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<description>Video gaming news blog.</description>
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<copyright>Copyright 2006-2008 Gaming Horizon</copyright>



<item>
<title>EGM Says Dead Rising 2 Being Made In US, Not By Capcom</title>
<author>Aaron Dunlap</author>
<link>http://www.gamebump.com/go/egm_says_dead_rising_2_being_made_in_us_not_by_capcom</link>
<guid>http://www.gamebump.com/go/egm_says_dead_rising_2_being_made_in_us_not_by_capcom</guid>
<comments>http://www.gamebump.com/go/egm_says_dead_rising_2_being_made_in_us_not_by_capcom#</comments>
<description><![CDATA[<p><img src="http://www.gamebump.com/images/upload/reln7hj88iinbtc9zis3dq3p.gif" alt="" alignment="" border="0"></p>According to <a href="http://www.1up.com/do/newsStory?cId=3165866">1UP</a>, the next issue of EGM will contain a rumor, courtesy of rumormonger Quarterman, that <span style="font-style: italic; font-weight: bold;">Dead Rising 2</span> is being developed in the US -- not by Capcom (though Capcom would surely be publishing it).<br><br>To me, this is great news (if it's true news). All of the things that I didn't like about <span style="font-style: italic;">Dead Rising</span> (the complicated, unfriendly save system, the ridiculous plot, the crummy menu interface, annoying support characters telling you what to do, lots of reading) are trademarks of Eastern game design. I would like to see <span style="font-style: italic;">Dead Rising</span> done with a more Western flair, perhaps some kind of system where the main character can stick to walls and shoot around corners...<br><br>The rumor doesn't say <span style="font-style: italic;">which</span> Western developer would be/is doing it, other than that they're LA-based (who isn't?).<br>]]></description>
<pubDate>Tue, 05 Feb 2008 14:23:55 -0600</pubDate>
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<title>120GB PS3 Is Coming! No It's Not! Yes It Is! Who Cares?</title>
<author>Aaron Dunlap</author>
<link>http://www.gamebump.com/go/120gb_ps3_is_coming_no_its_not_yes_it_is_who_cares</link>
<guid>http://www.gamebump.com/go/120gb_ps3_is_coming_no_its_not_yes_it_is_who_cares</guid>
<comments>http://www.gamebump.com/go/120gb_ps3_is_coming_no_its_not_yes_it_is_who_cares#</comments>
<description><![CDATA[<img src="http://www.gamebump.com//images/tags/ps3.jpg" align="right" style="margin: 10px; border: 1px solid black;" />The current top of the line PS3, the 80GB model, has been disappearing from stores and rumors have been flying, FLYING that a 120GB model is on its way.<br><br><a href="http://www.laptoplogic.com/news/detail.php?id=4324">Sony denies it.</a><br><br><a href="http://arstechnica.com/journals/thumbs.ars/2008/01/31/evidence-pointing-to-120gb-ps3-continues-to-grow">GameStop confirms it.</a><br><br>The real mystery here, though, is whether anybody should care. With Metal Gear Solid 4 on its way and Blu-Ray becoming the de facto winner in the HD format war, there are finally a few reasons to purchase a PlayStation 3. Should Sony be making a <span style="font-style: italic;">more</span> expensive version now?<br><br>Unless the 120GB model, alleged to also come with DualShock 3 at last, alleged not to exist, alleged to exist, alleged to not have a reflection in mirrors, is the same price or cheaper than the 80GB model, what's the point? <br>]]></description>
<pubDate>Thu, 31 Jan 2008 13:13:31 -0600</pubDate>
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<title>GB Review: Aqua Teen Hunger Force Zombie Ninja Pro-Am (PS2)</title>
<author>Brian Mohr</author>
<link>http://www.gamebump.com/go/gb_review_aqua_teen_hunger_force_zombie_ninja_proam</link>
<guid>http://www.gamebump.com/go/gb_review_aqua_teen_hunger_force_zombie_ninja_proam</guid>
<comments>http://www.gamebump.com/go/gb_review_aqua_teen_hunger_force_zombie_ninja_proam#</comments>
<description><![CDATA[<p style="text-align: center;"></p><p style="text-align: center;"><img src="http://www.gamebump.com/images/upload/e6o1rhs207ati3hkxcjpk1jr.jpg" alt="" alignment="" border="0"></p><p></p><img style="border: 0px none ;" src="http://www.gamebump.com/typeimage.php?width=109&amp;color=orange&amp;font=stencil&amp;size=20&amp;text=IN%20SHORT"><br>Horrible, terrible and simple are just a few words to describe
Aqua Teen Hunger Force Zombie Ninja Pro-Am. This game doesnt do anything
right - the golf, racing and fighting are all bad. All I can say is that youve been
warned.

<br><br><img alt="score: " style="border: 0px none ;" src="http://www.gamebump.com/typeimage.php?height=25&amp;width=89&amp;color=orange&amp;font=stencil&amp;size=20&amp;text=SCORE:"><img alt="1 out of 5" style="border: 0px none ;" src="http://www.gamebump.com/typeimage.php?height=25&amp;color=orange&amp;font=pizzastars&amp;text=t&amp;size=25"><br><br><a style="font-style: italic;" href="http://www.gamebump.com/?aboutreviews">Click here</a><span style="font-style: italic;"> for an explanation of our review and scoring format.</span><br>

<p class="MsoNormal">Its difficult to tell if Aqua Teen Hunger Force Zombie
Ninja Pro-Am is trying to be a terrible game or just is one. I guess it doesnt
really matter because you should likely avoid this title at all costs.</p>



<p class="MsoNormal">Just like the television series and movie that subsequently
followed, Zombie Ninja Pro-Am meanders around without much of a purpose. In
fact, the designers goal isnt focused at all on the game clearly; instead
its more about screwing with the player's head. I guess that's to be expected with Aqua Teen.</p>



<p class="MsoNormal"></p><p></p><p></p>In the game, players take on the role of Frylock who is
invited to the Jersey Pines golf course. What follows is your experience at the
golf course which is far from the Pines expected; instead its a toxic spill.<p></p>



<p class="MsoNormal">From here, youre put into one of three games. There is a
golf portion which is fully simplistic: all you do is turn and push X to time
the power and accuracy of the swing. This is entirely completed with the X button.</p><p class="MsoNormal"></p><p style="text-align: center;"><img src="http://www.gamebump.com/images/upload/28tdro6unzvbnr9anu878bfq.jpg" alt="" alignment="" border="0"></p> <p></p>



<p class="MsoNormal">Following your hit, youll enter the second portion of the
game where youre forced to slowly run down the course. This part is
essentially a beat em' up as youll meet numerous characters from the show and
other such things you have to kill before being able to hit the ball again. You
carry a variety of items to kill enemies with including your club, a sword,
guitar, spray and more. On the way, you can also pick up various power-ups that
can be utilized in the golfing and racing portions of the game.</p>



