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GB Review: Battlefield: Bad Company (PS3)Posted 2:07pm Sun Aug 10, 2008 by Brian Mohr Tags: Review, Battlefield Bad Company, PlayStation 3, EA, 4 stars



Battlefield: Bad Company may not completely revamp the war game experience, but it does modify it enough to keep you interested throughout both on and offline. The biggest new feature clearly is the ability to blow buildings apart -- and visuals are spectacular, but the game features more than just that. For once, it features an entertaining single-player experience with a meaningful storyline. Of course, it brings a quality online experience as well to keep you playing for some time.

score: 4 out of 5

Click here for an explanation of our review and scoring format.

War games are so common today that in order to stand out from the crowd, the game really has to do something different. Battlefield: Bad Company may not revolutionize the genre by any means, but it does add some nice improvements to the next-generation experience to make it fun and interesting.

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GB Review: Siren: Blood Curse (PS3)Posted 7:38pm Thu Aug 07, 2008 by Ryan Kincaid Tags: review, siren blood curse, playstation 3, PSN




"Siren" is a somewhat lesser known series of survival horror games, developed internally by SCE Japan. The franchise is most well known for its Silent Hill-esque game play, supernatural scares taken from the mythology of rural Japan, and for "sight jacking", which allows the player to look directly through the eyes of the enemy. Unfortunately, this newest addition to the Siren mythology does little to improve or reinvent the genre, despite providing a number of truly frightening scenarios and game play concepts that would be more than welcome if they were only developed a little further.

score: 2 out of 5

Click here for an explanation of our review and scoring format.

The latest entry to the modestly received Siren series, Blood Curse (known as New Translation in Japan) is an interesting title. While there are a number of legitimate scares in the game, most of them are derived from the Silent Hill book on creepiness, in that you're more often than not scared of what could happen rather than what actually does. Not to suggest that this is a weakness to the game, but S:BC doesn't dare to tread much new ground, even when its own series is concerned.

In S:BC, an American television crew has traveled to the land of the Rising Sun to investigate the so-called "legend of Hanuda", which states that a village where human sacrifices had once taken place had supposedly disappeared into thin air. The team, needless to say, manages to stumble across the village and naturally, horrors ensue. Although I can't speak for the Blu-ray release in Japan, Sony's choice to distribute the game episodically via PSN makes the experience play out somewhat like a survival-horror soap opera, with occasional interludes to either catch you up to the story so far, or give you a sneak peek at the next episode. The episodic nature of the game seems to work in its favor, with the only obvious gripe being the roughly 10 gigabytes of hard drive storage that a simultaneous install of every episode requires.

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GB Review: Soul Calibur IV (PS3)Posted 6:26pm Fri Aug 01, 2008 by Shiva Stella Tags: Namco Bandai, Soul Calibur IV, PlayStation 3, review, PlayStation Network, online


For those of you unfamiliar with Namco's Soul Calibur series, it's the one with the slew of weird characters vying for two powerful swords--soul calibur and soul edge--to rule, destroy, or save the world, and most of the time they look exceptionally good while doing it. Soul Calibur IV continues that trend with 33 characters seeking to use the swords to accomplish their own (often selfish) desires, including two bonus "guest" characters from the Star Wars universe: the legendary Darth Vader and the mysterious "apprentice" from the upcoming Force Unleashed. Though the game clearly fails to revolutionize the genre, it accomplishes everything it sets out to do quite well, and the addition of online play and a very robust character creation system keep the game addictive.

score: 4 out of 5

Click here for an explanation of our review and scoring format.

As with any fighting game, Soul Calibur IV pits you against an onslaught of characters that you must take down by lowering their health bar with flashy moves and powerful combos. Namco also included a soul gauge feature that changes color depending on your performance; block too often or receive too many strong attacks and the gauge will start flashing red, entering a "soul crush" state, at which point you're vulnerable to a one-hit KO attack called a critical finish. To keep things fresh (and because it's mildly entertaining to witness characters fighting in customizable undergarments), equipment destruction is a vital component of any fight; equipment condition is displayed in a three slot vertical bar designating head, upper body, and lower body gear, and enough attacks to the same area will break the equipment.

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GB Review: Crash Bandicoot Nitro Kart 3D (iPhone)Posted 6:03pm Thu Jul 24, 2008 by Aaron Dunlap Tags: review, iphone, crash bandicoot nitro kart 3d

Crash Bandicoot Nitro Kart 3D is one of the handful of major studio games now available for the iPhone (or iPod Touch) through the newly released App Store. It's a decent time waster, sure, which is what you'd expect from a cell phone game, but given the power of the iPhone and the hefty $9.99 price tag, this game is a waste of time and opportunity. I would wait a bit longer for more impressive, and better controlling games to come around.

score: 2 out of 5

Click here for an explanation of our review and scoring format.

