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<description>Video gaming news blog.</description>
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<item>
<title>GB Review: Persona 3 FES</title>
<author>Eric Jonathan Smith</author>
<link>http://www.gamebump.com/go/gb_review_persona_3_fes</link>
<guid>http://www.gamebump.com/go/gb_review_persona_3_fes</guid>
<comments>http://www.gamebump.com/go/gb_review_persona_3_fes#</comments>
<description><![CDATA[<div class="image"><div style="text-align: center;"><img src="http://www.gamebump.com/images/upload/2ievmkx0v489rub7i4kbz9re.jpg" alt="" alignment="" border="0"></div><div><br><div style="text-align: center;"><center>Thank you, Atlus.<br><br></center></div></div></div><img style="border: 0px none ;" src="http://www.gamebump.com/typeimage.php?width=109&amp;color=orange&amp;font=stencil&amp;size=20&amp;text=IN%20SHORT"><br>It's not often that a game is worth buying twice, but Atlus
has made a second bite easier to swallow with Persona 3: FES.
A special edition of last year's hybrid RPG, Persona 3, FES
contains a dearth of new content and the entire original game with new elements
and all for an easy $30. While some of the new content doesn't quite live up to
the impact of the original release, FES represents a great value and is a
must-play for RPG fans who looked it over the first time.<br><br><img alt="score: " style="border: 0px none ;" src="http://www.gamebump.com/typeimage.php?height=25&amp;width=89&amp;color=orange&amp;font=stencil&amp;size=20&amp;text=SCORE:"><img alt="4 out of 5" style="border: 0px none ;" src="http://www.gamebump.com/typeimage.php?height=25&amp;color=orange&amp;font=pizzastars&amp;text=tttt&amp;size=25"><br><br><a style="font-style: italic;" href="http://www.gamebump.com/?aboutreviews">Click here</a><span style="font-style: italic;"> for an explanation of our review and scoring format.</span><br>



<p class="MsoNormal">The bulk of the content on the disc is the original 80+ hour
Persona 3 game, dubbed "The Journey" in FES.
You play as a transfer student who quickly discovers that his school is the
epicenter of a phenomenon known as the Dark Hour, a "25th
hour" during the day where time stops for the unaware and a huge tower
named Tartarus erupts from the school, the source of an evil plague of beings
known as Shadows. Only once you realize you harness the ability to wield the
titular entities called personas do you join a crew of your fellow
persona-wielding classmates to climb Tartarus and cleanse it of the Shadows
over the course of a school year.</p><p class="MsoNormal"></p><p></p><p></p><div class="image"><div style="text-align: center;"><img src="http://www.gamebump.com/images/upload/rmgv945ixyvaekd07qb8x7hs.jpg" alt="" alignment="" border="0"></div><div><br><div style="text-align: center;"><center>It's Japanese, but you get the idea.<br><br><div style="text-align: left;">P3's combat may at first glance look like a typical
turn-based RPG, but it has a few key differences that make it unique. First,
you only directly control your character in the four-person battle party. You
can give them general commands to focus on healing or attacking a specific
enemy and while it works most of the time there will be instances where they
don't quite do what you wanted. Also given that you and your members are made
up of high school students that still have studying on their minds, tiredness
can set in, which puts the character at a significant disadvantage. This is bad
news because many of the fights in P3  boss or otherwise  are rather brutal and
require both adept strategies and focused, healthy party members to win. </div></center></div></div></div>







<p class="MsoNormal">The most significantly unique trait of Persona 3 is of
course in its titular persona system. Personas come in the form of characters
from myth and legend and when equipped on your character give him specific
weaknesses, strengths, and special moves. Your character is the only one who
can choose from well over one hundred personas and choosing the right one for
specific situations is a key part of the battle strategy due to the system of
strengths and weaknesses. Hitting an enemy's weakness gives you an extra turn
and knocks the enemy to the floor  knock them all down and your party can
perform a devastating and satisfying "all-out-attack" that cannot be
blocked. Of course, if you get hit by your own persona's weakness you too will
fall down and waste a turn, leaving you wide open for attack - the pendulum can
swing the other way at any moment in P3, which keeps battles tense.</p><p class="MsoNormal"></p><div class="image"><div style="text-align: center;"><img src="http://www.gamebump.com/images/upload/mflxgfsnat1v47i7mwwzw4zf.jpg" alt="" alignment="" border="0"></div><div><br><div style="text-align: center;"><center>Don't mind if I do.<br><br></center></div></div></div>Your personas are tended to in an ethereal place known as
the Velvet Room and if you want to succeed you'll be spending a lot of time
within its indigo walls. The most important aspect of the Velvet Room is that
you can fuse two or more personas together to make a new one. Fusion is a key
holdover from Persona 3's parent series Shin Megami Tensei and the depth and
options from which you can pool your personas is addictive and entertaining in
and of itself. Though you lose the ones fused away, the resulting persona will
almost always be of a higher level than the parents, in addition to carrying
over some of their skills. Shortly into the game you are also given access to a
persona compendium where you can buy back personas you've fused, so
experimentation with personas is encouraged. Personas carry their own levels,
blocking some of their skills from being available due to level caps, but
that's where the game's system of S. Links comes in. 



<p class="MsoNormal">P3 does not forget that you are cast in the role of a high
school student and the social aspect of which is simulated in its Social Links
system. Akin to a dating simulator, the Social Links or S. Links allow you to
hang out with your fellow classmates and other dubious characters in amusing
cutscene sequences. How you react to their problems is key to how you grow in
these relationships and as the S. Links level up, so does the arcana or class
of persona they represent, which will give your corresponding personas an
experience boost when you fuse them in the Velvet Room. Seeing your friends to
the end is encouraged as not only will personas of their same arcana know all
of their abilities right off the bat, you'll also have access to fuse a special
high level persona that you wouldn't be able to otherwise. When you don't feel
like hanging out, you can always study, sing karaoke, or watch a movie  all
designed to increase your personal attributes which will allow you access to
more S. Links. Everything you do <i style="">outside</i>
of Tartarus has an effect <i style="">inside</i> of
Tartarus, so there is plenty of incentive to keep yourself occupied.</p>



<p class="MsoNormal">While the bulk of the content in The Journey is the same as
the original release including the superb-to-adequate voice acting and
strangely infectious soundtrack, this FES edition contains a new S. Link in the
form of a particular character from the original, makes certain other S. Links
easier to complete, adds a number of new personas, and other things like new
cutscenes and costumes. Additionally, you can carry over your save data from
the original game and import your personal statistics/persona compendium for a
new round in FES, which is a wonderful bonus
for those of you who spent hours mastering the fusion system and collecting
your favorite personas.</p><p class="MsoNormal"></p><div class="image"><div style="text-align: center;"><img src="http://www.gamebump.com/images/upload/ezcvcnatsnnwe462hu1ma3k5.jpg" alt="" alignment="" border="0"></div><div><br><div style="text-align: center;"><center>Look after him - he's your baby.<br><br></center></div></div></div>The biggest amount of new content in FES
is the new episode dubbed "The Answer." Taking place directly after
the ending of The Journey, The Answer tries to address questions left open by
the original's ending. However, much of the story falls flat and doesn't quite
create the same impact as the original. The Answer retains the random dungeon
gameplay, which still works well, and is set at a difficulty more intense than
the original, and at some parts is a real challenge. It can be made even more
of a challenge due to the lack of a persona compendium in this chapter, which
makes fusion less enjoyable because you have to be conservative with what you
give up. However, the continuation of where the story left off from the
original is the real draw of The Answer, and fans die-hard enough to want to
know what happens are the only ones who would get anything out of it anyway. 



