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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>Warhammer Online: Age of Reckoning (WAR) Ships To Stores</title>
<author>Tim Grube</author>
<link>http://www.gamebump.com/go/warhammer_online_age_of_reckoning_war_ships_to_stores</link>
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<description><![CDATA[<div style="text-align: center;"><span style="font-size: 10pt;"><p><img style="width: 375px; height: 299px;" src="http://www.gamebump.com/images/upload/omi7w9smriy1m6me2aqymkkz.jpg" alt="" alignment="" border="0"></p></span></div><span style="font-size: 10pt;"><br>Mythic Entertainment and Electronic Arts today announced that <span style="font-weight: bold;">Warhammer</span></span><span style="font-weight: bold;"><span style="font-size: 8pt;"> </span></span><span style="font-weight: bold;"><span style="font-size: 10pt;">Online: Age of Reckoning</span></span><span style="font-size: 10pt;"><span style="font-weight: bold;"> (</span><span style="font-weight: bold;">WAR</span><span style="font-weight: bold;">)</span>, will ship tomorrow to retail stores across North America, Europe, and
    Oceania in preparation for launch on September 18th.&nbsp;</span><p style="margin-left: 40px; font-style: italic;"><em><span style="font-size: 10pt; font-style: normal;">This is truly a historic day for both EA and
    Mythic as we prepare to send more copies of </span></em><em><span style="font-size: 10pt;">WAR </span></em><em><span style="font-size: 10pt; font-style: normal;">to
    retailers than any other newly launched MMORPG in North America and Europe.
    </span></em><span style="font-size: 10pt;">Over
    the course of our beta, over a million gamers throughout the world sent a
    clear signal to us - they want WAR, and we are more than happy to
    oblige them,<em><span style="font-style: normal;"> said Mark Jacobs, co-founder and general manager of
    Mythic Entertainment. In three days the real battle begins 
    we have declared September 18th the Day of Reckoning,
    and </span></em><em><span>WAR </span></em><em><span style="font-style: normal;">will soon be
    upon us!</span></em></span></p><p><span style="font-size: 10pt;"><span style="font-weight: bold;">WAR</span>
    set a company record for the most retail pre-orders placed by consumers for
    a PC title in EAs 26 year history. Overall, the company has sold 1.5
    million units of <i>WAR </i>to retailers. </span></p>
		  	
		  	<a href="http://www.amazon.com/gp/search?ie=UTF8&keywords=Warhammer Online: Age of Reckoning&tag=gaminghoriz0c-20&index=blended&linkCode=ur2&camp=1789&creative=9325">
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<pubDate>Mon, 15 Sep 2008 12:34:50 -0500</pubDate>
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<title>Secret Agent Clank Released For PSP</title>
<author>Tim Grube</author>
<link>http://www.gamebump.com/go/secret_agent_clank_released_for_psp</link>
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<description><![CDATA[<p><img src="http://www.gamebump.com/images/upload/igw6m93xj4zgy1gmkzeq0omi.jpg" alt="" alignment="" border="0"></p>Sony Computer Entertainment
America Inc. announced today the North American release of <span style="font-weight: bold;">Secret Agent Clank</span> for the PSP. The time around, Clank's gameplay will
be more like Ratchet's. In past titles, playing him was more about solving
puzzles; now, he is a full on action character with weapons and gadgets
of his own.<br><br><span style="font-style: italic;">"Ratchet and Clank has proven to be a witty, well produced
franchise with a long lasting legacy of action packed gameplay, out-of-this
world weapons, and family friendly humor," said Jeff Reese, director, software marketing, SCEA. "Developer
High Impact Games bolsters that legacy with Secret Agent Clank, again
bringing innovation to the platform while poking fun at the spy movies
we all know and love."</span><br><br>The title is rated "E" for Everyone by the ESRB.<br>
		  	
		  	<a href="http://www.amazon.com/gp/search?ie=UTF8&keywords=Secret Agent Clank&tag=gaminghoriz0c-20&index=blended&linkCode=ur2&camp=1789&creative=9325">
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<pubDate>Tue, 17 Jun 2008 15:40:00 -0500</pubDate>
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<title>New Characters For LEGO Batman Revealed</title>
<author>Zach  Lott</author>
<link>http://www.gamebump.com/go/new_characters_for_lego_batman_revealed</link>
<guid>http://www.gamebump.com/go/new_characters_for_lego_batman_revealed</guid>
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<description><![CDATA[<p></p><p style="text-align: center;"></p><p style="text-align: center;"><img src="http://www.gamebump.com/images/upload/yw0kjxn374vykeq8737ujqts.jpg" alt="" alignment="" border="0"></p><p></p><p></p>Warner Bros. Interactive today revealed three new characters to be featured in the LEGO Batman video game: Bane, Clayface, and Nightwing. The first two are villains while Nightwing is a hero character. Hit the jump for images and information for each one.<br><p></p><p></p><p><img src="http://www.gamebump.com/images/upload/zyx80hdmy5axy30392kl4x9l.jpg" alt="" alignment="" border="0"></p><p><img src="http://www.gamebump.com/images/upload/6nngf38x82j3zwnhbo5xs8tk.jpg" alt="" alignment="" border="0"></p><p><img src="http://www.gamebump.com/images/upload/cjpplucpgvp831th8ykw757z.jpg" alt="" alignment="" border="0"></p><p><img src="http://www.gamebump.com/images/upload/1gi74xg3hg2ikr0ov6pa3e81.jpg" alt="" alignment="" border="0"></p><p><img src="http://www.gamebump.com/images/upload/wmanfv56r919tujv6113nwgi.jpg" alt="" alignment="" border="0"></p><p><img src="http://www.gamebump.com/images/upload/vommwqkaot9j9tvxoo7helb8.jpg" alt="" alignment="" border="0"></p>Bane<br>
<p>
Real name: Unknown<br>
Occupation: Professional criminal<br>
Base of operations: Gotham City<br>
Eyes: Unknown<br>
Hair: Unknown</p>

<p>Born a prisoner for crimes committed by his father, the child who
would become Bane survived cruel solitary confinement in a Santa Prisca
prison. During his long lonely years, he developed incredible powers of
concentration, and, once released into the prison population, studied
every book he could get his hands on. After nearly four decades of
imprisonment, he was chosen for a military experiment with the drug
Venom, which greatly enhanced his strength. Escaping, he sought out
Batman to prove himself to the world by destroying the greatest
specimen of mankind. Bane broke Batman, but the Dark Knight went on to
recover and defeat Bane.</p>
Attributes:<br><p>
 Master strategist<br>
 Enhanced stamina<br>
 Enhanced strength<br>
 Superior hand-to-hand combatant</p>
Powers and Abilities:<br><br>
In LEGO Batman: The Videogame, Bane has the ability to pass through
toxic gases unharmed as well as super strength, which allows him to
carry and throw huge objects.<br><br>Nightwing<br><br>
Real name: Dick Grayson<br>
Occupation: Police Officer<br>
Base of operations: Blüdhaven<br>
Eyes: Blue<br>
Hair: Black
<p>After his circus aerialist parents were murdered by criminals, young
Dick Grayson was adopted by Bruce Wayne, becoming his ward...and his
partner in the war against crime as Batman's sidekick, Robin. Years
later, Robin struck out on his own as Nightwing and now lives in the
corruption ridden city of Blüdhaven where by day he serves as a member
of that city's police department...and patrols its streets by night as
Nightwing.</p>
<p>Attributes:</p><p>
 Expert in most known forms of martial arts<br>
 Trained in all aspects of criminology<br>
 Trained gymnast<br>
 Trained in stealth and espionage techniques<br>
 Expert escape artist</p>
<p>Powers and Abilities:</p><p>
In LEGO Batman: The Videogame, Nightwing is a bonus character, he can also utilize all of Robins technology suits.</p>Clayface<br><p>
Real name: Basil Karlo<br>
Occupation: Former Actor, Professional Criminal<br>
Base of operations: Mobile<br>
Eyes: Brown<br>
Hair: Black</p>
<p>Initially an actor in horror films, Karlo went mad when he learned a
classic film of his was to be remade. He donned the mask of the films
villain, Clayface, and killed several of the remakes cast and crew
before being stopped by Batman and Robin. Later, Karlo joined a
collection of villains who subsequently used the name Clayface in an
alliance that came to be known as the Mud Pack. While that group was
defeated, Karlo tricked his allies, injecting himself with the essences
of several of them, becoming a superhuman imbued with the abilities to
change shape, melt others into protoplasm with a touch, and mimic the
powers of heroes or villains he copies.</p>
<p>Attributes:</p><p>
 Clayface can alter his physical form, adopting the appearance of anyone or anything.<br>
 If those whose appearance he adopts have super powers, he copies those as well.<br>
 His touch can reduce an enemy to proptoplasm.</p>
<p>Powers and Abilities:</p><p>
In LEGO Batman: The Videogame, Clayface has the ability of super jump
allowing him to jump to heights unattainable by other characters and
even make his body elastic to reach higher characters. Clayface also
has the ability of super strength, enabling him to pick up super
strength objects and smash super strength walls.</p>]]></description>
<pubDate>Thu, 12 Jun 2008 14:57:01 -0500</pubDate>
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<title>Age of Conan Racks Up 400k In Sales</title>
<author>Zach  Lott</author>
<link>http://www.gamebump.com/go/age_of_conan_racks_up_400k_in_sales</link>
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<description><![CDATA[<p style="text-align: center;"><img src="http://www.gamebump.com/images/upload/6e0orhly1xwntl1lahey10ry.jpg" alt="" alignment="" border="0"></p><br>Thanks to a fierce marketing campaign as well as years of positive showings at E3, Age of Conan has made quite a splash in the PC community since its release last week, having sold 400k units <a href="http://www.gamedaily.com/articles/news/conan-conquers-400k-in-sales/?biz=1">according to GameDaily</a>. This makes the game one of the fastest-selling PC games in history, which becomes even more impressive when you consider that it's an MMO.<br><br>It's encouraging for MMO developers to see another MMO besides WoW doing well. If Age of Conan can build momentum and continue to gain subscribers, it could send the message that you don't have to be able to take on WoW to be successful. <br><br>While it's unlikely that anyone can challenge Blizzard for control of the MMO market right now (well, <span style="text-decoration: underline;"><span style="text-decoration: underline;"></span></span> <a href="http://kotaku.com/361780/wow-killer-would-cost-a-billion">maybe if you have a billion dollars</a>), successful releases of future MMOs such as Warhammer Online as well as the continued success of Age of Conan could start to slowly erode Blizzard's subscriber base. <br><br>For now, it'll be interesting to see how Age of Conan performs in the coming weeks.<br>]]></description>
<pubDate>Tue, 27 May 2008 11:31:40 -0500</pubDate>
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<title>Funcom Announces Preorder Goodies For Age of Conan</title>
<author>Zach  Lott</author>
<link>http://www.gamebump.com/go/funcom_announces_preorder_goodies_for_age_of_conan</link>
<guid>http://www.gamebump.com/go/funcom_announces_preorder_goodies_for_age_of_conan</guid>
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<description><![CDATA[<p style="text-align: center;"><img src="http://www.gamebump.com/images/upload/zdxw0jc8laefvoigci8jc7w6.jpg" alt="" alignment="" border="0"></p><br>Funcom is busy gearing up for next month's release of Age of Conan, and today they announced that the MMO will have its share of preorder extras for gamers in North America, Oceania, and Europe. These include in-game items such as war mounts and weapons, retailer-specific items like game guides, and access to the game several days early for five dollars. <br><br>From Morten Larssen, VP Sales and Marketing of Funcom:<div style="margin-left: 40px;"><br>"We are very pleased with the reception Age of Conan has had in retail
and we naturally hope that the early interest and our early access
programs will materialize in an eventual success. The positive indications are
naturally an honor, but they also bring a great responsibility. As we
prepare the roll-out, we know our servers will be put to the test. We
therefore hope potential players will aid us by signaling their
interest as soon as possible so we can scale our servers and services
accordingly.<br><br></div>Hit the jump for more information and screens, and hit the link to visit the game's official website.<br><div style="margin-left: 40px;"><br></div><p></p><p></p>Funcom also released details regarding the collector's edition of the game, which will include more exclusive in-game items, a faux leather map, a making-of DVD, an official soundtrack CD, an art book, and five free guest passes. It will retail for $89.99. <br><br><p><img src="http://www.gamebump.com/images/upload/naai8ylayzoi3dj9gw0bh9h2.jpg" alt="" alignment="" border="0"></p><p><img src="http://www.gamebump.com/images/upload/49wjtryyabjmti8a1sphg7z8.jpg" alt="" alignment="" border="0"></p><p><img src="http://www.gamebump.com/images/upload/2dqbbo2zr8xfiplyi47pwtl2.jpg" alt="" alignment="" border="0"></p><br><br><br><br>
		  	
