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<title>| GameBump |</title>
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<copyright>Copyright 2006-2008 Gaming Horizon</copyright>



<item>
<title>Patent Crawling Reveals New PS3 Controller from the Future!</title>
<author>Ryan Fulton</author>
<link>http://www.gamebump.com/go/patent_crawling_reveals_new_ps3_controller_from_the_future</link>
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<description><![CDATA[<div style="text-align: center;"><br></div><p><img style="width: 494px; height: 246px;" src="http://www.gamebump.com/images/upload/r1yajoc1szanxgtww0f5bpji.jpg" alt="" alignment="" border="0">In a move to further confirm the assumptions of jocks and parents world-round, Sony has patented a controller that looks like some sort of a cross between a Star Trek phaser and a novelty item for children that you see in magazines that sell cheap Chinese crap designed to waste batteries and break. To further engender the lusty gaze of Star Trek fans you can <a href="http://i33.tinypic.com/ajuyqs.jpg">slap the controllers together</a> to make something that looks sort of like a <a href="http://memory-alpha.org/en/wiki/Bat%27leth">Bat'leth</a>. (Please note that I put a considerable amount of time into finding out the name of that weapon... I can assure you that I've never spent this much time looking up a Star Trek related item that didn't involve 7 of 9 porn.)</p><p>All derisive comments aside, this looks like a really neat piece of kit. It can sense like 58 billion things like relative motion, and everything else that the Wii remote can't even come close to doing. Additionally, since it teams up with the PlayStation Eye it can sense body and facial motion. All-in-all, it looks as if Sony could have something amazing on their hands if they can bring it out for a reasonable price, and supply a constant stream of quality software based on the technology including third party support.<br></p>]]></description>
<pubDate>Thu, 30 Oct 2008 20:24:36 -0500</pubDate>
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<title>GB Review: Ratchet &amp; Clank Future: Tools of Destruction (PS3)</title>
<author>Shiva Stella</author>
<link>http://www.gamebump.com/go/gb_review_ratchet__clank_future_tools_of_destruction_ps3</link>
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<description><![CDATA[<div class="image"><img src="http://www.gamebump.com/images/upload/gxzdg87a7cbzmhxud9u45qa0.jpg" alt="" alignment="" border="0"><div><br><center>Ratchet &amp; Clank: meet Gorgeous on your new PS3.</center></div></div><br><img style="border: 0px none ;" src="http://www.gamebump.com/typeimage.php?width=109&amp;color=orange&amp;font=stencil&amp;size=20&amp;text=IN%20SHORT"><br><span style="font-weight: bold;">Ratchet and Clank Future: Tools of Destruction</span> is yet another beautiful, action-packed, humorous adventure for PlayStation fans, boasting numerous gadgets, guns, and lots of alien things to shoot at. Its minigames have been adjusted to feature sixaxis support and Insomniac has even tossed in dancing pirates, but despite how gorgeous the game looks or how well the gameplay mechanics function, we've been down this road before - five times, six if you happened to splurge on the PSP version. <br><br>While I've always had a soft spot for our furry hero and his robotic pal, I'm afraid that Tools of Destruction has done it for me. This is the same experience, the same gameplay, lackluster plot, annoying save system, and patch-work minigames that I've been through since the franchise's inception. In summation, I am all Ratchet'ed out. <span style="font-weight: bold;">If you were looking for a new, refreshing direction for the series' PlayStation 3 debut, this isn't it.</span><br><br><img alt="score: " style="border: 0px none ;" src="http://www.gamebump.com/typeimage.php?height=25&amp;width=89&amp;color=orange&amp;font=stencil&amp;size=20&amp;text=SCORE:"><img alt="3 out of 5" style="border: 0px none ;" src="http://www.gamebump.com/typeimage.php?height=25&amp;color=orange&amp;font=pizzastars&amp;text=ttt&amp;size=25"><br><br><a style="font-style: italic;" href="http://www.gamebump.com/?aboutreviews">Click here</a><span style="font-style: italic;"> for an explanation of our review and scoring format.