<p class="MsoNormal">Despite some setbacks in its new content, FES
is still a worthwhile experience for those who have already played Persona 3 to
death. Its $30 price point is chump change to experience a 80+ hour main game
with a dearth of new content and a flawed but playable 30+ hour extra
chapter.<span style="">&nbsp; </span>Persona 3 is easily one of the
best RPGs to come out of Japan
in years and FES is without a doubt its
definitive form.</p>


		  	
		  	<a href="http://www.amazon.com/gp/search?ie=UTF8&keywords=Persona 3 FES&tag=gaminghoriz0c-20&index=blended&linkCode=ur2&camp=1789&creative=9325">
		  	<img style="border:0px;" src="http://www.gamebump.com/typeimage.php?text=BUY PERSONA 3 FES AT AMAZON&color=lorange&font=stencil&size=10&width=500" />
		  	</a><br />
		  	]]></description>
<pubDate>Wed, 14 May 2008 15:44:26 -0500</pubDate>
</item><item>
<title>GB Review: Plushees (DS)</title>
<author>Eric Jonathan Smith</author>
<link>http://www.gamebump.com/go/gb_review_plushees_ds</link>
<guid>http://www.gamebump.com/go/gb_review_plushees_ds</guid>
<comments>http://www.gamebump.com/go/gb_review_plushees_ds#</comments>
<description><![CDATA[<div class="image"><div style="text-align: center;"><img src="http://www.gamebump.com/images/upload/nxveisj0k1r2alolvasz1zqk.jpg" alt="" alignment="" border="0"></div><div><br><div style="text-align: center;"><center>Plushees: cute but deadly... fun?<br><br></center></div></div></div><img style="border: 0px none ;" src="http://www.gamebump.com/typeimage.php?width=109&amp;color=orange&amp;font=stencil&amp;size=20&amp;text=IN%20SHORT"><br><p class="MsoNormal">A simple glance at the cute-yet-frightening boxart of
Plushees for the Nintendo DS and you might be tempted to group it with the
multitude of low quality kids' games that have suffocated Nintendo handhelds
for years. However, despite its appearance as a stuffed animal themed minigame
collection, it manages to overturn poor expectations with simple and light
goal-oriented gameplay. Plushees, despite its inadvertently unsettling
exterior, is actually a solid choice for the right age group and may very well captivate
budding gamers of the eight-and-below set. <br></p><p class="MsoNormal"><img alt="score: " style="border: 0px none ;" src="http://www.gamebump.com/typeimage.php?height=25&amp;width=89&amp;color=orange&amp;font=stencil&amp;size=20&amp;text=SCORE:"><img alt="3 out of 5" style="border: 0px none ;" src="http://www.gamebump.com/typeimage.php?height=25&amp;color=orange&amp;font=pizzastars&amp;text=ttt&amp;size=25"><br><br><a style="font-style: italic;" href="http://www.gamebump.com/?aboutreviews">Click here</a><span style="font-style: italic;"> for an explanation of our review and scoring format.</span><br></p>



<p class="MsoNormal">Plushees' premise is simple: through the power of
imagination or dark magic, stuffed animals have come alive and are naturally in
need of love and companionship that only you can provide. To do this you must
purchase plushees carnival-style with tickets earned from the game's two main
modes, Arcade and Plushee Play. It will take a
lot of play, as the 25 plushees you can purchase in the Plushee Store cost
anywhere between 200 and 1000 tickets and run the gamut from monkeys to
dragons.</p>



<p class="MsoNormal"></p><p></p><p></p><p><span style="margin: 0pt; padding: 8px 8px 8px 0pt; z-index: 777; float: left; clear: left;"><img src="http://www.gamebump.com/images/upload/g1m1vco3svdfrn21dsyz9ijf.jpg" alt="" alignment="left" border="0"></span></p>Arcade mode consists of
four games, Alley Ball, Ka-Plinko, Pop-A-Loon, and Whack'a Troll. These
easy-to-understand pick up and play games are generally accessible to anyone
and will be effortlessly consumed by the younger crowd due to their
uncomplicated stylus control. Kids should have no trouble flicking the ball for
points in Alley Ball, placing the disc to drop through the pins in Ka-Plinko,
or tapping the screen with the stylus to pop balloons in Pop-a-Loon or fend off
Shrek look-alikes in Whack'a Troll. Though none of these games complex, you
will earn a couple dozen tickets or so in each session so even in short bursts
you get a sense of progress and accomplishment towards buying new plushees. <p></p>



<p class="MsoNormal">Once you earn the plushee of your dreams you can use it in
the game's other major mode, Plushee Play. Plushee Play
includes four games: Simon Says, Jump Rope, Hide-n-Seek, and Butterfly Catch.
Simon Says is like the memorization game of its namesake, only in this
iteration you select which plushee acted out the correct command that either you
or the computer selected. In Jump Rope you can make your plushee hop in time in
two ways, either by tapping it in time or by drawing prompted patterns on the
touchscreen, the latter of which is more frantic and fun. Hide-n-Seek might be
more accurately likened to a game of tag and features your plushee as it runs
around trying to hug other plushees by choosing the correct icon of the other
plushee on the touch screen. Butterfly Catch is somewhat broken, as it is very
difficult to perceive the depth of the butterflies your plushee is chasing
around the screen; luckily, the game is lenient and you don't have to be too
close to catch them. You earn points instead of tickets in this mode, but
earned points can be converted into tickets, so these games still have
incentive to be played. While the games in Plushee Play are a bit deeper than
the arcade games, the arcade games still have a simple, general appeal that
these lack. </p>



<p class="MsoNormal"></p><p><span style="margin: 0pt; padding: 8px 8px 8px 0pt; z-index: 777; float: left; clear: left;"><img src="http://www.gamebump.com/images/upload/hzdzfjn2cx6pfghkzinrrh15.jpg" alt="" alignment="left" border="0"></span> Plushees' presentation is adequately cute. The stuffed
animal cast isn't overly sweet, but certainly sport a classic soft, rotund
look. When the game uses 3D environments, such as the one used in Hide-n-Seek,
it's very simplistic but adequate. Special mention must be made of the techno
track in the music selections: this trance-like tune is catchy but seems
hilariously out of place given the game's context. The game also features a
multiplayer option should you find another player with a Plushees game card.</p>



<p class="MsoNormal">Of course, given that Plushees is about earning stuffed
animals and playing games with them, it certainly won't be appropriate for an
older child who has already been introduced to a franchise like Pokemon. While
some of the games are generally fun and somewhat addictive, such as Alley Ball
or Ka-Plinko, the subject matter of the other modes might only be appropriate
for children age eight or younger. But, given the straightforward goal-based
nature of the game, Plushees still manages to stand out in a kids' market
overcrowded with licensed games of questionable quality - and at only $20,
Plushees is even easier to recommend to parents confused by the overwhelming
mediocre choices available to young gamers.</p>


		  	
		  	<a href="http://www.amazon.com/gp/search?ie=UTF8&keywords=Plushees&tag=gaminghoriz0c-20&index=blended&linkCode=ur2&camp=1789&creative=9325">
		  	<img style="border:0px;" src="http://www.gamebump.com/typeimage.php?text=BUY PLUSHEES AT AMAZON&color=lorange&font=stencil&size=10&width=500" />
		  	</a><br />
		  	]]></description>
<pubDate>Thu, 08 May 2008 15:23:16 -0500</pubDate>
</item><item>
<title>GB Review: One Piece: Unlimited Adventure</title>
<author>Eric Jonathan Smith</author>
<link>http://www.gamebump.com/go/gb_review_one_piece_unlimited_adventure</link>
<guid>http://www.gamebump.com/go/gb_review_one_piece_unlimited_adventure</guid>
<comments>http://www.gamebump.com/go/gb_review_one_piece_unlimited_adventure#</comments>
<description><![CDATA[<p></p><div class="image"><div style="text-align: center;"><img src="http://www.gamebump.com/images/upload/gn6a3hz7l6pwp3fe03meqvyd.jpg" alt="" alignment="" border="0"></div><div><br><div style="text-align: center;"><center>What five minutes of One Piece will do to you.<br><div style="text-align: left;"><br></div></center></div></div></div><img style="border: 0px none ;" src="http://www.gamebump.com/typeimage.php?width=109&amp;color=orange&amp;font=stencil&amp;size=20&amp;text=IN%20SHORT"><br><p class="MsoNormal">One Piece: Unlimited Adventure is a Nintendo Wii exclusive
action-adventure game following the exploits of the Straw Hat Pirates of the
popular manga and anime series, One Piece. The overall gameplay of this lengthy
journey might not be solid enough to hold its own, but fans of the manga and
anime will mine a decent amount of enjoyment out of the title. Though some
errant attributes keep it from being generally recommended, it plays
surprisingly well for a licensed game, but that's not saying much.</p><p class="MsoNormal"><img alt="score: " style="border: 0px none ;" src="http://www.gamebump.com/typeimage.php?height=25&amp;width=89&amp;color=orange&amp;font=stencil&amp;size=20&amp;text=SCORE:"><img alt="3 out of 5" style="border: 0px none ;" src="http://www.gamebump.com/typeimage.php?height=25&amp;color=orange&amp;font=pizzastars&amp;text=ttt&amp;size=25"><br><br><a style="font-style: italic;" href="http://www.gamebump.com/?aboutreviews">Click here</a><span style="font-style: italic;"> for an explanation of our review and scoring format.</span><br> </p>



