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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>Tomb Raider: Underworld Demo Now Available On XBL</title>
<author>Aaron Dunlap</author>
<link>http://www.gamebump.com/go/tomb_raider_underworld_demo_now_available_on_xbl</link>
<guid>http://www.gamebump.com/go/tomb_raider_underworld_demo_now_available_on_xbl</guid>
<comments>http://www.gamebump.com/go/tomb_raider_underworld_demo_now_available_on_xbl#</comments>
<description><![CDATA[<center><img src="http://www.gamebump.com//images/tags/TRUnderworld.jpg" align="center" style="margin: 10px; border: 1px solid black;" /></center>In case you haven't got enough Lara in your life, you can now download an official demo for <span style="font-weight: bold;">Tomb Raider: Underworld</span> via the Xbox Live Marketplace.<br><br>PS3 fans seem to not be invited to this party. We haven't gotten any word that a demo will find its way to the PlayStation Network.<br><br>Tomb Raider: Underworld goes on sale November 18.<br>]]></description>
<pubDate>Tue, 28 Oct 2008 11:58:36 -0500</pubDate>
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<title>Company Wide Lawsuit Plagues Tecmo</title>
<author>Zach  Lott</author>
<link>http://www.gamebump.com/go/tecmos_entire_staff_is_suing_the_company</link>
<guid>http://www.gamebump.com/go/tecmos_entire_staff_is_suing_the_company</guid>
<comments>http://www.gamebump.com/go/tecmos_entire_staff_is_suing_the_company#</comments>
<description><![CDATA[<p style="text-align: center;"><img src="http://www.gamebump.com/images/upload/qpcso3sjaxogsj89xk77j418.jpg" alt="" alignment="" border="0"></p>When the rumor hit over the weekend that several dozen Tecmo employees could be joining Tomonobu Itagaki in his lawsuit against the company, no one realized how much of an underestimate that number really was: <a href="http://www.joystiq.com/2008/06/17/all-tecmo-employees-sue-tecmo/">Joystiq is reporting</a> that Tecmo is being sued by all 300 of its employees. <br><br><a href="http://kotaku.com/5017065/tecmo-employees-sue-tecmo-tecmo-seems-fucked">Kotaku reported </a>on the specifics of the suit, in which the workers claim that they were illegally placed on a "flexible hours" schedule and weren't paid the overtime that they feel they deserve. What's worse is that Tecmo may have created false documents while covering up accounting documents. <br><br>It looks like Tecmo's labor practices and failure to fulfill Japanese law by reporting Itagaki's lawsuit to shareholders on the same day as the filing could leave them in serious, serious legal trouble. We'll be sure to keep you updated as the drama continues to unfold.<br>]]></description>
<pubDate>Tue, 17 Jun 2008 16:31:13 -0500</pubDate>
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<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>
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<title>Tomonobu Itagaki Leaves Tecmo, Sues Company</title>
<author>Zach  Lott</author>
<link>http://www.gamebump.com/go/tomonobu_itagaki_leaves_techmo_sues_company</link>
<guid>http://www.gamebump.com/go/tomonobu_itagaki_leaves_techmo_sues_company</guid>
<comments>http://www.gamebump.com/go/tomonobu_itagaki_leaves_techmo_sues_company#</comments>
<description><![CDATA[<p style="text-align: center;"><img src="http://www.gamebump.com/images/upload/yz30ek0qsc81smrpq874pjj7.jpg" alt="" alignment="" border="0"></p><div style="text-align: left;">In what will certainly be remembered as one of the most unexpected events of 2008, Tomonobu Itagaki, Team Ninja leader and mastermind behind Ninja Gaiden, left Tecmo last night and announced that he is suing the company. The reason? He failed to receive a completion bonus for Dead or Alive 4 that was promised to him by Tecmo president Yoshimi Yasuda.<br><br><a href="http://www.1up.com/do/newsStory?cId=3168056">1up did some digging</a> and discovered that Itagaki's problems with Yasuda may extend past unpaid bonuses, as they've heard that Yasuda wanted to force him into making several ports of his games and was more concerned with making money over creating a quality product. <br><br><a href="http://www.computerandvideogames.com/article.php?id=189396">In a recent interview</a>, Itagaki stated that he's interested in creating a new action game similar to Ninja Gaiden, but now the question arises of where he'll go from here to create it. Will he join another development team at another publisher? Will he form his own studio? For now, the answer will have to wait.<br><br>Here's the statement that Andrew Szymanski, Itagaki's translator, sent to both Kotaku and 1up: <br><br></div><div style="margin-left: 40px; text-align: left;">"At approximately 2:30 PM Japan Standard Time today, June 3 2008, an
official statement from Tomonobu Itagaki was sent by fax to major
Japanese news outlets. In the interest of fair and expedient reporting
of this story throughout the English-speaking world, I have been asked
by Itagaki to convey this statement to you. Herein find attached
Itagaki's official statement, in English, for the benefit of your
readers.<br><br>"You will likely have questions regarding the content of the statement,
or about Itagaki's future plans. I am afraid that I will be unable to
answer such questions for the time being; however, rest assured that
more information will be forthcoming as soon as it is deemed
appropriate to do so."<br><br></div><div style="text-align: left;">Hit the jump for Itagaki's full statement, which includes a message to game fans.<br></div><p></p><p></p><blockquote>
</blockquote><blockquote><div style="text-align: center;">
</div><p style="font-weight: bold; text-align: center;">Statement</p>
<p>I, Tomonobu Itagaki, hereby announce that on the 14th of May 2008 I
filed a complaint in the Tokyo District Court against Tecmo Co., Ltd.
for unpaid completion bonuses, and against the President of Tecmo,
Yoshimi Yasuda, for such unlawful acts as unreasonable and disingenuous
statements made towards me, claiming damages in total of 148 million
yen. I also announce that this complaint was delivered to the
defendants on May 22nd of the same year.</p>
<p>In addition, I hereby announce that I have today submitted a letter
of resignation to Tecmo Co., Ltd. stating that I will resign as of the
1st of July, 2008.</p>
<p>Before the start of development on Dead or Alive 4, Tecmo Co., Ltd.
had agreed to pay a completion bonus to me for this Xbox 360 title,
which I produced. However, when the time came for the actual payment,
Tecmo Co., Ltd. went against its previous agreement and refused
payment. President Yoshimi Yasuda chose not only to violate this
agreement, but also turned defiant, telling me if you are dissatisfied
with the decision not to pay the bonuses, either quit the company or
sue it. In addition, he made demeaning remarks about me to my
subordinates and colleagues, causing me significant emotional distress
and worsening my personal relationships and work environment. Thus, I
have no choice but to resign from Tecmo Co., Ltd.</p>
<p>The conduct of Tecmo Co., Ltd. and its president Yoshimi Yasuda towards me has been unbefitting of a publicly-listed company.</p>
<p>I have filed this lawsuit with a strong intent to question the
social responsibility of Tecmo Co., Ltd. and its President Yoshimi
Yasuda, as well as condemning them for their unjust acts. Today, in
addition to announcing the reasons for this lawsuit, I make clear my
reasons for resigning.</p>
<p style="font-weight: bold;">To All Game Fans</p>
<p>I truly feel sorry to all the fans of the games I have made. <span style="text-decoration: underline;"></span>Ninja Gaiden 2,
which will launch on the 3rd of June will be the last Ninja Gaiden I
will create. I will also never be able to make Dead or Alive 5. I
regret the circumstances that have forced me to leave Tecmo, where I
had worked for so many years, and I regret the disappointment this will
cause my fans.</p>
<p>However, I can no longer continue to work with President Yoshimi
Yasuda, a man who chooses not to honor promises even when he is able to
do so.</p>
<p>I truly hope that nothing like this happens again in the future.</p>
<p>Tecmo Co., Ltd. Creative Officer</p>
<p>Leader, Team NINJA</p>
<p>Tomonobu Itagaki</p>
</blockquote>]]></description>
<pubDate>Tue, 03 Jun 2008 11:01:45 -0500</pubDate>
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<title>New Tom Clancy's Rainbow Six Vegas 2 'Limited Edition' Trailer</title>
<author>Shiva Stella</author>
<link>http://www.gamebump.com/go/new_tom_clancys_rainbow_six_vegas_2_limited_edition_trailer</link>
<guid>http://www.gamebump.com/go/new_tom_clancys_rainbow_six_vegas_2_limited_edition_trailer</guid>
<comments>http://www.gamebump.com/go/new_tom_clancys_rainbow_six_vegas_2_limited_edition_trailer#</comments>
<description><![CDATA[Here's an interesting Ubisoft trailer for the evening, this one for <a href="http://www.gamestop.com/product.asp?product%5Fid=200443">Tom Clancy's Rainbow Six Vegas 2</a> on the PC, PlayStation 3, and Xbox 360. The video is advertising the "limited edition" version; you can check out the list of features below to see if it's worth the extra $10. Check out the<span style="font-style: italic;"> hot</span> key chain.<br><br><ul><li>Includes Collectible Poker Chip Key Chain</li><li>Limited Edition Bonus Disk</li><li>Exclusive Strategy Video: With insider tips and secrets from the developers, pro gamers, and Frag Dolls you won't get anywhere else.</li><li>Pro Gamer Interview: Get an exclusive look at the life of a pro gamer with MLG player FinestX.</li><li>MLG Pro Circuit '07 Season Highlights: Watch the pros take on the most heated matches of '07.</li><li>Tom Clancy's EndWar(TM) Sneak Peek: Join the Frag Dolls for a hands-on look at the latest thrilling game in the Tom Clancy arsenal.</li></ul>Since when do "insider tips" and commentary from the "Frag Dolls" make something a "special" edition?<br><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000"  ="" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=8,0,0,0" id="gtembed" height="392" width="480"><param name="allowScriptAccess" value="sameDomain">&nbsp;&nbsp;&nbsp;  &nbsp;&nbsp;&nbsp; <param name="allowFullScreen" value="true"> <param name="movie" value="http://www.gametrailers.com/remote_wrap.php?mid=30674"> <param name="quality" value="high"> <embed src="http://www.gametrailers.com/remote_wrap.php?mid=30674" swliveconnect="true" name="gtembed" allowscriptaccess="sameDomain" allowfullscreen="true" quality="high" pluginspage="http://www.macromedia.com/go/getflashplayer" type="application/x-shockwave-flash" align="middle" height="392" width="480"> </object><br>]]></description>
<pubDate>Fri, 15 Feb 2008 23:02:11 -0600</pubDate>
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<title>Can Bioshock Save Japan?</title>
<author>Shiva Stella</author>
<link>http://www.gamebump.com/go/can_bioshock_save_japan</link>
<guid>http://www.gamebump.com/go/can_bioshock_save_japan</guid>
<comments>http://www.gamebump.com/go/can_bioshock_save_japan#</comments>
<description><![CDATA[<p><img src="http://www.gamebump.com/images/upload/8aebki5ghzbdrbaq3ryhn4u8.jpg" alt="" alignment="" border="0"></p>According to Takashi Sensui, Microsoft's Xbox-related go-to guy in Japan at a recent Spike, Xbox 360 New Year's party, more and more (Xbox 360) western titles will be making their way over to the gaming capital of the world, and those being third-party titles at that. The first three games include Battlestations: Midway, Tomb Raider: Anniversary, and 2K's ever-popular Bioshock.<br><br>It's an interesting move, with Xbox 360 sales lagging behind... everything else (hard to top those Nintendo DS's). It's possible that offering western-style games to Japanese gamers via the 360 might boost unit sales, but it's equally possible that the audience doesn't give a damn. But if Bioshock, one of 2007's premier titles in the west, can't move 360s over there, then what can?<br><br>]]></description>
<pubDate>Mon, 21 Jan 2008 15:48:42 -0600</pubDate>
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<title>Tomarni Releases Gamer Enhancement Magic Pills</title>
<author>Shiva Stella</author>
<link>http://www.gamebump.com/go/tomarni_releases_gamer_enhancement_magic_pills</link>
<guid>http://www.gamebump.com/go/tomarni_releases_gamer_enhancement_magic_pills</guid>
<comments>http://www.gamebump.com/go/tomarni_releases_gamer_enhancement_magic_pills#</comments>
<description><![CDATA[<p style="text-align: center;"><img src="http://www.gamebump.com/images/upload/vw3t823cxcsa8jf0csq77a5h.gif" alt="" alignment="" border="0"></p>Tired of losing to little Billy and his consistent use of random grenade throwing on Xbox Live? German-based Tomarni has developed the solution for you in a convenient pill format: <a href="http://www.fpsbrain.com/index.php?page=start">FpsBrain</a>. <br><br>According to Tomarni the product "accelerates neural processes and heightens perception and capacity of reaction and concentration," and has apparently been tested extensively in South Korea, where all the <span style="font-style: italic;">real</span> gamers are. Or just <span style="font-style: italic;">real crazy</span>.<br><br>A bottle of FpsBrain contains 60 capsules and retails for 19.90 Eur, or roughly $30 USD, and comes with a 110% money-back guarantee (I guess the extra %10 comes from the "small 10%-gift" that is sent to the unsatisfied gamer who demands a refund). You can view a list of <a href="http://www.fpsbrain.com/index.php?page=ingredients">ingredients</a> at the jump.<br><br>At least the Germans have their priorities straight. <span style="font-style: italic;">Right?</span><br><p></p><p>Ingredients: <br></p><ul><li>L-glutamine 100,00 mg</li><li>L-tyrosine 100,00 mg</li><li>Betaine 50,00 mg</li><li>Vitamin C 75,00 mg</li><li>Vitamin E 10,00 mg</li><li>Niacin amide 18,00 mg</li><li>Selenium 30,00 µg</li><li>Calcium pantothenate 6,00 mg</li><li>Vitamin B6 2,00 mg</li><li>Vitamin B2 1,60 mg</li><li>Vitamin B1 1,40 mg</li><li>Vitamin B12 1,00 µg</li><li>Folic acid 200,00 µg</li><li>Biotin 150,00 µg</li><li>Caffeine 5,00 mg</li><li>Soy lecithin 250,00 mg</li><li><span style="font-style: italic;">Essence of victory?</span><br></li></ul><br>]]></description>
<pubDate>Wed, 16 Jan 2008 17:12:13 -0600</pubDate>
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<title>[GOTY] Best Portable Game of 07: The Legend of Zelda: Phantom Hourglass</title>
<author>Aaron Dunlap</author>
<link>http://www.gamebump.com/go/goty_best_portable_game_of_07_the_legend_of_zelda_phantom_hourglass</link>
<guid>http://www.gamebump.com/go/goty_best_portable_game_of_07_the_legend_of_zelda_phantom_hourglass</guid>
<comments>http://www.gamebump.com/go/goty_best_portable_game_of_07_the_legend_of_zelda_phantom_hourglass#</comments>
<description><![CDATA[<p style="text-align: center;"><a href="http://www.gamebump.com/static/GOTY07"><img src="http://www.gamebump.com/images/goty07/goty_logo.gif" border="0"></a><br><img src="http://www.gamebump.com/images/goty07/bestportable.gif"></p><p></p><p><img src="http://www.gamebump.com/images/upload/3yswot03mhho89sca6ybujml.gif" alt="" alignment="" border="0"></p><br><p></p><p><span style="font-weight: bold;">Why It Won:</span> Zelda games come around more frequently than Mario games and so aren't
held to the same absurd scrutiny. In fact, after a lifetime of
mostly-identical storylines (the princess is kidnapped, oh noes!) it
wouldn't be altogether ridiculous to wonder when something new would
come along for Link to do besides spend all day fishing, blowing into
an ocarina, and looking for pieces of the much-elusive Tri-force. I'd
all but discounted the series as an ad-tedium retread of the same
concepts when <span style="font-style: italic;">The Legend of Zelda: Phantom Hourglass</span> came along and I,
feeling sorry for my oft-neglected DS, decided to give it a whirl.<br>
</p><p></p><p></p><br>
Phantom Hourglass is refreshing on many counts. Rather than trying to
transpose some pre-fab Zelda tale onto the DS and throwing in a few
inane mini-games for the sake of utilizing the hardware's features
(like nearly every Wii game being made still), Phantom Hourglass is
built from the ground up for the DS and the dual-screen, touch-screen,
and microphoney features are etched into the very fabric of the game.
Though it may sound off-putting, the only way to control our cel-shaded
Link is by dragging the stylus around the screen (no D-pad), the only
way to skip through conversations is by tapping the screen (no face
buttons), and except to activate them, every weapon and tool is
exclusively controlled by the touchscreen. Need to extinguish a fire to
continue through one of the countless labyrinthine temples, caves, and
dungeons? Just it out? Need to send your boomerang on a serpentine
course across the map to defeat baddies, break open some vases, and
return their contents to you? Stay back where it's safe and draw a wiry
course for the boomerang to follow. Need to remember the key to a
puzzle, the best route through a maze, or the positions of hidden
treasure chests? Just draw them on your map.<br>
<br>
No element of this game feels shoe-horned in. The story is actually a
bit engaging and not a repeat of the same thing we've been doing for 20
years now. There's no Ganondorf or Tri-Force or Epona or, hell, not
even a Zelda. This straight-sequel to Wind Waker manages to be unique,
fun, and simple at the same time. I was starting to think that there
would never be a portable game that could hold my attention when I'm
surrounded by high-definition consoles and crazy-huge gaming PCs, but
here's The Legend of Zelda: Phantom Hourglass proving me wrong.<br>
<br style="font-weight: bold;"><span style="font-weight: bold;">Why You May Disagree:</span> The most common complaint I read from naysayers
is that the lack of D-pad controls is a "slap in the face" to longtime
Zelda fans. Others find the constant ocean-faring tedious. Others are
afraid that playing a game with a cel-shaded protagonist will damage
the delicate fabric holding their heterosexuality intact.<br>
<br><span style="font-weight: bold;">
But We Say:</span> Is the reason you liked previous Zelda games because of the
immersive story and addictive gameplay, or because you move the
character around by sliding your thumb around a plastic cross? The
touchscreen control might look awkward at first, but it feels perfectly
comfortable. Also, since every tool and weapon is controlled via the
touchscreen it would become too confusing to constantly switch back and
forth from the D-pad to the stylus. if you want to control a character
with a D-pad, try playing any other video game ever made. The
sea-travel can seem a bit monotonous, but there's usually something to
do on the way, and there are ways around it.<br>
<br><span style="font-weight: bold;">
Runner Up:</span><a href="http://gamebump.com/go/gb_review_contra_4_ds"><span style="margin: 0pt; padding: 8px 8px 8px 0pt; z-index: 777; float: left; clear: left;"><img src="http://www.gamebump.com/images/upload/xjzwcizabk0srymht3xq9b8o.jpg" alt="" alignment="left" border="0"></span></a><span style="font-weight: bold;"><br></span><p></p><p><span style="font-weight: bold;"><a href="http://gamebump.com/go/gb_review_contra_4_ds">Contra 4</a>:</span> This was the first game in a long time to "feel" like a
Contra game. The fast-paced shooter is one of the best portables
released this year and deserves recognition, but the joy it takes in
its difficulty makes it a game not for everyone, and besides taking
advantage of both screens the only real reason for this game to be on
the DS is because it would look ridiculous on any other platform. What
the game needs is a boomerang you control by drawing its path with the
stylus.</p><p><span style="font-weight: bold;"><p><a href="http://gamebump.com/go/gb_review_final_fantasy_tactics_the_war_of_the_lions"><span style="margin: 0pt; padding: 8px 8px 8px 0pt; z-index: 777; float: left; clear: left;"><img src="http://www.gamebump.com/images/upload/cvrqwm25jfo80mvipahumrqy.jpg" alt="" alignment="left" border="0"></span></a></p><a href="http://gamebump.com/go/gb_review_final_fantasy_tactics_the_war_of_the_lions">Final Fantasy Tactics: The War of the Lions</a>:</span> The PSP release of the nine-year-old PlayStation classic, FFT: War of the Lions is possibly the best RPG available on Sony's handheld and is an absolute requisite purchase if you owned and loved the original. However, this fresh version does feature some subtle changes that tend to annoy fans, including slower spell animations, adjusted dialogue (though we find this a plus), and the lack of online multiplayer. Considering the huge potential for online battles as opposed to just ad hoc (which requires two PSPs and two copies of the game), this is a significant drawback.<br></p>
		  	
