Archive for October, 2007
Filed under: Hacks

If word of this gets out to the mainstream media, it’s possible Rockstar could face yet another row of bad press and costly lawsuits. God forbid anyone dressing up as a scientist turned mental patient and going on a dismemberment spree.
Since GTA: San Andreas had a nifty name for its mod, we’ve come up with one of our own - the “Hot Man Coffee Hunt.”
[Thanks for the tip, Mexa]
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Filed under: News, Monster Hunter

Monster Hunter Portable 2nd G is due out in March of next year, in Japan. The game is going to ship as part of a slim PSP bundle, but that doesn’t mean you can’t snag the game on its own. Even though the game is due out in a few months, there’s really quite little we know about it. It would have been funny if it had some connection to the recently cancelled PS3 game, but then again, maybe that’d be less funny and more sad. Either way, those who hunt monsters, rejoice!
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Filed under: Video
After most of our more outspoken readers were pretty disappointed with Bomberman Land’s maniacal math mini-game, we present you with the latest multiplayer offering from Hudson Soft. In Free Throw, players shoot basketballs while attempting to pop balloons to maximize points. What do you say, loyal readers? Does this mini-game seem more interesting?
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After reading Andrew gush over SOCOM: Tactical Strike like a schoolgirl with her first crush, it’s hard not to be intrigued at Sony’s upcoming tactical shooter. To add to that excitement are these new gameplay videos, which, not only feature the game’s impressive squad-based gameplay, but also its multi-language voice acting for our international friends out there. Pretty cool stuff.
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Filed under: News

A new firmware update is available for the PSP. Version 3.72 doesn’t seem to add much functionality, other than expanding support for PlayStation Network titles. All in all, a pretty lackluster update - those without a PS3 needn’t even bother. Sure, Sony could have snuck in some extra secret stuff, but we’re betting not. If you want it, however, go and get it. A PS3 update is expected soon and PSP v3.72 does lend credence to that theory. We’re remaining cautious, however. We’ll let you know more as it happens.
[UPDATE] The EU PlayStation website has confirmed that firmware v3.72 also has support for the PS3’s Remote Start feature which will be included with PS3 firmware v2.00.
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Filed under: News

A new firmware update is available for the PSP. Version 3.72 doesn’t seem to add much functionality, other than expanding support for PlayStation Network titles. All in all, a pretty lackluster update - those without a PS3 needn’t even bother. Sure, Sony could have snuck in some extra secret stuff, but we’re betting not. If you want it, however, go and get it. A PS3 update is expected soon and PSP v3.72 does lend credence to that theory. We’re remaining cautious, however. We’ll let you know more as it happens.
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Not the official video!Song: Timbaland presents One Republic: ApologizeVideo made by: http://www.aaronplatt.comcheck out the official video: http://www.youtube.com/watch?v=Rt1uXhdWDk8Lyrics:I’m holding on your rope,Got me ten feet off the groundAnd I’m hearing what you say but I just can’t make a soundYou tell me that you need meThen you go and cut me down, but waitYou tell me that you’re sorryDidn’t think I’d turn around, and say…That it’s too late to apologize, it’s too lateI said it’s too late to apologize, it’s too lateI’d take another chance, take a fallTake a shot for youAnd I need you like a heart needs a beatBut it’s nothing new - yeah yeahI loved you with the fire redNow it’s turning blue, and you say…”Sorry” like the angel heaven let me think was youBut I’m afraid…It’s too late to apologize, it’s too lateI said it’s too late to apologize, it’s too late whoa…..It’s too late to apologize, it’s too lateI said it’s too late to apologize, it’s too lateI said it’s too late to apologize, yeahI said it’s too late to apologize, yeahI’m holding on your rope, got me ten feet off the ground…
Author: 1988basti
Keywords: Timbaland Apologize feat. One Republic timberland presents shock value it is too late
Added: May 22, 2007
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Filed under: Interviews, Alien Vs Predator

The upcoming PSP-exclusive Aliens Versus Predator game is based on the upcoming movie, Requiem. We had a chance to chat with Rebellion’s Tim Jones, Head of Design, on why they keep on developing for Sony’s handheld and what fans of the original PC classics can look forward to in this surprising “sequel,” of sorts.
The question on everyone’s mind is: why make it a PSP exclusive?
It was ultimately a question of logistics. The opportunity came up to do a tie-in game for the movie which had a fixed release date of Christmas 2007 and it really wasn’t possible to develop a game for another platform in the time available — especially since the game has to be complete and ready to hit the shelves well in advance of the movie release.
Rebellion has been working on a lot of PSP-exclusive projects lately, most notably Star Wars Battlefront: Renegade Squadron. What’s so appealing about the PSP?
The PSP has a beautifully sharp and colorful screen and an incredible amount of processing power squeezed into such a small piece of mobile hardware. We have had considerable success developing for it at Rebellion and have a great deal of affection for the platform.
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What staff from the original Aliens Vs Predator game is involved with this new title?
A number of key staff members, who have been part of Rebellion since the days of the original Aliens vs Predator, have been involved on both the technology and the design side of Aliens Vs. Predator - Requiem. The game has been created with Asura, Rebellion’s cross-platform (from PSP to PC, Wii, 360 and PS3) game engine and tool set, which has been undergoing constant development and evolution at Rebellion pretty much since we originally completed Aliens versus Predator for the PC.
It seems as though the gameplay has changed drastically from the original game. What will fans of the original think of this new title?
Well, any fan of the two scariest and coolest monsters in cinema should get a kick out of this title because you basically get the opportunity to play as an elite Predator, defending yourself against countless Aliens. We decided to go for a third-person action title rather than a first person shooter since it seemed more suited to the controls of the PSP and it was important to show your player character to give you a proper sense of how cool “The Wolf” is.