<p class="MsoNormal">After some misdeeds on the high seas, the Straw Hat Pirates'
captain and One Piece's main character, Luffy, is forced to fish aboard their
ship as penance for wasting food. He hooks a mysterious orb instead of catching
a meal, and this orb causes an island to emerge from under the ship. When the
crew comes to, they decide to do what any pirate gang would do and see what
treasure the island has to plunder. The absurdity of the plot may only resonate
with series fans, but luckily the characters themselves offer some much needed
levity in the form of personality, though their at times over-animated nature might
put off a few people.</p>



<p class="MsoNormal"></p><p></p><p></p><p></p><div class="image"><div style="text-align: center;"><img src="http://www.gamebump.com/images/upload/slngi5sg3oney5ioq46t7vu1.jpg" alt="" alignment="" border="0"></div><div><br><div style="text-align: center;"><center>Down with the Navy and its 193 men.<br></center></div></div></div><p></p><p class="MsoNormal">Unlimited Adventure is set up like a traditional action
adventure game in the vein of Legend of Zelda. Exploration of the island is key,
and of course you'll open up more areas to investigate as you progress. Advancing
to new areas is done through the use of Luffy's orb, which for some reason
needs to be fed to charge up, amounting to a lot of backtracking and hassle on
your part. The barriers the game sets between you and adjacent areas are almost
always rock walls that mysteriously explode, so these more traditional gaming
restraints need to be taken with a tongue firmly in cheek to be accepted.
Unfortunately, once you do enter a new area the game offers little in
direction, so you may be wandering around for a while wondering what to do
next. </p>



<p class="MsoNormal">While wandering around, you will run into the militant and
evil Navy that surely means more to One Piece fanatics than the rest of us;
otherwise they suffice as a near constant fodder for your cast. Once you team
up with the rest of the characters, you can change between members at any time
with a press of the minus button. There actually is some variance in each
character's range of combat. Luffy has the power to make his limbs act rubbery
and extend like Mr. Fantastic or Street Fighter's Dhalsim, which lends him some
wide-range physical attacks. Usopp can chuck throwing stars from a distance
while a little talking reindeer thing called Chopper is only capable of weak
short-range melee bursts, but can eventually turn into a powerful, hulking
beast. With repeated use, moves become more powerful and new ones become
available. Truth be told, the combat is fairly simplistic at its core, but the
variety of characters can keep it from being too tedious.</p>



<p class="MsoNormal">Unlimited Adventure doesn't exactly take advantage of the
Wii's unique control options, offering only the traditional Wii Remote and
Nunchuk setup. Control is responsive overall, though the game's jumps and
attacks don't exactly push the genre's envelope. Camera controls are average,
as the Z button on the Nunchuk does most of the camera work. It can lock on to
a nearby enemy, set the camera behind you in exploration mode, or be held down
and adjusted with the directional pad. The only controls to take advantage of
the Wii Remote are the useful character specific moves that are activated with
a simple waggle.</p>



<p class="MsoNormal">One Piece serves up a standard presentation with average
graphics. The character models stay true to their 2D roots, but the
environments are repetitive and bland. You can at times see an expanse of land,
but there's not much to see within the expanse. The sound design may disappoint
in that the music, which at best is forgettable and at worst, grating, is accompanied
by merely adequate sound effects. But the true crime for some may be that there
is no option for Japanese voice acting. This may pain fans, but the English
audio is fairly decent and, let's face it  a story about a mishmashed team of
character stereotypes with rubber arms and talking reindeer sidekicks calling
themselves pirates isn't exactly the stuff of high art. </p>



<p class="MsoNormal">One Piece does offer a passable versus multiplayer mode
where you can select a team of characters from the game, hero and villain. It's
passable enough to offer a decent diversion from the main narrative, though it
would only keep the interest of series fans, and even then the combat isn't
deep enough for it to last for long. The main game also has a few sidequests
like butterfly collecting and item creation but outside a few items whose
creation is necessary to progress, only the most ardent of One Piece fans will
stick through to see all of either mode. </p>



<p class="MsoNormal">One Piece: Unlimited Adventure isn't a bad game, but that
hardly makes it good. It's adequate enough for series fans, who should be able
to overlook its relative mediocrity for the chance to play a rather lengthy
adventure with Luffy and crew that is somewhat solidly made. For everyone else,
you'll be hoping that the adventure isn't quite unlimited. </p>

]]></description>
<pubDate>Thu, 24 Apr 2008 00:06:55 -0500</pubDate>
</item><item>
<title>GB Review: Sega Bass Fishing (Wii)</title>
<author>Eric Jonathan Smith</author>
<link>http://www.gamebump.com/go/gb_review_sega_bass_fishing_wii</link>
<guid>http://www.gamebump.com/go/gb_review_sega_bass_fishing_wii</guid>
<comments>http://www.gamebump.com/go/gb_review_sega_bass_fishing_wii#</comments>
<description><![CDATA[

<p></p><div class="image"><img src="http://www.gamebump.com/images/upload/30wxwaycewvfgj5hqzzxwh2y.jpg" alt="" alignment="" border="0"><div><br><div style="text-align: center;"><center>Ahh - looks, feels, and smells like 1999. Now that's bad fish.<br><br></center></div></div></div><img style="border: 0px none ;" src="http://www.gamebump.com/typeimage.php?width=109&amp;color=orange&amp;font=stencil&amp;size=20&amp;text=IN%20SHORT"><br>Sega Bass Fishing for the Nintendo Wii is a port of the
arcade and Dreamcast title of the same name, only with the obvious addition of
Wii Remote controls. The game wears its arcade heritage on its sleeve with the
relative simplicity of the gameplay and its non-simulation style. But more
obvious than its roots are the flaws made apparent by plucking this fish out of
its 1999 waters and dumping it upstream onto a current game console in 2008.<br><br><img alt="score: " style="border: 0px none ;" src="http://www.gamebump.com/typeimage.php?height=25&amp;width=89&amp;color=orange&amp;font=stencil&amp;size=20&amp;text=SCORE:"><img alt="2 out of 5" style="border: 0px none ;" src="http://www.gamebump.com/typeimage.php?height=25&amp;color=orange&amp;font=pizzastars&amp;text=tt&amp;size=25"><br><br><a style="font-style: italic;" href="http://www.gamebump.com/?aboutreviews">Click here</a><span style="font-style: italic;"> for an explanation of our review and scoring format.</span>



<p class="MsoNormal">Sega Bass Fishing services Wii anglers with a standard
variety of modes. Arcade mode naturally
features arcade style stage by stage play  catch a bass of a minimum size
within a certain period of time or you're out of luck. Tournament mode plays
somewhat differently, requiring prolonged competition with other anglers.
Nature trip mode loses the restraints of other modes and allows you to fish at
your own pace. Actually catching a fish is surprisingly simple and within a
minute or two in any mode you'll be able to reel in a bass, even though it
might not be the big one.</p><p class="MsoNormal"></p><p></p><p></p> <p></p>



<p class="MsoNormal"></p><div class="image"><div style="text-align: center;"><img src="http://www.gamebump.com/images/upload/0dnio0dlxp7xu1zodv5r15p5.jpg" alt="" alignment="" border="0"></div><div><br><div style="text-align: center;"><center>The fish you're dying not to catch.<br><br></center></div><p></p><p class="MsoNormal">Unfortunately you'll quickly discover that catching fish is
not the deepest of activities; you just cast, wait, and reel in, ad nauseam. While
the audio cues of the announcer can add some unintended humor and immediate
urgency to the action of reeling in a bass, the game's dated presentation with
its smarmy textures and simple environments reeks of a shoddy Dreamcast port
that Sega didn't feel the need to update for this Wii release. While some parts
of the presentation are period turn-of-the-century Sega including the
aforementioned overly joyous announcer and some rather out of place female
vocals in the options music, any points gained by this quaintness are easily
negated by its sloppy visuals. </p>



<p class="MsoNormal">Controlling the game with the Wii Remote may seem like an
intuitive setup at first. The Wii Remote acts as the fishing rod, which you can
flick back and forth to cast the line and tug it left or right while in the
water; conversely, the Nunchuk reels in the line. The truth of the matter is
that these motion controls were essentially ported over wholesale from the
game's previous analog scheme, so waggling the Wii Remote or Nunchuk in any
direction will have the same effect as pressing a button. That being said, the
game does not control poorly, but seems gimmicky. </p>