		  	<a href="http://www.amazon.com/gp/search?ie=UTF8&keywords=Phantom Hourglass&tag=gaminghoriz0c-20&index=blended&linkCode=ur2&camp=1789&creative=9325">
		  	<img style="border:0px;" src="http://www.gamebump.com/typeimage.php?text=BUY PHANTOM HOURGLASS AT AMAZON&color=lorange&font=stencil&size=10&width=500" />
		  	</a><br />
		  	]]></description>
<pubDate>Fri, 21 Dec 2007 13:16:00 -0600</pubDate>
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<title>EA Offers a Good Apology</title>
<author>Akshay Masand</author>
<link>http://www.gamebump.com/go/ea_offers_a_good_apology</link>
<guid>http://www.gamebump.com/go/ea_offers_a_good_apology</guid>
<comments>http://www.gamebump.com/go/ea_offers_a_good_apology#</comments>
<description><![CDATA[<img src="http://www.gamebump.com//images/tags/EA.jpg" align="right" style="margin: 10px; border: 1px solid black;" />Were you one of the many people who got a defective guitar with your Rock Band bundle? If that was the case, it really does suck to be you, but on the bright side, Electronic Arts is trying to do the right thing by promising customers a free game. When the news was first heard, everyone imagined this "free game" to be one of the less successful games made by the company, but little did we know!<br><br>EA released the news of what is to be offered as the "free game" and guess what? It isn't a bunch of crap titles! Unsatisfied customers can now choose from most of EA's 2007 catalogue of games. Amongst the list are games such as Command and Conquer 3: Tiberium Wars, Skate, and Fifa Soccer 08. <br><br>If you were one of the many who opened your bundle to find a broken guitar, you are in luck. Hit the link to see a full list of games available and get your copy if you are one of the unsatisfied Rock Band customers.<br>]]></description>
<pubDate>Wed, 19 Dec 2007 01:40:07 -0600</pubDate>
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<title>Infinium's Lapboard Finally Available, Totally Not A Scam</title>
<author>Aaron Dunlap</author>
<link>http://www.gamebump.com/go/infiniums_lapboard_finally_available_totally_not_a_scam</link>
<guid>http://www.gamebump.com/go/infiniums_lapboard_finally_available_totally_not_a_scam</guid>
<comments>http://www.gamebump.com/go/infiniums_lapboard_finally_available_totally_not_a_scam#</comments>
<description><![CDATA[<img src="http://www.gamebump.com/images/upload/writer/eea67c62ee461e68b9078763d9ba0df0.gif" alt="" alignment="" border="0"><p style="text-align: center;"><br></p>Did you know that I was the first journalist to publish real-life photos of the terminally-vaporware Phantom Gaming Service when it was shown at E3 2004? That's my claim to fame, what's yours?<br><br>Since then I've been following the product and the company pretty closely, and while I (like everybody) knew they were going to fail (if they were even trying) I kept saying that if they wanted to get anything out of their R&amp;D money they should just sell their "Lapboard" peripheral, since it was the only thing about the Phantom that really impressed me.<br><br>It's an age-old problem. Some people, God love'em, refuse to adapt to two-thumbed gamepad control for first person shooters on consoles and insist on using keyboard + mouse. Trouble is, if you're playing from a couch and not a desk, where do you put the keyboard or the mouse?<br><br>Infinium, now "Phantom Entertainment," solved that problem rather well. You put the device on your lap, tilt the keyboard up so that the whole thing is shaped like a V, and use the mouse on the lower surface while your other hand gently fondles the WASD keys. If you're a left-handed freak, the actual keyboard swivels around 180 degrees so you can flip the lapboard around and play it southpaw. It's simple, elegant, and surprisingly comfortable.<br><br>Apparently they heard me, because they're selling the thing now. Problem is, it's only "for" the PC and Mac, not the major consoles (which confuses me, because the Xbox 360 and PlayStation 3 both have USB keyboard and mouse support; they must require you to use their spyware-infused hardware drivers), so the only people I could see this being for are the ones who like to really lean back in their desk chairs when they play PC games or the 12 or so people out there with computers connected to their home theaters and try to play games on them (like my brother). <br><br>The thing costs $130, which might seem like a lot on account of it being so, and the only place to buy it currently is directly from Phantom's website (which has an expired SSL certificate), which may seem shady on account of you not being an idiot.&nbsp; <br>]]></description>
<pubDate>Sat, 15 Dec 2007 15:38:06 -0600</pubDate>
</item><item>
<title>This Just In: Ubisoft Makes The Money for Q3</title>
<author>Shiva Stella</author>
<link>http://www.gamebump.com/go/this_just_in_ubisoft_makes_the_money_for_q3</link>
<guid>http://www.gamebump.com/go/this_just_in_ubisoft_makes_the_money_for_q3</guid>
<comments>http://www.gamebump.com/go/this_just_in_ubisoft_makes_the_money_for_q3#</comments>
<description><![CDATA[<img src="http://www.gamebump.com//images/tags/ubilogo.jpg" align="right" style="margin: 10px; border: 1px solid black;" />Ubisoft has announced its results for the first half of the 2007-2008 fiscal year, claiming that sales are up 52% mostly due to the release of high-profile games, including Rayman Raving Rabbids 2 and Assassin's Creed. <br><br>The company also posted a little update on its release schedule following a third-quarter review, all provided at the jump.<br><br><p></p><p></p><div style="margin-left: 40px;">Third-quarter business review<br><br>The third quarter of fiscal 2007-08 got off to a good start with a number of new games released in November including Assassin's Creed, Rayman Raving Rabbids 2, Naruto: Rise of a Ninja, Beowulf, and the range of casual games. <span style="font-weight: bold;">Assassins Creed has already notched up record sell-through sales of more than a million units</span>, a positive sign that the brand will be successful and that Ubisoft has created another long-term franchise. The casual games  including the Imagine, Petz and My Coach brands  have also recorded a solid early performance.<br><br>2007-08 games release schedule updated<br><br>Ubisoft today announced that <span style="font-weight: bold;">Tom Clancy's Rainbow Six Vegas 2 will be released during the fourth quarter of fiscal 2007-08</span>. This release will capitalize on the success of the first episode. In addition, Tom Clancy's Splinter Cell Conviction, previously scheduled for release in the fourth quarter of fiscal 2007-08, will now form part of a stronger line-up for fiscal 2008-09. Lastly, Haze  which was due for release during the third quarter of fiscal 2007-08  will now be launched in the fourth fiscal quarter. The targets previously announced by Ubisoft remain unchanged as they already took into account the possible impact of these delays as a preventive measure.<br></div><br>]]></description>
<pubDate>Wed, 21 Nov 2007 12:00:00 -0600</pubDate>
</item><item>
<title>How'd they Screw Up Tomb Raider, Again?</title>
<author>Shiva Stella</author>
<link>http://www.gamebump.com/go/howd_they_screw_up_tomb_raider_again</link>
<guid>http://www.gamebump.com/go/howd_they_screw_up_tomb_raider_again</guid>
<comments>http://www.gamebump.com/go/howd_they_screw_up_tomb_raider_again#</comments>
<description><![CDATA[<img src="http://www.gamebump.com//images/tags/tranni.jpg" align="right" style="margin: 10px; border: 1px solid black;" />Next Gen has posted an interesting Edge article regarding the disaster that was Tomb Raider: Angel of Darkness. In it the writers provide an "in-depth analysis of a game that went horribly wrong," examining just how Lara's first PlayStation 2 outing made the development team, game critics, and fans everywhere cry. <br><br>Here's an excerpt:<br><br><div style="margin-left: 40px;">We spent an inordinate amount of time on the animation of Lara and designed the controls around the animation instead of designing the animation around the controls, explained Jeremy Heath-Smith. We got wrapped up in that whole beautiful big animation experience. I dont know if we ever would have understood what we got wrong with the animation until the game was out. We could have easily used another two or three months. We could have used another year.<br><br>There was a lot of material that got cut and changed; the whole process was one of slash and patch, right up to the latest possible moments before release, recalls Schofield. There were things that got left so late that their final omission left the game badly crippled, and I mourn them. One example was the range of hero abilities planned for Kurtis. He ended up as such a thin, emasculated version of the character we planned in the early stages of development that I could have wept. I may actually have done so. <br><br></div>]]></description>
<pubDate>Fri, 09 Nov 2007 11:20:00 -0600</pubDate>
</item><item>
<title>Tomb Raider: Anniversary Due November 13 for Wii</title>
<author>Shiva Stella</author>
<link>http://www.gamebump.com/go/tomb_raider_anniversary_due_november_13_for_wii</link>
<guid>http://www.gamebump.com/go/tomb_raider_anniversary_due_november_13_for_wii</guid>
<comments>http://www.gamebump.com/go/tomb_raider_anniversary_due_november_13_for_wii#</comments>
<description><![CDATA[<img src="http://www.gamebump.com//images/tags/tranni.jpg" align="right" style="margin: 10px; border: 1px solid black;" />Eidos Interactive announced today that that it's shipping Lara Croft Tomb Raider: Anniversary for the Wii console on November 13. <br><br>This new version of the game boasts three hours of Wii-exclusive content, including new features:<br><br><div style="margin-left: 40px;"><span style="font-style: italic;">...hands on challenges, an archaeologist's tool kit, a new remote flashlight and more exclusive new content.  The new tool kit allows players to break through walls, take charcoal rubbings and uncover important clues buried in dense layers of ancient rock.  Players will also be able to twist the Wii remote to illuminate dark areas with Lara Croft's new remote flashlight uncovering secrets hidden in the dark.</span><br></div><br><br>"Bringing Lara to the Wii platform has allowed us to creatively expand the Tomb Raider experience and add some really exciting and brand new game play elements," said Morgan Gray, senior producer, Crystal Dynamics. "The additional content, cryptic challenges and motion sensitive puzzle solving require much more involved input from the player."]]></description>
<pubDate>Wed, 24 Oct 2007 22:23:16 -0500</pubDate>
</item><item>
<title>Rainbow Six: Vegas Announced</title>
<author>The Gaming Horizon Archive</author>
<link>http://www.gamebump.com/go/rainbow_six_vegas_announced</link>
<guid>http://www.gamebump.com/go/rainbow_six_vegas_announced</guid>
<comments>http://www.gamebump.com/go/rainbow_six_vegas_announced#</comments>
<description><![CDATA[At a press conference in London today Ubisoft announced the development of Tom Clancys Rainbow Six: Vegas, the fifth in its popular tactical shooting series, to be released on the PC, next gen consoles, and current systems this fall.<br /><br />In case you couldnt guess the setting for the game this time is Las Vegas, which has been taken hostage by a terrorist threat of global proportions. It will be developed by Ubisofts Montreal studio  the team behind Splinter Cell: Chaos Theory and Rainbow Six 3  and is said to be pushing technical boundaries with advanced graphics, physics, and artificial intelligence.<br /><br />Well be bringing you all the information on the game as soon as it becomes available.<br />
 Originally written by Olly Dean]]></description>
<pubDate>Fri, 29 Jun 2007 00:52:00 -0500</pubDate>
</item><item>
<title>New Tom Clancy's EndWar Trailer</title>
<author>Shiva Stella</author>
<link>http://www.gamebump.com/go/new_tom_clancys_endwar_trailer</link>
<guid>http://www.gamebump.com/go/new_tom_clancys_endwar_trailer</guid>
<comments>http://www.gamebump.com/go/new_tom_clancys_endwar_trailer#</comments>
<description><![CDATA[<p><i>This article was originally published on Gaming Horizon, GameBump's predecessor. Certain formatting, imaged, and embedded content may have been lost in the transition process.</i></p><p>Ubisoft recently unveiled a new trailer for its Tom Clancy's EndWar, a real-time strategy game set in World War II that is currently being developed for the PlayStation 3, Xbox 360, and PC. Enjoy.
<p /> 
divxMovie('http://files.gaminghorizon.com/t_endwar_ubidays07.divx',true);