</span><span style="font-style: italic;"></span><br><br>Tools of Destruction offers yet another instance in which I'm forced to scratch my head and wonder if I've been immersed in the industry so long that I'm now out of the touch with the average gamer. It's one of Sony's (and Insomniac's) flagship titles, and people <a href="http://www.metacritic.com/games/platforms/ps3/ratchetandclankfuturetoolsofdestruction?q=ratchet">seem to love it</a>. In a sense I understand their infatuation: it's classic R&amp;C humor, the same simplistic gameplay mechanics at work (collect <span style="font-style: italic;">this</span> statue, turn <span style="font-style: italic;">that</span> bolt, slaughter <span style="font-style: italic;">these</span> boxes, etc), those same breathtaking visuals now transplanted to the PlayStation 3, and so on. I doubt that anyone could effectively argue that the title isn't playable, enjoyable, or a success ("success" being defined here as a complete single-player experience that doesn't feel pushed out the door), it's just that <span style="font-style: italic;">it's the same game</span>.<br><p></p><p></p><p><img src="http://www.gamebump.com/images/upload/0gs5vi7o75pv7nj3qpmia62u.jpg" alt="" alignment="" border="0"></p>At this point I've collected a trillion bolts, played a hundred rounds of "beat this minigame to open a door", and explored who-knows how many planets while popping virtual caps into aliens/robots/alien robots. I've made the bad guys dance; I've turned them into various creatures and whacked them to death with a wrench. I've grind-booted my way across giant chasms, been swept up in weapons-upgrade options, and watched my last plot item presented as a fake commercial. I have done it all, and then I completed Tools of Destruction and <span style="font-style: italic;">did it again</span>, this time in HD glory. The real question isn't whether the game is worth your time but whether you'd like to pay $59.99 for the privilege of doing the same stuff in 720p - though Ratchet does look <span style="font-style: italic;">fly</span>.<br><br>But enough negativity; Tools of Destruction, similar to every R&amp;C game on the market, shares the franchise's ups as well as downs. The visuals are amazing and showcase just what the PlayStation 3 can do when a developer is willing to spend the time and tap the system's resources. Even with fifty pirates dancing a groovitron jig while Ratchet pummels them with his grenade-gun and other torturous devices, the framerate keeps up with the action, down to the detailing in Ratchet's fur as he sets his enemies ablaze. The game's unique presentation, another hallmark of the series, is just as fun and spoofy as ever, making grand use of holovids (think "upgraded" infobots) for plot progression; cutscenes are quick and entertaining, with the same high-quality voice performances from a cast you know and love. <br><br><div class="image"><img src="http://www.gamebump.com/images/upload/rqoc8hfbr1tpuedey7bh5wdr.jpg" alt="" alignment="" border="0"><div><br><center>I hate you, little metal ball.</center></div></div><br>The simplistic gameplay is almost enough to make you feel nostalgic. The title is easy to play through and very direct, a bonus for kiddies who hate sitting through an hour's worth of cinematics to find out what's going on. There are the same mechanics that series veterans will instantly recognize: five version upgrades for weaponry, fun devices that turn enemies into cutesy penguins (nothing makes you appreciate the benefits of being a superior species than whacking a penguin into space), weapon upgrades via vendors, armor shopping (those lombaxes always did have a sense of style), and minigames that now utilize the sixaxis controller's tilt feature. While rolling a ball around to connect circuits, gliding through hoops, shaking that pirate booty, and steering tornadoes toward foes all spruce up the gameplay, they also severely distract from it, reminding the player that she's not saving the galaxy but trying to maneuver a stupid ball so she can save the galaxy. I applaud Insomniac for actually trying to capitalize on the motion sensor technology, but the bulk of this attempt was frustrating and annoying.