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



<item>
<title>No Longer Left Hanging: Left 4 Dead Content is Free.</title>
<author>Ryan Fulton</author>
<link>http://www.gamebump.com/go/no_longer_left_hanging_left_4_dead_content_is_free</link>
<guid>http://www.gamebump.com/go/no_longer_left_hanging_left_4_dead_content_is_free</guid>
<comments>http://www.gamebump.com/go/no_longer_left_hanging_left_4_dead_content_is_free#</comments>
<description><![CDATA[<div style="text-align: center;"><p><img style="width: 500px; height: 275px;" src="http://www.gamebump.com/images/upload/ert0zek6mhm0z6ywzork3q5u.jpg" alt="" alignment="" border="0"></p><br></div>In a move that is seemingly solely intended to alleviate some of my (mostly) irrational anger towards Gabe Newell, Valve has announced their plans for pricing on both the PC and Xbox formats, free. While it could be, rightfully, argued that the two additional versus mode maps were already paid for in the initial asking price, the freebie pricetag is a welcome sight nontheless. Additionally, they are including a new mode dubbed, "Survival" with 12 maps; it is not known whether these maps are entirely new or simply segmented maps from the four existing campaigns. The new mode is said to be something like an extended siege/assault. Players can look forward to both updates on the same day... at some point in the, hopefully, near future.<br>]]></description>
<pubDate>Wed, 11 Feb 2009 14:25:52 -0600</pubDate>
</item><item>
<title>Valve offers &quot;Complete Pack&quot; for $99</title>
<author>Zach  Lott</author>
<link>http://www.gamebump.com/go/valve_offers_complete_pack_for_99</link>
<guid>http://www.gamebump.com/go/valve_offers_complete_pack_for_99</guid>
<comments>http://www.gamebump.com/go/valve_offers_complete_pack_for_99#</comments>
<description><![CDATA[<p><img src="http://www.gamebump.com/images/upload/oicqwmy6oa6yr3whnx0xq8ro.jpg" alt="" alignment="" border="0"></p>Valve, not to be outdone by themselves with the incredible value of the Orange Box, has <a href="http://store.steampowered.com/sub/1134">announced</a> that the Valve Complete Pack, which offers just about every title the developer/publisher has ever released, is now available on Steam for the low, low price of $99. <br><br>Why is that price so low? Because you're getting a package that would run about $235 if you bought each game separately. It's a great deal if you're interested in exploring Valve's back catalog or if you want to gift it to someone else. <br>]]></description>
<pubDate>Mon, 17 Nov 2008 00:05:44 -0600</pubDate>
</item><item>
<title>The Heavy Up Next For Team Fortress 2 Update</title>
<author>Zach  Lott</author>
<link>http://www.gamebump.com/go/the_heavy_up_next_for_team_fortress_2_class_updates</link>
<guid>http://www.gamebump.com/go/the_heavy_up_next_for_team_fortress_2_class_updates</guid>
<comments>http://www.gamebump.com/go/the_heavy_up_next_for_team_fortress_2_class_updates#</comments>
<description><![CDATA[<p></p><p style="text-align: center;"><img src="http://www.gamebump.com/images/upload/m9lt90ay81hvf0brlb8k1m4u.jpg" alt="" alignment="" border="0"></p>With the updates to the Medic and Pyro classes now done, it looks like Valve isn't wasting any time in continuing their renovations of Team Fortress 2's classes, as they've posted on the <a href="http://teamfortress.com/post.php?id=1670">official TF2 blog</a> that the Heavy is next in line. <br><p></p>The blog post reveals details about how Valve is approaching the Heavy update, with their main goal being to make the class "more viable when he has no Medic to pair with." Their design plan displays a desire to balance the augmented Heavy with the other classes while still making him more fun to play. <br><br>Hit up the link to read more about Valve's design process.<br>]]></description>
<pubDate>Thu, 03 Jul 2008 01:37:06 -0500</pubDate>
</item><item>
<title>Valve Launches Team Fortress 2 Blog</title>
<author>Zach  Lott</author>
<link>http://www.gamebump.com/go/valve_launches_team_fortress_2_blog</link>
<guid>http://www.gamebump.com/go/valve_launches_team_fortress_2_blog</guid>
<comments>http://www.gamebump.com/go/valve_launches_team_fortress_2_blog#</comments>
<description><![CDATA[<p style="text-align: center;"><img src="http://www.gamebump.com/images/upload/pb3jkcghwy5rzfyu2eg1rtar.jpg" alt="" alignment="" border="0"></p>Whether it be through free game weekends, comical trailers introducing each player class, or the constant stream of new maps, weapons, and achievements, Valve has done an absolutely fantastic job of supporting Team Fortress 2 months after its release. Now it looks like they're ready to start speaking directly to the player base, as they've launched an official <a href="http://teamfortress.com/">TF2 blog</a>. <br><br>While there isn't much there at the moment, the introductory post promises that Valve will provide a "variety of interesting things to read," including gameplay details and unreleased concept art. Another post includes information on the designing and implementation of the Pyro's recently added flare gun. Be sure to check it out and be on the look out for future updates.<br><br>]]></description>