<p class="MsoNormal">Once in awhile, youll enter the third aspect of the game
which is three races with golf carts against the alien frat boys. This like
every other aspect of the game: it's extremely simple as there are missiles and turbo
available throughout.</p>



<p class="MsoNormal">The combination of all this is a terrible game through and
through. The graphics are horrifying with ghastly frame rates and repetitive
enemies they throw at you. The controls as mentioned are very simplistic and
the gameplay is short. There are just 12 levels in the game and it shouldnt
take you more than a handful of hours to complete the experience if you are
really willing to put yourself through it. </p>



<p class="MsoNormal">About the only thing worthy in this game is the voice acting
which is spot on; the characters from the show are in here including the
Cybernetic Ghost of Christmas Past. He is joined by the Commentator Guy, ESPNs
Scott Van Pelt. Overall Ive got to say that the dialogue can be humorous at times.</p>



<p class="MsoNormal">The only other benefit in the game particularly for fans of
the series is the 12 minutes of cameo clips of characters and the four full
episodes, including one that has never been aired.</p>



<p class="MsoNormal">In the end, Aqua Teen Hunger Force Zombie Ninja Pro-Am
appears to be more an attempt by the designers to play a prank on those foolish
enough to buy the game by giving them a lesson in tedium. Pure and simple, this
game has absolutely no benefit unless you enjoy torturing yourself.</p><p class="MsoNormal"></p>Publisher: Midway<br>Developer: Midway<br>Release: Nov 5, 2007<br>MSRP: $29.99<br>Mature<br><br>]]></description>
<pubDate>Sun, 16 Dec 2007 16:16:38 -0600</pubDate>
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<title>GB Review: Kane &amp; Lynch: Dead Men (360)</title>
<author>Aaron Dunlap</author>
<link>http://www.gamebump.com/go/gb_review_kane__lynch_dead_men_360</link>
<guid>http://www.gamebump.com/go/gb_review_kane__lynch_dead_men_360</guid>
<comments>http://www.gamebump.com/go/gb_review_kane__lynch_dead_men_360#</comments>
<description><![CDATA[<p><img src="http://www.gamebump.com/images/upload/amg8375ei98b0a11nc65oppm.jpg" alt="" alignment="" border="0"></p><div style="text-align: center;"><span style="font-style: italic;">The same feeling I had playing the game.</span><br></div><img style="border: 0px none ;" src="http://www.gamebump.com/typeimage.php?width=109&amp;color=orange&amp;font=stencil&amp;size=20&amp;text=IN%20SHORT"><br>I do not dislike this game. Dislike is a passive sentiment. I actively hate this game. This game drove me completely bonkers, <span style="font-style: italic;">entirely independent of any scandals or controversies floating around lately.</span> <span style="font-weight: bold;">Kane &amp; Lynch: Dead Men</span>
is a very poorly designed product, with a story that tries way too hard
to be gritty and comes off as adolescent; a completely useless aiming
and control scheme; lazily designed levels, and a downright infuriating
save and checkpoint system. When a game pisses me
off, I stop playing it; but when I'm reviewing it, I have to soldier on
and take the continual emotional beatings it provides. After playing
Kane &amp; Lynch, I hate my life, myself, and my Xbox 360. <br>
<br><img alt="score: " style="border: 0px none ;" src="http://www.gamebump.com/typeimage.php?height=25&amp;width=89&amp;color=orange&amp;font=stencil&amp;size=20&amp;text=SCORE:"><img alt="1 out of 5" style="border: 0px none ;" src="http://www.gamebump.com/typeimage.php?height=25&amp;color=orange&amp;font=pizzastars&amp;text=t&amp;size=25"><br><br><a style="font-style: italic;" href="http://www.gamebump.com/?aboutreviews">Click here</a><span style="font-style: italic;"> for an explanation of our review and scoring format.</span><span style="font-style: italic;"></span><br><br><span style="font-style: italic;">Kane &amp; Lynch: Dead Men</span> is a game that wants to be a
lot of things and fails at them all. Surely foremost in their attempts
is to be a "bad guy game." Either Eidos or IO Interactive probably took
the popularity of their Hitman franchise as a sign that people like
games where you play as a "bad guy" and decided to take that to an
extreme. What they overlooked is that why we love Agent 47 so much isn't
that he's technically bad, but that he's a sympathetic character and
a master at what he does. He's cold and collected: all he knows is
assassination and he does it better than anybody on the planet. He's
not after money, glory, or fame. Usually, he's after the truth or
vengeance. Kane &amp; Lynch, on the other hand, contains two of the
most contemptible characters of all time who do absolutely nothing to
redeem themselves. <br><p></p><p></p><br>As soon as the game begins, Kane (our
"hero") and Lynch (our perpetual AI teammate) are busted from a prison
transport on the day they're set to be executed (why the <span style="font-weight: bold;">HELL</span> would they be transporting prisoners in <span style="font-weight: bold;">death row</span> on the very<span style="font-weight: bold;"> day of their execution</span>, or <span style="font-style: italic;">at all</span>?)
and within 60 seconds of control being handed over you're blasting
cops. Dozens of cops, in fact. This game is a practical cop-killing
extravaganza. That's not fun for me. Maybe a few 14-year-olds with
social issues might enjoy the thought of killing hundreds of cops in a
game, perhaps due to some resentment they hold because a cop took their
weed once. The ridiculous amount of cop shooting might be
understandable if we could grow to like our main characters and wish
for their survival, but all we're ever told about these guys is that
they're cold-blooded killers. <br><br>Whenever there is a chance for a
character to be developed so as to be slightly likable, the game plows
right over it. Lynch is apparently completely insane and has occasional
bouts of extreme violence as we witness him killing all of the hostages
in a pathetic bank robbery mission early in the game, and later we
discover that he killed his own wife. There's some pills that are
supposed to help but, well, they're running out. Kane attempts to find
nobility in character by really wanting his daughter to like him, but
those glimmers of humanity are wrought pointless a few seconds later
when Kane comes up with another deftly moronic plan to solve the next
problem. In an attempt to "gritty" up the experience, the writers decided
to pepper nearly every line with obscenities. The script begins to
sound like it was scribbled into the back of a Mead notebook during
after-school detention. Lines like, <span style="font-style: italic;">"Shut the f___ up, what are you f___ing
talking about?"</span> occur on a minute-by-minute basis, and just come off
as lazy or pathetic. As the game continues, instead of learning more
about the characters and coming to like them, we come to <span style="font-style: italic;">despise</span> them.<br><p><img src="http://www.gamebump.com/images/upload/um8yn3hp1bwnshudo5bztit7.jpg" alt="" alignment="" border="0"></p><div style="text-align: center;"><span style="font-style: italic;">Look, cops! Better shoot them!<br></span><br></div>Michael
Mann movies, which this game very desperately wants to be associated
with, often feature nasty villains as main characters but always,
always contrasted with a good main character. Heat has Robert DiNiro's character doing awful things, but Pacino is there to serve as a moral mirror. Same with Collateral's Tom Cruise and Jamie Foxx
characters. These movies aren't good because they're about bad guys
killing innocents, they're good because they show the highs and lows of
moral character. Kane &amp; Lynch is all lows, and very low lows they
are.<br><br>This game also wants to be a next-gen shooter, of course,
but it surely doesn't try very hard. It has a similar control to Hitman
games; games where the use of guns is practically discouraged except in
rare cases, but in this game shooting is often your only option. Aiming
in Kane &amp; Lynch feels sluggish and sloppy, and accuracy is a
complete joke. For what we eventually learn to be as a paid mercenary,
Kane is absolutely worthless with guns. That would be fine and even
interesting if it were supposed to be a plot point, but the game is
almost entirely nothing but shooting. No problem-solving, no stealth,
no outrunning, just shooting. Eventually the game slips into the war genre
as you find yourself in the middle of a Cuban civil war for absolutely
no reason.<br><br>There is a "cover system," a popular trend in
next-gen games where you can stick yourself to corners and surfaces and
shoot around them. Here it feels tired and slapped-on. You don't hit a
button or anything to stick to cover, you just sort of have to wander
up to a surface and push the analog stick in every direction until