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		  	<img style="border:0px;" src="http://www.gamebump.com/typeimage.php?text=BUY AGE OF CONAN AT AMAZON&color=lorange&font=stencil&size=10&width=500" />
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<pubDate>Wed, 16 Apr 2008 22:11:07 -0500</pubDate>
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<title>A Short Story For The Holiday: A Wii This Christmas</title>
<author>Aaron Dunlap</author>
<link>http://www.gamebump.com/go/a_short_story_for_the_holiday_a_wii_this_christmas</link>
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<description><![CDATA[<div style="text-align: center;"><img src="http://www.gamebump.com/images/wiichristmas.gif" alt="" alignment="" border="0"><br></div>Written by Aaron Dunlap. Story by Aaron Dunlap &amp; Shiva Stella.<br><br>A month until Christmas. Plenty of time. <br><br>She'd set aside money for a while, whatever part of her paycheck didn't go toward food, house payments, or school loans was withdrawn as cash and tucked into a book on the bottom shelf of her bedroom's sparse bookcase populated mostly by tales of whimsy she hadn't had time to read or nonfiction books on finances, small-businesses, and self-motivation she couldn't motivate herself to open. There was no Christmas bonus at work, she was sure the doctors all got bonuses, and she even heard the RNs talking about theirs. Nothing for the nursing interns, though. No child support checks lately, either.<br><br>No matter, though, she had the extra $300 she wanted. Enough to buy the one thing her daughter wanted for Christmas: the whimsically named 'Wii,' a video game console by Nintendo.<br><br>Her daughter, Jessica, had seen the commercials over a year ago when she was just 10. She hadn't made much of a fuss, but her mother knew how badly she wanted one, whatever it was. She had tried to find one that Christmas, but they were impossible to find and too much money. This year she would be prepared, though. She'd tucked the money inside that book. This year Jessica would get her Wii, she would be happy again.<br><br>They were $250 still, she saw in a Target flier recently. For her $300, then, she could get the system and still have enough to get one game -- she wasn't sure which one, whatever a salesman recommended. Perhaps a Mario Brothers game, if they still made those.<br><br>She had to work on "Black Friday," the day after Thanksgiving, but she asked Gail, a friend of hers who was going sale-hunting to see if she could find a Wii on sale with the promise she'd pay her back. No luck. A few stores had them, but they were all gone within minutes. <br><br>Shoot. She'd hoped that the shortage from last year would have been sorted out by now. They usually are, the Ticke-Me-Elmos and Furbies were never a problem to find after the initial craze, her friends had told her. <br><br>Since then, she'd swiped the sales fliers from the Sunday newspaper each week, careful not to let Jessica see her pouring over each one, looking for a hint that the video game system would be in stock or, even better, on sale. The games were always there, brightly colored boxes priced between $30 and $50, but never any mention of the Wii being in stock.<br><p></p><p></p><br>She'd hear stories at work from the nurses and a few patients about waiting in line outside stores before opening to get one, but how did they know what days they would be in stock? On her lunch breaks she would call local stores and ask about the Wii, each time receiving a response that sounded tired and rehearsed. They didn't have any in stock, they didn't know when they would. Try to get here around opening time some day. The next Saturday she didn't have work and Jessica was sleeping at a friend's house, so she got up early and drove straight to the nearest Best Buy at opening time. There was no lineup, but maybe that was a good thing. She went inside the mostly-barren store and headed toward a colorful sign in the back that said "Wii." Beneath it were the games she'd seen in the fliers, lots of accessories like controllers and covers and something called a "Nunchuck," but no actual Wii systems. She grabbed the attention of the next-passing employee, a young teenager.<br><br>"Do you have any Wii systems or know when you'll be getting any?" she asked, trying to mask the eagerness in her voice.<br>The employee smirked weakly. "No," he said, "they're impossible to find. If you really need one you can find them on eBay."<br><br>Discouraged but with a glimmer of hope she returned home and turned on the computer in the living room. She knew Jessica wasn't home, but she still glanced over her shoulder as she went to ebay.com and typed "nintendo wii" into the search field.<br><br>"Good grief," she said to herself as she browsed the listings; $350, $400, some were even as high as $500. <br><br>One was as low as $300, as much as she could spend. If she got it, she could maybe rent some games from Blockbuster or get the games later. By the time she clicked the item, though, it was already at $428. She spent a few hours digging, hoping to perhaps luck out and snag one for a low price before anybody else saw it, but it was hopeless. <br><br>She had almost given up hope until a few days later when she happened to see an article in the newspaper about Nintendo and GameStop stores selling a sort of voucher. Like a raincheck, the voucher cost $250 but reserved you a Wii that you could claim whenever they came in stock, be it next week or next year. What a miracle! Even if they didn't come in stock in time, at least the voucher guaranteed you a system set aside for you, so she could give Jessica the voucher as a gift. With a bit of exlaining, it might do the trick.<br><br>On the day that the voucher program started, she went straight from work to the mall and to the GameStop. She spent a moment looking at a demonstration kiosk for the Wii to try to figure out what the fuss was about, but she was so excited she couldn't stand still. She rushed to the counter and asked the employee, another teenager, about the vouchers.<br><br>"Oh, we ran out of those early this morning," the kid told her.<br>"Ran out? Not the systems, I mean the vouchers... rainchecks," she clarified.<br>"Yeah, the rainchecks. We ran out. We only got about 25 of them."<br><br>She was so shocked that she just stood with her mouth open for a moment. She hadn't thought there was a limited number of them. Christmas was in just a few days, and this was her last chance. How could it be so difficult to make these Wiis? She was so distraught she was close to tears.<br><br>"I see," she said softly after a moment.<br><br>The employee glanced around briefly, then noticing that she wasn't leaving, said, "We have some PS3s in stock, though."<br>"PS3?" she asked.<br>"PlayStation 3, yeah, it's another video game system. Just as new, better graphics, plays movies."<br><br>She thought for a second. Was it specifically the Wii that Jessica wanted, or just any system. She couldn't be sure of that, of if there was even a difference.<br><br>"Do they play the same games?" she asked.<br>"As-- the Wii?"<br>She nodded.<br>"Umm, some of them, yeah. A lot of games get released for all three systems."<br>"Three?"<br>"Yeah, there's an Xbox 360 too."<br><br>Xbox 362? PlayStation 3? Now she was distraught and confused. <br><br>"They all play most of the same games, though?" she asked.<br>"Right. Well... yeah, mostly. Some games are just for the PlayStation and the Xbox."<br>"So they're better?" she asked, "Than the Wii?"<br>The kid frowned. "Better in terms of graphics, yeah."<br><br>She wondered if any game system would do. It shouldn't be a big deal, not if they all play the same games.<br><br>"How much are they?" she asked, then.<br>"Which?"<br>"Either of them, if you have them in stock."<br>"There are a bunch of models for each, but the PlayStation 3 starts at $499 and the Xbox 360 with all of the parts starts at $399."<br><br>It was more than she had, but she couldn't bring herself to say it. She told him that her daughter was set on the Wii and thanked him, then left.<br><br>Christmas was days away, and it would be another year without the Wii for her daugher. The raincheck system was her last hope.<br><br>Over the next few days she began to consider just giving Jessica the money for Christmas and saying to save it for a Wii when they come back in stock, or maybe a gift card from a store where she could get one. But what if she chooses a store that never gets them? It was her only option. She couldn't afford the prices of the sellers on eBay and she never knew which day to wait outside of a store. Maybe a nice card with the gift card in it would be enough. On the other hand, that $300 could buy a lot of books and other gifts for Jessica, though she knew Jess's grandma would be getting her plenty of books and clothes. Maybe she could ask her mother for the extra money to buy one from eBay. No, she didn't like that. Besides, it wouldn't arrive on time.<br><br>The phone rang just then. It was her friend Gail, the one she asked to find a Wii on Black Friday, calling to say that her son read online that some local Target stores were getting last-minute Wii shipments in overnight. Tomorrow was a day off, so she could get up early and be at Target just when they opened. She made arrangements for Jessica to sleep at a friend's again, promising the friend's parents that it'd be a sleepover at her house next time, dropped her off, set the alarm, then went to bed.<br><br>The next morning she was up bright and early and headed to the local Target at 10-minutes to opening time. There was already a bit of a line outside the door of people bundled up and shivvering. They must have heard as well. This store must actually have Wiis!<br><br>As she crossed the parking lot to approach the line formed across the curb in front of the store, someone from inside the store and wearing a typical "manager" outfit came through the doors and announced, hands burried in pockets, that they had 24 Wiis to sell and that they were limited to one per person, then retreated back into the store, locking the doors behind him.<br><br>At that, the people in the line all began to count themselves independantly, and those beyond the 24 mark shuffled off. Some of them discussed the locations of other Target stores and whether they could get there in time, others left in silence, but one man stopped and returned, offering alloud $50 to anybody who'd give him their place in line. No takers. Brow furrowed, the man flipped through his wallet, did some mental arithematic, and upped his offer to $100. Someone near the front of the line liked the sound of that, and traded his place in line for the hundred dollars. <br><br>Another person in the line, his capitalism senses flourishing, said, "I can give up my spot too."<br>Jessica's mother, the only person who wasn't in line and hadn't left approached him. "I'd like it," she said meekly.<br>The man smiled, but said nothing, as if expecting her to say somthing else.<br>"Oh," she said, realizing. The most she could part with and still have enough for the system was $50. "I have fifty dollars," she said, feeling like she was doing something illegal.<br>The man considered it, but shook his head. <br><br>"I.. what?" she asked, pulling $50 from her purse.<br>"Sorry," he said, turning away from her, "it's not worth it."<br>"Please," she pleaded. "My daughter, it... it's all I have, and the only thing she wants is one of these Nintendos. I don't even know what it does or what's so great about it, but I've been trying for a month now to find one for her and I have nothing."<br><br>The man was trying to avoid eye contact.<br><br>"It's all I have," she said again, this time to herself. <br><br>Nobody said anything. <br><br>She nodded slowly, bit her lip, stuffed the money back in her purse and turned toward her car so she could cry in private.<br><br>"Ma'am," somebody said as she walked away. She turned, to see somebody a few people behind the last guy was waving her over. <br>"You can have my place," he said when she approached.<br>"Really?" she asked, skepically.<br>"Sure," the guy said. He was younger than the first, in his mid-twenties.<br>Her hopes spiked and after wiping a tear from her eye she reached into her purse to retrieve that $50.<br><br>"No," the young man said after realizing what she was doing. "It's fine, you can just have it."<br><br>She stopped moving, and looked up slowly. "What?"<br><br>"Yeah," he said. "It's alright, you can just have my spot. I don't want it." <br><br>He stepped out of the line and gestured toward the gap he'd left. Everybody else tried not to stare.<br><br>Deftly she took the few steps to enter the line then turned back around. Searching for words or a thought, she said, "I.. let me just.. you.." before her sholders sank and she just asked, "Why?"<br><br>The young man zipped his jacket a few inches higher and stuck his hand back in his pocket. "Super Nintendo," he said, standing where she once was.<br>"I don't understand," she said.<br>"When I was a kid," he started, "all I wanted was a Super Nintendo Entertainment System. I bugged my mom about it endlessly, and she drove herself crazy trying to find one. She saved her money and hit every store just so I could have one on Christmas. I don't think I even thanked her, I was too caught up with the Nintendo. I played that thing for about a month straight. Now, I think the only thing I'd do with the Wii is let it sit on my shelf. It's not even for anybody. I think it's better when it's for somebody."<br><br>The doors to the store were being unlocked, and everybody at the front of the line was focused on that now. The young man began to walk toward the parking lot.<br><br>"Thank you," she was finally able to say. She repeated it again, louder. <br>He turned, and smiled. "Merry Christmas," he said, then turned back toward his car.<br>"Merry Christmas," she repeated quietly to herself.]]></description>
<pubDate>Sun, 23 Dec 2007 21:58:32 -0600</pubDate>
</item><item>
<title>Nintendo Missing Out On $1.3 Billion Due to Wii Shortage</title>
<author>Aaron Dunlap</author>
<link>http://www.gamebump.com/go/nintendo_missing_out_on_13_billion_due_to_wii_shortage</link>
<guid>http://www.gamebump.com/go/nintendo_missing_out_on_13_billion_due_to_wii_shortage</guid>
<comments>http://www.gamebump.com/go/nintendo_missing_out_on_13_billion_due_to_wii_shortage#</comments>
<description><![CDATA[<img src="http://www.gamebump.com//images/tags/nintendo_wii.jpg" align="right" style="margin: 10px; border: 1px solid black;" />The New York Times has caught on to the fact that the Wii has been out for a year now and they're still impossible to get without waiting in a line or bruising your scruples on eBay.<br><br>From the article:<br><br><p style="margin-left: 40px;">The unsated demand is costing Nintendo more than face. Estimates
from industry analysts and retailers indicate that the company, which
is based in Kyoto, Japan, is giving up $1 billion or more in sales in
the ever-important holiday retail season, not including sales of games
for those unbuilt consoles.</p><p style="margin-left: 40px;"> Its staggering, said James Lin,
senior analyst at the MDB Capital Group in Santa Monica, Calif., who
<span style="font-weight: bold;">estimates that Nintendo is leaving $1.3 billion on the table</span>. They
could easily sell double what theyre selling.</p><br>Well gee, maybe they should make some more....<br><br>Howard Stringer, head of Sony worldwide and never missing an opportunity to seem like a jackass, says, "Im happy that the Wii seems to be running out of hardware" and again points out that the PlayStation 3 has finally started to outsell the Wii.<br><br>Now that there are no Wiis. <br><br>That's a cool thing to be proud of. The alternative is impossible to get, so your product is outselling it. Awesome. Kudos. Ten points to you. <br>
		  	
		  	<a href="http://www.amazon.com/gp/search?ie=UTF8&keywords=nintendo wii&tag=gaminghoriz0c-20&index=blended&linkCode=ur2&camp=1789&creative=9325">
		  	<img style="border:0px;" src="http://www.gamebump.com/typeimage.php?text=BUY NINTENDO WII AT AMAZON&color=lorange&font=stencil&size=10&width=500" />
		  	</a><br />
		  	]]></description>
<pubDate>Fri, 14 Dec 2007 16:53:42 -0600</pubDate>
</item><item>
<title>Nintendo Will Stop Running Wii Ads Amid Shortages</title>
<author>Aaron Dunlap</author>
<link>http://www.gamebump.com/go/nintendo_will_stop_running_wii_ads_amid_shortages</link>
<guid>http://www.gamebump.com/go/nintendo_will_stop_running_wii_ads_amid_shortages</guid>
<comments>http://www.gamebump.com/go/nintendo_will_stop_running_wii_ads_amid_shortages#</comments>
<description><![CDATA[<img src="http://www.gamebump.com//images/tags/nintendo_wii.jpg" align="right" style="margin: 10px; border: 1px solid black;" />Back in 05 when the Xbox 360 had just came out and they were impossible to, you couldn't turn on a television without seeing an advertisement for one. It drove me nuts, and probably ruined a lot of Christmases or a lot of easily-disappointed youngsters. Heavily advertising a product that is impossible to get without dropping two month's rent on eBay is just wrong.<br><br>After a few months the 360 was easy to get a hold of again, but here it is a whole year after the Wii has released and they're still drawing lines of moms and college kids at Target and the "We would like to play" ads are still in rotation, right?<br><br>According to a source inside Nintendo, and this astute TV watcher, Nintendo is shifting advertisements away from the Wii and toward the more-attainable DS. <br><br>Will this actually reduce demand for the Wii? Probably not very much. Advertisements don't run our lives as thoroughly as many uptight authors like to postulate, but fewer Wii ads will annoy me less -- and you can't put a price on that.<br>
		  	
