled, it was known as Overstrike and gave us a glimpse of an interesting cooperative third-person action game. Sadly, the final product is mostly uninspired, from its aesthetic redesign and game mechanics to the story and writing. 

Fuse follows Overstrike, a team of four special agents from different ethnicities and an equal number of men and women, who come across an alien substance called fuse and unique guns that use it. Together they must stop an evil man who wants to use fuse in weapons of mass destruction. Sure there are a number of subplots and details, but none of it matters or is conveyed in a way to makes players care. The first level of the game feels more like one you’d find a quarter the way in since it throws you right into the middle of the action. Throughout the entire game, there’s little to no explanation and any exposition is done quickly with so much nonsense jargon that most players will be lost or confused about what exactly is going on with the plot. In-game dialogue is downright awful with generic lines borrowed from other works and groan-inducing attempts at humor. For example, it’s revealed early on that the leader of Overstrike, Dalton Brooks, is afraid of cats. His fellow members proceed to make dumb cat quips which become the equivalent to those Skyrim “arrow to the knee” jokes. With poor writing and storytelling comes a severe lack of characterization or empathy for any of Fuse’s cast. In fact, I sat emotionless while watching one of the Overstrike members hold someone he used to love while she was dying.

By no means is Fuse an ugly game, however its visuals and art design are nothing special. Environments are filled with various flora or architecture, yet at times I spotted the seams keeping the illusion together. During an early level taking place in a jungle forest setting, I tilted my camera upward to find that any of the grass, flowers, and shrubs was merely standing, 2D images that looked like paper flowing in the wind from that angle. Insomniac tried to provide variety by having the Overstrike team traverse the globe to locations with different environments and weather. I found the shift in scenery well-needed in Fuse, but it boiled down to typical archetypes such as a “jungle” level and a “snow mountain” level. After Uncharted 2 brought me to similar locales, Fuse’s international trip ends up feeling very much “been there, done that.”

Speaking of Uncharted, that’s a particular series Fuse appears to imitate in its gameplay, only with lackluster results. You will find yourself climbing and platforming, though unlike Uncharted, it’s almost mindless and doesn’t evoke any sense of thrill. The rest of the game comprises of shooting your way from point A to point ... (continued on next page)

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Monday, July 29, 2013

Tiny Token Empires Review: world domination meets 3-match puzzler

You are here: Home » Reviews » Tiny Token Empires » Tiny Token Empires Review: world...

Posted June 9th, 2013 at 13:04 EDT by Dane Smith0 CommentsReview Score

Tiny Token Empires

PSU Review Score6.5Avg. user review score:0.0

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Summary

A new take on an old genre, Tiny Token Empires tries to be creative and innovate by splicing two genres together. Unfortunately, the dodgy controls and lack of depth means any time you do put into it isn't ultimately all that rewarding.

We like

The innovative combatTongue-in-cheek humor

We dislike

The abysmal controlsRudimentary visualsThe lack of depth

The ancient European world is at defcon 1 as the Romans, Greeks, Persians and others fight for supremacy in this unique take on the strategy genre. Using a puzzle system to determine attacks, and a tongue-in-cheek script to keep things light, BiP media tries to reinvent a genre that did not get a lot of love this console generation.

Tiny Token Empires is separated into two modes: campaign and free play. Campaign tasks you with performing certain objectives over a pre-determined scenario to progress from level to level. Starting out as the Romans as a tutorial, players are required to beat every mission to unlock the next empire to use. There is a tongue-in-cheek story to keep the game light so those looking to just relax and laugh will enjoy it. However, gamers who want a detailed narrative that will keep them on the edge of the seats need to look elsewhere. Free play allows you to choose any empire and a scenario that keeps the game fresh. From conquering all the territories to just burning down every opposing capital, there are enough differing objectives to keep people coming back for more.

Like most turn-based strategy games, resources are produced every turn from the territories controlled and captured. Building bigger cities allows a higher revenue stream as well as unlocking other buildings and units, while every other building available simply unlocks units. In order to build the first level of a city requires a `general` character to be located on specifically marked territories. This adds an extra layer of strategy. However, this is about all there is to the game`s micro-management. Items will give your generals special abilities, and there are various unit types of differing powers, but this is not a Romance of the Three Kingdoms game that allows for uber-management. Even a Dynasty Warriors: Empires game has more strategic resource management than this. It's good for the casual strategy fan but hardcore fans must quickly enjoy the simplicity or else it`ll be boring.

