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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>E3 2008: Southpeak Games E3 Lineup</title>
<author>Zach  Lott</author>
<link>http://www.gamebump.com/go/e3_2008_southpeak_games_e3_lineup</link>
<guid>http://www.gamebump.com/go/e3_2008_southpeak_games_e3_lineup</guid>
<comments>http://www.gamebump.com/go/e3_2008_southpeak_games_e3_lineup#</comments>
<description><![CDATA[SouthPeak Games has also revealed what to expect from their E3 booth:<br><ul><li>Big Bang Mini <br></li><li>Brave: A Warrior's Tale</li><li>Brave: Shaman's Challenge</li><li>Igor The Game</li><li>Monster Madness: Grave Danger</li><li>Ninjatown</li><li>Raven Squad</li><li>X-Blades</li></ul>They'll be set up at booth #426.]]></description>
<pubDate>Thu, 10 Jul 2008 12:43:47 -0500</pubDate>
</item><item>
<title>Koei's Bladestorm Now Available</title>
<author>Shiva Stella</author>
<link>http://www.gamebump.com/go/koeis_bladestorm_now_available</link>
<guid>http://www.gamebump.com/go/koeis_bladestorm_now_available</guid>
<comments>http://www.gamebump.com/go/koeis_bladestorm_now_available#</comments>
<description><![CDATA[<p><img src="http://www.gamebump.com/images/upload/0p4qvjqns2l7wzdr41kc8mp7.jpg" alt="" alignment="" border="0"></p>Koei has announced that its Bladestorm: the Hundred Years' War is now available for both the Xbox 360 and PlayStation 3 consoles. Review scores aren't exactly rosy thus far but if you're on the fence about it you can always check out the demos available on the XBL Marketplace and PlayStation Store. Below is a score summary, and if you're interested in more info hit the jump.<br><br><ul><li>80 - EuroGamer: "A very, very good videogame: another brilliant evolution of Koei's unique interpretation of the real-time strategy genre..."</li><li>61 - PSM3 Magazine UK: "A so-so mix of tactics and chaotic combat."</li><li>60 - PSM Magazine</li><li>47 - EGM: "With all these hiccups, I'm shocked this war lasted one year, let alone 100." (<span style="font-style: italic;">I see EGM keeps getting wittier and wittier</span>)<br></li><li>40 - 1UP: "The majority of the environments are quite sparse, with few buildings yet plenty of fog to help hide the fact that the draw distance here isn't that spectacular."</li></ul><p></p><p></p>Excerpt:<br><br><div style="margin-left: 40px;">In the 14th century a quarrel over English succession to the French throne escalated into what history would call the Hundred Years' War. This ongoing war had exhausted the standing armies of both sides and there was a growing dependence on mercenary soldiers.<br> <br>Taking the role of a mercenary soldier, players must contract their services to the English or French; with the ultimate goal of achieving glorious fame and fortune. Those who establish a reputation as a formidable warrior and leader of men, will amass a valuable war chest and lure hardened warriors to their employ.<br> <br>As arrows rain from above, knights charge on horseback, and cannoniers fire volleys at heavy infantry, armies will collide in unprecedented scale. Players will be immersed in ferocious battles where an innovative action style enables them to defeat countless numbers of soldiers with one cleverly chosen attack command. Outwit your opponents and overwhelm the enemy with dominating force to be the last one standing when the dust settles on one of history's greatest conflicts.<br></div><br>The title is rated Teen and also sports some lovely 720p visuals. Check out prices <a href="http://www.amazon.com/gp/search?ie=UTF8&amp;keywords=Bladestorm%20the%20Hundred%20Years%20War&amp;tag=gaminghoriz0c-20&amp;index=blended&amp;linkCode=ur2&amp;camp=1789&amp;creative=9325">at the link</a>.<br><br>
		  	
		  	<a href="http://www.amazon.com/gp/search?ie=UTF8&keywords=Bladestorm the Hundred Years War&tag=gaminghoriz0c-20&index=blended&linkCode=ur2&camp=1789&creative=9325">
		  	<img style="border:0px;" src="http://www.gamebump.com/typeimage.php?text=BUY BLADESTORM THE HUNDRED YEARS WAR AT AMAZON&color=lorange&font=stencil&size=10&width=500" />
		  	</a><br />
		  	]]></description>
<pubDate>Wed, 07 Nov 2007 09:44:02 -0600</pubDate>
</item><item>
<title>Bladestorm Gets A Gold Status</title>
<author>Tim Grube</author>
<link>http://www.gamebump.com/go/bladestorm_battles_it_out_in_stores</link>
<guid>http://www.gamebump.com/go/bladestorm_battles_it_out_in_stores</guid>