<pubDate>Sat, 21 Jun 2008 14:09:32 -0500</pubDate>
</item><item>
<title>Team Fortress 2 Sniper Video</title>
<author>Tim Grube</author>
<link>http://www.gamebump.com/go/team_fortress_2_sniper_video</link>
<guid>http://www.gamebump.com/go/team_fortress_2_sniper_video</guid>
<comments>http://www.gamebump.com/go/team_fortress_2_sniper_video#</comments>
<description><![CDATA[The achievements details for the Sniper class will debut tomorrow, June 18. But for now, Valve released a trailer teasing you for the next 24 hours! Peep it below!<br><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000"  ="" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=8,0,0,0" id="gtembed" width="480" height="392">&nbsp;&nbsp; &nbsp;<param name="allowScriptAccess" value="sameDomain"> &nbsp;&nbsp; &nbsp;<param name="allowFullScreen" value="true"> <param name="movie" value="http://www.gametrailers.com/remote_wrap.php?mid=35246"> <param name="quality" value="high"> <embed src="http://www.gametrailers.com/remote_wrap.php?mid=35246" swliveconnect="true" name="gtembed" allowscriptaccess="sameDomain" allowfullscreen="true" quality="high" pluginspage="http://www.macromedia.com/go/getflashplayer" type="application/x-shockwave-flash" align="middle" width="480" height="392"> </object>]]></description>
<pubDate>Tue, 17 Jun 2008 14:40:00 -0500</pubDate>
</item><item>
<title>Rumor: Team Ninja To Lose Dozens of Members</title>
<author>Zach  Lott</author>
<link>http://www.gamebump.com/go/rumor_team_ninja_to_lose_dozens_of_members</link>
<guid>http://www.gamebump.com/go/rumor_team_ninja_to_lose_dozens_of_members</guid>
<comments>http://www.gamebump.com/go/rumor_team_ninja_to_lose_dozens_of_members#</comments>
<description><![CDATA[<p style="text-align: center;"></p><p style="text-align: center;"><img src="http://www.gamebump.com/images/upload/oy3308hkkjxx592khti1fizy.jpg" alt="" alignment="" border="0"></p><p></p><div style="text-align: left;">It looks like Tomonobu Itagaki won't be the only one to leave publisher Tecmo, as <a href="http://www.1up.com/do/newsStory?cId=3168238">1up has discovered</a> that dozens of Team Ninja members may be planning to follow his lead and will jump ship and sue the company for unpaid bonuses. <br><br>The news comes after Tecmo issued a statement saying that the team is "intact" and "has several new projects already underway," leading many to believe that Team Ninja may soon be in dire trouble. Even if they hire new developers to work on future entries in the Ninja Gaiden and Dead or Alive franchises, they will run the risk of releasing products that aren't true to their predecessors.  <br><br>1up also made note that Japanese law requires publicly-traded companies to report lawsuits filed against them to shareholders on the same day as the filing, which could cause huge problems for Tecmo, as they waited for weeks after the filing of Itagaki's lawsuit to reveal the information to their shareholders. <br><br>We'll have more information once it becomes available. <br> </div>]]></description>
<pubDate>Mon, 16 Jun 2008 12:34:43 -0500</pubDate>
</item><item>
<title>EVE Online Coming To Steam</title>
<author>Tim Grube</author>
<link>http://www.gamebump.com/go/eve_online_coming_to_steam</link>
<guid>http://www.gamebump.com/go/eve_online_coming_to_steam</guid>
<comments>http://www.gamebump.com/go/eve_online_coming_to_steam#</comments>
<description><![CDATA[<p><img src="http://www.gamebump.com/images/upload/9ro8b9w1njdz5mvfoaq4ibaw.jpg" alt="" alignment="" border="0"></p>The first MMO title to hit Steam? I believe so...CCP and Valve have announced that EVE Online will be the first MMO
title to be available on Steam. &nbsp;To promote the launch, they will be
offering a 21 day free trial of EVE for Steam gamers, and an addition 5
dollars off their first months subscription. Nice of them, eh?<br><br>The new account numbers were also revealed in the press release showing off Steams rapid success. It appears Steam is clocking in at 13 million accounts worldwide. As for you EVE fans out there, to continue CCP's stance, EVE Expansions will still be free so the "universe" can grow.<br><br><a href="http://www.steamgames.com/v/index.php?area=game&amp;AppId=5017&amp;cc=CA"><span style="font-weight: bold;">EVE Online HD Trailer</span></a><br><a style="font-weight: bold;" href="http://www.steamgames.com/v/index.php?area=thumbnails&amp;AppId=8500&amp;cc=CA&amp;size=800">EVE Online Screenshots</a><br>]]></description>
<pubDate>Wed, 23 Jan 2008 11:36:13 -0600</pubDate>
</item><item>
<title>Valve Tweaks Team Fortress 2</title>
<author>Shiva Stella</author>
<link>http://www.gamebump.com/go/valve_tweaks_team_fortress_2</link>
<guid>http://www.gamebump.com/go/valve_tweaks_team_fortress_2</guid>
<comments>http://www.gamebump.com/go/valve_tweaks_team_fortress_2#</comments>
