<?xml version="1.0"?>
<rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom" xmlns:dc="http://purl.org/dc/elements/1.1/">
<channel>
<title>| GameBump |</title>
<link>http://www.gamebump.com</link>
<description>Video gaming news blog.</description>
<language>en-us</language>
<copyright>Copyright 2006-2008 Gaming Horizon</copyright>



<item>
<title>Nintendo Constructing New R&amp;D Center</title>
<author>Zach  Lott</author>
<link>http://www.gamebump.com/go/nintendo_constructing_new_rd_center</link>
<guid>http://www.gamebump.com/go/nintendo_constructing_new_rd_center</guid>
<comments>http://www.gamebump.com/go/nintendo_constructing_new_rd_center#</comments>
<description><![CDATA[<img src="http://www.gamebump.com//images/tags/nintendo.jpg" align="right" style="margin: 10px; border: 1px solid black;" />The news out of Japan is that Nintendo, despite forecasting lower profits for 2009, is set to begin construction on a new research and development center, according to <a href="http://kotaku.com/5150307/nintendo-building-new-rd-center-in-japan/">Kotaku</a>.<br><br>The center will be built on a 40,000 square meter lot that was formerly a golf range and was procured last year for 12.8 billion yen.<br><br>Nintendo is planning on integrating it with their existing R&amp;D complex and will use it to develop new software and do research for new hardware. It should be interesting to see if they use it as a casual games division or for something else. <br>]]></description>
<pubDate>Wed, 11 Feb 2009 19:23:12 -0600</pubDate>
</item><item>
<title>NIS: Now Wii 9001 Certified!</title>
<author>Ryan Fulton</author>
<link>http://www.gamebump.com/go/nis_now_wii_9001_certified</link>
<guid>http://www.gamebump.com/go/nis_now_wii_9001_certified</guid>
<comments>http://www.gamebump.com/go/nis_now_wii_9001_certified#</comments>
<description><![CDATA[<div style="text-align: center;"><p><img style="width: 500px; height: 263px;" src="http://www.gamebump.com/images/upload/alwk486bdfnew5rhhnjnmxc4.jpg" alt="" alignment="" border="0"></p><br></div>I'm beginning to think that I'm turning into a shameless NIS shill, but I can't help the fact that I keep coming across NIS related information this week. On November 4th NIS signed a contract that made them an official Wii developer. Their first title is tentatively titled and dated "Let's Hitchhike" and March 09, respectively. That's all there really is to know just yet. I suppose one could expect NIS to push their PS2 style sprites onto the Wii. Personally, I'm rather interested in see how this effects their PlayStation 3 Development.<br>]]></description>
<pubDate>Thu, 06 Nov 2008 16:19:19 -0600</pubDate>
</item><item>
<title>Parasite Eve Third Birthday Semi-confirmed</title>
<author>Shiva Stella</author>
<link>http://www.gamebump.com/go/parasite_eve_third_birthday_semiconfirmed</link>
<guid>http://www.gamebump.com/go/parasite_eve_third_birthday_semiconfirmed</guid>
<comments>http://www.gamebump.com/go/parasite_eve_third_birthday_semiconfirmed#</comments>
<description><![CDATA[Remember Parasite Eve, the "cinematic RPG" from the bygone days of PlayStation? Remember the Japanese-onry PE cell-phone games that we didn't get?<br><br>Now you can stop being ridiculously angry. Take a peek at the video below.<br><br><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000"  ="" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=8,0,0,0" id="gtembed" width="480" height="392">&nbsp;&nbsp;&nbsp; <param name="allowScriptAccess" value="sameDomain"> <param name="allowFullScreen" value="true"> <param name="movie" value="http://www.gametrailers.com/remote_wrap.php?umid=277711"> <param name="quality" value="high"> <embed src="http://www.gametrailers.com/remote_wrap.php?umid=277711" swliveconnect="true" name="gtembed" allowscriptaccess="sameDomain" allowfullscreen="true" quality="high" pluginspage="http://www.macromedia.com/go/getflashplayer" type="application/x-shockwave-flash" width="480" align="middle" height="392"> </object><br><br>Just in case you missed it, that's a leaked trailer for Parasite Eve 3, tentatively titled PE: Third Birthday, in the works at Square Enix and HexaDrive. As of now the word is that it's being labeled as a "cinematic action RPG", putting it in line with PE2's Resident Evil-like gameplay, with a slew of heavily customizable weapons and (one can only assume) lots of gross monsters.<br><br>And did I mention that it's a PSP exclusive...?<br>]]></description>
<pubDate>Tue, 14 Oct 2008 12:20:44 -0500</pubDate>
</item><item>
<title>White Knight Chronicles: Bring a friend.</title>
<author>Ryan Fulton</author>
<link>http://www.gamebump.com/go/white_knight_chronicles_bring_a_friend</link>
<guid>http://www.gamebump.com/go/white_knight_chronicles_bring_a_friend</guid>
<comments>http://www.gamebump.com/go/white_knight_chronicles_bring_a_friend#</comments>
<description><![CDATA[<div style="text-align: center;"><p><img src="http://www.gamebump.com/images/upload/2qdwyvpocmy35uet35egrpx8.jpg" alt="" alignment="" border="0"></p><div style="text-align: left;">Japanese gaming magazine Dengeki PlayStation has revealed some of the sordid details involving Level 5's White Knight Chronicle's online-multiplayer.&nbsp; In a level of interaction unprecedented in console RPGs, WKC offers 16 person multiplayer that melds directly into the single player game, if you should so chose to use it, and you probably should.&nbsp; I mean, they went through a lot of trouble to add it and all.<br><br>Once the desired number of players is reached the game takes it upon itself to split the players into groups of 4 so that they may venture forth into the world of giant turtle-city-beasts and fiery dog-things.&nbsp; <br><br>Thanks for this info go to 2chan by way of Kotaku.<br></div><br></div><br>]]></description>
<pubDate>Wed, 08 Oct 2008 18:43:27 -0500</pubDate>
</item><item>
<title>Mega Man 9 Achievements Revealed</title>
<author>Zach  Lott</author>
<link>http://www.gamebump.com/go/mega_man_9_achievements_revealed</link>
<guid>http://www.gamebump.com/go/mega_man_9_achievements_revealed</guid>
<comments>http://www.gamebump.com/go/mega_man_9_achievements_revealed#</comments>
<description><![CDATA[<p><span style="margin: 0pt; padding: 8px 0pt 8px 8px; z-index: 777; float: right; clear: right;"><img src="http://www.gamebump.com/images/upload/91v03o4vg13kb85n84wzk7l5.jpg" alt="" alignment="right" border="0"></span></p>Well, the <a href="http://www.1up.com/do/newsStory?cId=3169327">achievements</a> for the XBLA version of Mega Man 9 have been revealed, and "hardcore" might not be enough of a term to describe them. <br><br>Indeed, to collect these virtual treasures it'll take a superhuman effort, as you'll be performing such tasks as clearing the game without using any energy tanks, beating every boss with just the Mega Buster, and clearing the game without dying. <br><br>Hit the jump for a full list of what to expect.<br><p></p><p></p><ul><li><b>Jitterbug</b> -- Clear the game in 60 minutes or less (20 Achievement points)
</li></ul><ul><li><b>Invincible</b> -- Clear the game without dying  (30 points)</li></ul><ul><li><b>Almost Invincible</b> -- Clear the game without continuing (20 points)</li></ul><ul><li><b>No Coffee Break</b>
Clear the game without using any Energy or Mystery Tanks (10 points)</li></ul><ul><li><b>Peacekeeper</b> -- Clear the game by defeating the fewest number of enemies possible (20 points)</li></ul><ul><li><b>Conservationist</b> -- Clear the game by using the least amount of Weapon Energy possible (20 points)</li></ul><ul><li><b>Gamer's Day</b> -- Clear the game five times in one day (20 points)</li></ul><ul><li><b>Whomp Wily!</b> -- Clear the game once (5 points)</li></ul><ul><li><b>Destroyer</b> -- Defeat your 1000th enemy (20 points)</li></ul><ul><li><b>World Warrior</b> -- Defeat every type of enemy (5 points)</li></ul><ul><li><b>Trusty Sidearm</b> -- Defeat the eight Bosses with the Mega Buster (20 points)</li></ul><ul><li><b>Blue Bomber</b> -- Defeat a Boss without getting damaged (10 points)</li></ul>]]></description>
<pubDate>Thu, 14 Aug 2008 12:18:41 -0500</pubDate>
</item><item>
<title>GameStop To Offer FREE Rare Pokemon Download</title>
<author>Zach  Lott</author>
<link>http://www.gamebump.com/go/gamestop_to_offer_free_rare_pokemon_download</link>
<guid>http://www.gamebump.com/go/gamestop_to_offer_free_rare_pokemon_download</guid>
<comments>http://www.gamebump.com/go/gamestop_to_offer_free_rare_pokemon_download#</comments>
<description><![CDATA[<p align="center"><img alt="" src="http://www.gamebump.com/images/upload/7ub56cvbh3iz9axxtjsmekhg.jpg" alignment="" border="0"></p>
<p>If you've been waiting for a chance to snag a rare, event-only&nbsp;Pokemon for your copy of Pokemon Diamond or Pearl, now is your chance, as GameStop is going to offer a free download of the legendary Pokemon Deoxys.</p>
<p>Those interested in downloading Deoxys can bring their DS with a copy of Diamond or Pearl to GameStop from June 20-22 and June 27-29. </p>
		  	