<p />]]></description>
<pubDate>Thu, 24 May 2007 15:56:00 -0500</pubDate>
</item><item>
<title>New Splinter Cell: Conviction Trailer</title>
<author>Shiva Stella</author>
<link>http://www.gamebump.com/go/new_splinter_cell_conviction_trailer</link>
<guid>http://www.gamebump.com/go/new_splinter_cell_conviction_trailer</guid>
<comments>http://www.gamebump.com/go/new_splinter_cell_conviction_trailer#</comments>
<description><![CDATA[<p><i>This article was originally published on Gaming Horizon, GameBump's predecessor. Certain formatting, imaged, and embedded content may have been lost in the transition process.</i></p><p>Ubisoft recently unveiled a new trailer for its Splinter Cell: Conviction, set to launch this holiday season for the Xbox 360 and PC. Enjoy.&nbsp;<p /><p /> 
divxMovie('http://files.gaminghorizon.com/t_splintercellconviction_ubidays07.divx',true);

<p />]]></description>
<pubDate>Wed, 23 May 2007 12:50:00 -0500</pubDate>
</item><item>
<title>Tomb Raider Anniversary on June 5</title>
<author>The Gaming Horizon Archive</author>
<link>http://www.gamebump.com/go/tomb_raider_anniversary_on_june_5</link>
<guid>http://www.gamebump.com/go/tomb_raider_anniversary_on_june_5</guid>
<comments>http://www.gamebump.com/go/tomb_raider_anniversary_on_june_5#</comments>
<description><![CDATA[Tomb Raider fans eagerly anticipating Tomb Raider: Anniversary will be pleased to hear that Eidos Interactive has announced the game's release date as June 5 for the PlayStation 2 and PC, with a PlayStation Portable version to follow at an unannounced date.<br /><br />The title is a remake of the original Tomb Raider, now powered by the same engine utilized in Tomb Raider: Legend, which released last year for current and next-generation consoles.&nbsp;
 Originally written by Shiva Stella]]></description>
<pubDate>Tue, 15 May 2007 11:30:00 -0500</pubDate>
</item><item>
<title>X05: Splinter Cell 4 Announced</title>
<author>The Gaming Horizon Archive</author>
<link>http://www.gamebump.com/go/x05_splinter_cell_4_announced</link>
<guid>http://www.gamebump.com/go/x05_splinter_cell_4_announced</guid>
<comments>http://www.gamebump.com/go/x05_splinter_cell_4_announced#</comments>
<description><![CDATA[Ubisoft today announced the development of Tom Clancys Splinter Cell 4 (working title) for current and next generation consoles including the PC. Ubisoft is taking the saga of Sam Fisher into entirely new territory, expanding the story and depth of his character.&nbsp;

<blockquote><p><em>
Tom Clancys Splinter Cell Chaos Theory received record-setting reviews and countless awards, said Yves Guillemot, president and CEO of Ubisoft. Tom Clancys Splinter Cell® 4 will be even more thrilling and heart-pounding than its ground-breaking predecessors. This new version will both enrich the gaming experience on current consoles and take full advantage of the capacities of next-generation consoles to deliver players the most fabulous gaming experience ever.</em>
</p></blockquote><p>
The game is expected to launch in Spring 2006.</p> Originally written by Tim Grube]]></description>
<pubDate>Tue, 05 Dec 2006 22:05:00 -0600</pubDate>
</item><item>
<title>GH Preview: Tom Clancy's Rainbow Six: Vegas (PS3)</title>
<author>Aaron Dunlap</author>
<link>http://www.gamebump.com/go/gh_preview_tom_clancys_rainbow_six_vegas_ps31</link>
<guid>http://www.gamebump.com/go/gh_preview_tom_clancys_rainbow_six_vegas_ps31</guid>
<comments>http://www.gamebump.com/go/gh_preview_tom_clancys_rainbow_six_vegas_ps31#</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">You know what they say, What happens in Vegas... is a
really annoying ad campaign that I wish people would stop quoting. 



<p class="MsoNormal">The latest addition in the <em>Rainbow Six</em> series for the PlayStation 3 and Xbox 360 takes the
action to Sin City
itself, Las Vegas.
The elite team of counter-terrorist, counter-hostage, counter-everything
officers are tasked with infiltrating gigantic casinos and other Vegas hotspots
to stop hostage-takers, terrorists, and all other forms of badness. 



<p class="MsoNormal">The title shares a lot of elements with <em>Ghost Recon:
Advanced Warfighter</em>, this games older second-cousin. Like in GRAW, the events
all play out in a linear storyline spanning only a few hours; and when a
mission is over, the player is taken straight to the next mission via helicopter
and is briefed in-flight. Theres no mission briefing screen; theres no time
to study a map and spend<span>&nbsp; </span>a lot of time
scrutinizing over minute details, which was something that was one of the defining
elements of earlier Rainbow Six games. For that, Rainbow Six: Vegas is a lot
less deliberate and a lot more kinetic, as decisions are made on-the-fly and there
will always be a new threat.&nbsp;



<p class="MsoNormal">Unlike GRAW, however, and more like Rainbow Six, is the
wide array of options for performing different tasks. The E3 demo we were shown
this year started off with the players team dropping out of a helicopter onto
the roof of a casino and having to decide how to get into the building.<span>&nbsp; </span>There are stairs from the roof, yes, but
stairs are a tactical nightmare from an encroachment standpoint (one guy at the
bottom of the stairs with a keen eye and a quick trigger finger and youre
hosed). The other option is to repel down the side of the building.&nbsp;



<p class="MsoNormal">Repelling in R6: Vegas is more refined than weve seen in
other games featuring the same ability (oddly enough, almost all of them are
Tom Clancy games). You can repel downward at any speed you wish; you can stop
to look into windows and even shoot at enemies through windows while repelling, and now you can also flip upside-down and descend head-first, allowing you to
control your weapon better and to shield most of your body from the window.&nbsp;



<p class="MsoNormal">You can also be sneaky with repelling; it isnt all about
shooting baddies through glass. You can snake the fiber-optic camera through
windows and cracks to get a better look around, and while doing so you can
target enemies and specify which of your teammates should attack whom for a
terrifically orchestrated breach. This enemy tagging technique can be used at
any time using the snake cam, including under doors, around corners, and so on.



<p class="MsoNormal">Other new(ish) gameplay features are wall-hugging, a staple
these days for intrusion; the ability to blind-fire out of corners or over
cover (sticking the gun up and shooting without the character being able to see
what hes aiming at); and some great team-based breaching maneuvers for getting
through doors, across rooms, and other mundane activities that become much more
complicated when around any corner could be a mean guy with a gun.&nbsp;



<p class="MsoNormal">The game itself is really quite beautiful looking. Ubisoft
is pretty famous for spectacular lighting and graphical effects, and what weve
seen so far doesnt disappoint. Because Rainbow Six: Vegas is being developed
for the PlayStation 3 and looks to be one of the launch titles for that system,
looking amazing isnt really an option here<span>&nbsp;
</span>- but its still hard to tell what a final product on the PS3 will look
like, as nearly everything weve seen has been running on development kits. Even on
the Xbox 360, which we had a chance to look at (but not play) on during E3, the
game looks flat out jaw-dropping. You heard me, I said flat out.&nbsp;



<p class="MsoNormal">The only real stitch here is the fact that there were no
hands-on demos available at E3 in May - the only way to see the game was to
watch a Ubisoft staffer play through and narrate what he was doing. Usually
when they only allow developers to play the game on the show floor it means
that the game will probably crash if you do anything but the right thing, but
the game was still six months away from its launch date at the time. As long as
everyone keeps doing his job, there shouldnt be anything to worry about.&nbsp;



<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">Fans of the Rainbow Six roots might not like the abandonment
of the whole mission briefing approach that defined the series on the PC, but
sales charts seem to indicate that gamers prefer a more fast-paced, GRAW-style
design. As the lines between all the different Tom Clancy series are so
blurry anyway, you might as well just consider this a sequel to Advanced
Warfighter that takes place in Vegas and not in the future. If that concept
excites you, you can put all your money on Rainbox Six: Vegas this November and
let it ride. Sorry, I had to make <em>one</em>
corny Vegas pun.&nbsp;


]]></description>
<pubDate>Sun, 23 Jul 2006 20:10:49 -0500</pubDate>
</item><item>
<title>Tomb Raider: Legend Officially Announced</title>
<author>The Gaming Horizon Archive</author>
<link>http://www.gamebump.com/go/tomb_raider_legend_officially_announced</link>
<guid>http://www.gamebump.com/go/tomb_raider_legend_officially_announced</guid>
<comments>http://www.gamebump.com/go/tomb_raider_legend_officially_announced#</comments>
<description><![CDATA[
It has been quite a journey for the Tomb Raider series over the past few years. About a year ago, Eidos Interactive announced that Crystal Dynamics would take over the series and create their version of Tomb Raider which is now called, Tomb Raider: Legend. Earlier today, Eidos officially revealed the title to the media and released a new character model of Lara Croft herself.
<blockquote><p><em>
In setting the stage for the Tomb Raider franchise moving forward, we took ourselves back to Laras origins, asked ourselves the hard questions and challenged ourselves to think differently, said Chip Blundell, vice president of brand marketing, Eidos Inc.  Who is Lara Croft?  What makes her tick?  How is she relevant today?  Only by answering these questions could we ensure that gamers get the experience they deserve with the character they love.</em>
</p></blockquote><blockquote><p><em>
Even before the first title launched, Lara Croft had to fight her way into the Tomb Raider franchise, since at the time most game characters were muscle-bound blokes, said Gard.  The Lara Croft character is resilient and totally unstoppable. In Tomb Raider: Legend, we explore these core personality traits and reveal the Lara Croft gamers have been waiting to see.</em>
</p></blockquote><p>
The character model that you see below features natural structure, realistic textures, detailed facial features, reactive eyes and fluid motion, all of which make her part of a living environment. Crystal Dynamics also stated that Lara Croft will have new controls, so expect Lara to do various new things that you are not used too seeing in past versions.
</p><p>
There will be three versions spanning across the PlayStation 2, Xbox, and PC. No word on a PSP version as of yet. Gaming Horizon will have a full preview of Tomb Raider: Legend on April 12. So bookmark the page!
</p> Originally written by Tim Grube]]></description>
<pubDate>Mon, 17 Jul 2006 17:01:00 -0500</pubDate>
</item><item>
<title>Ghost Recon 3 Heads To Xbox 360</title>
<author>The Gaming Horizon Archive</author>
<link>http://www.gamebump.com/go/ghost_recon_3_heads_to_xbox_360</link>
<guid>http://www.gamebump.com/go/ghost_recon_3_heads_to_xbox_360</guid>
<comments>http://www.gamebump.com/go/ghost_recon_3_heads_to_xbox_360#</comments>
<description><![CDATA[<p>Ubisoft has announced that they are currently developing Tom Clancy's Ghost Recon 3 for the Xbox 360.
</p><p /><blockquote><p><em>Tom Clancys Ghost Recon® 3 will deliver the future of gaming and of warfare in one stunning package, as well as projecting a global political future that has always been a hallmark of Clancy titles, said Tony Kee, vice president of marketing at  Ubisoft North America. Armed with next-generation technology and the proven ability to create innovative multiplayer content, Ubisoft will enable players to become the soldier of the future and immerse them in the kind of urban warfare that could be fought 10 years from now.</em></p></blockquote><p>Other platforms include PlayStation 2, GameCube, and PC. Check out the very first screenshots of the Xbox 360 version below.</p> Originally written by Tim Grube]]></description>
<pubDate>Mon, 26 Jun 2006 09:43:00 -0500</pubDate>
</item><item>
<title>GH Review: Lara Croft Tomb Raider: Legend (Xbox)</title>
<author>Shiva Stella</author>
<link>http://www.gamebump.com/go/gh_review_lara_croft_tomb_raider_legend_xbox</link>
<guid>http://www.gamebump.com/go/gh_review_lara_croft_tomb_raider_legend_xbox</guid>
<comments>http://www.gamebump.com/go/gh_review_lara_croft_tomb_raider_legend_xbox#</comments>
<description><![CDATA[<p>This review was originally published on Gaming Horizon, GameBump's predecessor. Its format does not match our own but we support its content.  </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">More than a decade has passed since the inception of the
Tomb Raider series back in 1995, when Tomb Raider I hit the market on the
original PlayStation and firmly defined the modern platform genre. Eidos
Interactives Core Design introduced the popular world to what would become Britains
greatest digital superstar  Lara Croft, the archeologist lady of mystery who specialized
in ancient cultures, updated weaponry, and shrewd wit. From the franchises
early beginnings, it was clear that Eidos had lucked upon a character and a
series that would bring in the cash to fund other projects, but this was <em>despite</em> the lack of quality that further
installments possessed. The game of Tomb Raider soon became the race to push out
a new Lara adventure just in time for Christmas, and to increase sales, each
rendition boasted a remade Lara that effectively turned her into a pinup girl
that decorated the rooms of adolescent males everywhere  a pinup girl selling <em>bad</em> games. 



<p class="MsoNormal">After the previous remade Lara, as featured in <p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=GAMEPLAY: 8.7&size=20" alt="GAMEPLAY: 8.7" /> <br />
Takes a hit for shortness, needed interactivity. Combat tweaked; love the grapple.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=GRAPHICS: 9.2&size=20" alt="GAMEPLAY: 9.2" /> <br />
Very detailed environs, reworked Lara, visually impressive tombs. Some generic models, though.</p>

<p><img style="border: 0px;"   src="/typeimage.php?color=black&font=stencil&text=SOUND: 8.8&size=20" alt="SOUND: 8.8" /> <br />
Strong voiceovers. Solid music when you get it. Good sound effects.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=FUN FACTOR: 9.3&size=20" alt="FUN FACTOR: 9.3" /> <br />
Had a great time except for those damned motorcycle portions.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=REPLAY VALUE: 8.3&size=20" alt="REPLAY VALUE: 8.3" /> <br />
Get pulled through it, go through it again, then check out the extras and the mansion.</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>Mon, 12 Jun 2006 13:39:00 -0500</pubDate>
</item><item>
<title>Phantom Hourglass Details, Screens</title>
<author>Shiva Stella</author>
<link>http://www.gamebump.com/go/phantom_hourglass_details_screens</link>
<guid>http://www.gamebump.com/go/phantom_hourglass_details_screens</guid>
<comments>http://www.gamebump.com/go/phantom_hourglass_details_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.</i></p>Nintendo recently published new screenshots and details for its Legend of Zelda: Phantom Hourglass on the Nintendo DS. The game continues the epic story of Wind Waker and offers new challenges for fans as well as &quot;easy-to-grasp&quot; gameplay for gamers new to the franchise. Many months have passed since the events of Wind Waker, and Link, Tetra, and Tetra's band of pirates have set sail in search of new lands. They come across a patch of ocean covered in a dense fog, in which they discover an abandoned ship. Tetra falls into danger when she explores the ship alone, and Link falls into the ocean when he attempts to rescue her. When he washes up unconscious on the shores of a mysterious island, he is awakened by the sound of a fairy's voice. With the aid of this fairy, he sets off to find Tetra - and his way back to the seas he once knew.Key features:The stylus makes controlling Link easier than ever. Tap on the screen to make Link move, or sweep the stylus around him to swing the sword. Players can even draw a path for his boomerang and send it flying into hard-to-reach targets.Players can stash the map on the top screen for quick reference or drop it to the touch screen to make notes, study enemies, or chart a path for their boat to follow while they man the cannons.Compete with a friend over a local wireless connection: Guide Link through special dungeons to capture the Triforce, or command the forces that oppose him.Enjoy.
]]></description>
<pubDate>Mon, 15 May 2006 17:33:00 -0500</pubDate>
</item><item>
<title>GH Review: Tom Clancy's Splinter Cell Essentials (PSP)</title>
<author>The Gaming Horizon Archive</author>
<link>http://www.gamebump.com/go/gh_review_tom_clancys_splinter_cell_essentials_psp</link>
<guid>http://www.gamebump.com/go/gh_review_tom_clancys_splinter_cell_essentials_psp</guid>
<comments>http://www.gamebump.com/go/gh_review_tom_clancys_splinter_cell_essentials_psp#</comments>
<description><![CDATA[<p>This review was originally published on Gaming Horizon, GameBump's predecessor. Its format does not match our own but we support its content.  It was written by Eric Dayday.</p>
<img style="border: 0px;" src="/typeimage.php?color=orange&font=stencil&text=THE LOWDOWN&size=25" alt="The Lowdown"/>



<p class="MsoNormal">The Splinter Cell series has seen action on every current
platform; even the portables like the DS, N-Gage, and mobile phones had some
incarnation of it. However, Sam had yet to make an appearance on the PSP 
until now. Splinter Cell Essentials marks Sams triumphant appearance on Sonys
little machine, but does it continue SCs trend of excellence?