<description><![CDATA[<p><img src="http://www.gamebump.com/images/upload/kga8kpjwgyny0qdejdixl4ks.jpg" alt="" alignment="" border="0"></p>News of Valve releasing an update for its popular Team Fortress 2 is hitting the Web, and if you're interested in what gameplay tweaks have been made you can view them below or at the link. <br><br><ul><li>Added new option for medigun beam to the Multiplayer-Advanced dialog. If on, the medigun beam will stay attached to the current target without the need to hold down the fire button</li><li>Added new option for the sniper rifle to the Multiplayer-Advanced dialog. If disabled, the sniper rifle won't re-zoom after firing a zoomed shot</li><li>Added "nextlevel" server cvar. If set to a valid map name, server will change to that map during the next changelevel</li><li>Fixed PerfUI being used as a type of wall-hack on servers without sv_cheats set to 1</li><li>Reduced Granary spawn advantage for capping the middle point</li><li>Fixed players turning into "Scout" model after lagouts (and a variety of related issues, such as disappearing doors)</li><li>Fixed obscure crash related to resolution changing</li><li>Gave machinima creators access to "tf_testvcd" and "tf_testrr"commands for playing scenes on characters</li><li>SDK Launcher now has a drop list of engine versions in addition to a drop list of games/mods. This eliminates the need to specify engine version as a launch option</li></ul><br>]]></description>
<pubDate>Tue, 15 Jan 2008 14:22:17 -0600</pubDate>
</item><item>
<title>SEGA Signs Deal To Release Games Via Steam</title>
<author>Aaron Dunlap</author>
<link>http://www.gamebump.com/go/sega_signs_deal_to_release_games_via_steam</link>
<guid>http://www.gamebump.com/go/sega_signs_deal_to_release_games_via_steam</guid>
<comments>http://www.gamebump.com/go/sega_signs_deal_to_release_games_via_steam#</comments>
<description><![CDATA[<p style="text-align: center;"><img src="http://www.gamebump.com/images/upload/0ydds70haqp2aitjqzibrm5i.jpg" alt="" alignment="" border="0"></p>SEGA has signed whatever documents are required to release games via Valve's PC-based <span style="font-weight: bold;">Steam</span> internet delivery system worldwide. This may come as a surprise to people like me who did not know that SEGA makes PC games.<br><br>They do, apparently, and two of their upcoming Holiday releases will be hitting Steam's virtual, steamy shelves this December: <span style="font-style: italic;">Universe at War: Earth Assault</span> and <span style="font-style: italic;">The Golden Compass</span>. <br>]]></description>
<pubDate>Wed, 28 Nov 2007 17:20:00 -0600</pubDate>
</item><item>
<title>Now You're Playing With Peggles</title>
<author>Aaron Dunlap</author>
<link>http://www.gamebump.com/go/now_youre_playing_with_peggles</link>
<guid>http://www.gamebump.com/go/now_youre_playing_with_peggles</guid>
<comments>http://www.gamebump.com/go/now_youre_playing_with_peggles#</comments>
<description><![CDATA[<p><img src="http://www.gamebump.com/images/upload/6odmyaxfkv42yy156dh6bz9s.jpg" alt="" alignment="" border="0"></p>This might not be news to everybody, but it's news to me: you can download a free 10-level demo of Peggle Deluxe via Steam.<br><br>This version of the crazy-addictive PopCap game features several Half Life 2 elements and backgrounds and also includes many puzzles that make use of portals just like in Portal. Fun times.<br>]]></description>
<pubDate>Mon, 26 Nov 2007 20:47:30 -0600</pubDate>
</item><item>
<title>Team Fortress 2 Halloween Costumes</title>
<author>Tim Grube</author>
<link>http://www.gamebump.com/go/team_fortress_2_halloween_costumes</link>
<guid>http://www.gamebump.com/go/team_fortress_2_halloween_costumes</guid>
<comments>http://www.gamebump.com/go/team_fortress_2_halloween_costumes#</comments>
<description><![CDATA[<p><a href="http://www.imgboot.com/image.php?u=brick&amp;i=cimg0042.jpg"><img src="http://www.gamebump.com/images/upload/7y96mjzmsxf3z2jlyy53xst8.jpg" alt="" alignment="" border="0"></a></p>I have seen many great Halloween costumes in my lifetime, but these have to be the best that I've ever seen. Not to mention, I could not stop laughing. You can tell these crazy gamers clearly have too much time on their hands. But, I do them credit--they did a great job depicting the classes in Team Fortress 2.<br><br>For those not familiar with the title, here is the <a href="http://orange.half-life2.com/images/screens/tf2/TF2_Screen01.jpg">original picture</a> from the game.<br><br>]]></description>
<pubDate>Sun, 28 Oct 2007 21:15:42 -0500</pubDate>
</item><item>
<title>Team Fortress 2 Teaser Trailer Released</title>
<author>The Gaming Horizon Archive</author>
<link>http://www.gamebump.com/go/team_fortress_2_teaser_trailer_released</link>
<guid>http://www.gamebump.com/go/team_fortress_2_teaser_trailer_released</guid>
<comments>http://www.gamebump.com/go/team_fortress_2_teaser_trailer_released#</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>
<p>Counter-Strike has always been the most popular mod for Half-Life, but many of us remember Team Fortress Classic, the class-based shooter that was released by Valve back in 1999. Below, we get a look at the successor, Team Fortress 2, introducing us to the game's now cel-shaded player classes (Heavy, Spy, Demo, Medic, Engineer, Sniper, Soldier, and Scout). The cartoony visuals should be a hit for first-person shooter fans looking for something different.<p>
<p>


