<?xml version="1.0"?>
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<channel>
<title>| GameBump |</title>
<link>http://www.gamebump.com</link>
<description>Video gaming news blog.</description>
<language>en-us</language>
<copyright>Copyright 2006-2008 Gaming Horizon</copyright>



<item>
<title>GameBump is Hiring! Be part of the team! </title>
<author>Tim Grube</author>
<link>http://www.gamebump.com/go/gamebump_is_hiring_be_part_of_the_team_</link>
<guid>http://www.gamebump.com/go/gamebump_is_hiring_be_part_of_the_team_</guid>
<comments>http://www.gamebump.com/go/gamebump_is_hiring_be_part_of_the_team_#</comments>
<description><![CDATA[<div class="image"><img src="http://www.gamebump.com/images/upload/khag51ejbrni5crm3ocj12ik.jpg" alt="" alignment="" border="0"><div><br><center style="font-style: italic;">I promise the flames die down
eventually...</center></div></div><br>GameBump
is officially seeking to hire <span style="font-weight: bold;">talented writers</span> who are interested in working
within the gaming journalism field, so if you've got mad writing
skills, have a drive for seeking out the latest gaming news and
reviews, and know your way around a console or two, you're just what
this new, fresh site is looking for. It also helps if you can take a
joke (see above).<br><br>Applicants need not have
experience working on another site, but they must include some recent
writing samples to prove they're not in the fifth grade. Accepted
applicants will be put on probation until they find their niche, be it
news, reviews, previews, editing, interviews, editorials, or various
features. Previous experience within the industry is an obvious plus,
but mostly we're interested in people with a passion for videogames
who'd like to join this exclusive, innovative
team.<br><br>GameBump is also searching for additional
<span style="font-weight: bold;">programmers</span> and
<span style="font-weight: bold;">graphics designers</span>
to help lighten the load on the rest of us; simply include the position
you're looking at in the subject line of the email and our very own
programming or graphics specialists will talk with you about specific
knowledge you should already have. <br><br>At current all
positions are volunteer, but you get free games, the chance to attend
events/trade shows under the GameBump name, work experience, contacts,
published material, and some <span style="font-style: italic;">flashy text</span> for your resume. Also, you get to
hang out with me and/or Aaron Dunlap - that's an experience that can't
be replicated in and of itself.<br><br>We look forward to
hearing from some great and talented
people.<br><br>Instructions:<br><ol><li>Include
your position in the subject line, either: staff writer, general
contributor, programmer, editor, or graphics
designer</li><li>In the body of your email, include: any
prior writing experience, your favorite game (and why!), your owned
hardware, your preferred company (if you have one), how you heard about
GameBump, what you think you can bring to the table, and why you're
just dying to work here. </li><li>Attached, please include:
at least one-two writing samples; this can be anything, but don't let
it be less than 500 words. We want to get a feel for your style more
than anything. And no viruses,
please.<br></li></ol>Send your email to me <a href="mailto:shiva@gamebump.com">here</a> and I'll respond to
let you know I received it. If I don't respond, send another copy to
<a href="mailto:editors@gamebump.com">here</a>. Good
luck.<br><br>]]></description>
<pubDate>Sun, 06 Apr 2008 20:42:57 -0500</pubDate>
</item><item>
<title>GameBump is Hiring: Now you, too, can be tortured by our management</title>
<author>Shiva Stella</author>
<link>http://www.gamebump.com/go/gamebump_is_hiring_now_you_too_can_be_tortured_by_our_management</link>
<guid>http://www.gamebump.com/go/gamebump_is_hiring_now_you_too_can_be_tortured_by_our_management</guid>
<comments>http://www.gamebump.com/go/gamebump_is_hiring_now_you_too_can_be_tortured_by_our_management#</comments>