		  	<a href="http://www.amazon.com/gp/search?ie=UTF8&keywords=Pokemon Diamond &tag=gaminghoriz0c-20&index=blended&linkCode=ur2&camp=1789&creative=9325">
		  	<img style="border:0px;" src="http://www.gamebump.com/typeimage.php?text=BUY POKEMON DIAMOND  AT AMAZON&color=lorange&font=stencil&size=10&width=500" />
		  	</a><br />
		  	]]></description>
<pubDate>Tue, 17 Jun 2008 15:56:34 -0500</pubDate>
</item><item>
<title>Steven Spielberg's Boom Blox Ships</title>
<author>Tim Grube</author>
<link>http://www.gamebump.com/go/steven_spielbergs_boom_box_ships</link>
<guid>http://www.gamebump.com/go/steven_spielbergs_boom_box_ships</guid>
<comments>http://www.gamebump.com/go/steven_spielbergs_boom_box_ships#</comments>
<description><![CDATA[<p><img style="width: 451px; height: 196px;" src="http://www.gamebump.com/images/upload/j196yadsx9j0arcd274en9tc.jpg" alt="" alignment="" border="0"></p>Boom Box is finally here! Electronic Arts today announced that Boom Blox, the Wii title by   Steven Spielberg, has been shipped to North American retailers.<br><br>"BOOM
   BLOX was designed to be interactive, pure escapism, and fun for kids of all ages," said Steven Spielberg. "My hope is that
   it will be a great shared family experience."<br><br>Developed at EA Los
   Angeles under the EA Casual Entertainment Label, BOOM BLOX is rated 'E' for Everyone by the ESRB, 3+ by PEGI, and 6+ by the
   USK, and has a US MSRP of $49.99. <br>]]></description>
<pubDate>Wed, 07 May 2008 10:13:55 -0500</pubDate>
</item><item>
<title>3D Realms Denies Duke Nukem Reports</title>
<author>Solomon Lee</author>
<link>http://www.gamebump.com/go/3d_realms_denies_duke_nukem_reports</link>
<guid>http://www.gamebump.com/go/3d_realms_denies_duke_nukem_reports</guid>
<comments>http://www.gamebump.com/go/3d_realms_denies_duke_nukem_reports#</comments>
<description><![CDATA[<P><IMG alt="" src="http://www.gamebump.com/images/upload/apm7dq1kfaljhliwcgf64cr7.jpg" border=0 alignment=""></P>
<P>Following a news article in the Dallas Business Journal stating Duke Nukem Forever's release date as confirmed, 3D Realms has slammed the report and declared&nbsp;the claims that DNF is scheduled for a 2008 release to be false.</P>
<P>George Broussard, 3D Realms President, has issued this statement in response:</P>
<BLOCKQUOTE dir=ltr style="MARGIN-RIGHT: 0px">
<P dir=ltr>"The release date is still 'when it's done', and will be until the appropriate moment. Platforms have not been finalized or announced.&nbsp;You can rest assured that we are moving toward a goal and that the recently released teaser trailer is the start of that process and seeing more of the game, sooner than later."</P></BLOCKQUOTE>
<P dir=ltr>Those that wish to&nbsp;read the&nbsp;full statement&nbsp;can do so <A href="http://www.3drealms.com/news/2008/02/duke_nukem_forever.html">here.</A></P>]]></description>
<pubDate>Wed, 06 Feb 2008 20:03:22 -0600</pubDate>
</item><item>
<title>EVE Online Coming To Steam</title>
<author>Tim Grube</author>
<link>http://www.gamebump.com/go/eve_online_coming_to_steam</link>
<guid>http://www.gamebump.com/go/eve_online_coming_to_steam</guid>
<comments>http://www.gamebump.com/go/eve_online_coming_to_steam#</comments>
<description><![CDATA[<p><img src="http://www.gamebump.com/images/upload/9ro8b9w1njdz5mvfoaq4ibaw.jpg" alt="" alignment="" border="0"></p>The first MMO title to hit Steam? I believe so...CCP and Valve have announced that EVE Online will be the first MMO
title to be available on Steam. &nbsp;To promote the launch, they will be
offering a 21 day free trial of EVE for Steam gamers, and an addition 5
dollars off their first months subscription. Nice of them, eh?<br><br>The new account numbers were also revealed in the press release showing off Steams rapid success. It appears Steam is clocking in at 13 million accounts worldwide. As for you EVE fans out there, to continue CCP's stance, EVE Expansions will still be free so the "universe" can grow.<br><br><a href="http://www.steamgames.com/v/index.php?area=game&amp;AppId=5017&amp;cc=CA"><span style="font-weight: bold;">EVE Online HD Trailer</span></a><br><a style="font-weight: bold;" href="http://www.steamgames.com/v/index.php?area=thumbnails&amp;AppId=8500&amp;cc=CA&amp;size=800">EVE Online Screenshots</a><br>]]></description>
<pubDate>Wed, 23 Jan 2008 11:36:13 -0600</pubDate>
</item><item>
<title>Videogames to Blame for Child Obesity?</title>
<author>Akshay Masand</author>
<link>http://www.gamebump.com/go/videogames_to_blame_for_child_obesity</link>
<guid>http://www.gamebump.com/go/videogames_to_blame_for_child_obesity</guid>
<comments>http://www.gamebump.com/go/videogames_to_blame_for_child_obesity#</comments>
<description><![CDATA[<div style="text-align: center;"><img src="http://www.gamebump.com/images/upload/writer/c608a86a8b86e97cea0e3ae12f85b6bf.jpg" alt="" alignment="" border="0"><br></div><br>Steve Easterbrook, the chief executive of McDonalds UK, has recently blamed videogames for child obesity. Talk about the pot calling the kettle black.<br><br>Are videogames really to blame? It seems kind of silly and stupid of a company such as McDonalds, which makes its money stuffing the mouths of children (see above), to blame the gaming industry and counter-culture for unhealthy eating habits. <br><br>It must be the games that have been climbing the sales charts lately - I bet Call of Duty 4 is responsible for thousands of pounds gained over the holiday season, not those Christmas cookies.<br><br>]]></description>
<pubDate>Tue, 08 Jan 2008 17:12:55 -0600</pubDate>
</item><item>
<title>Devil May Cry 4 Features Achievements on PS3 Version</title>
<author>Shiva Stella</author>
<link>http://www.gamebump.com/go/devil_may_cry_4_features_achievements_on_ps3_version</link>
<guid>http://www.gamebump.com/go/devil_may_cry_4_features_achievements_on_ps3_version</guid>
<comments>http://www.gamebump.com/go/devil_may_cry_4_features_achievements_on_ps3_version#</comments>
<description><![CDATA[<p><img src="http://www.gamebump.com/images/upload/22zp0lt6y036g85frnsprrap.jpg" alt="" alignment="" border="0"></p>Reviews of Devil May Cry 4 on the PlayStation 3 have begun circulating the Web today, detailing that the game integrates achievements for the PlayStation 3 version as well as the Xbox 360 one and enables gamers to show those achievements to their friends. <br><br>The news is noteworthy considering that Sony has yet to integrate achievements into their PlayStation Network service, though there's always hope that Home (when it finally launches) will make use of the feature.<br><br>Reviews are also confirming a <a href="http://gamebump.com/go/devil_may_cry_4_to_partly_be_installed_on_hd">5GB required installation</a> for the game and Sixaxis functionality that allows gamers to control the camera by tilting the controller. <br><br>]]></description>
<pubDate>Mon, 07 Jan 2008 16:18:04 -0600</pubDate>
</item><item>
<title>That Duke Nukem Forever Teaser Is Out... A Decade Late</title>
<author>Aaron Dunlap</author>
<link>http://www.gamebump.com/go/that_duke_nukem_forever_teaser_is_out_a_decade_latern</link>
<guid>http://www.gamebump.com/go/that_duke_nukem_forever_teaser_is_out_a_decade_latern</guid>
<comments>http://www.gamebump.com/go/that_duke_nukem_forever_teaser_is_out_a_decade_latern#</comments>
<description><![CDATA[<p><img src="http://www.gamebump.com/images/upload/o4zogllgmvdexpq09t2h2et0.jpg" alt="" alignment="" border="0"></p><br>So you've been waiting ten years for Duke Nukem Forever (question: why?) and what have you got to show for it? This video, that's what.<br><br>The video features no actual gameplay, and basically confirms the following facts: Duke Nukem will be in it, so will aliens.<br><br>Personally, I don't see the point of being excited for a game from a company whose last product was made over a decade ago and after 10 years of working on one game has nothing to show for it but a rendered video that could be done by a college 3D graphics class in an afternoon. But hey, that's just me. <br><br>If you wish, check out the video after the jump.<br><p></p><p></p><br><br><br><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=8,0,0,0" id="gtembed" height="392" width="480">    <param name="allowScriptAccess" value="sameDomain">     <param name="allowFullScreen" value="true"> <param name="movie" value="http://www.gametrailers.com/remote_wrap.php?mid=29075"> <param name="quality" value="high"> <embed src="http://www.gametrailers.com/remote_wrap.php?mid=29075" swliveconnect="true" name="gtembed" allowscriptaccess="sameDomain" allowfullscreen="true" quality="high" pluginspage="http://www.macromedia.com/go/getflashplayer" type="application/x-shockwave-flash" align="middle" height="392" width="480"> </object>]]></description>
<pubDate>Wed, 19 Dec 2007 14:57:22 -0600</pubDate>
</item><item>
<title>Duke Nukem Forever Teaser Trailer On Its Way</title>
<author>Akshay Masand</author>
<link>http://www.gamebump.com/go/duke_nukem_forever_teaser_trailer_incoming</link>
<guid>http://www.gamebump.com/go/duke_nukem_forever_teaser_trailer_incoming</guid>
<comments>http://www.gamebump.com/go/duke_nukem_forever_teaser_trailer_incoming#</comments>
<description><![CDATA[<p style="text-align: center;"><p><img src="http://www.gamebump.com/images/upload/apm7dq1kfaljhliwcgf64cr7.jpg" alt="" alignment="" border="0"></p></p><div style="text-align: left;">What?! It's actually might happen? Yes! 3D Realms has announced that there will be a Duke Nukem Forever trailer later today at 9:00 AM PST. The game has been in development for way to long and us gamers finally get to see something about it after such a long time. Are you excited? Above is the image that was released alongside with the trailer. Check the trailer upon its release later today and tune in for more information.<br></div>]]></description>
<pubDate>Wed, 19 Dec 2007 02:08:05 -0600</pubDate>
</item><item>
<title>Sega's New Software Tool</title>
<author>Akshay Masand</author>
<link>http://www.gamebump.com/go/segas_new_software_tool</link>
<guid>http://www.gamebump.com/go/segas_new_software_tool</guid>
<comments>http://www.gamebump.com/go/segas_new_software_tool#</comments>
<description><![CDATA[<center><img src="http://www.gamebump.com//images/tags/sega_logo_cmyk (2).jpg" align="center" style="margin: 10px; border: 1px solid black;" /></center>Have you ever been watching a cut scene when you suddenly notice that the character's lips don't move along with the words? This is because many developers get too lazy to do the lip movements for all the scenes because it usually takes up a lot of time. It gets even harder if you have multiple cut scenes (which most games usually do). <br><br>Sega recently released a new software tool which analyzes a voice sample and is able to match the words of the character to realistic facial movements. It has been said to even report different expressions such as happiness and sadness. The cost of this specific tool is $1,862. Although there are many software tools such as this one out in the market, tests show that this is one with higher efficiency. Will more developers utilize this tool? Only time will tell.<br>]]></description>
<pubDate>Wed, 12 Dec 2007 19:00:18 -0600</pubDate>
</item><item>
<title>Video: Steve-O Drunk At Spike VGAs</title>
<author>Tim Grube</author>
<link>http://www.gamebump.com/go/steveo_drunk_at_spike_video_game_awards</link>
<guid>http://www.gamebump.com/go/steveo_drunk_at_spike_video_game_awards</guid>
<comments>http://www.gamebump.com/go/steveo_drunk_at_spike_video_game_awards#</comments>
<description><![CDATA[<p></p><p style="text-align: center;"><img src="http://www.gamebump.com/images/upload/ev5hw72g7y0bawn7a8sf1yw2.jpg" alt="" alignment="" border="0"></p><p></p>What else is new? Our good 'ol pal, Steve-O, finds himself drunk (as I'm sure he often does) at this year's <a href="http://www.gamebump.com/go/get_ready_to_hate_your_tv_spike_vga_awards_back">Spike Video Game Awards</a> on stage presenting an award. You may know Steve-O from the popular MTV show, Jackass. Without further ado, peep the pointless, but hilarous after the jump.<br><p></p><p></p><br><br><embed src="http://www.ifilm.com/efp" quality="high" bgcolor="000000" name="efp" type="application/x-shockwave-flash" pluginspage="http://www.macromedia.com/go/getflashplayer" flashvars="flvbaseclip=2920184&amp;" align="middle" height="365" width="448"><br>]]></description>
<pubDate>Sun, 09 Dec 2007 14:47:59 -0600</pubDate>
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<title>Music And Gaming Festival. January 3-6</title>
<author>Aaron Dunlap</author>
<link>http://www.gamebump.com/go/music_and_gaming_festival_january_36</link>
<guid>http://www.gamebump.com/go/music_and_gaming_festival_january_36</guid>
<comments>http://www.gamebump.com/go/music_and_gaming_festival_january_36#</comments>
<description><![CDATA[<p>Reader Nick M. sent in this tip:</p><blockquote>
<p></p><p><img src="http://www.gamebump.com/images/upload/8q1cjbd81kcplf1471r8yxhm.gif" alt="" alignment="" border="0"></p><br><br><p></p><p>
It's coming again! The Music And Games Festival, this time in alexandria, virginia. Like last year, it will be over 3 days of gaming goodness, with 2 full evenings of video game music concerts. You'll hear some of the best VG covers ever in the style of chip tunes, rock, and even hip hop. Bands playing include:</p>
<ul><li>
The Advantage<br>
</li><li>The smash brothers (featuring Jake "Virt" Kaufman)<br></li><li>
Select Start<br>
</li><li>Powerglove<br></li><li>
WaveTheory/Planetskill<br></li><li>
Armcannon<br></li><li>
Shawnphase/Temp sound solutions<br></li><li>
This Place is haunted</li></ul><p></p><p></p><br>
<p>
The gaming room is 24 hours, and features near every gaming system imaginable (including PC engines, neo geos, saturns, and a ton of arcade machines), and there are tournaments running through the whole convention. A LAN room is there and also 24 hours, so feel free to bring your PC. There are panels as well. Some of the panel topics include: various topics of game industry discussion, music composition, gaming talk in general, and drunken nintendo karaoke is going to make an appearance in there somewhere.</p>
<p>
The convention goes from thursday morning to sunday evening, so that's over 3 solid days and nights of gaming, music and partying. Tell the hotel when you're booking your room that you're part of the magfest block, and you'll get a discounted fee of only $100 a night!</p>
<p>
Check out the website at http://www.magfest.org to preregister and find out more about the convention and what it's all about.</p>Where:<br>
Hilton Mark Center Hotel<br>
Alexandria, Virginia
<p>
When:<br>
January 3-6, 2008</p>
<p>
Pre-Registration fee: $35</p><p></p><br></blockquote>]]></description>
<pubDate>Tue, 04 Dec 2007 12:12:23 -0600</pubDate>
</item><item>
<title>Call of Duty 4 Play and Win Sweepstakes Starts Tomorrow</title>
<author>Shiva Stella</author>
<link>http://www.gamebump.com/go/call_of_duty_4_play_and_win_sweepstates_starts_tomorrow</link>
<guid>http://www.gamebump.com/go/call_of_duty_4_play_and_win_sweepstates_starts_tomorrow</guid>
<comments>http://www.gamebump.com/go/call_of_duty_4_play_and_win_sweepstates_starts_tomorrow#</comments>
<description><![CDATA[<div class="image"><img src="http://www.gamebump.com/images/upload/m4jpmr16y14nt14pufzmssvt.jpg" alt="" alignment="" border="0"><div><center>Shoot to win.</center></div></div><br><a href="http://gamebump.com/go/gb_review_call_of_duty_4_modern_combat_single_player_360">Call of Duty 4</a> fans interested in earning freebies via logging in online play time on the 360 version may do so beginning Friday, Nov 16 at 12:01 est for a 72-hour "play and win sweepstakes." <br><br>A winner will be selected every hour and gamers are automatically entered for each hour of play. Here's a look at prizes and instructions:<br><br><div style="margin-left: 40px;">Friday, Nov. 16  Sunday, November 18  Play and Win. <br><br>Register and Play COD4: Modern Warfare on Xbox LIVE during the weekend and win an Xbox 360 Elite, Infinity Ward team autographed Call of Duty 4: Modern Warfare swag, limited edition Call of Duty 4: Modern Warfare faceplates, Xbox 360 accessories, Microsoft Points and other great Call of Duty 4: Modern Warfare prizes. There will be one winner for every hour this weekend (72 hours) as well as the grand prize which includes the Elite, autograph swag, faceplate and accessories. (The hourly winners get Call of Duty 4: Modern Warfare poster, t-shirt, and MS Points.)<br></div><br>Here's an "event" schedule:<br><br><div style="margin-left: 40px;">Friday, Nov. 16  6pm -9pm EST  Play with over a dozen gamers from developer, Infinity Ward.  <br><br>Saturday, Nov. 17  The PMS Clan joins the online action for Saturday night gaming. <br></div><br>Hopefully Infinity Ward has addressed those <a href="http://gamebump.com/go/infinity_ward_addressing_call_of_duty_4_multiplayer_issues">multiplayer issues</a> to the point that people are actually able to play online and thus enter the sweepstakes. Cross your fingers.<br><br>
		  	
		  	<a href="http://www.amazon.com/gp/search?ie=UTF8&keywords=Call of Duty 4 &tag=gaminghoriz0c-20&index=blended&linkCode=ur2&camp=1789&creative=9325">
		  	<img style="border:0px;" src="http://www.gamebump.com/typeimage.php?text=BUY CALL OF DUTY 4  AT AMAZON&color=lorange&font=stencil&size=10&width=500" />
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<pubDate>Thu, 15 Nov 2007 13:07:20 -0600</pubDate>
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<title>No Achievements and Gamer Scores for Xbox Originals Program</title>
<author>Shiva Stella</author>
<link>http://www.gamebump.com/go/no_achievements_and_gamer_scores_for_xbox_originals_program</link>
<guid>http://www.gamebump.com/go/no_achievements_and_gamer_scores_for_xbox_originals_program</guid>
<comments>http://www.gamebump.com/go/no_achievements_and_gamer_scores_for_xbox_originals_program#</comments>
<description><![CDATA[<img src="http://www.gamebump.com//images/tags/xb360.jpg" align="right" style="margin: 10px; border: 1px solid black;" />Though it's probably unexpected news, the director of programming for Xbox Live, Larry Hryb, has confirmed via his personal blog that the Xbox Originals program will <span style="font-style: italic;">not </span>allow for its releases to feature any Xbox 360 enhancements, ie achievements and gamer scores. <br><br>Hryb has stated that while it "would have been cool" to implement achievements, it's "just not possible" for "a variety of reasons."<br><br>Here's the excerpted material from Hryb's blog:<br><br><div style="margin-left: 40px;">I have gotten quite a few questions about yesterdays Xbox Originals announcement. Specifically, folks want to know if these games will have additional functionality like Achievements and Gamer score. The answer is no. These are the original games that were created before Xbox 360. In order to preserve the integrity of the original gaming experience they provide, they will have the features available at the time of their initial release.  I hope that clears that up.<br></div><br>]]></description>
<pubDate>Thu, 15 Nov 2007 12:26:03 -0600</pubDate>
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<title>First US Consumers Line up for Super Mario Galaxy</title>
<author>Shiva Stella</author>
<link>http://www.gamebump.com/go/first_us_consumers_line_up_for_super_mario_galaxy</link>
<guid>http://www.gamebump.com/go/first_us_consumers_line_up_for_super_mario_galaxy</guid>
<comments>http://www.gamebump.com/go/first_us_consumers_line_up_for_super_mario_galaxy#</comments>
<description><![CDATA[<div class="image"><img src="http://www.gamebump.com/images/upload/rolipks8s0jod5bx9p8n9j8c.jpg" alt="" alignment="" border="0"><div><center>And the winner is... Julio Sarmiento. And Mario, of course.</center></div></div><br>Nintendo has published a few images of some of the first consumers to pick up Super Mario Galaxy at launch from the Nintendo World store in New York. Here's the excerpt published Nov 11, 2007:<br><br><div style="margin-left: 40px;">Kicking off the holiday shopping season on the evening of Sunday, Nov. 11, a multitude of Nintendo fans lined up at New York's Nintendo World store to be the first in the country to buy Super Mario Galaxy, the highly anticipated new game for Nintendo's Wii system.  True to its heritage, Super Mario Galaxy continues the legacy of fun and joyful Mario games. Every few years, a Mario game sets a new standard for the video game industry. That new era began tonight.<br></div><br>Have a peek at two others at the jump. To those who picked up the game: what do you think?<br><p></p><p></p><br><div class="image"><img src="http://www.gamebump.com/images/upload/b826rz82gzjw4094wxtwnq0h.jpg" alt="" alignment="" border="0"><div><center>Parker Higgins, of New York, dressed as Nintendo's Mario, waits to be among the first in the U.S. to purchase Super Mario Galaxy for Wii, early Monday, Nov. 12, 2007, at Nintendo World store in New York.</center></div></div><br><br><div class="image"><div style="text-align: center;"><img src="http://www.gamebump.com/images/upload/brvbyo9jp32herbh18a3jn8m.jpg" alt="" alignment="" border="0"></div><div><center>Aaron Lunning, 11, of New York, reacts as his mom Rachel Cohen-Lunning is among the first in the U.S. to purchase Super Mario Galaxy for Wii, early Monday, Nov. 12, 2007, at Nintendo World store in New York.<br><div style="text-align: left;"><br></div></center></div></div>
		  	