		  	<a href="http://www.amazon.com/gp/search?ie=UTF8&keywords=Nintendo DS &tag=gaminghoriz0c-20&index=blended&linkCode=ur2&camp=1789&creative=9325">
		  	<img style="border:0px;" src="http://www.gamebump.com/typeimage.php?text=BUY NINTENDO DS  AT AMAZON&color=lorange&font=stencil&size=10&width=500" />
		  	</a><br />
		  	]]></description>
<pubDate>Mon, 10 Dec 2007 05:37:11 -0600</pubDate>
</item><item>
<title>Nintendo Denies Charge of 'PR-ing' Wii Stock Shortages</title>
<author>Shiva Stella</author>
<link>http://www.gamebump.com/go/nintendo_denies_charge_of_pring_wii_stock_shortages</link>
<guid>http://www.gamebump.com/go/nintendo_denies_charge_of_pring_wii_stock_shortages</guid>
<comments>http://www.gamebump.com/go/nintendo_denies_charge_of_pring_wii_stock_shortages#</comments>
<description><![CDATA[<img src="http://www.gamebump.com//images/tags/nintendo_wii.jpg" align="right" style="margin: 10px; border: 1px solid black;" />For those of us in North America who have been trying (and failing) to locate a Wii at the base price (No, I do <span style="font-style: italic;">not</span> want all those fluffy, stupid games in those overpriced 'value' bundles), we can take solace in the fact that we're not the only ones having difficulty in our Wii quest.<br><br>The subject has been receiving some attention in the UK as well, with Max Console.net accusing Big-N of of issuing press releases regarding the Wii's high demand and stock shortages to encourage sales. <br><br>Max Console.net reported on two articles discussing the issue from two separate UK newspapers. You can view an image of these articles <a href="http://www.maxconsole.net/content_img/sunmail.jpg">here</a>; their content should sound familiar.<br><br>For its part, Nintendo has responded to the story with the following statement:<br><br><div style="margin-left: 40px;">We strongly reject and resent the accusation that we are "PR-ing" stock shortages and no press releases are being distributed. We are doing all we can to ensure that the unprecedented demand for Wii can be met as far as possible in the run up to Christmas. This is being done through regular and multiple deliveries of Wii stock to the UK, globally we are working at maximum capacity, producing 1.8 million units of Wii hardware a month to try and meet this demand as far as possible.<br></div><br>]]></description>
<pubDate>Wed, 28 Nov 2007 14:00:00 -0600</pubDate>
</item><item>
<title>Sony Squashes the PlayStation Phone Rumor</title>
<author>Shiva Stella</author>
<link>http://www.gamebump.com/go/sony_squashes_the_playstation_phone_rumor</link>
<guid>http://www.gamebump.com/go/sony_squashes_the_playstation_phone_rumor</guid>
<comments>http://www.gamebump.com/go/sony_squashes_the_playstation_phone_rumor#</comments>
<description><![CDATA[<img src="http://www.gamebump.com//images/tags/sony.jpg" align="right" style="margin: 10px; border: 1px solid black;" />A recent rumor detailing the plausibility of a PlayStation Portable phone device has been undeniably <span style="font-style: italic;">killed</span> by Sony Computer Entertainment Europe, which has stated that Sony is "not currently working with Sony Ericsson (or anyone else, apparently) on any form of PlayStation phone."<br><br>Here's the full quote, courtesy MCV:<br><br><div style="margin-left: 40px;">We feel that [SCE co-chief operating officer] Jim Ryan has been misquoted [in saying the idea is "definitely plausible"]. Weve already lodged a complaint with the publication that ran these quotes. We hold constant dialogue with Sony partners  Sony Pictures, the hardware team and Sony Ericsson  but there are no collaborations happening between us on a PSP or PlayStation phone. Thats totally untrue  and goes for now and the foreseeable future.<br></div><br>The statement comes after Jim Ryan commented to <a href="http://economictimes.indiatimes.com/articleshow/2554464.cms">The Economic Times</a> that "Convergence with the two arms (gaming and phone branches) working together is definitely plausible. It is hugely intellectually seductive to have a console oriented phone. While the Cybershot and Walkman are better selling brands from the Sony fold, Sony Ericsson and PlayStation would make a strong success story for Sony."<br><br>I don't know about that, though. Reminds me of Nokia's N-Gage...<br><br>]]></description>
<pubDate>Thu, 22 Nov 2007 14:20:00 -0600</pubDate>
</item><item>
<title>New Lineage II The Chaotic Throne: Kamael Screens</title>
<author>Solomon Lee</author>
<link>http://www.gamebump.com/go/new_lineage_ii_the_chaotic_throne_kamael_screens</link>
<guid>http://www.gamebump.com/go/new_lineage_ii_the_chaotic_throne_kamael_screens</guid>
<comments>http://www.gamebump.com/go/new_lineage_ii_the_chaotic_throne_kamael_screens#</comments>
<description><![CDATA[<p><img alt="" src="http://www.gamebump.com/images/upload/vpw0q2xf7y4f83quq82pe30z.jpg" alignment="" border="0"></p>
<p>NCSoft has released new screenshots of Lineage II The Chaotic Throne: The Kamael for the PC.  The expansion includes the following features:</p>
<li><em>The most gigantic free update in Lineage II history</em></li>
<li><em>Entire new race  The Kamael</em></li>
<li><em>Fortress battles available 24 hours a day, 7 days a week!</em></li>
<li><em>New lands  Hellbound, Isle of Souls and Isle of Prayer</em></li>
<li><em>New item slots and items to use</em></li>
<li><em>Character transfer, name change and gender change service</em></li>
<p>Click the link to view the official site.</p>
<p><u></u> </p>]]></description>
<pubDate>Fri, 09 Nov 2007 10:55:18 -0600</pubDate>
</item><item>
<title>Mortal Kombat: Armageddon Unveiled</title>
<author>The Gaming Horizon Archive</author>
<link>http://www.gamebump.com/go/mortal_kombat_armageddon_unveiled</link>
<guid>http://www.gamebump.com/go/mortal_kombat_armageddon_unveiled</guid>
<comments>http://www.gamebump.com/go/mortal_kombat_armageddon_unveiled#</comments>
<description><![CDATA[
In a recent Midway investor call, the company inadvertently revealed that they are developing a new Mortal Kombat game entitled, Mortal Kombat: Armageddon for the PlayStation 2 and Xbox. The game will feature every single character that's ever been in all of franchise with a few surprises.
<p>Armageddon will have a create a fighter mode which will allow players to develop their own character from ground up.&nbsp;
Other details regarding game modes or online play were not discussed.  
</p><p>
Gaming Horizon will be following this story as it develops. E3 2006 will surely have more information.
</p> Originally written by Tim Grube]]></description>
<pubDate>Tue, 29 May 2007 13:04:00 -0500</pubDate>
</item><item>
<title>New Age of Conan Images</title>
<author>Shiva Stella</author>
<link>http://www.gamebump.com/go/new_age_of_conan_images</link>
<guid>http://www.gamebump.com/go/new_age_of_conan_images</guid>
<comments>http://www.gamebump.com/go/new_age_of_conan_images#</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.</i></p>
Funcom has (finally) published ten new screenshots of its Age of Conan: Hyborian Adventures following the company's announcement that it is now taking <a href="http://news.gaminghorizon.com/media2/1175640615.5007.html" target="_blank">beta applications</a> for its impending MMORPG. Enjoy the shots below. The title is still slated for launch on October 30.
]]></description>
<pubDate>Thu, 05 Apr 2007 10:55:00 -0500</pubDate>
</item><item>
<title>First FlatOut Ultimate Carnage Media</title>
<author>The Gaming Horizon Archive</author>
<link>http://www.gamebump.com/go/first_flatout_ultimate_carnage_media</link>
<guid>http://www.gamebump.com/go/first_flatout_ultimate_carnage_media</guid>
<comments>http://www.gamebump.com/go/first_flatout_ultimate_carnage_media#</comments>
<description><![CDATA[Bugbear Entertainment has published its first series of screenshots for its FlatOut Ultimate Carnage on the Xbox 360. The game is &quot;rebuilt from the ground up and specifically developed to utilize and take advantage... of the Xbox 360 to produce an entirely new, breathtaking FlatOut experience.&quot;<br /><br />The title has upped the number of cars on-screen during races from 8 in FlatOut 2 to 12 in Ultimate Carnage, thrown in five new single-player and two new Xbox Live-compatible multiplayer modes, added widescreen high-def resolution at 720p, and will offer downloadable content upon its release. Enjoy.
 Originally written by Shiva Stella]]></description>
<pubDate>Tue, 13 Mar 2007 18:25:00 -0500</pubDate>
</item><item>
<title>X05: Splinter Cell 4 Announced</title>
<author>The Gaming Horizon Archive</author>
<link>http://www.gamebump.com/go/x05_splinter_cell_4_announced</link>
<guid>http://www.gamebump.com/go/x05_splinter_cell_4_announced</guid>
<comments>http://www.gamebump.com/go/x05_splinter_cell_4_announced#</comments>
<description><![CDATA[Ubisoft today announced the development of Tom Clancys Splinter Cell 4 (working title) for current and next generation consoles including the PC. Ubisoft is taking the saga of Sam Fisher into entirely new territory, expanding the story and depth of his character.&nbsp;

<blockquote><p><em>
Tom Clancys Splinter Cell Chaos Theory received record-setting reviews and countless awards, said Yves Guillemot, president and CEO of Ubisoft. Tom Clancys Splinter Cell® 4 will be even more thrilling and heart-pounding than its ground-breaking predecessors. This new version will both enrich the gaming experience on current consoles and take full advantage of the capacities of next-generation consoles to deliver players the most fabulous gaming experience ever.</em>
</p></blockquote><p>
The game is expected to launch in Spring 2006.</p> Originally written by Tim Grube]]></description>
<pubDate>Tue, 05 Dec 2006 22:05:00 -0600</pubDate>
</item><item>
<title>GH Review: Age of Empires III: The WarChiefs (PC)</title>
<author>The Gaming Horizon Archive</author>
<link>http://www.gamebump.com/go/gh_review_age_of_empires_iii_the_warchiefs_pc</link>
<guid>http://www.gamebump.com/go/gh_review_age_of_empires_iii_the_warchiefs_pc</guid>
<comments>http://www.gamebump.com/go/gh_review_age_of_empires_iii_the_warchiefs_pc#</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 Evan Lahti.</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">Much like razor blades, expansion packs help clear away the
scruffy, wooly tedium that builds up as a game grows old. Theyre also overpriced,
generally  but ideally provide newly-sharpened features that snap snugly into
the original engine, helping things feel clean and new again. With its initial
release coming a year ago, fans of the series may be sprouting Santa-sized
whiskers at this point, but Age of Empires III: The WarChiefs is Ensemble
Studios well-sharpened solution to this beard-of-boredom, and the blade in
question is the addition of three native nations as playable armies, along with
15 new campaign missions. But does the supplement make its way across your hard
drive without leaving any nicks?



<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">The real-time strategy genre being known for its
replayability, even finer gems like Age of Empires become naturally dull with
time and repetition. Knowing this, itd be difficult for Ensemble to find ways
to sour the deep experience that fills Age of Empires III. Instead, we examine
an expansion by its value, and whether or not it truly expands upon the
original features that drew us in in the first place. Luckily for fans of the
series, the answer is a solid yes. 



<p class="MsoNormal">In the original, Ensemble packed eight civilizations into
its product for players  the Spanish, French, Portuguese, Dutch, Russians, British,
Germans, and Ottomans. Though each had its unique set of fortes and foibles youd
expect in an RTS, for a game that was largely set in the New World of pre-
and post-colonial America,
the absence of a fully playable Native American tribe in the game left some fans
feeling that the factions were a little Euro-centric. Indian clans were
scattered throughout AOE III as NPCs, and did play a significant role in the
games story, but Ensemble made sure to answer to its fanbases smoke signals for
a more varied cast of armies in The WarChiefs. 



<p class="MsoNormal">The Iroquois, Sioux, and Aztec comprise the additional
civilizations, and each offer players a genuine contrast to its cross-Atlantic
counterparts. The Iroquois, the most versatile of the trio, bear some resemblance
to existing militaries, as they borrow a bit from European technology. Theyre the
only race that comes loaded with artillery, and the Iroquois pack additional siege
units as well, including battering rams and mantlets to complement their light cannons. Players that rely on speed will look to the Sioux. Masterful
horse-trainers, the Sioux focus almost entirely on cavalry; offering axe, bow,
and rifle-bearing riders, and can also produce powerful dog soldiers. The Aztecs
are also known for their quickness, but do it on foot  the eagle runner knight
effectively substitutes for cavalry, and other units, like the stealth-able jaguar prowl knight, make the Aztec a stout foe. The Europeans wont feel left
out, though, as they receive elite units ranging from ninjas, gatling guns,
petards, ironclad warships, and spies to counter a few of the strengths that the
Native Americans offer.



<p class="MsoNormal">Aside from some capable infantry, the other strong suit that
Indian armies call upon is a useful little structure known as a fire pit. Like
a farm or plantation, settlers can be allocated to the fire pit, but instead of
gathering food or coin for you, theyll provide bonuses on-the-fly as they
dance in unison  banging drums and fox-trotting around the flame. As more settlers
are directed towards the pit by your able mouse cursor, theyll cumulatively increase
your maximum population, pump out medicine men to heal your units, boost your
attack, or improve your experience trickle rate, depending on which bonus you select.
The fire pit allows your army to be more flexible and change as its needs
change  it isnt quite as practical early on, but once resource-gathering
becomes less of a priority, amassing parties of dancers can be surprisingly
effective as the end-game nears.



<p class="MsoNormal">But sometimes dancing gets tiresome: settlers get anxious and
want to join the fight themselves. If youve ever considered moving your
farmers from the fields to the frontlines, you can employ the major gameplay
element that Ensemble added in WarChiefs: the ability to initiate a
revolution. The revolution acts like another advancement, but takes the place
of aging-up ones civilization to the Imperial Age. Designed as a last-ditch,
risk-it-all option, declaring a revolution converts any and all settlers you
have into militia, and allows you to call in mighty units like the gatling gun
through your home shipments. On the flipside, a revolution disables your
ability to produce new units or structures, meaning that youre nearly limited
to what you have on the screen to defeat your foes. Either way, it opens up new
tactics to players, and will suit generals that prefer an aggressive style of
play. 



<p class="MsoNormal">While new units and the revolution supplement the features
at hand, WarChiefs campaign mode represents the heart of the experience. A
loosely-connected, pseudo-historic series of events tours us through the
battles of Bunker Hill, Yorktown, Saratoga, Valley Forge, and others, and while the story does keep
things interesting, rightly so, its the missions themselves that shine. War
Chiefs appropriately assumes that players enter the game with a few battles
under their belt, and the missions start getting tricky as early as the third,
where youre ordered to hold a hill and two coastal cannons while protecting
against oncoming enemy squads.



<p class="MsoNormal">What stands out about the missions is how Ensemble finds new
ways to re-imagine and re-tool objectives, or at least how the player goes about
accomplishing them. Some levels will have you juggling multiple skirmishes at
once, managing your forces in different areas. Some will encourage you to take
your time in amassing an attack division. Others require small-scale tactics,
like Yorktown, where youll lead George Washington on a particularly thrilling
stealth mission across the Delaware
to disable the enemy. Each is unique and appealing in its own right, without
feeling tiresome, too linear or too easy. 



<p class="MsoNormal">One of the early missions from Act II is a good example of
Ensembles ability to keep things varied and non-repetitive. Initially youre
tasked to guard a group of settlers as they chop wood to build a fort. Armed
with only a handful of militia, you rely on resources from your trading posts
as wagons travel past. After enough trees have fallen and youve fended off
wave after wave of attackers, your commander directs you to move in on the
Sioux village and eliminate your opponents. A short dialogue occurs, and main
character Chayton Black objects, saying I wont kill women and children. Unimpressed
by your insolence, your former commander is now your enemy, and the once-pesky
Sioux (who were after your settlers just seconds ago), now become allies under
your command. Its moments like these, ones that twist the story and gameplay
in unison, that keep the campaign dynamic and force players to re-think their
objectives on-the-fly. 



<p class="MsoNormal">Presentation-wise as well, Ensemble carries the same quality
from the original. The score that runs through WarChiefs is especially
enjoyable: cinematic, epic melodies dont contribute to the games repetitive
nature. The voice acting falls somewhere between respectable and basic, though
it never fails to get the job done during ingame-rendered cutscenes.



<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">Age of Empires III doesnt hinder itself by putting more
emphasis on mobility rather than base-building; on commanding units instead of managing
structures, but newcomers to the series will find just two defensive emplacements
(the tower and the fort, which is extremely expensive, and large enough to be a
base itself) to choose from. During development, Ensemble spoke openly about how
it didnt want to encourage players to turtle (some members of the team were even
opposed to including walls as a structure), but at the same time, the game
lacks a fulfilling feeling of crafting defenses around ones base. We like that
most multiplayer matches on WarChiefs dont drag and dwell and become battles
of attrition, but the expansion was an excellent opportunity for Ensemble to create
more defensive options for players. 



<p class="MsoNormal">AI responsiveness also continues to be an infrequently
frustrating issue in WarChiefs. In several campaign missions we played, enemy
patrols waltzed right through our lines and into our base, ignored like a
younger sibling. Likewise, there are some cases where youll need to guide your
infantry like infants, especially when moving them through complex maps  while
you may be aware of the best route to take to get from point A to B, your units
arent the best navigators, apparently.



<p class="MsoNormal"><img style="border: 0px;" src="/typeimage.php?color=orange&font=stencil&text=THE VERDICT&size=25" alt="The Verdict"/>



<p class="MsoNormal">Expansion packs are generally hit-or-miss in terms of the
features they supply versus the price tag theyre pegged with. In this way, Age
of Empires III: The WarChiefs hits its target pretty accurately  representing
a healthy addition to whats already there. With good reason, Ensemble is a
company that seeks to provide a specific kind of experience in its titles, and
though some gamers may miss additional content like added defensive structures
in WarChiefs that <em>could</em> have been
added, overall the game remains balanced, and is improved by the addition of
three new factions, the ability to declare a revolution, and other minor
improvements. For details on Age of Empires III, click <a target="_blank" href="http://reviews.gaminghorizon.com/media2/1131503940.143.html">here</a>. 