<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">Splinter Cell Essentials borrows a few levels from each of
the previous SC games, so think of this more as a compilation more than anything
else. There are a few new levels though including some from the upcoming Double
Agent console title, and the way its all tied together is interesting.
Essentials takes place after the events of Double Agent. Sam visits his
daughters grave on the one-year anniversary of her death and is then caught by
the government on charges of treason. Treason you ask? You the come to find
that Sam had left Third Echelon after his daughter died and it was reported
that Sam had been associating with terrorists.



<p class="MsoNormal">This leads Sam into the interrogation room where hes
hounded by Homeland Security officials into revealing information about himself
and why hes been dawdling in terrorism. Someone will mention an old mission of
Sams, though with loads of wrong information and so Sam corrects them. Thus,
the old levels that Splinter Cell fans have come to know are presented as
flashbacks, exploiting Sams daredevil heroics. The old levels arent exactly
like vets will remember them. Some enemy placement and patterns have been
changed to keep things fresh. However, its nothing substantial that will
totally change the way you attack the area.



<p class="MsoNormal">There are nine total missions in the story mode plus an
extra three bonus missions. Those familiar with SC will easily blow through Essentials
while those new to the series will have a much tougher time due to the numerous
trial-and-error sections each level contains. But, at least its not easy to
get lost because all the levels play in a very linear fashion.



<p class="MsoNormal">Were going to move on to the bad now. However, Id like to
note that this isnt all thats good about SC Essentials; its just that the
negatives tend to cancel out what was done right.



<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">Visually, Splinter Cell Essentials looks pretty good. The
character models are relatively robust and animate well. But, its not without
it faults. The backgrounds and environments look muddy and the biggest
hindrance to the gameplay is how dark the game is overall. In some missions,
particularly ones that take place indoors, its impossible to make out some
things. And SC vets know that hiding in the shadows is your best friend, but
the lighting effects dont do a very good job at letting you know if youre
hidden well enough or not. This will make you dependent on the light meter that
is displayed in the bottom right corner.



<p class="MsoNormal">The sound, thankfully, is a saving grace. Whereas one might
be dependent on the light meter due to the complete darkness, you wont really
need to rely on the sound meter as much. Sams footsteps sound solid and always
reflect what kind of surface hes walking on, whether its on a bare floor or
through a leaf-littered forest area. Youll want to play with a good set of
headphones to really appreciate the subtlety of it. Heck, being able to hear
the slightest sounds may save your bacon on occasion.



<p class="MsoNormal">Sam comes with his complete repertoire of moves 
hanging/shimmying along pipes, split-legged wall climbing, lethal/non-lethal
attacks, etc. Thankfully he controls just like his console counterpart. Analog
is used for movement, D-pad for inventory and other functions like backing up
against a wall and weapon switching, and the face buttons to control other
function like crouching and jumping. That sounds fine and all but then you get
to the camera control. 



<p class="MsoNormal">The camera control is simply atrocious. The default scheme
works like this  tapping circle snaps the camera back behind Sam while holding
circle in conjunction with the analog nub gives complete camera control. Yes,
that means you must be stationary to change the camera to an angle you like.
You can alleviate that problem by using the other scheme which changes camera
control to the face buttons. While that fixes the changing the camera on the
fly problem, you now have to exit camera mode to do any functions that are
controlled by the face buttons. The static camera is a pain in the first place,
but making adjustments just as painful is a bad move.



<p class="MsoNormal">Load times  we all loathe them, theres no escaping that.
PSP launch titles were plagued with overly long ones though most developers
have been doing a good job reducing them as of late. Ubisoft must have missed
the memo on this one because Essentials contains a lot of long load times.
Starting up the game seems like it takes an eternity. And dont even get me
started about how long it takes to get started again after dying. Luckily, you
can save anywhere at anytime, which is a blessing and a curse at the same time.
Being a portable game, saving anywhere makes it perfect for on-the-go gaming,
but it decreases the difficulty a bit because you can always save every few
moments to avoid losing your progress due to death.



<p class="MsoNormal">The moronic AI also doesnt help the difficulty. Actually, I
should change that to sometimes moronic as there are times when enemy soldiers
are fairly competent. But, there are other times when you can walk in front of
a soldier and not raise any attention. How you ask? If youre in complete
darkness (light meter in full black), then youre almost undetectable to the
eye. Kind of cheap, but what can you do when the enemies are legally blind?
Again, at least they arent deaf because making too much noise will definitely
bring Sam unwanted attention.



<p class="MsoNormal">Theres also an ad hoc multiplayer mode, but the reason why
I havent mentioned it until now is that its neither very functional nor fun.
Two players can face off in a deathmatch on four different maps. Four  thats
it. And then you have to deal with the dark environs again, so good luck trying
to find whom you are trying to kill. The introduction of framerate issues makes
it even more of a mess.



<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">The idea of a PSP Splinter Cell is great especially when it
packs console content and more. Unfortunately, the execution is way off,
leaving disappointed on-the-go Splinter Cell fans in its wake. The dark muddy
visuals and horrendous camera issues are a far cry from what weve seen in this
series. If youve played the console Splinter Cell games, then there is really
no need to pick this up.<span>  </span>Splinter Cell
Essentials is nonessential for any Sam Fisher fan.<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=GAMEPLAY: 6.4&size=20" alt="GAMEPLAY: 6.4" /> <br />
The tried and true SC gameplay is here, but the horrible camera controls kill it.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=GRAPHICS: 6.9&size=20" alt="GAMEPLAY: 6.9" /> <br />
Characters look good and animate well but the darkness that hinders play is disappointing.</p>

<p><img style="border: 0px;"   src="/typeimage.php?color=black&font=stencil&text=SOUND: 7.5&size=20" alt="SOUND: 7.5" /> <br />
Makes up for the mediocre graphics.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=FUN FACTOR: 6&size=20" alt="FUN FACTOR: 6" /> <br />
If you can get past the controls, youll be fine. But its a big if.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=REPLAY VALUE: 5&size=20" alt="REPLAY VALUE: 5" /> <br />
Three bonus missions are all thats extra. Oh and theres a fairly useless multiplayer mode too</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=orange&font=stencil&text=TOTAL SCORE: 6.4 &size=23" alt="TOTAL SCORE: 6.4" />

]]></description>
<pubDate>Tue, 18 Apr 2006 15:48:00 -0500</pubDate>
</item><item>
<title>GH Review: Tom Clancy's Ghost Recon: Advanced Warfighter (360)</title>
<author>The Gaming Horizon Archive</author>
<link>http://www.gamebump.com/go/gh_review_tom_clancys_ghost_recon_advanced_warfighter_360</link>
<guid>http://www.gamebump.com/go/gh_review_tom_clancys_ghost_recon_advanced_warfighter_360</guid>
<comments>http://www.gamebump.com/go/gh_review_tom_clancys_ghost_recon_advanced_warfighter_360#</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">Up to this point in time, few titles on the Xbox 360 have
really been thought of as next-generation, but Tom Clancys Ghost Recon:
Advanced Warfighter is taking the lead in that regard by giving gamers
everything they expect out of the latest console. Originally scheduled to be a
launch title for the 360, Ubisoft took their time to get it right and its paid
off in full.



<p class="MsoNormal">In the game, players take on the role of Ghost Leader
Captain Scott Mitchell whose mission it is to find an intelligence device that
went missing after a spy plane went down in Nicaragua.
You find that the item is in the Mexican capital of Mexico
  City just as the Canadian Prime Minister, U.S.
and Mexican Presidents decide to hold a meeting to sign a security agreement. As
the story goes on, it is obviously going to be up to you and the Ghosts to save
the day both for the President and the world.



<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">Obviously what makes Advanced Warfighter stand out on the
360 is the graphics; they are simply outstanding. Starting out, youll go
through a training mode, but after that you jump onto a helicopter that flies
you over Mexico City. The metropolis
looks stunning and you can see for miles how massive the city really is. If you
didnt know better youd think it was real. Once you land, the graphics are
seamless - there is no change in what you see, whether it is your view from the
sky or on the ground. Continuing with the city, there is a nice variety of
buildings and textures that give each area of the city you walk into its own
distinct look. The lighting effects are wonderful - sunlight can be almost too
realistic as youll find glare blinding your view.



<p class="MsoNormal">Beyond that the character models and weapons are great too.
All your characters and enemies look very realistic and move impressively. You
can zoom in with your scope and see fine details like realistic facial features
and movement of clothing on your teammates. The weapons are stunningly detailed
and the game does give you the ability to blow holes into walls and even
through various items like barrels and more. Explosions are very well done also
as items will blow apart and even tip or flip vehicles.



<p class="MsoNormal">There is more to GRAW than just graphics though. The sound
is crisp. Each gun has a different sound effect, and explosions make you feel
like youre there. It actually even kind of makes you jump if an explosion happens
near you. The game features some music as well including background music that
fits the tone of the action, while in helicopter rides there is some rock music
which is a little unusual. One other thing to note is the tremendous voice work
in the game. Your teammates and enemies will yell and scream when they are injured
or under fire.



<p class="MsoNormal">Of course, controls and gameplay are just as important to
the experience as graphics and sound and thankfully Ubisoft didnt disappoint.
Movement is pretty much like every other shooter utilizing the analog sticks.
Pushing in on one stick lets you snipe while the other lets you crouch or
crawl. While in snipe mode, a nice new feature instilled in the game is the
ability to aim your shots better by holding your breath in which a meter comes
on screen for so many seconds. Players can also stick to walls and peak around
the corners.



<p class="MsoNormal">The AI is relatively smart as your players will follow
commands pretty well  most of the time. You want to move your teammates to an
area just push up on the D-pad or to have them come to you, push down. The game
does allow you to select whether you want your teammates to go guns blazing or
more passive, which will save their behinds on occasion. Thankfully though, you
have unlimited health packs to restore your teammates on the fly. One other
nice option in the game is that you can issue commands to an ally tank,
helicopter, or robotic UAVs which help you root out your enemies with the
simple use of the D-pad.One final thing related to the games single-player experience
is that the game is versatile and relatively long. The campaign mode will take
approximately 10 to 12 hours of play to beat which is pretty long for a
single-player game. Along with that is the fact that the game itself is mostly open-ended.
Throughout the game, your goal is to get to various locations on the
battlefield and GRAW really recommends you taking different routes. Even when
youre under fire you can often get an advantage on your opponent by flanking a
corner on them. One other note is the enemy AI is pretty intelligent especially
on the harder level where they will dive for cover.



<p class="MsoNormal">Certainly the single-player game is worthwhile, but what
will keep you playing this game for months is the multiplayer component. In
this mode you can play with up to 16 players online over 10 maps. There is also
an additional four mission cooperative campaign that can be played with 16
players against 16 AI enemy opponents. The online mode features plenty of
customizable options too including various games modes like elimination,
territory and objective with various types of play including solo, team and
co-op. Finally, as if it really needed to be said, there is really no slowdown
in the online game and it looks just as great as the single-player campaign.



<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">Really it is hard to find much wrong with this game because
Ubisoft pulled out all the stops to make Ghost Recon a great title on a next-generation
platform. There were, however, a couple issues. The one that probably needs the
most tweaking is in matchmaking. Overall I found getting into a game to be a
pretty long and arduous process even when I selected quick match as I had to
wait almost 15 minutes once I fired up my console to actually get to play.
Despite that slight drawback, every other aspect of online play is great and
once you get into the game its worth the wait.



<p class="MsoNormal">The only other issue related to GRAW is your teammate AI.
Overall it is pretty solid as your teammates do try to get under cover when
they can, but at times they have a tendency to expose themselves to fire or
they just wont listen to commands once in a while. These issues arent
terrible drawbacks, but they do make your playing experience a little more
chaotic.<img style="border: 0px;" src="/typeimage.php?color=orange&font=stencil&text=THE VERDICT&size=25" alt="The Verdict"/>



<p class="MsoNormal">Since the Xbox 360s launch in November, there hasnt really
been a game that is requiring prospective buyers to go out and get the console,
but Tom Clancys Ghost Recon: Advanced Warfighter is the first must-have game
of the next-generation. In just this one box, Ghost Recon features an
impressive and versatile single-player mode as well as a stimulating
multiplayer experience. Both of these options will provide players plenty to do
for months to come. So if youre looking for a game to play on your new 360 or
a reason to get the $400 console, Ghost Recon: Advanced Warfighter is it and
definitely is worth the $60 price tag. Now I cant wait to see what else Ubi
has up their sleeve for the Xbox 360.<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=GAMEPLAY: 9&size=20" alt="GAMEPLAY: 9" /> <br />
GH is easy to pick up and play, but the controls are deep as well. The AI is impressive too.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=GRAPHICS: 9.7&size=20" alt="GAMEPLAY: 9.7" /> <br />
Simply the game is stunning and is arguably the best looking game on the 360.</p>

<p><img style="border: 0px;"   src="/typeimage.php?color=black&font=stencil&text=SOUND: 8.9&size=20" alt="SOUND: 8.9" /> <br />
Lots of weapon sound effects, chatter amongst your teammates and enemies puts you in the game.</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 />
Advanced Warfighter is fun and looks and sounds amazing.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=REPLAY VALUE: 9.3&size=20" alt="REPLAY VALUE: 9.3" /> <br />
There is plenty of replay value with full single-player, co-op and online components.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=orange&font=stencil&text=TOTAL SCORE: 9.3 &size=23" alt="TOTAL SCORE: 9.3" />