<br><br>While we're on the topic, apparently some people have it in their heads that frustrating and challenging equate to the same thing. If you've been reading up on Tools then you've probably concluded that it's a breeze "until the end" - when Insomniac introduces a million enhanced robots that no longer die in one or two shots. It's at this point when gamers begin to "appreciate" the outdated save-anywhere system, which, if you've been through a Ratchet game before, you already know is a lie. I complained five years ago in a review of the original R&amp;C that enabling me to save-anywhere is bloody pointless if I have to load up from the start of a planet; giving me a taxi or a teleport to certain sections of a level doesn't cut it. This is the <span style="font-style: italic;">next-generation</span> of PlayStation hardware and Insomniac still won't let me save-anywhere and load-up from where I saved - why the hell not? <br><p><img src="http://www.gamebump.com/images/upload/fjh3kv42wx6e4b3dwnpuskor.jpg" alt="" alignment="" border="0"></p>The checkpoint system isn't much better. Ideally as you progress from one area to the next you trigger a checkpoint such that, if you die, you don't have to re-complete the same segments over and over. The checkpoint system here doesn't operate this way; when Ratchet clears an area and, say, approaches a boss or some other physical feat that you're going to die at, it's back two-three segments for you so you can re-work your way to a specific area just to do it all over again. About the time you reach your breaking point is when you realize that you can't save and call it for the day because you'll be loading up at the start of the level. <span style="font-weight: bold;">I think this is where I lost another piece of my soul</span>.<br><br>The real disappointment in Tools of Destruction is that it's the same content we've been through before, and while it's still good it's hardly great. Because you've done all this stuff several games ago there's simply little to no motivation for you to go through it again; <span style="font-style: italic;">there's no pull here</span>, and you don't even remember there's a storyline until the last two-three planets. What the franchise needs is not a million bolts, boxes, aliens, or weapon upgrades but a <span style="font-style: italic;">new direction</span>, a fresh take for our old and tired comedic duo, preferably one that doesn't detract from the experience with trivial minigames and sixaxis-controlled tornadoes that drive me crazy. <br><br>Okay, Insomniac: you've proven what you can do with the power of the PlayStation 3 - now let's see if you can take that engine and those beautiful visuals and make a great game out of it. <br><br>Publisher: SCEA<br>Developer: Insomniac Games<br>Release: Oct 23, 2007<br>MSRP: $59.99<br>Everyone 10+<br><br>
		  	
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		  	<img style="border:0px;" src="http://www.gamebump.com/typeimage.php?text=BUY RATCHET AND CLANK FUTURE TOOLS OF DESTRUCTION AT AMAZON&color=lorange&font=stencil&size=10&width=500" />
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<pubDate>Sun, 02 Dec 2007 18:17:44 -0600</pubDate>
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<title>Insomniac Announces Title for New Ratchet &amp; Clank Title</title>
<author>The Gaming Horizon Archive</author>
<link>http://www.gamebump.com/go/insomniac_announces_title_for_new_ratchet__clank_title</link>
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<description><![CDATA[<p>Insomniac Games has announced a new title for the next Ratchet &amp; Clank title in the series.</p><p>The game will be entitled, Ratchet &amp; Clank Future: Tools of Destruction. Brian Allgeier, design director said, &quot;The name Ratchet &amp; Clank Future: Tools of Destruction works on many levels. It signals a new era for the franchise, ties into the game's story, and includes one of our signature subtitle double entendres.&quot;</p> Originally written by Brian Mohr]]></description>
<pubDate>Fri, 17 Aug 2007 13:05:00 -0500</pubDate>
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<title>Strategy First Signs Alliance Future Combat</title>
<author>The Gaming Horizon Archive</author>
<link>http://www.gamebump.com/go/strategy_first_signs_alliance_future_combat</link>
<guid>http://www.gamebump.com/go/strategy_first_signs_alliance_future_combat</guid>
<comments>http://www.gamebump.com/go/strategy_first_signs_alliance_future_combat#</comments>
<description><![CDATA[
Strategy First is pleased to announce the signing of the PC game, Alliance Future Combat, developed by Gameyus Interactive.  