<comments>http://www.gamebump.com/go/bladestorm_battles_it_out_in_stores#</comments>
<description><![CDATA[<img src="http://www.gamebump.com//images/tags/ps3.jpg" align="right" style="margin: 10px; border: 1px solid black;" /><br>The game is receiving a bit of low scores right now from PSM Magazine, Electronic Gaming Monthly, and a few other magazines---but Koei just informed us that Bladestorm: The Hundred Years' War has gone gold and will hit retail stores across America for the Playstation 3, and Xbox 360 on November 6.<br><br>You can grab a short single-player demo on the  Xbox Live Marketplace and PlayStation Network. I highly suggest you do this prior to purchase. You can check out a TGS 2007 hands-on preview over at <a href="http://www.gamespot.com/ps3/action/bladestorm/news.html?sid=6179631&amp;om_act=convert&amp;om_clk=newsfeatures&amp;tag=newsfeatures;title;1">GameSpot</a>.<br><br>]]></description>
<pubDate>Fri, 26 Oct 2007 13:01:44 -0500</pubDate>
</item><item>
<title>Bladestorm And Fatal Inertia Due This Summer</title>
<author>Shiva Stella</author>
<link>http://www.gamebump.com/go/bladestorm_and_fatal_inertia_due_this_summer</link>
<guid>http://www.gamebump.com/go/bladestorm_and_fatal_inertia_due_this_summer</guid>
<comments>http://www.gamebump.com/go/bladestorm_and_fatal_inertia_due_this_summer#</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>Koei has announced that Bladestorm: The Hundred Years' War and Fatal Inertia will be available in North America this summer for both the Xbox 360 and PlayStation 3 consoles. Said Amos Ip Senior Vice-President at KOEI Corporation, &quot;Both titles are taking advantage of new game engines and hardware. We are allowing our development teams additional time to further explore the capabilities and potential of each system by extending the product launches for a simultaneous platform release this summer.&quot;Straight from Koei:About FATAL INERTIAIt is the 22nd century, and mankind has developed an evolutionary sport mixing high-performance street racing, rally, and demolition derby. In this brave new world of racing, gravity-defying machines tear across pristine natural environments where the beauty of nature masks the perils that wait.FATAL INERTIA boasts fast-paced single and multiplayer racing experiences with unique game dynamics and controls. Race crafts hover meters above the earth, but travel at a higher velocity as they edge closer to the ground. With racers drifting around glacial walls and hurtling alongside sheer cliffs, the games courses are an awe-inspiring amphitheater for combat racing.Players will customize their vehicles in a manner similar to the way present-day tuners modify their vehicles, but will have an array of futuristic hardware at their fingertips. Unconventional weapons that manipulate velocity, time and force can be used to create a variety of physics-based effects on opposing race craft.FATAL INERTIA is the debut title from KOEIs Toronto- based development studio, KOEI Canada. The team is led by Takazumi Tomoike, creator of the Dynasty Warriors® series, and KOEI Co-Founder and Chief Advisor Yoichi Erikawa, who under the pen name Kou Shibusawa is regarded as one of the worlds top video game designers. This game is not yet rated by the ESRB.About BLADESTORM: THE HUNDRED YEARS WARIn the early half of the 14th century a quarrel with England over the succession to the French throne escalated into what history would call the Hundred Years War. This summer, BLADESTORM: THE HUNDRED YEARS WAR will bring to life the intensity and drama of a war-torn Medieval Europe with a cast of legendary characters including Joan of Arc and Edward the Black Prince.Utilizing a new game engine attainable only through the power of next generation hardware, BLADESTORM: THE HUNDRED YEARS WAR will recreate the fierce clashes between the armies of England and France at an unprecedented scale, where every soldier reacts individually to their immediate surroundings. Players will assume the role of a mercenary leader and strategically command, in real-time, a wide range of troops including infantry, archers, cavalry, and cannoniers.BLADESTORM: THE HUNDRED YEARS WAR is being developed by KOEIs Omega Force, the team behind the award-winning Samurai Warriors® and Dynasty Warriors series. This game is not yet rated by the ESRB.