<description><![CDATA[<div class="image"><img src="http://www.gamebump.com/images/upload/khag51ejbrni5crm3ocj12ik.jpg" alt="" alignment="" border="0"><div><br><center style="font-style: italic;">I promise the flames die down eventually...</center></div></div><br>GameBump is officially seeking to hire <span style="font-weight: bold;">talented writers</span> who are interested in working within the gaming journalism field, so if you've got mad writing skills, have a drive for seeking out the latest gaming news and reviews, and know your way around a console or two, you're just what this new, fresh site is looking for. It also helps if you can take a joke (see above).<br><br>Applicants need not have experience working on another site, but they must include some recent writing samples to prove they're not in the fifth grade. Accepted applicants will be put on probation until they find their niche, be it news, reviews, previews, editing, interviews, editorials, or various features. Previous experience within the industry is an obvious plus, but mostly we're interested in people with a passion for videogames who'd like to join this exclusive, innovative team.<br><br>GameBump is also searching for additional <span style="font-weight: bold;">programmers</span> and <span style="font-weight: bold;">graphics designers</span> to help lighten the load on the rest of us; simply include the position you're looking at in the subject line of the email and our very own programming or graphics specialists will talk with you about specific knowledge you should already have. <br><br>At current all positions are volunteer, but you get free games, the chance to attend events/trade shows under the GameBump name, work experience, contacts, published material, and some <span style="font-style: italic;">flashy text</span> for your resume. Also, you get to hang out with me and/or Aaron Dunlap - that's an experience that can't be replicated in and of itself.<br><br>We look forward to hearing from some great and talented people.<br><br>Instructions:<br><ol><li>Include your position in the subject line, either: staff writer, general contributor, programmer, editor, or graphics designer</li><li>In the body of your email, include: any prior writing experience, your favorite game (and why!), your owned hardware, your preferred company (if you have one), how you heard about GameBump, what you think you can bring to the table, and why you're just dying to work here. </li><li>Attached, please include: at least one-two writing samples; this can be anything, but don't let it be less than 500 words. We want to get a feel for your style more than anything. And no viruses, please.<br></li></ol>Send your email to me <a href="mailto:shiva@gamebump.com">here</a> and I'll respond to let you know I received it. If I don't respond, send another copy to <a href="mailto:editors@gamebump.com">here</a>. Good luck.<br><br>]]></description>
<pubDate>Mon, 07 Jan 2008 22:55:28 -0600</pubDate>
</item><item>
<title>Ship Sails For Casino Royale Tie-In</title>
<author>The Gaming Horizon Archive</author>
<link>http://www.gamebump.com/go/ship_sails_for_casino_royale_tiein</link>
<guid>http://www.gamebump.com/go/ship_sails_for_casino_royale_tiein</guid>
<comments>http://www.gamebump.com/go/ship_sails_for_casino_royale_tiein#</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 Philip Palmer.</i></p>Since Activision acquired the rights to the Bond series, it was assumed their first at bat would be an adaptation of the newest Bond film, Casino Royale. However, as it appears now, Activision won't have exclusive rights until September 2007, and therefore, instead of releasing a game based on the film nearly a year after it's run in theatres, Activision has decided to focus on a game based on the film after Royale instead, which is scheduled for release in May of 2008.In the meantime, Sharper Image is going to quietly make a killing on desperate Bond fans in search of cool gadgets.
]]></description>
<pubDate>Tue, 08 Aug 2006 23:05:00 -0500</pubDate>
</item><item>
<title>New Love Football Imagery</title>
<author>The Gaming Horizon Archive</author>
<link>http://www.gamebump.com/go/new_love_football_imagery</link>
<guid>http://www.gamebump.com/go/new_love_football_imagery</guid>
<comments>http://www.gamebump.com/go/new_love_football_imagery#</comments>
<description><![CDATA[Namco has published new screenshots of its Love Football for the Xbox 360. The game is a soccer simulation title with Xbox Live support that is currently scheduled for a spring 2006 release in Japan.
 Originally written by Shiva Stella]]></description>
<pubDate>Mon, 19 Dec 2005 14:45:00 -0600</pubDate>
</item><item>
<title>GH Review: We Love Katamari (PS2)</title>
<author>The Gaming Horizon Archive</author>
<link>http://www.gamebump.com/go/gh_review_we_love_katamari_ps2</link>
<guid>http://www.gamebump.com/go/gh_review_we_love_katamari_ps2</guid>
<comments>http://www.gamebump.com/go/gh_review_we_love_katamari_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 class="MsoNormal"><img style="border: 0px;" src="/typeimage.php?color=orange&font=stencil&text=THE LOWDOWN&size=25" alt="The Lowdown"/>



