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<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>Five New Guitar Hero Titles Coming in 2009</title>
<author>Zach  Lott</author>
<link>http://www.gamebump.com/go/five_new_guitar_hero_titles_coming_in_2009</link>
<guid>http://www.gamebump.com/go/five_new_guitar_hero_titles_coming_in_2009</guid>
<comments>http://www.gamebump.com/go/five_new_guitar_hero_titles_coming_in_2009#</comments>
<description><![CDATA[<center><img src="http://www.gamebump.com//images/tags/GH3.jpg" align="center" style="margin: 10px; border: 1px solid black;" /></center><p class="MsoNormal"><span style="font-size: 12pt;" times="" new="" roman="" ,="" serif="" ;="">Activision
has announced that it will continue to milk the Guitar Hero franchise,
revealing that five new iterations, including one based off of the works of Van
Halen, will make their way to store shelves in 2009, according to <a href="http://www.eurogamer.net/articles/van-halen-gh5-band-hero-for-2009">Eurogamer</a>. </span></p>

<p class="MsoNormal"><span style="font-size: 12pt;" times="" new="" roman="" ,="" serif="" ;="">The
releases of Hard Rock Van Halen, Guitar Hero 5, DJ Hero, and Band Hero will
span four platforms (Xbox 360, PS3, Wii, and PS2) and should occur within the
span of a few months during the second half of the year. Activision also has
plans to release another Guitar Hero: On Tour title for the DS during 2009.</span></p>

<p class="MsoNormal"><span style="font-size: 12pt;" times="" new="" roman="" ,="" serif="" ;="">It
seems that, for the time being, the oversaturation of the rhythm game market
will continue unabated.&nbsp;</span></p>

]]></description>
<pubDate>Sun, 08 Mar 2009 17:14:39 -0500</pubDate>
</item><item>
<title>Square Enix to Open US Studio.</title>
<author>Ryan Fulton</author>
<link>http://www.gamebump.com/go/square_enix_to_open_us_studio</link>
<guid>http://www.gamebump.com/go/square_enix_to_open_us_studio</guid>
<comments>http://www.gamebump.com/go/square_enix_to_open_us_studio#</comments>
<description><![CDATA[<p><p><p><span style="margin: 0pt; padding: 8px 0pt 8px 8px; z-index: 777; float: right; clear: right;"><img style="width: 212px; height: 307px;" src="http://www.gamebump.com/images/upload/c7vgp89uuspste3qq3b67e30.jpg" alt="" alignment="" border="0"></span></p></p></p><p>According to Gamasutra Square Enix has plans to open a US studio based in Los Angeles for the purposes of creating an action game based on an original IP (assumedly for the 360 based upon the job descriptions.) It should be interesting to see how this pans out in the end. Square Enix, original IP, and action game aren't usually phrases that you see lumped together. I'm personally just excited to see what sort of art direction we can expect to see from this new studio. I'm going to be really disappointed if it's full of man-tough space marines rather than my beloved effeminate Gackt copies. In the end, I'm just glad to have had a chance to use this image.<br></p><br><br>]]></description>
<pubDate>Mon, 17 Nov 2008 18:14:51 -0600</pubDate>
</item><item>
<title>World of Warcraft: WotLK Prepares For Invasion Tonight</title>
<author>Tim Grube</author>
<link>http://www.gamebump.com/go/world_of_warcraft_wotlk_prepares_for_invasion_tonight</link>
<guid>http://www.gamebump.com/go/world_of_warcraft_wotlk_prepares_for_invasion_tonight</guid>
<comments>http://www.gamebump.com/go/world_of_warcraft_wotlk_prepares_for_invasion_tonight#</comments>
<description><![CDATA[<p style="text-align: center;"><img src="http://www.gamebump.com/images/upload/5b5pjic6lz9sjml8ykm5tg4w.jpg" alt="" alignment="" border="0"></p><br>It's here. Well, technically a couple more hours you will be able to purchase <span style="font-weight: bold;">World of Warcraft, Wrath of the Lich King</span> in stores. Several stores will be opening up at midnight this evening, so check with your local retailers. <br>
		  	
		  	<a href="http://www.amazon.com/gp/search?ie=UTF8&keywords=World of Warcraft&tag=gaminghoriz0c-20&index=blended&linkCode=ur2&camp=1789&creative=9325">
		  	<img style="border:0px;" src="http://www.gamebump.com/typeimage.php?text=BUY WORLD OF WARCRAFT AT AMAZON&color=lorange&font=stencil&size=10&width=500" />
		  	</a><br />
		  	]]></description>
<pubDate>Wed, 12 Nov 2008 13:08:03 -0600</pubDate>
</item><item>
<title>World of Warcraft Patch 3.0.3 Released </title>
<author>Tim Grube</author>
<link>http://www.gamebump.com/go/world_of_warcraft_patch_303_released_</link>
<guid>http://www.gamebump.com/go/world_of_warcraft_patch_303_released_</guid>
<comments>http://www.gamebump.com/go/world_of_warcraft_patch_303_released_#</comments>
<description><![CDATA[<p style="text-align: center;"><img src="http://www.gamebump.com/images/upload/cltygf8dop77j7kf3euujdie.jpg" alt="World of Warcraft Logo" alignment="" border="0"></p><br>Blizzard is getting things ready for the big expansion launch next week and today they released a new patch that updates<span style="font-weight: bold;"> World of Warcraft </span>to 3.0.3.&nbsp; The patch comes in at 21MB. World of Warcraft: Wrath of the Lich King launches on November 13.<br><br><div style="margin-left: 40px; font-style: italic;"><span style="font-weight: bold;">General
</span><br><br>* Removed "A Mask for All Occassions" as criteria for the "Hallowed Be thy Name" meta achievement.
<br>* Replenishment: Players below level 50 can now benefit from this effect. 
<br><br><span style="font-weight: bold;">Racial
</span><br><br>* Blood Fury: No longer triggers global cooldown.
<br>* Shadowmeld: The cooldown will now start on use instead of on break.
<br></div>


<br>Hit the jump for the entire patch list.<br><br><p></p><blockquote>
General
<br>
<br>* Removed "A Mask for All Occassions" as criteria for the "Hallowed Be thy Name" meta achievement.
<br>* Replenishment: Players below level 50 can now benefit from this effect. 
<br>
<br>Racial
<br>
<br>* Blood Fury: No longer triggers global cooldown.
<br>* Shadowmeld: The cooldown will now start on use instead of on break.
</blockquote><span class="viewmore"></span>
<blockquote>
Druids
<br><br>
* Druid talents points have been refunded. Players will need to visit a class trainer to relearn spells and abilities.
<br>* The Swift Flight Form is now available on the trainer at level 71, requiring 300 riding skill, and Flight Form learned.
<br>* Bash: The interrupt from this ability will now work on targets who are immune to the stun.
<br>* Berserk: Now clears the cooldown on Mangle Bear.
<br>* Earth and Moon and Moonfury (Balance) reduced from 5 ranks each to 3 ranks each.
<br>* Eclipse: Buff duration extended to 15 sec and bonuses doubled. The cooldown has been increased to 40 seconds.
<br>* Growl: Cooldown changed to 8 sec.
<br>* Insect Swarm: Tooltip corrected to indicate it does not affect hit chance with spells.
<br>* Nature's Swiftness: This ability will no longer give chances to trigger Omen of Clarity.
<br>* Omen of Clarity: Will no longer be triggered by the Honorless Target buff gained when entering the world.
<br>* Survival Instincts will no longer be on the Global Cooldown.
<br>* Swiftmend: now benefits correctly from Genesis talent. 
<br>
<br>Hunters
<br>
<br>* Aimed Shot: Added to Barrage and Improved Barrage talent.
<br>* Animal Handler: Now increases your pet's expertise by 5/10. (No longer increases the pet's chance to hit.)
<br>* Aspects now have a shared cooldown category of 1 sec and no longer have a start cooldown.
<br>* Aspect of the Dragonhawk: New aspect added that combines the
benefit of Aspect of the Monkey and Aspect of the Hawk, available at
level 75 and 80.
<br>* Aspect of the Monkey: The Dodge chance has been increased from 8% to 18%.
<br>* Aspect of the Viper: The per attack mana regeneration has been
reduced by 50% but this ability now generates 4% of maximum mana every
3 sec. In addition, the per attack regeneration now also works on melee
attacks.
<br>* Disengage now fails if you're rooted and is no longer on the global cooldown.
<br>* Hunter vs. Wild: The attack power bonus from this talent now
applies properly to Hunter pets. In addition, the bonus attack power
will now be recalculated properly from equipping items.
<br>* Improved Aspect of the Hawk: This talent no longer causes
incorrect mana costs when interacting with the Rapid Recuperation and
Improved Steady Shot talents.
<br>* Mana cost of Disengage has been lowered to 5% of base mana, down from 14%.
<br>* Pets
<br>o Rake (Cat), Scorpid Poison (Scorpid): Lowered damage of all ranks.
<br>o Stampede (Rhino): Lowered the knockback to 10 yards.
<br>o Raised the damage of exotic attacks: Spirit Strike, Lava Breath, Froststorm Breath, Acid Spit, and Stampede.
<br>o Lowered the cost of pet specials from 25 to 20. 
<br>â&#128;&#162; Thrill of the Hunt: The mana gained from using this talent with
Explosive Shot is now 1/3 of the normal amount per critical strike (but
gets 3 opportunities per cast.) â&#128;&#162; T.N.T.: Explosive Shot can now only
trigger this talent when it is initially fired. <br>
<br>Mages
<br>
<br>* Arcane Potency: The additional crit bonus is now consumed
immediately on cast of a travel time spell, so it is no longer possible
to make two spells benefit from one charge. (Ex. Fireball followed by
Fireblast.)
<br>* Blast Wave: no longer receives double the intended critical strike bonus from Combustion.
<br>* Burnout: Now consumes extra mana as intended when livming Bomb gets a critical strike.
<br>* Deep Freeze: Now consumes a charge of Fingers of Frost when used.
<br>* Focus Magic: Now works properly when mages with this talent use the ability on each other.
<br>* Frostfire Bolt: The periodic damage effect from Rank 2 of this spell now benefits from spell power gans.
<br>* Living Bomb: Mana cost reduced to be the same as Arcane
Explosion.. It no longer causes the caster to stand up when the final
explosion occurs and it is now possible for each mage to have Living
Bomb active on a target.
<br>* Master of Elements: Now works with Living Bomb.
<br>* Molten Fury: This talent no longer prevents Ice Lance ranks 2 and 3 from dealing triple damage against frozen targets.
<br>* Reduced the mana cost of Fireball, Frostbolt, Frostfire Bolt, Arcane Blast, Arcane Missiles, and Arcane Explosion.
<br>* Torment the Weak: Now works correctly when the Mage also knows the Molten Fury Talent. 
<br>
<br>Paladins
<br>* Art of War: No longer increases critical strike damage on
Judgements, Crusader Strike, and Divine Storm, instead increases all
damage done by those abilities by a smaller amount.
<br>* The Avenger's Shield bounce distance has been reduced to 10 yards (from 15).
<br>* The epic ground mount is now available on the trainer at level 61, requiring 150 riding skill, and the non-epic mount learned.
<br>* Blessing of Might: Rank 8 points increased slightly to prevent
from being overwritten by BattleShout 8 that has a shorter duration
(also applies to Greater Blessing of Might 3.)
<br>* Blessing of Sanctuary: It is no longer possible to have both
Blessing of Sanctuary and Greater Blessing of Sanctuary active on a
target at the same time.
<br>* Crusade: No longer applies damage bonus twice to critical strikes.
<br>* Divine Plea: This spell's duration is no longer affected by haste.
<br>* Divine Purpose: Rank 1 of this ability will now correctly determine its chance of remove stun.
<br>* Enlightened Judgments now increases range by 15/30 (was 10/20).
<br>* Eye for an Eye: No longer breaks crowd control effects.
<br>* Hammer of Justice: The interrupt from this ability will also be
redirected when the stun is redirected. In addition, the interrupt will
now work on targets immune to stun.
<br>* Hammer of the Righteous: Tooltip corrected to indicate it does 4 times weapon dps instead of 3.
<br>* Infusion of Light (Holy) now affects Flash of Light too, reducing its cast time down to zero and can be used while moving.
<br>* Judgements: The debuffs from Judgement of Light, Judgement of
Wisdom, and Judgement of Justice will no longer be applied if the
Judgement spell itself misses.
<br>* Judgements of the Pure: Haste increased to 3/6/9/12/15%.
<br>* Repentance PvP duration reduced to 6 sec.
<br>* Righteous Defense cooldown has been lowered to 8 sec (was 15 sec).
<br>* Righteous Vengeance: No longer increases critical strike damage
on Judgements and Divine Storm, instead applies a DoT effect similar to
Deep Wounds.
<br>* Seal of the Martyr: Tooltip for Judgement damage was incorrect and has been fixed.
<br>* Sheath of Light: Now correctly benefits Judgements of Command, Blood, and The Martyr.
<br>* Shield of the Templar now also reduces all damage taken by 1/2/3%. 
<br>
<br>Priests
<br>
<br>* Binding Heal: Now only consumes one charge of Holy Concentration per cast.
<br>* Borrowed Time: Charge no longer consumed by spells with a base cast time that is instant.
<br>* Devouring Plague: The bonus coefficient has been increased to be
on par with other DoT spells. Base damage on ranks 7,8, and 9 decreased
to partially compensate for better scaling.
<br>* Divine Providence: This talent now also reduces the cooldown of
your Prayer of Mending spell by 6/12/18/24/30%. With 5 points applied,
it takes Prayer of Mending's cooldown from 10 sec to 7 sec.
<br>* Divine Spirit: Now can be refreshed properly on self after logging in and out or zoning. (Also applies to Prayer of Spirit.)
<br>* Guardian Spirit: A target may now have only one Guardian Spirit active.
<br>* Healing Focus: Now works properly with Penance.
<br>* Improved Divine Spirit: No longer improves Divine Spirit after untalenting sometimes.
<br>* Inner Focus: Now works properly with Mind Flay, Mind Sear, and Penance.
<br>* Prayer of Spirit: Will no longer stack with other raid spell power buffs.
<br>* Shadowform: Devouring Plague, Shadow Word:Pain, and Vampiric
Touch cast in Shadowform deal increased damage percentage equal to the
player's chance to get a spell crit on their target.
<br>* Shadow Word eath: The self-damage from this spell can no longer be reflected or redirected.
<br>* Vampiric Touch: The Spell power coefficient has been doubled and
no longer triggers Replenishment when other priests cast Mind Blast. <br>
<br>Rogues
<br>
<br>* Combat Potency: Now only works with autoattacks (no more Shiv.)
<br>* Fan of Knives changed to be castable with no targets, further
improved the visual affect and it no longer plays an impact on the
caster. Now benefits correctly from the Find Weakness talent.
<br>* Killing Spree: The rogue is now untargetable during the duration
of the spree. In addition, no longer sometimes selects dead targets and
no longer breaks stealth on nearby targets.
<br>* Riposte: Duration of this effect no longer reduced by other effects that reduce disarm duration.
<br>* Shadow Dance: The cooldowns on Sap, Garrotte, Ambush, Cheap Shot,
Premeditation, Pickpocket, and Disarm Trap are no longer increased
while this ability is activated. <br>
<br>Shaman
<br>
<br>* Flurry: Now grants the proper number of charges when it triggers.
<br>* Improved Fire Nova Totem: Increases the damage done by your Fire
Nova Totem by 10/20% and your Fire Nova totem has a 50/100% chance to
stun all targets damaged by your Fire nova Totem for 2 sec.
<br>* Lava Burst: The base damage has been increased by approx. 10%.
<br>* Maelstrom Weapon: Tooltips corrected to correctly describe the chance for this talent to be triggered.
<br>* Riptide: The initial heal amount has been increased on ranks 3 and 4 and periodic healing has been increased on all ranks.
<br>* Stormstrike: Other shamans can no longer consume charges of your
Stormstrike, and each shaman can have their own stormstrike on the
victim.
<br>* Storm Reach is now called "Elemental Reach" and now includes Lava Burst.
<br>* Thunderstorm: Mana gain has been increased to 8%.
<br>* Tidal Mastery: Now correctly applies its critical strike bonus to Earth Shield.
<br>* Tidal Waves will now also proc with Riptide. 
<br>
<br>Warlocks
<br>
<br>* The epic ground mount is now available on the trainer at level 61, requiring 150 riding skill, and the non-epic mount learned.
<br>* Demonic Sacrifice: The buffs from this ability will now be retained properly when logging out or zoning.
<br>* Demonic Empowerment: This talent no longer gives excessive threat to the Warlock's Voidwalker.
<br>* Destructive Reach: Now properly reduces threat on Chaos Bolt and Shadowflame.
<br>* Drain Soul: Rank 6 now properly deals additional damage ot targets below 25% health.
<br>* Haunt: The cooldown has been changed to 8 sec, and refreshing the
Haunt will trigger the heal from the existing Haunt.This ability will
no longer heal for incorrect amounts or fail to heal when the Huaunt
damage was the killing blow.
<br>* Inferno: The Infernal is now useable indoors and the tooltip has been updated.
<br>* Master Demonologist (Felhunter) will now also reduce damage taken by Holy.
<br>* Ritual of Doom: Now works correctly even when the Warlock already has a pet (dismissed the existing pet.)
<br>* Shadowflame: Damaged increased approx. 75%. Coefficients unchanged.
<br>* Shadow Embrace: Now works on ranks 1-4 and stacks properly with multiple applications.
<br>* Soul Link (Demonology): Increased from 15% to 20%. 
<br>
<br>Warriors
<br>
<br>* Armored to the Teeth: Grants only attack power( as intended) and
recalculates the bonus immediately upon learning any rank of the
talent.
<br>* Bladestorm: Now breaks all snares and roots on the warrior when activated.
<br>* Bloodthirst: Cooldown reduced to 5 sec.
<br>* Deep Wounds: Now works properly with Heroic Throw.
<br>* Heroic Throw: No longer gains increased damage from the warrior's agility.
<br>* Improved Rend changed to 10/20%.
<br>* Rampage: Can now be triggered by off-hand Whirlwind damage.
<br>* Rend: Damage has been adjusted to be less base and more weapon based.
<br>* Rend: Ranks 9 and 10 now do 35% more damage when the target is
above 75% health instead of 4 times damage when the target is enraged.
Sudden Death: Now has 3/6/9% chance on hit instead of 10/20/30% chance
on crit.
<br>* Titan's Grip: Changed to 12% penalty instead of 15%.
<br>* Vigilance: Now properly transfers threat generated by heals. 
<br>
<br>Professions
<br>
<br>* The level requirements required to train gathering skills have been removed.
<br>* Alchemy
<br>o Reduced the effect of Elixir of Mongoose and Elixir of Major Agility. 
<br>* Inscription
<br>o Glyph of Crusader Strike: Now reduces mana cost by 20% instead of increase damage on stunned and incapacitated targets.
<br>o Glyph of Flame Shock: Now extends duration by 6 sec and prevents Flame Shock from being consumed by Lava Burst.
<br>o Glyph of Lava: Glyph of Earth Elemental removed and replaced with
this glyph. This glyph increases coefficient on Lava Burst by 0.1.
<br>o Glyph of Mind Flay: Now sets snare to 10% instead of removing it.
<br>o Glyph of Rejuvenation: Now works correctly when the target is not self.
<br>o Glyph of Shiv: Replaced with Glyph of Vigor, which increases
maximum energy by an additional 10 for those with the Vigor talent.
<br>o Glyph of Shadow: Glyph of Mind Soothe removed and replaced with
this glyph. This glyph increases spell power by 10% of spirit for 10
sec after critting while in Shadowform.
<br>o Glyph of Shadow Word: Pain: Increases damage done by Mind Flay when SW:P is present by 10%.
<br>o Glyph of Sinister Strike: Chance increased to 50%.
<br>o Glyph of Souls no longer removes soul shard cost. It instead reduces the mana cost of your Ritual of Souls spell by 70%.
<br>o Glyph of Spirit of Redemption: Tooltip corrected to 4 sec. extra when the glyph triggers.
<br>o Glyph of Strength of Earth: Replaced with Glyph of Lava Lash which increases the bonus from having Flametongue Weapon by 10%.
<br>o Glyph of Trueshot Aura: Now increases Aimed Shot crit chance instead of increasing attack power bonus.
<br>o Glyph of Totem of Wrath: Replaced with Glyph of Elemental
Mastery, which decreases the cooldown on Elemental Mastery by 30 sec. <br>
<br>User Interface
<br>
<br>* For additional notes on Lua and XML changes please visit the UI &amp; Macros forum. 
<br>
<br>Items
<br>
<br>* The war against spelling errors continues: many items have had typos removed or their functionality clarified.
<br>* The item quality on several quest rewards was incorrect and has been altered.
<br>* The phoenix summoned by Ashes of Al'ar has had his flame trains restored.
<br>* Guardian's Band of Subjugation now correctly grants universal haste.
<br>* Girdle of the Warrior Magi now has a socket bonus.
<br>* Some one-hand spell power weapons are now main hand only.
<br>* Heart of the Dragon should now provide a consistent amount of Ranged Attack Power.
<br>* Loatheb's Shadow should now provide a consistent amount of Ranged Attack Power.
<br>* Spirit-World Glass now correctly has a cooldown.
<br>* Discerning Eye of the Besat procs should now be more obvious.
<br>* Focusing Lenses now have a cooldown.
<br>* The Horseman's Reings should again function in Dalaran.
<br>* Haute Club Membership Card no longer prompts players to open it.
<br>* The buff granted by Frenzyheart Insingia of Fury now has a correct tooltip.
<br>* Harness of Carnal Instinct no longer has bonus armor.
<br>* Boots of the Protector have been brought in line with protection paladin itemization changes.
<br>* A tootip error in the Glyph of Spint has been corrected.
<br>* Grilled Sculpin now correctly grants Ranged Attack Power.
<br>* Libram of Souls Redeemed should now only affect Holy Light.
<br>* Legacy items that had both melee and spell critical strike rating have been integrated to the unified rating.
<br>* Held in hand books created by Inscription are now Bind on Equip rather than Bind on Pickup. 
<br>
<br>Bug Fixes
<br>
<br>* Fixed an issue that was affecting terrain rendering on GeForce 3
and 4 Ti cards. Those that added the command Set fixedfunction 1 to
their config.wtf file should remove it to avoid a decrease in
performance.
<br>* Glyph of Rupture: The tooltip has been corrected.
<br>* Hunter: Ferocious Inspiration will now apply raid-wide, as intended.
<br>* Hunter Pets
<br>o Sonic Blast (Bat): Will no longer ignore LoS.
<br>o Bad Attitude (Croc): Will no longer ignore the Longevity buff.
<br>o Thunderstomp (Gorilla): Will no longer have a physical coefficient instead of a magical one.
<br>o Gore (Bore): Fixed an issue where a wrong value was being applied.
<br>o Savage Rend: Corrected typos in the tooltip. 
<br>* Mage: Burning Determination will now work properly.
<br>* Mage: Living Bomb's "explosion effect" will now be properly classified.
<br>* Priest: Holy Reach (Rank 2) will now increase the radius of Divine Hymn properly.
<br>* Priest: Inner Focus will now properly increase the critical strike chance of the talent Penance.
<br>* Shaman: Totem of Wrath tooltip updated to reflect that it affects
all crit chance and indicate that it increases Spell Power (instead of
just damage).</blockquote><br>
		  	
