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



<item>
<title>Turbo The Movie First Trailer</title>
<author>Tim Grube</author>
<link>http://www.gamebump.com/go/turbo_the_movie_first_trailer</link>
<guid>http://www.gamebump.com/go/turbo_the_movie_first_trailer</guid>
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<description><![CDATA[The first trailer surrounding <span style="font-weight: bold;">Turbo The Movie</span>, a Jarrett Lee Conaway film.<br><br><br><object height="340" width="560"><param name="movie" value="http://www.youtube.com/v/vhNbPdUGnT0&amp;hl=en&amp;fs=1"><param name="allowFullScreen" value="true"><param name="allowscriptaccess" value="always"><embed src="http://www.youtube.com/v/vhNbPdUGnT0&amp;hl=en&amp;fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" height="340" width="560"></object>]]></description>
<pubDate>Mon, 13 Apr 2009 13:16:32 -0500</pubDate>
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<title>Turbo The Movie: A Film By Jarrett Lee Conaway</title>
<author>Tim Grube</author>
<link>http://www.gamebump.com/go/turbo_the_movie_a_film_by_jarrett_lee_conaway</link>
<guid>http://www.gamebump.com/go/turbo_the_movie_a_film_by_jarrett_lee_conaway</guid>
<comments>http://www.gamebump.com/go/turbo_the_movie_a_film_by_jarrett_lee_conaway#</comments>
<description><![CDATA[<p><img src="http://www.gamebump.com/images/upload/jucgunhd4wgb6c9u6qvce92b.jpg" alt="" alignment="" border="0"></p>Jarrett Lee Conaway has made his rounds across the videogame and film industry. He previously worked here at Gaming Horizon Inc. as an Executive Editor back in the days of PSX Network when we were part of IGN.com Affiliation Network and now he is about to graduate at the University of Southern California. So what is this all about? Well, he has completed one of the best (I think so atleast) short film surrounding videogames ever to hit the "small" or even "big" screen. <br><br><div style="text-align: left; margin-left: 40px;"><span style="font-style: italic;">Entitled, </span><span style="font-weight: bold; font-style: italic;">TURBO,</span><span style="font-style: italic;"> is a high-adrenaline short film in the tradition of </span><em style="font-style: italic;">The Karate Kid</em><span style="font-style: italic;"> and </span><em style="font-style: italic;">Tron</em><span style="font-style: italic;">.&nbsp; It tells the story of Hugo Park  (Justin Chon, </span><em style="font-style: italic;">Twilight</em><span style="font-style: italic;">)
a misspent youth whose only outlet for angst is a 4D fighting video
game called Super Turbo Arena.&nbsp; When Pharaoh King (Jocko Sims, </span><em style="font-style: italic;">Crash the Series</em><span style="font-style: italic;">),
the Michael Jordan of cybersports, announces a tournament to determine
who will join his pro team, Hugo's sets his eyes on the prize.&nbsp; But
Hugo isn't the only gamer who wants fame and glory. </span><br style="font-style: italic;"><br style="font-style: italic;"><span style="font-style: italic;">&nbsp;If Hugo wants to
win he's going to have to beat Shamus (David Lehre, </span><em style="font-style: italic;">Epic Movie</em><span style="font-style: italic;">),
the all time Turbo champ at the local Pandemonium arcade, and Ruse
Kapri, a feisty prep girl that knows how to win.&nbsp; Realizing he can't
win on his skill alone, Hugo turns to his brother Tobias, a former
kickboxer whose last match left him confined to a wheelchair.&nbsp; Together
the two will mend old wounds and see if a washed up street fighter can
teach a troubled teen how to become a virtual gladiator!<br><br></span></div>Also, there will be a public screening on May 2nd at the Norris Theatre (at the University of Southern California). at 3PM. First come first serve. Turbo will be sold afterwards, for $10 or less. The price has not yet been determined.<br><br>Visit the website by <a href="http://www.turbothemovie.com/">clicking here</a>.<br><div style="text-align: left;"><span style="font-style: italic;"></span><br><span style="font-style: italic;"></span></div>]]></description>
<pubDate>Mon, 13 Apr 2009 13:14:23 -0500</pubDate>
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<title>E3 2008: Majesco E3 Lineup</title>
<author>Tim Grube</author>
<link>http://www.gamebump.com/go/e3_2008_majesco_e3_lineup</link>
<guid>http://www.gamebump.com/go/e3_2008_majesco_e3_lineup</guid>
<comments>http://www.gamebump.com/go/e3_2008_majesco_e3_lineup#</comments>