]]></description>
<pubDate>Sun, 26 Mar 2006 22:11:00 -0600</pubDate>
</item><item>
<title>Ubisoft Ships Splinter Cell Essentials</title>
<author>Brian Mohr</author>
<link>http://www.gamebump.com/go/ubisoft_ships_splinter_cell_essentials</link>
<guid>http://www.gamebump.com/go/ubisoft_ships_splinter_cell_essentials</guid>
<comments>http://www.gamebump.com/go/ubisoft_ships_splinter_cell_essentials#</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>Ubisoft announced that they have shipped Tom Clancy's Splinter Cell Essentials to retailers.<p>The game immediately follows the events of Tom Clancy's Splinter Cell Double Agent. This time around Sam Fisher is under arrest as the NSA is investigating him for being an insubordinate agent. Realizing he is caught in the conspiracy, Fisher must figure out a way to clear his name. In the game you'll play as Sam when he was a Navy Seal before the original Splinter Cell. Essentials will include new gadgets, moves and multiplayer mode in order to play spy vs. spy deathmatches.]]></description>
<pubDate>Tue, 21 Mar 2006 23:56:00 -0600</pubDate>
</item><item>
<title>GH Preview: Tom Clancy's Ghost Recon: Advanced Warfighter (360)</title>
<author>Tim Grube</author>
<link>http://www.gamebump.com/go/gh_preview_tom_clancys_ghost_recon_advanced_warfighter_3605</link>
<guid>http://www.gamebump.com/go/gh_preview_tom_clancys_ghost_recon_advanced_warfighter_3605</guid>
<comments>http://www.gamebump.com/go/gh_preview_tom_clancys_ghost_recon_advanced_warfighter_3605#</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>
Over the years, Ubisoft has presented the Tom Clancy series as the prime franchise for the most incredible looking models and exciting gameplay. We all saw those leaked screenshots back in the day  especially the one that presented a character from the Ghost team before a yellowish haze and an explosion in the background. Many of us doubted that the image was from in-game content, but Ubisoft proved us wrong. The quality of that very same screenshot is portrayed throughout the entire game, making everything look incredibly real. You can tell Ubisoft spent a great amount of time exploring the Xbox 360s capabilities and this is the result. 
<p> Gaming Horizon had a chance to sit down and play an early copy of the game and we are all very impressed with what we saw. Once launched, you select the mode youre interested in: campaign, multiplayer, or instant action. Campaign mode is self explanatory and contains the main enchilada of the game for players who want to dash into single-player. Instant action allows you to play with one to four players via your console. Multiplayer, which most gamers will immediately flock to, launches either Xbox Live, system link, or local play windows.
<p>
The storyline is what many would describe as highly fictional, i.e. somewhat out-there. GRAW is entirely based in Mexico in the year 2013. The player is part of the US Army, which has implemented the Integrated Warfighter System; IWS combines advanced weapon systems, satellite communication devices and enhanced survivability into one fully integrated combat system to train the perfect soldier. The players job is to take control of Mexico City (the capital of Mexico) with all of these new enhanced weapons and communication accessories. The key here is to be a ghost (hence the name) and infiltrate the city without being seen. Obviously, some of these technologies are far fetched in todays world (maybe the government has something going on in Area 51 that we dont know about) but having a game that allows you to take control and use accessories that could very well be used years from now is still quite remarkable.
<p>
Visually, GRAW is simply jaw-dropping, featuring stunning characters, explosions, weapons, and environs. As before we were quite skeptical with the system because not a lot of companies were using its full potential (rather common among launch titles); fortunately GRAW gives us a tantalizing glimpse into the future and reveals what even newcomers to the 360 can do. However, Im definitely concerned with the world models, vehicles, and random objects scattered about areas. The world is quite massive, but various items (buildings, benches, etc.) that dot the landscape, while large, still feel incomplete, and as the areas are so expansive, there are invisible walls that restrict you from going too far off the beaten path; while this is convenient for players who are easily lost, its still a shame that this method of fencing in levels, so prevalent in the previous generation of consoles, is continuing. There are some other redeeming qualities in GRAWs graphics, though, like the fact that almost anything can be shot with a result. For example, if you need to get to an area and there is a window blocking your entry you can simply shoot it out and proceed through.
<p>
The games most impressive aspect concerns the fresh technology Ubisoft built from the ground up, primarily the cross-com. Cross-com is a communication device powered by satellite technology that is attached to a soldiers monocle and provides full situational awareness and command of the battlefield. There are endless things you can do with this device; you can command the Ghost squad and remote allied forces and drones as well as direct artillery and air strikes. In the early missions youre forced to utilize the drone to send it over to check on one of the squad mates. Once you send the drone over, youll see what is going on in that part of town. The cross-com can also be used to see what the squad sees and receive visual and auditory Intel from allied forces.
<p>
There is one significant problem area in GRAW that plagues the games presentation value and enjoyment level, and thats the character voiceovers. During intense battles, if you receive a new order its hard to hear what the commander has to say. You literally have to turn the TVs volume up or check the goals by pressing the back arrow. Sure, the back arrow is there for instances like this, but you should be able to hear the commander loud and clear when hes being broadcast live over the air. 
<p>
The various missions that we took on in instant action were quite interesting. The four we had a chance to take a look at in campaign mode were the Old Town, Wharf, Treasury, and the Temple. Each area had its own mission which ranged from evacuating US citizens to an extraction point to finding where the enemy was storing and selling weapons. Im sure that most gamers are familiar with these mission types, but on the whole GRAW manages to switch up objectives well enough to keep the gameplay enticing.
<p>
Unfortunately we were unable to test the Xbox Live experience, but we were able to glimpse its structure determined for the final version. Once you click multiplayer and go online you have the ability to create your identity. You can choose your class, the class appearance, face, controller setup, and various other items. Once you get your guy all spruced up you can select a game type, i.e. ranked match, player match, and so on. There are also four different types of leaderboards: universal, class, mode, and type. Each leaderboard is sorted according to your preference. If you choose class leaderboards then the game enables you to select a class type and see whos currently rockin GRAW online in that area.<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>

<p>

Ubisoft has an incredible title here that will sell very well. Gamers have been eagerly anticipating a game of such high caliber for the Xbox 360 since the systems launch, and finally Ubisoft delivers. The jaw-dropping graphics are to die for. The visual presentation is very unique and makes you feel like youre right there in the game. Character voiceovers could be improved, but you tend to get used to it if your TV volume is up. Loading times also play a factor here, but this will more than likely be fixed in the final product. The game is expected to be in stores on March 7 for the Xbox 360 and for the Xbox it will be shipping March 9 in the US and March 16 in Europe. The PC version is set to release this May. Gaming Horizon will have a full review once final code arrives. In the meantime, be sure to view our ]]></description>
<pubDate>Fri, 03 Mar 2006 14:01:00 -0600</pubDate>
</item><item>
<title>MechAssault To Raid The DS</title>
<author>The Gaming Horizon Archive</author>
<link>http://www.gamebump.com/go/mechassault_to_raid_the_ds</link>
<guid>http://www.gamebump.com/go/mechassault_to_raid_the_ds</guid>
<comments>http://www.gamebump.com/go/mechassault_to_raid_the_ds#</comments>
<description><![CDATA[<p>Fans of the MechWarrior universe on the go will have something to
look forward to later this year, as Majesco Games announced today that
it is bringing an original third-person shooter version of <em>MechAssault</em> to the DS. </p><p>MechAssault: Phantom War
&quot;fuses [...] game play elements from the series with new features
that take advantage of the unique mechanics of the Nintendo DS,&quot; said
Ken Gold, vice president of Marketing for Majesco Entertainment. &quot;The
touch screen lets players intuitively 'touch' the cockpit controls
to hack into giant 'Mechs, eject pilots, switch weapons and check
battle techniques.&quot;</p><p>According to Majesco, the game will feature: </p><ul><li>More than 20 types of 'Mechs, tanks, and other vehicles</li><li>Fully upgradeable weapons</li><li>Wireless multiplayer connectivity with up to four players</li><li>24 single-player campaigns</li><li>Unlockable 'Mechs, maps, and cheats </li></ul>Look
for a possible summer release of MechAssault: Phantom War, and check
back soon for screenshots and more information about the game.
 Originally written by Evan Lahti]]></description>
<pubDate>Fri, 17 Feb 2006 10:52:00 -0600</pubDate>
</item><item>
<title>Rainbow Six Lockdown For PC Ships</title>
<author>Tim Grube</author>
<link>http://www.gamebump.com/go/rainbow_six_lockdown_for_pc_ships</link>
<guid>http://www.gamebump.com/go/rainbow_six_lockdown_for_pc_ships</guid>
<comments>http://www.gamebump.com/go/rainbow_six_lockdown_for_pc_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>
Ubisoft today announced that Tom Clancyâs Rainbow Six Lockdown is ready for retail and is expected to hit retail on February 16 for the PC.
<p>
Some of the new features include:



 Multiplayer reward system
New âFree-for-Allâ? game type 
The return of three  classic maps â 747, Mint and Bunkers

 Enemy use of Lock Fusers in single-player game play presents new challenges to the player

20 new weapons â 42 overall
Six brand new weapons never used before in a Rainbow Six game 
14 fan favorites from franchise historyGaming Horizon will have a full review soon.]]></description>
<pubDate>Mon, 13 Feb 2006 12:54:00 -0600</pubDate>
</item><item>
<title>Ubisoft Announces Rainbow Six Critical Hour</title>
<author>The Gaming Horizon Archive</author>
<link>http://www.gamebump.com/go/ubisoft_announces_rainbow_six_critical_hour</link>
<guid>http://www.gamebump.com/go/ubisoft_announces_rainbow_six_critical_hour</guid>
<comments>http://www.gamebump.com/go/ubisoft_announces_rainbow_six_critical_hour#</comments>
<description><![CDATA[
<p>Ubisoft has announced a new release in the Tom Clancy Rainbow Six series, Tom Clancy's Rainbow Six Critical Hour.</p><p>The game again puts players in the role of Team Rainbow as you battle it out through seven single-player missions. Many of the missions will feature updated classic maps and weapons. Critical Hour will also feature online multiplayer for up to 16 players.</p><p>Tom Clancy's Rainbow Six Critical Hour is scheduled to release Spring 2006 for the PlayStation 2 and Xbox.</p> Originally written by Brian Mohr]]></description>
<pubDate>Fri, 13 Jan 2006 20:26:00 -0600</pubDate>
</item><item>
<title>Ubisoft Announces Ghost Recon 2 Summit Strike</title>
<author>The Gaming Horizon Archive</author>
<link>http://www.gamebump.com/go/ubisoft_announces_ghost_recon_2_summit_strike</link>
<guid>http://www.gamebump.com/go/ubisoft_announces_ghost_recon_2_summit_strike</guid>
<comments>http://www.gamebump.com/go/ubisoft_announces_ghost_recon_2_summit_strike#</comments>
<description><![CDATA[<p>Ubisoft has announced an exclusive for the Microsoft Xbox, Tom Clancy's Ghost Recon 2 Summit Strike.</p><p>The game will include more maps, missions and weapons than Ghost Recon 2 along with 11 brand new&nbsp;single player missions and an expanded multiplayer experience. Summit Strike is scheduled to release for the Microsoft Xbox August 2005.</p> Originally written by Brian Mohr]]></description>
<pubDate>Thu, 12 Jan 2006 12:46:00 -0600</pubDate>
</item><item>
<title>GH Preview: Tom Clancy's Ghost Recon: Advanced Warfighter (360)</title>
<author>The Gaming Horizon Archive</author>
<link>http://www.gamebump.com/go/gh_preview_tom_clancys_ghost_recon_advanced_warfighter_3604</link>
<guid>http://www.gamebump.com/go/gh_preview_tom_clancys_ghost_recon_advanced_warfighter_3604</guid>
<comments>http://www.gamebump.com/go/gh_preview_tom_clancys_ghost_recon_advanced_warfighter_3604#</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 Matthew Call.</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">The Tom Clancy name carries a lot of weight among the
military book/movie/videogame crowd.<span>  </span>For
us gamers theres the <em>Rainbow Six</em>, <em>Splinter Cell,</em> and <em>Ghost Recon</em> series which
are undoubtedly some of the most realistic SWAT, special ops, and military
games out there.<span>  </span>The first Splinter Cell
game was one of the first big hits on the original Xbox, so it is only fitting
that Microsoft scored yet another Clancy game for its Xbox 360.



<p class="MsoNormal">The launch of the Xbox 360 is now barely a month away and
with the consoles launch come lots of highly anticipated games.<span>  </span>Unfortunately, Ghost Recon Advanced
Warfighter wont be one of them since Ubisoft <a href="http://news.gaminghorizon.com/media2/1128714840.2530.html">recently announced</a>
that the game will not be available until 2006.<span> 
</span>But dont despair, the game looks like its shaping up to be one of the
best military shooters to hit any platform when is finally does hit retail
shelves. 



<p class="MsoNormal">Ghost Recon Advanced Warfighter is the third installment in Tom Clancys Ghost
Recon series.<span>  </span>The Ghost Recon games put
players in the boots of soldiers in combat scenarios using a mixture of present
day and future military technologies.<span> 
</span>The original Ghost Recon game was set in Eastern Europe
in 2008, while the second game is set in 2011 in Korea.<span>  </span>The new game takes place in Mexico
  City in 2013.<span>  </span>In
keeping with the futuristic setting of the game, the soldiers at the players
disposal are armed with a plethora of new technologies that are currently only
in the planning stages of the real militarys arsenal.



<p class="MsoNormal">The story unfolds in true Tom Clancy fashion.<span>  </span>While not many details have been released, it
is clear that an incident involving renegade soldiers occurs in Mexico
  City.<span>  </span>The
protagonist of the game is Captain Scott Mitchell who commands the Ghosts, a
highly trained Special Forces unit, who are sent in to handle the
situation.<span>  </span>Along the way, the Ghosts
will have to rescue the President of the United
  States, recover stolen nuclear launch codes,
and eliminate the enemy soldiers.<span>  </span>



<p class="MsoNormal">The game places the player in the shoes of Captain Mitchell,
who has four other Ghosts at his disposal.<span> 
</span>The 360 version of the game uses a third person perspective to allow the
player to have a better idea of what is around him, which is especially useful
when trying to find effective cover in a firefight.<span>  </span>The AI has also been enhanced in this
installment - your Ghosts will not fire until ordered to do so and will make
effective use of cover.<span>  </span>When ordered to
do so, your soldiers can effectively flank the enemy, but the enemy can also do
the same to you.<span>  </span>Similar AI behavior has
recently been featured in games such as Brothers In Arms and it adds a whole
new layer of challenge to the shooter genre.



<p class="MsoNormal">The sound has been updated to provide a more authentic
military feel.<span>  </span>The developers went out
to a weapons range to record the audio for the weapons used in the game and the
voice acting is also exceptional.<span>  </span>The
voices in the game utilize three stress levels.<span> 
</span>The Ghosts are programmed to vocally react to the threat level in the
game.<span>  </span>When calm, Ghosts may provide lots
of information in a calm tone of voice, but when under fire the Ghosts voices
are more strained and they may not have time to relay as much information to
the player.<span>  </span>In addition, the enemy
soldiers in the game will shout orders to each other in Spanish, creating a
highly authentic feel to the battlefield. 



<p class="MsoNormal">The graphics have also been updated as you can see from the
screenshots.<span>  </span>Ghost Recon Advanced
Warfighter is undoubtedly one of the best looking games so far on the 360.<span>  </span>All the bells and whistles are present
including High Dynamic
 Range lighting, high polygon
counts, and advanced particle physics.<span> 
</span>The urban environments look highly realistic and the motion capture
looks great as well.



<p class="MsoNormal">One of the key gameplay features in this installment of the
Ghost Recon series is the new Heads Up Display, dubbed the Cross-com.<span>  </span>The Cross-com identifies friendly or enemy
units in the game by outlining them in green or red.<span>  </span>It also features a picture in picture window
that allows the player to see the battlefield from different perspectives, such
as from satellites or Unmanned Aerial Vehicles that may be over the area.<span>  </span>The Cross-com is actually under development
for the United States Army, which shows the level of detail and authenticity
Ubisoft is trying to add to the game.



<p class="MsoNormal">The single-player portion of the game is expected to last
about 20 hours, featuring 12 levels.<span>  </span>All
the levels are set in Mexico City,
so it looks like there will be a fair amount of replayability to the title as
gamers go back to try scenarios from a different angle, or perhaps try to
accomplish objectives in a different order.