]]></description>
<pubDate>Fri, 19 Jan 2007 18:20:00 -0600</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>Untold Legends Goes Gold For PSP</title>
<author>The Gaming Horizon Archive</author>
<link>http://www.gamebump.com/go/untold_legends_goes_gold_for_psp</link>
<guid>http://www.gamebump.com/go/untold_legends_goes_gold_for_psp</guid>
<comments>http://www.gamebump.com/go/untold_legends_goes_gold_for_psp#</comments>
<description><![CDATA[
<p>Sony Online Entertainment Inc. today announced that Untold Legends: Brotherhood of the Blade has gone gold  for the PSP.</p><p>
In just a few days, the handheld gaming revolution begins with the launch of the PSP handheld system, and given the strong feedback we are receiving from the press, retailers, and consumers via pre-sell orders, Untold Legends is proving to be a must-have launch title, said Torrie Dorrell, Senior Vice President, Sony Online Entertainment. Untold Legends is a brand new intellectual property built from the ground up specifically for the PSP handheld system, and will be the only action role-playing game available at the new systems launch. </p><p>Untold Legends will be available at a price of $39.99 and is scheduled to ship to retail stores on 
March 22, 2005.</p><p /> Originally written by Tim Grube]]></description>
<pubDate>Tue, 31 Jan 2006 22:23:00 -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>GH Review: Untold Legends: Brotherhood of the Blade (PSP)</title>
<author>Shiva Stella</author>
<link>http://www.gamebump.com/go/gh_review_untold_legends_brotherhood_of_the_blade_psp</link>
<guid>http://www.gamebump.com/go/gh_review_untold_legends_brotherhood_of_the_blade_psp</guid>
<comments>http://www.gamebump.com/go/gh_review_untold_legends_brotherhood_of_the_blade_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><img style="border: 0px;" src="/typeimage.php?color=orange&font=stencil&text=THE LOWDOWN&size=25" alt="The Lowdown"/><br /><br />The first and only RPG available for Sonys PSP, Untold Legends passes itself off as the sum of recently released RPGs, only portable, and for the most part that wouldnt be incorrect. There are some detailed environments, a somewhat practical plot, a decent button-mashing premise, and the standard stats available for adjustment, but what it really comes down to is what youre willing to sacrifice for a portable RPG.<br />
	<p><img style="border: 0px;"   src="/typeimage.php?color=orange&font=stencil&text=THE GOOD&size=25" alt="The Good"/>&nbsp;<p>ULs storyline begins directly enough: the players character has won the championship title of Guardian, requiring that s/he stay in the city of Aven as its official protector, serving the people in times of need. Unfortunately something sinister is about, and of course this evil force begins attacking on your shift. The basic plot has the player completing quests to further the investigation of evil in order to save Aven. Not exactly earth-shaking or even remotely intriguing at the least, but for a portable title its enough to go on.<br /><br />Basic gameplay has players choosing a class from the available list: alchemist, druid, knight, and berserker. The classes are rather self-explanatory and each plays simply; the alchemist focus her power into her intelligence stat and attacks with both melee and magic; the druid focuses on intelligence but rounds out his other stats (stamina, strength) more equally, using natures magic and basic melee attacks to advance; the knight focuses largely on strength and stamina, wielding the most powerful weapons while taking hits well; and the berserker focuses primarily upon strength, using the stat base to unleash devastating damage. Each class has a typical fighting technique  flips and kicks for the berserker, basic sword-swipes for the alchemist, etc.  and each can be visually modified in limited terms of skin tone, hair color, and hair style. <br /><br />Other than the basic stat adjustments, players are able to select their characters armor, weapons, and jewelry. The inventory screen will appear familiar to RPGers, and is extremely reminiscent of Sonys Champions of Norrath inventory selection system. Items take up a certain number of blocks, and when the weight limit has been reached the character is unable to carry any more equipment. The standard gear  armor and weapons  can be modified with special enchantment items, like storm totems, by selecting the enchantment item and then the equipment desired for upgrading. The menu system is maneuvered through via the L and R buttons (with some lag between screens) and the cursor is controlled with the analog stick.