	<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=GAMEPLAY: 8&size=20" alt="GAMEPLAY: 8" /> <br />
More structures would have been nice, but otherwise the expansion truly expands.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=GRAPHICS: 8&size=20" alt="GAMEPLAY: 8" /> <br />
Still stunning  buildings break apart fluidly, and the Native armies are well-represented.</p>

<p><img style="border: 0px;"   src="/typeimage.php?color=black&font=stencil&text=SOUND: 9&size=20" alt="SOUND: 9" /> <br />
An epic score sprinkled with a symphony of cannon- and musket-fire. Impressive for an RTS.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=FUN FACTOR: 8&size=20" alt="FUN FACTOR: 8" /> <br />
Each battle feels richly unique and different.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=REPLAY VALUE: 7&size=20" alt="REPLAY VALUE: 7" /> <br />
New units for the Europeans help refresh whats already there, but it's mostly more of the same</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=orange&font=stencil&text=TOTAL SCORE: 8 &size=23" alt="TOTAL SCORE: 8" />

]]></description>
<pubDate>Fri, 27 Oct 2006 15:57:00 -0500</pubDate>
</item><item>
<title>Lineage II Epic Collection Ships To Stores</title>
<author>Tim Grube</author>
<link>http://www.gamebump.com/go/lineage_ii_epic_collection_ships_to_stores</link>
<guid>http://www.gamebump.com/go/lineage_ii_epic_collection_ships_to_stores</guid>
<comments>http://www.gamebump.com/go/lineage_ii_epic_collection_ships_to_stores#</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.</i></p>
NCsoft today announced that a new retail package for its premier player-versus-player (PvP) massively multiplayer online PC game, Lineage II, is available in stores across North America.      

<p>

             With our customer base continually growing both here in North America and abroad, we felt it was time to offer both fans of Lineage II and new players a truly unique retail package, said Dorothy Ferguson, NCsoft North Americas vice president of sales and marketing. With the huge amounts of content we have added to Lineage II  more than doubling the game worlds size since launch in 2004  we thought it made perfect sense to offer this unique collection. We hope current customers and new players alike will enjoy the benefits of The Epic Collection, which offers a lot of good extras for the same cost of a regular game time card.

 <p>Lineage II: The Epic Collection is available at North American retailers and at the PlayNC online store for an estimated street price of US$29.99. 
]]></description>
<pubDate>Thu, 19 Oct 2006 13:42:00 -0500</pubDate>
</item><item>
<title>Elite Beat Agents Tracks Announced</title>
<author>Brian Mohr</author>
<link>http://www.gamebump.com/go/elite_beat_agents_tracks_announced</link>
<guid>http://www.gamebump.com/go/elite_beat_agents_tracks_announced</guid>
<comments>http://www.gamebump.com/go/elite_beat_agents_tracks_announced#</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.</i></p><p>The upcoming music game Elite Beat Agents is a hit in Japan titled Osu! Tatakae! Oendan! The game is finally making it's way to the U.S. and will be completely original for the U.S. market.<p>By being original, the game will feature songs for a stateside market. Songs in the game include:Walkie Talkie Man - Steriogram ABC - Jackson Five Sk8er Boi - Avril Lavigne I Was Born to Love You - Queen Rock This Town - Stray Cats Highway Star - Deep Purple Y.M.C.A. - Village People September - Earth, Wind and Fire Canned Heat - Jamiroquai Material Girl - Madonna La La - Ashlee Simpson You're the Inspiration - Chicago Survivor - Destiny's Child Without a Fight - Hoobastank Believe - Cher Let's Dance - David Bowie Jumpin Jack Flash - Rolling StonesMakes No Difference - Sum 41 The Anthem - Good Charlotte<p nd="20">Elite Beat Agents will officially release for the Nintendo DS on&nbsp;November 8th.&nbsp;]]></description>
<pubDate>Mon, 16 Oct 2006 23:47:00 -0500</pubDate>
</item><item>
<title>Eidos Announces Chili Con Carnage</title>
<author>The Gaming Horizon Archive</author>
<link>http://www.gamebump.com/go/eidos_announces_chili_con_carnage</link>
<guid>http://www.gamebump.com/go/eidos_announces_chili_con_carnage</guid>
<comments>http://www.gamebump.com/go/eidos_announces_chili_con_carnage#</comments>
<description><![CDATA[<p>Eidos has announced they are developing a third-person shooter for the PlayStation Portable titled Chili Con Carnage.</p><p>The Mexican style shooter will have gamers play as Ramiro Cruz who is fighting the underworld of Los Toros as he tries to avenge the death of his father. In the process, he is looking to battle local drug hound Cesar Morales' and his drug cartel. The game looks to feature 19 missions in seven different locales including ones as diverse as the city and jungle. The game promises four different game modes both in single and multiplayer.</p><p>Deadline Games CEO, Chris Mottes said, &quot;Eidos gave us the challenge to create the fastest and most gun crazy action game to be released on the handheld machine. And we have delivered Chili Con Carnage - a burning hot Mexican shooter with the biggest explosion frequency and the highest takedown rate you will ever experience on the PSP.&quot;</p> Originally written by Brian Mohr]]></description>
<pubDate>Wed, 04 Oct 2006 21:40:00 -0500</pubDate>
</item><item>
<title>NHL: Eastside Hockey Manager 2007 Announced</title>
<author>The Gaming Horizon Archive</author>
<link>http://www.gamebump.com/go/nhl_eastside_hockey_manager_2007_announced</link>
<guid>http://www.gamebump.com/go/nhl_eastside_hockey_manager_2007_announced</guid>
<comments>http://www.gamebump.com/go/nhl_eastside_hockey_manager_2007_announced#</comments>
<description><![CDATA[
SEGA® of America, Inc. today announced the development of NHL: Eastside Hockey Manager 2007, the sequel to last year's NHL: Eastside Hockey Manager, for the PC and Mac.
<p>

&quot;With NHL: Eastside Hockey Manager 2007, we are bringing a truly immersive management experience to the hardcore hockey fan,&quot; said Scott A. Steinberg, Vice President of Marketing, SEGA of America, Inc. &quot;Just in time for the fantasy hockey season, players will be able to create their own dynasty by applying realistic strategies and tactics that put them in total control of the action on and off the ice.&quot; 
</p><p>
NHL: Eastside Hockey Manager 2007 is slated for release across North America and Europe in September 2006 priced at $34.99. It will be released for the Mac and PC.
</p> Originally written by Tim Grube]]></description>
<pubDate>Thu, 21 Sep 2006 16:06:00 -0500</pubDate>
</item><item>
<title>Warhammer Online: New Race Pages</title>
<author>The Gaming Horizon Archive</author>
<link>http://www.gamebump.com/go/warhammer_online_new_race_pages</link>
<guid>http://www.gamebump.com/go/warhammer_online_new_race_pages</guid>
<comments>http://www.gamebump.com/go/warhammer_online_new_race_pages#</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 Nate Francis.</i></p>
<p>The information trickle has become, well... less trickle-ish.
<p>For those of you, like myself, slavishly devoted to the Warhammer IP and following the development of Warhammer Online like some sort of digital messiah, WAR's website has finally been updated with the first two of six race descriptions: Dwarves and Greenskins.<p>Expanding on the &quot;tanking classes&quot; update, the <a href="http://www.warhammeronline.com/english/gameInfo/armiesofWAR/index.php">army pages</a> provide more Warhammerish-fluff on the available races, and a better idea of the flavor involved in the game.<p />So named because of the color of their waxy skin, the greenskins
are savagery personified. They are ill-tempered, primitive, and live
only to fight. In the absence of another foe, greenskins will eventually
turn on one another for want of violence. In their culture, might makes
right and the weakest members of society are one false step away
from being dinner.

<p /><p />The greenskins have no homeland to speak of. They capture other
race's settlements and then make those places their own, decorating
them with tribal graffiti, wood and scrap materials fashioned into
crude symbols, and oftentimes, the bones of those they have slain.
This leads to a very unique form of architecture that is distinctively
ramshackle.

<p /><p />Periodically, a powerful Orc Warboss will unite the
greenskin tribes into a single swarming mass called
a &quot;Waaagh!&quot;, named for the common greenskin battle-cry.
In a Waaagh! , the greenskins unite into a stampede of
frenzied Orcs, Goblins and Snotlings bent on destroying
everything they encounter. Save for pure Chaos itself,
there is no force in the Warhammer world as devastating
as a Waaagh! set in motion.<p /><p>Ah, the savagery that is the Waaagh. My eyes mist up at the memories.<p>We'll keep you updated on all the newest happenings of this greatly-anticipated challenger to the Warcraft hegemony.]]></description>
<pubDate>Tue, 08 Aug 2006 08:15:00 -0500</pubDate>
</item><item>
<title>GH Review: Blade Dancer: Lineage of Light (PSP)</title>
<author>Shiva Stella</author>
<link>http://www.gamebump.com/go/gh_review_blade_dancer_lineage_of_light_psp</link>
<guid>http://www.gamebump.com/go/gh_review_blade_dancer_lineage_of_light_psp</guid>
<comments>http://www.gamebump.com/go/gh_review_blade_dancer_lineage_of_light_psp#</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.  </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">Though the PlayStation Portable may have its shortcomings,
if its one thing Sonys sleek handheld doesnt lack, its basic RPGs  most of
which have been coming from Sonys in-house Japan developers. Titles like
<em>Kingdom of Paradise</em> and the <em>Untold Legends</em> series have at least given PSP
RPGers something to tide them over until more high-quality games (including
Squares just released <em>Valkyrie Profile: Lenneth</em>) have hit the market, and in
that vain comes NIS Americas Blade Dancer:
Lineage of Light, another Sony in-house title made in Japan. 



<p class="MsoNormal">Blade Dancer is a basic RPG that throws in an average hero,
a save the world quest, a flashy opening, tons of enemies to plow through,
and a lovely anime style that RPG fans will appreciate, but it isnt enough. Despite
the fact that the title is actually playable, its flaws will combine to overwhelm you and will  leave you both frustrated and infuriated at its gameplay. 



<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">Blade Dancer begins with a typical plot-base: gamers are cast
as Lance, a young adventurer hoping to test his skills in the secretive kingdom of Foo, which has just begun opening its
doors to the rest of the world. Though Lance is eager to jump into the fray and
help as many people as he can get his hands on (slaying dozens of foes while
hes at it), Blade Dancer doesnt start with a traditional main quest; instead,
the game allows the player to freely roam around town while picking up side
quests, meeting NPCs, and learning the immediate layout of the land. Eventually
the player is thrust into the primary storyline, which sees Lance (who may, or
may not be the famed Blade Dancer  judging from the moon on his face, Id
say its a solid bet) fighting against an evil force from Foos dark past. In
the process, theres a pretty girl who needs rescuing and a world that needs
protecting from this sinister figure, and of course a few allies who are
willing to help Lance along the way.&nbsp;



<p class="MsoNormal">The action in Blade Dancer can be summed up in a simple
formula: you maneuver Lance through the town, picking up quests and preparing
for danger before actually trading the security of those big gray walls for
lots and lots of monsters. The missions are quite standard and involve you
seeking out characters, foes, and items to exchange for rewards. Prior to
leaving town to embark on an adventure, however, youre forced to stock up on
items  especially crafting objects  because every piece of weaponry in the
game has a durability meter that represents the likelihood of its shattering
during combat. 



<p class="MsoNormal">And because your weapons break, youre faced with two
options: either purchasing duplicates from the weapon store (easy, but pricey)
or making your own copies. To do this its off to the appraisers office, where
an NPC will charge you the flat rate of 100G to disassemble your desired object
(weapon, potion, or armor). Once youve broken Lances new sword into pieces,
you can then pay to have the appraiser break each piece into its pieces, and so
on until youve got a set of recipes that will eventually lead you back up to
your new sword. <p class="MsoNormal">After youve enriched the appraiser its off to the crafting
broker, who will sell you some of the basics needed to craft duplicates of the
sword you just reassembled yourself (that lazy appraiser won't help you here). Crafting is a big highlight in Blade
Dancers gameplay; if youre the RPGer who is delighted by the opportunity of
creating junk and then selling it at mark-up, or using that junk because
weapons constantly break on you, youll have a great time. Lance is gifted
with 100 item slots to hold all those crafting materials, complete with an
arrange (i.e., stack) option, so theres plenty of room to collect crafting
goodies. To obtain them, though, youll have to use both the crafting broker
and the games battle scheme, as some materials are only dropped off monsters. 



<p class="MsoNormal">Once youve filled Lances slots with potions and duplicate
swords, its time to move outside for some actual fighting. Enemies in Blade
Dancer come in small groups and are represented on-screen by giant flying
skulls; the skulls color indicates how below (blue) or above (red) your level
the opponents are, while a nice, angry white skull is a perfect target. The
skulls patrol set paths and either make chomping gestures while theyre fleeing
from Lance or soar right into him to instigate a fight. Then the
now-traditional active-time battle system kicks in and things get a bit more
interesting. Blade Dancers fight sequences make use of lunar clocks, which are
small circles next to each teammates name. As the hand on the clock comes
full circle, an exclamation point lights up and its time to select that
character to plan an attack; characters can also use items, run away (always
handy), or equip a different weapon (preferably one that wont break during the
fight). However, there's no defense option.<br /> 



<p class="MsoNormal">Each attack, whether its derived from an opponent or an
ally, fills up the shared lunar gauge, which is the bar at the top of the
screen that determines a characters lunabilities. Lunabilities are special
abilities that are unleashed from within each character, and each requires a
certain amount (points... ) of lunar energy, which is taken from the lunar
gauge. They range from solo specials to powerful group attacks that involve the
whole team, and also contain the typical heal, defense up, attack up, etc., spells.
The lunability feature definitely increases the games difficulty level, as
youll want to use up points on the lunar gauge before your opponents do and
also keep tab on whose raising the bar the most/preparing to go lunar on
Lances team. When someone is about to launch a lunability, hitting that person
(again, friend or foe) will often break the charge and return those lunar
points to the gauge. 



<p class="MsoNormal">All of this fighting and exploring would be incomplete without
several towns to visit and various environments to explore, and Hit Maker at
least made an attempt to enliven the experience. The game makes use of the
typical waterfall or steam, along with lush, green forests and blue skies
overhead. For more enhanced visuals, character animations are smooth and are
highlighted by long segments of Lance running from place to place, while the
cutscenes (which use in-game graphics and vibrantly colored storyboard
character depictions) give the game much needed presentation points. Lunabilities
performed during battles are also nice touches and provide the gamer with
some graphical flash.&nbsp;



<p class="MsoNormal">To keep up with the average visual presentation, Blade
Dancer features some lovely background music used for towns and important
moments. The games opening theme is also very catchy, and voiceovers
thankfully offer two options: either the energetic English approach, or traditional
Japanese voiceacting (pick the latter). Typical ambient sounds  Lances feet
hitting the earth, sword slashes, etc., - also abound.&nbsp;



<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">A key word used for describing the majority of Blade Dancers
gameplay is mediocre, and thats on a respectful note. To put it bluntly,
nearly every aspect of the game is going to irritate you, beginning with the
plot. Lance just sort of falls into the main storyline: He journeys to Foo,
seeking adventure, and happens to find it (i.e., the bad guy). He essentially
does what he can because he can, and
despite his noble promise to help people, the gamer doesnt take away much in
terms of explanation or character depth  which is why I didnt bother to
detail the rest of the party. Tess, Gozen, and Felis are as static as Lance and
should be considered as nothing more than animated place holders for Lances
back-up attacks, and this is a bad thing for an RPG because RPGs encourage you
to form attachments to characters and events  which requires context.



<p class="MsoNormal">The next fault concerns the representational skulls in place
of real enemies, which not only cheapens the experience (youre not avoiding
life-threatening dragons or challenging terrifying pirates, but skulls... ) but
aggravates you as the skulls line up while they chase you down. In the end,
youre fighting several battles as the skulls catch up to you, such that youre
battling in succession; the real pain here is that you cant stop to heal
yourself between the mayhem (Hit Maker recommends lengthening fights in order
to cast heal spells before the win for precisely this reason). You get the same
problem during exploration when youre stuck in certain areas  like closed
corridors  because the skulls quickly regenerate and resume patrol. Add to
this the fewer save spots/life points (save circles dont heal you, and
therefore the game needs life points) and weapons that routinely break for a
hellish good time.