<p /><p align="center">Download the <a href="http://download.divx.com/labs/DivXBrowserPluginInstaller.exe">DivX Browser Plug-In</a>.<a href="archives/000072.html"></a>
<p>
  
]]></description>
<pubDate>Thu, 20 Jul 2006 11:42:00 -0500</pubDate>
</item><item>
<title>Sony Gives Info on Socom Fireteam Bravo 2</title>
<author>The Gaming Horizon Archive</author>
<link>http://www.gamebump.com/go/sony_gives_info_on_socom_fireteam_bravo_2</link>
<guid>http://www.gamebump.com/go/sony_gives_info_on_socom_fireteam_bravo_2</guid>
<comments>http://www.gamebump.com/go/sony_gives_info_on_socom_fireteam_bravo_2#</comments>
<description><![CDATA[<p>Sony has given up more details on their upcoming military shooter for the PSP, SOCOM U.S. Navy SEALS: Fireteam Bravo 2.</p><p>The game will feature a non-linear mission progression through 14 single-player missions across various areas of the world giving gamers the option to choose where they take on battle next. Missions can also be redone in different ways allowing gamers to go back and take on new objectives and enemies. Zipper has announced that the game will feature over 40 real world weapons and you'll be able to purchase new ones by earning command equity points. These are given to players for completing missions, reaching objectives and rescuing civilians. The points can also be used to purchase air strikes, supply drops along with improved local influence giving you the option to get information from locals and purchase black market weapons.</p><p>Meanwhile, the multiplayer game will feature 16-player ad hoc and infrastructure support. The multiplayer game will include three new modes of play including tug-of-war control points, capture the flag and target.</p> Originally written by Brian Mohr]]></description>
<pubDate>Mon, 08 May 2006 23:50:00 -0500</pubDate>
</item><item>
<title>GH Review: SOCOM: U.S. Navy SEALs Fireteam Bravo (PSP)</title>
<author>Shiva Stella</author>
<link>http://www.gamebump.com/go/gh_review_socom_us_navy_seals_fireteam_bravo_psp</link>
<guid>http://www.gamebump.com/go/gh_review_socom_us_navy_seals_fireteam_bravo_psp</guid>
<comments>http://www.gamebump.com/go/gh_review_socom_us_navy_seals_fireteam_bravo_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">If games define the system, then <em>Halo</em> made the Xbox, <em>Final
Fantasy VII</em> made the original PlayStation, <em>Nintendogs</em> made the DS, and <em>SOCOM</em>
made the PlayStation 2. Its little wonder, then, that Zipper Interactive opted
to create an entirely new SOCOM product for the PlayStation Portable, Sonys
premier handheld unit and the first portable system to challenge the GameBoy
line-up in years. SOCOM: US Navy SEALs
Fireteam Bravo has all the goodies formerly exclusive to the PlayStation 2
versions, and its just as intense and addictive on the small screen as its big
brothers are on the living room TV. If you own a PSP, happen to like shooters,
or really enjoy any of the SOCOM games, this ones for you. Its possibly the
best and most fun PSP game on the market.