perhaps the Gods of Play Mechanics decide to get off their asses.<br><br>Anything
that would make this game feel "next-gen" is alarmingly absent. The
graphics are very bland and there is practically no dynamic lighting.
Every surface seems to have this unnatural universal lighting with no
account for light sources, making it feel like a cartoon. <br><br>Level
design is quite poor. There's a level that takes place in a Tokyo
nightclub where you're supposed to kidnap the owner from her office. So
you get to her office and Lynch carries her while you shoot your way
out. Who is shooting at you? Night club guards, all 5,000 of them, all
with guns. Of course they shoot at Lynch too, who is carrying their
boss, which is why they're attacking you in the first place. Anyway,
while you're in her office a guard on the roof shoots at you through a
skylight, and then you leave the office the way you came in, fighting
off the dozens of guards with pistols who can all zero in on you in a
pitch-black nightclub amid hundreds of stampeding clubgoers . Then you
get to the roof, and the lady escapes and runs back to her office. Do
you follow her? No, you cross the roof and then drop down through that
very same skylight into her office and grab her <span style="font-weight: bold;">again</span>, then fight your way through the night club <span style="font-weight: bold;">again</span>, only this time all the guards have <span style="font-weight: bold;">submachine guns</span>. Lazy, lazy level design.<br><br>There
is often little sense to what you're supposed to be doing or where
you're supposed to go, and usually the only thing to do is go by the
objective marker placed on your crappy radar/compass feature. Problem
is, that radar thing disappears after about 10 seconds, and to make it
come back you have to click the left analog stick (and it'll just
disappear again). This becomes interesting when you're running to avoid
getting shot and you can't click the stick while moving, so you have to
stop dead in your tracks just to get the radar to come back so you can
see where you're going, and by the time you've oriented yourself the
thing has already vanished.<br><p><img src="http://www.gamebump.com/images/upload/kezh9s2ybgq30ibubbwzemmf.jpg" alt="" alignment="" border="0"></p><div style="text-align: center;"><span style="font-style: italic;">"Grab The Cocaine" -- My life-long motto.</span><br><br></div>From a next-gen game I expect some kind of variation in gameplay. There are even a few times when the game pretends to be giving you some variation, but then forgets to carry it out.<br><br>Take
the beginning of the second level, for instance. Kane needs to get
something from his safe-deposit box from a bank, so obviously he
decides to rob the place. Your first objective is to put some knockout
gas in the air system, and Kane actually says he'll "bypass the
guards," so I'm thinking that means elude them. So you walk into the
rear parking lot and a guard will see you and approach you. Kane says
he's just looking for his car, but the guard doesn't buy that, so he
starts to shoot you, then another guard raises the alarm. Mission
failed.<br><br>I restarted this level at least 10 times before I
figured out that I'm supposed to kill the guard, then quickly kill the
second guard before he can raise the alarm. Fine, but why did the game
tell me I was doing something different? Then in a later level, which
takes place in Tokyo (believe it or not, a completely separate trip to
Tokyo from the nightclub level. Actually, this game transports you from
LA, to Tokyo, back to LA, then to Tokyo again, then to Cuba, and so on
without any sense, logic, or direction). You and a crew of four other guys
have just had a big shootout on an upper level of an office building
wearing window washer outfits (for no reason), then you take an
elevator down to the lobby. While in the elevator, your crew changes into suits so as to elude the police or guards. Awesome, a
sneaking mission! <span style="font-style: italic;">Wrong</span>. You exit the elevator, and then for no reason
the Tokyo police are shooting at you. There's no "whoop, our cover is
blown" and there's nothing done to raise suspicion. The whole thing with
changing outfits was completely pointless other than to segue into a
Tokyo streets shootout, followed by a Tokyo bus station shootout,
followed by a completely jarring transition to Havana.<br><br>And the
biggest failure of next-gen technology: the save system. This game uses
a checkpoint system, where each level has about six checkpoints and if
you stop playing for any reason (such as when the game freezes your Xbox
360, which it did to mine twice) you have to restart the boring, poorly
designed level all over from the beginning. This is an absolutely infuriating
element, and would have been the reason I'd have stopped playing if I
didn't have to review the damn thing.<br><br><p><img src="http://www.gamebump.com/images/upload/i9s6v1rniuolg1fxjcisncrt.jpg" alt="" alignment="" border="0"></p><div style="text-align: center;"><span style="font-style: italic;">Thapa, I order you to get yourself killed... Nice work.</span><br></div><br>Kane &amp; Lynch also
wants to be a squad commanding game. In early levels, you just have
Lynch to boss round but eventually you add on a crew of four guys. They're
all useless. If you tell them to follow you, they won't. If you tell
them to go someplace and secure it, they'll go there and die. If you
tell them to kill someone, they'll run right up to him and shoot him
from two feet away instead of from cover.<br><br>In fact, the game's
only real unique feature is destroyed by the squad system. If you take
too many hits, instead of just flat-out dying Kane will sort of keel
over until either Lynch or another teammate comes over and hits you
with a shot of adrenaline and brings you back or you eventually die if
nobody can reach you. If you do this too often, however, you'll
overdose on the adrenaline and die outright. When you go down, any one
of your AI teammates can bring you back with the adrenaline, but if any
of your AI teammates goes down, <span style="font-weight: bold;">only you</span> can hit <span style="font-weight: bold;">him</span>
with adrenaline. If one of your teammates dies, mission failed. Even
though there will be teammates closer to your fallen comrade, you have
to stop what you're doing, cross an open battlefield, and dose him,
keeping in mind that if he went down someplace it's because that's a
very dangerous place to be, and you're kind of a sitting duck when
you're reviving someone.<br><br>Kane &amp; Lynch only has one online mode on the Xbox
360, a clever little thing called "Fragile Alliance" where everybody in
the game starts out as allied crooks trying to rob a store or bank
protected by AI guards or police. Whatever you steal gets split with
everybody, so if you don't want to share you can grab the loot and then
try to kill all your co-crooks and keep it all for yourself. When you
get killed, you respawn as a guard or cop and your job is now to take
down the remaining thieves. It's a good idea in theory, but is broken
by the following elements: if you die and respawn as a cop and die again, you're done. No more repawns. Also, the game doesn't really let you know when someone has turned traitor, which is a major turning point in gameplay. You have to figure it out for yourself, which can get pretty
confusing. Every time I played, some loser would start killing
teammates from the very start of the level; nobody would get any cash,
and the game would be over in two minutes. Also, about 60% of the times
when I tried to play, I would get an error that would kick me to the
very first game menu.<br><br>There is a co-op mode, where your
split-screened buddy can play as Lynch, but there's no online co-op so
the whole thing is rather worthless.<br><br>This is a bad game. It had
promise, but it was clearly pushed out the door way too soon. It's no
big surprise, really, this is Eidos's only holiday release for this
year and they wanted it to be good so bad. Instead of giving IO
Interactive the time and resources they needed, however, they spent all
their money on advertising and hoped that would cover up for a poorly
designed product. I really wish they would have just made another
Hitman game instead, and considering there's a freaking Hitman movie in
theaters, wouldn't this be the perfect time for a new Hitman game? I
would have taken one or two levels of the quality of <span style="font-style: italic;">Hitman: Blood Money</span> to this rushed, convoluted, lazily designed, buggy, aggravating, unpleasant disaster. <br>
<br>
And if I must say any more: there is a boss battle against a tractor. Yes, a <span style="font-style: italic;">tractor</span>.<br>
<br>
Publisher: Eidos Interative<br>
Developer: IO Interactive<br>
Release: Nov 13, 2007 Interactive<br>
MSRP: $59.99 Interactive<br>
Also on: PC, PS3 Interactive<br><br>
		  	