		  	<a href="http://www.amazon.com/gp/search?ie=UTF8&keywords=World of Warcraft: Wrath of the Lich King&tag=gaminghoriz0c-20&index=blended&linkCode=ur2&camp=1789&creative=9325">
		  	<img style="border:0px;" src="http://www.gamebump.com/typeimage.php?text=BUY WORLD OF WARCRAFT: WRATH OF THE LICH KING AT AMAZON&color=lorange&font=stencil&size=10&width=500" />
		  	</a><br />
		  	]]></description>
<pubDate>Tue, 04 Nov 2008 10:59:29 -0600</pubDate>
</item><item>
<title>TGS 08: Demons Souls, a New PS3 RPG.</title>
<author>Ryan Fulton</author>
<link>http://www.gamebump.com/go/tgs_08_demons_souls_a_new_ps3_rpg</link>
<guid>http://www.gamebump.com/go/tgs_08_demons_souls_a_new_ps3_rpg</guid>
<comments>http://www.gamebump.com/go/tgs_08_demons_souls_a_new_ps3_rpg#</comments>
<description><![CDATA[Sony has announced a new RPG title for the PlayStation 3 by the name of Demon's Souls.&nbsp; Billed as a spiritual successor to the Japanese only PS1 RPG King's Field, not much is known about the game at this point.<br><br><br><div style="border: 1px solid #c0c0c0; padding: 5px; padding-left: 2px; width: 500px; background: #dadada; color: #101010; height: 107px; font-size: 11pt; margin-bottom: 0px;">
&nbsp; <a style="text-decoration: none; color: inherit;"  href="http://www.gamebump.com/?gallery=76"> Launch Gallery: <b>Demons Blood</b></a><br />
<a href="http://www.gamebump.com/?gallery=76&showpic=905"><img style="border: 2px solid #212121; margin-left: 1px; " src="/images/gallery/t/112/905.jpg" /></a><a href="http://www.gamebump.com/?gallery=76&showpic=906"><img style="border: 2px solid #212121; margin-left: 1px; " src="/images/gallery/t/112/906.jpg" /></a><a href="http://www.gamebump.com/?gallery=76&showpic=907"><img style="border: 2px solid #212121; margin-left: 1px; " src="/images/gallery/t/112/907.jpg" /></a><a href="http://www.gamebump.com/?gallery=76&showpic=908"><img style="border: 2px solid #212121; margin-left: 1px; " src="/images/gallery/t/112/908.jpg" /></a><br /><span style="float:right; font-size: 8pt;"> (11 images)</span></div><br><br>Thanks to NeoGAF for the original link.<br>]]></description>
<pubDate>Wed, 08 Oct 2008 19:19:00 -0500</pubDate>
</item><item>
<title>World of Warcraft = $200 Million Since 2004 </title>
<author>Tim Grube</author>
<link>http://www.gamebump.com/go/world_of_warcraft__200_million_since_2004_</link>
<guid>http://www.gamebump.com/go/world_of_warcraft__200_million_since_2004_</guid>
<comments>http://www.gamebump.com/go/world_of_warcraft__200_million_since_2004_#</comments>
<description><![CDATA[<center><img src="http://www.gamebump.com//images/tags/blizzard.jpg" align="center" style="margin: 10px; border: 1px solid black;" /></center>We all knew Blizzard was making a fortune off of <span style="font-weight: bold;">World of
Warcraft</span>, but did you know it cost them $200 million dollars to run the entire
game since 2004 up until now? Does that include the employees? Or the hundreds
of servers, heck even the buildings just to store everything? Yup it sure does.
$200 million since November 2004 and now they have over 10 million subscribers.
To put it bluntly, they STILL make out in the end with estimating at over or
close to $140 million dollars made every month from WoW addicts.<br><br>Below is an excerpt from the <a href="http://www.1up.com/do/newsStory?cId=3169949">1UP article</a>:

<p style="margin-left: 40px;">&nbsp;<span style="font-style: italic;">Okay, so let's do a conservative estimate, and say even 1
million of these counted subscribers are still in their free month. That leaves
9 million paying subscribers who, at the $15 fee, are generating $135 million
every month. Hell, even if you adjust that to, say, $120 million (since many
subscribers may be paying for slightly discounted 3- or 6-month subscriptions),
that still means Blizzard more than recouped their entire upkeep costs over a
four-year period in just two months."

</span></p><p>

Get ready, the expansion (<span style="font-weight: bold;">World of Warcraft: Wrath of the
Lich King</span>) is due out in <a href="http://www.gamebump.com/go/world_of_warcraft_wrath_of_the_lich_king_out_nov_13">stores on November 13, 2008.</a>

</p>
		  	
		  	<a href="http://www.amazon.com/gp/search?ie=UTF8&keywords=World of Warcraft: Wrath of the Lich King&tag=gaminghoriz0c-20&index=blended&linkCode=ur2&camp=1789&creative=9325">
		  	<img style="border:0px;" src="http://www.gamebump.com/typeimage.php?text=BUY WORLD OF WARCRAFT: WRATH OF THE LICH KING AT AMAZON&color=lorange&font=stencil&size=10&width=500" />
		  	</a><br />
		  	]]></description>
<pubDate>Tue, 16 Sep 2008 14:40:56 -0500</pubDate>
</item><item>
<title>World of Warcraft: Wrath of the Lich King Out Nov 13</title>
<author>Tim Grube</author>
<link>http://www.gamebump.com/go/world_of_warcraft_wrath_of_the_lich_king_out_nov_13</link>
<guid>http://www.gamebump.com/go/world_of_warcraft_wrath_of_the_lich_king_out_nov_13</guid>
<comments>http://www.gamebump.com/go/world_of_warcraft_wrath_of_the_lich_king_out_nov_13#</comments>
<description><![CDATA[<center><img src="http://www.gamebump.com//images/tags/blizzard.jpg" align="center" style="margin: 10px; border: 1px solid black;" /></center>It's finally announced! We all knew it'd be November, but we now have the official date! Today,  Blizzard Entertainment, Inc. announced that <span style="font-weight: bold;">World of Warcraft:
Wrath of the Lich King</span>,will arrive in stores on November 13 in North America, Europe, Mexico,
Argentina, Chile, and Russia, and November 14 in Australia, New Zealand,
Singapore, Malaysia, and Thailand. <br><p style="margin-left: 40px; font-style: italic;">"We're
looking forward to launching Wrath of the Lich King and finally giving World of
Warcraft players a chance to take on Arthas and his minions," said Mike
Morhaime, CEO and cofounder of Blizzard Entertainment. "Until then, we'll
continue to refine and playtest the expansion content to make sure it provides
a highly polished and entertaining experience."</p><p>The expansion will be available in Korea and
the regions of Taiwan, Hong Kong, and Macau on November 18. <br></p><p></p><p></p><p></p><p></p>World
of Warcraft: Wrath of the Lich King will be available on DVD-ROM for Windows
XP/Windows Vista and Macintosh in two packages: a standard edition, which
will sell for a suggested retail price of $39.99, and a special Collector's
Edition (in select regions) priced at $69.99. The limited Collector's Edition
package will contain:<br><br><ul><li>

The Art of World of Warcraft: Wrath of the Lich King, a 208-page book featuring
never-before-seen images from the game.</li><li>An
exclusive in-game pet: Frosty, the baby frost wyrm.</li><li>A
behind-the-scenes DVD containing over an hour of developer interviews, the Wrath
of the Lich King intro cinematic with directors commentary, and
more.</li><li>The
official soundtrack CD, containing 21 epic tracks from the game, along with
exclusive bonus tracks.</li><li>A
mouse pad featuring a map of the newly opened continent of Northrend.</li><li>Two
World of Warcraft Trading Card Game March of the Legion &nbsp;starter
decks, along with two exclusive cards available only in the Collectors
Edition.&nbsp;

<br></li></ul><br>
		  	
		  	<a href="http://www.amazon.com/gp/search?ie=UTF8&keywords=World of Warcraft: Wrath of the Lich King&tag=gaminghoriz0c-20&index=blended&linkCode=ur2&camp=1789&creative=9325">
		  	<img style="border:0px;" src="http://www.gamebump.com/typeimage.php?text=BUY WORLD OF WARCRAFT: WRATH OF THE LICH KING AT AMAZON&color=lorange&font=stencil&size=10&width=500" />
		  	</a><br />
		  	]]></description>
<pubDate>Mon, 15 Sep 2008 13:20:01 -0500</pubDate>
</item><item>
<title>Romance of the Three Kingdoms XI Available Now</title>
<author>Tim Grube</author>
<link>http://www.gamebump.com/go/romance_of_the_three_kingdoms_xi_available_now</link>
<guid>http://www.gamebump.com/go/romance_of_the_three_kingdoms_xi_available_now</guid>
<comments>http://www.gamebump.com/go/romance_of_the_three_kingdoms_xi_available_now#</comments>
<description><![CDATA[<div style="text-align: center;"><p><img style="width: 356px; height: 267px;" src="http://www.gamebump.com/images/upload/3yd2e621gid73ab65nsjqham.jpg" alt="" alignment="" border="0"></p></div>KOEI announced today that <em style="font-weight: bold;">Romance of the Three Kingdoms XI</em>
(RTKXI) is out now for PC. The latest edition of KOEI's
classic historical simulation series is available exclusively through
digital download at Trygames.com and Direct2Drive.com for customers in
North America and Brazil.<br><br>To watch the official trailer, download a free demo of the game, and view system specifications---visit the website by clicking the link below.<br>
		  	
		  	<a href="http://www.amazon.com/gp/search?ie=UTF8&keywords=Romance of the Three Kingdoms XI&tag=gaminghoriz0c-20&index=blended&linkCode=ur2&camp=1789&creative=9325">
		  	<img style="border:0px;" src="http://www.gamebump.com/typeimage.php?text=BUY ROMANCE OF THE THREE KINGDOMS XI AT AMAZON&color=lorange&font=stencil&size=10&width=500" />
		  	</a><br />
		  	]]></description>
<pubDate>Tue, 09 Sep 2008 22:43:51 -0500</pubDate>
</item><item>
<title>Blizzard Releases Opening Cinematic For Lich King</title>
<author>Zach  Lott</author>
<link>http://www.gamebump.com/go/blizzard_releases_opening_cinematic_for_lich_king</link>
<guid>http://www.gamebump.com/go/blizzard_releases_opening_cinematic_for_lich_king</guid>
<comments>http://www.gamebump.com/go/blizzard_releases_opening_cinematic_for_lich_king#</comments>
<description><![CDATA[<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"> &nbsp;&nbsp; &nbsp;<param name="allowFullScreen" value="true"> <param name="movie" value="http://www.gametrailers.com/remote_wrap.php?mid=38833"> <param name="quality" value="high"> <embed src="http://www.gametrailers.com/remote_wrap.php?mid=38833" 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>Those of you who've been waiting for years for a chance to take down the Lich King in World of Warcraft will finally get your chance in a few months when the next expansion, Wrath of the Lich King, hits, but for now you'll have to be satisfied with the game's new trailer, which doubles as the opening cinematic. Check it out above.<br>]]></description>
<pubDate>Thu, 21 Aug 2008 18:43:54 -0500</pubDate>
</item><item>
<title>Wrath of the Lich King Prepares For Beta</title>
<author>Zach  Lott</author>
<link>http://www.gamebump.com/go/wrath_of_the_lich_king_prepares_for_beta</link>
<guid>http://www.gamebump.com/go/wrath_of_the_lich_king_prepares_for_beta</guid>
<comments>http://www.gamebump.com/go/wrath_of_the_lich_king_prepares_for_beta#</comments>
<description><![CDATA[<P align=center><IMG alt="" src="http://www.gamebump.com/images/upload/5b5pjic6lz9sjml8ykm5tg4w.jpg" border=0 alignment=""></P>
<P>Attention, World of Warcraft&nbsp;fans: <A href="http://www.wowinsider.com/2008/07/17/wotlk-beta-test-begins-to-ramp-up/">WoW Insider</A> is reporting that Wrath of the Lich King, the next WoW expansion, is no longer in alpha and will soon be entering beta. This means that those selected from the pool of entries for beta access should soon be getting their invites.</P>
<P>Blizzard has a <A href="https://beta.worldofwarcraft.com/expansion/">website</A> set up that contains information for those of you who get beta keys, like how to create a Blizzard account and access client files needed to play.</P>
<P>Remember, there are&nbsp;quite a few beta scams out there, so make sure you're careful with where you disclose your account information.</P>]]></description>
<pubDate>Fri, 18 Jul 2008 20:24:37 -0500</pubDate>
</item><item>
<title>E3 2008: Majesco E3 Lineup</title>
<author>Tim Grube</author>
<link>http://www.gamebump.com/go/e3_2008_majesco_e3_lineup</link>
<guid>http://www.gamebump.com/go/e3_2008_majesco_e3_lineup</guid>
<comments>http://www.gamebump.com/go/e3_2008_majesco_e3_lineup#</comments>
<description><![CDATA[Majesco is the latest company to unveil their E3 2008 lineup schedule for July 15-17. Check out the list below:<br><ul><li>AWAY Shuffle Dungeon</li><li>Babysitting Mania</li><li>Cooking Mama World Kitchen</li><li>Major Minor's Majestic March</li><li>Marker Man Adventures</li><li>Our House</li><li>Wonder World Amusement Park</li><li>Zoo Hospital</li></ul>Majesco is at booths #421 and 423.]]></description>
<pubDate>Thu, 10 Jul 2008 08:47:46 -0500</pubDate>
</item><item>
<title>Far Cry 2 Rumors Shot Down, No PS3 Exclusivity </title>
<author>Shiva Stella</author>
<link>http://www.gamebump.com/go/far_cry_2_rumors_shot_down_no_ps3_exclusivity_</link>
<guid>http://www.gamebump.com/go/far_cry_2_rumors_shot_down_no_ps3_exclusivity_</guid>
<comments>http://www.gamebump.com/go/far_cry_2_rumors_shot_down_no_ps3_exclusivity_#</comments>
<description><![CDATA[Recent rumors sparked by Edge Magazine's report that Far Cry 2 will feature mutating foes, a mutating character (with mutant powers), and will be a PlayStation 3 exclusive have been shot down by the game's creative director, Clint Hocking, via <a href="http://blog.ubi.com/farcry2/article.php?content_id=7251">this</a> videoblog. <br><br>Hocking states that "there are no mutants of any kind in Far Cry 2 and we are releasing simultaneously on PC, PlayStation 3, and Xbox 360!"<br><br>You can view the video below.<br><br><center><object height="373" width="425"><param name="movie" value="http://www.youtube.com/v/VqHrAnvEDxk&amp;rel=1&amp;border=1"><param name="wmode" value="transparent"><embed src="http://www.youtube.com/v/VqHrAnvEDxk&amp;rel=1&amp;border=1" type="application/x-shockwave-flash" wmode="transparent" height="373" width="425"></object></center><br>]]></description>
<pubDate>Thu, 24 Jan 2008 15:00:11 -0600</pubDate>
</item><item>
<title>GB Review: Cooking Mama 2: Dinner with Friends (DS)</title>
<author>Shiva Stella</author>
<link>http://www.gamebump.com/go/gb_review_cooking_mama_2_dinner_with_friends_ds</link>
<guid>http://www.gamebump.com/go/gb_review_cooking_mama_2_dinner_with_friends_ds</guid>
<comments>http://www.gamebump.com/go/gb_review_cooking_mama_2_dinner_with_friends_ds#</comments>
<description><![CDATA[<div class="image"><div style="text-align: center;"><img src="http://www.gamebump.com/images/upload/ljzrqpwc7dkygr2abzndhzyr.jpg" alt="" alignment="" border="0"></div><div><br><center>Mama's Posse: Prepare to get served.</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>Cooking Mama 2: Dinner with Friends offers up most of the same simplistic, addictive gameplay that fans of the series love with a few twists, namely multiplayer action and new recipes. It's a great title for short gaming sessions, definitely tops the cutesy chart, and boasts those same adorable visuals and step-by-step cooking minigames that fans are familiar with. However, Mama's latest expedition feels more like an extension of the original rather than a true sequel and certainly isn't for the traditional hardcore gamer (it's also incredibly easy), but if you're into food and light gameplay (and especially if you haven't played the original) then it's a go; otherwise it's a rent, if that.<br><br><img alt="score: " style="border: 0px none ;" src="http://www.gamebump.com/typeimage.php?height=25&amp;width=89&amp;color=orange&amp;font=stencil&amp;size=20&amp;text=SCORE:"><img alt="2 out of 5" style="border: 0px none ;" src="http://www.gamebump.com/typeimage.php?height=25&amp;color=orange&amp;font=pizzastars&amp;text=tt&amp;size=25"><br><br><a style="font-style: italic;" href="http://www.gamebump.com/?aboutreviews">Click here</a><span style="font-style: italic;"> for an explanation of our review and scoring format.</span><br><br>Cooking Mama 2 is yet another easy, pick-up-and-play title from Majesco and is centered around cooking for your Mama; to up the ante the company added new recipes for a total of 80 delicious dishes for the player to experiment with beginning in "Cook with Mama" mode. This mode provides the traditional Cooking Mama experience, featuring every possible step you can imagine in the creation of each of the 80 dishes. Players progress step-by-step via completing recipe minigames, ranging from cracking eggs, stirring ingredients, grilling meats, pouring various liquids, and peeling apples to folding crepes, setting the oven (yes, setting the oven is a minigame), and blowing into the DS mic to cool off food. <br><p></p><p></p><div class="image"><div style="text-align: center;"><img src="http://www.gamebump.com/images/upload/vgd53vqmc9r0itvohncggmhu.jpg" alt="" alignment="" border="0"></div><div><br><center>You do everything from scratch in Mama's kitchen, but unfortunately you've done it all before.</center></div></div><br>If you're feeling especially creative you'll occasionally have the opportunity to decorate your dish for presentation to Mama, but most of the minigames are straight-forward and relatively quick: stir this, cut that, sprinkle this, fold that, stick it in the oven and viola - dish #whatever is served. If you screw up a step there's no need to worry as Mama, ever your protector, will step in and "correct" the recipe (an expensive feat in the real world), although her <span style="font-weight: bold;">flaming devil eyes</span> seem to suggest otherwise. If Mama approves of your dish she'll reward you with either a bronze, silver, or gold medal and the option of saving your record for the dish in a diary that you can decorate with a "seal" (an icon) and keep forever in digital memory. If the overall gameplay sounds too simple and easy, it is, and this is a definite fault when you're really re-playing the original.<br><br>If you tire of cooking for Mama you can switch to the "Let's Cook!" mode and start prepping dishes for your childhood friends with very discriminating tastes (I'm not accustomed to children actually knowing what rice rolls and crepes are; in fact I'm not accustomed to children demanding any food but cookies and candy, but apparently Mama's little friends boast a bit more class). Spilling ingredients, burning the food, forgetting to blow on your dish's contents as you're preparing your stew/sauce, or failing to correctly prepare the lobster/shrimp/etc within the time-limit will result in a ruined dish as Mama declines to cover for you when you're showing her up in her own kitchen, so any major mistake means a do-over. If you're successful in whipping up delightful treats for Mama and pals, however, you'll unlock new recipes <span style="font-style: italic;">and</span> accessories for decorating your very own Mama. If you've ever looked at your mother and wanted nothing more than to give her a make-over but couldn't without getting slapped, Mama is a perfect substitute. You can also renovate the kitchen (change the clock, cabinet, counter, or window sill color) if you're in the mood<br><p><span style="margin: 0pt; padding: 8px 8px 8px 0pt; z-index: 777; float: left; clear: left;"><img style="width: 256px; height: 384px;" src="http://www.gamebump.com/images/upload/pdn0vndc8dpvoacbggrydq2l.jpg" alt="" alignment="left" border="0"></span></p>The third and final mode, "Cooking Contest," is Office Create's newest addition to the series and features multiplayer, ad-hoc gameplay (that is, you can play with up to two other friends assuming you all possess a DS unit and a copy of the game). I'm at a loss as to why a game this graphically simplistic couldn't include infrastructure/online cooking matches that would have justified the purchase of Cooking Mama 2 for those who already own the original, but alas, the option was left out. The "Cooking Contest" mode also features solo challenges for those who prefer to compete against their past records. <br><br>While there are very few faults to be found in Mama's latest culinary adventure (other than it's essentially the same game as the original), its controls are sometimes a smidgen too sensitive or delay the action (I always have a hell of a time pouring liquids, and once you stop prematurely you might as well give up, as you won't be able to stop pouring fast enough after you start again to prevent the contents from overflowing). There are also some recipes that have way too many steps; some of these steps are so incredibly simple that it's actually easier and makes much more sense to combine them as their separation actually distracts from the gameplay.<br><br>Cooking Mama 2 is a charming game with adorable visuals and cute, looped music that pairs nicely with its simple style and quick gameplay sessions, but its baffling lack of online multiplayer along with few gameplay options and the fact that <span style="font-weight: bold;">Cooking Mama 2 is essentially Cooking Mama 1</span> all cost it some major points. If you're curious it's worth a look, though.<br><br>Publisher: Majesco<br>Developer: Office Create<br>Release: Nov 13, 2007<br>MSRP: $29.99<br>Everyone | Ad-hoc play<br><br>
		  	