<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">Fireteam Bravo wastes no time explaining overlaying plot
lines, introducing the team, or putting you through a boring tutorial level. Instead,
the game immediately launches you into a selection screen where you can view
all the modes offered at a glance, beginning with the campaign mode, which
spans the globe and involves four distinct locales: Chile,
Morocco, South Asia, and Poland.
Unlike the regular SOCOM (PS2) games, Fireteam Bravos single-player experience
has you controlling Sandman (Raymond Stokes), the head of a two-man SEALs team,
while reducing the franchises four AI teammates down to one, the dreaded
Lonestar (Tate Rawlins, and yes hes a Texan). The campaign mode features 14
missions (about 3-4 per locale) and the typical primary objectives: apprehend
bad guys, rescue hostages, blow stuff up, take photos with your convenient
digital camera, and gather intel without the pesky terrorists knowing it. 



<p class="MsoNormal">Before deployment, youre presented with a mission briefing,
a short list of current objectives, some minor intel (usually accompanied by
some satellite imagery), and an armory to adjust your teams load-outs. The
franchises usual weapons  the M4A1 for the SEALs, the AK-47 for the
terrorists  are present and make gamers feel instantly at home, along with
sniper rifles (SR-25, M87ELR), claymores, pressure mines (only available in
multiplayer), sub-machine guns (9mm sub, HK5), and grenades. Zipper included
the extra trinkets from SOCOM III, too, like the magnification scopes (both low
and high power) and thermal view (night vision is automatically equipped during
evening missions). 



<p class="MsoNormal">Once youve deployed, youll need a few moments to
familiarize yourself with the different control scheme, which is surprisingly
functional considering the units lack of a second analog nub. In the PS2
iterations of SOCOM, the left analog stick is used for maneuvering and the
right stick targets; in Fireteam Bravo, the left maneuvers and the right shoulder
button targets, or locks-on. The game also makes use of a freelock mode, which
enables you to both aim and move with the left analog nub depending on whether
or not the L button is held down. The lock-on feature is what makes the game
playable on the PSP, but as it typically targets a foes body (and not his
head), you can expect to score fewer head shots, which keeps the game playable
online. 



<p class="MsoNormal">To help you figure out where youre going and where your
targets are, Fireteam Bravo implements a compass marked with blue allies and
red enemies, NAV points (important targets shown on-screen and on the compass),
and a crude yet functional map that highlights roads, buildings, NAV points, and
terrain edges. Fireteam Bravos environs are rather large for a handheld game,
but definitely smaller than most SOCOM maps, which accommodates the lesser
number of terrorists/players as well as keeps you from wasting a half hour traversing
an area to score a kill (an important note consider the titles lack of a mid-mission
save). 



<p class="MsoNormal">The game screen also houses a team member status box that
displays team health bars, a weapon display, gun crosshairs, and  when enemies
are locked on  a convenient, bright red target box. If you feel like tossing
grenades or planting claymores, you can switch weapons by simply hitting the
left directional button to bring up the weapon menu. From there, merely cycle
through the selections via up/down, and choose a new gun by pressing X. Triangle
toggles between primary and secondary weapons for quick weapon juggling, and X
shoots.<span>  </span>For easy reloading, hold down
the square button. If youve equipped a scope (or prefer a first-person
viewpoint) repeatedly press the up directional button; this sometimes passes
through night vision mode if the mission is set in the evening, and if you have
thermal equipped, culminates in a fuzzy blue field marked with throbbing red
targets. Sometimes youll encounter a special action icon, which can include
such options as pick up primary/secondary weapon, open/close door, place
satchel/C4 charges, climb, knife, and  for when youre completely out of
ammo with no enemies in sight  rifle butt. Its cheap, but effective. 



<p class="MsoNormal">Perhaps the most obvious signature mark of the campaign mode
is the inclusion of Lonestar, who is essentially your go-to guy. You command
him to move to locations, diffuse bombs, breach doorways (run inside and clear
out the room), cover targets, deploy (bomb targets), regroup on you, and clear
the area  which all basically saves yourself some bullets. If Lonestar dies,
however, or you die (or your hostages die, or you foil some important
objective) the mission is over. 