		  	<a href="http://www.amazon.com/gp/search?ie=UTF8&keywords=Super Mario Galaxy&tag=gaminghoriz0c-20&index=blended&linkCode=ur2&camp=1789&creative=9325">
		  	<img style="border:0px;" src="http://www.gamebump.com/typeimage.php?text=BUY SUPER MARIO GALAXY AT AMAZON&color=lorange&font=stencil&size=10&width=500" />
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<pubDate>Mon, 12 Nov 2007 12:05:14 -0600</pubDate>
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<title>Sony Gamers Day In San Diego</title>
<author>Tim Grube</author>
<link>http://www.gamebump.com/go/sony_gamers_day_in_san_diego</link>
<guid>http://www.gamebump.com/go/sony_gamers_day_in_san_diego</guid>
<comments>http://www.gamebump.com/go/sony_gamers_day_in_san_diego#</comments>
<description><![CDATA[<img src="http://www.gamebump.com//images/tags/sony.jpg" align="right" style="margin: 10px; border: 1px solid black;" />Well, I just arrived in San Diego and now in the hotel room relaxing just before the annual Sony Gamers Day starts up this evening. The event will officially begin tonight and end tomorrow night. There haven't been any big rumors circulating around yet, but we did hear there will be announcements regarding the PlayStation Store.<br><br>Expect news to start circulating within a few hours. Keep checking back!<br>]]></description>
<pubDate>Mon, 14 May 2007 17:07:56 -0500</pubDate>
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<title>Square Enix Announces Four Titles for NA Market</title>
<author>The Gaming Horizon Archive</author>
<link>http://www.gamebump.com/go/square_enix_announces_four_titles_for_na_market</link>
<guid>http://www.gamebump.com/go/square_enix_announces_four_titles_for_na_market</guid>
<comments>http://www.gamebump.com/go/square_enix_announces_four_titles_for_na_market#</comments>
<description><![CDATA[Square Enix has announced the development of and tentative release dates for four of its impending titles as well as game details and system specifics.<br /><br />For the Nintendo DS, Square is planning to launch Dragon Quest Monsters - Joker, an &quot;addictive handheld monster collection RPG&quot; that enables players to &quot;capture, train, and breed a powerful army from more than 200 classic Dragon Quest creatures in order to become the world's greatest monster trainer.&quot; Sound familiar? The game is set to release in Q4 2007 (all dates given are for North America and, of course, subject to change at a moment's whim).<br /><br />Square is developing another Dragon Quest title for the Nintendo Wii, entitled Dragon Quest Swords: The Masked Queen and the Tower of Mirrors. The game is being billed as suitable for both the hardcore and casual gaming audiences and makes extensive use of the Wii remote, enabling players to &quot;slash, parry, and slice their way through a land filled with trademark Dragon Quest foes.&quot; The release date is currently TBA.<br /><br />Square is also planning to release Ivalice Alliance Final Fantasy Tactics: The War of the Lions, a portable update of the original 1997 PlayStation classic (Final Fantasy Tactics), for the PlayStation Portable. The game features new CG cutscenes, new jobs, a 16:9 widescreen presentation, multiplayer, and &quot;new storyline elements&quot; that all &quot;refine the genesis of the Ivalice Alliance.&quot; The game will launch simultaneously in both the European and North American regions this October and is already being enjoyed by gamers in Japan.<br /><br />And finally, the company is also intending to launch Final Fantasy XII Revenant Wings, which continues the story of Final Fantasy XI, exclusively for the Nintendo DS. The game is a &quot;sophisticated experience that commands full use of the Nintendo DS,&quot; featuring touch screen functionality via the stylus. The game is expected to release this winter.
 Originally written by Shiva Stella]]></description>
<pubDate>Mon, 14 May 2007 12:42:00 -0500</pubDate>
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<title>Winning Eleven Now On Xbox Live</title>
<author>Tim Grube</author>
<link>http://www.gamebump.com/go/winning_eleven_now_on_xbox_live</link>
<guid>http://www.gamebump.com/go/winning_eleven_now_on_xbox_live</guid>
<comments>http://www.gamebump.com/go/winning_eleven_now_on_xbox_live#</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>
A demo of Winning Eleven: Pro Evolution Soccer 2007 is now available for a free download from Xbox Live for the Xbox 360 console. The single player demo lets players get a taste of the games soccer gameplay, realistic animations and sharp high definition graphics as they hit the pitch in a single game exhibition. ]]></description>
<pubDate>Wed, 28 Feb 2007 20:11:00 -0600</pubDate>
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<title>GH Review: Every Extend Extra (PSP)</title>
<author>The Gaming Horizon Archive</author>
<link>http://www.gamebump.com/go/gh_review_every_extend_extra_psp</link>
<guid>http://www.gamebump.com/go/gh_review_every_extend_extra_psp</guid>
<comments>http://www.gamebump.com/go/gh_review_every_extend_extra_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.  It was written by Brian Mohr.</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">Q Entertainment brought us the highly addictive and popular
puzzler <em>Lumines </em>on the PlayStation Portable. The company is trying to make
another hit by releasing a large variety of titles, including Every Extend
Extra.



<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">Unlike many other puzzlers, Extra is a completely different
formula for the developers as it is an explosive puzzler, unlike Lumines. In EEE, players take on the role of a spacecraft. Your goal
is to move it around and detonate it when enough enemy ships are close by. The main objective, of course, is to destroy as many enemy ships as possible. Although its a
simple concept, its highly developed as later in the game youll be requested
to make over 40 detonations at once, and that's a lot. 



<p class="MsoNormal">The game may only feature nine levels, but they are very
challenging and require a lot of patience and skill especially when it comes to
the boss fights. In those, players are required to put together various chain
reactions of detonations that continue to get higher and higher. Youll need to
explode five ships, then eight, twelve, twenty, and so on. If that doesnt make things difficult enough, each level
features a time restraint. It certainly adds to the frustration by making the
game even more difficult, but it also adds to the strategy once you get the
hang of things.



<p class="MsoNormal">As for the controls, they are very simple and easy for
anyone to pick up and play. Gamers have the ability to move the ship with the
d-pad or analog nub while any of the face buttons can be used to detonate your
ship. The longer you hold down on the button, the bigger the explosion is. One
other thing you are able to do is use the right or left triggers to separate
the ship which allows you to obtain a higher number of enemies in a chain
reaction.



<p class="MsoNormal">Just like in Lumines, each level features unique graphics,
animations and electronic musical tracks. To put it simply, the graphics are
stunning and gorgeous. They do have that sort of Lumines colorful look to them,
but it works in EEE. As for the sound, its not quite up to par with other
games, but it has the same hypnotic techno beats youre used to by now from
Tetsuya Mizuguchi.



<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">Really the only problem with Every Extend Extra is the modes
of play and honestly its hardly an issue. As mentioned above, the
single-player experience, while challenging, only has nine levels and that means
the difficulty ramps up extremely fast while the experience is over rather
quickly. There is the option to play arcade or the original version which is
just the PC homebrew. Along with that there are the caravan and boss modes, but
these are just repeats of what youve already done. Caravan lets you play any
level you beat again and boss lets you battle the bosses again.



<p class="MsoNormal">The only thing that really adds a lot to the longevity of
the game is the multiplayer mode, which is very
good. This will keep you busy for a long time so long as you have someone to
play against. It is in ad hoc and lets you go head to head or play six-player
vs. mode. Because it is such an unusual title, thankfully the developers included
a game sharing feature to utilize the multiplayer option even more. The main problem
is that after a few hours youre probably not going to play EEE that much because it grows quite repetitive after that.



<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">Every Extend Extra is a very different puzzler. The game
features terrific visuals, audio and gameplay, but lacks slightly in longevity
and modes of play. In the end, the game gets a bit tedious and repetitive after
a bit of play and doesnt take too long to beat. Considering its only $20, Every
Extend Extra is a unique experience that is worth trying out by any puzzle
fan.&nbsp;<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=GAMEPLAY: 8.1&size=20" alt="GAMEPLAY: 8.1" /> <br />
Controls are easy for you to pick up and play.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=GRAPHICS: 8.2&size=20" alt="GAMEPLAY: 8.2" /> <br />
Although simplistic, the graphics are solid and impressive.</p>

<p><img style="border: 0px;"   src="/typeimage.php?color=black&font=stencil&text=SOUND: 8&size=20" alt="SOUND: 8" /> <br />
The hypnotic electronica is very well done.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=FUN FACTOR: 7.8&size=20" alt="FUN FACTOR: 7.8" /> <br />
Overall the game is fun, but not quite as much so as Lumines.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=REPLAY VALUE: 7.7&size=20" alt="REPLAY VALUE: 7.7" /> <br />
Theres a solid amount of play with single and multiplayer options, but it gets old quick.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=orange&font=stencil&text=TOTAL SCORE: 8 &size=23" alt="TOTAL SCORE: 8" />


		  	
		  	<a href="http://www.amazon.com/gp/search?ie=UTF8&keywords=Every Extend Extra&tag=gaminghoriz0c-20&index=blended&linkCode=ur2&camp=1789&creative=9325">
		  	<img style="border:0px;" src="http://www.gamebump.com/typeimage.php?text=BUY EVERY EXTEND EXTRA AT AMAZON&color=lorange&font=stencil&size=10&width=500" />
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<pubDate>Tue, 02 Jan 2007 14:56:00 -0600</pubDate>
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<title>Prince of Persia Joining The Wii Party</title>
<author>The Gaming Horizon Archive</author>
<link>http://www.gamebump.com/go/prince_of_persia_joining_the_wii_party</link>
<guid>http://www.gamebump.com/go/prince_of_persia_joining_the_wii_party</guid>
<comments>http://www.gamebump.com/go/prince_of_persia_joining_the_wii_party#</comments>
<description><![CDATA[IGN reports that an Ubisoft representative confirmed the development of a Prince of Persia entry for the upcoming Nintendo Wii.<br /><br />&nbsp;&quot;I can confirm that a game based on the popular Prince of Persia franchise is one of many titles Ubisoft has in development for Nintendo's Wii. At this time we can not provide an official date for the game or any additional information about it.&quot;<br /><br />Now we can all start wondering how they'll integrate the running jump, and standing around on pressure plates with the Wii controller.
 Originally written by Philip Palmer]]></description>
<pubDate>Mon, 07 Aug 2006 23:43:00 -0500</pubDate>
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<title>Neverwinter Nights 2 Delayed</title>
<author>The Gaming Horizon Archive</author>
<link>http://www.gamebump.com/go/neverwinter_nights_2_delayed</link>
<guid>http://www.gamebump.com/go/neverwinter_nights_2_delayed</guid>
<comments>http://www.gamebump.com/go/neverwinter_nights_2_delayed#</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>What else is there to write when the title says it all? I'll take a stab at it, anyway.
<p>Per the title, yes. All of us gold-box-playing, old school geeks are going to have to wait a little bit longer for the sequel to BioWare's virtuoso performance. Originally scheduled for a late September release, NwN 2 is now being pushed back a month, to late October - although no official release date is yet confirmed by Atari.<p>Touting great improvements to both the single and multiplayer experiences as well as 50-60 estimated hours of playthrough time, a small delay shouldn't come as any surprise. Besides, it will serve to give all you really hardcore nerds that much more time to finish the storylines and encounter charts for your digital magnum opus. Sharpen those #2's and get cracking!]]></description>
<pubDate>Wed, 19 Jul 2006 07:47:00 -0500</pubDate>
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<title>EVE Online Chinese Beta Launches</title>
<author>The Gaming Horizon Archive</author>
<link>http://www.gamebump.com/go/eve_online_chinese_beta_launches</link>
<guid>http://www.gamebump.com/go/eve_online_chinese_beta_launches</guid>
<comments>http://www.gamebump.com/go/eve_online_chinese_beta_launches#</comments>
<description><![CDATA[<p><i>This article was originally published on Gaming Horizon, GameBump's predecessor. It was written by Philip Palmer.</i></p>
<p>CCP Games has reported record breaking results for the launch of its popular space MMO, EVE Online, in its newest country, China. An amazing 30,000 users were reported to be playing at once, with nearly 200,000 registered on the first day of open beta. The Chinese version is run by Optic Communications, and is independant of its sister gameworld of the original EVE Online release.<p>It was quite amazing to see the population of EVE China exceed the population of Iceland in the second day of open Beta testing, said Hilmar Veigar Pétursson, CEO of CCP Games. EVE China has been an exciting collaboration project and continues to be so, as we continue to refine the experience to accommodate for the steep growth rate of both our English and Chinese worlds. <p dir="ltr">While the original launch of the game took place in 2003, several expansions have hit shelves in the last few years, the next in line being The Path of Kali, forecasted to release sometime this year.]]></description>
<pubDate>Thu, 15 Jun 2006 14:40:00 -0500</pubDate>
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<title>Duke Nukem Forever Rears Its Head</title>
<author>The Gaming Horizon Archive</author>
<link>http://www.gamebump.com/go/duke_nukem_forever_rears_its_head</link>
<guid>http://www.gamebump.com/go/duke_nukem_forever_rears_its_head</guid>
<comments>http://www.gamebump.com/go/duke_nukem_forever_rears_its_head#</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>For those of you who appreciate a little T&amp;A with your H&amp;K, word has leaked out that Take-Two Interactive seems to be pressing for a 2006 release of the long-awaited Duke Nukem Forever. From a <a href="http://www.sec.gov/Archives/edgar/data/946581/000112528206003343/b413621-10q.htm#p39a">filing</a> placed with the Securities and Echange Commission last week, the astute reader will note:<p><p /><p>In March 2005, the Company renegotiated a $6,000 contingent obligation due upon delivery of the final PC version of Duke Nukem Forever through the payment of $4,250 and issuance of a promissory note in the principal amount of $500. The payment of the promissory note is contingent upon the commercial release of such product prior to December 31, 2006.<p>It's anyone's guess as to whether this kind of incentive will succeed in finally pushing this near-vaporware title out in 2006; how encouraged will 3D Realms really be about a 'bonus' after losing thirty percent of the original contract value? Numbers on a securities filing usually don't lie, though; Duke fans can take heart in knowing that the latest (and possibly last) offering may finally be on the radar.]]></description>
<pubDate>Mon, 12 Jun 2006 13:50:00 -0500</pubDate>
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<title>EQ2: Fallen Dynasty Trailer</title>
<author>Shiva Stella</author>
<link>http://www.gamebump.com/go/eq2_fallen_dynasty_trailer</link>
<guid>http://www.gamebump.com/go/eq2_fallen_dynasty_trailer</guid>
<comments>http://www.gamebump.com/go/eq2_fallen_dynasty_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>
Sony Online Entertainment has published a new trailer for EverQuest 2: The Fallen Dynasty, an adventure pack for the popular MMORPG, EverQuest 2. Enjoy.

divxMovie('http://files.gaminghorizon.com/t_eq2_fallendynasty.divx',true);