A pocket review for a pocket game:

Nitro Kart 3D is a rather quick port of "Crash Bandicoot Nitro Kart" for the Xbox, PS2, GameCube, and N-Gage. Like the other kart game on the iPhone (Cro-Mag Rally), controlls are stripped down to the bare essentials. Acceleration is automatic, or rather, perpetual, and all the player must do is steer by tilting the phone side to side.

The control can be frustrating and take quite a while to get used to. Not being in control of acceleration feels a bit strange as well, like being the passenger in a car and leaning over to take over the wheel. I don't think developers have gotten a handle on the iPhone's accelerometer yet, and so using it will feel a bit flimsy until the programmers have it hammered down.

Controlling the karts always felt sloppy to me, but it can be managed by adjusting the sensitivity. Game modes available include standard "Cup" mode, a pretty simple Story mode, and Time Trials. There is no multiplayer.

This is one of the very first 3D games for the iPhone, so it's hard to gauge the graphics, but from what I've seen of other games they're already a tad sub-par. Textures in the distance appear to manifest before your eyes, and there is a very annoying attempt at a lens flare effect that has watered down to nothing but an indistinct series of blobs that do nothing but block your view.

Again, for the money, you should expect more. This may be one of the best 3D iPhone games, but that's not saying much. Treat this game like a launch title and keep your distance until the real games show up.


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GB Review: Persona 3 FESPosted 3:44pm Wed May 14, 2008 by Eric Jonathan Smith Tags: Atlus, Persona 3 FES, Persona 3, rpg, PlayStation 2, review

Thank you, Atlus.


It's not often that a game is worth buying twice, but Atlus has made a second bite easier to swallow with Persona 3: FES. A special edition of last year's hybrid RPG, Persona 3, FES contains a dearth of new content and the entire original game with new elements and all for an easy $30. While some of the new content doesn't quite live up to the impact of the original release, FES represents a great value and is a must-play for RPG fans who looked it over the first time.

score: 4 out of 5

Click here for an explanation of our review and scoring format.

The bulk of the content on the disc is the original 80+ hour Persona 3 game, dubbed "The Journey" in FES. You play as a transfer student who quickly discovers that his school is the epicenter of a phenomenon known as the Dark Hour, a "25th hour" during the day where time stops for the unaware and a huge tower named Tartarus erupts from the school, the source of an evil plague of beings known as Shadows. Only once you realize you harness the ability to wield the titular entities called personas do you join a crew of your fellow persona-wielding classmates to climb Tartarus and cleanse it of the Shadows over the course of a school year.

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GB Review: Sega Bass Fishing (Wii)Posted 11:53pm Wed Apr 23, 2008 by Eric Jonathan Smith Tags: Sega Bass Fishing, review, Sega, fishing, sports, Nintendo Wii


Ahh - looks, feels, and smells like 1999. Now that's bad fish.


Sega Bass Fishing for the Nintendo Wii is a port of the arcade and Dreamcast title of the same name, only with the obvious addition of Wii Remote controls. The game wears its arcade heritage on its sleeve with the relative simplicity of the gameplay and its non-simulation style. But more obvious than its roots are the flaws made apparent by plucking this fish out of its 1999 waters and dumping it upstream onto a current game console in 2008.

score: 2 out of 5

Click here for an explanation of our review and scoring format.

Sega Bass Fishing services Wii anglers with a standard variety of modes. Arcade mode naturally features arcade style stage by stage play – catch a bass of a minimum size within a certain period of time or you're out of luck. Tournament mode plays somewhat differently, requiring prolonged competition with other anglers. Nature trip mode loses the restraints of other modes and allows you to fish at your own pace. Actually catching a fish is surprisingly simple and within a minute or two in any mode you'll be able to reel in a bass, even though it might not be the big one.

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GB Review: Super Smash Bros. Brawl (Wii)Posted 8:07pm Fri Mar 21, 2008 by Eric Jonathan Smith Tags: review, Super Smash Bros. Brawl, Nintendo, 5 stars, Wii



A multitude of variables including dozens of Nintendo-themed stages, endless supplies of rule-changing items, and the best character roster in the series yet adds great depth and longevity to Super Smash Bros. Brawl's gameplay. The online component works well despite some omissions, and with fun inclusions like the story mode, sticker and trophy collecting, and custom stage-building, there is nearly a bottomless well of activities in Brawl. It's needless to say that the game will be played feverously up until the next title in the series and anyone who was even remotely touched by Nintendo in their lifetime would find something to enjoy in Super Smash Bros. Brawl.

score: 5 out of 5

Click here for an explanation of our review and scoring format.