<br /><br />When a player is ready to get into the actual game, he may choose to start a normal (offline) one, or go online and either join a multiplayer room or host his own. Since chances are good youll rarely ever spend time in multiplayer mode Ill be focusing on the regular, single-player option. Once inside youll be greeted with the initial storyboards explaining the plot, a couple (very lengthy) loading screens, and finally the beginning stage, inside the Inn. Players control their character with the analog stick, which provides much smoother movement than Id anticipated, and attacking is accomplished via mashing the X button. If magical attacks are your preferred method of slaying, youll be pleased to know that a now-standard quick-menu has been implemented. The quick-menu hosts up to eight magic spells and allows for two quick-magic buttons to be assigned (circle and triangle), which is now also standard and very convenient, and is accessed through the D-pad.<br /><br />Killing in UL is just like killing in any other recent hack-fest RPG, and involves running into foes with blades swinging (or spells casting, depending upon your preference). Theres no manual targeting involved so spells and arrows kind of fly out on their own, but if youd like to feel a little more control you can always zoom the camera in by holding down R and pressing up on the D-pad, showing where to more precisely attack. You can also adjust the camera from the normal via with the other D-pad buttons.<br /><br />The environments in UL are adequately detailed, with trees dotting the forested landscapes, snow falling from the air, water rushing from spouts/pipes, rocks decorating the land, and individual concrete blocks visible on the streets. Spell effects are colorful, bright, and even nicely misty in some cases, showcasing the graphical power of the PSP. Modified weapons also shimmer/glow, and with the camera zoomed in youll be able to see the fine details in character clothing. Enemies (monsters, boars, spiders, and the like) receive just as much attention. The game isnt exactly beautiful, but for the first RPG on the handheld, its got enough visual pizzazz for a single play-through.<br /><br /><img style="border: 0px;" src="/typeimage.php?color=orange&font=stencil&text=THE BAD&size=25" alt="The Bad"/><br /><br />Thats if, of course, you enjoy the game enough to even finish it once. The most serious fault of UL is that its extremely boring, typical, generic, and dull. Enemy AI is simple and straightforward, requiring absolutely no strategy from the player. Running around in circles, spewing acidic juices at bosses, is just as likely to guarantee a win as is standing and fighting, with or without strategy. Theres a slew of very long, very frequent loading screens for each time the player enters a new area. The storyline is so mediocre and un-intriguing that even the most aloof RPGer will find that it offers zero motivation or interest. An annoying bonus is the lack of sufficient quest information. Youll learn to head to area A and thats about it, which means youll spend some time wandering around, looking for the next (pointless) boss to kill. <br /><br /><img style="border: 0px;" src="/typeimage.php?color=orange&font=stencil&text=THE VERDICT&size=25" alt="The Verdict"/><br /><br />Taken for what it is, Untold Legends: Brotherhood of the Blade is an adequate RPG for the PSP, being that its the only one available at the moment. However, even the most indifferent RPGer will find it boring and uneventful. If you can ignore the absolute dullness of Untold Legends and truly desire a portable RPG (and lack a GameBoy Advance), only then can I recommend you give Untold Legends a try.<br /><p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=GAMEPLAY: 7.2&size=20" alt="GAMEPLAY: 7.2" /> <br />
Standard hack-n-slash that apparently every developer thinks constitutes a good RPG.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=GRAPHICS: 7.2&size=20" alt="GAMEPLAY: 7.2" /> <br />
Not particularly bad, but bland. Good details for characters and enemies.</p>

<p><img style="border: 0px;"   src="/typeimage.php?color=black&font=stencil&text=SOUND: 6.5&size=20" alt="SOUND: 6.5" /> <br />
Swoosh, swing, growl, and howl, plus a forgetful background song.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=FUN FACTOR: 6&size=20" alt="FUN FACTOR: 6" /> <br />
Absolutely boring and bland.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=REPLAY VALUE: 6&size=20" alt="REPLAY VALUE: 6" /> <br />
Multiplayer means you might come back.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=orange&font=stencil&text=TOTAL SCORE: 6.6 &size=23" alt="TOTAL SCORE: 6.6" />

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<pubDate>Tue, 12 Apr 2005 19:46:00 -0500</pubDate>
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