<p />]]></description>
<pubDate>Wed, 07 Jun 2006 14:18:00 -0500</pubDate>
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<title> Curt Schilling Goes Evil With SOE For Charity</title>
<author>Shiva Stella</author>
<link>http://www.gamebump.com/go/_curt_schilling_goes_evil_with_soe_for_charity</link>
<guid>http://www.gamebump.com/go/_curt_schilling_goes_evil_with_soe_for_charity</guid>
<comments>http://www.gamebump.com/go/_curt_schilling_goes_evil_with_soe_for_charity#</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>Apparently baseball players enjoy EverQuest II as much as the regular hardcore RPGers, as Curt Schilling, a pitcher for the Boston Red Sox, is to appear in Sony Online Entertainment's popular MMORPG as &quot;an epically awesome, loot-dropping virtual bad guy who battles unwary players&quot; - for charity. Each time a player defeats the infamous Curt Schilling - who will reside within EQII for three days during the Yankees vs. Red Sox baseball series, June 5-7, at Yankee Stadium - SOE will donate $5 USD (up to $10,000) to the ALS Association, which assists patients with ALS (also known as Lou Gehrig's Disease). After June 7, Schilling's evil, online counterpart will remain within EQII as a &quot;high-powered&quot; foe that players face in end-game material.SOE also encourages all EQII players to type /ALS during the in-game event in order to donate to the ALS Association.&quot;ALS is about as devastating a disease as you can imagine,&quot; says Schilling. &quot;It's relentless, ruthless, and devastates entire families as one member slowly perishes. With video games exploding in popularity, I cant think of a better place to reach the masses to raise awareness.You can view pictures of both the real Schilling and Schilling the EQII villain below.
]]></description>
<pubDate>Wed, 24 May 2006 12:38:00 -0500</pubDate>
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<title>SOE Announces EQ2 Expansion, Adventure Pack</title>
<author>The Gaming Horizon Archive</author>
<link>http://www.gamebump.com/go/soe_announces_eq2_expansion_adventure_pack</link>
<guid>http://www.gamebump.com/go/soe_announces_eq2_expansion_adventure_pack</guid>
<comments>http://www.gamebump.com/go/soe_announces_eq2_expansion_adventure_pack#</comments>
<description><![CDATA[Sony Online Entertainment has announced further details regarding its plans for its popular MMORPG, <em>EverQuest II</em>, on the PC. The company plans a new expansion pack, Echoes of Faydwer, which features a new playable race, as well as a new adventure pack, The Fallen Dynasty, which introduces an &quot;Asian flair&quot; to the game.<br /><br /><blockquote><em>Echoes of Faydwer is the third expansion pack for EverQuest II, and introduces a new playable race, The Fae.&nbsp; An enchanted race of winged creatures, the Fae dwell on the continent of Faydwer, in the arboreal city of Kelethin, the new starting city being added to this latest chapter in the EQII saga.&nbsp; Echoes of Faydwer includes over 350 new quests, a new selection of profession hats, cloaks, armor, and new horse mounts available to players of all levels.&nbsp; EQII players will encounter over 40 new types of creatures to face, more than 20 new zones and adventure areas, and will be able to compete against other players for new PvP (Player vs. Player) rewards, plus all-new items, equipment, spells and tradeskill recipes.&nbsp; The Achievement system introduced in the Kingdom of Sky expansion has been enhanced to include additional sub-class abilities, allowing players to further customize their characters' abilities.<br /><br />Developed in conjunction with SOE's Taiwan studio, The Fallen Dynasty Adventure Pack promises to deliver the same downloadable story-rich content seen in the previously released The Bloodline Chronicles and The Splitpaw Saga, but this time with Asian influenced adventure zones, weapons, tradeskill rewards, as well as all new quests. The Fallen Dynasty introduces EQII players to a mysterious city shrouded in secrets and once ruled by a powerful entity.&nbsp; The Whistling Fist, an ancient order of monks, guard its veiled past, but seek adventurers brave enough to explore the mysteries of this forgotten civilization.</em></blockquote><br />Specific features for Echoes of Faydwer:<br /><br /><ul><li>New playable race - The Fae</li><li>New starting location - Kelethin</li><li>Over 350 all-new quests</li><li>Content and zones available for players of all levels (1 - 70)</li><li>Cloaks that can be worn by your player character&nbsp;</li><li>All-new Profession Hats and Armor</li><li>Over 20 new adventure zones</li><li>Over 40 new types of creatures</li><li>New rewards for PvP (Player vs. Player) combat</li><li>New player housing, items, equipment, spells and tradeskill recipes</li><li>Levels for Guilds raised from 50 to 60</li></ul><br />Specific features for The Fallen Dynasty:<br /><br /><ul><li>Heroic and epic encounters available for players of level 55-70</li><li>All-new weapons and items with a unique look and flair</li><li>All-new quests and storylines</li><li>Seven unique adventure areas</li><li>Asian-influenced style and design</li><li>Available via digital download only </li><li>Station Access players with EQII will receive as part of their subscription</li></ul><br />&quot;Our newest offerings to the EverQuest II product line offer great fun for EQII fans,&quot; said Laura Naviaux, senior brand manager, Sony Online Entertainment.&nbsp; &quot;Echoes of Faydwer is a content-rich experience for both the seasoned EverQuest II player and the newbie alike, since the new content is accessible from the start.&nbsp; With The Fallen Dynasty, higher level veterans of EQII can explore a unique adventure and gain all-new weapons that they can bring into the rest of the game world.&quot;<br /><br />Echoes of Faydwer carries an MSRP of $39.99, while The Fallen Dynasty will retail for $7.99 but will only be available via digital download, although the pack will be offered for free to Station Access subscribers of two months or more.
 Originally written by Shiva Stella]]></description>
<pubDate>Tue, 02 May 2006 21:47:00 -0500</pubDate>
</item><item>
<title>Star Wars: Battlefront 2 Revealed</title>
<author>The Gaming Horizon Archive</author>
<link>http://www.gamebump.com/go/star_wars_battlefront_2_revealed</link>
<guid>http://www.gamebump.com/go/star_wars_battlefront_2_revealed</guid>
<comments>http://www.gamebump.com/go/star_wars_battlefront_2_revealed#</comments>
<description><![CDATA[According to the recent issue of PC Gamer, Lucasarts has revealed that they are under development with Star Wars: Battlefront 2 for the PC, Xbox, and PlayStation 2. The only details we know so far that it will contain new levels and enhanced AI. More information will be revealed at E3 in May.
 Originally written by Tim Grube]]></description>
<pubDate>Thu, 30 Mar 2006 11:47:00 -0600</pubDate>
</item><item>
<title>Burnout Revenge Announced</title>
<author>The Gaming Horizon Archive</author>
<link>http://www.gamebump.com/go/burnout_revenge_announced</link>
<guid>http://www.gamebump.com/go/burnout_revenge_announced</guid>
<comments>http://www.gamebump.com/go/burnout_revenge_announced#</comments>
<description><![CDATA[
<p>
It's been floating around the web for quite sometime now, but Elecronic Arts and Criterion Games announced early this morning that they are in development with the fourth installment to the Burnout series entitled, Burnout Revenge. Not many details were revealed in this announcement, but EA did mention that it will release in September on the PlayStation 2 and Xbox consoles. </p><p>A full unveiling is expected at this years E3 in May. Be sure to bookmark Gaming Horizon for all your E3 needs. 
</p> Originally written by Tim Grube]]></description>
<pubDate>Tue, 07 Mar 2006 12:10:00 -0600</pubDate>
</item><item>
<title>EverQuest Prophecy of Ro Ships</title>
<author>Tim Grube</author>
<link>http://www.gamebump.com/go/everquest_prophecy_of_ro_ships</link>
<guid>http://www.gamebump.com/go/everquest_prophecy_of_ro_ships</guid>
<comments>http://www.gamebump.com/go/everquest_prophecy_of_ro_ships#</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 Online Entertainment announced today that their eleventh expansion for Everquest, EverQuest Prophecy of Ro is now shipping to retail stores in North America and is now available for download.  The retail version of the game includes Prophecy of Ro, and a special in-game item of a unique warhorse mount. 
<p>
    &quot;As we approach the seventh anniversary of EverQuest, players will be delighted with the variety of new features they will encounter in EverQuest Prophecy of Ro,&quot; said Chris Sturr, Sr. Brand Manager, Sony Online Entertainment.  &quot;EverQuest Prophecy of Ro continues the innovation of the world of Norrath with new features such as all-new player set traps, spheres of influence and destructible objects while advancing the fascinating story of EverQuest with the introduction of 30 new missions across seven new zones and a brand new Freeport.&quot;
<p>
The new expansion can be purchased and downloaded directly through the game or via the Station store at <a href="http://www.station.sony.com">www.station.sony.com</a>.

]]></description>
<pubDate>Tue, 21 Feb 2006 14:48:00 -0600</pubDate>
</item><item>
<title>First EverQuest 2: Kingdom Of Sky Screenshots</title>
<author>Tim Grube</author>
<link>http://www.gamebump.com/go/first_everquest_2_kingdom_of_sky_screenshots</link>
<guid>http://www.gamebump.com/go/first_everquest_2_kingdom_of_sky_screenshots</guid>
<comments>http://www.gamebump.com/go/first_everquest_2_kingdom_of_sky_screenshots#</comments>
<description><![CDATA[<p><i>This article was originally published on Gaming Horizon, GameBump's predecessor. </i></p><p>Check out these first screenshots of EverQuest 2: Kingdom Of Sky for the PC. The expansion is due out on February 21.<p />]]></description>
<pubDate>Fri, 06 Jan 2006 17:14:00 -0600</pubDate>
</item><item>
<title>GH Preview: Burnout Revenge (360)</title>
<author>Tim Grube</author>
<link>http://www.gamebump.com/go/gh_preview_burnout_revenge_3601</link>
<guid>http://www.gamebump.com/go/gh_preview_burnout_revenge_3601</guid>
<comments>http://www.gamebump.com/go/gh_preview_burnout_revenge_3601#</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">At the annual CES show here in Las Vegas, Electronic Arts and Dolby had a
great surprise for us when we entered the Dolby booth. Once entering the booth,
youll see various stations showing off many of the fantastic surround sound
speakers that Dolby manufactures. Well, positioned on the far left is a station
with an Xbox 360 featuring Burnout
Revenge. This is the very first showing of the game and it seems to be
shaping up quite well.



<p class="MsoNormal">The demo features two levels and about a dozen vehicles to
crash your way through the course. To say right off the bat, the graphical
improvement from the PlayStation 2 and Xbox versions is just <em>jaw-dropping</em>. You can tell Electronic
Arts redid all of the textures and made them much sexier especially on an HDTV.
One thing that also made a difference was the fact that the game was running at
720p widescreen and Dolby 5.1.



<p class="MsoNormal">If you have played Burnout in the past, you should know all
about the time change and burnout explosions. Well, going 150mph down the track
and hitting a wall will result in a rich clear explosion that will blow you
away. Unlike past versions, the draw distances are much better here. You can
actually see much farther into the distance and have an idea on where the next
turn is.



<p class="MsoNormal">Throughout all the courses there are many opportunities for
you to jump into several sub sections which will cut off a little bit of your
time. For example, you could hit your nitrous and drive up on an angle plane
then fly into the air where you will crash through a building, making you end
up on the other side. This is something that isnt new, but the level of detail
and experience on the 360 makes you feel like youre really there.



<p class="MsoNormal">One thing that I did notice was the fact there isnt much traffic
on the roads to hinder your performance in the race. If there is, you could
still do the traffic checking which enables you to hit the back bumper of an
opponents vehicle and push him aside. Sliding around corners and hitting the
crash-breaker button is what Burnout is all about.



<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">Overall, Electronic Arts is doing an exceptional job here.
Im looking forward to the final product and also checking out what the online
component has to offer.]]></description>
<pubDate>Fri, 06 Jan 2006 13:06:09 -0600</pubDate>
</item><item>
<title>GH Review: Gauntlet: Seven Sorrows (Xbox)</title>
<author>The Gaming Horizon Archive</author>
<link>http://www.gamebump.com/go/gh_review_gauntlet_seven_sorrows_xbox</link>
<guid>http://www.gamebump.com/go/gh_review_gauntlet_seven_sorrows_xbox</guid>
<comments>http://www.gamebump.com/go/gh_review_gauntlet_seven_sorrows_xbox#</comments>
<description><![CDATA[<p>This review was originally published on Gaming Horizon, GameBump's predecessor. Its format does not match our own but we support its content.  It was written by Eric Dayday.</p>

<p class="MsoNormal"><img style="border: 0px;" src="/typeimage.php?color=orange&font=stencil&text=THE LOWDOWN&size=25" alt="The Lowdown"/>



<p class="MsoNormal">The universally known Warrior, Valkyrie, Elf, and Wizard
make another trip through hoards of enemies in the new Gauntlet: Seven Sorrows.
Choosing one of the four, youll take him or her along with up to three other
players through a number of different stages to defeat the titular seven
sorrows left behind by the emperor that betrayed them. The four player co-op
action is a blast and the games main draw, unfortunately, the rest of it is a snooze-fest.



<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 four player co-op play is obviously Gauntlet: Seven
Sorrows greatest strength and selling point. There is nothing more fun than
hacking through swarms of ogres and shielded knights with three of your
buddies, though be warned that the co-op part is a bit of misnomer. Though
you are fighting as one unit youll be competing with each other for gold to
purchase new moves as well as enemies to slaughter to gain experience. Of
course, if youre a series vet, this is not new to any of you and in fact is par
for the course. Expect tons of trash talk to occur amongst your teammates,
especially when one dies because the others stole all the food, and then refuse
to hike back to a regeneration point to revive the fallen one. I shared plenty
of laughs with my friends doing that.



<p class="MsoNormal">If, however, you cant physically collect three other able
bodies to join you on your quest to vanquish the emperors seven sorrows, you
could always hop onto Xbox Live. Here you can jump into a quick game, create
your own, or hook up with a cross country buddy  you know the usual Live
stuff.



<p class="MsoNormal">The ease of which this game allows for co-op is refreshing.
You can join in (or leave the game) at any time you wish. Even better is if
youre intent on sticking to one character every time you play either by
yourself or with a group, you can load them up at any time as well. Though Im
warning you now that if youre playing with other lower level characters,
youll notice how much stronger you are than them and may anger them by
stealing quite a bit of their precious experience and gold.



<p class="MsoNormal">Unfortunately, the novelty of having four players beat up on
every thing that moves gets old very quickly because the game itself cannot
sustain the fun for very long.



<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">Gauntlet: Seven Sorrows can be summed up in one word 
boring. Each level consists of destroying generators to keep enemies from
spawning as you make your way from point A to point B. There may be some
obstacles like puzzles involving switches or activating crystals that get in your
way, but for the most part, its mindless monotonous button mashing to get from
the beginning of the stage to the purple warp point that marks its end. The
stages are rather lengthy though, so theres a positive, but the environments
look bland and lifeless thus making the trip through them all a drag.



<p class="MsoNormal">The differences between the four characters are miniscule.
They play in almost the same fashion which eliminates any kind of replayability
by going through the game again as another character. Yes the Elf is a tad
faster than the others, the Warrior a little stronger, but other than that and
the different animations, they play the same. They all have close-up melee
attacks, crowd clearing moves, and ranged attacks. Some of the moves you buy
are also the same. For example, one combo with the Wizard invokes a large
forward moving pillar of fire - a fitting move for a magic user. I buy another
move for the Warrior and lo and behold its the same exact attack as the
Wizard. Come on, at least give the characters something that differentiates
them from the teammates besides the aesthetics.



<p class="MsoNormal">Speaking of buying new moves and gaining experience, in the
larger picture, this is quite useless as well. You really only need about 600
gold to buy the moves you really need. Once you have those, you can just spam
the moves over and over again to get the job done on any difficulty. And the
leveling up thing doesnt feel like it makes any difference - at first. When
you play on higher difficulties, wisely distributing the one stat point you get
at each level up amongst damage, mana regeneration, and health will play a
significant part in how well you can survive in the up coming levels.