		  	<a href="http://www.amazon.com/gp/search?ie=UTF8&keywords=kane and lynch or something better&tag=gaminghoriz0c-20&index=blended&linkCode=ur2&camp=1789&creative=9325">
		  	<img style="border:0px;" src="http://www.gamebump.com/typeimage.php?text=BUY KANE AND LYNCH OR SOMETHING BETTER AT AMAZON&color=lorange&font=stencil&size=10&width=500" />
		  	</a><br />
		  	]]></description>
<pubDate>Mon, 03 Dec 2007 13:22:38 -0600</pubDate>
</item><item>
<title>Game Dev Accepts Responsibility for Blacksite: Area 51 </title>
<author>Shiva Stella</author>
<link>http://www.gamebump.com/go/game_dev_accepts_responsibility_for_blacksite_area_51_</link>
<guid>http://www.gamebump.com/go/game_dev_accepts_responsibility_for_blacksite_area_51_</guid>
<comments>http://www.gamebump.com/go/game_dev_accepts_responsibility_for_blacksite_area_51_#</comments>
<description><![CDATA[<p><img src="http://www.gamebump.com/images/upload/ahjzipqvcnzp5ju4g5i750e4.jpg" alt="" alignment="" border="0"></p>It's rare that a developer who pushes out a lackluster game will actually address the issue and what went wrong with the title, but Harvey Smith, developer behind Blacksite: Area 51 and who also worked on the original Deus Ex, commented on the game's low scores at a recent games summit.<br><br>Prepare for some R-rated language, children. Expounds Smith:<br><br><div style="margin-left: 40px;">This project was so fucked upEveryone was forced to share tech. It took eight months to get one thing workingWith a year to go, the game was disastrously off railsit went straight from alpha to final.<br></div><br>Smith went on to explain that once his team had completed a level they only had four days to fix it with necessary adjustments, which he called "completely reprehensible". Though Smith believes in "personal accountability" and accepts the blame for his role in the title's (in-complete) creation, he also feels that Blacksite: Area 51 deserved a rating in the 80/B range due to the game's satirical narrative. Perhaps it would have made for a better book?<br><br>Here's the scorecard from <a href="http://www.metacritic.com/games/platforms/xbox360/blacksitearea51?q=blacksite">metacritic</a>. As far as our opinion of the game goes, we wouldn't know because Midway has yet to send over a copy for us to experiment with. Still waiting... <br><br>
		  	
		  	<a href="http://www.amazon.com/gp/search?ie=UTF8&keywords=Blacksite Area 51&tag=gaminghoriz0c-20&index=blended&linkCode=ur2&camp=1789&creative=9325">
		  	<img style="border:0px;" src="http://www.gamebump.com/typeimage.php?text=BUY BLACKSITE AREA 51 AT AMAZON&color=lorange&font=stencil&size=10&width=500" />
		  	</a><br />
		  	]]></description>
<pubDate>Thu, 29 Nov 2007 14:00:00 -0600</pubDate>
</item><item>
<title>New BlackSite: Area 51 Demo on XBL, Boasting Two Levels</title>
<author>Shiva Stella</author>
<link>http://www.gamebump.com/go/new_blacksite_area_51_demo_on_xbl_boasting_two_levels</link>
<guid>http://www.gamebump.com/go/new_blacksite_area_51_demo_on_xbl_boasting_two_levels</guid>
<comments>http://www.gamebump.com/go/new_blacksite_area_51_demo_on_xbl_boasting_two_levels#</comments>
<description><![CDATA[<div class="image"><img src="http://www.gamebump.com/images/upload/zihjo1t88ow9t7sbh9ccueaa.jpg" alt="" alignment="" border="0"><div><br><center style="font-style: italic;">The aliens are coming...</center></div></div><br>Midway sent over word this morning that a new BlackSite: Area 51 demo featuring two levels is now available over the Xbox Live service. <br><br>Here's the run-down from Midway:<br><br><div style="margin-left: 40px;">The demo highlights two levels from the game's single-player campaign, taking gamers through the Rachel, NV town square and courthouse, and placing players in the gunner's seat during a helicopter escort mission through the desert canyons of Nevada.<br><br>BlackSite: Area 51 gives gamers a chance to direct their living, breathing squad mates with a context-sensitive "One-Button Squad Command" control. Destructible environments can be reduced to rubble, creating interactive cover points that can be blown away with enough firepower.<br></div><br>The title is already available for the Xbox 360/PC and will ship for the PlayStation 3 in December.<br><br>
		  	