		  	<a href="http://www.amazon.com/gp/search?ie=UTF8&keywords=Cooking Mama 2&tag=gaminghoriz0c-20&index=blended&linkCode=ur2&camp=1789&creative=9325">
		  	<img style="border:0px;" src="http://www.gamebump.com/typeimage.php?text=BUY COOKING MAMA 2 AT AMAZON&color=lorange&font=stencil&size=10&width=500" />
		  	</a><br />
		  	]]></description>
<pubDate>Sat, 29 Dec 2007 01:06:44 -0600</pubDate>
</item><item>
<title>Kingdom Under Fire: Circle of Doom Demo Now Available</title>
<author>Shiva Stella</author>
<link>http://www.gamebump.com/go/kingdom_under_fire_circle_of_doom_demo_now_available</link>
<guid>http://www.gamebump.com/go/kingdom_under_fire_circle_of_doom_demo_now_available</guid>
<comments>http://www.gamebump.com/go/kingdom_under_fire_circle_of_doom_demo_now_available#</comments>
<description><![CDATA[<p><img src="http://www.gamebump.com/images/upload/2ydihv6mj5ol66e98fipeptw.jpg" alt="" alignment="" border="0"></p>Microsoft has added a 1.2GB demo of its RPG Kingdom Under Fire: Circle of Doom to the Xbox Live marketplace today, although <a href="http://www.majornelson.com/archive/2007/12/26/demos-trailers-and-you.aspx">Live members under 18</a> won't be able to access it due to the game's Mature rating. The game is still set for a January 8, 2008 launch.<br><br>]]></description>
<pubDate>Thu, 27 Dec 2007 11:40:00 -0600</pubDate>
</item><item>
<title>Some Curious Imagery for Kingdom Hearts, Final Fantasy Fans</title>
<author>Shiva Stella</author>
<link>http://www.gamebump.com/go/some_curious_imagery_for_kingdom_hearts_final_fantasy_fans</link>
<guid>http://www.gamebump.com/go/some_curious_imagery_for_kingdom_hearts_final_fantasy_fans</guid>
<comments>http://www.gamebump.com/go/some_curious_imagery_for_kingdom_hearts_final_fantasy_fans#</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/g2bergb81lqws0h2rfme6bh7.jpg" alt="" alignment="right" border="0"></span></p>Our friends over at Gamefront have posted new magazine imagery <span style="margin: 0pt; padding: 8px 0pt 8px 8px; z-index: 777; float: right; clear: right;"></span>of several hot titles currently being developed in Japan, which you can view at the links below. I'm beginning to wonder what Square is doing to my precious Kingdom Hearts (excluding KH2) series...<br><ul><li><a href="http://www.imagebam.com/image/feb37a1552917">Kingdom Hearts 358/2 Days</a></li><li><a href="http://www.imagebam.com/image/f52bd71553010">Kingdom Hearts: Birth by Sleep</a></li><li><a href="http://www.imagebam.com/image/c8f48a1553127">Sim City DS 2</a></li><li>Dissidia: Final Fantasy (<a href="http://www.imagebam.com/image/35593c1552532">1</a>, <a href="http://www.imagebam.com/image/2876e21552533">2</a>, <a href="http://www.imagebam.com/image/8108041552534">3</a>)</li></ul><br>]]></description>
<pubDate>Wed, 26 Dec 2007 14:44:45 -0600</pubDate>
</item><item>
<title>Trying to Remain Relevant, Don King Makes a Game</title>
<author>Aaron Dunlap</author>
<link>http://www.gamebump.com/go/trying_to_remain_relevant_don_king_makes_a_game</link>
<guid>http://www.gamebump.com/go/trying_to_remain_relevant_don_king_makes_a_game</guid>
<comments>http://www.gamebump.com/go/trying_to_remain_relevant_don_king_makes_a_game#</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/1nc0fhunos2f0w6oth9cnkui.jpg" alt="" alignment="right" border="0"></span></p>Since Punky Brewster and Fresh Prince are no longer on the air and leaving nobody to make jokes about him, Don King has decided to stick his name on a boxing game from Take 2's <span style="font-style: italic;">2K Sports</span> label..<br><br>Or, Take 2 wanted to make a boxing game but doubted they'd get anywhere considering there's not very much demand and EA's Fight Night covers what little there is, so they thought putting a well-known name on it might give them an edge. <br><br>Probably the second one. Personally, I don't think the market can bare many fighting games that don't include popular Nintendo characters or the ability to decapitate an enemy by reciting a 16-button-long combo attack.<br><br>Regardless, here's <span style="font-weight: bold;">Don King Presents: Prizefighter</span> coming soon from Take 2!<br><br>Quoth the press release:<br><br><div style="margin-left: 40px;">"The combination of real-life fight scenarios, story-driven gameplay
and photo-realistic graphics will set this title apart from the
competition," said Christoph Hartmann, President of 2K. "Our goal has
always been to deliver the most engaging and realistic titles, and Don
King Presents: Prizefighter will exceed these expectations. Based on
the game's innovative features and high-profile fighters, this title
will be a 'must have' for any sports gamer."<br><br>"In all my years
working in professional boxing, I have never seen anything come as
close to recreating the thrill, the intensity, the courage and the
spectacle of the sport," said legendary boxing promoter Don King. "Don
King Presents: Prizefighter is more than a game -- it is a glimpse at
what life is like in and out of the ring for these incredible athletes."<br><br></div><br>]]></description>
<pubDate>Mon, 10 Dec 2007 21:50:15 -0600</pubDate>
</item><item>
<title>New Viking: Battle for Asgard Trailer</title>
<author>Shiva Stella</author>
<link>http://www.gamebump.com/go/new_viking_battle_for_asgard_trailer</link>
<guid>http://www.gamebump.com/go/new_viking_battle_for_asgard_trailer</guid>
<comments>http://www.gamebump.com/go/new_viking_battle_for_asgard_trailer#</comments>
<description><![CDATA[<p><img src="http://www.gamebump.com/images/upload/879jzhujm4zm5l2tjq1a0yg0.jpg" alt="" alignment="" border="0"></p>Sega has finally unveiled some video footage of its Viking: Battle for Asgard (PlayStation 3, Xbox 360), which you can view below. The game is currently being developed by The Creative Assembly and should launch in 2008 for both the EU and US markets. Hit the jump for the video.<br><p></p><p></p><br><br><object classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0" height="260" width="428"><param name="movie" value="http://www.jeux-france.com/flash/flvplayer.swf?videoid=8876"><param name="allowfullscreen" value="true"><embed src="http://www.jeux-france.com/flash/flvplayer.swf?videoid=8876" allowfullscreen="true" type="application/x-shockwave-flash" height="260" width="428"></object>]]></description>
<pubDate>Mon, 05 Nov 2007 12:00:02 -0600</pubDate>
</item><item>
<title>New FFCC: The Young King Screenshots</title>
<author>Shiva Stella</author>
<link>http://www.gamebump.com/go/new_ffcc_the_young_king_shots</link>
<guid>http://www.gamebump.com/go/new_ffcc_the_young_king_shots</guid>
<comments>http://www.gamebump.com/go/new_ffcc_the_young_king_shots#</comments>
<description><![CDATA[<p><img src="http://www.gamebump.com/images/upload/q3q6wq7wq2mpsrzpy0tp5364.jpg" alt="" alignment="" border="0"></p>In more visually impressive Wii news, Square Enix has unveiled new screenshots for its (take a deep breath) Final Fantasy Crystal Chronicles: The Young King and the Promised Land. They're courtesy of Game Watch. If you're looking for exact release details, though, you're out of luck as no one seems to have any.<br><br>]]></description>
<pubDate>Mon, 29 Oct 2007 13:41:46 -0500</pubDate>
</item><item>
<title>Star Ocean 4 In the Works...</title>
<author>The Gaming Horizon Archive</author>
<link>http://www.gamebump.com/go/star_ocean_4_in_the_works</link>
<guid>http://www.gamebump.com/go/star_ocean_4_in_the_works</guid>
<comments>http://www.gamebump.com/go/star_ocean_4_in_the_works#</comments>
<description><![CDATA[According to Famitsu (and we all know almost anything that drips from the pages of this powerful Japanese gaming magazine is laced with gold), Square Enix intends to unveil a new Star Ocean game at the company's Square Enix Party 2007 (to be held May 12). We'll update you after the company's official announcement.
 Originally written by Shiva Stella]]></description>
<pubDate>Fri, 27 Apr 2007 11:19:00 -0500</pubDate>
</item><item>
<title>Cooking Mama Ships, Launch Event Details Follow</title>
<author>Shiva Stella</author>
<link>http://www.gamebump.com/go/cooking_mama_ships_launch_event_details_follow</link>
<guid>http://www.gamebump.com/go/cooking_mama_ships_launch_event_details_follow</guid>
<comments>http://www.gamebump.com/go/cooking_mama_ships_launch_event_details_follow#</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>Majesco Entertainment has announced that its Cooking Mama: Cook Off for the Nintendo Wii has shipped to retailers nationwide. The title was developed by Office Create and follows the Cooking Mama DS title that launched in 2006.&quot;We are very excited to bring a unique game like Cooking Mama: Cook Off to market,&quot; said Ken Gold, vice president of Marketing. &quot;Using the Wii Remote as a universal kitchen tool is both intuitive and fun. Combine that functionality with the multiplayer cook off feature and the result is competitive entertainment for the entire family.&quot;Cooking Mama: Cook Off is a compelling blend of mashing, slicing, chopping and stirring as players create 55 international recipes from 300 different ingredients using the Wii Remote as a master kitchen utensil. A multiplayer mode lets budding chefs cook off in competitive mini-games to determine who can cook the fastest with the fewest mistakes. In addition, real-time effects lend authenticity to creations and help players determine when food is cooked to perfection.Cooking Mama: Cook Off is rated Everyone and carries an MSRP of $49.99. A launch event is scheduled for March 31, Saturday from 11-4 pm at the Nintendo World store at 10 Rockefeller Plaza in New York City. A chef will be on-site serving up free food as gamers compete in Cooking Mama challenges.
]]></description>
<pubDate>Tue, 20 Mar 2007 19:20:00 -0500</pubDate>
</item><item>
<title>Burger King Beats NY Jets Linebacker</title>
<author>Aaron Dunlap</author>
<link>http://www.gamebump.com/go/burger_king_beats_ny_jets_linebacker</link>
<guid>http://www.gamebump.com/go/burger_king_beats_ny_jets_linebacker</guid>
<comments>http://www.gamebump.com/go/burger_king_beats_ny_jets_linebacker#</comments>
<description><![CDATA[<div style="text-align: center;"><div style="text-align: center;"><img style="width: 477px; height: 310px;" src="http://www.gamebump.com/images/upload/jpz2t0kwfyvrv35rzswgnec3.jpg" alt="" alignment="" border="0" hspace="" vspace=""></div><div style="text-align: left;">Besides haunting your dreams and hawking mad Whoppers and breakfast sandwiches that cut 2 years off of your life per bite, Burger King is also pretty decent at the cheapo Xbox games they sell at Burger King joints now.<br><br>That photo was taken just after some dude in the King costume beat New York Jets linebacker Jonathan Vilma at Pocketbike Racer.<br><br>A guy who excels at wearing a fiberglass mask is better at a videogame than someone who earns millions of dollars performing physical feats of strength and has probably touched more women that any of us will ever set eyes on. Obviously Burger King is better.<br><br><br></div></div>]]></description>
<pubDate>Wed, 13 Dec 2006 17:42:34 -0600</pubDate>
</item><item>
<title>GH Review: Untold Legends: Dark Kingdom (PS3)</title>
<author>The Gaming Horizon Archive</author>
<link>http://www.gamebump.com/go/gh_review_untold_legends_dark_kingdom_ps3</link>
<guid>http://www.gamebump.com/go/gh_review_untold_legends_dark_kingdom_ps3</guid>
<comments>http://www.gamebump.com/go/gh_review_untold_legends_dark_kingdom_ps3#</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><img style="border: 0px;" src="/typeimage.php?color=orange&font=stencil&text=THE LOWDOWN&size=25" alt="The Lowdown"/>



<p class="MsoNormal">Role-playing games have been a big part of Sonys console
success both in the United States
and abroad for the PlayStation 2. They are hoping to continue that trend on the
PlayStation 3 with one of the systems first RPGs, Untold Legends: Dark
 Kingdom. Sony Online is very
familiar with the hack and slash genre with hits like <em>Everquest</em> and <em>Champions
of Norrath</em>. Does Sony have a hit in the making or is Untold Legends another run
of the mill role-playing title?



<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">Overall the story and game experience are solid. You go on a
near 20 hour exploration in the land
 of Dureth. In the beginning you are
given the chance to choose one of three fighters - the warrior, scout, or mage -
and then you can choose to play in one of four levels of difficulty. Both the
inclusion of three different characters and four difficulty levels does provide
a nice variation in play and gives players the opportunity to go back,
especially considering each fighter has a slightly different story to tell. 



<p class="MsoNormal">From there, you are chosen by the king to go out and
extinguish the barbarian unrest by facing wave after wave of enemies. Soon
enough though, you realize that the king himself is killing his own people and
now its up to you to stop him.



<p class="MsoNormal">Like most other RPGs, the game allows you to level up by
gaining experience and various orbs in a variety of colors. Red orbs are for
health, blue for mana, and yellow for essence. As far as experience goes,
killing enemies will boost your statistics which in turn can be used to level
up one of nine spells included in the game. Meanwhile, essence is used at
checkpoints to upgrade a wide variety of items for you including new armor,
upgraded weapons, and more.



<p class="MsoNormal">One other nice thing in the game, although very small is the
fact that friendly fighters join your cause once in a while. The fighters include
villagers, animals and more, and you actually have the ability to give them
armor and weapons. The only thing with these characters, however, is that they
dont stay forever. Theyll show up on occasion and then disappear.



<p class="MsoNormal">Of course, you cant talk about Untold Legends without
discussing a key fact about the title and that is online play. Dark
 Kingdom does allow gamers to play
with up to four people from any save point they have in the single-player game
and you can then continue your quest offline after youre done playing with
friends. Overall this was one area in which Sonys developers did a very good
job.