<p class="MsoNormal">However, Ive found that finding the golden boxes that
upgrade your weapons and armor (five upgrades each for a total of ten) makes
more of a difference than the bonus points do. But, again, this is when
starting out. If youre on a multiple playthrough, the points will add up.



<p class="MsoNormal">With all this talk about the multiplayer aspect of the game,
I forgot to mention how the single-player portion of the game is like. Quite
frankly, if the multiplayer game can get boring after about a level or two,
single-player gets boring almost as soon as you start. Theres little enjoyment
to be had fighting off wave after wave of baddies. And, unlike the <em>Dynasty
Warriors</em> franchise - another mindless brawler  the levels dont have any
engrossing or changing goals like capturing a base, defeating an enemy general,
or leading an escape. And the characters are devoid of any kind of personality,
which is another reason why the monotony of the DW series is easier to swallow
than this pill.



<p class="MsoNormal">The technical side of the game really doesnt do much to
redeem itself as well. I mentioned the bland environments already, and
unfortunately the characters dont pop out either. This is a huge problem when
playing a multiplayer game as it is very easy to lose sight of your player. It
wouldve been nice had there been some player marker at the avatars feet. That
option is in there, but only when there are two similar characters (e.g. two
Warriors, two Valkyries, etc.) to help distinguish between them. Other than
that, its hard enough trying to keep track of oneself when the screen is
flooded with loads of peons.



<p class="MsoNormal">The audio isnt anything to write home about. The soundtrack
isnt bad, but isnt memorable either. The character voices are sufficient but
get tiresome since they repeat the same line or grunt every time a certain
combo is performed or whenever one of them takes a hit. At least the disembodied
voice that announces when one of you needs health or is about to die is
helpful.



<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">If it werent for the enjoyment you get from playing with
the people youve gathered around you or hopping online to meet up with other
Live users, this would be a game that Id recommend you stay far away from
considering its repetitive mindless gameplay and rather lackluster
presentation. However, there are some hours to be had here even if the rest of
the game isnt up to par. Unfortunately, that fun will last only a handful of
hours and barely more than two or three sittings. The Gauntlet series is a
classic and was one of the first of its kind to encourage cooperative but at
times competitive gameplay, but Seven Sorrows falls way short of moving the
franchise into the modern era.

	<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=GAMEPLAY: 6.3&size=20" alt="GAMEPLAY: 6.3" /> <br />
Mindless, repetitive button mashing to kill droves of enemies gets boring fast. Co-op saves it.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=GRAPHICS: 5&size=20" alt="GAMEPLAY: 5" /> <br />
Nothing spectacular and losing sight of your character on-screen is frustrating.</p>

<p><img style="border: 0px;"   src="/typeimage.php?color=black&font=stencil&text=SOUND: 5&size=20" alt="SOUND: 5" /> <br />
Forgettable soundtrack; repetitive voices grate on your ears after a while.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=FUN FACTOR: 7&size=20" alt="FUN FACTOR: 7" /> <br />
4-player co-op is a blast, but only for so long.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=REPLAY VALUE: 4.9&size=20" alt="REPLAY VALUE: 4.9" /> <br />
Four difficulty settings, RPG leveling cant overcome the monotony and short quest length.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=orange&font=stencil&text=TOTAL SCORE: 5.6 &size=23" alt="TOTAL SCORE: 5.6" />

]]></description>
<pubDate>Tue, 03 Jan 2006 22:59:00 -0600</pubDate>
</item><item>
<title>Gauntlet: Seven Sorrows Ships To Stores</title>
<author>Tim Grube</author>
<link>http://www.gamebump.com/go/gauntlet_seven_sorrows_ships_to_stores</link>
<guid>http://www.gamebump.com/go/gauntlet_seven_sorrows_ships_to_stores</guid>
<comments>http://www.gamebump.com/go/gauntlet_seven_sorrows_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>
Midway Games Inc. today announced that it has shipped the latest installment in the legendary franchise, Gauntlet: Seven Sorrows for the PlayStation 2 and Xbox consoles.
<p>
&quot;The Gauntlet franchise has been making gamers thumbs blister and ache for years with its 4 player co-op and intense hack-n-slash combat, and Seven Sorrows absolutely takes the addictive core gameplay to the next level,&quot; said Steve Allison, chief marketing officer, Midway. &quot; While staying true to the franchises roots, Gauntlet: Seven Sorrows also features a deeper gameplay mechanic that allows player progression, all-new combos and attacks, and for the first time ever, takes it all online.&quot;
<p>
Look for a full review soon on Gaming Horizon.<p>&nbsp;]]></description>
<pubDate>Mon, 12 Dec 2005 13:20:00 -0600</pubDate>
</item><item>
<title>R.O.S.E. Online Goes Live</title>
<author>The Gaming Horizon Archive</author>
<link>http://www.gamebump.com/go/rose_online_goes_live</link>
<guid>http://www.gamebump.com/go/rose_online_goes_live</guid>
<comments>http://www.gamebump.com/go/rose_online_goes_live#</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 Matthew Call.</i></p>

<p class="MsoNormal">The R.O.S.E. Online
official site has announced that the game is now available for public download
and that the games official servers are live.<span>&nbsp;
</span>New users will be given a 7 day free trial upon registering and
downloading the game.<span>&nbsp; </span>Players who were
in the beta are also able to transfer their accounts over to the official
game.<span>&nbsp; </span>Happy hunting!

]]></description>
<pubDate>Sat, 03 Dec 2005 03:21:00 -0600</pubDate>
</item><item>
<title>GH Review: R.O.S.E. Online (Rush On Seven Episodes) (PC)</title>
<author>The Gaming Horizon Archive</author>
<link>http://www.gamebump.com/go/gh_review_rose_online_rush_on_seven_episodes_pc</link>
<guid>http://www.gamebump.com/go/gh_review_rose_online_rush_on_seven_episodes_pc</guid>
<comments>http://www.gamebump.com/go/gh_review_rose_online_rush_on_seven_episodes_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 Matthew Call.</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">R.O.S.E. Online, which stands for Rush On Seven Episodes, is
a new MMORPG which will soon hit the market in North
 America. Currently the game is in an open beta phase, which means
that anyone who wants to can register for and download the game for free. The
game is being developed by Korean developer Gravity, the maker of Ragnarok
Online. It's important to note that this review covers the European version of the game, and was conducted on ROSE's European server.<br /> 



<p class="MsoNormal">The storyline of ROSE centers on a war between two gods. Arua,
the goddess of Good, created seven worlds which were good, happy places until
Hebarn, god of Evil, took control of the seventh world and caused everything to
go amok. Players are thrust into the middle of this conflict and must restore
order to the seven worlds.



<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 star feature of ROSE is the graphics engine. The visuals
have an anime look to them, which is distinctly unique to the genre. Cartoony
visuals are nothing new to MMORPGs, but anime style cartoon graphics are unique.
The graphics are certainly the games most appealing feature, as they greatly
enhance the atmosphere of the game and help to slightly make up for its shortcomings
in other areas.



<p class="MsoNormal">Since the game features seven worlds, players are also able
to travel between the worlds; each is quite large and features a unique set of environments
and enemies. This enables players to have a large amount of freedom and leaves
much to be explored within the game. If players tire of an area it is
relatively simple to travel to a new world and get a fresh start.



<p class="MsoNormal">The party system in ROSE is also slightly different than in
other MMORPGs. In ROSE the number of players allowed in the party is determined
by the level of the players in the party. The higher the level, the more
players are allowed in the party. This encourages small groups in the beginning
but opens up the possibility of huge groups later in the game. The guild system
enables large numbers of players to group together and even attempt to take
over entire worlds. When a guild owns a world, it gets a cut of all financial
transactions that take place on that world, creating a massive cash flow for
the guild. While this is innovative, the developers will need to ensure this
feature doesnt lead to price gouging in the game.



<p class="MsoNormal">Last but not least of the good features is the style. While
Ive already mentioned the unique graphics in the game, theyre only part of
the overall experience. The characters in are, for lack of a better word, cute.
Also the game doesnt limit itself to medieval-type weapons and equipment. In
addition to the typical staff or sword, players can also use guns and other hi
tech equipment like dune buggies. Controlling a sword-wielding, buggy-riding
cute anime character as he (or she) drives around the world is an entertaining
experience.



<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">While ROSEs look is unique, that is unfortunately about all
that sets it apart from other MMORPGs on the market today. ROSEs greatest weak
spot is the lack of a well developed storyline. There is little in the game
that gives the player a reason to feel motivated to play it. Quests are few and
far between and are usually of the kill-seven-enemies-of-this-type variety. There
often is not a reason to kill the monsters, other than the fact that the game
said the player should. This means that instead of feeling like part of a
greater story, players often resort to power-leveling and exploration for their
gaming.



<p class="MsoNormal">The games combat system also needs some work. Combat is
simply point and click, then sit back and watch. Until the player reaches level
10 he only has one attack to choose from and watching the same combat animation
over and over again for ten levels gets tiring. The enemies also leave a little
to be desired. Some of the first enemies the player encounters are giant jellybeans.
Its one thing to be wasted by a cute little bunny rabbit or something, but a
jellybean? Thats just embarrassing.



<p class="MsoNormal">The sound in the game is neither good nor bad. There is
little to set it apart from other MMORPGs and the music repeats often enough
that it becomes annoying after a while. The combat sounds are decent, but could
use more variety and power behind them.



<p class="MsoNormal">Last of all, the character creation feels a little flat. There
are only four character classes to choose from: soldier, muse (magic user),
hawk (ranger), and a dealer. Each class has a few different looks to choose
from, but the only real customization options the player gets to use control
the characters hair, gender and face. This leads to several players using the
same or very similar models in the game.



<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">ROSE is a decent MMORPG, especially since it is in beta and
currently available free of charge. The anime look makes the game worth
checking out for fans of anime RPGs and sets it apart in what is now a crowded
genre. Unfortunately the game is not groundbreaking, and players can easily
feel disconnected as there is not much of an overall storyline. The game is
still in beta, so there is a chance that the developers will fix many of its
flaws before its official launch in North America.
If you like anime ROSE may be worth
checking out, however there are plenty of other MMORPGs out there that offer a
more engaging and entertaining experience. If you'd like to try the game out for yourself, feel free to give it at go by clicking <a href="http://www.roseeurope.com/Pds/Down.asp " target="_blank">here</a>.<br />&nbsp;

	<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=GAMEPLAY: 6.5&size=20" alt="GAMEPLAY: 6.5" /> <br />
Not very original and the game needs some kind of engaging storyline.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=GRAPHICS: 8.8&size=20" alt="GAMEPLAY: 8.8" /> <br />
Not state of the art, but the anime style is impressive.</p>

<p><img style="border: 0px;"   src="/typeimage.php?color=black&font=stencil&text=SOUND: 7&size=20" alt="SOUND: 7" /> <br />
Decent, but nothing that really stands out. Music repeats too often.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=FUN FACTOR: 8.3&size=20" alt="FUN FACTOR: 8.3" /> <br />
It is an MMORPG, so much of the fun comes in grouping with other players.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=REPLAY VALUE: 8.5&size=20" alt="REPLAY VALUE: 8.5" /> <br />
There is always more to see or do, and players will make friends with other players online.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=orange&font=stencil&text=TOTAL SCORE: 7.8 &size=23" alt="TOTAL SCORE: 7.8" />

]]></description>
<pubDate>Fri, 04 Nov 2005 10:07:00 -0600</pubDate>
</item><item>
<title>GH Review: Tim Burton's The Nightmare Before Christmas: Oogie's Revenge (PS2)</title>
<author>The Gaming Horizon Archive</author>
<link>http://www.gamebump.com/go/gh_review_tim_burtons_the_nightmare_before_christmas_oogies_revenge_ps2</link>
<guid>http://www.gamebump.com/go/gh_review_tim_burtons_the_nightmare_before_christmas_oogies_revenge_ps2</guid>
<comments>http://www.gamebump.com/go/gh_review_tim_burtons_the_nightmare_before_christmas_oogies_revenge_ps2#</comments>
<description><![CDATA[<p>This review was originally published on Gaming Horizon, GameBump's predecessor. Its format does not match our own but we support its content.  It was written by Brian Mohr.</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">In 1993, Tim Burtons <em>The Nightmare Before Christmas</em> came to
theatres. Twelve years later, Capcom has followed up on the movie by coming out
with a partial sequel for the Xbox and PlayStation 2. The game looks and sounds
great, like another version of the innovative movie, but as far as a
translation to games, The Nightmare Before Christmas: Oogies Revenge doesnt
completely make the cut.



<p class="MsoNormal">In this game, players take on the role of our hero Jack
Skellington one year after the events of the movie. Jack must not only save his
love, Sally, but he also has to reclaim Halloweentown from Oogie and stop him
from taking other holidays like Easter and Christmas.



<p class="MsoNormal"><img style="border: 0px;"   src="/typeimage.php?color=orange&font=stencil&text=THE GOOD&size=25" alt="The Good"/>&nbsp;



<p class="MsoNormal">The first thing youll notice in the game is that Nightmare
stays close to its roots from the movie. This is wonderful as it really puts
you in the environment with all the characters youll recognize. Some of the
actual storylines from the movie were continued in the game and others were
developed by Capcom, but either way they fit the game well. 



<p class="MsoNormal">This point directly reflects the graphics which are solid as
Jack, Sally, Oogie, Lock, Shock and Barrel all look great. They actually move
well too, although Jack doesnt move very fast in battles. The actual
environments suit the game too, but are pretty limited as to where you can go
and dont they have a lot of depth to them. Also the other enemy minions youll
mostly battle throughout the game are quite generic.



<p class="MsoNormal">Besides keeping with the storyline, the music and
voice-acting is wonderful in Nightmare. Capcom brought back all the voice
actors to make the experience authentic and it really does show. The music is
also well done as Danny Elfman was involved in the project and helped in 10
songs for the game including new and memorable classics from the film. Sadly,
music like This is Halloween, and quotes like Soul Robber, are way too
repetitive and become irritating after a bit.



<p class="MsoNormal">As for the actual game, Oogies Revenge has Jack using a
weapon in his action battles called the Soul Robber. The weapon is pretty good
and works well as you can hit, grab and slam enemies. The Soul Robber is also
handy for swinging across ravines and grappling walls amongst other things.
Another nice advantage of the weapon is that it sucks souls from the dead which
allows you to accumulate unlockable rewards like art, cut-scenes and more. The
controls for the weapon are simple and intuitive. One other wonderful feature
in relation to Jack and weapons is that our hero can change and acquire new
skills when he becomes Pumpkin King Jack or Santa Jack. 



<p class="MsoNormal">Finally, the game features a great boss fighting situation
as the enemies sing to you while you battle it out. You can either fight the
old-fashioned way by hacking and slashing or push specific button patterns to
defeat the bosses through the power of rhythm. Although this battle sequence is
a delightful change from other titles, every boss in Nightmare fights the same
way so the novelty wears off.



<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">The most noticeable problem with Oogies Revenge is the
camera angles. In every area, the camera is locked into one specific location
and you walk around - this doesnt put you in the action at all. This is a very
old technique in games and found in PlayStation One and early PlayStation 2
games; its surprising that this far into a gaming cycle Capcom is still going
back to the olden days. 



<p class="MsoNormal">Another key problem is that the fighting action is very
repetitive as you are constantly hitting and slamming generic enemies with the
Soul Robber. A problem that correlates to this is that Nightmare has you
constantly backtracking in the game to continue your quest as well. Many times
characters will have you search out an item and then it is up to you to go back
into previous levels to get it and fight the same enemies over and over again.
Once you retrieve the item, you have to make your way back to where you were in
the first place. This gets especially frustrating and tiresome over the 25
levels.