		  	<a href="http://www.amazon.com/gp/search?ie=UTF8&keywords=Blacksite Area 51&tag=gaminghoriz0c-20&index=blended&linkCode=ur2&camp=1789&creative=9325">
		  	<img style="border:0px;" src="http://www.gamebump.com/typeimage.php?text=BUY BLACKSITE AREA 51 AT AMAZON&color=lorange&font=stencil&size=10&width=500" />
		  	</a><br />
		  	]]></description>
<pubDate>Wed, 21 Nov 2007 10:23:53 -0600</pubDate>
</item><item>
<title>EA Announces Battlefield 2142</title>
<author>The Gaming Horizon Archive</author>
<link>http://www.gamebump.com/go/ea_announces_battlefield_2142</link>
<guid>http://www.gamebump.com/go/ea_announces_battlefield_2142</guid>
<comments>http://www.gamebump.com/go/ea_announces_battlefield_2142#</comments>
<description><![CDATA[EA has announced that Digital Illusions is working on Battlefield 2142, the futuristic new installment of the popular Battlefield series, to be released for the PC this winter.<br /><br />The game is set in 2142 at the onset of a new ice age as the nations of the world fight for control of the few habitable regions of the planet. It will offer the choice of fighting for either the European Union or Pan Asian Coalition with futuristic weapons and all-new mechs, aircraft, and other vehicles. Up to 64 players will be supported online, so all of the titanic battles that typify the Battlefield series should be reporting for duty.<br /><br />Check out the first screenshots of the game below, and keep checking back for more information as it becomes available.<br />
 Originally written by Olly Dean]]></description>
<pubDate>Wed, 18 Oct 2006 00:45:00 -0500</pubDate>
</item><item>
<title>First Screens From Front Mission DS</title>
<author>The Gaming Horizon Archive</author>
<link>http://www.gamebump.com/go/first_screens_from_front_mission_ds</link>
<guid>http://www.gamebump.com/go/first_screens_from_front_mission_ds</guid>
<comments>http://www.gamebump.com/go/first_screens_from_front_mission_ds#</comments>
<description><![CDATA[<p><i>This article was originally published on Gaming Horizon, GameBump's predecessor. Certain formatting, imaged, and embedded content may have been lost in the transition process.The original author is Evan Lahti.</i></p>
<p>With Square Enix providing solid support to the Nintendo DS of late (]]></description>
<pubDate>Mon, 25 Sep 2006 08:59:00 -0500</pubDate>
</item><item>
<title>GH Review: AND 1 Streetball (PS2)</title>
<author>The Gaming Horizon Archive</author>
<link>http://www.gamebump.com/go/gh_review_and_1_streetball_ps2</link>
<guid>http://www.gamebump.com/go/gh_review_and_1_streetball_ps2</guid>
<comments>http://www.gamebump.com/go/gh_review_and_1_streetball_ps2#</comments>
<description><![CDATA[<p>This review was originally published on Gaming Horizon, GameBump's predecessor. Its format does not match our own but we support its content.  It was written by Eric Dayday.</p><img style="border: 0px;" src="/typeimage.php?color=orange&font=stencil&text=THE LOWDOWN&size=25" alt="The Lowdown"/>



<p class="MsoNormal">It seems like it was yesterday that And1 was a fledgling
shoe company looking to make it big using a grassroots campaign like no one had
ever seen before  touring around the country playing playground basketball
games that turned into ball-handling exhibitions by an extremely talented crew
of streetballers. Fast-forward to today and the And1 Mixtape Tour is so popular
that simple mentions of the name will illicit thoughts of insane dribbling
moves. The shoe line sells well and the Mixtape crew even has its own
television show on ESPN. Videogames seemed to be a perfect medium to venture
into next just by the nature of the beast, but after giving it a playthrough,
Im not so sure this is a good first step.



<p class="MsoNormal"><img style="border: 0px;"   src="/typeimage.php?color=orange&font=stencil&text=THE GOOD&size=25" alt="The Good"/>



<p class="MsoNormal">Unfortunately, the only thing I can really say that I
enjoyed about And1 Streetball is the innovative I-Ball controls, but even that
has problems. But lets deal with the highlights for now. When controlling the
ball handler, I-Ball controls allow you to bust out some of the same impressive
tricks real-life ballers like the Professor use to trick and deke around
unsuspecting defenders. Sounds a little like NBA
  Streets system, but here button combinations
arent utilized. Instead, each of the eight directions on the right analog
stick corresponds to a particular trick.



<p class="MsoNormal">The I-Ball controls get even deeper by allowing for combos 
up to three if you time things correctly. Dribbling in place and tilting the
right stick in a direction pulls off a level 1 trick. From there, a direction
on both analog sticks results in a moving level 2 trick. This then leads to the
last combo tier in which you can break your opponents ankles, which for those
who dont understand the jargon means that you just sat the man guarding you
flat on his butt. All of these tricks build up a meter that gives you a mic
when filled. Up to three mics can be built up and can be unleashed in two ways
 either as generic animated sequences that guarantees a bucket worth three to
five points (known as breakdowns) or to set the whole team on fire (just like
the old NBA Jam games) that increases all of the abilities for the entire team.



<p class="MsoNormal"><img style="border: 0px;" src="/typeimage.php?color=orange&font=stencil&text=THE BAD&size=25" alt="The Bad"/>



<p class="MsoNormal">Now we get to the holes in the I-Ball controls, which sound
good and fun on paper, but as with most things that follow that phrase, is
executed poorly. Theres a color coded icon underneath the ballhandler that
lets you know the timing of how to combo tricks together. But, since the
responsiveness of the controls is downright horrible, the icon doesnt help a
bit. Itll get to the point that youll just randomly move the analog sticks in
directions hoping that the moves will chain together. And the anklebreaker
meter, which is what third tier tricks are dependent on, has one huge
shortcoming  its based on proximity. So say youre guarding someone who is
building the meter fast. All you have to do to avoid being blown by is to
simply walk away from him and voila, the meter is drained and cannot be filled
again until you come near the handler. The computer can also do the same to you
when youre trying to fill it up.



<p class="MsoNormal">With that in mind, youd think that playing soft would be
the way to go and to start using jump shots to win games. Well, that strategy
doesnt work either because it seems like everyone in the game has horrible
range. What this means is that games all boil down to one-on-one matchups
trying to build up as many mics as possible then spending them all in quick
succession as three-to-five point buckets to gain a huge lead.