<p class="MsoNormal">Some good can be said of Sega Bass Fishing, primarily its
lower price-point, which may actually be $10 more than it warrants in light of
its pre-twenty-first century origins. If the Wii Remote controls were
incorporated more appropriately it would deserve a better recommendation, but
its nostalgic Sega presentation can't hide its relative mediocrity.</p><p class="MsoNormal"><br></p><span style="font-size: 12pt; font-family: &quot;Times New Roman&quot;;"></span></div></div>]]></description>
<pubDate>Wed, 23 Apr 2008 23:53:49 -0500</pubDate>
</item><item>
<title>Ubisoft Announces Haze PS3 Demo</title>
<author>Eric Jonathan Smith</author>
<link>http://www.gamebump.com/go/ubisoft_announces_haze_ps3_demo</link>
<guid>http://www.gamebump.com/go/ubisoft_announces_haze_ps3_demo</guid>
<comments>http://www.gamebump.com/go/ubisoft_announces_haze_ps3_demo#</comments>
<description><![CDATA[<img src="http://www.gamebump.com//images/tags/ps3.jpg" align="right" style="margin: 10px; border: 1px solid black;" />Ubisoft announced today a playable demo for its upcoming FPS, Haze. As the game is a PS3 exclusive, the demo will see release on the PlayStation Network in early May, according to Ubisoft. The demo will contain a portion of the single-player campaign as well as four-person co-op multiplayer.<br><br>Haze was developed by Free Radical, the British developers known for their TimeSplitters series but probably more famous for comprising key members of the development team of Rare's N64 opus, Goldeneye 007. The pedigree seems to be in Haze's favor.<br><br>Haze releases to retail on May 20, 2008.<br><br><br>]]></description>
<pubDate>Tue, 15 Apr 2008 14:17:10 -0500</pubDate>
</item><item>
<title>GB Review: Super Smash Bros. Brawl (Wii)</title>
<author>Eric Jonathan Smith</author>
<link>http://www.gamebump.com/go/gb_review_super_smash_bros_brawl_wii</link>
<guid>http://www.gamebump.com/go/gb_review_super_smash_bros_brawl_wii</guid>
<comments>http://www.gamebump.com/go/gb_review_super_smash_bros_brawl_wii#</comments>
<description><![CDATA[

<p style="text-align: center;"><img src="http://www.gamebump.com/images/upload/81od6gsaxmrrk9v980eklg8d.jpg" alt="" alignment="" border="0"></p><img style="border: 0px none ;" src="http://www.gamebump.com/typeimage.php?width=109&amp;color=orange&amp;font=stencil&amp;size=20&amp;text=IN%20SHORT"><br><br>A multitude of variables including dozens of Nintendo-themed
stages, endless supplies of rule-changing items, and the best character roster
in the series yet adds great depth and longevity to Super Smash Bros. Brawl's
gameplay. The online component works well despite some omissions, and with fun
inclusions like the story mode, sticker and trophy collecting, and custom
stage-building, there is nearly a bottomless well of activities in Brawl. It's
needless to say that the game will be played feverously up until the next title
in the series and anyone who was even remotely touched by Nintendo in their
lifetime would find something to enjoy in Super Smash Bros. Brawl.<br><br><img alt="score: " style="border: 0px none ;" src="http://www.gamebump.com/typeimage.php?height=25&amp;width=89&amp;color=orange&amp;font=stencil&amp;size=20&amp;text=SCORE:"><img alt="5 out of 5" style="border: 0px none ;" src="http://www.gamebump.com/typeimage.php?height=25&amp;color=orange&amp;font=pizzastars&amp;text=ttttt&amp;size=25"><br><br><a style="font-style: italic;" href="http://www.gamebump.com/?aboutreviews">Click here</a><span style="font-style: italic;"> for an explanation of our review and scoring format.</span><br><br>Nintendo's Super Smash Bros. series presents an interesting
juxtaposition. As a casual fighter featuring some of Nintendo's biggest and
best-selling franchises, it's ironic that Smash Bros's popularity can
overshadow even the characters represented in it. Though the situation may seem
strange, its appeal to the Nintendo faithful is anything but. The roughly six
years since Super Smash Bros. Melee have done nothing but keep anticipation and
expectations high for the next installment and the result--Super Smash Bros.
Brawl--will not disappoint.<span style="">&nbsp; </span>



<p class="MsoNormal">Super Smash Bros. Brawl can be compressed to a single rule:
to knock your opponents off the sides of the screen. You accomplish this by
beating your opponents to a pulp to raise their damage percentage. The higher
their percentage, the farther they fly, best done with the namesake smash
attack. It's really that simple. But just because the concept is simple doesn't
mean it's simple in practice.</p><p class="MsoNormal"></p><p></p><p></p><div class="image"><div style="text-align: center;"><img src="http://www.gamebump.com/images/upload/c4lklgngd9k6tcnkfx2fcboh.jpg" alt="" alignment="" border="0"></div><div><br><center>Something is wrong with this picture.<br></center></div></div><br>Like its two forebears, Brawl's biggest draw is its
four-player multiplayer. While on the surface Brawl may not look too different,
a closer look reveals a huge expansion of options. A record 35 characters are
selectable, spanning Nintendo greats like Mario and Kirby to lesser-knowns like
Mother 3's Lucas. However, the more notable addition to the roster is that of
Metal Gear's Solid Snake and Sega's Sonic the Hedgehog, who fit surprisingly
well within the rest of the all-Nintendo cast. 



<p class="MsoNormal">To match number of characters, there are a few dozen stages
to select from, the vast majority of which include interactive elements that
make each stage resemble a playground more than a standard fighting
environment. For example, the recreation of the 75M stage from the original
Donkey Kong features numerous elevators, ladders, and a giant, pixelated Donkey
Kong who throws springs, which not surprisingly, are very dangerous when hit.
Add in a huge list of variable-changing items like ray guns, explosives, and
the all-important Smash Balls which enable character-specific finishing moves
and you'll never encounter the same match twice.</p><p class="MsoNormal"></p><div class="image"><div style="text-align: center;"><img src="http://www.gamebump.com/images/upload/w4sleie6bc3siompjfqr4dzz.jpg" alt="" alignment="" border="0"></div><div><br><center>The Luigi boogie.</center></div></div><br>When the standard environments aren't enough, Brawl also
offers the option to create custom stages. While the options are limited to
three stage sizes, three backgrounds, and only a small number of blocks and
other architectural variables, it's still a great option that will spark the
minds of the creative. Created stages can also be sent to friends online, but
unfortunately cannot be used in online multiplayer. 



<p class="MsoNormal">The biggest addition to multiplayer is without a doubt the
online component. Though you have to enter Brawl-specific friend codes, doing
so grants you access to the best online experience Brawl offers, allowing you
to play with as many characters, stages, and options as you have unlocked in
the offline game. However, Brawl doesn't include the standard features of most
online games: leaderboards and voice chat You can play with random opponents,
but this option limits you to two-minute matches. The matches aren't always
lag-free but for the most part the game runs smoothly - an impressive feat
considering the intense four-player action occurring online. Overall, online
battling is a great addition to the game's value, even if it may be a little
bare bones.</p><p class="MsoNormal"></p><div class="image"><div style="text-align: center;"><img src="http://www.gamebump.com/images/upload/17janl983bgbnbew287t9v2h.jpg" alt="" alignment="" border="0"></div><div><br><center>Traitor.</center></div></div><br>However, multiplayer is only part of Brawl's deluge of
content. Brawl retains the standard single-player modes of the series' past,
such as classic mode, which best mirrors the single-player stage progression of
classic fighting games. The biggest addition to single-player content is the
Subspace Emissary, a massive and optional co-operative story mode that builds
on the adventure mode from Super Smash Bros. Melee and runs with it. Featuring
a ridiculous story that barely manages to tie all these Nintendo characters
together, the Subspace Emissary most resembles a 2D side-scroller of the past,
only with the Smash Bros. rule-set. It is lengthy at about eight to ten hours,
but at some points it can be repetitive and difficult, though frustration won't
last long in light of a fair continue system.