<description><![CDATA[Majesco is the latest company to unveil their E3 2008 lineup schedule for July 15-17. Check out the list below:<br><ul><li>AWAY Shuffle Dungeon</li><li>Babysitting Mania</li><li>Cooking Mama World Kitchen</li><li>Major Minor's Majestic March</li><li>Marker Man Adventures</li><li>Our House</li><li>Wonder World Amusement Park</li><li>Zoo Hospital</li></ul>Majesco is at booths #421 and 423.]]></description>
<pubDate>Thu, 10 Jul 2008 08:47:46 -0500</pubDate>
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<title>Wii Review Bonanza, or: Your Wii is Sick - Must be Something you Played</title>
<author>Eric Jonathan Smith</author>
<link>http://www.gamebump.com/go/wii_review_bonanza_or_your_wii_is_sick__must_be_something_you_played</link>
<guid>http://www.gamebump.com/go/wii_review_bonanza_or_your_wii_is_sick__must_be_something_you_played</guid>
<comments>http://www.gamebump.com/go/wii_review_bonanza_or_your_wii_is_sick__must_be_something_you_played#</comments>
<description><![CDATA[<p><img src="http://www.gamebump.com/images/upload/3t93lizv1sdmdni3k8hj5ph8.jpg" alt="" alignment="" border="0"></p><br>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 <span style="font-style: italic;">extra things</span> 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. <br><br>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. <br><br>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. <br><p></p><p></p><div style="text-align: center;"><img src="http://www.gamebump.com/images/upload/writer/252e9dddd2f4994ae92f97a194864fa5.jpg"><br></div><br><span style="font-weight: bold;">CASE STUDY #1: AUTO MINIGAME SUFFICIENCY SYNDROME</span><br><br>Subject: <span style="font-weight: bold;">Namco Museum Remix</span><br><br><span style="font-weight: bold;">PROGNOSIS</span>: Sudden ingestion of too many minigame collections causes repetition, boredom, and possible suicide in large doses. <br><br>A certain kind of bug that especially has a tendency to bite the older and wiser is nostalgia. It can be a pretty nasty little sucker, causing previously sane and logical men and women to do foolish things like pine for dated graphics and simpler gameplay styles. As the years have gone by, once bustling arcades have forever shut their doors and the game consoles of yesteryear require a type of mouth-to-cartridge action bordering on fellatio to get the games working. <br><br>Namco's Museum series of arcade home conversions are some of the first treatments that should come to mind when considering ubiquitous, readily available classical cures. After all, every system under the sun absolutely needs multiple versions of Pac-Man on it, right? Namco has now made sure that the Wii is no exception and has released Namco Museum Remix, the Museum containing the nostalgic classics and  you guessed it  the Remix consisting of Wii-specific minigames. <br><br>However, it's not a good sign when a classic compilation makes you wax nostalgia for older compilations. That's not to say that Namco Museum Remix has any large, glaring faults: it is by all means a competent product, even if you have to roll around Pac-Man in lieu of a standard menu interface, which can be slightly annoying. But no, as with any other compilation, its success or failure hinges on its selection of games, and Namco Museum Remix drops the ball a bit. Sure, it has standard classics in Xevious, Mappy, Dig Dug, and Pac-Mania (you know, that are available on most of the other collections) but trades in Galaga for its inferior predecessor Galaxian (dear God, why?) In the games that no one ever wanted to play section, there's Cutie-Q (a poor Breakout clone) and Super Pac-Man and Pac &amp; Pal, two rather poor sequels to the original. At least it offers Gaplus (Galagas sequel) as a sort of cruel consolation prize. <br><br>If this somewhat mediocre selection of its past was all Namco offered in Museum Remix, this collection would be DOA. Luckily, they put a slight bit of effort in its resuscitation: the titular Wii-specific "remixes" of other classic titles. Unfortunately, they aren't enough to keep this one alive for too long. However, they did get the nostalgic feel down pat! Feel like playing the rollercoaster minigame from Final Fantasy VII? Play Galaga Remix! How about Whack-A-Mole? Then Gator Panic Remix is for you. Granted, Rally X Remix is a rather fair version, as are Pac Motos (a Pac-infused version of the original bumping off the edge game Motos) and Pac 'n Roll. But the problem is that these suffer the same shallow fate as other Wii minigame collections, and in the few minutes that you'll be done with them you're then left with merely the arcade collection. <br><br>Diagnosis? The entire weight of Namco Museum Remix will rest on how much you like the classic arcade games included. Considering the selection isn't all that great to begin with, the weight will likely fatigue the classics in a relatively short amount of time.