<p class="MsoNormal">Defense isnt worth playing at all seeing as the collision
detection isnt spot on. Youll have more luck blindly running around the
defensive half-court while wailing on the steal button than actually trying to
guard someone. Thats why youll want to save those breakdowns to score points
in chunks because the computer WILL score and score often.



<p class="MsoNormal">In the game modes department, And1 doesnt offer too much,
but there is a good variety in match types. One-on-one, half-court
three-on-three, and full-court three-on-three to five-on-fives; perfect options
for those who play gym and street ball. Then theres a story mode that uses all
of those match types as well as throwing other side games your way.



<p class="MsoNormal">In story mode, you take a created character on tour with the
rest of the Mixtape crew. Your prospect starts out in New Jersey and as you win
games and meet other goals to<span>&nbsp; </span>stay on
the tour, youll eventually reach such locales as the ATL aka Atlanta, the
ILLadelph aka Philadelphia, and even Paris. At each stop, youll play games
with varied team numbers. There are also side missions in which youll go
one-on-one with a Mixtape superstar that lets you gain new moves or improve
your created ballers skill if you happen to win. Unfortunately, in almost all
story instances, winning isnt the only thing you need to do to move on. There
are extra goals that need to be met like break an opponents ankle three times
or pull off two breakdowns. For those of you who played NBA 07: The Life, you
know exactly what this means  frustration when you work so hard to win against
a tough team only to really lose because you failed to achieve the side goals.
Story mode repeats itself very quickly. The only reason why I see anyone going
deep into this is to build up the created character, but even then its so
repetitive that doing that is a boring mind-numbing process.



<p class="MsoNormal">Visually, And1 Streetball isnt all that pretty to look at
either. The character models look really good and the resemblance to their
real-life counterparts is almost spot-on. Animations, however, look stilted.
With so many tricks to pull-off, there is bound to be a transition between two
that looks unnatural or in some cases completely missing. Another thing is that
the players look like theyre skating across the court. Basketball games
earlier in this generation had that problem, so to see it here is
disheartening.



<p class="MsoNormal">On the sound front, some of the And1 stars lend their voices
to the game, but they only show up in small sound bites during the short story
mode cutscenes. At least they sound natural. The announcer DJ, however, is
annoying, but that could be a personal preference. The soundtrack is flooded
with hip-hop. Its not so bad, but I hated the fact that during menus, the
tracks arent randomized so that every time you come into a new menu, the same
song is repeated. Because of this, I think I only heard about a quarter of the
soundtrack which is sad really. I read the music credits in the manual and
there are some tracks on there Id like to hear more often, but because it
always starts at same song, I got shafted.



<p class="MsoNormal"><img style="border: 0px;" src="/typeimage.php?color=orange&font=stencil&text=THE VERDICT&size=25" alt="The Verdict"/>&nbsp;



<p class="MsoNormal">Based on how much the license has to offer, And1 Streetball
could have offered a new twist on an old formula by introducing a bit of
original gameplay with its I-Ball controls. But, because those I-Ball controls
are unresponsive and some certain broken mechanics like the anklebreaker meter,
and a boring story mode, what And1 fans were given is a complete stinker. It
all seems good on paper, but the execution is sorely lacking. Those looking for
an And1 fix would be better served buying one of their DVDs or catching a
replay on ESPN.<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=GAMEPLAY: 4&size=20" alt="GAMEPLAY: 4" /> <br />
Innovative I-Ball Controls, but severe shortcomings in other places leaves much to be desired.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=GRAPHICS: 5.7&size=20" alt="GAMEPLAY: 5.7" /> <br />
Nice character models; horrible transition animations.</p>

<p><img style="border: 0px;"   src="/typeimage.php?color=black&font=stencil&text=SOUND: 6&size=20" alt="SOUND: 6" /> <br />
Authentic voices from Mixtape crew and good soundtrack. Randomized playlist would be nice.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=FUN FACTOR: 4.3&size=20" alt="FUN FACTOR: 4.3" /> <br />
I-Ball and Story mode are fun initially, but that joy dies quickly.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=REPLAY VALUE: 3&size=20" alt="REPLAY VALUE: 3" /> <br />
Other than completing story mode to build up a character, nothing much to come back to.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=orange&font=stencil&text=TOTAL SCORE: 4.6 &size=23" alt="TOTAL SCORE: 4.6" />

]]></description>
<pubDate>Thu, 21 Sep 2006 22:59:00 -0500</pubDate>
</item><item>
<title>AND 1 Streetball Announced</title>
<author>The Gaming Horizon Archive</author>
<link>http://www.gamebump.com/go/and_1_streetball_announced</link>
<guid>http://www.gamebump.com/go/and_1_streetball_announced</guid>
<comments>http://www.gamebump.com/go/and_1_streetball_announced#</comments>
<description><![CDATA[
Ubisoft announced that they are developing a new basketball game entitled, AND 1 Streetball for the PlayStation 2 and Xbox console.
 <blockquote><p><em>