 <p>

This exciting new relationship permits us to introduce an entirely new level of strategy game play to the North American marketplace, said Pro Sotos, Manager of Business Development at Strategy First.  You are immersed in a real-war experience without the need of tedious resource management, and the voice control option allows you to react immediately to changing circumstances.

  </p><p>

Uros Rogulja, Chief Operating Officer of Gameyus, said: &quot;Were very happy to be working with Strategy First to bring Alliance Future Combat to North American strategy fans. Strategy First, like us, always focus on innovative strategy titles that provide gamers with a new and challenging experience. We believe Alliance will satisfy even the most demanding strategy fans, and we say that because everybody in our team is an avid gamer as well. We invite all fans to let us know what they think of Alliance, and to send us their suggestions for our future titles.&quot; 
 </p><p>
No word on a release date.
</p> Originally written by Tim Grube]]></description>
<pubDate>Thu, 27 Apr 2006 13:58:00 -0500</pubDate>
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<title>GH Review: TimeSplitters: Future Perfect (Xbox)</title>
<author>The Gaming Horizon Archive</author>
<link>http://www.gamebump.com/go/gh_review_timesplitters_future_perfect_xbox</link>
<guid>http://www.gamebump.com/go/gh_review_timesplitters_future_perfect_xbox</guid>
<comments>http://www.gamebump.com/go/gh_review_timesplitters_future_perfect_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 Chuck Landry.</p>
<p><img style="border: 0px;" src="/typeimage.php?color=orange&font=stencil&text=THE LOWDOWN&size=25" alt="The Lowdown"/><p>The team over at Free Radical would have a hard time shaking the title the makers of Goldeneye for the Nintendo 64.  But if your development studio had that label, would you mind?  Of course not  because Goldeneye (developed by Rare employees who later broke off to create Free Radical) is generally accepted as the best N64 game that ever was.  The reason I mention this is that everybody whos anybody has played Goldeneye at some time (if not, go find a used N64 and a copy).  Therefore, everybody should have a good idea of how the Timesplitters series plays once its in your hands.  Timesplitters: Future Perfect is the third in the series that began on the PS2, and is essentially very much like the famous 007 game in terms of the controls, pace, and core gameplay mechanics.
<p><img style="border: 0px;"   src="/typeimage.php?color=orange&font=stencil&text=THE GOOD&size=25" alt="The Good"/><p>Of course, Timesplitters doesnt follow the exploits of an agent of espionage.  Instead it revolves around Sergeant Cortez  space marine extraordinaire.  Cortez is always trying to keep the time crystals away from evil mutant monsters called (you guessed it) timesplitters.  Each Timespliiters game sends players back and forth through different eras on a mission to collect the time crystals before they fall into the wrong hands.  These are first-person shooter games that are fast, colorful, and frantic  and most importantly never take themselves too seriously.
<p>
Timesplitters: Future Perfect is the third game in the series, and while it will be familiar to veterans of the sequence, it does add a few twists to the gameplay experience. For one thing, past games had players take control of characters living in each particular time period, taking on their forms.  In the newest game, players will be Cortez throughout the entire story.  But dont fret  that doesnt mean the game isnt chock full of quirky new characters that will assist you (or defy you).  In fact, dont be surprised to see plenty of cameos from returning favorites like Harry Tipper (Austin Powers wannabe) and Khallos (cat-stroking maniacal fool bent on world domination).  And monkeys.