<p class="MsoNormal">Finally, the score from the Prague Orchestra is a very nice
compliment to the game. Sadly, the voice acting couldnt live up to the same
standards and seriously needs an overhaul.



<p class="MsoNormal"><img style="border: 0px;" src="/typeimage.php?color=orange&font=stencil&text=THE BAD&size=25" alt="The Bad"/>&nbsp;



<p class="MsoNormal">The big problem with Untold Legends is once you actually get
into battle. Whether youre the warrior, scout, or mage, all of them basically
require you to push X and square repeatedly to pull off various attacks. Sadly
this is what the game mostly requires of you and even the magician or mage is
quite capable of hand-to-hand combat. Thankfully though, Dark
 Kingdom doesnt solely rely on
fighting and instead does have a few puzzle solving elements too.



<p class="MsoNormal">Aside from the repetitive hack and slash nature of the game,
there are some serious flaws in the game and environments. Although there are
lots of characters on-screen at times, the result of this is some significant
slowdown. On top of that, environments are rarely interactive unless getting
stuck on or in objects is your idea of interactive. Add to that the fact that
load times are rather long for a next-generation title and theres little
question this title was rushed to market.





<p class="MsoNormal">As for the graphics, they look ok, but the environments are
sparse. Most levels feature a few rocks and barrels and then much of the rest
of the area is wide open space. What gets worse than that is the fact that
areas will actually look empty and then enemies magically appear from nowhere.
Meanwhile, the camera in Untold Legends is pretty rough too. Walls, trees,
rocks, and more will get in your way during battle and block your view of the
action.<br />
<br />Sadly, the last thing that needs to be mentioned
particularly for a PlayStation 3 launch title is the exclusion of the motion
capability in the SIXAXIS controller. Unlike just about every other launch
title on the market, Dark Kingdom
doesnt utilize it at all. 



<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">Untold Legends: Dark
 Kingdom isnt a terrible experience
on the PlayStation 3, but it certainly isnt the role-playing game most are
hoping for either. Instead, its probably more of a title for RPG fanatics as
the games graphics and repetitive gameplay pull it down. Certainly there are
some good elements to the game like its online play and various upgradeable
options. In the end though, Untold Legends sticks to its roots and doesnt
quite feel like its made the jump to the next-generation.<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=GAMEPLAY: 5.5&size=20" alt="GAMEPLAY: 5.5" /> <br />
The game has very repetitive hack and slash gameplay that utilizes just a few buttons.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=GRAPHICS: 6.1&size=20" alt="GAMEPLAY: 6.1" /> <br />
Graphics look decent, but the game suffers from slowdown and a poor camera.</p>

<p><img style="border: 0px;"   src="/typeimage.php?color=black&font=stencil&text=SOUND: 7.3&size=20" alt="SOUND: 7.3" /> <br />
Voice acting isnt very desirable, but the music score is very impressive</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=FUN FACTOR: 5.8&size=20" alt="FUN FACTOR: 5.8" /> <br />
Not a very enjoyable experience because of the gameplay and the fact it doesnt feel next-gen.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=REPLAY VALUE: 6.7&size=20" alt="REPLAY VALUE: 6.7" /> <br />
Online mode should give players a bit more to do, but still suffers from poor hack and slash.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=orange&font=stencil&text=TOTAL SCORE: 6.3 &size=23" alt="TOTAL SCORE: 6.3" />


		  	
		  	<a href="http://www.amazon.com/gp/search?ie=UTF8&keywords=Untold Legends Dark Kingdom&tag=gaminghoriz0c-20&index=blended&linkCode=ur2&camp=1789&creative=9325">
		  	<img style="border:0px;" src="http://www.gamebump.com/typeimage.php?text=BUY UNTOLD LEGENDS DARK KINGDOM AT AMAZON&color=lorange&font=stencil&size=10&width=500" />
		  	</a><br />
		  	]]></description>
<pubDate>Tue, 05 Dec 2006 21:55:00 -0600</pubDate>
</item><item>
<title>Ahoy! A Boatload Of New PS3 Screens</title>
<author>The Gaming Horizon Archive</author>
<link>http://www.gamebump.com/go/ahoy_a_boatload_of_new_ps3_screens</link>
<guid>http://www.gamebump.com/go/ahoy_a_boatload_of_new_ps3_screens</guid>
<comments>http://www.gamebump.com/go/ahoy_a_boatload_of_new_ps3_screens#</comments>
<description><![CDATA[<p><i>This article was originally published on Gaming Horizon, GameBump's predecessor. Certain formatting, imaged, and embedded content may have been lost in the transition process.The original author is Evan Lahti.</i></p>
Finding their way into port today are new screens from four PlayStation 3 titles, Resistance: Fall of Man, Stranglehold, Untold Legends: Dark Kingdom, and Warhawk. Both Resistance and Untold Legends are slated as launch titles for the PS3, while we'll likely see the other two sometime next year. Check out the imagery below.
]]></description>
<pubDate>Mon, 23 Oct 2006 08:27:00 -0500</pubDate>
</item><item>
<title>THQ Partners With HBO For Sopranos Game</title>
<author>The Gaming Horizon Archive</author>
<link>http://www.gamebump.com/go/thq_partners_with_hbo_for_sopranos_game</link>
<guid>http://www.gamebump.com/go/thq_partners_with_hbo_for_sopranos_game</guid>
<comments>http://www.gamebump.com/go/thq_partners_with_hbo_for_sopranos_game#</comments>
<description><![CDATA[If Electronic Arts can easily make some money off <em>The Godfather </em>franchise, then there's no reason why THQ can't with <em>The Sopranos</em> by creating a game based on HBO's &quot;critically acclaimed&quot; mafia-related drama series. The show's key actors - including James Gandolfini as Tony Soprano - will lend their voices to the game, which is scheduled for release on the Xbox 360 and PlayStation 2 this holiday season.<br /><br />&quot;We're excited to work with HBO on creating a game that captures the spirit of the groundbreaking series - a modern classic that redefines the life of crime genre,&quot; said Kelly Flock, executive vice president, Worldwide Publishing, THQ. &quot;The Sopranos has become television legacy for this generation and now fans and gamers can become part of the story and see if they have the muscle and wit to become 'made.'&quot;<br /><br />No plot information is currently available, but we'll keep you updated.
 Originally written by Shiva Stella]]></description>
<pubDate>Fri, 28 Jul 2006 04:38:00 -0500</pubDate>
</item><item>
<title>LOTR Junkies Rejoice: BFMEII Expansion Coming</title>
<author>Shiva Stella</author>
<link>http://www.gamebump.com/go/lotr_junkies_rejoice_bfmeii_expansion_coming</link>
<guid>http://www.gamebump.com/go/lotr_junkies_rejoice_bfmeii_expansion_coming</guid>
<comments>http://www.gamebump.com/go/lotr_junkies_rejoice_bfmeii_expansion_coming#</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>In more slightly profound Electronic Arts news, the company has officially announced the development of The Lord of the Rings, The Battle for Middle-earth II, The Rise of the Witch-king (and yes, that's one long title and not three distinctly separate games - go figure). The Rise of the Witch-king is the first expansion pack to the real-time strategy game Batte for Middle-earth II and &quot;will enhance every existing feature and offer players the chance to command the rise of evil in Middle-earth while experiencing the epic battles that took place before those depicted in the New Line Cinema films.&quot;Full of exciting content, including an entirely new faction, completely new single player campaign, and additional units for all six existing factions, The Lord of the Rings, The Battle for Middle-earth II, The Rise of the Witch-King, allows players to explore the evil side of Middle-earth.&nbsp; The all new single player campaigns innovative units will help to tell the story of the evil Witch-Kings rise to power, domination of Angmar and invasion of the great kingdom of Arnor, home to Aragorns ancestors.&nbsp; To fully experience the evil side of Middle-earth, gamers can now play as the Angmar faction in skirmish, multiplayer, and War of the Ring modes.Experience a whole new depth of strategy and upgraded War of the Ring and Create-A-Hero features.&nbsp; Create-A-Heros entirely unique Troll class boasts additional weapons and armor that will allow players to have even more freedom in customizing their game play.&nbsp; War of the Ring, a risk-style meta-game, offers upgraded army persistence, a new siege dynamic on the Living World Map, and unified territories that serve as major control points.&nbsp;&nbsp; &quot;The Lord of Rings, The Battle for Middle-earth II, The Rise of the Witch-King will transport players to a new time and place in Middle-earth while adding strategic depth to the innovative gameplay gamers loved in The Lord of Rings, The Battle for Middle-earth II,&quot; said Mike Verdu, Executive Producer at EALA.&nbsp; &quot;Fans will love exploring the evil side of Middle-earth as described in Tolkien's fiction and brought to life in the visual style of the New Line Cinema films. This game is set to deliver the ultimate RTS Middle-earth experience.&quot;The Rise of the Witch-King expansion pack will require The Battle for Middle-earth II in order to play and should see release during this holiday season, but only for the PC.<span style="font-size: 10.5pt; line-height: 150%; font-family: Arial;"></span>
]]></description>
<pubDate>Thu, 27 Jul 2006 13:01:00 -0500</pubDate>
</item><item>
<title>Webzen To Dominate ChinaJoy With Kingdom of Warriors</title>
<author>The Gaming Horizon Archive</author>
<link>http://www.gamebump.com/go/webzen_to_dominate_chinajoy_with_kingdom_of_warriors</link>
<guid>http://www.gamebump.com/go/webzen_to_dominate_chinajoy_with_kingdom_of_warriors</guid>
<comments>http://www.gamebump.com/go/webzen_to_dominate_chinajoy_with_kingdom_of_warriors#</comments>
<description><![CDATA[
As China's economy continues to gear up and attract attention from new companies, Webzen has announced that it will be showcasing several of its MMOs at ChinaJoy, China's largest entertainment software trade show. The event will run from July 28-30 and enable Webzen to garner support from China's booming online gaming market.<br /><br />Heading up Webzen's lineup is Kingdom of Warriors, based on the Chinese novel <em>Romance of the Three Kingdoms</em> and being developed by Webzen China. Following Kingdom of Warriors is <em>Huxley</em>, MMOFPS, and <em>Project Wiki</em>, a more casual MMORPG.<br /><br /><blockquote><em>In addition to WEBZENs unmatched diverse product showcase, Nam Ju Kim, CEO, WEBZEN Inc., is scheduled to give a special presentation at the convention on July 27, 2006.  His presentation to attendees, which will include many of the worlds most respected game industry icons and veterans and high-level Chinese government officials, will cover successful global strategies for video game companies. </em></blockquote><br />Im thrilled that our online games, including Kingdom of Warriors, have received such a great response from Chinese gamers and the local press, said Nam Ju Kim.  WEBZEN plans on stepping up its brand awareness in China through this years ChinaJoy, and solidifying its image as a global brand in the local market.<br /><br />If you're a Webzen fan and happen to be in China during the event, feel free to stop by the company's booth (Hall 1, at the Shanghai New International Expo Center) and enjoy Kingdom of Warriors.
 Originally written by Shiva Stella]]></description>
<pubDate>Wed, 26 Jul 2006 12:59:00 -0500</pubDate>
</item><item>
<title>Gran Turismo 5 In 2007</title>
<author>The Gaming Horizon Archive</author>
<link>http://www.gamebump.com/go/gran_turismo_5_in_2007</link>
<guid>http://www.gamebump.com/go/gran_turismo_5_in_2007</guid>
<comments>http://www.gamebump.com/go/gran_turismo_5_in_2007#</comments>
<description><![CDATA[<p>Kazunori Yamauchi, boss of developer Polyphony Digital meantioned recently that Gran Turismo 5 is currently in development and is expected to hit the PlayStation 3 in 2007. He also stated that the game will be &quot;100 times more detailed&quot; than Gran Turismo 4. I would hope so, being that it will be released on a next-generation console.<br /> </p><p>We will probably hear more news about Gran Turismo at next months Tokyo Game Show. </p> Originally written by Tim Grube]]></description>
<pubDate>Thu, 01 Jun 2006 11:33:00 -0500</pubDate>
</item><item>
<title>New Genji 2 Screenshots</title>
<author>Shiva Stella</author>
<link>http://www.gamebump.com/go/new_genji_2_screenshots</link>
<guid>http://www.gamebump.com/go/new_genji_2_screenshots</guid>
<comments>http://www.gamebump.com/go/new_genji_2_screenshots#</comments>
<description><![CDATA[<p><i>This article was originally published on Gaming Horizon, GameBump's predecessor. Certain formatting, imaged, and embedded content may have been lost in the transition process.</i></p><p>Sony Computer Entertainment America has revealed new imagery for Game Republic's Genji 2 (working title) on the PlayStation 3. The game is set three years after events in the PlayStation 2 original (]]></description>
<pubDate>Wed, 31 May 2006 14:53:00 -0500</pubDate>
</item><item>
<title>SNK Playmore's Full E3 Lineup</title>
<author>The Gaming Horizon Archive</author>
<link>http://www.gamebump.com/go/snk_playmores_full_e3_lineup</link>
<guid>http://www.gamebump.com/go/snk_playmores_full_e3_lineup</guid>
<comments>http://www.gamebump.com/go/snk_playmores_full_e3_lineup#</comments>
<description><![CDATA[
SNK Playmore has announced its official lineup for this year's E3, topping the list with <em>The King of Fighters 2006</em> on the PlayStation 2 and <em>Metal Slug Anthology</em> for the Wii. The lineup with descriptions, courtesy of SNK Playmore, is included below.<br /><br /><blockquote>THE KING OF FIGHTERS 2006 (PlayStation 2  Fall 2006): THE KING OF FIGHTERS 2006 is an original 3D fighting game designed specifically for home consoles, and produced by noted artist and designer, Falcoon. Currently celebrating its twelfth year as one of the most popular fighting video game franchises in the history of gaming, THE KING OF FIGHTERS 2006 will continue to build on the series rich history with several new characters, as well as many returning favorites. KOF 2006 will feature characters from THE KING OF FIGHTERS: MAXIMUM IMPACT and a number of hidden characters. A special gift with purchase will be offered featuring the first Anime series for THE KING OF FIGHTERS.<br /><br />METAL SLUG ANTHOLOGY (Nintendo Wii, PSP System  Fall 2006): In celebration of the 10th anniversary of one of the greatest action arcade franchises of all time, SNK PLAYMORE will release METAL SLUG ANTHOLOGY. METAL SLUG ANTHOLOGY will feature six great METAL SLUG titles from the arcade.  Included in the collection will be METAL SLUG, METAL SLUG 2, METAL SLUG X, METAL SLUG 3, METAL SLUG 4, and METAL SLUG 5. Bonus materials will be announced closer to launch.<br /><br />SNK VS CAPCOM CARD FIGHTERS DS (Nintendo DS - Fall 2006): SNK brings its card battling series to a new generation of gamers. SNK VS CAPCOM CARD FIGHTERS DS is the first new game in the series since 2000.  Players build decks of characters pulled from the annals of SNK and Capcom gaming history for the ultimate strategic battle.<br /><br />METAL SLUG (Game Boy Advance  Fall 2006): The original arcade classic that started the series comes to the Game Boy Advance.  METAL SLUG for the GameBoy Advance features non-stop action packed 2D missions and classic over-the-top boss characters to challenge gamers skills.  Battle General Morden and his evil forces with a huge array of weapons at your disposal.</blockquote><br />E3 2006 is going to be a very exciting show for SNK said Ben Herman, President of SNK PLAYMORE USA CORPORATION. Well be unveiling our premiere titles for three different platforms, including a METAL SLUG ANTHOLOGY for the Nintendo Wii. We expect our fans to be thrilled with our lineup.<br /><br />We'll have new media for SNK's latest titles posted momentarily.
 Originally written by Shiva Stella]]></description>
<pubDate>Fri, 05 May 2006 16:25:00 -0500</pubDate>
</item><item>
<title>The King Of Fighters NeoWave Announced For Xbox</title>
<author>The Gaming Horizon Archive</author>
<link>http://www.gamebump.com/go/the_king_of_fighters_neowave_announced_for_xbox</link>
<guid>http://www.gamebump.com/go/the_king_of_fighters_neowave_announced_for_xbox</guid>
<comments>http://www.gamebump.com/go/the_king_of_fighters_neowave_announced_for_xbox#</comments>
<description><![CDATA[
SNK announced today that they will be publishing The King Of Fighters NeoWave for the Xbox console in March 2006. KOF NeoWave will feature full Xbox Live online game service support, including online multi-player head-to-head fighting and Tournament Mode.
<p>
Other features include 12 three-man teams made up of some of the greatest characters from SNK's 11-year history, including the Women Fighters Team (Mai, King and Yuri) and the Fatal Fury Team (Terry, Joe, and Andy) -- features three modes of play - Super Cancel, Guard Break, and Max2. A new &quot;Heat Mode&quot; lets players power up their attacks in exchange for a gradual loss of health.

</p><p>
We will have more on this title as it becomes available.</p><p></p> Originally written by Tim Grube]]></description>
<pubDate>Tue, 11 Apr 2006 14:03:00 -0500</pubDate>
</item><item>
<title>GH Preview: The King of Fighters NeoWave (Xbox)</title>
<author>Brian Mohr</author>
<link>http://www.gamebump.com/go/gh_preview_the_king_of_fighters_neowave_xbox1</link>
<guid>http://www.gamebump.com/go/gh_preview_the_king_of_fighters_neowave_xbox1</guid>
<comments>http://www.gamebump.com/go/gh_preview_the_king_of_fighters_neowave_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.  </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">SNK is continuing the King of Fighters franchise, long after
the demise of the Neo Geo hardware, with the latest game in the long running
series, King of Fighters: NeoWave. The game is named after the Dreamcast based
Atomiswave arcade hardware and will be again an Xbox exclusive. 



<p class="MsoNormal">If youve played the series before, this game is another in
the long line from the King of Fighters series. In the game, players choose a
team of three fighters from over 40 characters and battle it out. The game
includes some characters not featured in the arcade like Vanessa, Seth, Ramon,
Kusanagi and Kim. 



<p class="MsoNormal">A slight difference in this game is the inclusion of three
different fighting styles to select like super cancel, guard break and max 2.
Super cancel lets players cancel special moves into other ones by taking a hit
on the super meter. This results in some very interesting combos. Guard break
causes the super meter stock to convert into an indefensible attack. Finally,
max 2 gives you more attack power as the super meter consistently refills. This
also results in the ability to perform hidden super moves when a life meter is
just about empty.



<p class="MsoNormal">One other gameplay addition this time around is heat mode
which allows your character to increase their attack power. Utilizing this does
result in less health though and it can be a real risk to pull off.



<p class="MsoNormal">Graphically the game looks a little bit better than previous
versions as the developers touched up some of the details and even mixed 2D and
3D. The backgrounds are pretty solid too in that they are now in full 3D,
meaning the game overall is just finer looking. 