AND 1 Streetball will prove to be an impressive entry for Ubisoft into the sports video game market, said Tony Kee, vice president of marketing for Ubisoft North America. Working very closely with the AND 1 Mix Tape Tour players, we captured the essence of authentic street basketball and will bring a completely new and innovative approach to the basketball game genre.
Build your own character and create your own signature moves using AND 1s revolutionary Create-a-Move editor, loaded with custom showboating, scoring, and celebration moves.</em>
</p></blockquote><p>
A release date is not yet certain.</p> Originally written by Tim Grube]]></description>
<pubDate>Thu, 08 Jun 2006 15:13:00 -0500</pubDate>
</item><item>
<title>Barbie Invades Activision, Games Releasing This Fall</title>
<author>The Gaming Horizon Archive</author>
<link>http://www.gamebump.com/go/barbie_invades_activision_games_releasing_this_fall</link>
<guid>http://www.gamebump.com/go/barbie_invades_activision_games_releasing_this_fall</guid>
<comments>http://www.gamebump.com/go/barbie_invades_activision_games_releasing_this_fall#</comments>
<description><![CDATA[As if the world just couldn't get enough Barbie, Activision Publishing (a subsidiary of Activision) has announced that it's signed a multi-year publishing agreement with Mattel; the agreement allows Activision exclusive distribution rights to any videogame based on the Barbie brand.<br /><br /><blockquote><em>The first five games Activision will distribute under the terms of the agreement are games based on Mattel Entertainment's upcoming movies, including &quot;The Barbie Diaries&quot; for the PC and Nintendo Game Boy Advance, and &quot;Barbie In The 12 Dancing Princesses&quot; for the Sony PlayStation 2 computer entertainment system, PC and Nintendo Game Boy Advance. Activision will also distribute titles based on some of Mattel's best-selling videogames from past years, including &quot;Barbie Fashion Show,&quot; &quot;Barbie and the Magic of Pegasus&quot; and &quot;Barbie Beauty Boutique.&quot;</em></blockquote><br />&quot;Barbie is one of the most recognized brands in the world and its video games have sold more than 15 million units to date. Activision is excited to partner with Mattel to expand this classic property to a new generation of consumers,&quot; said Dave Oxford, General Manager of Activision Publishing, Inc.<br /><br />&quot;We are thrilled to be partnering with Activision to distribute video games based on the wildly popular Barbie entertainment portfolio,&quot; said Matt Turetzky, Vice President, Marketing, Mattel. &quot;As industry leaders, both Mattel and Activision are committed to delivering quality products that will further engage girls with the Barbie brand and provide a premier gaming experience.&quot;<br /><br />All of the games mentioned are currently slated to release this fall.
 Originally written by Shiva Stella]]></description>
<pubDate>Wed, 24 May 2006 12:17:00 -0500</pubDate>
</item><item>
<title>.hack//G.U. Announced For PlayStation 2</title>
<author>The Gaming Horizon Archive</author>
<link>http://www.gamebump.com/go/hackgu_announced_for_playstation_2</link>
<guid>http://www.gamebump.com/go/hackgu_announced_for_playstation_2</guid>
<comments>http://www.gamebump.com/go/hackgu_announced_for_playstation_2#</comments>
<description><![CDATA[Bandai Games Inc. today announced .hack//G.U. for the PlayStation 2 console.
<blockquote><p><em>
We joined forces with the most renowned animated TV show talents to create the original .hack series, said Naruo Uchida, Vice President of Bandai Games Inc. Were proud to announce that Yoshiyuki Sadamoto, the character designer of Evangelion, and Kazunori Ito, the writer of Ghost in the Shell and Patlabor, are both returning for the new game.</em>
</p></blockquote><p>
The new .hack title will be released in Japan and North America sometime in 2006.</p> Originally written by Tim Grube]]></description>
<pubDate>Tue, 02 May 2006 08:48:00 -0500</pubDate>
</item><item>
<title>GH Review: 187: Ride or Die (Xbox)</title>
<author>The Gaming Horizon Archive</author>
<link>http://www.gamebump.com/go/gh_review_187_ride_or_die_xbox</link>
<guid>http://www.gamebump.com/go/gh_review_187_ride_or_die_xbox</guid>
<comments>http://www.gamebump.com/go/gh_review_187_ride_or_die_xbox#</comments>
<description><![CDATA[<p>This review was originally published on Gaming Horizon, GameBump's predecessor. Its format does not match our own but we support its content.  It was written by Eric Dayday.</p>

<p class="MsoNormal"><img style="border: 0px;" src="/typeimage.php?color=orange&font=stencil&text=THE LOWDOWN&size=25" alt="The Lowdown"/>



<p class="MsoNormal">187: Ride or Die can be described as part<em> Mario Kart</em>, part
<em>Twisted Metal</em>, and part <em>Grand Theft Auto</em> all rolled into one giant game. You
would think that borrowing heavily from those three great franchises would
result in a good game, but unfortunately, there are other things that keep it
from being just that.



<p class="MsoNormal"><img style="border: 0px;"   src="/typeimage.php?color=orange&font=stencil&text=THE GOOD&size=25" alt="The Good"/>



<p class="MsoNormal">I mentioned that 187: Ride or Die has a dash of Mario Kart
in it. When you first pick it up and race, thats exactly what it will feel
like, just with a paint of gangsta applied. Youll race around tracks,
driving over weapon and health power ups as you shoot at your rivals. Sounds
familiar, doesnt it? Instead of karts you have cars (or in this case, whips);
instead of tracks like Bowsers Castle, you have ghetto concrete jungles; and
instead of a tag team of Mario characters, you have a sexy driver and a thug
responsible for the drive-by shootings.



<p class="MsoNormal">The type of gameplay described above is known as a whip
race. There are two other types of modes that youll come across in 187 
deathmatch and mine field. Deathmatch plays exactly like Twisted Metal, where
the goal is to completely destroy all your adversaries. In deathmatch, however,
you have two lifebars. The first of which is for your gunner. When he loses his
entire lifebar, the armor on your car begins to dwindle. When both lifebars are
drained, the team is destroyed. You can pick up health power ups littered
throughout the stages, but keep in mind that to restore the cars armor, youll
need to have completely refilled your gunners bar.



<p class="MsoNormal">Mine field plays like a whip race, but all weapons have been
changed to mines. It makes traversing the tracks even more perilous. Even
though mines are given a red glow to help you see where they are placed, it is
still very difficult to avoid them sometimes. I will say that in 187, there is
nothing greater than the satisfaction of knowing that someone behind you just
ate it on one of your mines.



<p class="MsoNormal">During the games story mode, there are other types of races
like elimination, where the last person on each lap gets taken out, but for the
most part, the gameplay will stick to one of the three mentioned above.



<p class="MsoNormal">The best part of all this is the multiplayer. Whether its
online or offline, the multiplayer action is darn fun. Offline, you can play
the other modes in split screen fashion against a friend, or choose to co-op.
And if split screen isnt your thing, it does support system link for 2-4
players. In co-op, one player will be responsible for driving while the other
acts as the gunner. The sweetest feature is that the gunner has the ability to
shoot in all directions, instead of just straight ahead or behind as it is set
up in single-player. The gunner also controls the boosts, which makes no sense
to me. Maybe the developers wanted to give the gunner more fun. I say shooting
at other drivers is all the fun you need as a gunner.



<p class="MsoNormal">Online multiplayer is a straight-forward affair, offering
the same types of gameplay as offline multiplayer modes sans the split-screen
stuff. However, not giving the gunner an independent look back when playing
online co-op is a horrendous oversight, considering that the driver and gunner
on more than likely miles apart on separate televisions.



<p class="MsoNormal">Lastly, the soundtrack is supplied by Guerilla Black, who
also voices the character Dupree in 187: Ride or Die. I thought that the
soundtrack is pretty good, so fans of his or of hip-hop in general may want to
let the game sit for a while just to give the tunes a listen. Heres hoping for
a separate soundtrack release.<img style="border: 0px;" src="/typeimage.php?color=orange&font=stencil&text=THE BAD&size=25" alt="The Bad"/>



<p class="MsoNormal">The game is fun for a little while, but there are spots here
and there that drag down the game. The first is the variety of modes and
tracks. The three I listed  whip race, deathmatch, and mine field  are all
you get. There are a few dont get caught by the po-pos stages to break up
some of the monotony, but those stages dont do enough to add more flavor. Then
there are the track designs which are boring and uninspired. Hell, most of them
look the same, with their bland grey buildings, a light post or two in some
places. The game itself sports a sort of washed-out look to it as well.