<p class="MsoNormal">Moreover, theres a serious balancing issue. Despite the
blue/white/red marked skulls, some of the blue skulls house opponents that can
and will decimate your team on occasion, while white skulls can be harder than
the red. The improper balancing (paired with the inability to heal before the
next fight) means that youll be dying a lot, especially while traversing areas
teaming with white/red skulls. And frequent dying, of course, adds to the
already frequent loading times, which occur as you zone into new segments of
town or even enter/leave a house. 



<p class="MsoNormal">Another flaw is really three-fold. Lance runs quite slowly
throughout the large areas, so when youre running from place to place (in
town) before you set out for monster-slaying and girl-saving, prepare for a lot
of backtracking, which amounts to a lot of wasted time. More so when youre
working with fewer save spots, because when you load up after a death youre
headed straight through the same areas only to die again. Furthermore, due to
the games poor balancing, youll be spending a lot of hours leveling up, going
back to town to re-equip and forge duplicates, and then more travel time
running all the way back to where you left off. 



<p class="MsoNormal">Blade Dancers presentation also takes a few hits. The
environments are quite bland and amount to a bulk of gray  castles, walls,
streets  or brown  walls, streets, etc., - or green (those forests again).
Theres also a slight draw-in problem for characters and items, as they only
pop up when youre approaching them and hence, you can rarely see anything off
in the distance. Many of the areas feature spots covered in a light mist or
very tight hallways (that you cant avoid baddies while you walk through), and
again, this cheapens what youre seeing. Characters models, while average, are
also recycled between characters of the same class/type (i.e., peasants).
Animations are smooth when you do get them during cutscenes/while Lance plays
errand boy, but in some spots theyre almost removed entirely. For example,
during battle sequences when Lance or an ally approaches an opponent, he just
pops up in front of the selected target and swipes  theres a three second gap
during which Lance is running to his foe that is removed from the action, and
Blade Dancer doesnt need that gap.



<p class="MsoNormal">The audio fares no better. The player gets absolutely no
sound while she travels through areas outside of town, with the exception of
Lances footfall and the strange noise emitted from the skulls as they target
Lance for the kill. The game offers no
music during very long bouts of roaming for missions, and thats an extreme
downside for an RPG that forces you to put in that extra roaming time.



<p class="MsoNormal">Im also displeased with the crafting system, which is
supposed to make it easier (and cheaper) to create duplicates so that Lance and
friends can level up with less worries. Unfortunately, some of the items needed
for more advanced weaponry arent sold at the crafting broker, and this becomes
added frustration when you cant get the items to drop on the field.



<p class="MsoNormal">Finally, the games worst fault is that because the action,
the missions, the battles, and Lance are so ungodly slow, youll be in the same
stage of the game 15 hours in as you were at 1 hour, and thats just painful.
<em>You can spend a dozen hours of your life wading through Blade Dancers enemies
and not get anywhere</em>  few
directions, too many re-spawning baddies, breaking weapons, no music during
your hours of struggle, widely dispersed save/life circles, bland environs,
lots of repetition, backtracking, and lots of boredom are all present in Blade
Dancer  and all are the aspects of the masochists RPG.&nbsp;



<p class="MsoNormal">And if you are a masochist, feel free to encourage your
friends to purchase additional copies so you can create teams for network play
because suffering through the main game just isnt enough.&nbsp;



<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">As an avid RPGer and NIS America fan, I
was definitely expecting more from Hit Maker and Sony's Blade Dancer: Lineage of Light.
As it stands, the goal of the game seems to be that you level up to the point
that you can walk through a new area without dying in the middle, and this
isnt enjoyable in the slightest. If youve got an urge for an extremely
challenging and unrewarding (yet functional) RPG, give it a go. Everyone else
is better off waiting for the next PSP game.&nbsp;


	<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=GAMEPLAY: 6.4&size=20" alt="GAMEPLAY: 6.4" /> <br />
Functional, but painful, and Im not a fan of repetitious pain.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=GRAPHICS: 7.1&size=20" alt="GAMEPLAY: 7.1" /> <br />
The environs are livable and animations work well, when we get them. Needs more flash.</p>

<p><img style="border: 0px;"   src="/typeimage.php?color=black&font=stencil&text=SOUND: 6.5&size=20" alt="SOUND: 6.5" /> <br />
When we get it. Town music, opening theme, and Japanese voiceovers are nice, though.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=FUN FACTOR: 5.3&size=20" alt="FUN FACTOR: 5.3" /> <br />
Its not completely terrible and is far from a very bad game, so you may have some fun.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=REPLAY VALUE: 6&size=20" alt="REPLAY VALUE: 6" /> <br />
As with most RPGs, if you like it enough to finish, youll spend a lot of time with it.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=orange&font=stencil&text=TOTAL SCORE: 6.3 &size=23" alt="TOTAL SCORE: 6.3" />

]]></description>
<pubDate>Wed, 02 Aug 2006 19:31:00 -0500</pubDate>
</item><item>
<title>Video: First Look at Ninja Turtles from Ubisoft</title>
<author>Aaron Dunlap</author>
<link>http://www.gamebump.com/go/video_first_look_at_ninja_turtles_from_ubisoft</link>
<guid>http://www.gamebump.com/go/video_first_look_at_ninja_turtles_from_ubisoft</guid>
<comments>http://www.gamebump.com/go/video_first_look_at_ninja_turtles_from_ubisoft#</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.</i></p>
<p>Those lucky enough to be young in the 1990s probably have a special connection with the Teenage Mutant Ninja Turtles, and probably even more-so to their famous entries into the videogaming arena (I still say TMNT IV: Turtles in Time is the best beat-em-up ever made). 
<p>You've probably already heard about the new CGI Ninja Turtle movie in the works, a teaser trailer was just released this week. Well, did you know that Ubisoft is making the game adaptation? Every other Turtles game in history has been made by Konami, but sadly the latest creations have been... less than awesome. Well, for the people on the fence regarding whether or not to be excited about this new TMNT game, Ubisoft has released this behind-the-scenes video for Comic Con.<p> Ubisoft is one off the most infallible game publishers right now; they're responsible for Prince of Persia, Splinter Cell, GRAW, and pretty much every game that plays as well as it looks. This game is being made specifically by the Montreal office of Ubisoft, the same office responsible for the upcoming Rainbow Six: Vegas. From what we can see of TMNT from this video, it looks like they're working on their trademark specular and bloom lighting, as well as a very fluid Prince of Persia-esq acrobatic movement system. <p>The game is set to release along with the new movie in March of 2007 (that means PS3, folks), so there's still plenty of time to (hopefully) make this the best TMNT game ever.<p>&nbsp;You'll need the Divx web player if you want to watch the embedded version, or you could <a href="http://files.gaminghorizon.com/TMNT_Comicon_2006_Final.divx">download the video directly here (23mb).</a><p> <p>
 
divxMovie('http://files.gaminghorizon.com/TMNT_Comicon_2006_Final.divx',true);



]]></description>
<pubDate>Sat, 22 Jul 2006 14:29:00 -0500</pubDate>
</item><item>
<title>GH Preview: Age of Conan: Hyborian Adventures (PC)</title>
<author>The Gaming Horizon Archive</author>
<link>http://www.gamebump.com/go/gh_preview_age_of_conan_hyborian_adventures_pc1</link>
<guid>http://www.gamebump.com/go/gh_preview_age_of_conan_hyborian_adventures_pc1</guid>
<comments>http://www.gamebump.com/go/gh_preview_age_of_conan_hyborian_adventures_pc1#</comments>
<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.  It was written by Nate Francis.</p>

<p class="MsoNormal"><span style="font-size: 10pt; font-family: Arial;"><img  style="border: 0px;" src="http://www.gamebump.com/typeimage.php?color=orange&font=stencil&text=THE BUZZ&size=25" alt="The Buzz" /></span><span style="font-size: 10pt; font-family: Arial;"></span>



<p class="MsoNormal">MMO.<span style="font-size: 10pt; font-family: Arial;"></span>



<p class="MsoNormal">Those
three letters are the key to some of the most profitible game franchises ever
launched. From stubbornly popular titles like <em>EVE Online</em> to the industry
juggernaut <em>World of Warcraft</em>, the MMO represents the chance for a good studio
to write its own check. The lure of that kind of cash has led to an explosion
of subscription-based games, most attempting to convince potential customers
that their game is worth somewhere from 9-15 dollars a month, in
perpetuity.&nbsp;



<p class="MsoNormal">From the
&quot;frontier days&quot;, when three titles -
<em>Ultima Online, EverQuest</em> and <em>Asheron's Call</em> -&nbsp; blazed the path for those that would follow,
we've come now, in nine short years, to a cutthroat MMO battlefield. Dozens of
more or less successful titles litter the landscape, with dozens more ever in
development. As one game dies, two more take its place. Innovators are copied,
sometimes within a matter of weeks. In this type of environment, anything is
possible for a developer with talent, vision, a marquee franchise and dogged
determination.&nbsp;



<p class="MsoNormal">Into this
fray, the mighty Conan will cast his bloody gage.&nbsp;



<p class="MsoNormal">Age of
Conan, Funcom's second foray into the MMO market, will trade on the world's
most recognizable fantasy hero while thrusting its players into a dark, savage
and deadly world of demonology, wanton cruelty and human sacrifice. Going to
retail with a Mature rating from the ESRB, a potentially risky move
for a subscription-based game, will ensure that players will be able to revel
in the gritty (un)reality of the Conan universe - complete with in-game guttings
and beheadings. However, that's only the tip of the proverbial iceberg, in this
highly anticipated game.&nbsp;



<p class="MsoNormal">Your
Hyborean journey begins ignominiously: In the belly of a slave ship, chained to
an oar. That is, unless you happen to roll a female character. In that event,
you're chained to the wall, as crew entertainment. It's at this
point, early on, when you begin to understand that you're in an edgier, less
politically-correct environment than your standard-fare MMO. Yes, you'll escape
the mildewy confines of your rowing bench, and wash up on a beach, where your
journey will truly begin. Armed only with your manacles and a broken length of
wood, you'll have to fight your way across an island and begin your
progression through the single-player portion of the game.&nbsp;



<p class="MsoNormal">Yep. The
next twist in your new MMO experience is that you don't start it online! Age of
Conan features a single-player game which takes you to level 20. Therein,
you'll be exposed to all of the elements of story, mechanics and gameplay which
will carry you to level 80 in the multiplayer game. Funcom, true to its name,
knew that this would prove tedious to plow thorugh over multiple characters;
once you've completed it the first time, subsequent characters on your account will have the
option to skip the single-player introduction and begin the game at level 20.&nbsp;



<p class="MsoNormal">Of
course, the process of completing that levelling will require you to kill a
whole hell of a lot of people. It's then that the next hook buries itself into
your flesh: Conan's combat mechanics share a lot more with <em>Oblivion</em> than
EverQuest. The game requires meleers to aim their weapons with the mouse, and
then use one of six different attack angles to try to hit exposed parts of their
enemy's body. Archers, on the other hand, will be drawn into what closely
resembles a first-person perspective, complete with targetting reticle. The
idea here is that your dexterity will count, and skill will matter. While
combat occurs at a pace that more uncoordinated players can still manage and be
comfortable with, dextrous players like those used to the frantic pace of
shooters will likely be rewarded with outstanding ability and results. As
players level, new combos and finishing moves are unlocked; beheadings become
possible, and one finisher is said to involve impaling someone, then kicking
the corpse off your blade as you turn to face your next opponent.&nbsp;



<p class="MsoNormal">If you're
anything like me, that made you grin.&nbsp;



<p class="MsoNormal">At level
20, you'll move into the real game, where you'll adventure with other players
(and sometimes kill them). A quest-based system will help you progress through
to endgame - 60 more levels of oily barbarians, loincloth-sporting Picts and
the various monsters and demons that generally make Hyborea a very, very
dangerous place. A robust guild system will support full-scale town
construction and sieging. Player crafters will make some of the most deadly
equipment in the game. A PvP system will be implemented in such a way as to
make it available for those who desire it, while allowing more casual players
to enjoy the PvE game on their own terms. While that's sure to create some
angst and ill-will among those of you who are straight-up PvP-gangstas from the
hood (that hood being Shadowbane, presumably), harken then to this: The game
has been designed and coded in such a fashion that, should demand be present,
full PvP servers can quickly be implemented and brought online.&nbsp;



<p class="MsoNormal">Oh, and
did I mention the return of mounted combat? Grab your lance, kick your horse
(or camel, or... mammoth) into a gallop, and get ready to explode some kids.
The power of a mounted attack brought at full speed is said to be utterly
devastating.&nbsp;



<p class="MsoNormal">Excited
yet?



<p class="MsoNormal"><img style="border: 0px;"   src="http://www.gamebump.com/typeimage.php?color=orange&font=stencil&text=THE PREDICTION&size=25" alt="The Prediction"/>



<p class="MsoNormal">The world
waits breathlessly to see if any MMO can begin to knock World of Warcraft off
its pedestal - heck, even to find out if someone can make a dent in its massive
playerbase. Age of Conan may not necessarily be the game to do that; its M rating is well-earned, and purposefully so. It is a game
developed to appeal to an older, smaller audience and give them an engrossing,
perhaps more realistic experience.&nbsp;







<p class="MsoNormal">Yet,
there are many, this reviewer included, who tire of WoW's endless grinds. We
tire of the ridiculousness of much of the playerbase. We're the people who
understand that &quot;Barrens Chat&quot; is akin to cursing. We tire of running
the same instance over and over and over, for months, to earn a dozen pieces of
gear that will only assist in conquering the next grind. Six million apples
ripe for the plucking. We are, collectively, looking for the next big
thing - and for the adults among us, Age of Conan might be just that. <p class="MsoNormal">Look for
beta to begin soon, with a planned release in Q4 2006.&nbsp;


]]></description>
<pubDate>Fri, 21 Jul 2006 17:55:18 -0500</pubDate>
</item><item>
<title>Rampage to Rampage PS2 and GC</title>
<author>The Gaming Horizon Archive</author>
<link>http://www.gamebump.com/go/rampage_to_rampage_ps2_and_gc</link>
<guid>http://www.gamebump.com/go/rampage_to_rampage_ps2_and_gc</guid>
<comments>http://www.gamebump.com/go/rampage_to_rampage_ps2_and_gc#</comments>
<description><![CDATA[
<p>Remember George the Ape, Lizzie the Lizard, and Ralph the Werewolf? Kudos to those that do, but for those that don't, you'll be able to acquaint yourselves with them when next Spring comes. Midway, today, revealed that the Rampage franchise will make its return in <em>Rampage: Total Destruction</em>.
</p><p>The original games were simplistic, only involving destroying everything in sight including buildings, cars, helicopters, and even eating people. Midway has mentioned that more monsters other than the original three will be unlockable.</p><p>Rampage: Total Destruction is set for a Spring 2006 release for the PS2 and GameCube with an MSRP of $19.99.</p> Originally written by Eric Dayday]]></description>
<pubDate>Mon, 24 Apr 2006 22:30:00 -0500</pubDate>
</item><item>
<title>Football Manager 2006 Announced</title>
<author>The Gaming Horizon Archive</author>
<link>http://www.gamebump.com/go/football_manager_2006_announced</link>
<guid>http://www.gamebump.com/go/football_manager_2006_announced</guid>
<comments>http://www.gamebump.com/go/football_manager_2006_announced#</comments>
<description><![CDATA[SEGA Europe Ltd and Sports Interactive today revealed that they are currently developing Football Manager 2006 for the Xbox 360 and is expected to hit stores in Spring 2006.
<blockquote><p><em>
&quot;Finally a home console system is being released that can do Football Manager justice&quot;, comments Miles Jacobson, Managing Director of Sports Interactive. &quot;We promise the most in-depth console management experience ever! &quot;
</em></p><p><em>
&quot;It's only fitting that the most powerful games console in the market has the most popular and powerful football management game&quot; commented Matt Woodley, Creative Director of SEGA &quot;I'm particularly impressed by the way SI have re-designed the interface and controls to make it Xbox 360 perfect&quot;</em>
</p></blockquote><p>
Football Manager 2006 for Xbox 360 and Football Manager for PSP are due for release in early spring, 2006. Football Manager 2006 will release in November 2005 on PC/Mac.</p> Originally written by Tim Grube]]></description>
<pubDate>Tue, 04 Apr 2006 13:30:00 -0500</pubDate>
</item><item>
<title>Age of Empires 3 Gets Expansion</title>
<author>The Gaming Horizon Archive</author>
<link>http://www.gamebump.com/go/age_of_empires_3_gets_expansion</link>
<guid>http://www.gamebump.com/go/age_of_empires_3_gets_expansion</guid>
<comments>http://www.gamebump.com/go/age_of_empires_3_gets_expansion#</comments>
<description><![CDATA[
Microsoft Game Studios announced today that the company will be releasing an Age of Empires III expansion pack later this year. 
<p>