<p class="MsoNormal">Finally, the game has some puzzle problems and doesnt
really give you any guidance on what to do or where to go. Occasionally youll
have doors that are locked or webbed and you have to figure out without any
guidance how to open them. They arent the most difficult, but youll find
yourself wasting time for no apparent reason. This problem combined with the
camera and a terrible map that doesnt mark anything causes frustration for
gamers. 



<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">Tim Burtons The Nightmare Before Christmas: Oogies Revenge
is an interesting action game even if its 12 years too late as it looks and
sounds great, following in the movies style. The game features fun and
innovative boss fights and your Soul Robber weapon is nice too. Those elements
are solid, but Capcom didnt perfect key aspects of the game including the
terrible camera angles and repetitive fighting that causes the game to be
irritating. Nightmare is decent and works well, but in the end has obvious
drastic faults. The question now becomes will it be another 12 years until we
see The Corpse Bride come to the consoles?

	<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=GAMEPLAY: 5.1&size=20" alt="GAMEPLAY: 5.1" /> <br />
The controls are simple, the game moves slow. Lots of backtracking.The camera angles are bad.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=GRAPHICS: 8&size=20" alt="GAMEPLAY: 8" /> <br />
The game looks and feels just like the movie with attractive characters and average environment</p>

<p><img style="border: 0px;"   src="/typeimage.php?color=black&font=stencil&text=SOUND: 8.4&size=20" alt="SOUND: 8.4" /> <br />
Original films cast and Danny Elfman give magnificent performances. Some bits are repetitive.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=FUN FACTOR: 6.4&size=20" alt="FUN FACTOR: 6.4" /> <br />
Tedious and repetitive fighting gets tiresome, but boss fights are fun and innovative.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=REPLAY VALUE: 6.8&size=20" alt="REPLAY VALUE: 6.8" /> <br />
25 levels, new abilities, and other unlockables, but once you beat the game thats it.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=orange&font=stencil&text=TOTAL SCORE: 6.9 &size=23" alt="TOTAL SCORE: 6.9" />

]]></description>
<pubDate>Mon, 31 Oct 2005 11:01:00 -0600</pubDate>
</item><item>
<title>GH Review: Sly 3: Honor Among Thieves (PS2)</title>
<author>Shiva Stella</author>
<link>http://www.gamebump.com/go/gh_review_sly_3_honor_among_thieves_ps2</link>
<guid>http://www.gamebump.com/go/gh_review_sly_3_honor_among_thieves_ps2</guid>
<comments>http://www.gamebump.com/go/gh_review_sly_3_honor_among_thieves_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">Sly 3: Honor Among Thieves is Sucker Punchs third
installment in its successful cell-shaded platformer series, Sly Cooper, on the
PlayStation 2. The game marks the return of Sly and his gang after the final
trouble with Clockwork, and sets the stage for additional members and fresh,
varying gameplay styles. While not a lot was drastically changed, the overall
product feels as though Sly has finally come of age, abandoning some of its extremely
childlike, boring, and <em>overly</em>
simplified content that, while functional in its predecessors, really kept the
series from moving forward. If youve ever played a Sly Cooper game before and
found it lacking, youre in for a pleasant surprise.



<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">Sly 3 begins with the typical storyline introduction
presented in the series famous comic-book style. The game opens with only two
available characters  Sly, everyones favorite agile raccoon, and Bentley, the
outfits brains in a shell. Murray,
the big pink hippo, has fled the scene to embark upon a spiritual quest after
Bentleys accident in the Clockwork episode that landed him in a wheelchair.
Shortly after, Sly and Bentley determine that if they ever want to get inside
the Cooper family vault, which is now guarded by a madman and a deadly
fortress, they need to find Murray
and work on extending the gang, inviting world-class thieves to help break in
and share in the Cooper loot. Of course, such specialized talent isnt going to
join automatically, and so the gang travels from locale to locale, aiming to
impress enough candidates with varying abilities. Its not the usual Sly Cooper
plot setting, but thats a good thing.



<p class="MsoNormal">With the scene set, the player guides Slys gang across the
globe in search of thieves, even encountering old enemies. Each episode is
compacted into three days, such that the day one is spent gathering
information/figuring out a plan, day 2 attempting the plan, and day 3
completing an entirely different plan due to the unforeseen difficulties
experienced in day 2. Whats refreshing is that thats as truly linear as it
gets; every location gives gamers a different, more unique goal and hence
different ways to go about hitting the mark. For example, in the second episode
the initial aim is to free Murrays spiritual
guide from evil miners who have taken over land in Australia; this changes to finally
running the miners out and destroying a corrupt mask. In another episode the
gang has to convince an old nemesis to leave behind his days of zen and return
to the thieving crowd, but this potential ally wont budge until Sly rescues
his daughter from a forced marriage. In yet another episode, perhaps the
largest one yet, Slys got to retrieve old loot in a pirate town for another
enemy, and players will sail the seven seas, engage in naval battles, and
search for buried treasure.



<p class="MsoNormal">And this is one key to the games success  it presents
varied goals and varied ways of meeting them. In Sly 2, fans well remember the
content formula: steal something as Sly, explode something as Bentley, and
smash something as Murray.
This same formula was encountered about a hundred times, and no matter what an
episodes goal (usually to defeat this or that bad guy), there was only one way
to get there  steal, explode, and smash. Having opportunistic photo shoots,
while interesting, didnt add much to the content. Fortunately Sucker Punch has
taken two large steps to combat this problem, and the first is that theyve
modified the objectives to keep everything enlivened. Gamers engage in aerial
dog-fights, feed foes to giant animals, levitate objects for platform fun, blow
up vampires with fireworks, compete in a pirate cursing battle, sneak around in
disguises, and tackle bosses in style, thanks to uniquely presented boss fights
that all have a little trick to them and should spruce things up. 



<p class="MsoNormal">Sucker Punch then
went a step further and, finally taking the franchises criticisms to heart,
integrated the gameplay. Yes you can steal, explode, and smash, but with the
inclusion of new characters you can also possess baddies, pilot RC vehicles, go
for a swim, and target multiple enemies at once for a lovely fireworks display,
and you can do all this extra stuff by having characters work together. No
longer does a particular job involve just one character; in one mission
Murrays desperately trying to bring the gangs original van back to camp, but
he cant do it alone. One character has to drag it to shore while another has
to cover Murrays
back as he pulls it to camp. This kind of integration makes the game much more
fun and interesting, and presents a believable plot.<br /><br />Some other additions were nicely made. While Slys in
disguise, gamers have to input a password if caught by patrolling guards. There
are also some intriguing dialogue-only scenarios in which gamers have to choose
correct responses that prompt the other character to do something. Bentleys
grapple-cam is a great inclusion that isnt just a neat trick or way to
distract guards  its actually used in real missions, like leading the blind
back to base, or Carmelita to the scene of the crime. Another fun addition is
Slys safe-cracking talent, which gamers use to crack special safes; you simply
turn the analog stick in one direction, wait for a vibration, and then turn it
in the other direction until the safe pops open. Bentleys hacking magic is
back, with shielded opponents, and Bentley is also quite talented at locating
important codes hidden in artwork. Players can still steal loot off guards and
purchase power-ups through thief net if theyre so inclined, and some of these
power-ups are utilized in missions. Add these goodies to the integrated
gameplay and abilities of new characters and youll see why Sly 3 is a definite
step up from its predecessors. 



<p class="MsoNormal">The games graphical quality is of the same level that you
experienced in Sly 2, which was of the same level that you experienced in Sly
1. Its cell-shaded, very cartoon-like, has a fun comic-book style to it, and
some flash during combat maneuvers. The lighting isnt as much of a problem as
it was in Sly 2, and environments look as detailed as youd expect. Sly 3 wont
win any graphical awards, but it features the intricate environments and
playfully designed characters that fans love. The musical score is quite entertaining
and befitting of each locale, and even has an Indiana Jones feel to it at
times. Voiceacting, which the franchise has always done marginally well at, is
again presented adequately in Slys latest adventure, although Carmelitas
voice has changed once more. All characters in Sly 3 have believable voiceovers
and unique character traits, which adds to the games great presentation. All
the other ambient noises  picking up coins, hooking onto rocks, jumping from
platform to platform  are intact and suffice.



<p class="MsoNormal">For more replay value, Sucker Punch added a co-op and versus
mode for those who really enjoy soaring through the levels. It wont keep you
coming back for more, but its entertaining.



<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">As always, even with the improved character integration, Sly
does have his drawbacks. The game is quite short and simplified, aiming for
children as its target audience, but isnt nearly as easy as its predecessors
and comes with more adult dialogue. Experienced players will fly through it,
though, making it much too short and lessening the replay value, despite the
inclusion of co-op and versus play, which most gamers wont even give a second
glance. 



<p class="MsoNormal">The character depth that was seriously lacking in Sly 2, as
when Sly was betrayed and displayed absolutely no emotion toward the betrayal
whatsoever, is much more present in Sly 3, although Id like to see more of it.
Idly stopping to portray one characters inner thoughts here, and then an hour
later another characters inner thoughts there, doesnt beat consistent
character depth. 



<p class="MsoNormal">As noticed in the preview build, Sly old friend, Lag, is
back, and he makes himself known at almost random intervals. Sometimes lag pops
up when there are three bad guys on-screen, and other times, when youve got
eight and youre blowing stuff up, its not present at all. Youll experience
some minor lag even while sneaking around to snatch loot off guards, and thats
without any fast-paced action on-screen at all  youve got a guard, the
environment, Sly, and a flashlight beam. Now someone tell me how one guard and
one character naturally equates to lag?



<p class="MsoNormal">One thing I must say about Sly 3, in comparison to Sly 2, is
that while better, the content is starting to get outdated. Hopefully Slys
PlayStation 3 endeavor (and Im assuming there is one) will revolutionize the
series and lead it more toward the adult market. The game currently walks a
tightrope between adult content (with more mature themes and integrated
gameplay) and child content (with still simplified gameplay and characters that
never shut up). At the very least, Sucker Punch should pick one audience and go
for it entirely.



<p class="MsoNormal">And finally, characters talk too damn much, the 3D gimmick
hurts my eyes, and the glasses make me look stupid. Dont bother picking up Sly
3 for the 3D, because just like Jaws 3D, its not worth it. 



<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">Sly 3: Honor Among Thieves is a big improvement from its
predecessors, with added character integration, varying objectives, new
playable allies, a touch more emotion, and larger environments. Now if Sucker
Punch could upgrade the visuals, grant us some real character depth, spare us
the obvious dialogue (tap the square button to do this, then hit R1 to do
this), and add online play, wed have a much better winner. As it stands, dont
bother with Sly 3 if its the 3D alone thats interesting you, because that
portion (which is thankfully optional) will just hurt your head. Pick up the
game if youre a fan, or if youre looking to fulfill a craving for platform action, but rent first if youre leery of simplified gameplay and poor replay
value. Its just that easy.<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=GAMEPLAY: 8.6&size=20" alt="GAMEPLAY: 8.6" /> <br />
Not as big a leap as Sly 2, but more enjoyable. Still easy, though.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=GRAPHICS: 8.5&size=20" alt="GAMEPLAY: 8.5" /> <br />
Getting a tad outdated, but good visuals and nice cell-shading.</p>

<p><img style="border: 0px;"   src="/typeimage.php?color=black&font=stencil&text=SOUND: 8.4&size=20" alt="SOUND: 8.4" /> <br />
Like the musical score and adequate voiceovers. </p>

<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=FUN FACTOR: 8.5&size=20" alt="FUN FACTOR: 8.5" /> <br />
A lot more fun thanks to more refreshing gameplay.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=REPLAY VALUE: 7&size=20" alt="REPLAY VALUE: 7" /> <br />
Youll like it enough to finish, but you wont go back. Co-op/versus exists.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=orange&font=stencil&text=TOTAL SCORE: 8.2 &size=23" alt="TOTAL SCORE: 8.2" />