<p class="MsoNormal">Theres also this annoying little scene that occurs every
time you blow up another car. The game goes into this slow-motion Matrix effect
that shows the car blowing up. While this is occurring, your car is still
moving, but of course the game just has to show you the car blowing up, so it
doesnt matter that you may be driving towards a wall while all of this is
happening. It totally breaks the flow of the race and is a wholly unnecessary
feature. A text message saying that someone was taken out would have been just
as effective, instead of overplaying the fact.



<p class="MsoNormal">Playing the same three races over and over again in the
seemingly same five environments gets old after first handful of races, and
unfortunately, playing through those races in the story mode is the only way to
unlock more cars and gunners. And the story is atrocious, only made worse by
the horrid script and lazy voice work.



<p class="MsoNormal">The weak story involves Dupree, who looks like Biggie Smalls
Lite. He is involved in a gang war with Cortez and calls on his boy, Buck
(voiced by Larenz Tate), to wreak havoc on Cortez gang. How this is achieved
through racing in neighborhoods whilst shooting at one another is beyond me.
Nothing can save this paper-thin story, but the really bad script further ruins
it.



<p class="MsoNormal">The script tries way too hard to be cool, or ghetto if
you will. Liberal use of the phrases fo shizzle, bust a cap in his ass,
and words like gangsta and whip makes everyone sound stupid rather than
hard and tough. In fact, the script is pretty damn funny because of it. The
text doesnt even match whatever a character is saying at times. So add those
mistakes on top of a script that sounds like it was written by a bunch of
middle-aged guys in suits trying to find their inner thug, and youve got
yourself one heck of a laugher. I feel kind of bad for Guerilla Black and
Larenz Tate for having to actually say some of this crap, and by the way they
delivered their lines it sounds like they couldnt believe it either and were
there just for the paycheck.



<p class="MsoNormal">The saving grace of the story mode is that it can be
completed in co-op mode, so at least you can share the laughs with a friend.<img style="border: 0px;" src="/typeimage.php?color=orange&font=stencil&text=THE VERDICT&size=25" alt="The Verdict"/>



<p class="MsoNormal">187: Ride or Die has all the markings of a quick cash-in,
following in the wake of the GTA series, most notably, San Andreas with its
mid-90s hood theme. Its low production values  limited variety of gameplay
modes, cookie cutter story, and bad scripting  really kill any potential this
game had. Single-player is fun for an hour or so, and the multiplayer and
online modes will add some more time you spend with the game, but not much
else. Youre better off playing Mario Kart, Twisted Metal, and Grand Theft Auto
separately than playing this.

	<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=GAMEPLAY: 7&size=20" alt="GAMEPLAY: 7" /> <br />
Graphics look a little washed out and all the tracks look the same.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=GRAPHICS: 6.2&size=20" alt="GAMEPLAY: 6.2" /> <br />
The GTA infused-Mario Kart gameplay is actually fun  for a little while at least.</p>

<p><img style="border: 0px;"   src="/typeimage.php?color=black&font=stencil&text=SOUND: 4.5&size=20" alt="SOUND: 4.5" /> <br />
Soundtrack's nice, but the bad writing stacked with lazy voice acting ruins everything else.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=FUN FACTOR: 6.5&size=20" alt="FUN FACTOR: 6.5" /> <br />
Multiplayer stuff really spices up an otherwise dull game.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=REPLAY VALUE: 5&size=20" alt="REPLAY VALUE: 5" /> <br />
Online matches will extend the amount of time you spend with 187. Itll collect dust after that</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=orange&font=stencil&text=TOTAL SCORE: 5.8 &size=23" alt="TOTAL SCORE: 5.8" />

]]></description>
<pubDate>Thu, 15 Sep 2005 12:54:00 -0500</pubDate>
</item><item>
<title>GH Preview: 187: Ride or Die (Xbox)</title>
<author>Tim Grube</author>
<link>http://www.gamebump.com/go/gh_preview_187_ride_or_die_xbox1</link>
<guid>http://www.gamebump.com/go/gh_preview_187_ride_or_die_xbox1</guid>
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<description><![CDATA[<p>This preview was originally published on Gaming Horizon, GameBump's predecessor. Its format does not match our own but we support its content.  </p>
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<p><img  style="border: 0px;" src="http://www.gamebump.com/typeimage.php?color=orange&font=stencil&text=THE BUZZ&size=25" alt="The Buzz" /><p>
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Recently called, Notorious: Die to Drive at last years E3, Ubisoft has renamed and announced that their urban-themed combat racing title will now be, 187: Ride or Die. The company has released more information surrounding the title and more notably the celebrity actors that will have voice acting roles. Actors include Larenz Tate (Menace II Society, Ray), Noel Gugliemi (Training Day, The Fast and the Furious), and Guerilla Black. Others have not yet been announced.
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187: Ride of Dies story surrounds a young man named Buck (Larenz Tate), who is living a thugs life enraged with money, fast cars and beautiful women. The game is set in the criminal world of Los Angeles and Bucks duty is to defend the territory of his guide Dupree (Guerilla Black) from a threatening vengeance and his gang of thug roughriders, led by Cortez (Noel Gugliemi). Their goal is to rule the streets while youre trying to stop them.
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<p> A killer soundtrack is supposedly going to be added into the game featuring several hip-hop artists and all the songs will be exclusive to the game. Im sure you can expect tracks from Guerilla Black himself. The camera in the game will work like Burnoutyou will be able to set it in slow-motion and replay while featuring blur and motion effects.
<p> To top off the games single player, Ubisoft plans to allow gamers to jump online and play with their friends. You will be able to play online with the PlayStation 2, Xbox, and PC. A release date is scheduled for the PlayStation 2 and Xbox on June 1st and GameCube and PC on August 30.
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Expect further information to be released around E3 time this may. In the meantime, check out the first set of screenshots on the gamepage.<p><img style="border: 0px;"   src="http://www.gamebump.com/typeimage.php?color=orange&font=stencil&text=THE PREDICTION&size=25" alt="The Prediction"/>
<p>From the looks of the screenshots, Im really curious how the game will turn out. It has aspects from Burnout and it involves combat. Ubisoft hasnt let me down in quite a while, so hopefully at the upcoming E3 Expo, Ill have a chance to go hands-on with it and see for myself. Plus, Director Ali Kojori (Def Jam Vandetta, NBA Street, Fight Night, Need for Speed) and Creative Director Matty Rich (Straight Out of Brooklyn, The Inkwell) will be behind the title. This is already sounding like itll be a kick-ass game. <br /> ]]></description>
<pubDate>Tue, 29 Mar 2005 15:53:00 -0600</pubDate>
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