The expansion pack, which is due on store shelves in the Fall of 2006, will provide new ways to play and win, introducing new gameplay elements and content including new civilizations, a new single player campaign, Home City enhancements and additional maps and units. </p><p>
 Additional content will be added to all existing European civilizations as well. More info is expected at this years E3 in May.
</p> Originally written by Tim Grube]]></description>
<pubDate>Tue, 07 Mar 2006 22:10:00 -0600</pubDate>
</item><item>
<title>New Savage 2 Gameplay Trailer</title>
<author>Shiva Stella</author>
<link>http://www.gamebump.com/go/new_savage_2_gameplay_trailer</link>
<guid>http://www.gamebump.com/go/new_savage_2_gameplay_trailer</guid>
<comments>http://www.gamebump.com/go/new_savage_2_gameplay_trailer#</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.</i></p><p>S2 Games has published a new gameplay trailer for its Savage 2: A Tortured Soul on the PC, sequel to Savage: The Battle for Newerth. The game is currently slated for release this fall. Enjoy, and if you're interested you can check out the game's official site, located <a target="_blank" href="http://savage2.s2games.com/">here</a>.
<p />
<p /><p align="center">Download the <a href="http://download.divx.com/labs/DivXBrowserPluginInstaller.exe">DivX Browser Plug-In</a>.<a href="archives/000072.html"></a>
<p>
  ]]></description>
<pubDate>Tue, 21 Feb 2006 11:09:00 -0600</pubDate>
</item><item>
<title>Age Of Kings Announced For DS</title>
<author>The Gaming Horizon Archive</author>
<link>http://www.gamebump.com/go/age_of_kings_announced_for_ds</link>
<guid>http://www.gamebump.com/go/age_of_kings_announced_for_ds</guid>
<comments>http://www.gamebump.com/go/age_of_kings_announced_for_ds#</comments>
<description><![CDATA[Real-time strategy fans have reason to be excited this morning, as Majesco Entertainment has announced that it's bringing Age of Empires: The Age of Kings to the Nintendo DS. Now gamers can conquer the world while on-the-go, thanks to developer Digital Eclipse. <br /><br />This new Age of Empires game introduces turn-based strategy and features five different civilizations (Britons, Franks, Mongols, Saracens, and Japanese), hero units (Robin Hood, Joan of Arc, Genghis Khan), 50+ technologies for research (chemistry, siege craft, spying) a combat advisor, wireless multiplayer up to four players, and all the musical treats from the PC version.<br /><br />&quot;Age of Empires has set the gold standard for real-time strategy games and its global audience continues to grow,&quot; said Ken Gold, VP Marketing, Majesco. &quot;Our portable version provides an exceptional game experience by taking advantage of the new DS features, and we are excited to have such a high-profile and well-regarded property spearhead our DS lineup for the back-half of 2005.&quot;<br /><br />Age of Empires: The Age of Kings is scheduled for release this holiday season.
 Originally written by Shiva Stella]]></description>
<pubDate>Tue, 14 Feb 2006 21:37:00 -0600</pubDate>
</item><item>
<title>Midnight Club 3 Release Date Announced</title>
<author>The Gaming Horizon Archive</author>
<link>http://www.gamebump.com/go/midnight_club_3_release_date_announced</link>
<guid>http://www.gamebump.com/go/midnight_club_3_release_date_announced</guid>
<comments>http://www.gamebump.com/go/midnight_club_3_release_date_announced#</comments>
<description><![CDATA[<p>Rockstar Games has announced a release date for their upcoming racer Midnight Club 3: DUB Edition.</p><p>The game is scheduled to ship for the Playstation 2 and Xbox on April 12th, 2005. DUB Edition lets you race through the streets of Atlanta, Detroit and San Diego. The game also looks to feature eight-player online support and vehicle custimizations.</p><p>Though we now have the date for the Playstation 2 and Xbox, Rockstar didn't give any date for the PSP version yet.</p> Originally written by Brian Mohr]]></description>
<pubDate>Fri, 03 Feb 2006 12:25:00 -0600</pubDate>
</item><item>
<title>Nintendo's Brain Age Coming to the U.S.</title>
<author>The Gaming Horizon Archive</author>
<link>http://www.gamebump.com/go/nintendos_brain_age_coming_to_the_us</link>
<guid>http://www.gamebump.com/go/nintendos_brain_age_coming_to_the_us</guid>
<comments>http://www.gamebump.com/go/nintendos_brain_age_coming_to_the_us#</comments>
<description><![CDATA[<p>Nintendo has announced that their math and word touch screen games,&nbsp;Brain Age: Train Your Brain and Brain Age: Big Brain Academy will be coming to the U.S.</p><p>The titles are based around the idea to keep your brain active and have had a lot of success in Japan by selling over 1 million units each.</p><p>Nintendo Executive Vice President of Sales, Reggie Fils-Aime said, &quot;Our brain-training series, led by Brain Age, builds on the popularity of word and number puzzles and acts as a treadmill for the mind.&quot;</p><p>Brain Age: Train Your Brain is scheduled to release on April 17th, while Brain Age: Big Brain Academy will hit retailers on May 30th.</p> Originally written by Brian Mohr]]></description>
<pubDate>Mon, 30 Jan 2006 21:54:00 -0600</pubDate>
</item><item>
<title>Age of Pirates Trailer 2</title>
<author>The Gaming Horizon Archive</author>
<link>http://www.gamebump.com/go/age_of_pirates_trailer_2</link>
<guid>http://www.gamebump.com/go/age_of_pirates_trailer_2</guid>
<comments>http://www.gamebump.com/go/age_of_pirates_trailer_2#</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 Chuck Landry.</i></p>
<p>Playlogic just released a new trailer for their upcoming
sandbox/free-roaming swashbuckling game entitled Age of Pirates.
Consider yourself warned though - the trailer doesn't show anything
from the gameplay, just a prerendered montage of sorts. You can check
it out right below. Age of Pirates is scheduled for a March 2006
release.
<p align="center"><a href="http://files.filefront.com/Age_of_Pirates_Trailer_2/;4558746;;/fileinfo.html" target="_blank" title="Age of Pirates Trailer #2 (22.3 MB)">Age of Pirates Trailer #2 (22.3 MB)</a>
]]></description>
<pubDate>Thu, 05 Jan 2006 00:38:00 -0600</pubDate>
</item><item>
<title>New Blade Dancer Screens</title>
<author>Shiva Stella</author>
<link>http://www.gamebump.com/go/new_blade_dancer_screens</link>
<guid>http://www.gamebump.com/go/new_blade_dancer_screens</guid>
<comments>http://www.gamebump.com/go/new_blade_dancer_screens#</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.</i></p>Sony has unveiled additional images of its Blade Dancer for the PSP, which you can view below. The game is an RPG currently slated for a March 2, 2006 release in Japan.
]]></description>
<pubDate>Fri, 16 Dec 2005 13:41:00 -0600</pubDate>
</item><item>
<title>Turtles On Xbox Live Arcade?</title>
<author>Tim Grube</author>
<link>http://www.gamebump.com/go/turtles_on_xbox_live_arcade</link>
<guid>http://www.gamebump.com/go/turtles_on_xbox_live_arcade</guid>
<comments>http://www.gamebump.com/go/turtles_on_xbox_live_arcade#</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.</i></p><p>Our friends over at <a href="http://www.joystiq.com">Joystiq</a> are running a story that announces an online petition for Konami to bring the 1991 classic game, Teenage Mutant Ninja Turtles IV: Turtles In Time, or any other games in the series to Xbox Live Arcade. As of press time, there are a total of 22 signatures. Head on over and sign it by clicking the link below.
<p align="center"><a href="http://new.petitiononline.com/11seven/petition.html">Online Petition</a>]]></description>
<pubDate>Fri, 09 Dec 2005 13:41:00 -0600</pubDate>
</item><item>
<title>GH Review: Teenage Mutant Ninja Turtles 3 : Mutant Nightmare (DS)</title>
<author>Shiva Stella</author>
<link>http://www.gamebump.com/go/gh_review_teenage_mutant_ninja_turtles_3__mutant_nightmare_ds</link>
<guid>http://www.gamebump.com/go/gh_review_teenage_mutant_ninja_turtles_3__mutant_nightmare_ds</guid>
<comments>http://www.gamebump.com/go/gh_review_teenage_mutant_ninja_turtles_3__mutant_nightmare_ds#</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.  </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">Teenage Mutant Ninja Turtles 3: Mutant Nightmares console
renditions have not been well received, but Turtles fans should be pleased by
Konamis DS version, which utilizes the same storyline as its big brothers but
with more functional gameplay mechanics. In a lot of ways the game is a return
to Konamis successful handheld past, but while its certainly better than its
console relatives, its still not the Turtles handheld experience of a
lifetime. 



<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">Mutant Nightmares plot is the same one utilized in the
console versions with little variation. There are four episodes (three normal,
one nightmare) and the plot revolves around Fugitoid, a robot that the turtles
need to save from the triceratons because hes... super smart, and its the
right thing to do. Along the way players encounter the mysterious Bishop (the
guy out to snatch turtle DNA to create monsters), Shredder (the franchises
famous bad guy), and  once again  Ultimate Drako (an evil dragon creature
just thirsting for revenge). The storylines strongest twist is that game
allows each turtle to personalize the experience some, as each gives a
different version of each worlds introductory events. 



<p class="MsoNormal">The game offers four typical modes of player. You can enter
the story (single-player campaign) mode, select a turtle, and go through the
six stages/four worlds for the meat of the game. Each stage takes about
five-ten minutes to complete depending on its difficulty (levels in the latter
worlds pose a significantly greater challenge than in the first two), and
essentially you just walk through, defeating enemies as the exclamation icon
pops on-screen. You can also check out the battle mode, which sports 12 stages
and has you collecting crystals under a time limit; this mode is perhaps the
games best aspect, as the levels get progressively harder (and thus, much more
fun) as you go on. Practice mode is just a light training level for each
turtle, and multiplayer grants you access to 2-4 player matches in battle mode
(once again, collecting crystals against each other), practice mode (a training
arena), and cooperative mode (again, youre collecting crystals; this is not
the actual story mode played out with the four turtles).



<p class="MsoNormal">The turtles have very basic and effective maneuvers, aided
by a simple control scheme. The A button performs jumps and helps swing you up
or down a ledge; Y does a special attack (be forewarned: this attack drains
your own health when used); X summons a turtle brother for a special screen-clearing
attack (you get at least three of these attacks/level); and B performs basic
swipes, kicks, and grabs. Enemies in Mutant Nightmare arent very bright 
sometimes theyll sit below you for a few moments until they finally decide to
swing themselves up to your level  but theyre functional; they punch, charge,
shoot, toss bombs at, and throw mutant goo at you. The game includes boss fights
which provide some variety, along with vehicular control (motorcycle, sky
vehicle) and ally characters that you sometimes get to fight side by side with
(or simply carry throughout) during a stage. A few levels also feature jump
platforms that hoist you into the air, watery areas, electrical shortages,
steel gates, giant boulders, and wall poles for swinging, and to help you
navigate, the game includes a boxed map.



<p class="MsoNormal">Mutant Nightmares presentation isnt too bad, and the
Turtles franchise is more visually suited for the DS than the consoles. Characters
are highly detailed, down to the turtles bandannas blowing in the wind, and
certain special attacks are very cool to observe (especially the tag-team ones,
which involve turtles flying through the air, slicing and dicing). Environments
feature detailed backdrops usually visible through windows, and the color
palette is appropriate, if typically dull. The music isnt bad either, but it
is monotonous, with almost the same song looped throughout each level (with the
exception of boss fights or important stages).



<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">Youve probably noticed that I havent mentioned the games
distinct feature for the DS, that being the units touch screen capabilities. This
is because there is extremely little player interaction. You tap the screen to turn
water valves or line up pipes, and not only is this the bulk of your use of the
stylus during actual gameplay, but these segments are very sparse. On occasion
you may find it convenient to tap the appropriate turtle for a help maneuver,
but its faster to just hit the X button. That I used the stylus more to
navigate through the menus than I did in actual gameplay is <em>extremely</em> disappointing. Why not just
make it for the GameBoy Advance?



<p class="MsoNormal">One of the titles biggest problems is that once youve
played through a world or two with a single turtle, you wont have much
interest to finish the game, much less switch to another turtle and complete
the same levels all over again (though a few of the levels are restricted to a
particular turtle). The battle mode is fun, but the single-player mode 
especially if youve experienced the console versions  is just a bore. A few
stages that utilize AI friends or a boss arent going to make up for this. And
multiplayer is out of the question  how are you going to convince friends to
buy this thing just so you can collect crystals together? A versus mode would
have been more appropriate.&nbsp;



<p class="MsoNormal">The previously mentioned map could use some obvious
adjustments, like the inclusion of an actual layout. The map presents levels in
long boxes and shows a gold star to head to, but its quite useless except in
battle mode, where it displays a crystal marker so players know what part of
the mini-stage to run to next.



<p class="MsoNormal"><img style="border: 0px;" src="/typeimage.php?color=orange&font=stencil&text=THE VERDICT&size=25" alt="The Verdict"/>



<p class="MsoNormal">There isnt too much wrong with Teenage Mutant Ninja Turtles
3: Mutant Nightmare for the DS, except that its lackluster, dull, very rarely
uses the touch screen during gameplay, and is repetitive to the point where you
know you wont even convince one friend to pick up a copy for multiplayer
fun. And yet the battle mode is actually enjoyable as its set to a timer, and
offers the only real challenge to be had in Mutant Nightmare for the DS. Pick
it up if you really love the Ninja Turtles, because although the game does have
more merits than its console brethren, thats not saying much.<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=GAMEPLAY: 6.5&size=20" alt="GAMEPLAY: 6.5" /> <br />
Functional, but quickly becomes dull. Battle mode is its saving grace.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=GRAPHICS: 7.3&size=20" alt="GAMEPLAY: 7.3" /> <br />
Not bad for the DS, though little to no flash. Decent character animations, but dull environs.</p>

<p><img style="border: 0px;"   src="/typeimage.php?color=black&font=stencil&text=SOUND: 7&size=20" alt="SOUND: 7" /> <br />
Not bad, but monotonous. Music could have used some additional tracks.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=FUN FACTOR: 5&size=20" alt="FUN FACTOR: 5" /> <br />
Do you really enjoy playing the same levels over again, just with a different colored turtle?</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=REPLAY VALUE: 5&size=20" alt="REPLAY VALUE: 5" /> <br />
Youll enjoy battle mode and maybe single-player.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=orange&font=stencil&text=TOTAL SCORE: 6.2 &size=23" alt="TOTAL SCORE: 6.2" />

]]></description>
<pubDate>Thu, 08 Dec 2005 20:49:00 -0600</pubDate>
</item><item>
<title>GH Editorial: R.I.P. N-Gage</title>
<author>Aaron Dunlap</author>
<link>http://www.gamebump.com/go/gh_editorial_rip_ngage</link>
<guid>http://www.gamebump.com/go/gh_editorial_rip_ngage</guid>
<comments>http://www.gamebump.com/go/gh_editorial_rip_ngage#</comments>
<description><![CDATA[<p><i>This article was originally published on Gaming Horizon, GameBump's predecessor. </i></p>



<p class="MsoNormal">I don't know anybody with one, and you probably don't know
anybody with one, but the N-Gage is no more. 