<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">King of Fighters: NeoWave is shaping up to be a pretty solid
fighter from SNK as the only problem appears to be a lack of modes to play.
Despite that, NeoWave is expected to feature an impressive roster of 43
characters and the ability to utilize three different fighting styles meaning
there is plenty of combinations to keep players busy for some time. Add to it
the continuous play with Xbox Live and NeoWave is looking like a cant miss
fighter for fans of the series or brawler happy people everywhere.]]></description>
<pubDate>Tue, 04 Apr 2006 17:24:00 -0500</pubDate>
</item><item>
<title>Kingdom Hearts 2 Ships</title>
<author>Tim Grube</author>
<link>http://www.gamebump.com/go/kingdom_hearts_2_ships</link>
<guid>http://www.gamebump.com/go/kingdom_hearts_2_ships</guid>
<comments>http://www.gamebump.com/go/kingdom_hearts_2_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>Square Enix today announced that release of Kingdom Hearts 2 exclusively for the PlayStation 2 console.
<p>
KINGDOM HEARTS II is a perfect demonstration of what can be created when two companies with astounding resources come together, said Daishiro Okada, president and COO, Square Enix, Inc. The result is an absolutely stunning video game that will engage gamers of all ages in multiple worlds both familiar and new.&quot; 
 <p>

The creative collaboration between the Disney and Square Enix production teams has resulted in a game that is not only innovative but truly remarkable in scope, said Graham Hopper, senior vice president and general manager, Buena Vista Games. With the addition of new worlds from Mickey Mouses classic screen debut in Steamboat Willie to the current film franchise Pirates of the Caribbean, KINGDOM HEARTS II covers the spectrum of Disney properties.
<p>
Be sure to read our full review by <a href="http://reviews.gaminghorizon.com/media2/1143577003.215.html">clicking here</a>. The game has a suggested retail price of $49.99 (USD).]]></description>
<pubDate>Wed, 29 Mar 2006 18:14:00 -0600</pubDate>
</item><item>
<title>GH Review: Kingdom Hearts II (PS2)</title>
<author>Shiva Stella</author>
<link>http://www.gamebump.com/go/gh_review_kingdom_hearts_ii_ps2</link>
<guid>http://www.gamebump.com/go/gh_review_kingdom_hearts_ii_ps2</guid>
<comments>http://www.gamebump.com/go/gh_review_kingdom_hearts_ii_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">Very few game sequels are even half as anticipated as
Kingdom Hearts II, the second installment in the immensely popular Disney and
Square Enix collaboration franchise. The game marks the return of Sora, Goofy,
and Donald in the search for King Mickey, who has apparently freed himself (and
Riku?) from the horrors behind the &quot;dark gate&quot; witnessed at the end
of the original. The gang's new adventure once again spans several worlds -
some old, some new - taken from Disney's archive of &quot;most celebrated&quot;
animated films. As with the game's predecessor, KH2 features a cast of both
Final Fantasy and Disney characters, from now familiar classics like Final
Fantasy VIII's Squall (Leon)
and FFVII's Aeries to Sleeping Beauty's three good faeries. Yes, the only
franchise able to successfully base itself in the Disney realm is back, and
its certainly worthy of its predecessor.



<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">After a very lengthy and mysterious prologue that centers
around a mysterious boy named Roxas and reminds the player of events that
occurred in the <p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=GAMEPLAY: 9.3&size=20" alt="GAMEPLAY: 9.3" /> <br />
Some tweaks made. Menu system a touch cumbersome. Same great action as original.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=GRAPHICS: 9.5&size=20" alt="GAMEPLAY: 9.5" /> <br />
More visual flair and pretty cutscenes utilizing in-game graphics. Gorgeous CG and effects.</p>

<p><img style="border: 0px;"   src="/typeimage.php?color=black&font=stencil&text=SOUND: 9.4&size=20" alt="SOUND: 9.4" /> <br />
I still love the franchises use of music, though KH2s musical theme could have used reworking</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=FUN FACTOR: 9.1&size=20" alt="FUN FACTOR: 9.1" /> <br />
Youll really enjoy visiting favorite Disney worlds and speedily slaying foes.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=REPLAY VALUE: 8.2&size=20" alt="REPLAY VALUE: 8.2" /> <br />
Youll like it enough to finish it and probably play it again. Nice draw-in factor.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=orange&font=stencil&text=TOTAL SCORE: 9.1 &size=23" alt="TOTAL SCORE: 9.1" />

]]></description>
<pubDate>Tue, 28 Mar 2006 12:39:00 -0600</pubDate>
</item><item>
<title>GH Preview: Kingdom Hearts II (PS2)</title>
<author>Shiva Stella</author>
<link>http://www.gamebump.com/go/gh_preview_kingdom_hearts_ii_ps21</link>
<guid>http://www.gamebump.com/go/gh_preview_kingdom_hearts_ii_ps21</guid>
<comments>http://www.gamebump.com/go/gh_preview_kingdom_hearts_ii_ps21#</comments>
<description><![CDATA[<p>This preview was originally published on Gaming Horizon, GameBump's predecessor. Its format does not match our own but we support its content.  </p><p><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 />Very few game sequels are even half as anticipated as Kingdom Hearts II, the second installment in the immensely popular Disney and Square Enix collaboration franchise. The game marks the return of Sora, Goofy, and Donald in the search for King Mickey, who has apparently freed himself (and Riku?) from the horrors behind the &quot;dark gate&quot; witnessed at the end of the original. The gang's new adventure once again spans several worlds - some old, some new - taken from Disney's archive of &quot;most celebrated&quot; films. As with the game's predecessor, KH2 features a cast of both Final Fantasy and Disney characters, from now familiar classics like Final Fantasy VIII's Squall (Leon) and FFVII's Aeries to Sleeping Beauty's three good faeries. Yes, the only franchise able to successfully base itself in the Disney realm is back, and it's looking equally as fantastic as its predecessor.<br /><br />After a very lengthy and mysterious prologue (which I certainly wont spoil for you here) that reminds the player of events that occurred in the ]]></description>
<pubDate>Sat, 25 Mar 2006 20:17:14 -0600</pubDate>
</item><item>
<title>Brothers In Arms 3 For PS3</title>
<author>The Gaming Horizon Archive</author>
<link>http://www.gamebump.com/go/brothers_in_arms_3_for_ps3</link>
<guid>http://www.gamebump.com/go/brothers_in_arms_3_for_ps3</guid>
<comments>http://www.gamebump.com/go/brothers_in_arms_3_for_ps3#</comments>
<description><![CDATA[UbiSoft has announced that Gearbox Software is currently developing a third installment in the <em>Brothers in Arms</em> series for the PlayStation 3, tentatively titled Brothers in Arms 3. We'll have more information as it's revealed.
 Originally written by Shiva Stella]]></description>
<pubDate>Tue, 07 Mar 2006 18:03:00 -0600</pubDate>
</item><item>
<title>Age Of Kings Announced For DS</title>
<author>The Gaming Horizon Archive</author>
<link>http://www.gamebump.com/go/age_of_kings_announced_for_ds</link>
<guid>http://www.gamebump.com/go/age_of_kings_announced_for_ds</guid>
<comments>http://www.gamebump.com/go/age_of_kings_announced_for_ds#</comments>
<description><![CDATA[Real-time strategy fans have reason to be excited this morning, as Majesco Entertainment has announced that it's bringing Age of Empires: The Age of Kings to the Nintendo DS. Now gamers can conquer the world while on-the-go, thanks to developer Digital Eclipse. <br /><br />This new Age of Empires game introduces turn-based strategy and features five different civilizations (Britons, Franks, Mongols, Saracens, and Japanese), hero units (Robin Hood, Joan of Arc, Genghis Khan), 50+ technologies for research (chemistry, siege craft, spying) a combat advisor, wireless multiplayer up to four players, and all the musical treats from the PC version.<br /><br />&quot;Age of Empires has set the gold standard for real-time strategy games and its global audience continues to grow,&quot; said Ken Gold, VP Marketing, Majesco. &quot;Our portable version provides an exceptional game experience by taking advantage of the new DS features, and we are excited to have such a high-profile and well-regarded property spearhead our DS lineup for the back-half of 2005.&quot;<br /><br />Age of Empires: The Age of Kings is scheduled for release this holiday season.
 Originally written by Shiva Stella]]></description>
<pubDate>Tue, 14 Feb 2006 21:37:00 -0600</pubDate>
</item><item>
<title>KOF: Maximum Impact Maniax Announced</title>
<author>The Gaming Horizon Archive</author>
<link>http://www.gamebump.com/go/kof_maximum_impact_maniax_announced</link>
<guid>http://www.gamebump.com/go/kof_maximum_impact_maniax_announced</guid>
<comments>http://www.gamebump.com/go/kof_maximum_impact_maniax_announced#</comments>
<description><![CDATA[<p>SNK Playmore has announced King of Fighters: Maximum Impact - Maniax for the Xbox.</p><p>The game is the first original King of Fighters to come out for the Microsoft console. Maniax will include Xbox Live support including head-to-head, tournament and re-match modes. The game will also include an interesting new feature where you can pause the game and take a picture of your favorite fighters in game and you can choose between English and Japanese language in game.</p><p>King of Fighters: Maximum Impact - Maniax is scheduled to release for the Microsoft Xbox June 2005.</p> Originally written by Brian Mohr]]></description>
<pubDate>Fri, 03 Feb 2006 12:48:00 -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>Wrestle Kingdom For Xbox 360</title>
<author>Tim Grube</author>
<link>http://www.gamebump.com/go/wrestle_kingdom_for_xbox_360</link>
<guid>http://www.gamebump.com/go/wrestle_kingdom_for_xbox_360</guid>
<comments>http://www.gamebump.com/go/wrestle_kingdom_for_xbox_360#</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>
The first wrestling title to hit the Xbox 360 has officially been released in Japan entitled, Wrestle Kingdom. The game has a price of 8,190 yen and features forty-two wrestlers. The company has no plans to release the game stateside. 
<p>
Check out these jaw-dropping visuals below.<p>Thanks <a href="http://www.watch.impress.co.jp" target="_blank">GameWatch</a>!]]></description>
<pubDate>Fri, 23 Dec 2005 12:24:00 -0600</pubDate>
</item><item>
<title>Square Launches DQ Yangus Site</title>
<author>Shiva Stella</author>
<link>http://www.gamebump.com/go/square_launches_dq_yangus_site</link>
<guid>http://www.gamebump.com/go/square_launches_dq_yangus_site</guid>
<comments>http://www.gamebump.com/go/square_launches_dq_yangus_site#</comments>
<description><![CDATA[<p><i>This article was originally published on Gaming Horizon, GameBump's predecessor. Certain formatting, imaged, and embedded content may have been lost in the transition process.</i></p><p>In more interesting Square Enix news, the company has launched the official site to Dragon Quest Yangus, an RPG probably being developed by Level 5 that pulls from ]]></description>
<pubDate>Mon, 19 Dec 2005 13:20:00 -0600</pubDate>
</item><item>
<title>GH Review: Peter Jackson's King Kong (PS2)</title>
<author>The Gaming Horizon Archive</author>
<link>http://www.gamebump.com/go/gh_review_peter_jacksons_king_kong_ps2</link>
<guid>http://www.gamebump.com/go/gh_review_peter_jacksons_king_kong_ps2</guid>
<comments>http://www.gamebump.com/go/gh_review_peter_jacksons_king_kong_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 class="MsoBodyText"><img style="border: 0px;" src="/typeimage.php?color=orange&font=stencil&text=THE LOWDOWN&size=25" alt="The Lowdown"/>

<p class="MsoBodyText">Video games based on movie franchises. Yeah, I know,
nobody really wants to hear about them because unfortunately, the majority of
games based on movies are cheap cash-ins designed to pocket even more money for
the movie studio based on whatever blockbuster is getting a lot of buzz from
the gaming demographic. However, things are changing, as movie directors are
realizing more and more that the interactive medium can be used to further the
experience from the films and be more involving, immersive and expressive as
technology continues to evolve. Theyre just beginning to realize that this is
no longer the<em> Pac-Man, Pong </em>and <em>Space Invader</em> era. Peter Jackson had a big
hand in the Peter Jacksons King Kong game, making sure that his vision was
adhered to the entire way, but does it make for a good game?

<p class="MsoBodyText"><img style="border: 0px;"   src="/typeimage.php?color=orange&font=stencil&text=THE GOOD&size=25" alt="The Good"/>

<p class="MsoBodyText">Director Carl Denham has happened across a secret map, to
a place never believed to be in existence - a place that time has
forgotten.<span>  </span>What better place to shoot a
movie, right? The game kicks off with a few explanatory scenes - actual footage
from the 2005 Peter Jackson movie - of Carl discussing this; finding the
leading lady; boarding the ship; and then crashing at Skull
 Island. The story is established in
mere minutes and then you take the reigns controlling Jack Driscoll, the writer
behind Denhams film. You trek across Skull Island with a team comprised of
Denham, the leading lady Ann Darrow, and Hayes and Jimmy, at first finding
shooting locales and filming footage, until its discovered that a variety of
dinosaurs, huge creepy-crawlies like bats, millipedes, crabs and scorpions also
inhabit the island. Theres also an ancient tribe thats not too happy about
your surprise visit and a giant gorilla named... Kong. The game then becomes
about gathering any crew youve become seperated from and leaving the island
alive.

<p class="MsoBodyText">Its only a matter of minutes into the game when youre
thrown into a situation of having to protect yourself from creatures and making
sure the rest of your team is also alright, a gameplay mechanic that youll see
carried across for the rest of the game. When the action starts youre
introduced to the games superbly simplistic control scheme. It takes a second
to learn and its easy to use. A quick run-down is: L2 aims weapon, R3 zooms
weapon, R2 does a double act of the action button and firing the weapon, R1
reloads your weapon and X lets you talk to other characters and take their
weapon. Its that simple, and it works like a charm. You can only carry one
weapon at a time (after all, this is Skull
 Island, not San Andreas where you
can find a gun shop and liquor store on every corner), ammo is rare on the
island and whatever you find is courtesy of care packages dropped by the pilot
in your team circling the island. You can carry a spear, which there are plenty
of on the island thanks to the native tribe that inhabits it, or a bone which
can also be thrown like a spear, at the same time as you carry a firearm,
though the spear must be dropped before you can use the firearm again.

<p class="MsoBodyText">If this was just your traditional first-person shooter,
the way the weapons system works in King Kong probably wouldnt fly in it, but
because of the scenarios created in the game, the weapon system is incredibly
successful. You have to always think about conserving your ammo because you
dont know when youll find another weapon crate; when fighting a handful of
millipedes you may instinctively use the spears surrounding you against them
because you dont know if there may be a raptor or T-Rex around the corner that
youd need a firearm for more than a giant bug. Of course, when the fast moving
dinosaurs enter the scene you usually run out of ammo quick and the game
becomes purely about survival and using the environment to your advantage,
weaving around stone columns that the dinosaurs cant fit through or hiding in
an ancient stone building while you think of a way to distract the dinosaurs.
This could mean killing another nearby creature to get the attention of the
predators, so that theyll be too busy eating it while you leave, or in a
situation where a gate needs to be opened, you could divert attention to
yourself by shooting at the dinosaurs and running through columns so that their
attention is on you while your team opens the gate.

<p class="MsoBodyText">Besides the shooting element, the game also relies on the
use of physical puzzles. The puzzles all focus on the fact that you need to go
through gates at certain parts of the game to progress. To open the gate you
usually need two people to crank the gate open.<span> 
</span>Sometimes a peg is missing and you must search the area for it.<span>  </span>Sometimes when you find the peg its behind brush
which you cannot pass through and must set a fire, but the nearest fire may have
been a little ways back, behind obstacles like spiders and water. It then
becomes your initiative to somehow get that peg into the post and open the gate
to proceed. It sounds like an extremely simple premise, which it is, but every
time it happens theres a new spin on it and new variables which always make it
interesting.&nbsp;

<p class="MsoBodyText">Of course, the other component to the game besides the
first-person shooting segments with Jack is the third-person element featuring
King Kong himself. Kongs segments find you swinging across the jungle on tree
limbs, running on vine-covered walls, and fighting whatever beast wants to take
Ann away from you. It plays part like a platformer and part like a wrestling
game once you start fighting the other creatures on the island hand to hand.
The fights can be particularly exciting to watch, especially when Kong enters
rage mode by pounding his chest - the colors become desaturated and the
lighting blown out as Kong delivers lethal slow-mo blow after slow-mo blow.&nbsp;

<p class="MsoBodyText">While all this action is taking place you may be surprised that
there is absolutely NO HUD. Thats correct, no heads up display, no little
meter that tells you whether youre almost dead or out of ammo; instead there are
visual and audio cues that more than do the trick. As for ammo, every time Jack
reloads hell say something along the lines of &quot;Its okay, Ive got enough
magazines, One magazine after this, or Im dry, so you always know what your
weapon status is just by hitting reload. I would say this method works even
better than an HUD, because with a HUD, even if its for a mere half a second
you have to look elsewhere on-screen than the action to see what your status is
during the heat of the moment, the moment where it matters for you to know how
much ammo you have is the moment in the game that its hardest for you to check
it. As for health status, when youre critical youll hear your heart beat
faster and see the screen go red, and thats when you know you have to get out of
danger or die in one more hit. If you manage to get away, and take a few
moments to collect yourself so the screen is no longer red, youll be recovered
from the incident and ready to move on.

<p class="MsoBodyText">Video and audio effects are used well throughout the game.
First off, the game is letterboxed on 4:3 televisions and that adds so much to
the movie feeling, the way the picture is composed in a widescreen format is
instantly more compelling than one with a simple 4:3 ratio (if you dont like
letterbox you can turn this off in the options, as well as be able to get a
weapons HUD). Whenever Jack is scared you can hear his breathing become faster
and more erratic, this in turn makes you feel a bit more scared about what may
be just ahead of you.<span>  </span>Whenever a huge
beast like a T-Rex roars in front of you, the camera will shake and the screen
will blur to further enhance the frightful experience. The graphics in the game
in general are simply gorgeous, the first few levels especially. I was wondering
how the team managed to get all of these textures to work with the PS2s
limited memory, as well as great character and environmental models, with
random rock formations and foliage everywhere. The lighting is also fantastic -
both the fire effects and natural lighting are very realistic. The music in the
game is very cinematic and fitting with such a game, and the sound effects are
top notch; the sounds of all the creatures are harrowing and can give you a
jump now and then. The cast comes back to voice their characters, so that movie
authenticity is added there as well.&nbsp;

<span style="font-size: 12pt; font-family: &quot;Times New Roman&quot;; font-weight: normal;"><img style="border: 0px;" src="/typeimage.php?color=orange&font=stencil&text=THE BAD&size=25" alt="The Bad"/></span>

<p class="MsoBodyText">Though King Kong is a great game, it is notoriously short,
maybe clocking in around six hours. The shortness is probably due to the games
other problem in that it is very linear. Though this is not instantly
recognizable through playing some parts, because it is a dense jungle in most
of the game and youre simply following whatever path is clear for you, you
realize later on youve pretty much been on a straight path the whole time.
Whats even worse is that the Kong segments might as well have been on rails.
When Kong goes through the jungle, swinging on trees and running on walls
covered with vines, you simply hold forward as the direction to run or swing
and press square to jump or speed up. Apparently, its impossible to jump too
early or late during these sequences, so you dont even need to worry about
timing or accuracy. I just found myself holding forward
and continuously tapping the square button like a Track and Field game through
all of Kongs jungle chase sequences. When it comes to fighting, the Kong
segment becomes more interesting, as you have to fight off many small creatures
at once or face off against big foes like the T-Rex; this portion plays a lot like a
simplified wrestling game and can be quite dramatic to watch but repetitive to
play, consisting of only button-mashing.