<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">Ghost Recon Advanced Warfighter will likely be one of the
best military shooters ever when it is released next year.<span>  </span>The visuals reach a level of realism not seen
amongst the current generation of consoles.<span> 
</span>While it is unfortunate that Ghost Recon wont be a launch title for the
360, it looks like it will be well worth the wait.<span>  </span>Predicting the quality of a game that is
months away from release is always a risky endeavor, but Ghost Recon Advanced
Warfighter is showing all the signs of being a terrific success.<span>  </span>If youre a gamer who is at all interested in
authentic military shooters, it looks like Ghost Recon is a must-buy.

]]></description>
<pubDate>Thu, 27 Oct 2005 12:39:00 -0500</pubDate>
</item><item>
<title>GH Review: Tom Clancy's Ghost Recon 2 Summit Strike (Xbox)</title>
<author>Shiva Stella</author>
<link>http://www.gamebump.com/go/gh_review_tom_clancys_ghost_recon_2_summit_strike_xbox</link>
<guid>http://www.gamebump.com/go/gh_review_tom_clancys_ghost_recon_2_summit_strike_xbox</guid>
<comments>http://www.gamebump.com/go/gh_review_tom_clancys_ghost_recon_2_summit_strike_xbox#</comments>
<description><![CDATA[<p>This review was originally published on Gaming Horizon, GameBump's predecessor. Its format does not match our own but we support its content.  </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">As an expansion to the successful <em>Ghost Recon 2</em>, Tom Clancy's Ghost Recon 2: Summit
Strike stands as an affordable addition to an already solid game, with a new
campaign mode and the same multiplayer havoc that fans crave, presented in a
simple and direct style that enables players to jump into the action either
offline or on. UbiSoft has proved once again that when it comes to Tom Clancy,
they know what they're doing.&nbsp;



<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">Gamers are cast as Captain Mitchell and sent to Kazakhstan on a
hunt for Asad Rahil, a Pakistani terrorist who has committed numerous crimes
against innocent civilians including devastating a small village with chemical
weaponry. On top of this chaos, the region's president has been assassinated,
creating even more uncertainty and unrest. When the UN steps in to stabilize
the area they're met with hostiles from Rahil's army, further complicating
matters and causing the Ghosts to be deployed to terminate Rahil. It's not as
gripping a campaign, but it's presented well and ties the missions together for
a believable product.



<p class="MsoNormal">If you're familiar with any Ghost Recon game then you
already know that the bulk of the gameplay has you serving as squad leader and
guiding a small team through enemy territory on to target objectives. You can
issue on-screen or voice commands, and on the whole the unit will act
accordingly thanks to the adequate AI. You can have your subordinates shoot
targets and/or offer cover fire (suppress), flank left/right of you (to
surround an enemy/structure), take a knee (hold position), regroup (gather on
you), hold fire, attend to a member's medical needs (medic), attack an oncoming
vehicle (including tanks, helicopters, and armored cars), protect a target, or
demo a target (plant a charge or designate it for air-drops). Your AI buddies
will seek out cover and may even spot hostiles before you do, which is a great
help to counter-balance the ease with which a player dies - one shot in the
right spot will bring Captain Mitchell to his knees. 



<p class="MsoNormal">The cheap AI banter makes traversing these great landscapes
more entertaining, as running between snowy mountaintops or through miles of
grasslands eventually takes its toll on the boredom scale. Enemies are
scattered around targets, and objectives change as the level progresses;
Mitchell may have to take out a defensive structure, shoot down helicopters,
terminate a pack of dangerous tanks, destroy enemy convoys, pin-point
structures for air-drops, assassinate members of Rahil's army, and so on.
Environments feature differing weather patterns and may splash rain onto the
screen or spill a gentle snow on the ground, accompanied with appropriate sound
effects like lightning strikes or fierce, chilly breezes. Character models are
highly detailed as in their parent game, and Summit Strike features nice water
reflections from rivers/lakes, tire tracks from armored cars, burnt markings
from air-drops, and minute graphical attention for every wisp of grass that's
guided by a small gust of wind. Spotting a full moon overhead or a bright sun
on the horizon adds further realism and gives the game a presentation boost.



<p class="MsoNormal">It wouldn't be Ghost Recon without a plethora of gadgets and
high-tech weaponry, and Summit Strike delivers - at the start of each mission
you select a preferred main gun, support weapon (pistol variant), explosives
(grenades), and a heavy-hitting weapon (rocket/grenade launcher) if the level
calls for it. Main guns are separated into four classes - rifleman, gunner,
grenadier, marksman - and feature numerous options, including standard rifles,
submachine guns, differing grenade launchers, and specialized sniper rifles
(the scope view on the MB sharpshooter is particularly impressive). The
targeting or scope view changes per weapon, and if you're so inclined you may
even control Mitchell and have him fire at targets via voice commands (but I
wouldn't recommend it).



<p class="MsoNormal">Along with advanced weaponry the gamer has a useful radar
display that alerts as to impending targets, a squad indicator that presents
each member's health status (green for good, red for nearly dead, depleted for
goner, etc), air-strike commands (for missions without team members, as in the
&quot;lone wolf&quot; mode), night vision view, a detailed satellite map for
each area (with indicators), a rate of fire (ROF) indicator that can be modified
to single-shot, three-round burst, and full auto, and lasers that designate
drop targets.



<p class="MsoNormal">After you've gone through the entire campaign mode and seen
the real breadth of the game, you'll probably want to hop online via Xbox Live
and score some multiplayer kills. All the standard Xbox Live features are
present - you've got a friends list, a player count (people you've recently
played with), a team option (i.e. clan management), leaderboards (who's who
among Summit Strike players), downloadable content (new levels, etc), in-box
(in-game email messages), competitions (set up, join, or play in a tournament),
and sign out. The team/clan management is a great inclusion for the hardcore,
and competitions exclude all non-clan members. As a team leader you can recruit
players, promote/demote members, name a General, send friend requests, and kick
idiots.



<p class="MsoNormal">If you're anti-social and would rather jump in shooting
people and forgo teams and tournaments, multiplayer through Xbox Live
definitely allows for that. You can create a match where you serve as host, let
the system pick a quick match for you, or select game features you want in
optimatch. All modes enable observer viewing (originally made popular in Sony's
<em>SOCOM</em>), re-spawning options, and a slew of differing game types, 24 in all,
including hamburger hill (keep a central area under your control), helo hunt
(bring down helicopters), seek and destroy (think: tag), recon (work with
others to accomplish mission objectives), mission (complete regular missions
online), firefight (team up to destroy all hostiles), and your typical capture
the opponent's base, search and rescue hostages, and last man standing (the
team with someone still alive wins). If you're not interested in co-op play you
can always go team-killing and join the squad-based games.



<p class="MsoNormal">If offline play is more your style and you've finished with
campaign mode, UbiSoft included some minor gameplay options - training,
mission, helo hunt, lone wolf, recon, defend, and firefight. By now these
should be rather self explanatory; in lone wolf you trade team AI for
explosives and air-strikes; in firefight you remove all opponents; in defend
you hold your position against waves of hostiles; and so on. If youre
completely bored of both Xbox Live and single-player fun, the offline
multiplayer/split-screen mode is a final option.



<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">For $29.99 I've essentially got very few complaints. My
biggest concern with Summit Strike (or my Xbox, depending upon your point of
view) is that on several occasions I've had the misfortune of encountering Xbox
errors that caused me to reset the game, usually corrupting the campaign save I
was working on at the time and usually while on particular levels. Take this
tip to heart: have <em>multiple</em> campaign saves! The game saves to your active
campaign by default, so if you've just completed a mission and want to save in
your second slot, you've got to manually enter the slot's name (my default was
CS, my second CS2). I highly recommend this safety precaution because nothing
sucks more than completing seven levels and being kicked to level one because
you forgot to create a second save. Except encountering that error twice
without a third save. That definitely sucks more.



<p class="MsoNormal">If you're going to focus on voice commands for either your
team or Captain Mitchell, speak clearly. Slurring your words and mumbling into
the microphone won't get you as far as proper pronunciation.&nbsp;



<p class="MsoNormal">I spotted some AI hiccups, but mostly where the enemies were
concerned. Would you as a lone combatant run over to a huge pile of dead bodies,
get down on the ground, and stay there  completely vulnerable  looking around
for a killer who has just terminated five of your best friends? Not unless
you're a Summit Strike hostile, apparently, though the easy kills make up for
the game's difficulty. When UbiSoft claims that &quot;in the world of Ghost
Recon, one shot can kill&quot;, they're not kidding. Be prepared to die a <em>lot</em>.



<p class="MsoNormal">Voiceacting is done adequately considering the game's genre,
but you won't find intense cutscenes or award-winning voiceovers.&nbsp;



<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">This is a great stand-alone expansion to Ghost Recon 2 at a
wonderfully affordable cost. It won't remake the third-person shooting genre or
earn UbiSoft a gold star, but it's definitely worth picking up if you're a
shooting game freak (and I use the term literally). A plethora of options, a
well-presented campaign mode, and Xbox Live play (there's even offline
multiplayer if split-screen is your thing) secure it as a decent addition to
your collection. Just remember to have multiple game saves and you'll have a
blast.

	<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=GAMEPLAY: 8.2&size=20" alt="GAMEPLAY: 8.2" /> <br />
The same as its parent game's, with new offline/online missions.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=GRAPHICS: 8.3&size=20" alt="GAMEPLAY: 8.3" /> <br />
Visually pleasing, but nothing extraordinary. Nice attention to detail.</p>

<p><img style="border: 0px;"   src="/typeimage.php?color=black&font=stencil&text=SOUND: 8&size=20" alt="SOUND: 8" /> <br />
Good when it counts, but minimal voiceacting. Solid effects.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=FUN FACTOR: 8&size=20" alt="FUN FACTOR: 8" /> <br />
If you enjoyed any Ghost Recon, you'll enjoy Summit Strike.</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 />
Large online offering, but most modes are simply modifications and not new.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=orange&font=stencil&text=TOTAL SCORE: 8.2 &size=23" alt="TOTAL SCORE: 8.2" />

]]></description>
<pubDate>Mon, 12 Sep 2005 12:21:00 -0500</pubDate>
</item><item>
<title>GH Review: Tom Clancy's Rainbow Six: Lockdown (Xbox)</title>
<author>The Gaming Horizon Archive</author>
<link>http://www.gamebump.com/go/gh_review_tom_clancys_rainbow_six_lockdown_xbox</link>
<guid>http://www.gamebump.com/go/gh_review_tom_clancys_rainbow_six_lockdown_xbox</guid>
<comments>http://www.gamebump.com/go/gh_review_tom_clancys_rainbow_six_lockdown_xbox#</comments>
<description><![CDATA[<p>This review was originally published on Gaming Horizon, GameBump's predecessor. Its format does not match our own but we support its content.  It was written by Aaron Thomas.</p>

<p class="MsoNormal"><span style="font-size: 14pt;"><img style="border: 0px;" src="/typeimage.php?color=orange&font=stencil&text=THE LOWDOWN&size=25" alt="The Lowdown"/></span><p class="MsoNormal"><span style="font-size: 14pt;"> </span>The
<em>Rainbow Six</em> series has long been one of the more popular games on the Xbox and
Xbox Live. Focusing more on realistic squad tactics than arcade action, it has earned a strong following of hardcore
players. This time around, Ubisoft wanted to make the game more accessible, and
theyve done so with Rainbow Six: Lockdown. The core gameplay elements that
veterans of the series enjoy are mostly intact, but the number of concessions
made for newcomers may turn off the very same people that made the series so
popular. 



<p class="MsoNormal"><span style="font-size: 14pt;"><img style="border: 0px;"   src="/typeimage.php?color=orange&font=stencil&text=THE GOOD&size=25" alt="The Good"/></span>

<p class="MsoNormal">While many may go straight to online play, Lockdown has a
solid storyline that once again follows Domingo Ding Chavez and his squad
mates. For the first time, youre able to control the teams sniper, Dieter
Weber, in some arcade-style sniping levels. The team is trying to recover a
deadly virus named Legion that has the unpleasant effect of
near-instantaneous death on anyone unlucky enough to come into contact with it.
Youll have to stop the terrorists to prevent them from releasing the lethal
virus, and of course deal with some plot twists along the way. The campaign
mode consists of 14 missions, which is plenty long if youre the slow, plodding
type. However, skilled players or people adept at run and gun play may find
it a bit short. 



<p class="MsoNormal">There are plenty of weapons to use, and each person can have
their gear customized (main weapon, secondary weapon, and two other items, like
grenades and mines) before each level. Your squad mates are horrible marksmen,
often finding only 1-2% of their shots actually hitting their targets. This
problem can be compensated somewhat if you use the strongest and most accurate
weapons going into each mission. 



<p class="MsoNormal">Lockdowns squad mechanics are simple and easy to use.
Commanding the team is done by aiming the on-screen reticle at an area,
pressing A, and then choosing an action on the d-pad. If its a complex
maneuver, another set of options opens up, and it too is chosen via the d-pad.
After youve inputted the commands, the team reloads their weapons and
carefully gets in position. They wont execute the command until you press the
black button, which gives you time to enter through another door, or simply get
in position to help clear a room. Unfortunately, at least for fans of the
series, strategy is much less important this time around, so simply walking
into a room and popping the bad guys as fast as you can is sufficient enough to
get you through most of the game. 



<p class="MsoNormal">Of course, a big component of the game is its online aspect,
which like the campaign mode, has also been re-tooled. Up to 16 players can
compete in deathmatch or objective-based games. Co-op play for up to four
people is also present, and can be played via system link as well. To add depth
to the online modes, Ubisoft has introduced Persistent Elite Creation, or PEC.
This system lets you create a character from one of four classes (Commando,
Engineer, Medic, and Spec-Op), and gives you credits based on your in-game
performance. Credits can be used to purchase new weapons, clothing, and even to
repair worn out armor and equipment. Its a little intimidating at first, since
others may already have built up characters, but it provides strong incentive
to put in extra time to get good.<span>  </span>







<p class="MsoNormal">Ubisoft went with a new composer for the games music this
time around, and while its certainly different than past titles, it fits the
game nicely. Most of the time theres no music, but when the action picks up,
so does the music, which helps get your adrenaline pumping. In-game Dolby
Digital sounds great with the echo of weapons firing, grenades exploding, and
people yelling, coming at you from every direction.<br /><span style="font-size: 14pt;"></span><p class="MsoNormal"><span style="font-size: 14pt;"><img style="border: 0px;" src="/typeimage.php?color=orange&font=stencil&text=THE BAD&size=25" alt="The Bad"/></span>

<p class="MsoNormal">Ally intelligence has been improved, but the bad guys were
apparently absent the day extra I.Q. points were handed out. Sure theyll run
from grenades, but they dont appear to fear gunfire, simply standing and
staring at the barrel of your gun for a few seconds before reacting. Youll
very rarely witness complex attack patterns, and most areas have just one or
two soldiers that dont react unless hit with a bullet. Like an old Nintendo 64
game, a guard will simply stare at the wall unflinching while his comrade is
blown away by a machine gun. Sometimes a person in the other room will hear the
gunplay and comment on it but they dont investigate, and sometimes simply walk
away. 



<p class="MsoNormal">Lockdown also fails to use its audio to create tension or
give clues. Remaining silent doesnt do much for you, as guards will rarely
attempt to locate the source of the noise. In addition, the ability to overhear
guards is worthless since they often speak as if they are talking to someone else,
even if theyre alone. If you hear someone asking a question, its reasonable
to expect to find at least two people in the room, not one person standing behind
some shelves, impervious to the world.



<p class="MsoNormal">The addition of the heartbeat sensor is an improvement that
falls flat. By hitting the select button, its possible to see living people
through walls. This takes any element of surprise there may have been out of a
room, since you know how many people are inside as well as their positions.
Since it has batteries that must recharge you cant leave it on all the time, but
they fill back up quickly, and since theres rarely any sense of urgency, you
can simply wait around until its ready to use again. Fortunately, you dont
have to use it if you dont wish. 