<p class="MsoNormal">Brawl maintains the franchise's simple control premise. All
character moves are tied to one button each for special moves and normal
attacks. Pressing either up, forward, or down in conjunction with one of these
will result in character specific specials with the special move button and the
smash attacks with the normal attack button. Smash Bros. does not wear the
complexities of other move-based fighters like Street Fighter or Tekken but
comparing it to those straight fighters is not entirely fair in respect to its less
serious atmosphere of random items and non-static stages, which are essential
to the experience.</p><p class="MsoNormal"></p><div class="image"><div style="text-align: center;"><img src="http://www.gamebump.com/images/upload/rl0d2mk858zwpfk8nhskbygz.jpg" alt="" alignment="" border="0"></div><div><br><center>I hope this is as painful as it looks, Little Lucas.</center></div></div><br> <p></p>



<p class="MsoNormal">Brawl also features four different controller options. You
can use the Wii Remote, the Wii Remote plus the nunchuk, the Classic
Controller, or a GameCube controller. The latter is definitely the best choice
as not only will it be a natural fit for series regulars who have spent the
last 6 years playing Melee but most of the other control types have issues,
especially the Wii Remote due to its lack of having a sufficient button count
to be a well-rounded choice. Nonetheless, it is possible to play with all of
them, which is a testament to how fundamentally simple the game is. </p>



<p class="MsoNormal">While the graphics are only marginally better than Melee's,
Brawl still sports some great visuals. Star Fox's Lylat Cruise stage, set on a
space cruiser speeding through a detailed vista of asteroids and ships straight
out of Star Wars, is especially impressive  even more so considering that it
and the rest of the stages feature no slowdown. As heavy as the action can get,
the game runs at a silky 60 frames per second. However, sometimes the graphics
can be a distraction. It is all too easy in a particularly hectic fight to lose
sight of your character. This can be exacerbated in stages like Earthbound's New Pork
 City, a massive
environment with an almost nauseating purple color scheme that makes it hard to
discern the fighters when the camera is fully zoomed out. Add that to the
standard flashes and zooms of character specials and items and it's guaranteed
to cause an errant death or two.</p><p class="MsoNormal"></p><div class="image"><div style="text-align: center;"><img src="http://www.gamebump.com/images/upload/aottg56iv3kmerj7xm7iz8te.jpg" alt="" alignment="" border="0"></div><div><br><center>This'll only take a moment.</center></div></div><br>Super Smash Bros. has never sounded better than it does in
Brawl. Sure, the sound effects are fine if not recycled from the previous games
and feature appropriate nods to low-fi Nintendo cues past and present, but the
true treasure is in its gaggle of music. Arranged by notable industry composers
like Kingdom Hearts' Yoko Shimomura, No More Heroes' Masafumi Takada, and with
a main theme composed by Final Fantasy maestro Nobuo Uematsu, Brawl's soundtrack
features over 200 tracks from a sizeable chunk of Nintendo's back catalog. A
feature called My Music also allows you to customize the frequency of what
tracks you want to hear. Sadly, tracks are tied to specific stages, so you will
not be able to use Solid Snake's theme on a Mario universe stage, for example.
Though it's hardly a deal-breaker, this lack of customization is disappointing
in a game overflowing with personalization options. 



<p class="MsoNormal">Brawl's biggest snag is that getting maximum enjoyment from
it will require prerequisite knowledge and experience with Nintendo's
characters and history. If the understanding of the absurd gravity of Link
fighting Fox McCloud amidst the sewers of the original Mario Bros. game is
lost, then these characters might as well be anyone else. Brawl has no shame in
flaunting its appeal as a Nintendo self-promoter.</p>
		  	