]]></description>
<pubDate>Wed, 12 Oct 2005 13:01:00 -0500</pubDate>
</item><item>
<title>GH Review: Burnout Revenge (PS2)</title>
<author>The Gaming Horizon Archive</author>
<link>http://www.gamebump.com/go/gh_review_burnout_revenge_ps2</link>
<guid>http://www.gamebump.com/go/gh_review_burnout_revenge_ps2</guid>
<comments>http://www.gamebump.com/go/gh_review_burnout_revenge_ps2#</comments>
<description><![CDATA[<p>This review was originally published on Gaming Horizon, GameBump's predecessor. Its format does not match our own but we support its content.  It was written by John Godfrey.</p><p><img style="border: 0px;" src="/typeimage.php?color=orange&font=stencil&text=THE LOWDOWN&size=25" alt="The Lowdown"/><br /><br />You've just released a game that's praised by critics and fans alike across the board, hailed for breathing an invigorating new breath into the at-times stale genre of the arcade racer, what do you do next? If you're anything like Criterion, you develop a sequel that tops its predecessor, followed by another... and another, each tweaking and enhancing the formula for the must-have arcade racer until it's all but perfect, which the release of <em>Burnout 3: Takedown</em>, the crown jewel of the franchise, managed to achieve. Now that you've got a virtually perfect arcade racer on your hands, you ask the same question again: what do you do next? Criterion's answer is Burnout: Revenge, the ambitious new title which will attempt to do what previous games in the series have and kick it up a notch.<br /><br /><img style="border: 0px;"   src="/typeimage.php?color=orange&font=stencil&text=THE GOOD&size=25" alt="The Good"/><br /><br />The basic concept of the Burnout series is incredibly simple: risk equals reward. Which means speeding into oncoming traffic fills your &quot;boost meter&quot; (read: nitro), slamming opponents or traffic off the road gains you cash, and detonating your once multi-million dollar exotic car into a heap of scrap metal via a &quot;crash breaker&quot; in the middle of a busy intersection during rush hour gives you a spot on the rich list that would make Donald Trump blush. <br /><br />Such is the premise of Burnout; race, destroy, get rewarded, and all at blindingly fast speeds resulting in frequent crashes of your own vehicle and others; rendered with a hot plate full of painstaking realism from the physics of the actual crash animations to the detail of the pieces flying off of your car, scratches on the paint, cracks in the windshield, unhinged doors and after-market parts, with a heaping helping of dazzling spark effects as garnishing.<br /><br />To start off, the single player game known as World Tour sends you globe trotting through 169 different events. Each event features one of a few different race modes, some of which have been in previous Burnout games and a few new additions: there's race, in which you try to place first against AI opponents; eliminator, where the vehicle trailing the pack gets cut every 30 seconds until the winner is left on the road; road rage, the fan favorite in which you smash a never-ending barrage of opponents out of the race with takedown maneuvers; traffic attack, a new addition wherein you must barrel through traffic destroying as much as fast as possible before the timer runs out, the more you destroy the more the timer refills; burning lap, where you try to beat the best time for a certain course; and crash, where you set out to destroy as much dollars worth of traffic as you can by launching into a crowded street. The better your perform on each level, the better the medal you score and the higher your completion percent gets, unlocking more. <br /><br />Visually, Burnout Revenge appears quite similar to Burnout 3 Ð and believe me, that ain't bad. The textures are crisp and varied in the environments, and the range of effects interacting with them further enhance the look. On levels with a low-lying sun, the sunlight reflects off the ground ahead of you with almost the same intensity as the sun in the sky, creating a dazzling shimmering effect that could be a driving hazard if you don't pay enough attention. Sides of buildings facing the sun glow from the sunlight and wash out the texture a little but, much like reality. The high-polished bodies of the cars create some excellent reflections and sharp looking highlights from surrounding light sources. After effects like a shaking camera and blurred vision when you reach top speeds enhance the sense of speed, and the sparks flying from every collision makes for sweet eye candy. <p>Once again, these cars are not licensed, but many are very closely &quot;inspired&quot; by the real thing,&nbsp; while others are too cool for school, the caliber of what you'd expect at something like the Detroit Auto Show. And speaking of Detroit, the locations are also inspired by real cities, including Detroit, dubbed &quot;Motor City.&quot; Miami, Rome, Los Angeles and Tokyo are some of the other locations. The realism of the tracks are increased by a bit more gritty details this time around, and more branching areas and short cuts to either get a head up on the competition or wind up at the back of the pack, depending if you can handle some the turns or obstacles in some of the hidden paths.<br /><br />The sound is once again used extremely effectively to simulate that overwhelming sense of speed and danger that can only be experienced when barreling down a busy highway in the wrong direction at top speed. As you pick up speed the sound of the wind pelting your car and flying by gets louder and louder, you hear your engine at a high pitch whine, the sounds of other cars and distractions street-side quickly come and go as fast as you pass them, the rattling of all the parts of the car straining to stay together in such extreme conditions, and in an instant it all culminates in a satisfying smash as you collide with a pillar or cross-traffic and left with the twinkling sound of glass landing on the concrete. <br /><br />The music has definitely been improved. With Burnout 3's soundtrack line up was pretty much comprised solely of alterna-rockers, punk, crying emo kids, and a few rock classics, Revenge broadens its predecessor's narrow sonic range with the addition of some high-tempo electronic tracks to the rock foray. Artists include Fall Out Boy, Junkie XL, MxPx, Thrice, The Chemical Brothers, The All-American Rejects, Timo Maas,Yellowcard and over 2 dozen more which round out a soundtrack of roughly 40 tracks worthy enough to road rage with.<br /><br />Online play was a fun diversion in Burnout 3, but like the majority of titles that don't have a huge cult online following, it was sometimes hard to pop in the game and have some online competition at any moment. Revenge's online mode will give you that competition that you may of been starting to miss in Burnout 3's later months, and breathes some new life into the experience with the single player game's new modes.<br /><br /><img style="border: 0px;" src="/typeimage.php?color=orange&font=stencil&text=THE BAD&size=25" alt="The Bad"/><br /><br />Though the addition of new modes and features have always been a great thing in the Burnout series, continually evolving the franchise further and further, the major addition of Burnout: Revenge, the traffic check, is somewhat of a mixed bag. The traffic attack mode which was crafted solely around this new feature is fun at first, rear-ending cars and sending them flying across the road, trying to accumulate as much damage as possible when you start slowing down on the damage tally the clock starts to run out, only to be replenished by creating more havoc, until you reach the highest quota to get the gold medal or run out of time; whichever comes first. The first time I played traffic attack the novelty wore off after about a minute; it's simply too easy to just ram traffic, and after reaching triple the amount of damage for a gold medal I ended up just putting the control down for the time to run out because it simply wasn't challenging enough to fail at. Later traffic check levels are a bit more challenging but I don't think there's enough there to merit a whole mode of gameplay, as whenever traffic check is next on the World Tour event list it's more often than not greeted with a sigh.<br /><br />What's a bigger issue in my opinion, however, is when traffic checking is implemented into the core gameplay of all modes. It used to be such a rush to weave between traffic squeezing between narrow openings between cars, nearly crashing into the rear of a slow Sunday driver, or having that sigh of relief when you've just nudged a car in front of you instead of completely colliding with it. Now that you can check all traffic that's traveling in the same direction as you, it kind of kills the thrill of racing with traffic on the street. How fun would an action game be if all the enemies were deaf and always had their back turned to you? The Burnout series definitely lost a little something with the inclusion of traffic check, though it's not a total loss if you learn to use it in new strategies against enemies, checking traffic into opponent cars and so forth.<br /><br />With the street racing videogame market booming and expanding with new games wherever you look, one feature seems to be consistent in most of the better titles: the ability to modify your car with after-market parts, custom decals, and so on. It doesn't really add that much to gameplay, but it's a cool feature nonetheless that boosts the fun factor considerably for creative gamers. Even games that aren't strictly racing, like <em>Grand Theft Auto: San Andreas</em> feature such customization, so it's a shame the latest incarnation of Burnout's only offering of customization is a handful of pre-selected colors per car model.<br /><br />Thankfully Criterion heard my prayers and got rid of the radio DJ announcing each new area or event like a skateboarding vert competion; in his place is a female voice who gives a tutorial at the beginning of some levels on topics such as bonus pickups, after touch, takedowns, etc. This is informative, but not to-the-point enough. Veterans to the Burnout series will be hearing a lot of what they already know and will be tempted to skip the whole intro to the level, when there's usually a gem or two of new information that pertains to brand new features that they don't want to miss. A quick, wham, bam, just the facts ma'am approach would have been more of my cup of tea instead of this, which slows things down between some early levels.<br /><br />Finally, getting online can be a major drag. I'd like to be able to start an online game just as fast as I start a single player game, much like how things are done on the PC. So far nothing on the PS2 throws you into the game quite as fast as you experience on the PC, verifying DNAS data and the like, but Burnout: Revenge can take especially long for some reason, and the various connection screens can last for almost four minutes at times. I'm not sure if this is a problem on my end, but Revenge is the only title that takes this long on my PS2. A fast login experience is undoubtedly a determining factor of how often people decide to play online and populate the rooms, and this isn't helping.<br /><br /><img style="border: 0px;" src="/typeimage.php?color=orange&font=stencil&text=THE VERDICT&size=25" alt="The Verdict"/><br /><br />All in all, if you're a fan of Burnout 3, you're going to want to check out what Burnout: Revenge has to offer. It's the same tried and tested gameplay with some cool new cars and levels, and a few new features that may or may not be your cup of tea. Some people may find the ability to check traffic a great new addition, but Burnout purists will more than likely see it as taking an edge off the thrill of all those near-misses and traffic weaving that added so much tension to the earlier games. Burnout 3 will, for now, be the pinnacle of the Burnout series in my opinion, but Revenge is still an absolutely solid grade-A title that's worth your time and coin.
	<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=GAMEPLAY: 9.5&size=20" alt="GAMEPLAY: 9.5" /> <br />
Feels like Burnout with the traditional mayhem for money and dazzling graphics.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=GRAPHICS: 9.3&size=20" alt="GAMEPLAY: 9.3" /> <br />
Absolutely beautiful as usual for the series, excellent textures and lighting effects.</p>

<p><img style="border: 0px;"   src="/typeimage.php?color=black&font=stencil&text=SOUND: 9&size=20" alt="SOUND: 9" /> <br />
The audio really makes you feel like your going 120mph on your couch. Great soundtrack.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=FUN FACTOR: 9.3&size=20" alt="FUN FACTOR: 9.3" /> <br />
You can never get tired of battling opponent cars and traffic, the more destruction the merrier</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=REPLAY VALUE: 9.1&size=20" alt="REPLAY VALUE: 9.1" /> <br />
A slew of medals to compete for and unlockables, and an online mode.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=orange&font=stencil&text=TOTAL SCORE: 9.2 &size=23" alt="TOTAL SCORE: 9.2" />

]]></description>
<pubDate>Fri, 30 Sep 2005 14:48:00 -0500</pubDate>
</item><item>
<title>GH Preview: Burnout Revenge (Xbox)</title>
<author>The Gaming Horizon Archive</author>
<link>http://www.gamebump.com/go/gh_preview_burnout_revenge_xbox1</link>
<guid>http://www.gamebump.com/go/gh_preview_burnout_revenge_xbox1</guid>
<comments>http://www.gamebump.com/go/gh_preview_burnout_revenge_xbox1#</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 Eric Dayday.</p>
<img  style="border: 0px;" src="http://www.gamebump.com/typeimage.php?color=orange&font=stencil&text=THE BUZZ&size=25" alt="The Buzz" /><br /><br />Last year, Burnout 3: Takedown came from what seemed like nowhere to become one of the most critically acclaimed titles in 2004 and even took a few Game of the Year awards from a number of gaming websites. EA brings the franchise back this September in the form of Burnout Revenge, but can they exceed the lofty expectations they set with Takedown? You would think that there wasnt much to improve upon given how successful the previous formula was and Criterion isnt planning on radically changing it anytime soon. Instead, theyre making everything about Revenge bigger, louder, and more crash-tastic.<br /><br />Burnout has been known to portray a rushing sense of speed better than any other racing game on the market and Criterion is making sure that this trend continues. In fact, its quite possible that Revenge will up the speed even more. But, what theyre definitely ramping up are the huge crashes by introducing a new crash mode (similar to Takedowns road rage mode) called traffic attack and laying down tracks in some breath-taking multi-tiered levels.<br /><br />In traffic attack, your goal is to create the largest crash possible to rack up points. A lot of the familiar mechanics such as aftertouching (adjusting the car in mid-air) and crashbreaking return, though crashbreaking has been tweaked a tad. The crashbreaker meter will appear after a certain number of cars have been destroyed, but now instead of just hitting a button to initiate it, the meter will start at 100% and youll need to mash a button to keep the percentage up. Depending on how well you mashed the button the explosion will have a different blast radius and will enable you to take in more points by destroying nearby cars. And if youre good enough, you might be able to initiate another crashbreaker right after the first one.<br /><br />Another mechanic that Revenge introduces is the revenge meter. This meter keeps track of all your underhanded tactics and when it fills, youll be rewarded. What the reward is, however, has not been revealed, but the developers have said play dirty and be rewarded with the ultimate payback.<br /><br />As Burnout vets know, the tracks will also play a big part in how you trash your rivals, but now theyll seem larger-than-life, and youll find some tracks based on actual locales like Tokyo and Detroit. Imagine racing on a road imbedded in a mountainside and then ramming an opponent right through the guardrail sending him over the cliff and careening down into the ocean below. Or how about racing down a narrow backstreet and causing someone to wreck on the corner of a jutting building? Sounds so painfully lovely, doesnt it?<br /><br />The best news is that Burnout Revenge will support up to six players online for both the PS2 and Xbox, so get ready to bring that virtual road rage to the national stage this September.<br /><br /><img style="border: 0px;"   src="http://www.gamebump.com/typeimage.php?color=orange&font=stencil&text=THE PREDICTION&size=25" alt="The Prediction"/><br /><br />Burnout 3: Takedown proved that racing games werent all about getting from start to finish the fastest; its how you get there that matters most. In fact, the gameplay raises this beyond a mere racing game to one that can appeal to more people than just the hardcore racers. With the promise of bigger crashes, tweaked play mechanics, new modes in which to demolish all the traffic you possibly can, and online gameplay, you can bet your pink slips that Burnout Revenge will be one of the must-buy games of the fall when the barrage of fourth quarter titles arrives. Racing game fans should swoop this up in an instant, but even non-racing game fans ought to give it try. See you at the starting blocks this September.<br /><br />
]]></description>
<pubDate>Mon, 25 Jul 2005 19:12:00 -0500</pubDate>
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<title>GH Preview: Sly 3: Honor Among Thieves (PS2)</title>
<author>Shiva Stella</author>
<link>http://www.gamebump.com/go/gh_preview_sly_3_honor_among_thieves_ps23</link>
<guid>http://www.gamebump.com/go/gh_preview_sly_3_honor_among_thieves_ps23</guid>
<comments>http://www.gamebump.com/go/gh_preview_sly_3_honor_among_thieves_ps23#</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><img  style="border: 0px;" src="http://www.gamebump.com/typeimage.php?color=orange&font=stencil&text=THE BUZZ&size=25" alt="The Buzz" /><br /><br />In an unsurprising turn of events, Sucker Punch has been hard at work on the third rendition in the popular, cell-shaded platformer series, <em>Sly Cooper</em>. In Sly 3: Honor Among Thieves, Sly and the gang (Bentley, the now wheelchair-bound turtle, and Murray, the gigantic pink hippo) return to locate Slys hidden inheritance with the help of an old family friend, only to discover that theyre not alone in the quest to secure this massive wealth. If Sly and his friends are going to claim the treasure theyll have to gather up the greatest thieves in the world, including past enemies. Four playable levels are available in the demonstration version we received, and while they dont display much of what the game has to offer, what is seen has potential.<br /><br />The primary level involves a lemonade bar dominated by angry dingoes and kangaroos. Sly and the gang enter into a drinking contest where the player mashes the buttons to beat the dingoes to downing all three glasses of lemonade. After the initial victory the Australian ruffians decide that Bentleys been cheating, and that certainly warrants the brawl and electric fence that follows. As the fighting starts the game switches control to Bentley, who  between bomb drops  twirls his wheelchair of death at his opponents. Just when you feel like the situation is stabilizing Bentley calls out to Sly and the game switches focus again, enabling players to control Sly as he leaps about crazily and swipes baddies with his cane. When things really start to pick up Sly hollers at Murray and once again the game switches focus, this time to the heavy-hitting hippo. After the standard bad guys have fallen the boss enters the room, leaving gamers to use their wits (and perfect timing) to defeat him.<br /><br />Another level, Shaman Escapes, has players controlling a master koala bear that transforms himself into miscellaneous objects (rocks, log piles, tiny shrubs). When an opponents back is turned the gibberish-speaking koala then hops aboard via circle and takes his new friend for a ride  straight into the nearest wall or painful obstacle. This level also sports some prime platforms to test your jumping skills on, and of course lots of enemies thatll rue the day they ever let a shrubbery get the best of them. After freeing the magically inclined koala gamers spend some time ramming baddies into drills that are ruining the land. The environment wasnt large, and the evildoers were still limited to flashlight line-of-sight, but it was fun to randomly turn into rocks and wait for the right moment.<br /><br />The most interesting level features Carmelita Fox and Sly in two-player, head-to-head action. The area was a tad Venetian with waterways, small boats, booby traps, and quaint little houses that gave Sly some small rooftop space. One player controls Sly, whose job it is to snatch the loot, while the other controls Carmelita, whos determined to stop the bandit; deadly goodies are scattered throughout the level to encourage friendly competition. The visual area is smaller due to character art on each side of the screen and unfortunately I experienced some lag during jumps and attacks. Its got an unpolished feel to it but again, this one isnt due until September.<br /><br />The last area features Sly flying a biplane and shooting 30 enemies down. There are powerups (read: ammo) underneath bridges, windmills to destroy, brake/accelerate buttons, and a nice patch of blue sky to barrel-roll through, but the scenario is rather typical of the series. Whether its shooting 30 planes, hitting 5 hippos, or collecting 100 bottles, its essentially the same game with numbers, which disappoints. <br /><br />There is, however, a completely new element that I was unable to test: the game makes use of those nerdy glasses for 3D effects, which should be fun to experiment with. Sly has also picked up some additional moves, including disguises, and Sucker Punch has actually added some multiplayer support, a rarity for platformers lately (dismissing Ratchet &amp; Clank).<br /><br /><img style="border: 0px;"   src="http://www.gamebump.com/typeimage.php?color=orange&font=stencil&text=THE PREDICTION&size=25" alt="The Prediction"/><br /><br />It remains to be seen whether some late additions (multiplayer, disguises, nifty 3D glasses) can turn Sly 3 into anything more than an aside for the series, but from weve seen so far, it has some potential. Well let you know our final thoughts after weve tested these new extras, and especially if it worth sporting those geeky glasses for. Just one question for Sucker Punch: maybe its time for a darker, deadlier Sly? <br /><br />
]]></description>
<pubDate>Fri, 10 Jun 2005 06:34:18 -0500</pubDate>
</item><item>
<title>GH Review: Star Wars Episode III: Revenge of the Sith (DS)</title>
<author>The Gaming Horizon Archive</author>
<link>http://www.gamebump.com/go/gh_review_star_wars_episode_iii_revenge_of_the_sith_ds</link>
<guid>http://www.gamebump.com/go/gh_review_star_wars_episode_iii_revenge_of_the_sith_ds</guid>
<comments>http://www.gamebump.com/go/gh_review_star_wars_episode_iii_revenge_of_the_sith_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.  It was written by Aaron Thomas.</p><p><img style="border: 0px;" src="/typeimage.php?color=orange&font=stencil&text=THE LOWDOWN&size=25" alt="The Lowdown"/><br /><br />One thing you can always count on when a Star Wars movie comes out is lots and lots of movie tie-ins. Advertisements, toys, and of course videogames flood the market, all trying to make a few bucks by cashing in on the Star Wars name. Some of the products are good, while others, particularly the Episode I, II, and III videogames are generally pretty bad. Star Wars Episode III: Revenge of the Sith for the Nintendo DS falls squarely into the bad category, primarily because its little more than a mildly enhanced version of a lousy GBA game. <br /><br /><img style="border: 0px;"   src="/typeimage.php?color=orange&font=stencil&text=THE GOOD&size=25" alt="The Good"/><br /><br />Revenge of the Sith closely follows the movies plot, which as you most likely know follows the fall of the Jedi, and the downward spiral of Anakin Skywalker as he becomes Darth Vader. Theres no voiceacting to speak of, and the entire story is told through cutscenes. These dont follow the film verbatim, but there are some quotes and quips straight from it. You can play as either Skywalker or Obi-Wan Kenobi, each of which has his own path through the game. The game consists of 29 levels, 8 of which take place in spacecraft and are exclusive to the DS version. The rest are side-scrolling action affairs, each taking place in a location from the movie. A few of these overlap for each character, but each person also has his own unique levels, which in theory encourages you to play twice.<br /><br />Combat is simple, but there are some combos and skill development aspects thrown in to make the game deeper. Hidden in every level are power ups that, when used in conjunction with skillful play (doing more than mashing buttons), result in new moves and improved skills being awarded. The amount that characters can be customized isnt deep by any means, but its better than nothing.<br /><br />Unique to the DS version of Revenge of the Sith are 3D space combat levels that can be played in both single and multiplayer mode. Similar to the old Wing Commander or Tie Fighter games, youll pilot your craft amongst asteroids and space junk while trying to take out enemy fighters. These levels are interesting and from a technical standpoint are very well done. They can be a bit challenging, however, which may frustrate people that bought the game for the fighting and not for the flying. Multiplayer is solid, but its something that not many people will play and begs the question of why wasnt time spent making the rest of the game better instead of tacking on extra game modes.<br /><br />There arent a whole lot of great things to say about the visuals, other than they are colorful and the fighting animation is well done. For 2D sprites, the sheer number of attacks that Anakin and Obi-Wan have is impressive. There are basic stabs and swipes, as well as some behind-the-back moves and an impressive upward stroke thats particularly vicious looking.<br /><br />A wonderful soundtrack is a given with any Star Wars game. John Williams score is faithfully reproduced, and is one of the best things the game has going for it.<br /><br /><img style="border: 0px;" src="/typeimage.php?color=orange&font=stencil&text=THE BAD&size=25" alt="The Bad"/><br /><br />Revenge of the Siths biggest problem is that its the latest game for a Nintendo handheld to cash in on a movie license with tired, played out side-scrolling action. Fighting endless waves of bad guys, enduring countless cheap laser blasts to the back, hitting walls and boxes looking for powerups this type of game was played out ten years ago. Its mildly entertaining for a while, but the level design is uninteresting and the combat is painfully repetitive, making the game get old quickly. Flying and dog fighting in outer space is much better than fighting on the ground, though repeatedly flying into unseen asteroids can be very annoying.<br /><br />&nbsp;Its interesting how the Jedi can perform a wide array of moves, and even use the force to knock over enemies, but for some reason, they cant jump and swing their lightsabers. The developers must have run out of time to program that into the game.<br /><br />The graphics are no better than a Super Nintendo game, and it doesnt appear like the game was spruced up in any way for its conversion from the GBA to the DS. There are no extra effects, animations, or any other ways in which the 2D action was improved. When Nintendo says that the DS isnt a successor to the Game Boy, I dont think they had port average movie game on their list of ways to back that statement up.<br /><br /><img style="border: 0px;" src="/typeimage.php?color=orange&font=stencil&text=THE VERDICT&size=25" alt="The Verdict"/><br /><br />If youre one of the people that keeps buying licensed movie games for the GBA and DS, theres nothing that can be said in this review to stop you  youre going to do it regardless. The side-scrolling portion is dreadfully boring, the flying levels are pretty cool, but to charge $40 for what is a mildly enhanced GBA game is pitiful. <p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=GAMEPLAY: 4.8&size=20" alt="GAMEPLAY: 4.8" /> <br />
Didnt I play this game in 1992? </p>