</p><p class="MsoNormal">The idea is still valid, we're all still looking for the
next big device "that's also a phone!" to come along. Apple fans fill
up the MacWorld expo just hoping it'll be the year that Steve Jobs pulls an
iPod phone from his pocket, and when the PlayStation Portable was still in
development we were all expecting it to come out as a Sony Ericson cell phone
that played games. Everyone wants to consolidate their gadgets; they want
something else to be a phone.<br>



</p><p class="MsoNormal">And there is the key to Nokia's failure with the N-Gage.
People wanted a game system that was also a phone, and they got a phone that played
games. 



</p><p class="MsoNormal">As a game system, it was poor. As a phone, it was even
poorer. As an all-around device, it was a horror story. Rest in piece, N-Gage;
but don't even think about coming back to life.<br>

</p><p class="MsoNormal">Just before E3 2003, Nokia held a press conference in downtown
LA and all of the gaming media was invited. They played loud music and dancers
jumped around onstage while someone listed off bullet points about a fantastic
new gaming platform that was also a phone. It played games in 3D, it could play
MP3 music, and it even had a directional pad! "How much would you expect
to pay for something like this?" the announcer asked as the music hit a
crescendo.</p>



<p class="MsoNormal">"About $150, tops," someone in the audience chimed
in.



</p><p class="MsoNormal">The music silenced with a beat, and one of the dancers lifted
the bottom of her shirt to reveal the price painted on her stomach: $299.99.
Silence.



</p><p class="MsoNormal">That had to be a joke. $300 for a portable system with a
two-inch screen? It had better be one heck of a phone.



</p><p class="MsoNormal">It wasn't. The first N-Gage was a total mess. On the games
side of it, the MMC cards the games came on had to be installed while the unit
was powered off and with the battery removed; the screen was taller than it was
wide; and the graphics could best be described as pathetic. First generation
PlayStation games like Tomb Raider and Tony Hawk's Pro Skater had to be toned <em>down</em> to be ported onto the N-Gage. The
phone side wasn't much better; the classy menus standard to other Nokia phones
had been replaced with a buggy and confusing menu, and to actually talk on the
phone you had to hold it up to your face sideways so you looked like a giant
idiot rubbing the edge of a taco against his cheek. All that for only $300. Not
to mention how big of a hassle it is in most cases to get a new cell phone, as
you have to renew your wireless contract and worry about service plans and data
packages and text messages and overage coverage and rollover minutes and
Federal Cost Recovery Fees. 



</p><p class="MsoNormal">Initial response was predictable, as very few people wanted
to pay $300 for a new phone with no camera or PDA features that people willing
to spend $300 on a cell phone are looking for. A few gaming addicts with too
much money to throw around got theirs and realized that side-talking was not
very much fun at all.



</p><p class="MsoNormal">Then at E3 2004, Nokia held another press conference. We
wouldn't have gone, but we knew there would be free stuff given away so we cut
it into our schedule. The conference was held on the fifth floor of a building
with one tiny elevator in the heart of the section of LA you would wisely
avoid. The show room was flooded with this atrocious red light that made it
impossible to take pictures of the new upgraded N-Gage they were announcing.



</p><p class="MsoNormal">Spread around the room were demonstrations of the new N-Gage
that were affixed to kiosks at about waist height, so you had to sit on your
knees or bend over at a 45 degree angle just to see what you were looking at. Some actress/model/part-time-waitresses were there with N-Gages tethered to
their belts, and they were walking around and coming up to the journalists and
asking if they'd checked out this cool new game. One of them came up to me
while I was already playing another game. She called her game "Duty"
and let me know that it was "reaaally good". I quickly realized that
I was looking at a brief port of <em>Call of
Duty</em>, a defacement of a spectacular game, I might add; and boy did I feel
like the champion of awesomeville while standing there and playing a game on a
tiny screen attached by a leash to an attractive and underpaid spokeswoman in
the middle of a hellfire-red room. 



</p><p class="MsoNormal">Oh, and the sushi was terrible.



</p><p class="MsoNormal">Then the main presentation was made from a stage.
Representatives from Nokia went on about how they'd learned from their mistakes
and were putting out the N-Gage QD. It was smaller, cheaper, and you didn't
have to dissect the thing to swap games. All the while, the wireless microphones
the presenters were using were cutting out and filling the room with a fine
hiss intercut with ear-crunching static. 



</p><p class="MsoNormal">And now, a year and a half later  and three years after
first launching the N-Gage product  Nokia is pulling the plug on the N-Gage,
writing it off as a big fat mistake. They expected 6 million owners by this
time (laugh), and according to them there are only 2 million. Even the 2
million sounds like a stretch, but having sold only a third of your projected
number is just too darling.



</p><p class="MsoNormal">So the other Big N is out of the gaming racket again, and
hopefully everybody out there can learn from their blunder. It's already a huge
task to break into the gaming market from scratch, just look at the Gizmondo
(if you can find one), but to try to do so with a half-baked product that costs
four times what it should and can't even match current generation technology is
just madness.<span>  </span>

</p><p class="MsoNormal">Nokia has long been my favorite phone company, but they'll
always be my least favorite gaming company.


	</p>]]></description>
<pubDate>Fri, 02 Dec 2005 11:30:00 -0600</pubDate>
</item><item>
<title>GH Review: Teenage Mutant Ninja Turtles 3 : Mutant Nightmare (PS2)</title>
<author>Shiva Stella</author>
<link>http://www.gamebump.com/go/gh_review_teenage_mutant_ninja_turtles_3__mutant_nightmare_ps2</link>
<guid>http://www.gamebump.com/go/gh_review_teenage_mutant_ninja_turtles_3__mutant_nightmare_ps2</guid>
<comments>http://www.gamebump.com/go/gh_review_teenage_mutant_ninja_turtles_3__mutant_nightmare_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.  </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">Teenage Mutant Ninja
Turtles 3: Mutant Nightmare is the third installment in the recent batch of
Turtles games released for this generation of consoles, and is based on events in
the currently running cartoon show. The game of course stars everyones
favorite reptiles  Donatello, Leonardo, Michelangelo, and Raphael  destined
to save the planet from all sorts of evil beings, and casts players as their
chosen turtle (with computer-controlled allies) or allows them to team up with
three friends (all in single-player mode). The game sports a few improvements
in comparison to its predecessors, but theyre clearly not enough, and Mutant
Nightmares one glaring, unavoidable fault make it a bust: it <em>quickly</em> gets repetitive and dull. 



<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">Mutant Nightmare doesnt have a storyline per se; it
utilizes episodes to tell several individual stories and then tie them all
together in the final, bonus episode. In one you protect the planet from angry
alien invaders; in another you stop a crazed government agent from creating
fiendish monsters with the Ninja Turtles DNA. The episodes arent dramatic,
but function as a backdrop to the gameplay.



<p class="MsoNormal">Mutant Nightmare features three modes of play but focuses
mostly on its normal mode, which contains three regular episodes of about
sixteen-eighteen stages each as well as a nightmare mode, which pits the
turtles against a sum of the groups nightmares, i.e. past foes and opponents
from other worlds. You can select one turtle and allow the computer to control
the other three, or grab some friends for a foursome. Each mission has a single
objective that, when completed, unlocks the next level and occasionally grants
a fun cartoon clip from the series. Most of the levels, usually the ones
providing boss fights or minigames, are rather short, but there are lengthier
ones that require navigating an area accompanied by a decent radar highlighted
with arrows and target bubbles. The bulk of the gameplay has you and your
computer-controlled brethren taking on various opponents  either dinosaur
aliens, specialized government agents, or foot soldiers  sprawled throughout
the stages. The AI is functional and sufficient for single-player progression,
but its far from genius  your turtle buddies will routinely jump into walls,
swipe at the air, and run into laser beams. Thankfully you can always gather
them on you with a simple call, which keeps them from unnecessarily gobbling up
health items or getting themselves pulverized by a boss. 



<p class="MsoNormal">Mutant Nightmare also makes fair use of several minigames
that are sprinkled throughout the episodes, including fancy shuriken shooting
(opponents rush directly into the camera for prompt disposal), hovercraft
racing (you race against bad guys on bikes), and hang gliding (you dodge air
mines during your descent). While theyre not the most engaging, they do break
up the repetitiveness of walking through the same areas to kill stuff.



<p class="MsoNormal">During regular play, perhaps to lighten the monotony,
players can swipe things (canisters, barrels, etc) into the air and target them
at opponents, and levels are dotted with breakable items. Some of the missions
involve safely escorting characters (April, Master Splinter) throughout a small
environment while others are more ordinary: get from point A to point B, or get
from point A to point B to destroy target C. The objectives and minigames
arent too grandiose or interesting, but considering the games target audience
 Ninja Turtle fans watching the latest series  this is probably fitting. 



<p class="MsoNormal">The most intriguing aspect of Mutant Nightmare concerns its
ninja scrolls, which are purchased by exchanging crystals (points) for
spells/abilities. Some of the feats grant additional health or attack power
while others enable the turtles to slowly drain an enemys HP or even don
ultimate gear sets to annihilate any opponent. The ninja scrolls provide a
light RPG touch and enable players to modify their teammates, but each turtle
can only wear so many scrolls at a time. To offset this, Konami included
special group attacks that flash button combinations on-screen in succession;
if each player hits his buttons quickly enough (ideally in the right order)
then the gang gathers for a devastating attack. 



<p class="MsoNormal">If youre tired of normal mode you can always try out
challenge or arcade mode. Challenge mode pits one turtle against a stack of
foes for prizes, while arcade mode offers a true gem for the old-school gamer:
Turtles in Time, revamped for a new generation and updated to present more
enemies on-screen at once. Turtles in Time accommodates four players, which is
a refreshing inclusion in Mutant Nightmare.



<p class="MsoNormal">Due to the games top-down camera I can say that the turtles
are graphically well presented and appropriately cell-shaded, but youll hardly
notice. The 3D environments (accented by cell-shaded cars, items, canisters,
and so on) are also nicely done, but again the game isnt going to win any
visual awards. Whats most important is that all the turtles move fluidly and spin
about the stages independent of the player, performing flashy strong combos
or dull weak ones. The cartoon cutscenes are a pleasant bonus, but more
enjoyable is the inclusion of short CG sequences presented in the cell-shaded
style, granting the game some graphical consistency. 



<p class="MsoNormal">To support the visual presentation, Konami included a light
techno-rock theme played throughout every level as well as voiceovers done by
the actual new cartoon voiceactors. The swipes, kicks, and punches are decent
combat noises, but I personally preferred the music (and ambient sounds) from
Turtles in Time over Mutant Nightmares bland offering.



<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">Theres so much wrong in Mutant Nightmare that its a wonder
Konami was able to get anything right. The game is extremely boring and dull,
as its hack n slash gameplay becomes tiresome after the first five minutes of
initial playtime. You run, you swipe, you run, and you swipe some more. The
minigames are cute additions that dont detract from the titles insane
boredom, and that theyre splattered throughout only does little for variety;
tweaking the gameplay and giving players a reason to go through Mutant
Nightmare would have been a tremendous improvement. Instead, on occasion you
may use the special turtle attack, but its unnecessary as the games ninja
scrolls, which you dont need until the last boss battle in the nightmare mode,
unbalance the gameplay. Mutant Nightmare is easy enough to play through without
the slightest worry or concern that youll need this or that ninja scroll to
win. Just tap the attack button and wait for all the opponents to run up and
die. And without the ninja scrolls, youre essentially just re-visiting the
last Turtles game, which was also a flop. To complicate matters further, using
the ninja scrolls for any other stage than the last boss fight makes the
gameplay incredibly easy; just sit back and let the AI turtles swipe for you.
Riveting.



<p class="MsoNormal">The AI turtle buddies do function and make the game
playable, however they also routinely bounce off walls, gobble up health items
at inappropriate times, and run into laser beams. During boss fights they also
become practically useless, as they dont think about a bosss attacks and
only run up to get pummeled, placing the bulk of the fight on you.



<p class="MsoNormal">The cutscenes that cut off prematurely in my preview build
did not do so in my final version of the game, however theyre still presented
in a cut-and-pasted manner. You hop from one level to the next with barely any
connection or idea as to what the hell is going on, or why youre even playing
the game. The level descriptions dont help: use the hoverboard, fight the
bad guys, and so on arent enough to set the game. The audio catches also
appear to have vanished from the final build, but that doesnt make the audio
any more enjoyable. The bland, silly background music alternates from
unmentionable to annoying, and the dialogue delivered between turtles is plain
and uninspiring. The game has its presentation moments, but theyre both few
and still dull.



<p class="MsoNormal">The lag that I experienced with a multitude of enemies
on-screen at once has not disappeared, though it mostly worsens when you throw
explosions into the mix, which apparently is too taxing for the game to handle.
The bigger problem is the games use of repetitive, boring environments like
sewers, laboratories, and street corners, and Mutant Nightmare has several
stages per episode that utilize the same environmental setting. Theres nothing
like spending an hour running through the same setting in multiple stages.



<p class="MsoNormal">I also have a problem with the games overlay map, as it
uses the same marker for both target objectives and new areas, and the two are
not one and the same. Sometimes youll circle around in search of the target
because youre not sure if that highlighted circle is a new area, or a new area
that leads to the target, which further wastes your time.&nbsp;



<p class="MsoNormal"><img style="border: 0px;" src="/typeimage.php?color=orange&font=stencil&text=THE VERDICT&size=25" alt="The Verdict"/>



<p class="MsoNormal">I remain unimpressed with the updated Ninja Turtles
franchise; Teenage Mutant Ninja Turtles 3: Mutant Nightmare does offer some
multiplayer support which should be fun for children, but the game would be
better if it just consisted of <em>Turtles in
Time</em> and a few party games. As it stands, its a boring, repetitive, dull
hack n slash game with bland visuals, unbalanced gameplay, and useless ninja
scrolls. The cut-and-pasted presentation and lack of a consistent storyline (or
even a more intense focus on the individual episode plots) also lower its
quality. Pick this up if youve got kids in love with the Turtles franchise,
but only as a rental.