<p class="MsoNormal">If you havent got the time for a full campaign level, you
can always start an instant action game. As missions are completed, you can
play through their maps in one of five modes under the instant action
selection: hostage extract, stealth extract (extract hostages without being
seen), sweep and clear (kill all foes), sabotage (have Lonestar disable a
device), and stealth sabotage (disable a device without being seen). To keep
things fresh, you can select a difficulty level for the mission (ensign,
admiral, etc.) and randomize enemies and items, which makes up for some of the
modes being the same (besides the fact that you cant be seen).



<p class="MsoNormal">If youre ready for some multiplayer fun and have a few
friends with PSPs of their own, you can engage in ad hoc games utilizing only
one copy of Fireteam Bravo. When youre ready for real SOCOM action, however,
head to the infrastructure wireless LAN option and hop online to take on the
best. Fireteam Bravo perfectly mimics SOCOM IIIs online mode, complete with 11
briefing rooms of 256 maximum players each. Online games include suppression
(team with most players alive at the end of the match wins), free for all
(terrorists against terrorists), extraction (SEALs win by extracting hostages,
and terrorists win by killing the SEALs), demolition (blow up the enemy base,
or defuse the bomb set at your own base), and captive, which is suppression
with a revival twist. The respawn option made popular in SOCOM III is also
present, along with friendly fire and similar load-out modification when youre
dead. Matches typically consist of 11 rounds of 5 minutes each, and the game
keeps a tally (viewable via select) that shows scores as well as whos alive,
whos dead, and whos got the bomb. <p class="MsoNormal">Fireteam Bravo is also the first mainstream
PSP game to utilize the PSP headset, which is about $20 and plugs easily into
the PSP remote, improving communication effectiveness. The game uses three
radio channels (all players, channel one, and channel two) and features
everyones favorite victory dances, taunts (voice and text), team voting (kick
those annoying jerks who shoot their teammates), friend invites, and all of
SOCOM IIIs community options: poll, leaderboards, message boards, profile
information, clan joining or management, and simplified (or advanced) game
searches. And no, you dont have to verify your account as you do in SOCOM III.



<p class="MsoNormal">The best thing about Fireteam Bravo is how Zipper
Interactive adjusted it to fit the needs of portable play, and its smaller maps
 which better accommodate the 16 maximum players in a match  are still
significantly larger than most environments in handheld titles. They also still
contain the traditional canyons, tunnels, secret passageways, cover spots, and
abandoned buildings that make all the SOCOM games so much fun. Players climb
over fences to ambush you, stalk you through underground passages, and snipe
you from afar on top of rushing you for a nice firefight, and while the lock-on
targeting gives you an early warning that opponents are near, Zipper was wise
enough to limit its distance such that players have to get in close to use it. <p class="MsoNormal">Most
of the areas are highly detailed and graphically comparable to SOCOM IIIs
stages, and this is echoed in the character models, bright explosions, smoke
bombs, and night/thermal view, which only emphasizes the games polished
presentation. There are even CG cutscenes, voiced and subtitled, to introduce
each of the four locales in single-player mode, and the voiceovers (including
Lonestars humorous comments) are very believable. In-game sound effects 
footsteps, howling winds, grenade warnings, gunfire, and very big booms  add
to the titles wartime ambience and, paired with the games musical track (the
same track in almost all SOCOM games), help create an epic mood. 



<p class="MsoNormal">And finally, perhaps to convince SOCOM III fans to give
Fireteam Bravo a try (and vice versa), Zipper enables players to complete
crosstalk objectives in either SOCOM III or Fireteam Bravo and then connect the
PSP to the PS2 via a mini-b cable to synchronize the data. This unlocks new
objectives, weapons, and multiplayer skins for both games. <span>      </span>



<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">It could fairly be said that all of Fireteam Bravos good
aspects are borrowed from SOCOM III, and so it is with its faults. The games
visuals, so on par with its immediate predecessor, have also inherited its
problem areas, worsened by the nature of the PSP. While online play is usually
quite smooth, it does get jerky at times and lags a lot when in areas of high
texturing and enemy activity, especially when players are tossing grenades. The
textures themselves are very repetitive and often muddy, and the game is plagued
by clipping errors.



<p class="MsoNormal">Lonestars AI could still use some tweaking. Sometimes hell
wander into a wall and just keep... going. Other times he gets lost behind you
and youre forced to wait a few seconds for him to catch up. In one particular
level in which I had to diffuse a certain number of bombs under a time limit, I
actually lost because Lonestar got stuck in a hallway or the diffuse bomb
command switched to move to after I gave the order. Youll also spot poor
Lonestar occasionally crawling from one spot to another, which makes absolutely
no sense when the area is empty of all life but your own. Its also amusing to
watch him slink along a road out in the open, when there <em>are</em> enemies about, so be prepared to rush in and provide him some
cover. 