<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="3 out of 5" style="border: 0px none ;" src="http://www.gamebump.com/typeimage.php?height=25&amp;color=orange&amp;font=pizzastars&amp;text=ttt&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><br><div class="image"><img src="http://www.gamebump.com/images/upload/pkjzl8w8sryscs22hokj90pe.jpg" alt="" alignment="" border="0"><div style="text-align: center;">She'll eat the monkey.</div></div><br><span style="font-weight: bold;">CASE STUDY #2: PORTROENTERITIS</span><br><br>Subject: <span style="font-weight: bold;">The Sims 2: Castaway</span><br><br><span style="font-weight: bold;">PROGNOSIS</span>: Patients suffering from contact to shoddy, careless ports from other systems suffer from: shattered belief in console's viability, fatigue, and indigestion. <br><br>One of the oldest epidemics in videogamedom is that of the port. Whether it was arcade to console, PC to console, or vice versa, the word port has connotations of mediocrity and for good reason: many ports are sloppy, rushed, stripped down versions of the original. Even in more modern times, ports retain that sloppy, rushed feel when they stray from the hardware they were built on. Unfortunately, this has been a lazy way for developers to cash on the Wii's success. <br><br>One such wave that has plagued nearly every piece of gaming hardware to ever exist, past, present, and future is The Sims. Popular with 15-year-old girls of all ages, The Sims is an omnipresent choice with casual gamers, and logic would successfully conclude that it should end up on the Wii. <br><br>The premise is simple: after constructing your Sim on a yacht, something bad happens and he or she washes ashore on a mysterious, deserted island with nary a volleyball around to keep as company. Obviously a tropical island is a terrible place to be lost, so it's up to you to guide your Sim to his/her ultimate goal of getting off the island alive. And to be perfectly honest, the interface in which you'll be accomplishing this works fairly well; with the Wii Remote acting superbly as a pointer in lieu of a mouse, navigating menus isn't all that hard. <br><br>Too bad the menus themselves looked like they were ported from a higher resolution without the proper tweaking. The entire game really looks very simple and to be frank, boring. You could choose to stay on the island for as long as you wanted, but when it looks that dull, why would you? Jagged edges are more reminiscent of the graphical hell that was the 32/64-bit era more than a tropical Eden. <br><br>But, this is a simulation at heart, and that gameplay still works. The Sim will have to collect resources to survive with the help of monkeys (of course) and eventually should have a decent little living space set up. There are also various goals that you can find scattered across the island that will give you some objectives amidst the rather open-ended (if not mundane) tasks. <br><br>Diagnosis? Not as bad as it could have been. Wii Pointer functionality works well amidst the poor resolution and the gameplay experience isn't a complete throwaway. More hardcore gamers, stay away (if the name wouldn't make them do so already). <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="3 out of 5" style="border: 0px none ;" src="http://www.gamebump.com/typeimage.php?height=25&amp;color=orange&amp;font=pizzastars&amp;text=ttt&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><br><div class="image"><img src="http://www.gamebump.com/images/upload/tw97t0eemdmquq8iksshx10p.jpg" alt="" alignment="" border="0"><div style="text-align: center;">My, Soulcalibur. You look as beautiful as you play.</div></div><br><span style="font-weight: bold;">CASE STUDY #3: MOTION SICKNESS</span><br><br>Subject: <span style="font-weight: bold;">Soulcalibur Legends</span><br><br><span style="font-weight: bold;">PROGNOSIS</span>: Prolonged exposure to poorly implemented Wii waggle controls can lead to: madness, frustration, and nausea. <br><br>Having new ways to control games means that there will be new ways for developers to screw up their implementation. Even after decades with a pretty standard diagonal pad and any number of supporting buttons, some still couldn't get it right. Poor control is absolutely killer to a game's success and probably the worst blight it could have. <br><br>Enter Soulcalibur Legends. A spin-off of Namco's eternal (also, a mere shadow of its former self) fighter, Legends tells the story of Teutonic Knight Siegfried Schtauffen and his dealings with Soul Edge, the evil blade. Yeah, it's a fighting game story. What the hell do you want from me?