		  	<a href="http://www.amazon.com/gp/search?ie=UTF8&keywords=Super Smash Bros. Brawl&tag=gaminghoriz0c-20&index=blended&linkCode=ur2&camp=1789&creative=9325">
		  	<img style="border:0px;" src="http://www.gamebump.com/typeimage.php?text=BUY SUPER SMASH BROS. BRAWL AT AMAZON&color=lorange&font=stencil&size=10&width=500" />
		  	</a><br />
		  	]]></description>
<pubDate>Fri, 21 Mar 2008 20:07:23 -0500</pubDate>
</item><item>
<title>Wii Review Bonanza, or: Your Wii is Sick - Must be Something you Played</title>
<author>Eric Jonathan Smith</author>
<link>http://www.gamebump.com/go/wii_review_bonanza_or_your_wii_is_sick__must_be_something_you_played</link>
<guid>http://www.gamebump.com/go/wii_review_bonanza_or_your_wii_is_sick__must_be_something_you_played</guid>
<comments>http://www.gamebump.com/go/wii_review_bonanza_or_your_wii_is_sick__must_be_something_you_played#</comments>
<description><![CDATA[<p><img src="http://www.gamebump.com/images/upload/3t93lizv1sdmdni3k8hj5ph8.jpg" alt="" alignment="" border="0"></p><br>Kneel. Place hands on either side of the ceramic-like object. Wait. A sudden urge takes you, spewing the remains of a previous ingestion. You glance at what was just created; between the remains of what were once good ideas you see those <span style="font-style: italic;">extra things</span> you tacked on that seemed like a quick fix at the time but ultimately caused their own regurgitation. You lament at the pain you caused yourself, but deep down you can feel that the pain is still there. <br><br>So what have you been eating? Or in this case, what have various developers been feeding the ceramic bowl in question, the Wii? Their own regurgitation, that's what - and a little bit of Nintendo's own leftovers for good measure. The Wii is the one that's sick, suffering from delirious spells of minigame collections, shoddy ports, forced motion control schemes, and God knows what else. <br><br>A little examination is in order. Five case studies have been prepared, each a different opinion of how Wii software appears. Some of it isn't too pretty  but fear not, we might even discover a cure. So lean back, relax, and try not to throw that Wii remote into the tv. <br><p></p><p></p><div style="text-align: center;"><img src="http://www.gamebump.com/images/upload/writer/252e9dddd2f4994ae92f97a194864fa5.jpg"><br></div><br><span style="font-weight: bold;">CASE STUDY #1: AUTO MINIGAME SUFFICIENCY SYNDROME</span><br><br>Subject: <span style="font-weight: bold;">Namco Museum Remix</span><br><br><span style="font-weight: bold;">PROGNOSIS</span>: Sudden ingestion of too many minigame collections causes repetition, boredom, and possible suicide in large doses. <br><br>A certain kind of bug that especially has a tendency to bite the older and wiser is nostalgia. It can be a pretty nasty little sucker, causing previously sane and logical men and women to do foolish things like pine for dated graphics and simpler gameplay styles. As the years have gone by, once bustling arcades have forever shut their doors and the game consoles of yesteryear require a type of mouth-to-cartridge action bordering on fellatio to get the games working. <br><br>Namco's Museum series of arcade home conversions are some of the first treatments that should come to mind when considering ubiquitous, readily available classical cures. After all, every system under the sun absolutely needs multiple versions of Pac-Man on it, right? Namco has now made sure that the Wii is no exception and has released Namco Museum Remix, the Museum containing the nostalgic classics and  you guessed it  the Remix consisting of Wii-specific minigames. <br><br>However, it's not a good sign when a classic compilation makes you wax nostalgia for older compilations. That's not to say that Namco Museum Remix has any large, glaring faults: it is by all means a competent product, even if you have to roll around Pac-Man in lieu of a standard menu interface, which can be slightly annoying. But no, as with any other compilation, its success or failure hinges on its selection of games, and Namco Museum Remix drops the ball a bit. Sure, it has standard classics in Xevious, Mappy, Dig Dug, and Pac-Mania (you know, that are available on most of the other collections) but trades in Galaga for its inferior predecessor Galaxian (dear God, why?) In the games that no one ever wanted to play section, there's Cutie-Q (a poor Breakout clone) and Super Pac-Man and Pac &amp; Pal, two rather poor sequels to the original. At least it offers Gaplus (Galagas sequel) as a sort of cruel consolation prize. <br><br>If this somewhat mediocre selection of its past was all Namco offered in Museum Remix, this collection would be DOA. Luckily, they put a slight bit of effort in its resuscitation: the titular Wii-specific "remixes" of other classic titles. Unfortunately, they aren't enough to keep this one alive for too long. However, they did get the nostalgic feel down pat! Feel like playing the rollercoaster minigame from Final Fantasy VII? Play Galaga Remix! How about Whack-A-Mole? Then Gator Panic Remix is for you. Granted, Rally X Remix is a rather fair version, as are Pac Motos (a Pac-infused version of the original bumping off the edge game Motos) and Pac 'n Roll. But the problem is that these suffer the same shallow fate as other Wii minigame collections, and in the few minutes that you'll be done with them you're then left with merely the arcade collection. <br><br>Diagnosis? The entire weight of Namco Museum Remix will rest on how much you like the classic arcade games included. Considering the selection isn't all that great to begin with, the weight will likely fatigue the classics in a relatively short amount of time.<br><br><img alt="score: " style="border: 0px none ;" src="http://www.gamebump.com/typeimage.php?height=25&amp;width=89&amp;color=orange&amp;font=stencil&amp;size=20&amp;text=SCORE:"><img alt="3 out of 5" style="border: 0px none ;" src="http://www.gamebump.com/typeimage.php?height=25&amp;color=orange&amp;font=pizzastars&amp;text=ttt&amp;size=25"><br><br><a style="font-style: italic;" href="http://www.gamebump.com/?aboutreviews">Click here</a><span style="font-style: italic;"> for an explanation of our review and scoring format.</span><br><br><div class="image"><img src="http://www.gamebump.com/images/upload/pkjzl8w8sryscs22hokj90pe.jpg" alt="" alignment="" border="0"><div style="text-align: center;">She'll eat the monkey.</div></div><br><span style="font-weight: bold;">CASE STUDY #2: PORTROENTERITIS</span><br><br>Subject: <span style="font-weight: bold;">The Sims 2: Castaway</span><br><br><span style="font-weight: bold;">PROGNOSIS</span>: Patients suffering from contact to shoddy, careless ports from other systems suffer from: shattered belief in console's viability, fatigue, and indigestion. <br><br>One of the oldest epidemics in videogamedom is that of the port. Whether it was arcade to console, PC to console, or vice versa, the word port has connotations of mediocrity and for good reason: many ports are sloppy, rushed, stripped down versions of the original. Even in more modern times, ports retain that sloppy, rushed feel when they stray from the hardware they were built on. Unfortunately, this has been a lazy way for developers to cash on the Wii's success. <br><br>One such wave that has plagued nearly every piece of gaming hardware to ever exist, past, present, and future is The Sims. Popular with 15-year-old girls of all ages, The Sims is an omnipresent choice with casual gamers, and logic would successfully conclude that it should end up on the Wii. <br><br>The premise is simple: after constructing your Sim on a yacht, something bad happens and he or she washes ashore on a mysterious, deserted island with nary a volleyball around to keep as company. Obviously a tropical island is a terrible place to be lost, so it's up to you to guide your Sim to his/her ultimate goal of getting off the island alive. And to be perfectly honest, the interface in which you'll be accomplishing this works fairly well; with the Wii Remote acting superbly as a pointer in lieu of a mouse, navigating menus isn't all that hard. <br><br>Too bad the menus themselves looked like they were ported from a higher resolution without the proper tweaking. The entire game really looks very simple and to be frank, boring. You could choose to stay on the island for as long as you wanted, but when it looks that dull, why would you? Jagged edges are more reminiscent of the graphical hell that was the 32/64-bit era more than a tropical Eden. <br><br>But, this is a simulation at heart, and that gameplay still works. The Sim will have to collect resources to survive with the help of monkeys (of course) and eventually should have a decent little living space set up. There are also various goals that you can find scattered across the island that will give you some objectives amidst the rather open-ended (if not mundane) tasks. <br><br>Diagnosis? Not as bad as it could have been. Wii Pointer functionality works well amidst the poor resolution and the gameplay experience isn't a complete throwaway. More hardcore gamers, stay away (if the name wouldn't make them do so already). <br><br><img alt="score: " style="border: 0px none ;" src="http://www.gamebump.com/typeimage.php?height=25&amp;width=89&amp;color=orange&amp;font=stencil&amp;size=20&amp;text=SCORE:"><img alt="3 out of 5" style="border: 0px none ;" src="http://www.gamebump.com/typeimage.php?height=25&amp;color=orange&amp;font=pizzastars&amp;text=ttt&amp;size=25"><br><br><a style="font-style: italic;" href="http://www.gamebump.com/?aboutreviews">Click here</a><span style="font-style: italic;"> for an explanation of our review and scoring format.</span><br><br><div class="image"><img src="http://www.gamebump.com/images/upload/tw97t0eemdmquq8iksshx10p.jpg" alt="" alignment="" border="0"><div style="text-align: center;">My, Soulcalibur. You look as beautiful as you play.</div></div><br><span style="font-weight: bold;">CASE STUDY #3: MOTION SICKNESS</span><br><br>Subject: <span style="font-weight: bold;">Soulcalibur Legends</span><br><br><span style="font-weight: bold;">PROGNOSIS</span>: Prolonged exposure to poorly implemented Wii waggle controls can lead to: madness, frustration, and nausea. <br><br>Having new ways to control games means that there will be new ways for developers to screw up their implementation. Even after decades with a pretty standard diagonal pad and any number of supporting buttons, some still couldn't get it right. Poor control is absolutely killer to a game's success and probably the worst blight it could have. <br><br>Enter Soulcalibur Legends. A spin-off of Namco's eternal (also, a mere shadow of its former self) fighter, Legends tells the story of Teutonic Knight Siegfried Schtauffen and his dealings with Soul Edge, the evil blade. Yeah, it's a fighting game story. What the hell do you want from me?<br><br>Though it may have been built ground-up for Wii, it plays nothing like it. In fact, I'd go so far as to say that it was built ground-up to be a cheap cash-in. Siegfried and the other Soulcalibur heroes you command all control by swinging the Wii Remote as you would their weapons. It's a good enough idea in concept. In execution, it's abysmal. Controlling attacks in this manner is ungodly unresponsive and makes you question whether simple button presses would have been better. Considering this is a central gameplay mechanic, this is inexcusable. There is no way that Legends could be an adequate action title due to this flaw alone. <br><br>The game is also cringe-worthy in the visual department. In some aspects, especially the environments, it looks like a launch title for the PlayStation 2. That might be forgivable, but the level designs are as monotonous as the enemies you fight. Character models fair a bit better, because they are based around the designs from Soulcalibur II, if not taken wholesale from it. Legends also suffers from the tired design choice of "defeat every monster in the room before you can move on". Please. <br><br>I found myself looking more at the menus and the art in the story sequences because, well, they are actually rather decent, and not just in comparison to the game itself. I'd be tempted to say that the menus are the best part of the game. When all is said and done then, the most hardcore of Soulcalibur fanatics will be able to eke something out of this game  though I wouldn't go so far as to call it <span style="font-style: italic;">enjoyment</span>. The controls are just too poorly implemented for anyone with more than a merely casual interest in the franchise.<br><br>Diagnosis? Highly contagious, and not in the good way. Contagious in that it will creep up on your brain and soul and make you regret every penny and second spent on it. Unless, of course, you're just a hardcore and gullible fighting game fan - those people are crazy. <br><br><img alt="score: " style="border: 0px none ;" src="http://www.gamebump.com/typeimage.php?height=25&amp;width=89&amp;color=orange&amp;font=stencil&amp;size=20&amp;text=SCORE:"><img alt="2 out of 5" style="border: 0px none ;" src="http://www.gamebump.com/typeimage.php?height=25&amp;color=orange&amp;font=pizzastars&amp;text=tt&amp;size=25"><br><br><a style="font-style: italic;" href="http://www.gamebump.com/?aboutreviews">Click here</a><span style="font-style: italic;"> for an explanation of our review and scoring format.</span><br><br><div class="image"><img src="http://www.gamebump.com/images/upload/t2ngi6e9d9cxeripg6ipkmw4.jpg" alt="" alignment="" border="0"><div style="text-align: center;">Okay, so it's not the sexiest thing on earth. Maybe you can dig it.<br></div></div><br><span style="font-weight: bold;">CASE STUDY #4: THE MYSTERY BUG </span><br><br>Subject: <span style="font-weight: bold;">Smarty Pants</span><br><br><span style="font-weight: bold;">PROGNOSIS</span>: ???<br><br>Sometimes even the best doctors can get baffled. True to that, every once in a while a game will come up that makes you question why it was necessary to be in videogame form. Was it really easier to play Monopoly on a TV than on a board (Hint: no)? Much of the experience of such a famous and standard board game rests on handling those gaudy bills and tapping your piece of choice past go. In other words, the actual game could sometimes be boring, but having it physically in front of you kept you from falling asleep. <br><br>EA's Smarty Pants dares to go into this territory. It is a trivia game, not unlike the old board game pursuits of old. Each of its cavalcades of questions ranging from pop-culture to history has a multiple choice selection. There are a few different modes, including ones for both single remote and multiple remote setups, suitably nudging itself into party game territory. <br><br>So. That's it. That's Smarty Pants in a nutshell. Sure, there's some sort of dancing thing you have to do with the Wii Remote, but we'll not mention that any more for its own sake.<br><br>Is there a benefit to having a trivia game on a home videogame console? From my own experience, I'd have to say yes. Smarty Pants is actually fairly well presented, with voiceovers and decent sound effects that make it seem more like a game show than just a trivia game. The group mode, which requires multiple Wii Remotes, each acting like a buzzer, manifests this presentation style. As with anything trivial, in a group setting you'll likely find yourself shouting out the answers, as much as you may regret this in your memory later on. The fact that Smarty Pants is capable of this is something positive in and of itself. <br><br>Diagnosis? Smarty Pants is hardly a wonderful title, but it's not necessarily a throwaway. If you really want to play a trivia game on the Wii, it's a decent enough choice. But, uh, you know, you could buy a copy of Trivial Pursuit for less. <br><br><img alt="score: " style="border: 0px none ;" src="http://www.gamebump.com/typeimage.php?height=25&amp;width=89&amp;color=orange&amp;font=stencil&amp;size=20&amp;text=SCORE:"><img alt="3 out of 5" style="border: 0px none ;" src="http://www.gamebump.com/typeimage.php?height=25&amp;color=orange&amp;font=pizzastars&amp;text=ttt&amp;size=25"><br><br><a style="font-style: italic;" href="http://www.gamebump.com/?aboutreviews">Click here</a><span style="font-style: italic;"> for an explanation of our review and scoring format.</span><br><br><div class="image"><img src="http://www.gamebump.com/images/upload/78ggf09i2va8fmqrs083f08y.jpg" alt="" alignment="" border="0"><div style="text-align: center;">I can't even tell what's bleeding.</div></div><br><span style="font-weight: bold;">CASE STUDY #5: NO MORE TEARS</span><br><br>Subject: <span style="font-weight: bold;">No More Heroes</span><br><br><span style="font-weight: bold;">PROGNOSIS</span>: Exposure to games designed for Wii from the ground up may cause: enjoyment, fun, laughter, and world peace. <br><br>"Will you do it with me?"<br><br>If any of the above games had asked you such a question, I hope by now youd have learned to at the very least understand the risk factors involved; simple precautions will keep your Wii from being subjugated to possible infection. <br><br>However, another game asks this favor, a game so dirty yet so clean, some would say downright filthy in content yet nearly spotless in design. "Will you do it with me?" If you're privy enough to hear those words uttered by Travis Touchdown, by all means, accept. Travis is the star of No More Heroes, a game with the distinction of being the near opposite of the Wii flu - it is a coherent, focused, original title using the Wii Remote in a startlingly effective manner. <br><br>The premise is straightforward but with spry delivery that never takes itself too seriously. Travis is essentially both a dork and a loser and while drowning his sorrows at a bar he runs into a mysterious woman named Sylvia who promises him he can be the world's top assassin  all he has to do is off the rest of the world's top-ranked assassins. Na&#239;ve Travis of course accepts the offer, with his prime motivation being to sleep with Sylvia. Your prime motivation to play the game will likely be to see what outrageous and foul-mouthed things will come out of the mouths of Travis and his co-stars. <br><br>The game's structure is built around going after each of the 10 assassins. To get to each, Travis must pay Sylvia a fee, which he can earn by doing sidejobs like lawn mowing (seriously) and minor assassination gigs all within the façade of an open-ended environment and setting for the game, Santa Destroy. This environment is one of the game's faults because jobs and assassination gigs must be selected at specific locations <span style="font-style: italic;">before</span> they can start, thus the free-roaming world really serves no other purpose than to add the filler of travel. Still, it is ultimately a minor issue. <br><br>How the story and gameplay unfold within each of the 10 main assassination missions is, in a way, underwhelming yet satisfying. Combat may appear simple at first, as pressing A controls Travis's attack, but Wii-specific moves come in the forms of finishers and grabs. If an enemy is near death, an arrow will appear on-screen, prompting you to move the Wii Remote in its direction for a super-violent finisher. Travis cuts his enemies into pieces, with blood and guts as exaggerated as his own persona. Later it is not uncommon to dismember entire groups of enemies at once, causing the entire game to slow down, ludicrous in its fulfillment. Travis also has a number of wrestling moves that are controlled by moving both the Remote and Nunchuk and do add a bit of variety. After every successful finisher, Travis also has a small slot wheel that can serve to make him even more powerful than he already is, providing temporary invincibility and the like. <br><br>No More Heroes is by no means a cure for the Wii's blues  the game is not perfect. The aforementioned faux open-ended structure along with somewhat repetitive combat (the finishers never get old, however) and the fact that the assassin bosses take from dozens of hits to hundreds to defeat can sometimes  sometimes  leave a foul taste. But it lasts for but an instant in the presence of the rest of the game as a whole. Its language and bloody style may put some off, but if you're into that sort of thing, your Wii could really deserve the pleasure of doing it with Travis. <br><br>Diagnosis? While not a panacea, No More Heroes is certainly the type of original, short term treatment that the Wii needs in larger doses. A must-buy for anyone who needs a good action title for any system. <br><br><img alt="score: " style="border: 0px none ;" src="http://www.gamebump.com/typeimage.php?height=25&amp;width=89&amp;color=orange&amp;font=stencil&amp;size=20&amp;text=SCORE:"><img alt="4 out of 5" style="border: 0px none ;" src="http://www.gamebump.com/typeimage.php?height=25&amp;color=orange&amp;font=pizzastars&amp;text=tttt&amp;size=25"><br><br><a style="font-style: italic;" href="http://www.gamebump.com/?aboutreviews">Click here</a><span style="font-style: italic;"> for an explanation of our review and scoring format.</span><br><br>]]></description>
<pubDate>Sat, 16 Feb 2008 20:25:13 -0600</pubDate>
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<title>GB Preview: Final Fantasy IV (DS)</title>
<author>Eric Jonathan Smith</author>
<link>http://www.gamebump.com/go/gb_preview_final_fantasy_iv_ds</link>
<guid>http://www.gamebump.com/go/gb_preview_final_fantasy_iv_ds</guid>
<comments>http://www.gamebump.com/go/gb_preview_final_fantasy_iv_ds#</comments>
<description><![CDATA[<p></p><p style="text-align: center;"><img src="http://www.gamebump.com/images/upload/ch8u476lb9g7bscbrqn3ewc1.jpg" alt="" alignment="" border="0"></p>With new consoles come the promise of new experiences - or at least, that's the assumption one can make with the coming of the latest and  greatest technology. More power - or a disruptive peripheral - can be exploited to make a familiar experience better and the old (seemingly)  irrelevant. One of the first generations where this was truly evident was the advent of the Super NES. Games like Pilotwings and F-Zero exploited the newfound strength of the Super NES (notably its Mode 7 scaling effect) to truly show us that hey, technology (in this case, the ubiquity of the NES) does wither in obsolescence. <br><p></p>But while those games dazzled and impressed with their graphical effects, where was the truly epic game that was able to build on the previous generation's cornerstone without relying on technology's unfortunate excesses? Final Fantasy IV's crew of Cecil, Kain and co. had something to say about that. Square released Final Fantasy IV in 1991 and to this date it remains a dividing line between the simplistic console RPGs of the Dragon Quest vein and the more modern (some would say mired in an eternal rut), flashy approach taken by most Japanese RPGs since Final Fantasy VII. <br><p></p><p></p>For its time, Final Fantasy IV was truly epic. The battles were fast and featured huge monsters, forerunning the Active Time Battle system that served Final Fantasy titles throughout the 90's. You could have up to five characters in your party, a feat still unmatched by any other Final Fantasy title. The music was fuller than ever (in stereo!) and better than ever - Final Fantasy IV is one of famed composer Nobuo Uematsu's greatest works. The character-driven plot, while spoonily translated at times, was nonetheless helped by the greater capacity for text and addition of better animated and more expressive sprites. The quest even reached as far as traversing the moon!<br><br>Age has been fairly kind to the title as an effect of the mass of players it affected viewing it through that old rose-tint. New players will get a chance to play it soon, not in the form of the most cutting edge technology it once represented but on one that nonetheless represents an unforeseen broadening of the gaming market: the Nintendo DS. The logical follow-up to 2006's 3D remake of Final Fantasy III, this remake of Final Fantasy IV is likely to be easier to swallow than the obtuseness of its immediate predecessor, if its source material is adhered to with any skill.<br><p>The plot of course remains centered on the Dark Knight Cecil and his questioning of authority and the whirlwind of events that follow. Square Enix has promised however that all new scenes will be added to the story that were written out for its original release but were either technically or logistically unfeasible at the time. Early screens have shown that the game looks to improve over FFIII's exploitation of the DS hardware, as more characters can be displayed on the 3D battlefields. The original version's battles, as mentioned previously, loaded quickly and were over quickly - FFIII DS suffered slight load times that were made all the worse due to the high encounter rate. Whether FFIV will suffer the same remains to be seen. Another addition is that characters are now able to use skills inherited from other characters, the details on which are still scarce.  <br><br>This of course isn't the first time FFIV will see release on another console. Subsequent re-releases on the PS1, Wonderswan (a Japanese-only handheld), and Game Boy Advance have seen minor additions to the game. But never before has the game been completely remade, so the hope for new content built from the ground up is there. The original game is short but some standards - an experienced player can breeze through the quest in about 10 hours. Let me repeat - experienced, on the original US version's toned down difficulty. Someone playing the game for the first time should see more than 20 hours from the game, which is a solid length for its now portable status. <br><br>Final Fantasy IV sees its DS release on December 20 in Japan. There is still no word on a release to the West; however, that gamble is about as safe as betting that Cecil will have to come to terms with himself and save the world from a villain that pops up for the first time in the story's latter act. In other words, yeah, it'll happen. <br></p><p><br></p>
		  	