How are the controls being crafted to consider PSP’s lack of a second analog stick?
The camera control has been mapped onto the shoulder buttons - L button to rotate the camera left, R button to rotate the camera right and hold both the L and R buttons together to lock-on to your targets and strafe around them. The player also has the ability to look around, zoom and snipe (but not move) in a first person view. All the main combat and action controls are on the face buttons and the hi-tech equipment like cloaking, vision modes and swapping weapons is controlled through the d-pad.
Can you elaborate further on the multiplayer mode? Will Infrastructure be offered?
There are a number of survival arenas in which you can play either alone, or hook up via ad-hoc with a friend for a two-player cooperative survival experience against relentless hordes of aliens. There is also a selection of cool alternative Predator designs that you can choose to play as in this mode.

Will footage from the film be incorporated into the UMD?
Sadly not. Fox has been keeping the movie and its details a closely guarded secret to maximize its impact when it opens in cinemas. However, we were fortunate enough to have access to hundreds of high resolution production photos and were able to spend some time with the Strause Brothers, viewing an early cut of the movie which was extremely helpful reference for us. It ensured that we have been able to accurately capture the details of many of the sets and of course the Aliens and Predators themselves. Having said that, there are some key differences between the sequence of events in the game, and those depicted in the movie which should be fun for the fans to spot …
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Thanks to Tim for taking some time out to talk to us. Alien Versus Predator: Requiem will be available exclusively on PSP November 13th.
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Filed under: Reviews, Castlevania

Konami finally released Rondo of Blood to the global audience — the one Castlevania that eluded us (legally) for many years. It’s the title that takes place four years prior to Symphony of the Night, making the two essentially part of a chronicle. Thus the title Dracula X Chronicles — a 3-in-1 deal with the original RoB, the new 3D/2D remake, and SotN all in one place. Sounds like the definitive collection for a Castlevania fan, right?
For the most part, it is. You get the best of both worlds — the classic Castlevania gameplay that veteran gamers will immediately recognize from Rondo of Blood, and the revamped gameplay Symphony of the Night brought to the stage with multiple weapons, skills, leveling up, and the castle map. However, getting to experience everything this game has to offer can sometimes be a chore and once done, there’s little left to keep you around. That said, everything up until that point is well executed and incredibly enjoyable, if sometimes infuriating.
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Rondo of Blood puts you in the shoes of Richter Belmont, descended from Leon Belmont who was the first to face Count Dracula (for those who believe the stuff jumbled into the PS2’s Lament of Innocence). His girlfriend Annette was abducted by Dracula, since that’s always part of the pale vampire’s game plan, and so Richter rushes off to save her. That’s really it for the story — this is classic gaming at its finest. By classic gaming, we mean learning enemy patterns, branching paths for multiple playthroughs, and the one word that’s almost absent from most of today’s gaming: difficulty.
The game takes you across eight stages, four of which are mandatory. The four in the middle (stages 2-5) have alternate levels (2′-5′), so there’s two entirely different paths to take. Of course, each stage has different paths so you can cross between the two different sets of levels, but if you want to get the good ending on your first run through, you’ll need to take all of the alternate paths. Sound confusing? It’s not once you play the game for a little bit. If you go through the game without taking much effort to seek extra paths, you’ll go the normal route and get the bad ending. We’ll not spoil it. If you seek crumbling walls or brave to fall into some pits, you’ll find the ways to the alternate levels … or as the game seems to indicate, the right levels. To access the good ending, you need to save two maidens hidden in two of the stages, then free Annette in the second to last stage. You can also rescue Annette’s sister Maria, who becomes a playable character.