<p class="MsoNormal">Lockdowns visuals are disappointing, especially considering
the amazing things that developer, Ubisoft Montreal, is usually able to accomplish
on the Xbox. Progressive Scan is supported, but its really no better than the
interlaced display. The color palette is drab and uninteresting, and building
interiors are taken straight from the book of lame game clichés. Character
animations are also shoddy and unlifelike. Very, and I mean very little of the
game is destructible, which means shooting out lights to take advantage of your
night vision is out of the question, as is shooting away cover to get to a
hiding enemy. Not only does it hamper the gameplay options, but it makes it
hard to suspend disbelief when you toss a grenade into a room and the only long
term damage it does is char the floor a bit. It is pretty cool when your visor
cracks after taking too much gunfire, and because it actually makes it tough to
see, it forces you to really focus on what youre doing, bringing out your best
effort.



<p class="MsoNormal">Its always tough to judge a games online performance from
a technical standpoint because you never really know if problems are on your
end, someone elses, or the result of poor design. I will say that I was not
alone when I repeatedly had problems with lag, which was so bad it often
rendered the game unplayable. Even in cases where it wasnt so severe, it
always seemed to pop-up often enough to cause problems. Finding a game to join
is certainly easier than some other online titles, but its still not as easy
as Halo 2s matchmaking service. Waiting four or five minutes for a good game
is pretty frustrating, especially after seeing how well the process can be
handled. 



<p class="MsoNormal"><span style="font-size: 14pt;"><img style="border: 0px;" src="/typeimage.php?color=orange&font=stencil&text=THE VERDICT&size=25" alt="The Verdict"/></span>

<p class="MsoNormal">If the games minor problems were fixed, this would be a
very good game. As it stands, the horrible enemy A.I., shoddy collision
detection for bullets, and inconsistent online play keep it from being a game
youll want to spend days and weeks with, honing your skills. Its certainly
enjoyable for awhile, but for the third game in the series, its lack of polish
is a tremendous letdown. 

	<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=GAMEPLAY: 7.9&size=20" alt="GAMEPLAY: 7.9" /> <br />
If youre going to spend time with the game online, this is a solid package.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=GRAPHICS: 7.5&size=20" alt="GAMEPLAY: 7.5" /> <br />
Ubisoft Montreal can do better. How does it look worse than the last game?</p>

<p><img style="border: 0px;"   src="/typeimage.php?color=black&font=stencil&text=SOUND: 7.5&size=20" alt="SOUND: 7.5" /> <br />
If the soldiers didnt carry on conversations with themselves, this would be higher.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=FUN FACTOR: 7.5&size=20" alt="FUN FACTOR: 7.5" /> <br />
If you were turned off by the difficulty of the previous games, this will be fun.</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 />
The PEC system and robust system link support give the game strong replay value.</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, 12 Sep 2005 10:07:00 -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: Tom Clancy's Splinter Cell Chaos Theory (DS)</title>
<author>The Gaming Horizon Archive</author>
<link>http://www.gamebump.com/go/gh_review_tom_clancys_splinter_cell_chaos_theory_ds</link>
<guid>http://www.gamebump.com/go/gh_review_tom_clancys_splinter_cell_chaos_theory_ds</guid>
<comments>http://www.gamebump.com/go/gh_review_tom_clancys_splinter_cell_chaos_theory_ds#</comments>
<description><![CDATA[<p>This review was originally published on Gaming Horizon, GameBump's predecessor. Its format does not match our own but we support its content.  It was written by Aaron Thomas.</p><img style="border: 0px;" src="/typeimage.php?color=orange&font=stencil&text=THE LOWDOWN&size=25" alt="The Lowdown"/><br /><br />One of the staples of the <em>Splinter Cell</em> franchise has been a consistently high level of quality. Fans of the series know that they are getting a top-notch game with great graphics, a solid story, and some great multiplayer when they purchase the latest game starring Sam Fischer. There are always exceptions to every rule, and unfortunately, Splinter Cell: Chaos Theory is a game that doesnt match the usual high standards of the franchise. <br /><br /><img style="border: 0px;"   src="/typeimage.php?color=orange&font=stencil&text=THE GOOD&size=25" alt="The Good"/><br /><br />The DS version of Chaos Theory contains much of the content found in the consoles. Theres a training mission, a full story mode, and even co-op and multiplayer play. There are nine single-player levels which are similar to their counterparts on the consoles, but they have been dumbed down a bit for the transition to the DS. Multiplayer is solid, but the way it forces players into different roles might disappoint anyone expecting an exact recreation of the console experience.<br /><br />Chaos Theorys story involves a tense standoff between Japan, China, and North Korea  some of the usual suspects in espionage games. In response to Japan forming an Information Self Defense Force, which China and Korea feel is a violation of international law, the two countries have formed a blockade of the shipping lanes leading to Japan. Of course, Sam Fisher of Third Echelon must uncover whats going on and save the day by sneaking around, hacking computers, taking out guards, and all the other stuff youve come to know and love in the Splinter Cell series. The story is quite good, but its unlikely youll be able to stand playing the DS version long enough to see it through. <br /><br /><img style="border: 0px;" src="/typeimage.php?color=orange&font=stencil&text=THE BAD&size=25" alt="The Bad"/><br /><br />The biggest problem facing Chaos Theory is the DS control scheme just cant handle the precise movements the game requires, nor does it allow for a proper camera system. The touch pad is used to move the camera, pick locks, and control the inventory, but its clunky and not responsive enough to meet the demands of the game. You can control the camera with your thumb, but picking locks and navigating menus requires the use of the stylus. Holding the stylus while trying to fight the games sloppy controls isnt exactly easy either. <br /><br />If you can wrangle the camera under control, chances are pretty good that controlling Sam Fisher will be enough of a challenge that youll want to throw in the towel. Sneaking up on guards, maneuvering about ledges, avoiding alarms  all of these things demand the use of analog control. Using the D-pad makes it impossible to control Sam in the way the game requires. Many of the series signature moves have also been eliminated, and this, combined with the linear levels, eliminates any bit of spontaneity or creativity from the game. No more explanation is needed; the controls are broken.<br /><br />Adding insult to injury, the games graphics are nothing short of pitiful. Low-res textures, a slow framerate, drab colors, and bland levels make this game an eyesore, and not just when compared to its gorgeous console counterparts, but when compared to many of the other Nintendo DS games. <br /><br />Not wanting to show up the graphics or controls, the games audio stays the course with short, low quality sound loops and unsurprisingly, almost no voice acting. Nothing says tension like stopping to read a text box before sneaking up on someone and slitting their throat.<br /><br /><img style="border: 0px;" src="/typeimage.php?color=orange&font=stencil&text=THE VERDICT&size=25" alt="The Verdict"/><br /><br />The best thing the game has going for it is that you dont have to play it if you dont want to. Theres nothing good about the Nintendo DS version of Chaos Theory. Period. Yes, the developers were ambitious and tried to cram a lot of content into the port, but a ton of content with bad controls, poor sound, miserable graphics, too few save points, and a bad camera isn't worth a whole bunch. Theres no reason to give the game a shot, even if the DS is the only system you own. <br /><br />
	<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=GAMEPLAY: 3.9&size=20" alt="GAMEPLAY: 3.9" /> <br />
Its broken, and its not fun.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=GRAPHICS: 3.5&size=20" alt="GAMEPLAY: 3.5" /> <br />
Proof that things CAN actually be beaten with an ugly stick.</p>

<p><img style="border: 0px;"   src="/typeimage.php?color=black&font=stencil&text=SOUND: 3.8&size=20" alt="SOUND: 3.8" /> <br />
Theres sound and its bad. Theres music and its bad.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=FUN FACTOR: 3.4&size=20" alt="FUN FACTOR: 3.4" /> <br />
Its more fun playing pretend with the empty game box than actually playing the game.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=REPLAY VALUE: 3&size=20" alt="REPLAY VALUE: 3" /> <br />
If by some miracle you can find three people to play, you get some replay value. Congrats. </p>

<p><img style="border: 0px;"  src="/typeimage.php?color=orange&font=stencil&text=TOTAL SCORE: 3.5 &size=23" alt="TOTAL SCORE: 3.5" />

]]></description>
<pubDate>Tue, 02 Aug 2005 12:53:00 -0500</pubDate>
</item><item>
<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>
</item><item>
<title>GH Preview: Lara Croft Tomb Raider: Legend (PS2)</title>
<author>Shiva Stella</author>
<link>http://www.gamebump.com/go/gh_preview_lara_croft_tomb_raider_legend_ps21</link>
<guid>http://www.gamebump.com/go/gh_preview_lara_croft_tomb_raider_legend_ps21</guid>
<comments>http://www.gamebump.com/go/gh_preview_lara_croft_tomb_raider_legend_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 align="left"><img  style="border: 0px;" src="http://www.gamebump.com/typeimage.php?color=orange&font=stencil&text=THE BUZZ&size=25" alt="The Buzz" /> <p>If you remember the tagline for Eidos <a target="_blank" href="http://reviews.gaminghorizon.com/media/0,100,28,49,12,817.html"><em>Tomb Raider: Angel of Darkness</em></a> then youre already amused by the series irony. Out of the tombs and into hell was splattered across every gaming site on the Internet, and intrigued gamers waited anxiously to give the industrys leading lady a next-generation, honest chance. Lo and behold, the gamesucked. It suffered from horrendous slowdown, AI that simply didnt work, and plagued controls.<p> Almost immediately after its release Eidos shocked everyone by repositioning the series, stripping it from Core Design and handing it to Crystal Dynamics, the company responsible for <em>Gex</em> and the <a target="_blank" href="http://reviews.gaminghorizon.com/media/0,100,28,49,12,865.html"><em>Legacy of Kain/Soul Reaver</em></a> franchises. The pressure was on, and Crystal Dynamics was charged with nothing short of overhauling the series to bring it into the modern era. To do this the developing house  along with Laras original creator, <em>Toby Gard</em>  embarked upon a soul searching quest, finally asking the big questions  Who is Lara Croft? What makes her tick? How is she relevant today? The result: a return to Laras roots in Tomb Raider: Legend.<br /><br />Very little is known of Legends plot. It involves the standard globetrotting to eight different locations, including jungle, snow, mountainous, and underground areas. The bulk of these gorgeous environments consist of tombs, and judging from the available screenshots, are reminiscent of the underground/cavernous areas in the original. The Himalayas are cited as key to the storyline, which brings to mind the famed airplane crash from the originals background story. Its unknown whether the levels progress on a non-linear timeline (i.e., <em>Chronicles</em>) or follow <em>Last Revelations</em> timeline jumps from past to present, though its confirmed that Lara, while in search of another ancient artifact, confronts a foe long-thought dead. The enemys name  and why hes concerned with the artifact  remains a mystery. <br /><br />To navigate throughout these tombs Lara requires precision controls, a feature that enabled the previous versions to exist but was MIA in AoD. The switch to analog controls was troublesome and crippling; lining Lara up for jumps, performing the most basic maneuvers, and just repositioning her to look around was difficult. Crystal Dynamics has revamped the control scheme in Legend, increasing its functionality and comfort. Its uncertain if the game allows for D-pad use, but its a good guess that the analog control system was at least completely re-worked (compared to AoDs controls this can only be a good thing). Lara performs her favorite moves  swan dive, back flip, handstand, etc., - and does so smoothly. Her model receives another facelift with a higher polygon count, detailed facial features, reactive eyes, and a complete new look thanks to the originals character designer. <br /><br />Theres no word on enemy types but Lara retains her usual weapons, the dual pistols, now paired with an updated move and shoot system and goodies. High-powered binoculars, a personal camera for dark areas, frag grenades, communication devices, and a new magnetic grappling hook are introduced. A lock-on system is in place, and judging from trailer footage actually uses a targeting icon, unlike AoD. Another new feature is Laras ability to shoot destructible objects in the environment, like barrels. Any opponent near said barrels gets splattered with splinters and firepower, assuming theyre stacked with something inflammable. When a bad guy goes down Lara can even steal his weapon, though shes limited to only one rifle at a time. Melee combat for close-quarter fighting is present and hopefully nothing like AoDs dysfunctional stealth/melee system, but then again details are sparse.<br /><br /> Legend, as a return to Laras roots, probably removes itself from the action emphasis AoD had and focuses on puzzle and platform gameplay. To help players find their next destination/clue Lara turns her head to the location, indicating the relevant area. In trailer footage arrows designate important directions. The camera, while controllable, is said to move and pan the area naturally. <br /><br />Theres an online component but Crystal Dynamics hasnt commented on it yet, though Xbox Live (and probably PS2 network play) is confirmed. An Xbox 360 and PSP version are rumored to be in the works, too.<p><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 />Judging by the drastic change of development teams and redirection of the series, this is probably Laras last chance to appear in a reputable title published by Eidos. If Crystal Dynamics gives Legend an entirely re-worked precision control system, ups the interactive environment feature, grants it an innovative online mode, and strengthens the storyline then a comeback is possible. If its plagued by horrible AI, terrific slowdown, and repetitive gameplay, however, the formula is dead. Maybe Lara can join the long list of videogame celebrities in another <em>DDR</em> remix? Hey, even the British know how to get down.]]></description>
<pubDate>Mon, 30 May 2005 19:43:00 -0500</pubDate>
</item><item>
<title>GH Preview: Tom Clancy's Ghost Recon: Advanced Warfighter (360)</title>
<author>Shiva Stella</author>
<link>http://www.gamebump.com/go/gh_preview_tom_clancys_ghost_recon_advanced_warfighter_3603</link>
<guid>http://www.gamebump.com/go/gh_preview_tom_clancys_ghost_recon_advanced_warfighter_3603</guid>
<comments>http://www.gamebump.com/go/gh_preview_tom_clancys_ghost_recon_advanced_warfighter_3603#</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 />If you've been watching our updates for today then you've already seen the first images of UbiSoft's Ghost Recon 3 running on the Xbox 360. The game is currently slated for launch alongside the system, and keeping with the rest of the series will also release for the PlayStation 2, PC, GameCube, and regular Xbox. It's being developed specifically for next-generation consoles, and all current-generation systems will receive versions specifically tailored to them.<br /><br />The events in Ghost Recon 3 occur in the year 2013, when the US Army has developed the Integrated Warfighter System (IWS), which is a combination of &quot;cutting-edge technologies that transform an individual soldier into the ultimate fighting force&quot;. The player assumes the role of Captain Scott Mitchell, who commands the Ghosts and Special Forces equipped with this IWS to rescue the president, recover nuclear codes, and capture some renegade soldiers. The game's only setting - Mexico City - is presented in amazing detail on the Xbox 360, and GR3 comes with full online multiplayer support.<br /><br />&quot;Tom Clancys Ghost Recon 3 will deliver the future of gaming and of warfare in one stunning package, as well as projecting a global political future that has always been a hallmark of Clancy titles,&quot; said Tony Kee, vice president of marketing at  Ubisoft North America. &quot;Armed with next-generation technology and the proven ability to create innovative multiplayer content, Ubisoft will enable players to become the soldier of the future and immerse them in the kind of urban warfare that could be fought 10 years from now.&quot;<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 />Assuming that UbiSoft reveals some new specialized features for the Xbox 360 version, UbiSoft undoubtedly is crafting an amazing shooter for Microsoft's new system. The other versions - PS2, GC, PC, and Xbox - should be graphically pushed to the max, but whether they will support these new features remains debatable. Hopefully UbiSoft makes Ghost Recon's final rendition on current consoles something to remember.
]]></description>
<pubDate>Thu, 12 May 2005 22:11:00 -0500</pubDate>
</item><item>
<title>GH Editorial: Phantom: Rewound</title>
<author>Aaron Dunlap</author>
<link>http://www.gamebump.com/go/gh_editorial_phantom_rewound</link>
<guid>http://www.gamebump.com/go/gh_editorial_phantom_rewound</guid>
<comments>http://www.gamebump.com/go/gh_editorial_phantom_rewound#</comments>
<description><![CDATA[<p><i>This article was originally published on Gaming Horizon, GameBump's predecessor. </i></p>
<p><em>Note: This article was originally posted in two weekly
installments during the weeks of September 19th and 27th 2004. For
archival's sake, both parts are being reprinted here. All mentions of
dates (past and present) should be considered relative to the time in
which they were written.</em><br>