<br><br>Though it may have been built ground-up for Wii, it plays nothing like it. In fact, I'd go so far as to say that it was built ground-up to be a cheap cash-in. Siegfried and the other Soulcalibur heroes you command all control by swinging the Wii Remote as you would their weapons. It's a good enough idea in concept. In execution, it's abysmal. Controlling attacks in this manner is ungodly unresponsive and makes you question whether simple button presses would have been better. Considering this is a central gameplay mechanic, this is inexcusable. There is no way that Legends could be an adequate action title due to this flaw alone. <br><br>The game is also cringe-worthy in the visual department. In some aspects, especially the environments, it looks like a launch title for the PlayStation 2. That might be forgivable, but the level designs are as monotonous as the enemies you fight. Character models fair a bit better, because they are based around the designs from Soulcalibur II, if not taken wholesale from it. Legends also suffers from the tired design choice of "defeat every monster in the room before you can move on". Please. <br><br>I found myself looking more at the menus and the art in the story sequences because, well, they are actually rather decent, and not just in comparison to the game itself. I'd be tempted to say that the menus are the best part of the game. When all is said and done then, the most hardcore of Soulcalibur fanatics will be able to eke something out of this game  though I wouldn't go so far as to call it <span style="font-style: italic;">enjoyment</span>. The controls are just too poorly implemented for anyone with more than a merely casual interest in the franchise.<br><br>Diagnosis? Highly contagious, and not in the good way. Contagious in that it will creep up on your brain and soul and make you regret every penny and second spent on it. Unless, of course, you're just a hardcore and gullible fighting game fan - those people are crazy. <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="2 out of 5" style="border: 0px none ;" src="http://www.gamebump.com/typeimage.php?height=25&amp;color=orange&amp;font=pizzastars&amp;text=tt&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><br><div class="image"><img src="http://www.gamebump.com/images/upload/t2ngi6e9d9cxeripg6ipkmw4.jpg" alt="" alignment="" border="0"><div style="text-align: center;">Okay, so it's not the sexiest thing on earth. Maybe you can dig it.<br></div></div><br><span style="font-weight: bold;">CASE STUDY #4: THE MYSTERY BUG </span><br><br>Subject: <span style="font-weight: bold;">Smarty Pants</span><br><br><span style="font-weight: bold;">PROGNOSIS</span>: ???<br><br>Sometimes even the best doctors can get baffled. True to that, every once in a while a game will come up that makes you question why it was necessary to be in videogame form. Was it really easier to play Monopoly on a TV than on a board (Hint: no)? Much of the experience of such a famous and standard board game rests on handling those gaudy bills and tapping your piece of choice past go. In other words, the actual game could sometimes be boring, but having it physically in front of you kept you from falling asleep. <br><br>EA's Smarty Pants dares to go into this territory. It is a trivia game, not unlike the old board game pursuits of old. Each of its cavalcades of questions ranging from pop-culture to history has a multiple choice selection. There are a few different modes, including ones for both single remote and multiple remote setups, suitably nudging itself into party game territory. <br><br>So. That's it. That's Smarty Pants in a nutshell. Sure, there's some sort of dancing thing you have to do with the Wii Remote, but we'll not mention that any more for its own sake.<br><br>Is there a benefit to having a trivia game on a home videogame console? From my own experience, I'd have to say yes. Smarty Pants is actually fairly well presented, with voiceovers and decent sound effects that make it seem more like a game show than just a trivia game. The group mode, which requires multiple Wii Remotes, each acting like a buzzer, manifests this presentation style. As with anything trivial, in a group setting you'll likely find yourself shouting out the answers, as much as you may regret this in your memory later on. The fact that Smarty Pants is capable of this is something positive in and of itself. <br><br>Diagnosis? Smarty Pants is hardly a wonderful title, but it's not necessarily a throwaway. If you really want to play a trivia game on the Wii, it's a decent enough choice. But, uh, you know, you could buy a copy of Trivial Pursuit for less. <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="3 out of 5" style="border: 0px none ;" src="http://www.gamebump.com/typeimage.php?height=25&amp;color=orange&amp;font=pizzastars&amp;text=ttt&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><br><div class="image"><img src="http://www.gamebump.com/images/upload/78ggf09i2va8fmqrs083f08y.jpg" alt="" alignment="" border="0"><div style="text-align: center;">I can't even tell what's bleeding.