<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=GRAPHICS: 4.9&size=20" alt="GAMEPLAY: 4.9" /> <br />
Didnt games look like this in 1992?</p>

<p><img style="border: 0px;"   src="/typeimage.php?color=black&font=stencil&text=SOUND: 7&size=20" alt="SOUND: 7" /> <br />
John Williams always contributes an awesome score. </p>

<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=FUN FACTOR: 3.5&size=20" alt="FUN FACTOR: 3.5" /> <br />
Flying levels = good. Rest of game = Zzzzzzzz</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=REPLAY VALUE: 4&size=20" alt="REPLAY VALUE: 4" /> <br />
If youre crazy enough to pay $40, youre crazy enough to play it twice.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=orange&font=stencil&text=TOTAL SCORE: 4.8 &size=23" alt="TOTAL SCORE: 4.8" />

]]></description>
<pubDate>Sun, 29 May 2005 15:02:00 -0500</pubDate>
</item><item>
<title>GH Review: Myst IV Revelation (Xbox)</title>
<author>The Gaming Horizon Archive</author>
<link>http://www.gamebump.com/go/gh_review_myst_iv_revelation_xbox</link>
<guid>http://www.gamebump.com/go/gh_review_myst_iv_revelation_xbox</guid>
<comments>http://www.gamebump.com/go/gh_review_myst_iv_revelation_xbox#</comments>
<description><![CDATA[<p>This review was originally published on Gaming Horizon, GameBump's predecessor. Its format does not match our own but we support its content.  It was written by Eric Dayday.</p><img style="border: 0px;" src="/typeimage.php?color=orange&font=stencil&text=THE LOWDOWN&size=25" alt="The Lowdown"/><br /><br />To PC gamers, the Myst series is a classic, whereas to console gamers, the Myst series has found itself struggling to match the success of its counterpart. Myst IV: Revelation marks its second appearance on the Xbox - its first in about two years. So, is Myst IV worth the time, or should it stick to the PC domain?<br /><br /><img style="border: 0px;"   src="/typeimage.php?color=orange&font=stencil&text=THE GOOD&size=25" alt="The Good"/><br /><br />As the fourth entry in the series, intuition would dictate that prior knowledge of the series is essential to understand just what the hell is going on in this game. Luckily, it really doesnt matter as Myst IV stands quite well by itself. Previous knowledge, however, will help you appreciate a lot of the character development as familiar faces of the first games get their share of the limelight. <br /><br />Something that threw me for a loop right off the bat was the use of real actors portraying characters in the game. Games that utilize full-motion videos as the main source of interaction havent fared well, and thankfully here it works because the actors are set against the computer generated backgrounds. Think Lord of the Rings and youll know what I mean. With all the character interaction and dialogue it is positive to note that most of the performances are pretty good, so dont worry too much about cheesy acting.<br /><br />Speaking of Lord of the Rings, the world of Myst exudes an odd familiarity of Middle Earth. The backgrounds and environments are finely detailed and do a wonderful job of immersing you in with its subtle shades of brown and blue. They look almost photorealistic. The icing on the cake is that you have a camera with you to take pictures of the places youve been. At a glance, this may seem superficial, but itll play an important role in remembering where youve been; youll be doing a lot of backtracking, and youll later see why.<br /><br />Throughout the entire game you never actually see your character, which is why having those pretty backgrounds is all the more important. Though you never see him, the conversations he has with other characters and their reactions to him allows you some insight on the protagonists psyche. And while youll never outright talk about someone elses past, a series of journals and diaries spell out how others view their places in the world and their opinions of the world itself.<br /><br />Your tool of interaction with the world is a hand cursor. With it you can navigate around the screen  tapping on objects, pulling switches and pressing buttons, or opening up drawers and grabbing essential items. And this is the meat of the gameplay. No action in here  its a straight up adventure puzzle game. Some of the puzzles seem rather shallow, like Resident Evil fetch quests, but the majority of them will get the gears in your head moving as they sometimes span multiple levels.<br /><br /><br /><img style="border: 0px;" src="/typeimage.php?color=orange&font=stencil&text=THE BAD&size=25" alt="The Bad"/><br /><br />The fact that this game is a port from the PC rears its ugliest head in the control scheme. As soon as you start moving the cursor around, youll see immediately that a mouse and keyboard were made for Myst IV, which it initially was. The cursor moves a tad slow, which wouldnt be too bad, but it doesnt accelerate as you drag it across the screen. What youre left with is an icon that crawls.<br /><br />Also, the processing power of a high-end PC graphics card is sorely missed in how well details show up in the screen. The Xbox version runs at a lower quality and resolution than the PC version. This is not to say that the game is ugly  far from it. Normally, it doesnt hurt, but in a game like this that involves miniscule details, its potentially crippling. I honestly was stuck on one puzzle for hours on end all because I couldnt see the drawer that could be opened. Of course, you can tell what can be manipulated by paying attention to how the hand cursor reacts when its near certain things, but combing the entire screen with that slow thing is cumbersome.<br /><br />Unfortunately, as with all games that involve puzzles, backtracking is essential. This is why taking pictures is somewhat important  to take pictures of places that you think may be important. More often than not, if it looks important, take a picture. At least, the developers instituted a zip system that allows you to travel quickly between places, but the fact that a quarter of the game involves backtracking is disheartening.<br /><br /><img style="border: 0px;" src="/typeimage.php?color=orange&font=stencil&text=THE VERDICT&size=25" alt="The Verdict"/><br />&nbsp;&nbsp; &nbsp;<br />The idea of having an entire game revolve around just pointing and clicking and solving puzzles may seem overly simplistic to most of you, but ask any Myst fan or fans of old PC games like Kings Quest and they will tell you otherwise. Though it has been awhile since I last played a game like this, theres nothing more satisfying than solving a long, winding head-scratcher of a puzzle. What youll find in Myst IV is a port of a great PC game that falls just short of living up to the name it bears. I recommend it for those of you who are looking for a thinking mans adventure game, or have no means to play it on a PC. If you can, get that version instead.&nbsp;&nbsp;<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=GAMEPLAY: 7.9&size=20" alt="GAMEPLAY: 7.9" /> <br />
Simple, but the puzzles are great  most of the time.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=GRAPHICS: 7&size=20" alt="GAMEPLAY: 7" /> <br />
The backgrounds are beautiful, but the fact that they can hinder puzzle solving is crippling.</p>

<p><img style="border: 0px;"   src="/typeimage.php?color=black&font=stencil&text=SOUND: 7&size=20" alt="SOUND: 7" /> <br />
Not all that memorable, but fits the moods and themes of the story.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=FUN FACTOR: 8.2&size=20" alt="FUN FACTOR: 8.2" /> <br />
If your idea of fun involves head-scratching puzzles, youll love this.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=REPLAY VALUE: 6&size=20" alt="REPLAY VALUE: 6" /> <br />
Every playthrough could be different, but there isnt any incentive for repeat playings.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=orange&font=stencil&text=TOTAL SCORE: 7.2 &size=23" alt="TOTAL SCORE: 7.2" />

]]></description>
<pubDate>Fri, 29 Apr 2005 15:39:00 -0500</pubDate>
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<title>GH Preview: Sly 3: Honor Among Thieves (PS2)</title>
<author>Aaron Dunlap</author>
<link>http://www.gamebump.com/go/gh_preview_sly_3_honor_among_thieves_ps22</link>
<guid>http://www.gamebump.com/go/gh_preview_sly_3_honor_among_thieves_ps22</guid>
<comments>http://www.gamebump.com/go/gh_preview_sly_3_honor_among_thieves_ps22#</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><img  style="border: 0px;" src="http://www.gamebump.com/typeimage.php?color=orange&font=stencil&text=THE BUZZ&size=25" alt="The Buzz" /><br /><br />The Sony PlayStation 2 has three platformers. <br /><br />Say what you will about Tak and Spyro; nobody cares. If you arent Jak, Daxter, Rachet, Clank, or Sly, you arent cool.<br /><br />Front-runners Jak and Rachet have already had three titles, and along comes Slys third break. Sly 3: Honor Among Thieves, coming to the PS2 later this year, picks up shortly after the previous installments eventful conclusion. If you missed it, Bentley (the turtle who produces all of Slys slick gadgets) suffered heavy injuries and Murray (the brute hippo on the team), feeling responsible for Bentleys strife, went off on a hippo-soul-searching quest by himself.<br /><br />Sly 3 begins with Sly, the Thievious Racoonus himself, finding a clue to the location of his familys lost fortune. Some nefarious no-goods have claimed the fortune as their own, and to get it back, Sly will have to re-build his team.<br /><br />Bentley has built himself the mother of all wheelchairs, tricked out with bombs, lasers, and anything else you could imagine; and together with Sly Cooper, they set off to find Murray and to steal back Slys fortune. Along the way, some familiar characters from games past (friend and foe) will be teaming up with the bunch to finish the mission.<br /><br />Sly 3 will let gamers take control of more characters than before, and will utilize many new gameplay elements and abilities. Sly has an upgraded combat system with pretty-looking finishing moves, and hes able to don disguises to sneak into buildings and past guards. Bentleys got that cyber-wheelchair, and Murrays learned some new moves during his alone time as well.<br /><br />There are some minigames thrown in for good measure too, including some biplane flying fare and some more amusing games to break the tension of larceny.<br /><br />The big news here, however, is the new multiplayer modes that Sucker Punch is teasing us with. Weve taken a look at a Cops &amp; Robbers mode, where one player takes reign of Sly Cooper and tries to steal this or that, and another player controls Carmelita (the deputized she-fox) and tries to stop Sly. There may be more multiplayer modes, but theyll have to wait until E3.<br /><br />The PlayStation 2 is on its last leg in the graphics department, what weve seen with God of War is probably the best were going to get on the system, so dont expect too much of a graphical improvement in this sequel. The series jovial cel-shaded comic styling is maintained, of course, and the characters and animations have been given a bit more detail for Sly number 3.<br /><br /><img style="border: 0px;"   src="http://www.gamebump.com/typeimage.php?color=orange&font=stencil&text=THE PREDICTION&size=25" alt="The Prediction"/><br /><br />Fans of the Sly Cooper series would be foolish to pass up this title, though Im worried that the storyline is being carried forward too heavily through the games, making if difficult for those who havent played Sly Cooper or Sly 2 to understand fully. Sly 3: Honor Among Thieves is still under development, so the details we have now are limited by a few rough-cut versions and developer interviews. If youre still on the fence about this game, hang around for our further coverage at the Electronic Entertainment Expo.<br />]]></description>
<pubDate>Wed, 20 Apr 2005 14:43:34 -0500</pubDate>
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