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<pubDate>Thu, 06 Dec 2007 22:08:38 -0600</pubDate>
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<title>Trauma Center: New Blood Ships Today </title>
<author>Eric Jonathan Smith</author>
<link>http://www.gamebump.com/go/trauma_center_new_blood_ships_today_</link>
<guid>http://www.gamebump.com/go/trauma_center_new_blood_ships_today_</guid>
<comments>http://www.gamebump.com/go/trauma_center_new_blood_ships_today_#</comments>
<description><![CDATA[<p><img src="http://www.gamebump.com/images/upload/pw6ozujxvqmpv1o3qjj8j9e3.jpg" alt="" alignment="" border="0"></p>More <a href="http://en.wikipedia.org/wiki/St._Elsewhere">St. Elsewhere</a> than Scrubs (with a touch of the X-Files thrown in), Atlus's Wii surgical simulation series gets a shot to the arm today as Trauma Center: New Blood ships to stores. <br><br>The first original title in the series since 2005's Trauma Center: Under the Knife (of which last year's Trauma Center: Second Opinion was a remake), New Blood focuses on two new doctors named Valerie Blaylock and Markus Vaughn, for good reason - the game adds in co-op gameplay, a substantial new feature it offers over its predecessors. <br><br>Instead of taking turns cutting a poor patient's heart to pieces, you and a friend can now do it together! Trauma Center: New Blood should be available widely in stores tomorrow. <br><br>
		  	