	<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=GAMEPLAY: 4.8&size=20" alt="GAMEPLAY: 4.8" /> <br />
Its playable, but incredibly, horribly dull. Supports four players. Uninspiring hack n slash.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=GRAPHICS: 6&size=20" alt="GAMEPLAY: 6" /> <br />
The visuals arent too bad, but theyre still extremely bland and dont help the stale gameplay</p>

<p><img style="border: 0px;"   src="/typeimage.php?color=black&font=stencil&text=SOUND: 4.8&size=20" alt="SOUND: 4.8" /> <br />
Audio is equally as boring and repetitive, but quirky. Decent voiceacting for such bad dialogue</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=FUN FACTOR: 3.7&size=20" alt="FUN FACTOR: 3.7" /> <br />
Maybe youll enjoy yourself by reliving some old Turtles memories. But I doubt it.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=REPLAY VALUE: 3.5&size=20" alt="REPLAY VALUE: 3.5" /> <br />
The odds that youll actually finish this game the first time do not look good (for the game).</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>Wed, 16 Nov 2005 11:42:00 -0600</pubDate>
</item><item>
<title>GH Review: Age of Empires III (PC)</title>
<author>The Gaming Horizon Archive</author>
<link>http://www.gamebump.com/go/gh_review_age_of_empires_iii_pc</link>
<guid>http://www.gamebump.com/go/gh_review_age_of_empires_iii_pc</guid>
<comments>http://www.gamebump.com/go/gh_review_age_of_empires_iii_pc#</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 Chuck Landry.</p>

<p class="MsoNormal"><span><img style="border: 0px;" src="/typeimage.php?color=orange&font=stencil&text=THE LOWDOWN&size=25" alt="The Lowdown"/></span>



<p class="MsoNormal">I doubt the <em>Age of
Empires</em> franchise is new to anyone out there. If youve never played one of
the games, Im sure everybody has at the very least heard of them. The AOE
series offered some of the first truly great RTS games out there, releasing on
Windows back in 1997. It only required a Pentium 90 and a 1MB videocard, but
even back then it sported some sharp graphics. But at the same time, it gave
birth (in my mind at least) to the era of robotic, synchronized animation, when
dozens of spear-throwers moved in unison on computer monitors around the world.



<p class="MsoNormal">Age of Empires III comes to gamers at a time when the RTS
genre is a much more competitive one than it was many moons ago. There are a
lot of good games out there competing for the same precious allowance money so
Ensemble Studios certainly knew they couldnt half-ass the third AOE
installment. Luckily theyve released a polished title that might be worth
shoveling snow for an extra neighbor or two.



<p class="MsoNormal"><span><img style="border: 0px;"   src="/typeimage.php?color=orange&font=stencil&text=THE GOOD&size=25" alt="The Good"/></span>



<p class="MsoNormal">First and foremost, the graphics in AOE 3 are simply
stunning. The water looks better here than in most first-person shooters. Its
fantastic at looking realistically choppy and also at reflecting the
environment such as nearby trees and wooden ships. All of the trees are
animated so they sway and bend just a tad. That may not be new, but the artists
actually did a great job of making them all just move slightly and seemingly at
random, rather than having all the trees sway in exactly the same patterns over
and over again simultaneously. 



<p class="MsoNormal">The high point
of the graphical fanfare is definitely the special effects showcased as cannons
destroy buildings. Every shot at a building seems to damage it realistically
and the damage is modeled. Chunks of roofs pop off and fall to the ground; wood
splinters and flies off, spinning into the air; and even the physics of
crumbling buildings is realistic. The remains that separate from the still standing
structures hit the ground realistically and actually stay there for a while. When
a piece of the roof flies off, it doesnt just fall from the sky directly
through the ground to disappear, but it acts like a real slab of concrete,
staying put until youve brought the entire building down.



<p class="MsoNormal">But aesthetics dont make a game  they only support it. AOE
3 is a typical RTS in most veins although it does do a little to expand the
normal constraints of the genre. AOE 3 takes place during three chapters, each outlining
the adventures of a different hero but all three part of one lineage, or
family. The game takes place in the new world, so youll start off as an
explorer vying for territory in the Americas, settling the new continent,
claiming land for your home country, fighting Indians and all of that jazz we
associate with the colonial age. The campaign mode is the best part of AOE 3,
including a decent story, plenty of cutscenes, and lots of short bursts of
objective-based chaos in the form of levels. The first chapter alone is a story
that includes arriving at the new world, the Fountain of Youth, pirates, a
secret cult, Mayan ruins, betrayal and friendship.



<p class="MsoNormal">The actual mechanics of the game are mostly what youd
expect, and thus work rather well although there are some new twists youll
need to adjust to. Some of them are natural and easy to grasp, such as the fact
that your gatherers dont need to return anything in order for you to add it
to your supply. Foresters simply chop down trees in the woods until there
arent any left. Farmers just cultivate the land to create food. Gatherers pick
bushes dry. Minersmine until themines are empty. The great part about this is
that you dont have to worry so much about exactly the best place to build a
lumber mill or anything like that because it doesnt matter  nobody has to
walk back and forth between any buildings and their respective job. Thats one
less thing to have to worry about  logistics. Good riddance!



<p class="MsoNormal">Another nice thing is the sheer variety of ways in which to
collect every resource. If you need food, you can send settlers after the
wildlife, and theyll hunt as long as they can. Or, you can find a berry bush
and have them gather food there. Alternately, you can actually just build a
food creating structure, such as a farm or an animal shelter and assign up to
10 settlers there. The beauty of that is in the choice, not to mention the fact
that when youve run all of the resources dry, a building that never runs out
of food like the farm is a welcome addition that should have been introduced
sooner. Similarly, food can also be harvested from fish in the water using a
fishing boat, and coin can be gathered from mines, by hunting whales, or
sometimes by controlling key points, like treasure ships.



<p class="MsoNormal">Another mechanic AOE 3 introduces is the hometown. This is
kind of like a mix between a supply depot and your crib in ESPNs later
b-ball games. Its customizable using points earned in normal gameplay, meaning
you can add jugglers or a horse and buggy to your streets or even customize the
color and size of the important buildings, but the most important function is
the supply factor. As you earn experience points in the campaign, you can
choose cards at your hometown. These cards are then deliverable boosts you
can send to your town center during gameplay. Every once in a while you will
have another shipment available, and by clicking the appropriate button, you
are transported to your hometown (complete with juggler by now) to choose what
you need the most. Youll end up shipping cannons, crates of supplies or food,
or even military units or upgrades.



<p class="MsoNormal">Of course once youre done with AOE 3s campaign mode,
youre free to play in skirmishes or online with up to eight other players. In
these modes youll slowly be able to update your civilizations era. Youll
go from the colonial age to the frontier age and more, choosing with each
change one of two paths. Sometimes youll choose a diplomatic leader, other
times a naval commander or army sergeant, and each choice comes with its own
upgrades and advantages.



<p class="MsoNormal"><span><img style="border: 0px;" src="/typeimage.php?color=orange&font=stencil&text=THE BAD&size=25" alt="The Bad"/></span>



<p class="MsoNormal">Nothing bad can be said about the games production values. The
graphics are nearly flawless. Most importantly, the clone-like synchronization
is much more masked than it was eight years ago, and the battles look really,
really great in AOE 3, especially when you bring in the heavy artillery, or
during the naval battles which are equally spectacular. The musical score
consists of the appropriate fanfare but never overexerts itself to the point of
annoyance, and although the cutscenes are made with in-game graphics and are
thus slightly less realistic than, say, those in <em>Halo</em>, they are well voiced and work just fine.



<p class="MsoNormal">The changes in gameplay work very well in the instance of
resource gathering, but the whole hometown idea where your mother country is
supposedly shipping you supplies across the Atlantic still seems a little
awkward even after 10+ hours with the game. I understand the theory and even
agree with the idea of getting help from Europe arriving in the Americas,
but it wasnt necessary to graphically model the town and let you customize it.
It seems like customization for the sake of customization, and I could have
done without it. Im playing AOE 3 for the RTS elements, and if I want to
customize the people in my hometown Ill play the Sims. For the record, I
think its ridiculous in sports games, too.



<p class="MsoNormal">Finally, I was left a little under whelmed with the skirmish
and online aspect of the game. Nothing is wrong with them  they play like a
natural progression of the series, but the experience was a little ho-hum, and
even tedious. The campaign mode is much more enjoyable due to the storyline,
hero characters, and the feeling of an actual objective other than build up a
base faster than the opponent to win. In this instance, AOE 3 has a campaign
mode akin to those found in Blizzards <em>Warcraft
III</em>, and nobody is going to complain about that. Everything else seems like
par for the course.



<p class="MsoNormal"><span><img style="border: 0px;" src="/typeimage.php?color=orange&font=stencil&text=THE VERDICT&size=25" alt="The Verdict"/></span>



<p class="MsoNormal">Colonial America
hardly seems like the most exciting backdrop for an RTS, but the campaign mode
in AOE 3 makes it not only worthwhile, but also leaves players longing for
more. This game sets a new bar for graphical effects in RTS games, one that
seems mighty high but is very welcome. It also brings about a few changes 
some more appropriate than others, but everything is done well enough that Im
willing to forgive it for trying to ride the customization-craze wave and
failing. The verdict: fans of the first
two should pick it up for sure, and other RTS fans would be smart to do the
same. Even if it isnt a perfect ten, its still worth the price of
admission.<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=GAMEPLAY: 9.1&size=20" alt="GAMEPLAY: 9.1" /> <br />
Genre veterans will feel right at home. Not too complicated like most others.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=GRAPHICS: 9.8&size=20" alt="GAMEPLAY: 9.8" /> <br />
Absolutely amazing graphics. The best yet for an RTS.</p>

<p><img style="border: 0px;"   src="/typeimage.php?color=black&font=stencil&text=SOUND: 8.3&size=20" alt="SOUND: 8.3" /> <br />
Suffers from the familiar repeating acknowledgments, but otherwise good.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=FUN FACTOR: 8&size=20" alt="FUN FACTOR: 8" /> <br />
The campaign is where it is. Everything else is standard fare for the genre.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=REPLAY VALUE: 8&size=20" alt="REPLAY VALUE: 8" /> <br />
As for replay value, youve got skirmish and multiplayer. What did you expect?</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=orange&font=stencil&text=TOTAL SCORE: 8.6 &size=23" alt="TOTAL SCORE: 8.6" />

]]></description>
<pubDate>Tue, 08 Nov 2005 20:39:00 -0600</pubDate>
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<title>GH Preview: Teenage Mutant Ninja Turtles 3 : Mutant Nightmare (PS2)</title>
<author>Shiva Stella</author>
<link>http://www.gamebump.com/go/gh_preview_teenage_mutant_ninja_turtles_3__mutant_nightmare_ps21</link>
<guid>http://www.gamebump.com/go/gh_preview_teenage_mutant_ninja_turtles_3__mutant_nightmare_ps21</guid>
<comments>http://www.gamebump.com/go/gh_preview_teenage_mutant_ninja_turtles_3__mutant_nightmare_ps21#</comments>
<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>

<p class="MsoNormal"><img  style="border: 0px;" src="http://www.gamebump.com/typeimage.php?color=orange&font=stencil&text=THE BUZZ&size=25" alt="The Buzz" />



<p class="MsoNormal">Teenage Mutant Ninja Turtles 3: Mutant Nightmare is the
third installment in the recent batch of Ninja Turtles games released for this
generation of consoles, and is based on events in the currently running cartoon
show. The game of course stars everyones favorite reptiles  Donatello,
Leonardo, Michelangelo, and Raphael  destined to save the planet from all
sorts of evil beings, and casts players as their chosen turtle (with
computer-controlled allies) or allows them to team up with three friends (all
in single-player mode). From what weve played so far, it seems to have a host
of improvements from its predecessors and should give Ninja Turtles fans a fun
multiplayer game to enjoy.&nbsp;



<p class="MsoNormal">Mutant Nightmare features three modes of play but focuses
mostly on its normal mode, which contains three regular episodes of about
sixteen-eighteen stages each as well as a nightmare mode, which pits the
turtles against a sum of the groups nightmares, ie past foes and opponents
from other worlds. You can select one turtle and allow the computer to control
the other three, or grab some friends for a foursome. Each mission has a single
objective that, when completed, unlocks the next level and occasionally grants
a fun cartoon clip from the series. Most of the levels, usually the ones
providing boss fights or minigames, are rather short, but there are lengthier
ones that require navigating an area accompanied by a decent radar highlighted
with arrows and target bubbles. The bulk of the gameplay has you and your
computer-controlled brethren taking on various opponents  either dinosaur
aliens, specialized government agents, or foot soldiers  sprawled throughout
the stages. The AI is functional and sufficient for single-player progression,
but its far from genius  your turtle buddies will routinely jump into walls,
swipe at the air, and run into laser beams. Thankfully you can always gather
them on you with a simple call, which keeps them from unnecessarily gobbling up
health items or getting themselves pulverized by a boss. 



<p class="MsoNormal">Some of the minigames that Ive sampled include fancy
shuriken shooting (opponents rush directly into the camera for prompt disposal),
hovercraft racing (you race against bad guys on bikes), and hang gliding (you
dodge air mines during your descent), and while theyre not the most engaging
they break up the repetitiveness of walking through the same areas to kill stuff.
During regular play, perhaps to lighten the monotony, players can swipe things
(canisters, barrels, etc) into the air and target them at opponents, and levels
are dotted with breakable items. Some of the missions involve safely escorting
characters (April, master Splinter) throughout a small environment while others
are more ordinary: get from point A to point B, or get from point A to point B
to destroy target C. The objectives and minigames arent too grandiose or
interesting, but considering the games target audience  Ninja Turtle fans
watching the latest series  this is probably fitting. 



<p class="MsoNormal">The most intriguing aspect of Mutant Nightmare concerns its
ninja scrolls, which are purchased by exchanging crystals (points) for
spells/abilities. Some of the feats grant additional health or attack power
while others enable the turtles to slowly drain an enemys HP or even don
ultimate gear sets to annihilate any opponent. The ninja scrolls provide a
light RPG touch and enable players to modify their teammates, but each turtle
can only wear so many scrolls at a time. To offset this, Konami included
special group attacks that flash button combinations on-screen in succession;
if each player hits his buttons quickly enough (ideally in the right order)
then the gang gathers for a devastating attack. 



<p class="MsoNormal">If youre tired of normal mode you can always try out
challenge or arcade mode. Challenge mode pits one turtle against a stack of
foes for prizes, while arcade mode offers a true gem for the old-school gamer:
<em>Turtles in Time</em>, revamped for a new generation and updated to present more
enemies on-screen at once. Unfortunately my versions Turtles in Time wouldnt
operate, but I assume thats due to a faulty disc, as I occasionally ran into
audio catches, excessive lag (worse with multiple enemies/explosions), and cutscenes
that cut off mid-sentence, but the final product should lack these problems.&nbsp;



<p class="MsoNormal">Due to the games top-down camera I can say that the turtles
are graphically well presented and appropriately cell-shaded, but youll hardly
notice. The 3D environments (accented by cell-shaded cars, items, canisters,
and so on) are also nicely done, but again the game isnt going to win any
visual awards. Whats most important is that all the turtles move fluidly and
spin about the stages independent of the player, performing flashy strong
combos or dull weak ones. The cartoon cutscenes are a pleasant bonus, but
more enjoyable is the inclusion of short CG sequences presented in the
cell-shaded style, granting the game some graphical consistency. 



<p class="MsoNormal">I cant speak much for the audio because my version has a
few bugs, but the voiceovers are done by the actual cartoon voiceactors (or
seem pretty damn close) and the music is a light techno-rock theme played
throughout every level (or its just so predictable that it sounds like it). 



<p class="MsoNormal"><img style="border: 0px;"   src="http://www.gamebump.com/typeimage.php?color=orange&font=stencil&text=THE PREDICTION&size=25" alt="The Prediction"/>



<p class="MsoNormal">My version has some obvious flaws  cutscenes that end
prematurely, sounds that catch and replay until the level is completed, music
thatll just stop halfway through a stage, etc  but judging from the build we
received Teenage Mutant Ninja Turtles: Mutant Nightmare should be a light, easy
action game for kids that supports fun multiplayer. The inclusion of Turtles in
Time, for traditional Ninja Turtles fans, is the perfect boon for the
franchise-faithful. Expect this one on November 1 for the PlayStation 2, Xbox,
GameCube, and Nintendo DS.]]></description>
<pubDate>Fri, 21 Oct 2005 22:45:45 -0500</pubDate>
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