<p>
Yes, monkeys.  As previously mentioned, the Timesplitters games arent to be taken seriously.  How can you take a game seriously that features a multiplayer mode called Monkey Assistant which unleashes a crack team of assassin monkeys into the foray armed with machine guns whenever someone falls behind in the scores?  Or a mode where you race Khallos remote control cat around makeshift courses, effectively making you stare at its puckered (this is a family website) the whole time, as it bangs into walls and screeches, meows, and tips over constantly?  Theres humor here for everyone.  Some of the jokes are subtle, such as when your partner disguises you as a doctor and tells you, Remember, your name is Gordon.  And then theres the opposite end of the spectrum: Harry Tipper dresses as a woman and henceforth walks around with his elbows at his waist and his hands waving around in front of him, later being hit on by a male guard.  If anybody plays through the entire game (and multiplayer modes) without laughing, stick a mirror in front of his or her mouth and see if it fogs up.  Its not that Timesplitters: FP is hilarious, but the zaniness certainly makes the experience more enjoyable.
<p>
The graphics on Timesplitters: FP are improved over the previous versions.  They are incredibly vibrant and colorful.  Each game in the series has been known for moving at a gloriously smooth framerate, although they are never graphics akin to Half-Life 2 or Halo (either one).  Still, refinements have been made over the years, and the environment textures seem much more detailed this time around  especially on the island level and the haunted house.  There are also some new special distortion effects throughout the game.  They may not be technically demanding, but the effect when the mothership explodes on level one, or anytime you throw a time grenade or use the manipulator is impressive.  The game showcases the usual assortment of different levels and time periods, ranging from Khallos secret base, to a moving train, to a haunted mansion, to a Terminator 3 robot war, to the earlier part of the 20th century.  Its all here to ensure the environments never get too stale.
<p>
Everything is pretty exaggerated in the universe Free Radical created  especially the characters.  Still, there is a noticeable improvement in the character models over those of yesteryear.  There are definitely more polygons being spent on each person, especially noticeable in their faces.  You can really see this in Cortezs expressions, which are often priceless.  When he unwittingly signals the Navy to begin their artillery barrage on the island he needs to retrieve a time crystal from, you can read the Damn, am I an idiot look in his face once he realizes his mistake.<p><p>
Whole body animations are also superb, as always, providing evidence of a development team that had way too much fun doing motion-capture.  Why else would the entire ending credits roll while a disco dancing Cortez cuts loose on a glowing dance floor in the background?  Plus, enemies always react to hits appropriately, reeling around, grabbing their wounds or what have you.  This is something Free Radical has always done well since the Bond game, and still seems painfully missing from several first-person shooters, such as the Red Faction games where enemies dont react at all when hit (until they die, that is).  Characters are further brought to life with appropriate voiceacting.  That isnt to say it is Hollywood caliber, but it suits the game perfectly.  There is certainly talent, and the voices feel right at home with each character.
<p>
The storyline in Timesplitters is nothing too special, but is great for the games overall tone.  Its essentially the same thing as before, visit the past, visit the future, and visit the distant past, the distant future, etc. to gather all of the time crystals.  Future Perfect does introduce some Back to the Future situations that make you question the logic of how the same person could be two places at once because of time travel.  Try not to think about it too much when you run into your future self, or your head might explode.  However, this does mean youll have a good idea of where youre about to be and what youll soon be doingbefore you actually go and do so.  Now Im confused again.  Suffice it to say, theres even one point where youll see no less than four Cortezs in the same room, and you will (eventually) control each one.
<p>
In addition to the single-player mode (which can be played cooperatively split-screen), Timesplitters: FP comes with tons of extras.  You can play the various challenges to earn medals, which unlock cheat codes (like Viking hats or thin players).  These range from the aforementioned cat racing to breaking every plate in a restaurant with bricks, to knocking the heads off of zombies.  Easily the strangest one asks you to keep battery-powered cyber monkeys dancing on the disco floor with the electrotool weapon, careful not to let them run out of juice (or over-juice them to death).  Cyber monkeys were (according to the developers note in the game) inevitable, really.