<p class="MsoNormal">Last year, Namco scored a surprise hit with <em>Katamari Damacy</em>.
Actually, surprise hit might be an understatement. Who wouldve thought that a
game with a decidedly Japanese flavor, very artistic and minimalist graphics, a
nonsensical story, and featured overly simplistic gameplay that had you rolling
anything and everything in sight using just the two analog sticks would appeal
to us Americans? Well, apparently it struck most of us as entertaining and now
Namco has rolled out (pun intended) We Love Katamari for us to experience it
all over again. So is it fresh enough to pick up or is it just more of the
same? That depends on what exactly it is youre looking for in the sequel.



<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">Almost everything you know and love from the original Katamari
Damacy returns in We Love Katamari, which could be a good thing or a bad thing,
depending on your point of view. Since this is the good section, well focus on
the good.



<p class="MsoNormal">The graphics return unscathed. That means plenty of angular
models and blocky-headed characters  they remind me of a bit of those Little
People toddler toys. Of course, without those designs, we couldnt call this a
Katamari game. Its that design and artistic styling that gives this game its
own distinct personality, and WLK is bursting at the seams with personality. 



<p class="MsoNormal">Along with the graphics, the humor carries over as well. The
King of All Cosmos still speaks in the plural first person, in-game characters
crack jokes about being rolled up, and the Prince, whom you control, continues
to be belittled about his diminutive size. But, dont worry, those that do will
get whats coming to them after theyre rolled up in a ball the size of a
two-story house.



<p class="MsoNormal">The story also carries a lot of the humor, though calling it
a story is stretching it. Try as hard as they could to make any sense as to
why the Prince is rolling stuff up, its still not a story. In the first one,
the King of All Cosmos accidentally destroys all the stars in the sky (in the
Japanese version, its alluded to that the King destroyed them while on a
drunken bender) and the Prince has to fix his fathers mistake by rolling
things up to put into the sky. This time around, Namco breaks the fourth wall
and all the characters are fans of the game and they all ask the King for
different kinds of favors that all end up with the Prince having to roll the katamari.
Again, its a weak attempt, but why let that bother you when all you really
want to do is roll, roll, roll.



<p class="MsoNormal">Gameplay remains largely unchanged as well. Controlling the
katamari is like driving a tank  up on both sticks moves you forward, down
moves you back, both to the right is right, etc. The only new addition is the prince
look. The old royal look, in which the Prince will fly high in the air to allow
you a great look at your surroundings, is still present, but with the new
prince look, hell jump on top of the katamari and give you a closer view of
what is in your general vicinity. This view is a lot better for checking out
what is directly around whereas the royal look is great for planning which
future areas to tackle next.



<p class="MsoNormal">Single-player gameplay may be almost identical to the first
KD, but two player is where everything changes. The two-player vs. mode, in
which the winner is determined by who rolls the biggest katamari or whoever
gets rolled up, is back. But, the biggest innovation is two-player co-op. In
this multiplayer mode, each player is responsible for pushing one side of the
katamari  P1 gets the left half, P2 gets the right half. The only way to be successful
in this mode is to communicate since you can only move forward if both of you
hold up, etc. If you dont then all I can say is good luck trying to turn the
way you want. Also, good luck trying not to get into an argument with your
partner when attempting this mode. 



<p class="MsoNormal">While We Love Katamari shares a lot with its predecessor, it
outshines the original in the number of levels and cousins you can find
scattered throughout. Whereas Katamari Damacy featured three levels that
expanded as you progressed, We Love Katamari features quite a few more than
three. Though the house to city progression still exists, at least its a
different house and city. In addition to that, youll find yourself rolling
underwater, within the clouds, along a race track, and even in outer space. And
this time, when you start rolling up the world, it really feels like youre
rolling up the world. In KD, the world consisted of the main city, a new port
city, a raised metropolis, and a few island towns. This time Namco added in
some worldly landmarks like the Statue of Liberty, the Arc de Triumph, and the Great
 Wall of China to make it feel like you were swallowing up the
globe. It isnt geographically correct, but the fact that they added them in
there is awesome. 



<p class="MsoNormal">Just like in the first game, each stage hides a cousin and a
present, though this time there is more than one cousin in some of the stages.
Cousins are nothing more than a different skin for whoever is rolling the
katamari, but its nice to have the option to change that up every once in a
while. With over 30 cousins to find, itll definitely eat up some time. As an
added bonus, finding all the cousins opens up a new level. Presents are also
just cosmetic changes to your avatar, though this time, up to three accessories
can be equipped  one on the head, back, and waist.



<p class="MsoNormal">The soundtrack remains just as off the wall as the rest of
the game. Lots of j-pop and lounge-type songs fill up the soundtrack. Unfortunately,
it isnt as catchy as the first games soundtrack. In fact, my personal
favorites from WLK are arrangements and variations on KDs na-na-nana theme.



