Saturday, June 30, 2007
Taito Legends 2 -- Day 2.
Suikoden V -- Initial Impression.
Friday, June 29, 2007
Taito Legends 2 -- Day One.
Thursday, June 28, 2007
Taito Legends 2 -- Initial Impression.
The Second Xbox 360 Goes Down for the Count -- Microsoft Pinches Pennies.
My launch Xbox 360 lasted roughly thirteen and a half months before the GPU overheating issue claimed its life. About four days ago I was playing some late night Texas Hold 'em on my second Xbox 360 when the game froze with the telltale graphic distortion of the GPU being overheated. But it was only after five minutes of having the system on. Deep down I knew what I was in store for but secretly hoped against hope it was otherwise. Yesterday it froze five minutes into Phantasy Star Universe again with the telltale graphic distortion. My original Xbox 360 died a long slow death over about ten days with the freezing happening quicker each time. It never actually reached the point of the dreaded three red lights of death. After the Phantasy Star Universe freeze I got up to restart the system only to be met with the three red lights of death. I've immortalized the experience here.
So I got on the phone to Microsoft via India and jumped through all the hoops to find out what I knew was going to happen. The second console came with a ninety-day warranty which I was now of course no longer under and not the one-year warranty that new systems have. Which means I'll be footing the bill of $139.90 this time around. Unlike last time where Microsoft paid for everything for the out-of-warranty system. What's happened between the two instances? Apparently the deluge of broken systems has forced Microsoft to hold firm and force those people who are out-of-warranty to pay. I do understand their position although it does severely piss me off. The third console will be coming with the full one-year warranty should I need to go for Xbox 360 number four. If that's the case, hopefully I'll at least have it happen before the warranty expires. Hopefully... When will it be your turn?
Resident Evil 4: Wii Edition -- Final Opinion.
Straight to the point with this one, if you've already played Resident Evil 4 on the Gamecube or PlayStation 2 then Resident Evil 4 Wii Edition is not worth the double-dip. The new controls don't really add anything new to the experience. It's the exact same game as before. The controls have an initially steep learning curve but once you've gotten past that they perform admirably. Does slashing with the Wii Remote to slash with your knife really change things? No. It doesn't. In fact I preferred the more controlled feeling of holding C and hitting A to slash with the knife. Does the seemingly point and shoot controls help the aiming? I bet most people believe that to be the case. But it's still the same motions as before with the wrist instead of the thumb. You're not lessening the amount of metal capacity needed or the physical movement of the process. It's the same. And it feels the same to me. So it's not worth it in my book. If you've never played Resident Evil 4 before than I'd recommend Resident Evil 4: Wii Edition as the actual gameplay is still fun and there is a lot of game there to be had. All of the modes of Resident Evil on the Gamecube return with the added extra content of the PlayStation 2 version. The largest chunk of new content comes in the form of the Separate Ways game that's unlocked after completing the main game. This mode took me five hours and was surprisingly well thought out. It didn't actually feel tacked on. It does indeed add some insight into the story of Resident Evil 4 if you care about such things given the decidedly corny nature of the series storytelling. It added a substantially sized new area to the game and a couple of decent new boss battles. In spite of the flaws in the presentation with the widescreen and high definition issues the game still provides the great core gameplay. But as I've double-dipped I'll be giving Resident Evil 4: Wii Edition a 7.5.
Friday, June 22, 2007
Resident Evil 4: Wii Edition -- Initial Impression.
Rainbow Six: Vegas -- Final Opinion.
Sunday, June 17, 2007
Tomb Raider Anniversary -- Final Opinion.
Saturday, June 16, 2007
Rainbow Six: Vegas -- The Human Factor.
Friday, June 8, 2007
Tomb Raider Anniversary -- Initial Impression.
Rainbow Six: Vegas -- Initial Impression.
I'm a little late with the initial impression for Rainbow Six: Vegas on the Xbox 360. These impressions are for the online story mode co-op missions as that's all I've played of the game thus far. I resisted playing this game for the longest time. I dismissed it as being like the previous Rainbow Six games I had demoed on the Dreamcast. One-hit-kills and overly tactical to the point of almost being turn based gameplay with retarded AI to deal with in both the enemies and your NPC team members. But after seeing numerous people on my buddy list continually playing the title I had to reevaluate the game. I am initially very pleasantly surprised at what I've found in the co-op mode at least. I would describe it as a far more controlled and working SOCOM style game. It's far more assault than it is stealth. Which is a plus these days with the glut of stealth gameplay out there. The game initially comes off as very good looking. The sound design comes off as amazing. The gameplay seems solid with far less glitchy AI behavior, although some glitchiness has arisen. Is it enough to derail what seems like a rather good game? Only time will tell...