<p>
Arcade mode also returns, which lets players without Xbox Live (or any real friends) play multiplayer against bots.  The other reason is of course to unlock more cheats and awards.  As usual, Timesplitters delivers its normal fare of multiple game types rather than limiting the options to simply Deathmatch or CTF.  I dont have the space to describe each type, suffice it to say there should be at least a couple that strike your fancy.  You can unlock 150 different characters for use in arcade mode or online.  Everything is possible, from Cortez, to henchman, to zombies, monkeys, a bear, and even a robot with a fish tank on his head.  Xbox Live also works very well, and its about time the series went online.  Finding a game is easy enough, although I was kicked out of one after only one match.  I can only assume that the players didnt like that I constantly honked the horn of the jeep before I ran them over from behind.  At least I gave them a warning.  Sore losers.<p><p><img style="border: 0px;" src="/typeimage.php?color=orange&font=stencil&text=THE BAD&size=25" alt="The Bad"/><p>Timesplitters: Future Perfect does a lot of things right, both in its single and multiplayer modes.  The single-player game is funny, incredibly charismatic, and a blast to play.  Plus, it lets you play the actual game cooperatively, rather than limiting the experience to separate mini-missions.  My complaint, then, is that it is over too quickly.  Youre looking at a story mode that would be possible to complete in one sitting, although were realistically talking about two or three sessions.
<p> Also, in the cooperative play I ran into one problem.  Although the mode itself is a great treat, on some levels a friend and I became very disoriented due to the warping of whichever player is lagging behind when the other makes progress to a certain point.  I found these points too frequent, and at one time I was warping back and forth so quickly and often that I was completely confused about which direction I was facing and which room I ended up in.
<p>
While on Xbox Live, I also found it difficult to understand just how the game wants you to select your character model.  You can only choose it before joining a server, and once there, cannot change it without exiting.  Even so, sometimes Id join a server only to end up playing as a random character other than the one Id selected.  Im still not sure how the game decides when to choose for you.  I also am a bit disappointed to see that, so far, its an exercise in patience to get players to join a server for one of the stranger gametypes.  Getting players for Deathmatch is a cinch, but try starting a Gladiator server, and prepare to wait a while.  Still, the game hasnt been out very long yet, so heres hoping we get more diverse players to pick it up from stores.
<p>
Oh, and why is there a Half-Life 2-ish manipulator gun in the game if you only use it once or twice?


<p><img style="border: 0px;" src="/typeimage.php?color=orange&font=stencil&text=THE VERDICT&size=25" alt="The Verdict"/><p>Timesplitters: Future Perfect is a worthy successor to the series.  The graphics show a noticeable improvement, and still run at what feels like 1,000 frames per second.  You dont realize how big a difference that can make to a game until you see it in action.  It plays with that familiar Goldeneye style, which is great, plus its full of slapstick humor and just random oddness.  In other words, its simply a good time for any FPS fan.  The single-player story might be over quickly, but there are still hours of challenges to complete, and thats before you even connect to Xbox Live.  Free Radical isnt going anywhere for a long while.
<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=GAMEPLAY: 9.3&size=20" alt="GAMEPLAY: 9.3" /> <br />
Varied, frantic, and wonderful</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=GRAPHICS: 8.9&size=20" alt="GAMEPLAY: 8.9" /> <br />
A step up from last time.  Still not on par with the latest games</p>

<p><img style="border: 0px;"   src="/typeimage.php?color=black&font=stencil&text=SOUND: 9.1&size=20" alt="SOUND: 9.1" /> <br />
Great voice work and sound effects.  No complaints here.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=FUN FACTOR: 9.4&size=20" alt="FUN FACTOR: 9.4" /> <br />
Theres a ton to do.  Combat is engaging, the game makes you laugh, and monkeys dance the disco</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=REPLAY VALUE: 9.5&size=20" alt="REPLAY VALUE: 9.5" /> <br />
Xbox Live certainly helps, but so does coop play and the range of crazy challenges.</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>Thu, 07 Apr 2005 13:53:00 -0500</pubDate>
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