<p class="MsoNormal"><img style="border: 0px;" src="/typeimage.php?color=orange&font=stencil&text=THE BAD&size=25" alt="The Bad"/>



<p class="MsoNormal">There isnt anything ostensibly bad about this game. The
only hang ups anyone could possibly have with it are that its more of the
same. Its true that the sequel doesnt deviate much from the old formula 
there may be new stages, but objectives are still the same  but thats what
fans fell in love with and thats what the fans wanted more of.



<p class="MsoNormal">One other thing is that WLK is horribly short. You could get
the ending in a couple of hours. That said, however, there is no true ending
as the main goal to roll a bigger katamari or roll it to a certain size as fast
as possible. In that sense, the game is more like a shooter or a puzzle game
where the objective is to beat the high score.



<p class="MsoNormal">And though this really isnt a negative pertaining to the
games overall score, it is good to know that We Love Katamari retails for
$29.99, ten dollars more than the original was when it came out last November.



<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">We Love Katamari is a great game - its simple and fun and
thats all fans really need and expect from it. Fans of the first game no doubt
already have it in their grasp. If youre new to the game, be warned that while
you may not warm up to the games peculiar humor and style, the joy and
satisfaction of clumping up random objects into a huge rolling ball is
universal.

	<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=GAMEPLAY: 9&size=20" alt="GAMEPLAY: 9" /> <br />
The gameplay is very simple and there is just something so refreshing about rolling up junk.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=GRAPHICS: 8.2&size=20" alt="GAMEPLAY: 8.2" /> <br />
It wont appeal to everyone, but the chunky colorful graphics fit with the games general theme</p>

<p><img style="border: 0px;"   src="/typeimage.php?color=black&font=stencil&text=SOUND: 8.7&size=20" alt="SOUND: 8.7" /> <br />
The soundtrack isnt catchy like the first games, but its still good. Sound effects are funny</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 would think rolling up stuff would be boring, but then you would be wrong.</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 />
Story is short, but youre not playing it for the story. Your goal is making a bigger katamari.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=orange&font=stencil&text=TOTAL SCORE: 8.7 &size=23" alt="TOTAL SCORE: 8.7" />