</p><p>Since January of 2003, when we first <a href="http://news.gaminghorizon.com/media/1043169473.html" class="style3">announced</a>

that industry newcomer Infinium Labs intended to make a new game
system, there has been an endless debate as to the systems validity
and the companys legitimacy. It seems like every time we lose interest
in the controversial Phantom, Infinium lands themselves in the media
spotlight for some fantastic claim or some PR fiasco. Just recently,
the companys financial security has been brought into question, and
Im beginning to wonder if all the fanatics whove been calling the
Phantom vaporware for two years might be right on the money. </p><p></p><p class="style4">Rough Beginnings                           
                          
                            
                              <span class="style7"><br></span>                              
                            
                          
                          </p><p>

The Phantom started off on a bad foot. Infinium Labs issued a press
release stating that they will soon release a revolutionary gaming
platform. The end. What were the system specs? What media format will
the system use? What third-party developers were lining up? Who is
Infinium Labs? None of these questions were answered and fans threw a
fit. You cant just come from nowhere, say youre going to put a game
system on the shelf, and disappear for five months. Not in this era. </p><p class="style4">Questions Arising                            
                            </p>In August of 2003, Tycho from the popular gaming web comic <a target="_blank" href="http://www.penny-arcade.com/news.php3?date=2003-08-22" class="style3">Penny-Arcade</a> posted this email hed received from a friend from hardware site <a target="_blank" href="http://www.hardocp.com/" class="style3">HardOCP</a>:                            
							<p class="style1"><em>We
had a reader go by Infinium Labs and take pictures of their "facility"
( that's when we found out it was a strip mall in the Florida Keys )
only to find out it was a single desk in a 100 x 100ft room with two
phones and no furniture. That was about 4 months ago. </em>
						    </p><p class="style1"><em><p></p></em></p><em>I
talked to the Tim Roberts guy on the phone when he returned my call (
22 days after I left a message ) and when I asked him about all
this...he HUNG UP ON ME. I asked him if he was looking for investors,
he said "We are actively recruiting investors". I asked him if they had
any consoles on hand, he said "We have several hundred prototype models
here in the office". So then I asked him where the prototypes were
made, he said "right here in our facility". Then I told him I had seen
his 100ft x 100ft office space conveniently located next to Missing
Link Art Gallery in the strip mall ( located at 5380 Gulf of Mexico Dr.
Longboat Key, Fl 34228 ) and he went NUTS!!! "WHO THE F[***] IS
THIS!?!?! BLAH BLAH I'LL SUE YOU". </em>
<p></p><p>This made many people question whether Infinium was in fact a real
company or just a front, perhaps a scam to fraud investors into handing
over gobs of money.
</p><p>The HardOCP writers took it upon themselves to further investigate
Infinium and its CEO, Timothy M. Roberts. In September of 2003, HardOCP
published this soon-to-become famous article:

</p><p align="center"><a target="_blank" href="http://www.hardocp.com/article.html?art=NTEy" class="style4">Behind the Phantom Gaming Console</a>
</p><p>This article is very well done, and shows that Tim Roberts resume
lists eight separate CEO positions in a span of eight years. One
company is owned by his mother, and was located in a different state
than where Roberts was living at the time. Several companies Roberts
listed on his resume had gone bankrupt, one within a year of its
beginning.</p><p>This article fanned the flames of Infinium Labs detractors. 

</p><p class="style4">Legal Mumbo Jumbo 
</p><p>HardOCPs hard-hitting exposé drew an incredible amount of
attention, including that of Infinium Labs itself. Five months later,
on February 19, 2004, Kyle Bennett, editor-in-chief of HardOCP received
a cease and desist letter (excerpt follows) from an international law
firm, Morrison and Foerster LLP (<a target="_blank" href="http://www.mofo.com/" class="style3">www.mofo.com</a>  go figure):
</p><p class="style1"><em>We hereby demand that you immediately remove
the Article and Infinium's proprietary images and marks from your
website and the Internet, print a retraction of the Article, and cease
and desist from disparaging Infinium Labs and its principals in any
way, including, but not limited to, making distorted and misleading
statements about them or repeating distorted and misleading statements
made by others. Your activities may provide sufficient grounds for
Infinium and Mr. Roberts to assert a number of business tort and other
claims against you, including, without limitations, trade disparagement
and trade libel, trademark infringement, tortious interference, and
unfair business practices. Furthermore, your statements and use of
Infinium's proprietary images were obviously published with the intent
to tarnish Infinium's image and dilute the value of its name. Such
conduct is actionable under federal law, Section 43(c) of the Lanham
Act, 15 U.S.C. | 1125(c), and various state laws.
</em>
</p><p class="style1">
<span class="style1"><em>After you have taken down the Article and
printed a retraction, Infinium would once again welcome an opportunity
to participate in a call or in-person meeting with you to provide you
and your writers with accurate and complete information about the
company, its products and its management. We encourage you to pursue
the truth, but in the alternative, Infinium is preparing to commence
formal legal action against you within ten days of this letter to halt
your continued publication of false and misleading information that is
causing ongoing financial harm to Infinium. </em><p></p></span></p><p>A week later, Bennett filed his own lawsuit. Detailed in this <a target="_blank" href="http://www.gamespot.com/news/2004/03/03/news_6090525.html" class="style3">article at GameSpo</a>t,
the lawsuit was whats commonly known as a "Declaratory Judgment Act,"
which allows a person being threatened with legal action to force the
issue to be decided, instead of it being a back-and-forth game of My
lawyers are more expensive than your lawyers!
							</p><p>Attacking
the gaming media is not a smart move for a company trying to prove
itself as a gaming company. Infinium Labs thought they could outwit a
little news website and make the derogatory article go away by paying a
law firm to put some big words on a piece of paper, but in turn they
branded themselves as having something to hide.
							</p><p class="style4">Shouting Sweet Nothings In Our Ears 
							</p><p>Infinium
Labs had still told us nothing about their game system. In March, 2003
they launched the first version of their website (<a target="_blank" href="http://www.phantom.net/" class="style3">http://www.phantom.net</a>) and a brief <a target="_blank" href="http://www.2advanced.com/popup/popup_phantom.htm" class="style3">video</a> about the phantom. Neither were very informative at all, but they were both made by <a target="_blank" href="http://www.2advanced.com/popup/popup_phantom.htm" class="style3">2advanced studios</a>,
one of the best (and most expensive) design studios on the planet. The
site and video might not have told us anything specifically, but it did
tell us that Infinium seemed to have more than plenty of money to throw
around.

							</p><p>For months, Infinium Labs stayed under the
radar. It would be months before we heard a thing from or about
Infinium Labs or their Phantom, and by that point we had all but
abandoned hope for the fledgling company. Its no secret that dreams
are broken or fulfilled at the Electronic Entertainment Expo, but would
the Phantom be able to revive itself after a year-long hiatus with a
flashy booth and girls in skimpy clothes? <em></em>  </p><p></p><p><em>Note:
The contents of this page were originally printed one week after the
contents of the previous page (September 27th, 2004). All mentions of
dates should be considered relative to the time they were written.</em>
</p><p class="style9">A Foreword
                          </p><p>The
saga continues. Its getting harder and harder for me to write opinion
pieces regarding Infinium because, as soon as I have an outline laid
out, Infinium Labs is back in the limelight for some fantastical new
claim or media blunder. The past is unchanging, which is why History
teachers will always have a job. Since its cursed beginning, the
Phantom has always been taking flak from gamers, so there isnt much I
could accomplish by venting how I feel about this or that aspect of
Infinium Labs or their hardware. Rather, it is my hope that I can help
out the uninitiated by unloading what I know about the topic. 

</p><p>Since my somewhat-famous <a href="http://news.gaminghorizon.com/media/1084337568.html" class="style8">pictures</a>
hit the net, Ive become the sort of informal Senior Phantom
Correspondent here at Gaming Horizon, and as the holder of such a
daunting title I feel it would be the most prudent use of my position
and experience to chronicle these events. I do not mean to blatantly
insult Infinium Labs by any of this (and Im not just saying that
because a lawyer told me to), I think only time can tell how the
Phantom will be received. 
</p><p>Im doing this so that the Phantom-bashers will know what theyre
bashing for. Im doing this because victories are oft forgotten, but
mistakes live on. Im doing this because if I dont, somebody more
popular than I am will do it, leaving me with nothing to do but write
pithy opinion pieces. 
</p><p class="style9">Shake Them Maracas!
                       
</p><p>In early 2004, a few weeks before the gaming news orgy we all call
E3 was scheduled to take place, we received word that Infinium Labs
would have some sort of presence at the expo. Jokes were made by all,
but I personally was interested to see how they played their cards. We
had yet to see an actual, physical Phantom. At that point, all we had
to go on was a few CGI rendered prototypes that (to me) looked like
really angry alarm clocks. 
                          </p><p>The
night before E3, there was a small press-only event put on by a
marketing company called Pepcom. The event was eFocus, a Cinco de Mayo
themed expo where hardware companies that would be showing at E3 the
next day were allowed a table and a tablecloth with which to amaze the
media (no billion-dollar booths). It was a nice little event, companies
like nVidia and Benq Electronics (that would have obviously have been
eclipsed by game studios fanfare at E3) had the opportunity to have a
one-on-one with the press. There were tacos, there were margaritas,
there were Hey, is that the Phantom?!</p><p>I had probably walked by them twice before I
noticed Infinium Labs  printed on a white placard taped to a table in
the back corner. My heart fluttered as I looked up to the tabletop.
This is the Phantom? someone next to me said. Sure is, said the man
behind the table, beaming like Miss America. Where is it, I thought,
behind the family-size George Forman Grill?

  </p><p>I must have been dreaming. Im looking at the System that
well never see? Well, I guess this is the kind of thing that happens
when youre a game journalist: history is made. I was having to fight

with a few people to get a good look at the system, and to take some
pictures. When I got my hands on the keyboard and mouse thingy, I tried
my best to break the interface. The guy said that the interface/GUI
would be totally customizable with themes. Really? Thats nice, but can
it play games? 
</p><p>I was told that, because they were unable to get a broadband line,
they couldnt download any games onto the system and therefore couldnt
play any. I scratched my chin, turned my head 90 degrees to the left
and looked ten feet away at the Voodoo PC table where they had two
computers with broadband. 
</p><p>Ok, well thats 31 flavors of suspicious. Can I at least get a press kit? Nope, ran out. 
</p><p>Things were looking up already. 

</p><p class="style9">Take One Part Bright, Add One Part Shiny

</p><p>The next day I woke up and was delivered by bus to my first E3.
It took several hours for the shellshock to wear thin enough for me to
pay any attention to what was going on. On my quest for more free
t-shirts I stumbled across Infiniums booth. Well, I cant say I
stumbled upon it  the thing was a monster.
</p><p align="center">  
</p><p>Inside the silv<span class="style11">e</span>r walls were a half
dozen living room setups, each with a 40 inch Plasma TV screen and a
big honkin surround sound system, which seems like a more logical
setup than a bunch of arcade cabinets with Phantoms locked behind
Plexiglas. Stationed at each of these was a spokesperson armed with a
microphone, demonstrating the specifics of the system. People were
piling around in droves, trying to see with their own eyes That Which
Shall Not Be Seen.
</p><p>Whether the eFocus broadband was a lie or not, they definitely
had connections at E3. Each of the systems running had Unreal
Tournament 2004 playable, and a few cheap spelling and puzzle games
youd get for free in a box of Trix.
</p><p>Probably the most surprising thing to come out of E3 was the
announcement of the Phantom Gaming Service. Apparently, Infiniums
claims to revolutionize the industry were speaking of the system
wherein you can pay something like $29.99 a month to be able to
download as many games as you want, you even get the actual console for
free if you sign up for a two year contract. If youre not hip to
monthly payments, you can just outright buy the console and pay for
each game individually.
</p><p>Infiniums booth generated a phenomenal buzz. It wasnt that
the Phantom was amazing, it was that it was real. It was like seeing
Duke Nukem Forever on a store shelf, something that by all rights was
not expected to happen.</p><p>Obviously, their booth cost a fortune. For a company with no product, Infinium Labs was certainly waving around its wallet.
</p><p>
</p><p></p><p><span class="style9">Maddening Silence</span>
</p><p>
Nothing, and I do mean nothing happened. Infinium had gotten pretty
good at their drive-by announcements, and for months after 2004s E3
there was nary a peep from the company.
</p><p>
</p><p>This industry lives and dies by screenshots and demo videos. Other
than UT2004, we had no idea what games would be available on the
Phantom. Infinium hadnt even released the developers or publishers
they were working with.
</p><p>Its stuff like this that make us question the legitimacy of a
product. Had I not touched one with my own fingers, I would have been
right on board with the Its fake! crowd.</p><p class="style9">Infinium Watchdogs
</p><p>In the months following E3, with questions on everybodys lips, some groups took it upon themselves to find the truth.
</p><p><a target="_blank" href="http://www.whereisphantom.com/" class="style8">Where Is Phantom?</a>

opened their virtual doors and became the roadmap for Infiniums
potholes. Ex-Infinium employees and overall naysayers flooded the
forums, anxious to dish out the latest rumor they heard at a
watercooler. WIP? is still one of the best resources for Phantom news,
in fact they were the first with details regarding the outcome of the
HardOCP vs. Infinium Labs suit.
						    </p><p class="style9">Broken Piggybanks
</p><p>September 8th, 2004 I <a href="http://news.gaminghorizon.com/media/1094655686.html" class="style8">reported here</a> that, according to the quarterly financial report filed with the SEC (available in its entirety at <a target="_blank" href="http://biz.yahoo.com/e/040823/iflb.ob10qsb.html" class="style8">Yahoo! Finance</a>), Infinium Labs needed almost 70 times the amount of money they had then.
</p><p>Here is their reporting of their projected costs for 2004:
    
According to this, they need just under $70 million to stay alive
through December. As of that filing, the company had a little over
$134,000 to their name. What happened to the almost $10 million they
earned earlier in the year? Did Infinium blow all of their money on E3 and other hype?
  
</p><p class="style9">Legal Mumbo Jumbo Strikes Back

</p><p>No months of silence here. Just nine days later, Where Is Phantom?
reported the verdict in the lawsuit between allegedly slanderous
hardware review website HardOCP and the allegedly
doomed-from-the-beginning Infinium Labs.
</p><p>As I summarized <a href="http://news.gaminghorizon.com/media/1095404745.html" class="style8">here</a>,
the Judge ruled that Infinium Labs must surrender a whole slew of
financial documents before September 30th, 2004, including the
identities of all company investors (something that had been a
controversial secret), and the personal income taxes filed by Timothy
Roberts, CEO of Infinium. It seems like the Judge was just as curious
as to the sources of Infiniums money as HardOCP was.
</p><p>And to think, if Infinium Labs had just taken the bit of criticism
and not thrown themselves in a legal battle, they would never have to
reveal anything.
</p><p>Im anxiously awaiting the 30th. 
</p><p class="style9">Thus Concludes Our Broadcast Day
</p><p>Everything thats happened since then happened after the first part
of this series went live, so you should have already read it. 
</p><p>Is it coming? Stop asking me. I think all the mystery surrounding
the company has been mostly in regard to Infiniums fishy finances.
When reports come in as to the content of the documents turned over to
the court, it may be possible to determine whether or not to expect to
see a Phantom sitting next to your television anytime soon. 
</p><p>

I hate to point out the bleeding obvious, but it is called the phantom after all. 
</p><p>
Ok, that was tacky.</p>]]></description>
<pubDate>Tue, 01 Mar 2005 16:45:00 -0600</pubDate>
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