Nintendo's Super Smash Bros. series presents an interesting juxtaposition. As a casual fighter featuring some of Nintendo's biggest and best-selling franchises, it's ironic that Smash Bros's popularity can overshadow even the characters represented in it. Though the situation may seem strange, its appeal to the Nintendo faithful is anything but. The roughly six years since Super Smash Bros. Melee have done nothing but keep anticipation and expectations high for the next installment and the result--Super Smash Bros. Brawl--will not disappoint. 

Super Smash Bros. Brawl can be compressed to a single rule: to knock your opponents off the sides of the screen. You accomplish this by beating your opponents to a pulp to raise their damage percentage. The higher their percentage, the farther they fly, best done with the namesake smash attack. It's really that simple. But just because the concept is simple doesn't mean it's simple in practice.

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GB Review: Wipeout Pulse (PSP)Posted 11:37pm Tue Mar 11, 2008 by Shiva Stella Tags: Wipeout Pulse, psp, sony, studio liverpool, review


Though it's perhaps not the definitive Wipeout experience, Wipeout Pulse is definitely an improvement on its PSP predecessor in almost every way, offering online multiplayer, customizable music options, seven race types, and even the ability to design your own ship, limited though it may be. It starts slow, and you might be perturbed by the campaign mode now and then as well as a few graphical and acoustic slips, but on the whole it retains the franchise's almost zen-like quality during high-speed, weapons-intense races along with the same futuristic style that fans love.

score: 3 out of 5

Click here for an explanation of our review and scoring format.

Wipeout Pulse maintains the feel of the Wipeout universe complete with a futuristic presentation, plenty of techno beats, and fun high-speed races that completely defy a storyline or setting. The essential gameplay aspects of Pulse are strikingly similar to those of its predecessors; the player's objective still being to survive an onslaught of vicious attacks while en route to the finish line for a medal. No significant tweaking has been given to the standard single-race - if you spent more than five minutes with the PlayStation's Wipeout XL then you'll feel right at home, which is a boon for franchise veterans looking for the same thrills they encountered in previous Wipeout games. The dark side of Wipeout racing has also been left intact, with players still blasting each other with three-pronged missile attacks, bomb trails, and the infamous earthquake while nudging opponents into walls or soaring across chasms.

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GB Review: Patapon (PSP)Posted 10:34pm Sun Feb 24, 2008 by Shiva Stella Tags: review, Patapon, Sony, Japan Studio, Pyramid, PSP, 4 stars

Get ready to drum to the beat.


Patapon is a great musically-geared PSP game from several of the creative minds behind the popular LocoRoco and sports the same simple flair, highlighted by a colorful world, straightforward mechanics, intricate visual details, and a fantastically catchy beat that'll make this an addictive treat for Sony and music-genre fans. But even if LocoRoco let you down, Patapon comes with some improvements: it relies on an actual storyline that gives the game purpose, the "characters" have a touch more depth, and the amount of army tweaking, hunting areas, bosses, and mini-game diversions should offer enough motivation for you to finish it. For $20, you simply cannot go wrong.

score: 4 out of 5

Click here for an explanation of our review and scoring format.

As is often the case with deities, you - the 'All-mighty' god of the adorable patapons - have been too preoccupied with the business of the universe to cast them an endearing glance. Completely neglected by their patron deity, the patapons - tiny, bloodthirsty, giant-eyed creatures with a serious knack for rhythm - have been forced to deal with an incursion of the malignant zigotons, ugly suckers that, in the ignorance of the divine, have walled their way between Patapolis, the patapon capital, and the object of the patapons' desire – a great, mysterious gift that you conveniently placed at the end of the world. In your absence the patapons have suffered defeat after defeat at the hands of the foul zigotons and in a final act of desperation the sole survivor of the patapons' once magnificent army raises the war banner and cries out for your aid.

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Wii Review Bonanza, or: Your Wii is Sick - Must be Something you PlayedPosted 8:25pm Sat Feb 16, 2008 by Eric Jonathan Smith Tags: Nintendo Wii, Namco Museum Remix, The Sims 2 Castaway, Soulcalibur Legends, Smarty Pants, No More Heroes, review, feature, GameBump


Kneel. Place hands on either side of the ceramic-like object. Wait. A sudden urge takes you, spewing the remains of a previous ingestion. You glance at what was just created; between the remains of what were once good ideas you see those extra things you tacked on that seemed like a quick fix at the time but ultimately caused their own regurgitation. You lament at the pain you caused yourself, but deep down you can feel that the pain is still there.

So what have you been eating? Or in this case, what have various developers been feeding the ceramic bowl in question, the Wii? Their own regurgitation, that's what - and a little bit of Nintendo's own leftovers for good measure. The Wii is the one that's sick, suffering from delirious spells of minigame collections, shoddy ports, forced motion control schemes, and God knows what else.

A little examination is in order. Five case studies have been prepared, each a different opinion of how Wii software appears. Some of it isn't too pretty – but fear not, we might even discover a cure. So lean back, relax, and try not to throw that Wii remote into the tv.

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