]]></description>
<pubDate>Sat, 01 Oct 2005 21:02:00 -0500</pubDate>
</item><item>
<title>GH Preview: James Bond 007: From Russia With Love (PS2)</title>
<author>Aaron Dunlap</author>
<link>http://www.gamebump.com/go/gh_preview_james_bond_007_from_russia_with_love_ps21</link>
<guid>http://www.gamebump.com/go/gh_preview_james_bond_007_from_russia_with_love_ps21</guid>
<comments>http://www.gamebump.com/go/gh_preview_james_bond_007_from_russia_with_love_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><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 />Everybody, especially the ladies, loves James Bond. It could be that James Bond is the coolest person ever, but youd never know it from most of the games weve been given.<br /><br />Ok, so Rares <em>Goldeneye</em> for the Nintendo 64 is legendary, but what have we had since then? <em>Tomorrow Never Dies</em> was ridiculous and buggy, <em>The World is Not Enough</em> sold approximately nine copies, and most of the original Bond games like <em>Nightfire</em> and <em>Agent Under Fire</em> were only so-so. Let us not speak of <em>Goldeneye: Rouge Agent</em>.<br /><br />Electronic Arts, the company were soon to be referring to as overlord, seemed to hit all the right notes with last summers <em>Everything or Nothing</em>. The story worked, the levels were pretty, the controls were solid, and the gadgets were cool. It wasnt Goldeneye, but what ever will be? From Everything or Nothings slam dunk, EA Redwood is pushing the bar forward in quality and backwards in time to sort of revisit the classic Bond flick, From Russia With Love.<br /><br />As absolutely every movie youve seen in a theater this year has been a remake of an older movie, its only fair that the gaming world get a crack at cinema history, too. MGM Studios was kind enough to let EA license everything there was about the second Bond movie, which is interesting for film buffs because MGM has classically been rather staunch with the James Bond license. Ever wonder why you never had a James Bond sleeping bag? Because they never made one. Hes licensed to kill; not licensed to swag.<br /><br />All of the high points from Everything or Nothing are brought forward and kicked up a notch. The third-person perspective has been fine-tuned from the last game to provide even more visibility and versatility, the aiming system has been honed to allow for toggling between targeting specific body parts or items being carried by an enemy (shoot out their radios and they cant call for backup while you pummel them, or shoot at the grenades on their belts and watch them go kaboom!) as well as allowing you to zoom in for a tight view with any weapon, and the intuitive puzzle-solving elements from EoN are matched with some interesting puzzles utilizing some of the electronic wizardry from Q-branch (laser watch, anyone?)<br /><br />The game follows the movies story pretty much straight through, and as having seen the first 10 James Bond movies is a requisite for browsing this website, I neednt elaborate. There are some missions that sort of drift off to the side of the story as well as a sort of prelude and epilogue mission too, so it isnt as if youre just watching the movie with an Xbox controller in your hand. If you closed your eyes you might think so, however, as none other than Sean Connery himself has done the voicework for his role in this game as well as (confusingly) some motion capture for the character.<br /><br />Something that FRWL (writers tip: pronounce it frowl) has that many games claim to have is multiple routes to accomplish one task. In the games second level (the famous hedge maze scene) you have to make your way into a charming estate by sneaking through a elaborate hedge maze at night. You could of course go through the whole maze on your tippy-toes, avoiding the scattered and well-armed guards; you could also take a slightly more daring route and try to crawl over the hedge walls for a faster but possibly more revealing journey, or you could take out your machine gun and do that one thing that people like to do  you know, kill everyone in sight.<br /><br />From Russia With Love sports over 12 weapons in the usual swing of games like this (pistols, silenced pistols, machine guns, rocket launchers, regular looking things that blow up or throw knives at people, etc) and an array of gadgets from Q himself. The surprisingly addictive Q-Spider puzzles from Everything or Nothing are replicated here with a Q-Copter that, like pretty much everything else James Bond has ever touched, can explode for devastating effect. The famous jetpack from the movie is in the game too, and purportedly a good deal of the game is spent wearing one. Many of us were shocked and amazed to find out that the always-sucky and dreaded action-game-driving-missions were actually pretty fun in EoN (rather than waste time making a half-baked driving engine for one or two levels, EA just borrowed Need for Speeds engine from themselves) and they should be even better in FRWL. Forward-mounted machine guns, missiles, side-facing rams  what else could you want in your classic Aston Martin?<br /><br />Weve taken a look at the split-screen multiplayer mode, but havent heard any word as to whether or not to expect any online play. The split-screen mode is pretty slick, featuring some unique power-ups that can be used to upgrade your health and armor or downgrade an opponents. The Q-Copter can be used in multiplayer mode too, for recon and for deadly explosions or poison-gas attacks.<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 />From Russia With Love has everything going for it: solid engine, great movie license, long development cycle, original voiceactor, title starting with a preposition  its almost a sure-fire hit. A lot of Bond games have come down the pike, all claiming to be the best one, but FRWL seems to be confident in itself to not need to make boastful claims. By starting off with one of the best-liked Bond stories and Bond actors, and sparing no expense in recreating the look and feel of the 1960s environment and still making sure that theres a real game under all the fluff, From Russia With Love may be the Bond game weve been waiting for since Goldeneye.<br /><br />
]]></description>
<pubDate>Tue, 02 Aug 2005 01:13:22 -0500</pubDate>
</item><item>
<title>GH Preview: We Love Katamari (PS2)</title>
<author>The Gaming Horizon Archive</author>
<link>http://www.gamebump.com/go/gh_preview_we_love_katamari_ps23</link>
<guid>http://www.gamebump.com/go/gh_preview_we_love_katamari_ps23</guid>
<comments>http://www.gamebump.com/go/gh_preview_we_love_katamari_ps23#</comments>
<description><![CDATA[<p>This preview was originally published on Gaming Horizon, GameBump's predecessor. Its format does not match our own but we support its content.  It was written by Sean Kearney.</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 />

<p class="MsoNormal">We Love Katamari, the sequel to last years clump-ball
rolling game Katamari Damacy was on the showroom floor today, and Gaming
Horizon got a chance to check it out. The playable demo featured two levels,
and was E3 themed, with a few jokes thrown in specifically for the E3
attendees. 



<p class="MsoNormal">For those of you unfamiliar with the original Katamari
Damacy, it is a uniquely addictive game in which you play as The Prince of All
Cosmos, a young alien creature who is on a mission for his father, rolling up
large clumps of random items into his katamari, or ball of collected stuff,
to replace the stars in the sky, which have mysteriously gone missing.