</div></div><br><span style="font-weight: bold;">CASE STUDY #5: NO MORE TEARS</span><br><br>Subject: <span style="font-weight: bold;">No More Heroes</span><br><br><span style="font-weight: bold;">PROGNOSIS</span>: Exposure to games designed for Wii from the ground up may cause: enjoyment, fun, laughter, and world peace. <br><br>"Will you do it with me?"<br><br>If any of the above games had asked you such a question, I hope by now youd have learned to at the very least understand the risk factors involved; simple precautions will keep your Wii from being subjugated to possible infection. <br><br>However, another game asks this favor, a game so dirty yet so clean, some would say downright filthy in content yet nearly spotless in design. "Will you do it with me?" If you're privy enough to hear those words uttered by Travis Touchdown, by all means, accept. Travis is the star of No More Heroes, a game with the distinction of being the near opposite of the Wii flu - it is a coherent, focused, original title using the Wii Remote in a startlingly effective manner. <br><br>The premise is straightforward but with spry delivery that never takes itself too seriously. Travis is essentially both a dork and a loser and while drowning his sorrows at a bar he runs into a mysterious woman named Sylvia who promises him he can be the world's top assassin  all he has to do is off the rest of the world's top-ranked assassins. Na&#239;ve Travis of course accepts the offer, with his prime motivation being to sleep with Sylvia. Your prime motivation to play the game will likely be to see what outrageous and foul-mouthed things will come out of the mouths of Travis and his co-stars. <br><br>The game's structure is built around going after each of the 10 assassins. To get to each, Travis must pay Sylvia a fee, which he can earn by doing sidejobs like lawn mowing (seriously) and minor assassination gigs all within the façade of an open-ended environment and setting for the game, Santa Destroy. This environment is one of the game's faults because jobs and assassination gigs must be selected at specific locations <span style="font-style: italic;">before</span> they can start, thus the free-roaming world really serves no other purpose than to add the filler of travel. Still, it is ultimately a minor issue. <br><br>How the story and gameplay unfold within each of the 10 main assassination missions is, in a way, underwhelming yet satisfying. Combat may appear simple at first, as pressing A controls Travis's attack, but Wii-specific moves come in the forms of finishers and grabs. If an enemy is near death, an arrow will appear on-screen, prompting you to move the Wii Remote in its direction for a super-violent finisher. Travis cuts his enemies into pieces, with blood and guts as exaggerated as his own persona. Later it is not uncommon to dismember entire groups of enemies at once, causing the entire game to slow down, ludicrous in its fulfillment. Travis also has a number of wrestling moves that are controlled by moving both the Remote and Nunchuk and do add a bit of variety. After every successful finisher, Travis also has a small slot wheel that can serve to make him even more powerful than he already is, providing temporary invincibility and the like. <br><br>No More Heroes is by no means a cure for the Wii's blues  the game is not perfect. The aforementioned faux open-ended structure along with somewhat repetitive combat (the finishers never get old, however) and the fact that the assassin bosses take from dozens of hits to hundreds to defeat can sometimes  sometimes  leave a foul taste. But it lasts for but an instant in the presence of the rest of the game as a whole. Its language and bloody style may put some off, but if you're into that sort of thing, your Wii could really deserve the pleasure of doing it with Travis. <br><br>Diagnosis? While not a panacea, No More Heroes is certainly the type of original, short term treatment that the Wii needs in larger doses. A must-buy for anyone who needs a good action title for any system. <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="4 out of 5" style="border: 0px none ;" src="http://www.gamebump.com/typeimage.php?height=25&amp;color=orange&amp;font=pizzastars&amp;text=tttt&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><br>]]></description>