<span style="font-size: 12pt; font-family: &quot;Times New Roman&quot;; font-weight: normal;"><img style="border: 0px;" src="/typeimage.php?color=orange&font=stencil&text=THE VERDICT&size=25" alt="The Verdict"/></span> 

<p class="MsoBodyText">I really wasnt expecting this much from a movie license,
but King Kong obviously had a lot of work go into it to make it something more
than just a movie cash-in. Though it is very linear and very short, it is
excellent at creating a rich visual, audio and emotional experience in an
extremely cinematic manner. Fans of the upcoming movie should definitely pick
this one up as it does both the movie and the video game format justice, but
casual gamers ought to give it a rental first, because youll probably be able
to beat it before you have to return it and make your decision based on that.<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=GAMEPLAY: 8.9&size=20" alt="GAMEPLAY: 8.9" /> <br />
Simplistic controls and premise, but the situations make the game tense and fun.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=GRAPHICS: 9&size=20" alt="GAMEPLAY: 9" /> <br />
Really beautiful textures, models and lighting effects, has a cinematic flare.</p>

<p><img style="border: 0px;"   src="/typeimage.php?color=black&font=stencil&text=SOUND: 9.2&size=20" alt="SOUND: 9.2" /> <br />
Excellent cinematic score, edge of your seat sound effects, star voice talent.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=FUN FACTOR: 9&size=20" alt="FUN FACTOR: 9" /> <br />
You always want to see what lies ahead on the Island, but your voyage ends up short.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=REPLAY VALUE: 7&size=20" alt="REPLAY VALUE: 7" /> <br />
Like a movie once is enough for a few months. You can go back and unlock things.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=orange&font=stencil&text=TOTAL SCORE: 8.6 &size=23" alt="TOTAL SCORE: 8.6" />

]]></description>
<pubDate>Mon, 05 Dec 2005 11:23:00 -0600</pubDate>
</item><item>
<title>Ubisoft Announces DS Titles</title>
<author>The Gaming Horizon Archive</author>
<link>http://www.gamebump.com/go/ubisoft_announces_ds_titles</link>
<guid>http://www.gamebump.com/go/ubisoft_announces_ds_titles</guid>
<comments>http://www.gamebump.com/go/ubisoft_announces_ds_titles#</comments>
<description><![CDATA[<p>Ubisoft has announced more titles they will be bringing to the Nintendo DS, they include Star Wars: Revenge of the Sith, King Kong, Bomberman and Tom Clancy's Splinter Cell Chaos Theory.</p><p>Star Wars and Splinter Cell are expected to release this spring followed by Bomberman this summer and King Kong around Christmas 2005. Yves Guillemot, CEO of Ubisoft said, &quot;We are proud to offer one of the most diverse line-ups of any major editor. Racing, platform, stealth, or action - there is truly something for all tastes.&quot;</p><p>This follows Ubisoft's previous release of Rayman DS, Sprung and Asphault: Urban GT.</p><p>Stay tuned for more as we get closer to these Ubisoft releases.</p> Originally written by Brian Mohr]]></description>
<pubDate>Wed, 23 Nov 2005 14:22:00 -0600</pubDate>
</item><item>
<title>GH Review: Dragon Quest VIII: Journey of the Cursed King (PS2)</title>
<author>Shiva Stella</author>
<link>http://www.gamebump.com/go/gh_review_dragon_quest_viii_journey_of_the_cursed_king_ps2</link>
<guid>http://www.gamebump.com/go/gh_review_dragon_quest_viii_journey_of_the_cursed_king_ps2</guid>
<comments>http://www.gamebump.com/go/gh_review_dragon_quest_viii_journey_of_the_cursed_king_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">Dragon Quest VIII:
Journey of the Cursed King is the latest installment in the famed Dragon
Quest series, originally helmed by former company, Enix, and now distributed
under the Square Enix moniker. The game was developed by Level 5, the people
behind Sonys <em>Dark Cloud </em>series (most
notably <em>Dark Cloud 2</em>), and features
characters designed by Akira Toriyama of <em>Dragon
Ball Z</em> fame. DQVIII also marks the series transition to full 3D, making
the game one of the last and finest visual treats well probably encounter on
the PlayStation 2. From the simple gameplay mechanics to the splendid
presentation and the dozens upon dozens of hours youll spend just playing
through the main plot, DQVIII is a definite winner this holiday season 
despite its lack of inventiveness and originality. 



<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">DQVIII begins with a cozy introduction of the primary cast;
youve the silent, heroic youth; the heros bigger, uglier sidekick, Yangus;
the giant toad, King Trode; and the lovely Princess Medea, who is presently a
horse. Some grave misfortune has fallen upon King Trode, as his entire kingdom
has been ravaged by uncontrollable thorn bushes and he and his daughter have
obviously been cursed  transformed into creatures  and the soul survivor of
the incident is our nameless hero. The fiend responsible for the curse is a
jester-mage called Dhoulmagus, and King Trode has employed our heros aid in
ascertaining Dhoulmagus whereabouts and forcing the maniac to reverse the
spell, which of course Dhoulmagus has absolutely no intention of doing. 



<p class="MsoNormal">During the initial stages of their quest King Trodes little
gang stumbles upon two other characters who have set their sights on Dhoulmagus
as well  lovely Miss Jessica, the games sex appeal, and the wanton Angelo,
who is much more interested in gambling and having a good time then acting out
the duties of his templar knights  and so the gang grows from a common goal:
the painful defeat of the sinister Dhoulmagus. Though the storys premise is
simple and direct, numerous twists and turns (which I wont spoil for you)
abound, and plot progression is presented via lively, shortened cutscenes.
Those tired of extensive, dramatic dialogue in the <em>Final Fantasy</em>/<em>Star Ocean</em>
franchises will find this a welcome addition, while those who crave more
engaging plots will still be satisfied with DQVIIIs offering.



<p class="MsoNormal">The gameplay is as simple as DQVIIIs plot players run
around the stunning environment in search of the next town and leads of Dhoulmagus
location. En route you encounter random battles that pit numerous opponents 
usually three to five  against the party of four. Upon entering the battle
gamers can opt to fight, flee, intimidate (attempt to frighten monsters away),
or set tactics for the rest of the team (if desired, the remaining three
characters can be set to various battle stratagems other than the default
follow orders selection, like show no mercy, dont use magic, and focus
on healing). Party status is displayed along the top of the screen while
attack commands are on the bottom, and these consist of attack, defend, items
(i.e., health), abilities (learned weapon skills), spells, and psyche-up (raise
attack power). Attacks are quick slices or thrusts with an equipped weapon, and
all attacks are shone in bright orange figures while remaining health for the
party briefly displays in subtracted white text. 



<p class="MsoNormal">For a slight twist, you can target a single opponent with
certain weapons while others enable you to select all of them, inevitably
dealing less damage overall but weakening all the foes on the field. Although
this is hardly innovative for an RPG, it does make random battling easier, as some
of the foes quickly wipe your party. The game makes use of some very difficult,
random opponents strewn between masses of easy victories, which keeps players
on their toes. Monsters also increase in difficulty when night approaches, and
this is a significant draw of the in-game clock; if you really want to
level-up, just go out at night and prompt a lot of random battling. The whistle
command, which summons foes to the group, is very convenient during leveling
sessions and enables you to avoid all the unnecessary running around to trigger
fights.



<p class="MsoNormal">One unique aspect that breaks the repetitiveness of random
battling is the different twist in status effects. Rather than stick to the
plain poison, paralysis, or cursed effects that every RPG includes, DQVIII also
makes use of dancing fevers and hand puppets. Its humorous to catch characters
laughing uncontrollably or snapping their fingers as they do a little dance.
Yet another intriguing difference between DQVIII and many recent RPGs is the
methodology for acquiring skills (abilities) and spells, as theyre learned in
a different manner; after a character levels, the gamer is granted stat points
to distribute among five selections, i.e. Yangus features a humanity
selection along with axe, club, scythe and fisticuffs (barehanded
fighting). After so many points are allotted to a selection, it grants the
bearer additional attack abilities and spells (heal, fire, etc). Each character
has a unique fifth listing akin to Yangus humanity; the unnamed hero utilizes
courage while Jessica aims for sex-appeal and Angelo focuses on (much needed,
and probably often used) charisma. Its a light, straightforward twist that
keeps the focus on the gameplay and plot premise rather than on stat
manipulation and skill acquisition, which is very fitting giving the games
simplistic atmosphere.



<p class="MsoNormal">As this is the first DQ game entirely done in 3D, its
important to note that Level 5 has managed to maintain the stylistic, anime
feel of the characters on a realistic backdrop. The game has a fantastic,
familiar presentation that adequately and aesthetically transitions the series
to full 3D, with cell-shaded characters reminiscent of the <em>Dragon Ball</em> series thanks to the employment of Akira Toriyama, the
animes character designer. The party is detailed if not stereotypical, and all
characters perform even the slightest of movements fluidly. The heros orange
coat flutters as he walks, characters blink their eyes and breathe easily,
Jessicas hair blows in the subtle breeze, and a slight shadow follows our
heros footsteps. 



<p class="MsoNormal">The immensity and beauty of DQVIIIs world is simply
astounding. The game features a non-demanding in-game clock with regular days
and nights, such that you can trace the suns path as it rises in the east and
sets in the west to a glorious display of orange skies. During the night the
skies appropriately darken, a thousand stars appear, and the moon shines
brightly down upon the party. In the daytime light, fluffy clouds float
overhead and the suns rays strike the camera. The landscape is a lush, vivid
green dotted with detailed trees, blades of grass, flowing waterfalls, and
superb ground texturing. As the player explores the pleasant countryside he
glimpses stray animals lazily grazing across the hills, small streams and
ruins, tiny cottages, and the typical dirt road. Dust kicks up from our heros
feet as he runs along in search of the nearest town, and foliage rustles in the
gentle wind. To say that the series has successfully transitioned into the 3D
world is an unbelievably crude understatement.



<p class="MsoNormal">Level 5 included a beautiful, lovely orchestral soundtrack
to accompany the games splendid visuals, and the two combine for a spectacular
presentation. Sweet violin music fills the air as the party wanders from town
to town, and each village has its own theme. Little ambient noises  characters
running, doors opening, monsters snarling, etc  support the audio along with
superb voiceacting. Characters in DQVIII occasionally feature heavy accents,
and while theyre all varied  Jessica has a proper British speech while Yangus
uses a thick, slum-British (nearly Australian, complete with crimey and
missing consonants)  they also aptly fit their characters, and none appear too
overdramatic or out of context. Overall, Level 5 has done a magnificent job in
localizing the game.



<p class="MsoNormal">Though DQVIII is cited as having more than 50 hours of
gameplay, Level 5 again went a step farther and included some side-quests and
various minigames. You can scour the land for mini-medals for a particular
princess, exploit King Trodes alchemy pot for some fun item creation, and even
prowl the casino grounds for honest, high-betting action. The alchemy itself
deserves particular mention, as players can spot item recipes (which the game
automatically logs for you) from most any bookshelf, which makes fashioning any
number of special, more powerful items incredibly convenient.



<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">Considering how wonderful the game has turned out, you
really have to forage for its faults, the primary of which for DQ fans is that
the game offers nothing terribly groundbreaking for either its series or genre;
if youve played any other turn-based RPG, the reason you're so instantly at home
with DQVIII is that its an upgraded game of yore, better tailored for the
nostalgic than those demanding a more innovative way to spend 50 hours.



<p class="MsoNormal">The games small cast and stereotypical characters arent as
engaging as those found in other, modern RPGs, which you may forgive depending
on how well you take to each character. The previously mentioned voiceovers,
while very well-done, do make abundant use of accented dialogue, which could
easily drive those more comfortable with typical, American English completely
insane.



<p class="MsoNormal">Im also not a fan of DQVIIIs more personal save system, as
it involves trekking to church every single time you need to save. Churches are
dotted throughout the countryside, and while theres usually one less than ten
minutes away from the current field location, why spend a minute rushing to a
church to fly through some chatty nuns dialogue every half hour? Save-anywhere
systems work best when theyre placed inside a simple save menu or activated through
an automatic checkpoint; however, its understandable that the games cozy
atmosphere is amplified by the church adventure log system which, if youre a
theologian, makes perfect sense  where else would you go to get saved? 



<p class="MsoNormal">My last gripe concerns the random battles and the
intentionally dumbed-down AI. As swarms of easy battles are strewn with the
occasional difficult batch of foes, youre sometimes going to die just by
stepping outside of town (and when you die, you lose half your money). To
combat this, Level 5 has opponents that will actually stop attacking to groom
themselves or get jiggy while your team stands there, weapons at the ready.
This system is rather functional, so Ive no idea why Level 5 also has
opponents that literally recast spells that cant affect your team members
because theyre already affected or immune. If this is to further counteract the
super difficulty of some random battles, why not just make all the worse foes
nocturnal? Enemies that recast the same ineffective spells over and over are
just stupid.



<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">Dragon Quest VIII: Journey of the Cursed King is going to
please series fans with its gorgeous transition to 3D while newcomers to the
franchise will be astounded by the pleasant visuals, welcoming atmosphere,
direct plot, and simple gameplay. Unfortunately the game doesnt have an
innovative leg to stand on, which may disappoint some DQ (and RPG) fans. The
accents are a little overdone, but add to the titles atmosphere. Overall, Dragon Quest VIII is just an extremely
enjoyable, beautiful, nostalgic, and engaging RPG for the PlayStation 2. This charming, atmospheric RPG is not to be missed.<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=GAMEPLAY: 9.6&size=20" alt="GAMEPLAY: 9.6" /> <br />
Not original, but still very solid and fun to play through. A good (but not dramatic) plot.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=GRAPHICS: 9.8&size=20" alt="GAMEPLAY: 9.8" /> <br />
Extremely good. A beautiful transition to 3D. Cute character/enemy design. Gorgeous environs.</p>

<p><img style="border: 0px;"   src="/typeimage.php?color=black&font=stencil&text=SOUND: 9.6&size=20" alt="SOUND: 9.6" /> <br />
Not as intense as the visuals, but still very solid. Heavily accented characters arent for all</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=FUN FACTOR: 9.6&size=20" alt="FUN FACTOR: 9.6" /> <br />
Youll really enjoy playing through it and probably get addicted very quickly.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=REPLAY VALUE: 8.7&size=20" alt="REPLAY VALUE: 8.7" /> <br />
High for an RPG, but Im also counting draw-in factor and side-quests. </p>

<p><img style="border: 0px;"  src="/typeimage.php?color=orange&font=stencil&text=TOTAL SCORE: 9.5 &size=23" alt="TOTAL SCORE: 9.5" />

]]></description>
<pubDate>Tue, 15 Nov 2005 21:16:00 -0600</pubDate>
</item><item>
<title>GH Review: Kingdom of Paradise (PSP)</title>
<author>Shiva Stella</author>
<link>http://www.gamebump.com/go/gh_review_kingdom_of_paradise_psp</link>
<guid>http://www.gamebump.com/go/gh_review_kingdom_of_paradise_psp</guid>
<comments>http://www.gamebump.com/go/gh_review_kingdom_of_paradise_psp#</comments>
<description><![CDATA[<p>This review was originally published on Gaming Horizon, GameBump's predecessor. Its format does not match our own but we support its content.  </p>

<p class="MsoNormal"><img style="border: 0px;" src="/typeimage.php?color=orange&font=stencil&text=THE LOWDOWN&size=25" alt="The Lowdown"/>



<p class="MsoNormal">The PlayStation Portables quality line-up is a slim one,
with <em>Grand Theft Auto: Liberty City
Stories </em>and <em>Wipeout Pure</em>  a
launch game  garnering most of the acclaim. The handhelds RPG line-up is even
slimmer: <em>Untold Legends: Brotherhood of
the Blade</em> is the only decent RPG the system has, and thats rather
degrading considering Sonys long-term relationship with Square Enix, which is
currently developing titles for the GameBoy Advance and DS. To offset this
significant drawback to PSP ownership, Climax has developed an action-RPG for
the PSP: Kingdom of
 Paradise. While the
game does have its drawbacks, it quickly becomes clear that its the best
(action) RPG the system has to offer. Whether that says more for the game or
the handheld is up to you.



<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">Kingdom of Paradise is set in the land of Ouka,
more than 300 years after the Seima-Ouka war. Though Seima itself was an
advanced civilization looking to expand its empire, it still lost to Ouka, a continent
divided amongst five clans: the Suzaku, Kirin,
Byakko, Genbu, and Seiryu. The game casts players as Shinbu, a former Seiryu
disciple who was exiled from his clan as punishment for a stupid, childish act.
Shinbu quickly meets up with Sui Lin, a Seiryu disciple who is fleeing the
Seiryu temple and the death and destruction the Kirin
forces have wrought there. Sui Lin informs Shinbu that their master  indeed,
their entire clan  is dead, and that if they want to rebuild the Seiryu
theyll need to locate their clans special sword, which was stolen by the Kirin. Soon it becomes apparent that the Kirin are after
all the clan swords, and the remaining lords, urged on by Shinbu, have to
present a united front against the Kirin if they hope to avoid the Seiryus
fate. Though the story is simple and predictable, its adequate for a handheld
title and provides a decent backdrop to the games events.



<p class="MsoNormal">As an action-RPG, Kingdom
 of Paradise makes heavier
use of combat skills than it does a storyline or leveling-up. The game features
a two-fold combo system consisting of bugei scrolls and kenpu (attack forms). The
bugei scrolls are all aligned with a particular clan, and each clan has an
element (fire, earth, metal, water, and wood). Once youve acquired a significant
amount of kenpu for each clan, you can add the pieces to your appropriate bugei
scrolls to create elemental combos; each bugei scroll houses a distinct number
of kenpu slots, and these slots are in turn numbered to correspond to
particular kenpu forms. The completed combos are fun to watch, and you can even
create your own combos via free form bugei scrolls, which enable you to
choose the most devastating attacks from varied clan forms and string them
together. The system sounds extremely complicated and is quite unintuitive to
manage, but players quickly adjust.



<p class="MsoNormal">To add a creative touch to combat, Climax also utilized the
elemental clan forms in chi attacks, which are essentially short, decisive
magical attacks that you charge up via square. Each clan has its own special
elemental chi, and as some elements are weaker/stronger in relation to others,
some strategy is used in determining the appropriate chi (or even attack form) for
any given opponent. The Kirin, for example,
are the primary bad guys and are aligned with earth attacks, which are weak to
the Seiryus wood attacks. As Shinbu begins the game as an ex-Seiryu, hes
immediately got access to the Kirins greatest
weakness and players waste no time in leveling up their wood chi, which
progresses with each use. This system also applies to basic combo attacks;
using Genbu (water) attacks against the Kirin drastically prolongs the fight,
as the Kirins earth attacks are strong
against water. For added combat depth, the system can also easily work against
you; when fighting a Byakko (metal) opponent, Shinbu is automatically
disadvantaged, as metal is strong against the Seiryus wood attacks; in short,
youd better focus on acquiring as many different kenpu and chi forms as you
can, and thankfully kenpu is dropped by fallen opponents.



<p class="MsoNormal">Enemies in Kingdom
of Paradise range from the typical Kirin swordsman to the unusual mythological beast (giant
scorpion, Diablo creature, etc), and all are smart enough to run up and start
swinging as soon as they spot Shinbu. Opponents also include thieves, archers,
and some animals (for instance, bats). For the most part, you encounter them as
youre en route from point A to point B, and as the game features some of the
most expansive environments Ive seen on the PSP, you fight often. Kirin pop out of the water, jump over bushes, drop from
the sky, and once defeated, crumble to the earth. Enemy attacks are extremely
simple and usually consist of the one-two swipe variety, which gives Shinbu and
his occasional traveling companion (Sui Lin) an immediate advantage, further
extended by the Kirins total abandonment of chi. Players can literally go
through the game using only wood bugei and chi, slaying masses of Kirin while they traverse Ouka. 