<p class="MsoNormal"><span></span>You spend your time
rolling your katamari around Earth, picking up items as you go along, and with
each item you collect, your katamari gets a little bigger, until it becomes so
big that you can collect massive homes and giant ships in it, as the goal of
each level is to make a katamari of a certain size. Its a simple enough
concept, but it is in the games simplicity that its addictiveness and sheer
pleasure really shine. The game is controlled mainly using the two analog
sticks on the PS2 controller and features graphics that although rather simple
for the power of the PlayStation 2, are completely stylized in a quirky and
interesting way. These elements in the game, along with one of the most
eclectic and catchy soundtracks in modern videogames, makes this a title that
you can pick up and play again and again. 



<p class="MsoNormal">The demo of We Love Katamari showcased some familiar graphics
and gameplay, and featured the return of the King of All Cosmos, who appeared
in the demo to be a much more sincere character than in the first game and far
less sarcastic to his son, The Prince, who returns as the games main
character.



<p class="MsoNormal">The most exciting new feature in the E3 demo was a new
multiplayer co-operative mode, in which you and another player each control
half of the same katamari, and have to communicate with one another in order to
move the ball. The gameplay changes dramatically in this mode, as the two
analog sticks on your controller function as one, and you are forced to work
with the other player to get even the most simple movements from your katamari;
in order to move forward in the game, both you and the other player must move both
of your analog sticks forward at the same time, in order to stop moving, you
must both stop at the same time.



<p class="MsoNormal"><span></span>The interesting thing
I experienced while playing this game on the showroom floor was the many ways I
was able to communicate with the player next to me without saying a word. I
found myself leaning in to the turns I wanted to take, and often times looking
or gesturing with my head in the direction I wanted to go in order to get the
player to follow the same path as me. As well, it seemed that towards the end
of the level, the two of us started to anticipate how the other one played the
game, and reacted in a way that made the gameplay a lot smoother, and allowed
us to complete the level much more easily. By the end of the game, it was
obvious that we were rewarded for our ability to communicate with one another,
an idea that was very interesting and unique.<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">

<p class="MsoNormal">The co-operative feature in this game is done in a very
unique way, and one that I think it was executed excellently in the demo. It
really put a new spin on the Katamari Damacy series, and I believe gaming as a
whole. The co-op mode made me think about communication in video games, and
brought the idea of gaming as a cooperative art to the front of my mind. I
think that this is going to be a major title when it is released on the PS2
sometime next year, and that it is going to be well- received. And for good
reason.

<br />

]]></description>
<pubDate>Thu, 19 May 2005 03:09:09 -0500</pubDate>
</item><item>
<title>GH Preview: We Love Katamari (PS2)</title>
<author>Tim Grube</author>
<link>http://www.gamebump.com/go/gh_preview_we_love_katamari_ps22</link>
<guid>http://www.gamebump.com/go/gh_preview_we_love_katamari_ps22</guid>
<comments>http://www.gamebump.com/go/gh_preview_we_love_katamari_ps22#</comments>
<description><![CDATA[<p>This preview was originally published on Gaming Horizon, GameBump's predecessor. Its format does not match our own but we support its content.  </p>
<p><img  style="border: 0px;" src="http://www.gamebump.com/typeimage.php?color=orange&font=stencil&text=THE BUZZ&size=25" alt="The Buzz" /><p>Katamari Demacy was a sleeper hit when it released on the PlayStation 2 last September. It is bizarre, but very original. To follow up with the series, Namco announced that they are developing the sequel and it wont be called Katamari Demacy 2. Instead, We Love Katamari. Hey, another bizarre titlebut Im sure itll be another great game.
<p>
The sequel will continue the story that was left from the original where The King of All Cosmos grew to prominence after taking all of the Princes katamaris and restoring the stars. So now, The King of All Cosmos employed the Prince and his cousins to help with much larger tasks. 
<p>
Gamers this time around will find themselves in a variety of new locations around Earth while keeping the same trademark graphical style and musical quality with an innovative soundtrack. A new thing that many will enjoy is the fact that gamers can also roll with a friend in the all-new two-player cooperative mode. Both players will control part of the clump and develop new strategies. Battle Mode will also be included with three size scopes for competitive rolling action.<p><img style="border: 0px;"   src="http://www.gamebump.com/typeimage.php?color=orange&font=stencil&text=THE PREDICTION&size=25" alt="The Prediction"/><p>

If the game is still kept simple, Im sure many will still enjoy it. The original released at a killer price of $19.99, maybe the sequel will be the same? It sounds like it is shaping up to be another hit title. Only time will tell. 
]]></description>
<pubDate>Mon, 25 Apr 2005 17:08:00 -0500</pubDate>
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