<p class="MsoNormal">When it comes to online play, there are much fewer people
online in Fireteam Bravo than in any SOCOM game for the PS2, although there are
still more people online in Fireteam Bravo than in any other PSP game and most
PS2 titles. Youll typically have about two rooms stocked with 256 players and
a few rooms with significantly less than that, which makes starting up or
joining a game in a different map more difficult. There are also fewer people
with headsets in Fireteam Bravo, although the number of players with headsets
is steadily rising.



<p class="MsoNormal">As for the idiots that flock all online titles, theyre
here, and youll still have to contend with them (Im actually of the belief
that said idiots purchase online games simply to annoy everyone else, <em>because</em> they are idiots). Youll get the
same verbal abuse in-game or u dum ppl suk text lines in the lobby, but
because of the nature of the PSP, you wont get them as often (matches on
Fireteam Bravo are a lot more quiet). 



<p class="MsoNormal">The only significant online error I spotted in Fireteam
Bravo was during some instances when, in extraction matches, SEALs began the
round with automatic extractions and scored some cheap victories (Ive <em>only</em> witnessed this in the thin ice
medley).



<p class="MsoNormal">And just as in every SOCOM game to have ever seen the sun,
you still have incidents where youve shot a guy a hundred times and he not
only survives, but manages to turn you around and fill you with bullets. Maybe
thats what terrorists mean when they speak of  divine intervention? 



<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">Fireteam Bravo is an
excellent addition to anyones PSP library. If you own a PSP, you should
have this game. If you like SOCOM, or just shooters, and lack a PSP, you should
purchase a PSP and this game. Fireteam Bravo has all the goodies that SOCOM
fans love, and theyre displayed brilliantly on the handhelds sleek
widescreen. Zipper Interactive managed to create very smooth, simple controls
for a unit without a second analog nub (a minor miracle), and brought along all
the SOCOM visual treats and gameplay nuances that fans of the genre crave, and
the PSP enabled them to do this all in style. Dont be surprised if you catch
yourself turning off the PS2 and picking up the PSP (and Fireteam Bravo)  instead.

	<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=GAMEPLAY: 8.6&size=20" alt="GAMEPLAY: 8.6" /> <br />
All the gameplay of SOCOM III on the PSPs gorgeous widescreen. Intense online play.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=GRAPHICS: 8.5&size=20" alt="GAMEPLAY: 8.5" /> <br />
Great visuals, some clipping errors and repetitive texturing, though. Solid presentation.</p>

<p><img style="border: 0px;"   src="/typeimage.php?color=black&font=stencil&text=SOUND: 8.2&size=20" alt="SOUND: 8.2" /> <br />
Great sound effects and voiceovers, plus SOCOM III music for a nice epic touch.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=FUN FACTOR: 9.4&size=20" alt="FUN FACTOR: 9.4" /> <br />
The most fun Ive had on the PSP. Online play is a blast and incredibly addictive.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=REPLAY VALUE: 10&size=20" alt="REPLAY VALUE: 10" /> <br />
Once youre hooked, itll take months for you to put it down. Online play, ad hoc, and campaign</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=orange&font=stencil&text=TOTAL SCORE: 8.9 &size=23" alt="TOTAL SCORE: 8.9" />