Combat is very innovative as it tries to incorporate a match-3 puzzle system for generating attacks. When in battle players take turns moving a block on the board until it matches three in a row vertically or horizontally. The matching colours charge up your troops of the same colour; for example, red blocks will charge up red troops, purple for purple, and so on. Manage to match four or more and you get an extra turn. What makes this system random and fun is when something is matched it disappears and the blocks fall down, allowing for a chain reaction that can lead to massive combos. The detriment to this system is that it's really slow as you`re trying to find the best match, with some battles taking 20-30 minutes. The game allows you to auto-battle at any time, which is good, but also defeats the purpose of this innovative system at least for the single-player experience. It all depends on how much you love match-3 puzzles compared to your time invested in other things in life.

For those lucky enough to play against friends of a similar skill level then the game can play out like RISK, going back and forth over the same territory in one direction while trying to expand into another. But a lot of the strategy, initially in its early genesis, comes down to getting the most city territories and your Hermit, which allows you to hire generals and buy items. As each empire has its own Hermit, and not getting yours or losing it can be devastating, especially if it is too far away.

Graphically the game looks reminiscent of a PSone title. The shading is up to par with the current generation but there is so little of anything that is animated. Everything is done in picture stills and except for the opening movie the game is a giant board of ancient Europe half the time, and the other half being the match-3 board during battle. Having Mass Effect-level graphics is not always needed for some kind of strategy games, but when there is more happening on the SNES Rampart battle map then there is a problem. It takes away from the virtual experience and so you might as well play RISK ... (continued on next page)

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Sunday, July 28, 2013

Grid 2 Review: Drifting for days

You are here: Home » Reviews » GRID 2 » Grid 2 Review: Drifting for days

Posted June 7th, 2013 at 14:04 EDT by Lazar Odic 2 CommentsReview Score

GRID 2

PSU Review Score9.0Avg. user review score:0.0

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Summary

Grid might have been gone for 5 years, but in those years it developed into a truly great and unique racing game. From the wide variety of cars, to the insane level of detail and the great audio, Grid 2 offers something for all racing fans. While simulation racing fans might not prefer the mix with arcade, Codemasters did a an excellent job blending the two styles and making something quite unique.

We like

Superb attention to detailHigh-quality audioRealistic car performance

We dislike

Lack of tracksDestruction derby multiplayer

The crowd is cheering, fireworks are rising in the distance and the car engines are revving. You’re planning your opening move, thinking about how you’re going to get first place and maintain it. The light turns green and you’re off, more fireworks exploding in the distance as the high speed of your car starts to kick in. This, is Grid 2.

After 5 long years, Codemasters is back with a brand new installment of Grid, and this time, it is better than ever. Not only does each car feel individual and distinct from the other, but the insane attention to detail to the finest point is incredible. Codemasters has done a fantastic job at making this part car simulation, part arcade racer a must-own racing game. Add in a fully fleshed out single player career and a thrilling online experience, and Grid 2 is making all the right turns.

In the game's career mode, you start as a brand new driver trying to establish yourself as someone. With the introduction of ‘World Series Racing’ (WSR) it is your job to make a name, not just for yourself but for the brand. You quickly become the face of this new organization, and it is your job to show off how good you are to get other brands on board. Grid 2 handles its single player quite well, with a wide variety of race types and events. One of the best things that Grid 2 does, is not have the AI rubber band you. That’s the process of when you’re in first place, but suddenly the guy in second is right behind you. I’ve had multiple races where I’ve won by 5, or even 10 seconds ahead of the other racers.

As you progress through the different race events, including lap races, sprint, drifts, eliminations, and tournaments, you work to get the best of the best from other large organizations to join into the WSR. These racers span from the U.S, Europe and Asia, each with a distinct style of racing. The US are more straightforward lap races, while Asia has a keen focus on drifting. Each of the events leads to an end “Season” which has you racing in a tournament ladder to finally secure the top racer of that brand. While the racers do become more challenging, they don’t spike in difficulty and at times becomes a bore to go through the events. Thankfully, the many different cars you end up owning can be a great mix-up and change the way you race on the track. Making the WSR more believable is accompanied by a ESPN video discussing some of the major events that have happened within the organization.

Grid 2 offers tons of recognizable cars, from tier 1-4 and ranging from a Dodge Challenger, to a McLaren F1 GT. One of my favourite parts about all the cars is the abundance of customization available: different paint colors, patterns, sponsors, these cars are your own and making them is just as much fun as driving them. I was pleasantly shocked at how true the cars felt to the stats the game showed. At times, it seemed like two cars were totally identical, but upon taking them for a test drive, a slight edge in weight or acceleration ended up making a big difference. Another of the game's is just how well each car controls, from the slight tilt of the analog stick to get that perfect drift, to a quick flick and quick hand break to go into the tight corner. Due to each car feeling quite different from one another, it’s pretty easy to learn which type of car is best suited for you. Mixing simulation-esque racing with arcade-style racing, it creates a unique blend that turns out beautifully.

Where Grid 2 really shines, however, is the insane attention to detail each track offers. ... (continued on next page)

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