<pubDate>Sat, 16 Feb 2008 20:25:13 -0600</pubDate>
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<title>Mistwalker Reveals New DS Project</title>
<author>Solomon Lee</author>
<link>http://www.gamebump.com/go/mistwalker_reveals_new_ds_project</link>
<guid>http://www.gamebump.com/go/mistwalker_reveals_new_ds_project</guid>
<comments>http://www.gamebump.com/go/mistwalker_reveals_new_ds_project#</comments>
<description><![CDATA[<P><SPAN style="CLEAR: right; PADDING-RIGHT: 0pt; PADDING-LEFT: 8px; Z-INDEX: 777; FLOAT: right; PADDING-BOTTOM: 8px; MARGIN: 0pt; PADDING-TOP: 8px"><IMG style="WIDTH: 230px; HEIGHT: 205px" height=219 alt="" src="http://www.gamebump.com/images/upload/i5l0g5gi6ge8out3jochmeik.jpg" width=243 border=0 alignment=""></SPAN></P>
<P>Mistwalker and Artoon, the development team&nbsp;behind&nbsp;Blue Dragon, have announced they are&nbsp;working on an upcoming DS title known as Away.</P>
<P>As reported by 1UP, Away is an adventure title in which players must&nbsp;save&nbsp;villagers in peril&nbsp;by exploring&nbsp;underground places&nbsp;that "shuffle" and change randomly within a period of a few&nbsp;seconds.</P>
<P>It has been revealed that Hironobu Sakaguchi, Final Fantasy creator and Naoto Ohshima, character designer behind Sonic,&nbsp;are both involved in&nbsp;this handheld project.</P>]]></description>
<pubDate>Wed, 12 Dec 2007 20:19:49 -0600</pubDate>
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<title>Nintendo DS Game Contest Winners Announced</title>
<author>Tim Grube</author>
<link>http://www.gamebump.com/go/nintendo_ds_game_contest_winners_announced</link>
<guid>http://www.gamebump.com/go/nintendo_ds_game_contest_winners_announced</guid>
<comments>http://www.gamebump.com/go/nintendo_ds_game_contest_winners_announced#</comments>
<description><![CDATA[<p><img src="http://www.gamebump.com/images/upload/ja71bcy4lpso145wdet16bio.jpg" alt="" alignment="" border="0"></p>The winners are in everybody! We finally got contact back from both people and the winners are:<br><ol><li><span style="font-weight: bold;">Iliana Blair </span>- Glory Days 2 DS<br></li><li><span style="font-weight: bold;">Coby Schluter </span>- Tony Hawk's Proving Ground DS<br></li></ol>We have a bunch of future contests planned. All you have to do is sign up and be a member of the GameBump community! <a href="http://www.gamebump.com/index.php?content=register">Click here to register</a> today!<br><br>]]></description>
<pubDate>Thu, 29 Nov 2007 10:30:26 -0600</pubDate>
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<title>GameBump Exclusive Giveaway - Tony Hawk &amp; Glory Days 2</title>
<author>Tim Grube</author>
<link>http://www.gamebump.com/go/gamebump_exclusive_giveaway__tony_hawk__glory_days_2</link>
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<description><![CDATA[<p><img src="http://www.gamebump.com/images/upload/ja71bcy4lpso145wdet16bio.jpg" alt="" alignment="" border="0"></p>As promised, we have our very first contest here on GameBump and we're giving away two Nintendo DS titles to a lucky reader. The two games consist of Glory Days 2 and Tony Hawk's Proving Ground. This isn't a contest, it's more of a giveaway because all you have to do is be a member!<br><br>On the right hand corner of the website, you will see "<a href="http://www.gamebump.com/index.php?content=register">Register</a>". Click that to become a member of the GameBump community. Once registered, you will automatically be entered into this exclusive giveaway. If you are already a member, then you simply do nothing! <br><br>The contest will end on <span style="font-weight: bold;">Saturday, November 10</span>. One winner! Good luck!<br><br>]]></description>
<pubDate>Wed, 31 Oct 2007 21:35:54 -0500</pubDate>
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<title>New Flushed Away Screenshots</title>
<author>The Gaming Horizon Archive</author>
<link>http://www.gamebump.com/go/new_flushed_away_screenshots</link>
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<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 Olly Dean.</i></p>
We've got some new screenshots of Flushed Away, due this November from D3. It's based on the upcoming movie collaboration between Dreamworks and Aardman Animations (of Wallace and Gromit fame) and is due for GameCube, PS2, GBA, and DS. Check them out below.