These rescue bits are challenging and unless you really try everything (who would have thought to let the blue frog follow you to the empty pedestal?), you’ll likely miss them on your first run through the game anyway. Not to worry, you have the ability to select the stage to play once you’ve beaten it. That makes a lot of things easier. In addition to saving these lovely ladies, you can collect song records hidden throughout the game to unlock the soundtracks of the three games — the remake, original, and SotN. Our qualm is this: why soundtrack records? Why not artwork or commentary or something interesting? Looking solely for music tracks doesn’t really yield much reward for players, since they play the game with the music already. A minor gripe, but still irksome.
As said before, you have two playable characters: Richter and Maria. Richter plays like most Belmonts — brandishes a colorful whip and uses a plethora of sub-items like the knife, axe, or cross. His ability to backflip as a double jump should not be overlooked — it’s necessary to master if you want to survive. Playing as Richter is easily the harder of the two characters. Maria, on the other hand, might as well replace the Belmont clan as the vampire killer. Instead of using a whip, Maria shoots out two doves from her arms. It’s hardcore. These doves have the same reach as the whip, but go in a slight oval so they reach a wider range. Her sub-items are other animals: two red birds, a kitty cat, a turtle, a wyvern, an egg, and for some reason, a book that shoots music notes that slow the enemy down. Her sub-items are insanely powerful and she can double jump as well as slide. Play as her if you just can’t stomach it as Richter.
I say that because this game is hard as hell. You will die and die often the first time through the game. Maybe even the second time. Once you’ve played every level, there are still different paths to take within the levels. Each room should kill you once, your first time through. But don’t worry — after you’ve done it all, you could possibly get through the entire game without any damage. All it is, is pattern identification. How to face each enemy. That said, the game is hard, but easy to master. Also, you can’t skip the ending credits after you’ve beaten the game once. That’s sort of annoying.

Unlocking the original Rondo of Blood and Symphony of the Night is awkward. Instead of rewards for beating the game as Richter and Maria, for example, you have to solve little puzzles in the game and find these unlockables hidden around. Using specific sub-items or taking peculiar routes are necessary. It’s a bit odd, but once you know where the puzzle is, it’s just a matter of replaying the level to solve it.
Speaking of Symphony of the Night, they rewrote the dialogue and gave the characters new voiceovers. Not all change is good, Konami. While the lines themselves are less cheesy/campy, they’ve lost that charm. Alucard’s new voiceover sounds like an angsty teen instead of the vampire badass hundreds of years old. The upside to this SotN port is the fact Maria is playable once you’ve beaten the game as Alucard. Since I didn’t have the time to explore everywhere, I’m not sure if that makes this version the Sega Saturn port, with added areas to explore, but if so, all the more reason to keep the game solely for that.
The original Rondo of Blood doesn’t really merit much mention in this review. It’s an accurate port, and the remake is an accurate port of the original, so there’s not much reason to play it outside of nostalgia. It also seems like the remake was given a higher difficulty, but that could be nonsense.

Load times aren’t really an issue in any one game, except for when you initially choose to play Rondo of Blood or SotN. The UMD will scream for about a minute before you even get to the title screen. It’s not that important, since in-game the loading is dismissable, but for SotN at least, a lot of us have the title downloaded onto our PSP from the PS3 with zero load times.
In all, Castlevania: Dracula X Chronicles is a great collection of two/three of the greatest games in the franchise: the first perfected the classic formula just in time for the second to revamp everything the series is known for nowadays. If you love Castlevania, this is the definitive game to get. Even though the difficulty vanishes and replayability is limited after about four hours, you’ll never have held in so many urges to toss the PSP against the wall. Along with the inclusion of the original game as well as the best port of Symphony of the Night to date, it’s hard to pass this one up.
PSP Fanboy Score: 8.5
Update: I neglected to mention a few things, actually. First off, you get both the Japanese and English tracks for the game and, while nice, doesn’t really add anything at all to the story. It’s a nice touch, but you generally get the idea even if they were talking Zulu. Fight Dracula, end.
Also, Boss Rush mode is activated as you progress through the game. At first, you only have “Random” as your selection, but as you complete each of the two branching paths, you get to face that particular strand of bosses in order. It’s a nice touch to test your skills, but if you’ve gotten through the game, you only have one life to fight the bosses anyway, in a sense, so it’s really just a way to see if you can keep yourself alive against all the bosses in a row. It’s pretty cool.
With those bits added in, the score stays the same, just needed to add in a bit more. My apologies for mucking up!
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Filed under: Interviews
You’ve seen the footage: the edited Manhunt 2 features toned-down kill sequences. Yes, they’re still violent, but they had to be distorted in order to lessen the visceral impact. In spite of the changes, we think Rockstar did a fantastic job of still conveying the sadistic nature of a serial killer.
But that’s not the only thing that’s changed about Manhunt 2. A scoring system, which rewarded players for performing the most difficult (and most extreme) kills, has been removed. In an interview with MTV, developer Jeronimo Barrera noted that: “The scoring was a hold-over from the first game, and when we had the opportunity to make edits because of the rating, we decided to remove it … We felt it flowed better without a score screen between levels.”
With the game’s release firmly set for launch this week, the developers are glad that people will finally have a chance to play their game. They certainly couldn’t have anticipated the amount of controversy the game would receive: “There are conversations to be had about this game - intelligent conversations,” he said. “That’s what we want to do: get people interested in those [things], rather than ban this game because of X, Y and Z.”
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