<p class="MsoNormal">Climaxs action-RPG makes great use of these large
environments, and the games five regions are connected via long roadways
always visible on the world map as well as the simple overlay map. The
landscape is dotted with foliage, poisonous pools, lakes and ponds, rushing
waterfalls, large rocks and cliff sides, and good, detailed texturing. You can
easily spy wood graining in the floors and the mythical inscriptions on stone
monuments. Clouds float overhead, and at appropriate times players can stop to
gaze at beautiful sunsets. Chi, the most vivid visual display during gameplay, is
bright and colorful and visually supports all of Shinbus fancy combat
maneuvers. Characters are equally as detailed and creatively designed (with
Shinbu perhaps the only exception), and the game makes use of full,
console-like cutscenes with model close-ups and actual lip movements, though
characters do lack any significant change in facial expression. 



<p class="MsoNormal">The games audio elements are quite impressive, as ambient
noises like footfalls and attack swipes add to the satisfying (albeit strange)
presentation. Climax opted for voiceacting over plain text for dialogue, which gives
the game a quirky aspect and is definitely unique for a PSP title. Some of the
voiceovers are spot-on and very realistic, while others sound like theyre
ripped from a very cheese anime. Climax also provided a real soundtrack for the
game, which is another pleasant PSP bonus; music is either very lively or slow
and sweet, embellished with flutes and chimes. The battle theme does a nice job
of establishing an exciting mood as the Kirin
rush you.



<p class="MsoNormal">Theres a multiplayer, ad hoc option for those with friends
harboring PSPs and their own copies of Kingdom of Paradise,
and the game loads up your saved Shinbu, so the player with the most advanced
Shinbu wins. In a refreshing move, Climax also added infrastructure support for
gamers whod love to download extra kenpu and other, exclusive online content.
However, youve first got to hop on your PC to acquire a password to enter on
your PSPs download page, which seems like an unnecessary mess. Why not just
include the password in the game manual?



<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">Quite possibly the games worst point, besides its somewhat
lackluster intrigue, is its missing block feature. Though you can block by
mashing the same button you use to attack, youll rarely pull it off, as once
caught in an enemys combo youre nothing but juggled meat and absolutely
powerless to defend yourself. Added frustration comes from the fact that once
Shinbu does manage to remove his face from the floor, he tends to go right back
down again, as the game uses an auto-targeting feature that doesnt completely
and accurately target. Shinbu will stand and look in the vicinity of his
opponent, but not directly at him; this means that certain swipes in Shinbus
combos are going to miss his enemy entirely, while his enemys attacks will
strike Shinbu dead-on. The only way to combat this painful gameplay aspect is
to hope you can stand and circle your opponent faster than your opponent can
start swinging again, and this  at best  is 50/50. Expect a lot of
unnecessary deaths because Climax left out a functioning blocking mechanic  a
shame for any action game. 



<p class="MsoNormal">Perhaps to counter this problem, Kingdom of Paradise
has very stupid bad guys. Enemies stand and wait for Shinbu to approach, which
leaves them open to his sword-throw attack; you can literally spend ten minutes
tossing your sword at opponents who are off-screen. If you do decide to plunge
head-first into the foray, the Kirin will
surround you and stand there, so you can attack them at your leisure. To spare
yourself the misery of slaying imbeciles, just use your chi, which  beyond
level one  is way too powerful. Why even bother using your sword when you can
just blast foes with a single chi attack? This is further compounded by the
games strong/weak elemental system, which is used only superficially, as the
majority of opponents are Kirin (earth) and
easily bested by Seiryu (wood) attacks. And dodging a dead thiefs bomb isnt
skill  its a cheap attempt at adding difficulty.



<p class="MsoNormal">The menu system used for managing bugei and kenpu is simple,
yet overly complicated, with very unintuitive controls; youll catch yourself
cycling through pages of kenpu instead of equipping a bugei scroll, or
un-equipping bugei when you intend to add kenpu to a new scroll. At least at
the start, youll often be unsure of what button to push to get to the next
menu layer thatll let you do what youve already been attempting for the
previous 40 seconds, making the menu system cumbersome. 



<p class="MsoNormal">The cutscenes, which have as many cheesy voiceovers as they
do good ones, heavily feature poor, sappy, teenage dialogue that tries to put
on an adult face by using big or just foul and inappropriately placed words. Coming
out of the mouth of an idiot character, bitch at awkward moments only serves
to cheapen the presentation. A note to all developers: pick a presentation
style and stick to it. Burdensome complexities in a light, anime-like
action-RPG are both stupid and un-cool. The cutscenes also start with a slight
graphical catch as Shinbus movements freeze the moment before you lose
control of him, and stay frozen for two-three seconds. 



<p class="MsoNormal">The games camera isnt fixed, but you cant control it,
either; it moves in and out as Shinbu wanders from room to room, and the area
presented on-screen is often too small to adequately determine your immediate
environment. This really becomes a problem during boss battles, as you run
around the area with the camera constantly moving when youd much rather just
grab it and focus it on a particular spot where youre fighting, or pull it
back so you can see whats around you.



<p class="MsoNormal">As for traveling, to break up the monotony Climax included
some boxes and jugs for you to break, but these items are far from offering
interactivity. There are also times when you needlessly wander the countryside
in search of a particular NPC or event trigger, and I say needlessly because
the game doesnt always keep your objectives list updated. When the list is
updated, however, youll still spend some time just scouring towns for
particular shops or NPCs, as the towns are huge and the overlay map lacks any
kind of target objectives; there are no dots, triangles, squares, or other symbols
of note on the overlay map. You just sort of talk to people and hope you prompt
an event.



<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">While Kingdom
 of Paradise does have
several faults, the most hindering being the camera and the lack of a proper
blocking mechanism, the game is still the best RPG on the PSP, and also one of
the handhelds better games. Its good presentation, though riddled with
quaint, inappropriate dialogue, is bolstered by the games strong visuals,
console-like cutscenes, and musical themes. If Climax had spent more time
tweaking the menu system, adding camera control, and giving us blocking and
targeting abilities, Kingdom
 of Paradise would have
been the perfect PSP gift this holiday season. At it stands, though, its
enjoyable  but also mediocre. 

	<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=GAMEPLAY: 7.4&size=20" alt="GAMEPLAY: 7.4" /> <br />
Broken blocking and auto-targeting mechanics. Annoying camera. Over-powerful chi.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=GRAPHICS: 8.5&size=20" alt="GAMEPLAY: 8.5" /> <br />
A nice visual presentation with polish. Full cutscenes.</p>

<p><img style="border: 0px;"   src="/typeimage.php?color=black&font=stencil&text=SOUND: 8.3&size=20" alt="SOUND: 8.3" /> <br />
Pleasant background music and (some) voiceovers. Good ambient noises that intensify as you near</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=FUN FACTOR: 7.2&size=20" alt="FUN FACTOR: 7.2" /> <br />
Youll enjoy the game, as it grows on you. </p>

<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=REPLAY VALUE: 7.4&size=20" alt="REPLAY VALUE: 7.4" /> <br />
Ad hoc support is a nice addition, surpassed only by online content. But no online multiplayer.</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>Mon, 14 Nov 2005 16:15:00 -0600</pubDate>
</item><item>
<title>New Kingdom of Paradise Screenshots</title>
<author>Tim Grube</author>
<link>http://www.gamebump.com/go/new_kingdom_of_paradise_screenshots</link>
<guid>http://www.gamebump.com/go/new_kingdom_of_paradise_screenshots</guid>
<comments>http://www.gamebump.com/go/new_kingdom_of_paradise_screenshots#</comments>
<description><![CDATA[<p><i>This article was originally published on Gaming Horizon, GameBump's predecessor. Certain formatting, imaged, and embedded content may have been lost in the transition process.</i></p><p>Sony has been pretty quiet about Kingdom of Paradise, but the company released new screenshots today. The game is due out on November 15 for the PSP.
<p>]]></description>
<pubDate>Thu, 03 Nov 2005 12:28:00 -0600</pubDate>
</item><item>
<title>GH Preview: Dragon Quest VIII: Journey of the Cursed King (PS2)</title>
<author>Shiva Stella</author>
<link>http://www.gamebump.com/go/gh_preview_dragon_quest_viii_journey_of_the_cursed_king_ps21</link>
<guid>http://www.gamebump.com/go/gh_preview_dragon_quest_viii_journey_of_the_cursed_king_ps21</guid>
<comments>http://www.gamebump.com/go/gh_preview_dragon_quest_viii_journey_of_the_cursed_king_ps21#</comments>
<description><![CDATA[<p>This preview was originally published on Gaming Horizon, GameBump's predecessor. Its format does not match our own but we support its content.  </p>

<p class="MsoNormal"><img  style="border: 0px;" src="http://www.gamebump.com/typeimage.php?color=orange&font=stencil&text=THE BUZZ&size=25" alt="The Buzz" />



<p class="MsoNormal">Dragon Quest VIII: Journey of the Cursed King is the latest
installment in the famed <em>Dragon Quest</em> series, originally helmed by former
company, Enix, and now distributed under the Square Enix moniker. The game is
being developed by Level 5, the people behind Sonys <em>Dark Cloud</em> series (most
notably <em>Dark Cloud 2</em>), and we were fortunate enough to receive an English build
to update us on the basic plot, visuals, and gameplay mechanics. Needless to
say, were impressed  very. 



<p class="MsoNormal">DQVIII begins with a cozy introduction of the primary cast;
youve the silent, heroic youth; the heros bigger, uglier sidekick, Yangus;
the giant toad, King Trode; and the lovely Princess Medea, who is presently a
horse. Some grave misfortune has fallen upon King Trode, as his entire kingdom
has been ravaged by uncontrollable thorn bushes and he and his daughter have
obviously been cursed  transformed into creatures  and the soul survivor of
the incident is our nameless hero. The fiend responsible for the curse is a
jester-mage called Dhoulmagus, and King Trode has employed our heros aid in
ascertaining Dhoulmagus whereabouts and forcing the maniac to reverse the
spell, which of course Dhoulmagus has absolutely no intention of doing. <p class="MsoNormal">During
the initial stages of their quest King Trodes little gang stumbles upon two
other characters who have set their sights on Dhoulmagus as well  lovely Miss
Jessica and the wanton Angelo  and so the gang grows from a common goal: the
painful defeat of the sinister Dhoulmagus. Though the storys premise is simple
and direct, numerous twists and turns (which I wont spoil for you) abound, and
plot progression is presented via lively, shortened cutscenes. Those tired of
extensive, dramatic dialogue in the <em>Final
Fantasy</em>/<em>Star Ocean</em> franchises
will find this a welcome addition, while those who crave more engaging plots
will still be satisfied with DQVIIIs offering.



<p class="MsoNormal">The gameplay that we sampled is also extremely simple 
players run around the stunning environment in search of the next town and
leads of Dhoulmagus location. En route you encounter random battles that pit
numerous opponents  usually three to five  against the party of four. Upon
entering the battle gamers can opt to fight, flee, intimidate (attempt to
frighten monsters away), or set tactics for the rest of the team (if desired,
the remaining three characters can be set to various battle stratagems other
than the default follow orders selection, like show no mercy, dont use
magic, and focus on healing). Party status is displayed along the top of the
screen while attack commands are on the bottom, and these consist of attack,
defend, items (i.e., health), abilities (learned weapon skills), spells, and
psyche-up (raise attack power). Attacks are quick slices or thrusts with an
equipped weapon, and all attacks are shone in bright orange figures while
remaining health for the party briefly displays in subtracted white text. 



<p class="MsoNormal">One unique aspect that breaks the repetitiveness of random
battling is the different twist in status effects. Rather than stick to the
plain poison, paralysis, or cursed effects that every RPG includes, DQVIII also
makes use of dancing fevers and hand puppets. Its humorous to catch characters
laughing uncontrollably or snapping their fingers as they do a little dance.
Yet another intriguing difference between DQVIII and many recent RPGs is the
methodology for acquiring skills (abilities) and spells, as theyre learned in
a different manner; after a character levels, the gamer is granted stat points
to distribute among five selections, i.e. Yangus features a humanity
selection along with axe, club, scythe and fisticuffs (barehanded
fighting). After so many points are allotted to a selection, it grants the
bearer additional attack abilities and spells (heal, fire, etc). Each character
has a unique fifth listing akin to Yangus humanity; the unnamed hero utilizes
courage while Jessica aims for sex-appeal and Angelo focuses on (much needed,
and probably often used) charisma. Its a light, straightforward twist that
keeps the focus on the gameplay and plot premise rather than on stat
manipulation and skill acquisition, which is very fitting giving the games
simplistic atmosphere.



<p class="MsoNormal">As this is the first DQ game entirely done in 3D, its
important to note that Level 5 has managed to maintain the stylistic, anime
feel of the characters on a realistic backdrop. The game has a fantastic,
familiar presentation that adequately and aesthetically transitions the series
to full 3D, with cell-shaded characters reminiscent of the <em>Dragon Ball</em> series thanks to the employment of Akira Toriyama, the
animes character designer. The party is detailed if not stereotypical, and all
characters perform even the slightest of movements fluidly. The heros orange
coat flutters as he walks, characters blink their eyes and breathe easily,
Jessicas hair blows in the subtle breeze, and a slight shadow follows our
heros footsteps. 



<p class="MsoNormal">The immensity and beauty of DQVIIIs world is simply
astounding. The game features a non-demanding in-game clock with regular days
and nights, such that you can trace the suns path as it rises in the east and
sets in the west to a glorious display of orange skies. During the night the skies
appropriately darken, a thousand stars appear, and the moon shines brightly
down upon the party. In the daytime light, fluffy clouds float overhead and the
suns rays strike the camera. The landscape is a lush, vivid green dotted with
detailed trees, blades of grass, flowing waterfalls, and superb ground
texturing. As the player explores the pleasant countryside he glimpses stray
animals lazily grazing across the hills, small streams and ruins, tiny
cottages, and the typical dirt road. Dust kicks up from our heros feet as he
runs along in search of the nearest town, and foliage rustles in the gentle
wind. To say that the series has successfully transitioned into the 3D world is
an unbelievably crude understatement.



<p class="MsoNormal">Level 5 included a beautiful, lovely orchestral soundtrack
to accompany the games splendid visuals, and the two combine for a spectacular
presentation. Sweet violin music fills the air as the party wanders from town
to town, and each village has its own theme. Little ambient noises  characters
running, doors opening, monsters snarling, etc  support the audio along with
superb voiceacting. Characters in DQVIII occasionally feature heavy accents,
and while theyre all varied  Jessica has a proper British speech while Yangus
uses a thick, slum-British (nearly Australian, complete with crimey and
missing consonants)  they also aptly fit their characters, and none appear too
overdramatic or out of context. Overall, Level 5 has done a magnificent job in
localizing the game.



<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">Dragon Quest VIII: Journey of the Cursed King is going to
please series fans with its gorgeous transition to 3D while newcomers to the
franchise will be astounded by the pleasant visuals, welcoming atmosphere,
direct plot, and simple gameplay. This
will definitely be a must-have game this holiday season. Expect to pick
this one up come November 15 and be amazed.