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<pubDate>Mon, 15 May 2006 12:40:00 -0500</pubDate>
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<title>GH Review: The Getaway: Black Monday (PS2)</title>
<author>The Gaming Horizon Archive</author>
<link>http://www.gamebump.com/go/gh_review_the_getaway_black_monday_ps2</link>
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<comments>http://www.gamebump.com/go/gh_review_the_getaway_black_monday_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 John Godfrey.</p>
<p><img style="border: 0px;" src="/typeimage.php?color=orange&font=stencil&text=THE LOWDOWN&size=25" alt="The Lowdown"/><br /><br />Its two years after the climax of the original Getaway, which managed to lower the crime rate in all of London, until now. A major player is on the scene looking to stir up trouble in the world of organized crime. Black Monday follows the stories of three individuals affected by the same events, including a disgraced police officer, Sgt. Ben Mitchell, a boxer, Eddie O'Conner, and hacker/scammer Sam Thompson. Like the first game, the characters paths will intertwine and widen the scope of the story as you explore it from all the angles. <p> <img style="border: 0px;"   src="/typeimage.php?color=orange&font=stencil&text=THE GOOD&size=25" alt="The Good"/><p>Black Monday once again uses the story mechanics that worked so well in the game before it, in that you control different characters at different times in order to be able to see the full picture of whats happening in the plot. Except now you get the chance to play as three different characters in the game, compared to the originals two. This allows for further insight into all the happenings as the game goes on. The story is adult and gritty, dealing with the London underworld, a cop after a top crime boss uncovering the new wave of organized crime violence on the streets, a boxer trying to put together the piece of how a heist he was involved in went sour and who killed his friends, and a hacker that helps Eddie, the boxer out, in situations he wouldn't be able to manage with brute force alone. The story twists and turns and the character-driven narration is excellent, much like a movie.<br /><br />Like the original, the developers wanted the game to be as cinematic as possible, which means nothing on the screen except gameplay. No HUD, no speedometer, no indicator to tell you how much ammo there is, no map, no nothing. One of my biggest gripes with the first game would have to be the lack of a map and relying on the cars flashing rear indicator lights to get an idea of where my destination was. The system was unperfected to say the least, often times sending me down one way roads or dead-end streets during missions where time is critical. Thankfully, Black Monday improves upon this innovative yet somewhat cumbersome system by providing a full map with markers available to be called up, and indicators that dont just blink based on the direct location of the destination, but by the best route to take there. Driving missions are incredibly more enjoyable in Black Monday now, as worrying if you took a wrong turn is no longer the only thing on your mind. <br /><br />The ways the developers got around using no HUD are quite innovative and usually consist of audible cues, like a character saying they're almost out of ammo on their last clip, or if you're on a timed mission the music will change to a faster pace as the clock ticks down. You can check your health status by seeing how much blood is on your character and if they're limping. If they're not doing so well you can rest them up against a wall and they'll naturally heal, much like the first game. Except this time around you're not allowed to naturally heal an unlimited number of times, you can only fully heal about twice in each level, though there are health packs scattered around the environments to make up for that.<br /><br />25 miles of real-world London is the real star of the game, modeled to perfection with photographic textures, real store fronts, real advertising, real grit and grime, real cars on the street and real congestion caused by them, even though the days are gray Black Mondays graphics sure do make them pretty. If you know London like the back of your hand, you're going to be able to get around this true-to-life map of London as well as you can in the real world. And if you play the game enough, I'm sure the same can be said vice versa. The feat of having such an authentic conversion of a real city into a game alone is quite an accomplishment.<p><br /><br />Getting around the city is a bit easier this time around as well, as cars control a bit more predictably, compared to the realistic handling of the original. This allows you to do more things like delicately weaving between traffic without running into a car or the side of the road, like in the last game. New vehicles have been added to cruise around in, as well as the additions of motorcycles which come in very handy as Londons roads are not only congested, but extremely narrow in many cases.<br /><br />The indoor locations for on-foot missions are larger this time around and feature more interesting locales. Run down apartment complexes, pool halls, corporate offices, mansions, the London Underground subway, and some very cool rooftop areas are just a few of a very nice assortment of realistic environments of Black Monday. Whilst playing these missions there are an assortment of moves you can do, evasive roll maneuvers, jump over objects, take cover behind objects, hug walls to peak around corners, grapple, grab and punch enemies, pick up two weapons of the same class and use auto-aim or manual to fire them, grab enemies from behind and either execute them or use them as a human shield, toss smoke grenades as Sgt. Mitchell or kick off of walls to higher areas like awnings with Sam.<br /><br />Sam brings a whole new element to the series, which before was solely a shoot 'em up with cars. She has no weapons and no fighting skill. Her advantages are acrobatic-like skills and hacking, which means she cannot be spotted, because she won't be able to deal with the situation. Sam's missions are all stealth, requiring you to tip-toe around, hide behind corners, travel through vents and ledges, and basically remain a ghost at all times. These missions add a lot to the game, as sneaking your way around a gunfight takes much more thought than simply ventilating everyone in sight.