]]></description>
<pubDate>Wed, 23 Nov 2005 20:38:00 -0600</pubDate>
</item><item>
<title>Rumor NFS Rivals Online?</title>
<author>The Gaming Horizon Archive</author>
<link>http://www.gamebump.com/go/rumor_nfs_rivals_online</link>
<guid>http://www.gamebump.com/go/rumor_nfs_rivals_online</guid>
<comments>http://www.gamebump.com/go/rumor_nfs_rivals_online#</comments>
<description><![CDATA[<p>Rumor is swirling on PlayStation boards that Need For Speed Underground: Rivals will feature an online mode.</p><p>This would be similar to the recently announced 989 Sports titles, ATV Offroad Fury and Twisted Metal: Head-On. Currently, this is still just a rumor, but if true it could lead to the assumption that EA Sports titles would also be online.</p><p>We'll keep you posted if and when further details come about from Electronic Arts.</p> Originally written by Brian Mohr]]></description>
<pubDate>Tue, 15 Nov 2005 01:15:00 -0600</pubDate>
</item><item>
<title>GH Preview: SOCOM: U.S. Navy SEALs Fireteam Bravo (PSP)</title>
<author>Brian Mohr</author>
<link>http://www.gamebump.com/go/gh_preview_socom_us_navy_seals_fireteam_bravo_psp1</link>
<guid>http://www.gamebump.com/go/gh_preview_socom_us_navy_seals_fireteam_bravo_psp1</guid>
<comments>http://www.gamebump.com/go/gh_preview_socom_us_navy_seals_fireteam_bravo_psp1#</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>The PSP version of SOCOM is finally making its way to the handheld and thankfully the basic concepts of the PlayStation 2 version are still intact. The game will include 14 single-player missions where each one you can play five different game types too. The missions are set over four different regions of the world including a PlayStation Portable exclusive environment added is Chile. There will also be 30 weapons and accessories including scopes, silencers and more. As is the case in previous SOCOMs, the games graphics are very solid and impressive. Youll see details like particle effects coming off of a smoking candle that really push the PSP to the limit. <p>SOCOM also adds something new to the PSP including instant action that will let players go back to parts of a mission to do them again for more replay ability and the fact that you only have yourself Sandman and one other Seal Lonestar in your team. This is different, but it will make the game a little more difficult as well. <p>The most important question in reference to SOCOM is the controls, especially on the one analog stick handheld. Thankfully Zipper has solved this problem by allowing you to lock on with the right trigger button and fire with X. If you lock on or stay still, in a few short seconds the target moves from the body to a headshot, thus the game still is based on the idea of stealth. The controls are comfortable, but they can be difficult to knock off enemies if youre moving. Moving in all directions is done with the analog stick and if you dont want to take advantage of the lock on feature, you dont have to because you can play in free roam just by pressing right on the D-pad. Free roam works well, but it can be a little awkward as your hand may be pressed to push too many buttons at once. This is probably the only drawback to the game. Finally, the left trigger will allow you to strafe too. <p>Zipper promises the artificial intelligence is much more aware of their surroundings in this version also. Another nice feature to the game are visibility icons for both of the Seals, this is in the bottom right corner next to each of the players names. One other added feature is the ability to cross talk with SOCOM 3. By doing certain things, this will result in changing experiences in either the PSP or PlayStation 2 versions. <p>Finally, you cant talk about SOCOM without talking about the multiplayer capabilities. The game will support both Ad Hoc and Infrastructure play. Zipper has yet to confirm how many players will be able to play at one time or how many multiplayer missions there will be, but they did say players will be satisfied. The company also stated that they are definitely looking into allowing players to download future maps as well. SOCOM Fireteam Bravo certainly looks to be on the right track from the demo we got to see. Add to that the amazing graphics and an incredible amount of replay value. <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>SOCOM definitely is going to be one of the must get games for the PSP this fall. Currently, the game is approximately 60% done, but so far the game is ready and loaded to take on Sonys new handheld. ]]></description>
<pubDate>Thu, 19 May 2005 00:16:37 -0500</pubDate>
</item><item>
<title>GH Preview: Crash Tag Team Racing (Xbox)</title>
<author>Tim Grube</author>
<link>http://www.gamebump.com/go/gh_preview_crash_tag_team_racing_xbox1</link>
<guid>http://www.gamebump.com/go/gh_preview_crash_tag_team_racing_xbox1</guid>
<comments>http://www.gamebump.com/go/gh_preview_crash_tag_team_racing_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><img  style="border: 0px;" src="http://www.gamebump.com/typeimage.php?color=orange&font=stencil&text=THE BUZZ&size=25" alt="The Buzz" /><p>
Vivendi Universal had several titles on the E3 show floor and one of them was the newly announced Crash Tag Team Racing for Xbox, PlayStation 2, GameCube, and Nintendo DS. We had a chance to go hands-on with the Xbox version and to tell you the truth, it wasnt all that impressive.
<p>
To start things off, the game is being developed by Radical Entertainment who also developed Simpsons Hit &amp; Run. The game has a cool concept by allowing the player to switch off between being the gunner or the driver, but it had several problems that totally confused me.
<p>
When you first start the race, you take control of the vehicle. Half the time I wanted to just drive the futuristic vehicle because it was much easier to do that than being the gunner. The technology they built is called, Clashing. You press a button and you can switch between the driver and the gunner that is positioned on top of the vehicle. Driving is self explanatory that resembles many games on the market. Being a gunner puts you in control of blowing your opponents into pieces. You have an arsenal of weapons to choose from, but targeting the opponents is rather difficult and tedious. You have a zoom function, but when you have the AI take control of the driving, he acts like he is drunk. Hence, why I like to drive instead of the being the gunner.
<p>
There were many slowdowns in the build, but Im sure it will be fixed in the final product. At least, I hope. Graphics were ok, but not the best compared to other titles. Youll be able to play multiplayer with up to eight players VIA system link. No word for online play.<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>
I wasnt too thrilled. I expected Crash to come out with a bang. Hopefully Vivendi Universal will tweak some of its problems and well have a solid product in the end. It is due out this fall.
]]></description>
<pubDate>Wed, 18 May 2005 18:29:28 -0500</pubDate>
</item>
</channel></rss>