]]></description>
<pubDate>Wed, 26 Oct 2005 16:22:00 -0500</pubDate>
</item><item>
<title>GH Review: Makai Kingdom: Chronicles of the Sacred Tome (PS2)</title>
<author>The Gaming Horizon Archive</author>
<link>http://www.gamebump.com/go/gh_review_makai_kingdom_chronicles_of_the_sacred_tome_ps2</link>
<guid>http://www.gamebump.com/go/gh_review_makai_kingdom_chronicles_of_the_sacred_tome_ps2</guid>
<comments>http://www.gamebump.com/go/gh_review_makai_kingdom_chronicles_of_the_sacred_tome_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 Eric Dayday.</p><p><img style="border: 0px;" src="/typeimage.php?color=orange&font=stencil&text=THE LOWDOWN&size=25" alt="The Lowdown"/><br /><br />Nippon Ichi is most likely not as familiar to most of you as, say, Square Enix/Squaresoft. They have been churning out RPGs in Japan for years  most of them selling very well. On this side of the Pacific this company is more notable as the brainchild of<em> La Pucelle: Tactics,</em> <em>Disgaea</em>, and <em>Phantom Brave</em>, all of which were received fairly well by the RPG fanbase here in the states. Earlier this summer, we were treated with <em>Atelier Iris: Eternal Mana</em>, and a mere month later, NIS America has blessed us with Makai Kingdom: Chronicles of the Sacred Tome. Following the same vein as their previous strategy RPGs, is Makai Kingdom different enough to stand out amongst them?<br /><br /><img style="border: 0px;"   src="/typeimage.php?color=orange&font=stencil&text=THE GOOD&size=25" alt="The Good"/><br /><br />Before I get into anything about the graphics or the gameplay, let me get this out of the way  Makai Kingdom is just plain funny. It continues the trend of comedic value that Disgaea and company set. The script is hilarious and wryly written, and the delivery of the lines is spot-on most of the time. However, I will say that it is weird to hear Crispin Freeman, who voices the main protagonist stuck-in-a-book Lord Zetta, hit some of those spots. Im used to hearing him in much more serious roles (Togusa from <em>Ghost in the Shell: SAC</em> or Regal from last summers<em> Tales of Symphonia</em>).<br /><br />Now you may be asking yourself, Lord Zetta is stuck in a book? Indeed he is folks. The absurdity that is the story is another one of Makais funny parts. Lord Zetta is an overlord, and is in fact the most powerful overlord in the universe due to his manna power. However, one day he finds the secret tome in his overworld and sees that the tome predicts that Zettas foolishness will bring doom to his beloved overworld. Slighted by this comment, Zetta destroys the book, but in doing so he also destroys his overworld, thus fulfilling the tomes prophecy.<br /><br />With Zetta stuck as a book, he is dependent on someone else to do the grunt work for him  that is where you come in. With the ability to bind souls to objects, you will be able to create a small little army to do Zettas dirty work for him. What object you decide to bind a soul to will affect the created characters base stats. A rock, for example, will give a +1% bonus to defense which is ideal for a frontline warrior, whereas a weed will create one with a +1% bonus in intelligence but a -1% penalty in attack, which would have you lean towards making a magician or witch. Of course, you dont have to make them those job classes, but it would be smarter to take advantage of those bonuses or make those penalties less of a weakness.<br /><br />This leads us to Makais main strength  customization. There are only a handful of job classes available at the start, but as you level up in certain ones, youll open up a lot more strong jobs, such as archers, the Nippon Ichi staples Prinnies, and the irresistibly cute Hell Kitties.<br /><br />As complicated as these types of games are, equipment is thankfully simplified; anyone can equip anything and everything. The catch is that some jobs are better with certain weapons and armor, and by equipping them with those armaments, it will grant them bonuses to stats like attack and movement. The game helps you see what items a character excels with by attaching the word expert to the end of the items name. Its safe to say that trying to fill up one of your underlings with expert weapons is the route to go, though there are times where you will want to keep someones hands empty, which Ill get to later.<br /><br />For those familiar with Nippon Ichis previous strategy RPGs, Makai Kingdom plays almost exactly like those with a few tweaks here and there. For those who arent, Ill outline the basics of Makais. At the beginning of the battle, you use Zetta to invite characters into the battlefield. Instead of the usual grid-type movement most associated with Final Fantasy Tactics, we get a sort of free-roaming moving mechanic. A red circle will show the radius in which the character can move, but you can move him/her anywhere within that circle. Attack works almost the same. A red circle just like when moving will show you where you can attack, and then you use a wire grid frame to select what the unit will attack. Area attacks will not distinguish between enemy and friendly units so going all-out during battles isnt always the best strategy to use.<br /><br />Makais battle system is turn-based, not initiative-based. This means you can do whatever you want and when youre finally done, you end your turn so that the enemy can do the same to you. This adds another layer of strategy as you can use hit-and-run tactics since your target cant move until you have finally ended your turn. Of course, this is a double-edged sword and the computer AI isnt afraid to pull the same kind of tactic. And because you can have all of your characters act in a single turn, the ability to combo on a single enemy becomes another useful strategy. Having multiple units focus on a single enemy will unleash tons of damage upon them.<br /><br />I mentioned that Makai Kingdom features some new battle mechanics, the first of which is the introduction of facilities and vehicles onto the battlefield. Facilities are just buildings, but if you happen to have a few characters in a building during a battle, they will receive some sort of stat bonus. Hospitals will restore hit points, placing a character in a school will give them 50% more experience per turn, and characters deployed from a shop will earn money bonuses. It is always advantageous to use facilities, but earning new facilities takes massive amounts of manna (which is earned during fights and definitely takes some time to gather); wishing for a new facility may even cost you the life of one of your units. Also, if a building is destroyed while some units are still in it, you will lose those you had in there for the rest of the battle.<p><br /><br />Vehicles, which can be bought if you have the right facilities on the home overworld, control just like a regular foot unit, and is in fact controlled by one of them. The vehicles will take damage before the unit controlling it does, so dont be afraid to let a vehicle take a bruising every now and then. Suffice to say, vehicles easily have the advantage over foot soldiers as they are usually much more powerful and can cover ground a lot quicker. However, you cannot use any of the units personal skills unless you remove them from the vehicle, which isnt such a big deal considering that turns arent based on initiative.<br /><br />The last innovative mechanic is extensions. In some battles, throwing an item out-of-bounds or destroying a key character/item will open up an extension of the battlefield. Doing so will make the area larger, in some cases doubling and tripling the size of the map. Battles dont end when all the characters are defeated  instead Makai Kingdom opts for a points system in which you can choose to end the battle if youve met the minimum point requirement or to continue fighting. Because of that feature, its smart to find these extensions wherever you can as they usually lead to areas with more treasure and much tougher enemies, which almost always equals more experience.<br /><br /><img style="border: 0px;" src="/typeimage.php?color=orange&font=stencil&text=THE BAD&size=25" alt="The Bad"/><br /><br />Makai Kingdom is a great game and all, but I had a hard time shaking the been there, done that feeling because this really is just Disgaea and Phantom Brave with a new story and some slightly new battle features despite the back cover advertising it as much more than just Disgaea with a fresh coat of paint. Its basically the same game most of us have been playing for years, but fortunately the additions to the gameplay freshen it up enough to at least give some players incentive to try it out.<br /><br />The story isnt all the great either, but then again, I dont think most people will be playing this game for its story. Its definitely not enough to play through multiple times. However, for the completionists out there, this game is right up their alley as I can see gamers logging in well over 150 hours trying to get every little facility and vehicle and then laughing on gaming forums about how their first apprentice is now level 9999. (Note: yes folks, levels go past the 99/150/255 barrier here. Hell, Lord Zetta starts out at level 2000)<br /><br />And as complicated as this game is, power leveling can make things a lot easier. Hit a roadblock? Then head on over to the free dungeons where you can beat up on enemies over and over again until youre at a level at which youll overpower everything on the map. This turns progression into a matter of spending time to level rather than using strategy to win a fight.<br /><br />The graphics arent all that great either. They actually look borderline PSone-ish at times. I dont mind the chibi characters at all, but the entire package screams outdated graphics.<br /><br />The battle maps are quite a challenge to traverse also. Though the movement system isnt grid-based, the maps look like they were meant for it as youll see plenty of sharp corners and blocky rises everywhere. Trying to position a unit in the spot you want can be a battle itself sometimes. Even worse is targeting an attack. There is a radius in which you can aim an attack, but if you reach the limit, sometimes you wont even know it because the camera will continue on in whatever direction you were pressing while the target cursor remains trapped on the outer radius of the target circle. It wouldve been nice had they cleaned that up a bit.<br /><br />Lastly, the throw mechanic seems virtually useless. To throw something, you have to throw whatever you have in your hands, like a weapon, away, pick up the item you want to throw, throw that, then pick up the weapon and re-equip. Its just too much hassle for so little a reward. The main reason why youd throw something is to open up extensions and most of the time you can just kill the key character to do so. Throwing is really just another unnecessary complication that didnt need to be left in.<br /><br /><img style="border: 0px;" src="/typeimage.php?color=orange&font=stencil&text=THE VERDICT&size=25" alt="The Verdict"/><br /><br />Despite Makai Kingdom: Chronicles of the Sacred Ground retreading a lot of ground that Nippon Ichi has already covered, its still a pretty darn good game. This isnt going to attract the casual gamer, as the amount of micromanaging in this game will turn most of them off, and it wont push the numbers of a <em>Final Fantasy</em>, but it will definitely satisfy the niche market that is the hardcore RPGer. Theres plenty to do with some hefty gameplay elements that ought to keep them busy for hours on end. If youve been a fan of NIS for a while, then you wont be disappointed at all as long as you arent looking for an entirely new experience; for everyone else, be warned that if you arent willing to invest a chunk of your life into this, youll need to look somewhere else on the shelf.<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=GAMEPLAY: 8.8&size=20" alt="GAMEPLAY: 8.8" /> <br />
There is so much to do and master. Your heads will spin when you see the customization options.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=GRAPHICS: 6&size=20" alt="GAMEPLAY: 6" /> <br />
Love the chibi characters, hate the outdated graphics.</p>

<p><img style="border: 0px;"   src="/typeimage.php?color=black&font=stencil&text=SOUND: 7.7&size=20" alt="SOUND: 7.7" /> <br />
Excellent voiceacting; some tracks will start you whistling, but others seem recycled.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=FUN FACTOR: 7.2&size=20" alt="FUN FACTOR: 7.2" /> <br />
Its overcomplicated nature zaps some of the fun, but not all of it. Game sports awesome humor.</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 />
You wont play it through multiple times, but you will log 100+ hours if you want everything.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=orange&font=stencil&text=TOTAL SCORE: 7.6 &size=23" alt="TOTAL SCORE: 7.6" />

]]></description>
<pubDate>Tue, 09 Aug 2005 17:37:00 -0500</pubDate>
</item><item>
<title>GH Review: Shaman King: Master of Spirits 2 (Game Boy Advance)</title>
<author>The Gaming Horizon Archive</author>
<link>http://www.gamebump.com/go/gh_review_shaman_king_master_of_spirits_2_game_boy_advance</link>
<guid>http://www.gamebump.com/go/gh_review_shaman_king_master_of_spirits_2_game_boy_advance</guid>
<comments>http://www.gamebump.com/go/gh_review_shaman_king_master_of_spirits_2_game_boy_advance#</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 />Shaman King: Master of the Spirits 2 is a sequel to last years under-the-radar title, which in turn is based on Fox Networks Saturday morning cartoon <em>Shaman King</em>. For those unfamiliar with the anime, Shaman King involves a young boy named Yoh and his quest to enter the Grand Shaman Tournament which is held every 500 years. The winner receives the King of Spirits which grants considerable power  enough to change the world. But, the King of Spirits has grown silent and so the tournament has been delayed. That, however, isnt enough for Yohs evil older brother, Zeke, to find a way to take the King of Spirits for himself to create a world of only shamans.<br /><br /><img style="border: 0px;"   src="/typeimage.php?color=orange&font=stencil&text=THE GOOD&size=25" alt="The Good"/><br /><br />Knowing Shaman Kings main story isnt all that important as the game mostly plays like a sidestory more than anything else. I dont follow the show myself, but even I was able to pick up on the story, though in Master of the Spirits 2 it is pretty skimpy.<br /><br />For those not familiar with this or the previous Shaman King GBA release, this games closest relative would be <em>Castlevania: Aria of Sorrow</em>. It plays like a watered-down version of that game which makes sense considering that both were developed by Konami and that MotS 2 is aimed squarely at the children. Though not setup in one large castle, MotS features an overworld map with a number of dots marking side scrolling stages in which Yoh will jump and slash his way through a fair amount of enemies.<br /><br />In another nod to Aria of Sorrow, MotS features a guardian ghost system that has more than its fair share of similarities to AoS spirit system. As the game progress, youll collect a ghost here and there and each ghost gives Yoh some sort of ability, such as a longer jump, the ability to shoot projectiles, or block attacks, when equipped. What makes the system here a little more user friendly than Aria of Sorrows constant switching is that Yoh is initially given four decks (new decks can be bought at shops for a maximum of ten decks). You can set up each deck for a specific purpose. For example, you can have one deck that turns Yoh into a bruising tank while having two other setups for underwater and ice stages. And you can switch a deck on the fly by hitting select. Yoh only starts out with one equip-able slot per deck, but as he finds more equipment hell be able to attach up to five guardian ghosts per deck, which leaves you up to 50 slots to assign. Considering that there are over 70 Guardian ghosts to collect, the amount of combinations is tremendous.<br /><br />The guardian ghost system goes deeper by introducing new techniques that are only unlocked by combining the right guardians together. The best part is that once you unlock the technique, you dont have to remember the correct setup of ghosts as the game will add the new technique to your guardian list and will automatically equip the right guardians to a deck when the technique is selected. Though there arent more than a handful of these abilities, the fact that it is in the game is a welcomed addition.<br /><br />Not having played a GBA Castlevania in quite sometime, it was nice to see that Konami didnt shortchange the game in the graphics department. It doesnt share the same dark gothic atmosphere as that great series, instead swapping the palette with bright colorful backgrounds which is very fitting. The character sprites are also very bright and colorful and feature wonderfully smooth animations. Also, when activating a guarding ability, the game will randomly freeze and a nicely drawn interpretation of the Guardian ghost will flash on screen. However, there are times I wish I could turn this option off as sometimes it really interferes with flow of the game.<br /><br /><img style="border: 0px;" src="/typeimage.php?color=orange&font=stencil&text=THE BAD&size=25" alt="The Bad"/><br /><br />On the technical side of things, theres not much to complain about  decent gameplay, a deep spirit system, and some nice graphics and music tracks. Beyond that though, Master of the Spirits falls short, literally, in a lot of ways.<br /><br />Shaman King is one short game. I was able to go from start to finish with more than 80% of the ghosts found in less than eight hours. Thats shorter than what seems like most movies these days. And part of the short game time is that the game is woefully easy. Some of the ghosts are given to you by defeated bosses, but most are either in clear daylight or the enemy that drops the ghost flashes white. Thus you could really just fly through the stages by avoiding every enemy except the ones carrying ghosts since you dont gain any experience points by defeating them. The RPG leveling-type system from Castlevania would have alleviated this problem and probably would have added a couple of hours to the gameplay. But, that would have made this title a little less accessible to the kids, so I wont condemn this game just for that.<br /><br />Another gripe is that despite the large number of ghosts available, I only ended up using a handful of them. And despite using so little, I was still able to whiz right through the game, as the ones necessary to continue on are always given to you. And when you are given a new ghost, its one with an ability that just screams at you to tell you which stage to attack next.<br /><br />And now for one last complaint. Though this is very nitpicky, I didnt like the control when using the Chloe ghost, which gives you an extendable grappling hook  it just didnt feel tight and refined. Though there arent many times when its use is necessary for progression, those parts can and will get frustrating because of the way Yoh controls in the air with Chloe.<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 can get past the brevity and the fact that this game is aimed for kids, then Shaman King: Master of the Spirits 2 may just be a game GBA owners with a penchant for action platformers could grow fond of. It offers some decent gameplay with a deep guardian ghost system along with some impressive graphics. Moreover, Castlevania fans will get a kick out of playing a game that really is just a stripped-down version Aria of Sorrow and may even fill the void until Soma Cruzs sequel, <em>Dawn of Sorrow</em>, hits the DS later this year.<br /><br />
	<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=GAMEPLAY: 7.5&size=20" alt="GAMEPLAY: 7.5" /> <br />
Deep Guardian ghost system. Castlevania-style gameplay is always a plus.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=GRAPHICS: 7.7&size=20" alt="GAMEPLAY: 7.7" /> <br />
Bright colorful graphics and smooth animations complete the package.</p>

<p><img style="border: 0px;"   src="/typeimage.php?color=black&font=stencil&text=SOUND: 7.1&size=20" alt="SOUND: 7.1" /> <br />
Some tracks are nice, most are forgettable. Voices are used sparingly, but are loud and clear.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=FUN FACTOR: 8&size=20" alt="FUN FACTOR: 8" /> <br />
Again, you cant go wrong by copying Castlevania.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=REPLAY VALUE: 4.6&size=20" alt="REPLAY VALUE: 4.6" /> <br />
Game is painfully short, and hunting for all the ghosts isnt going to add more than 2 hours.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=orange&font=stencil&text=TOTAL SCORE: 7 &size=23" alt="TOTAL SCORE: 7" />

]]></description>
<pubDate>Mon, 08 Aug 2005 19:09:00 -0500</pubDate>
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<title>GH Preview: Makai Kingdom: Chronicles of the Sacred Tome (PS2)</title>
<author>The Gaming Horizon Archive</author>
<link>http://www.gamebump.com/go/gh_preview_makai_kingdom_chronicles_of_the_sacred_tome_ps21</link>
<guid>http://www.gamebump.com/go/gh_preview_makai_kingdom_chronicles_of_the_sacred_tome_ps21</guid>
<comments>http://www.gamebump.com/go/gh_preview_makai_kingdom_chronicles_of_the_sacred_tome_ps21#</comments>
<description><![CDATA[<p>This preview was originally published on Gaming Horizon, GameBump's predecessor. Its format does not match our own but we support its content.  It was written by Aaron Thomas.</p><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 />Makai Kingdom: Chronicles of the Sacred Tome is the latest RPG from Nippon Ichi Software America, who you may or may not know from games like <em>Disagaea: Hour of Darkness</em>,<em> La Pucelle: Tactics</em>, and <em>Phantom Brave</em>. Makai Kingdom is a turn-based strategy game, with plenty of the style youd expect from Nippon Ichi. Despite being pushed back before, the current release date is July 27th, and it looks like this date will stick.<br /><br />In Makai Kingdom, you control Lord Zetta, a former ruler who has now merged with the tome that he destroyed because it predicted his downfall. His kingdom now destroyed, its up to you to piece together an army and reclaim his kingdom, or whats left of it. <br /><br />Combat is turn-based and takes place from an isometric perspective. Some of the combat is standard fare  you can attack with a katanas, battle-axes, and even modern weapons, but it quickly becomes more involved and more bizarre. Not only do you turn everyday objects  like flowers, rocks, and trees  into warriors by adding a soul to them, but you can customize them into a wide variety of classes.<br /><br />Makai Kingdom also places emphasis on creating buildings, which like troop creation, has its own twist. Building structures to assist an army isnt anything new, but summoning weapon factories, hospitals, and dog houses to the battlefield certainly is. You can load troops into the buildings, where their attributes will be increased, and then unleash them onto the battlefield onto your overmatched foe. <br /><br />The battle maps are randomly generated, ensuring that no battle will ever play out the same way twice. The graphics arent anything to write home about, at least from a technical standpoint, but they certainly have a distinctive style to them, and any RPG or strategy fan will quickly point out that great graphics arent necessary for a game to be great.<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s certainly not going out on a limb to say that Makai Kingdom: Chronicles of the Sacred Tome is a game that is going to appeal to a very select group of people. This statement in no way means that its going to be a bad game, but it doesnt look like its going to change anyones opinion about the genre. In other words: For hardcore fans only. <p>For a more complete indication of what you'll be in for on this one, view the included movie file of this game in action by clicking <a href="http://www.filefront.com/'ilepath=/gaminghorizon/movies/Makai Trailer 2.wmv">here</a>. Can we say&nbsp; &quot;<em>Tactics</em> with guns and freaky weapons&quot;?]]></description>
<pubDate>Wed, 06 Jul 2005 22:01:48 -0500</pubDate>
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<title>GH Preview: King of Fighters: Maximum Impact - Maniax (Xbox)</title>
<author>The Gaming Horizon Archive</author>
<link>http://www.gamebump.com/go/gh_preview_king_of_fighters_maximum_impact__maniax_xbox1</link>
<guid>http://www.gamebump.com/go/gh_preview_king_of_fighters_maximum_impact__maniax_xbox1</guid>
<comments>http://www.gamebump.com/go/gh_preview_king_of_fighters_maximum_impact__maniax_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, SNK Playmore delivered the first-ever 3D <em>King of Fighters</em> onto the PlayStation 2 in the form of <em>King of Fighters: Maximum Impact</em>. Unfortunately, the fans reception to that attempt at modernizing the franchise by bringing it into the third dimension like <em>Soul Calibur </em>and <em>Tekken</em> was lukewarm at best. Fast forward eight months later and we see SNK gearing up to release King of Fighters: Maximum Impact  Maniax, a remixed and retooled version for the Xbox that includes Live support.<br /><br />Not much has changed from the PS2 version, but for those who didnt pick that up, well fill you in here. The roster is exactly the same as in the previous Maximum Impact, a list of 19 featuring classic fan favorites and a handful of fighters new to the KOF family like Maxima. With this being the first (or second, depending on how you look at it) iteration of the KOF series in 3D, all the characters fans have grown to love, like Terry and Mai, have a new refreshing look thanks to the leap from simple 2D sprites to beautifully rendered 3D models. While the characters look more real in a relative sense in comparison to their old animated sprites, they manage to maintain their looks and personalities that many have become familiar with. And is it just me, or did the graphics department manage to make Mai even more well-endowed?<br /><br />The gameplay, however, feels very familiar. You still have two punch buttons, two kicks, and a series of combos that are activated with a particular series of button presses. Theres also the super meter that can build up to three levels, allowing you to unleash the usual multi-hit super moves. SNK even managed to leave a quick lateral dodge that the 2D versions had. However, the biggest change in the control is the addition of the sidestep, which is a logical step and would seem very restricting if this wasnt included in its 3D transition. An all-new knock back attack feature has also been added. This new move knocks opponents up in the air, opening them up for some serious air combos.<br /><br />Another familiar gameplay element is the team-based fighting. Though not available in its primary mode, thus making it a rather boring standard one-on-one brawler, the team fights are really what make this game appeal. Players choose a team of three and fight on until one entire team is defeated. There isnt any mid-fight switch-outs like the Vs. series. Instead, fighters will switch in sequential order when one is defeated, adding a bit of strategy when selecting your team - should you go with your strongest fighter first, or backload your team?<br /><br />Maniax offers the same game modes that the PS2 version had. In story mode youll take a character and lead him though a story that was definitely written with a lot of thought and effort, but thats not saying a lot considering that well-written stories in fighting games just dont seem to go together. In versus mode you can take on a friend or the CPU in both one-on-one and team battles. Challenge mode sends a series of battles, each with its own unique set of goals that must be met to pass the challenge. Practice mode serves its purpose. Lastly, there is a character profile mode that allows you to check out individual profiles and to  ahem  drool over some of the character models.<br /><br />The most appealing part of this package, however, is the Xbox Live support. On Live, gamers can fight one-on-one, but I think most will partake in the three-on-three team battles. SNK has also included a rematch option allowing players to continually face the same person over and over again without having to reload and setup the entire match. Tournament brackets should be set up soon after the game releases.<br /><br />Two other Xbox Live features in Maniax are a stop action camera, with which you can pause a fight and take pictures in full 360 views, and the ability to save a fight replay on the hard drive for viewing at a later time.<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 />Without Xbox Live, King of Fighters: Maximum Impact  Maniax would be nothing more than a solid fighter that would have found a niche market with the die-hard KOF fans. However, it does have Xbox Live, and so should appeal to a much wider market, i.e. all the fighting game fans with the itch for online brawling. I guess you could add also all those pubescent boys with a thing for scantily-clad women in 3D and exceptional physics.<br /><br />
]]></description>
<pubDate>Thu, 23 Jun 2005 12:18:12 -0500</pubDate>
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