<br /><br />There are hidden keys in the levels throughout the game that you can pick up to unlock minigames like races and chase modes, and characters to play as in the free-roam game. Combined with 2 parts in the game that you are given an option to do one thing or another, resulting in four different endings and secret cars to find hidden about the back alleys of London and save in the newly-implemented GTA-style garages, Black Monday offers some pretty good replay potential.<p> <p><img style="border: 0px;" src="/typeimage.php?color=orange&font=stencil&text=THE BAD&size=25" alt="The Bad"/> <p>Besides the improvement of being able to properly navigate the streets of London with the cars blinkers flashing to lead you to the destination by the best possible route and not just a straight path, the controls of the game remain mostly untouched. On-foot missions remain difficult largely because of the camera system which makes it hard to see whats around corners, or at times, whats directly in front of you. The right analog stick is a step in the right direction, allowing you to somewhat adjust the camera to your liking, but doesnt allow enough flexibility to position it exactly where you need to in the heat of battle. Otherwise, the controls are somewhat slow and can be a bit unresponsive at times. <br /><br />When it comes to aiming, the auto-aim feature just isnt intuitive enough, and targets enemies based on well, Im not even sure what the criteria for aiming is; it simply seems random. Sometimes there could be an enemy straight in the open firing at you, and another hiding behind a wall, and you aim at the one hiding behind the wall, which you can do no damage to. This leaves you resetting your aim, cycling through targets hoping you can get the real threats in time before you're toast.<br /><br />The AI at times can be downright ignorant. In some instances you can run into a room before the enemies were scripted to run out and theyll stand still as you just shoot them. Other times enemies run past you as if youre not there, and in cases where you play as Eddie and youre up against enemies with melee or no weapons, when you grab someone by the collar and start pummeling their face, their cohorts stand by and watch until you're done with him and move on to the next guy, until youve fought off everyone surrounding you completely unscathed. The lack of intelligent AI or any real challenge saw me beating the game in two afternoons, it's simply too short.<br /><br />Driving one of the fastest cars you can find down a relatively clear strip of road will reveal that the framerate really isnt that great; youll be going as fast as you can but it still feels slow due to the framerate trying to keep up with the action. This can also reveal muddy textures on the buildings in the distance at times, as the game doesnt have time to load the crisp textures in yet at that speed. Thankfully the congested narrow streets of London usually dont allow you to see these ugly problems rear their heads.<p><br /><br />I think some of the best missions in Black Monday were the ones that involved Sam. You had to think more to get yourself around a level without anyone noticing, and there were a lot of cool moves and jumps you could do to keep yourself out of sight. Really thinking and completing these missions successfully I found to be more rewarding than the shooting and driving missions of the other two characters that greatly dominate the game. There are only three or four sneaking chapters in a game that has 22 chapters, so it would be nice of Sam's side of the story was fleshed out more. The on-foot control problems are hardly even noticeable in these parts as well because the gameplay is non-confrontational.<br /><br />Choosing to do a certain action at different plot points in the game pave the way to 1 of 4 different endings, but after unlocking them all, they're all quite anti-climatic, the story was written very well and there were some extremely interesting characters developed here, but the endings, ranging from bad to meh, send the game out with a whimper.<p> <p /><p><img style="border: 0px;" src="/typeimage.php?color=orange&font=stencil&text=THE VERDICT&size=25" alt="The Verdict"/><br /><br />Despite its flaws, I still enjoyed playing Black Monday, the storyline and voiceacting are both excellent, and cruising around in a photo-realistic London is ever-so-cool. The game is disappointing in the sense that it could have been a triple A title so easily, by fixing up the problems of the original (which the developers had over two years to do). If the controls were tighter and camera fixed, I would be able to highly recommend this game; instead I can only recommend a cautionary try before you buy, but only if you enjoy GTA-style games.<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=GAMEPLAY: 6.5&size=20" alt="GAMEPLAY: 6.5" /> <br />
AI in need of some serious special education, buggy camera, sluggish controls, and problematic auto-aim.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=GRAPHICS: 8.4&size=20" alt="GAMEPLAY: 8.4" /> <br />
Photo-realistic London, but framerate issues and muddy textures.</p>

<p><img style="border: 0px;"   src="/typeimage.php?color=black&font=stencil&text=SOUND: 9.5&size=20" alt="SOUND: 9.5" /> <br />
Great soundtrack, excellent professional voiceacting.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=FUN FACTOR: 7&size=20" alt="FUN FACTOR: 7" /> <br />
If you can deal with the gameplay issues the game offers up some interesting missions.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=REPLAY VALUE: 9.2&size=20" alt="REPLAY VALUE: 9.2" /> <br />
Hidden minigames and characters to unlock, secret cars to find, and multiple endings.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=orange&font=stencil&text=TOTAL SCORE: 8.1 &size=23" alt="TOTAL SCORE: 8.1" />

]]></description>
<pubDate>Mon, 31 Jan 2005 19:34:00 -0600</pubDate>
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