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<pubDate>Tue, 20 Nov 2007 14:40:00 -0600</pubDate>
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<title>On a P-Wing and a Raccoon Tail: Super Mario Bros. 3 Revisited</title>
<author>Eric Jonathan Smith</author>
<link>http://www.gamebump.com/go/on_a_pwing_and_a_raccoon_tail_super_mario_bros_3_revisited</link>
<guid>http://www.gamebump.com/go/on_a_pwing_and_a_raccoon_tail_super_mario_bros_3_revisited</guid>
<comments>http://www.gamebump.com/go/on_a_pwing_and_a_raccoon_tail_super_mario_bros_3_revisited#</comments>
<description><![CDATA[<p><img src="http://www.gamebump.com/images/upload/dfbnvzpjvitqwbjnujaff9o7.jpg" alt="" alignment="" border="0"></p>There's no doubt about it - Super Mario Galaxy is the finest Mario game in years. It's easily the best out of the current three 3D Mario platformers, evolving beyond the genre-defining nature of Super Mario 64 and the uh...water-spurting innovations of Super Mario Sunshine. However, the game pays tribute to more than just Mario's 3D outings.  <br><br>The first time a third Mario game was the best of its series happened way back in 1988, with the release of Super Mario Bros. 3. Yes, 1988 - it's not often known that the game was originally released that year in Japan. Americans likely had to wait due to Nintendo not wanting to cannabalize sales of the then newly-localized Super Mario Bros. 2, released the same year. After the seminal preview in 1989's abysmally cheesy cult film <a href="http://imdb.com/title/tt0098663/">The Wizard</a>, Mario 3 finally hit US stores in February 1990. It was worth the wait. Featuring huge stages and innovations, like the ability to fly, Super Mario Bros. 3 was all a pre-pubescent mind could hope for - and more. <br><br>My memories of Mario 3 fresh in my mind due to the Mario high I achieved from Galaxy, I decided to revisit this nearly two-decade old title to see just how well it held up. While the game has seen resuscitation on the Wii's Virtual Console, I already had my Super NES hooked up so I settled for my old Super Mario All-Stars cart - you know, the one with Super NES enhanced ports of Marios 1-3 and the suicide-inducing Lost Levels. Once I found the cart in a bin amidst the gutter trash of my Super NES collection (the <a href="http://imdb.com/title/tt0103786/">Beethoven</a> movie game? seriously?) I popped it in my 16-year-old console and flipped the switch. Nothing happened. I calmly removed the cartridge and gave its pin connectors the long and hard blow usually reserved for NES carts. Worked like magic. I selected SMB 3 with haste, my only lament being that I didn't have the original SMB 3 Nintendo Power Strategy Guide at my side like I would have if I were still that fat nine-year-old kid. <br><p></p><p></p><br>Once I breezed through the first of the eight worlds, its king once more grasping the magic wand serving as a thinly veiled plot device for his impotency, I realized the most simple and perhaps most important of Mario 3's traits: it's still fun. Fun in the good, "I can't wait to play more" kind of way. Yeah, I know, right? I can see you from here, you two distinct camps: the one that grew up with the game and who slapped their collective foreheads at how obvious this statement was; the other, well, that's anyone who hasn't played this game. It really is a game that can be enjoyed by anyone and that's due to how it controls its fun: by keeping a challenge level that's fairly high but rarely frustrating. <br><br>It's a well kept secret that these old 2D Mario games aren't actually cakewalks; one can easily assume that the 'kiddy' graphics equate simple gameplay. This isn't a challenge in the vein of Castlevania or Ninja Gaiden where simple mistakes punish you; Mario 3 is particularly lenient in its distribution of 1-ups and controls precisely enough such that any mistake you make you will feel is your fault and not because of an untimely placement of a floating Medusa head. And with the exception of one fortress level in world eight whose design is vague and aggravating, most of the hurdles in the game are easily conquered through an abundance of power-ups and other tools that allow you to take them head-on without fear of repercussion.<br><br>Somewhere around world three, something about Mario 3's design hit me again. There are these little bridges that, if you're lucky and they are accessible, allow you to skip ahead a stage. Huh. Is that even a big deal? I was intent on playing through the entire game, level by level, so I didn't take advantage of this shortcut. I was making the game a linear one by choice. But then I beat the world, in turn receiving a letter from Princess Toadstool/Peach, with some item attached to it. Great. Just some other useless item to fill up my inventory, along with the other stuff she's given me like that item that lets me skip a stage...huh? Bam. Those shortcuts on the map, the little cloud item that lets you skip an entire stage of your choice, P-Wings that allow you to fly infinitely over an entire level, those confounded warp whistles - all of these serve to give Super Mario Bros. 3 the most basic sense of open-endedness. Just like in more modern games like Grand Theft Auto where there are multiple ways to take on any mission, in SMB 3 there are often multiple ways to take on each stage, and that in turn keeps the game's replay value high and its appeal fresh. This is in the most basic sense of course - but it remains to be said that Mario 3 gave you the choice to use these items before a stage begins to give you the advantage you want. <br><br>As a whole, Mario 3's worlds cover all the bases of classic gaming stage cliches: the desert stage, the ice stage, the water stage, the lava apocalypse stage. In fact, these may be some of the lowest points of the game; the desert world in particular is somewhat of a drag. But the moment you start thinking that way, the game does things. It tweaks its design ever so slightly that you'd swear the game was channeling your own emotions. Take the desert world, as said. In the middle of the world, after being subjected to mostly the same challenges from the first world only with a different aesthetic, you're hit with a whammy of a stage: an escape from an angry and vengeful sun. But that's just one example. It's nothing to say of Giant Land, a world made up of super sized enemies, or the sheer variety of offensive options Mario has available, from the legendary Tanooki (Raccoon) Suit, the hardware-tossing Hammer Bros. Suit, and the ultra-pimp and ultra-rare Kuribo's Shoe. This variety present within Super Mario Bros. 3's stage design and gameplay twists complement the game's aforementioned open-endedness perfectly.  <br><br>For a game that's as easily gushable as Super Mario Bros. 3, it might be better to turn attention to the game that has as good a chance as any to be just as praise-worthy twenty years down the line: Super Mario Galaxy, of course. While the approach to its challenges is decidedly more linear than Mario 3's, Galaxy is no slouch when it comes to variety and fun. But a week, or even a year, is no accurate judge when predicting the real impact Galaxy will have on making a lasting impression. However, most of that generic "wonderment" that Disney likes to cash in on from week-long all-inclusive family packages to Disney World is present in a positive fashion in Galaxy. Make no mistake - now is the perfect time to join the Wii nostalgia wagon for that once in a lifetime chance to download Super Mario Bros. 3 and buy Super Mario Galaxy to see just how well one  complements the other. I say this not as paid PR for Nintendo (trust me, I'm not), but as a gamer who understands the decades of Mario history. You won't regret it. <br><br>
		  	
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<pubDate>Tue, 20 Nov 2007 00:20:00 -0600</pubDate>
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<title>GB Review: Super Mario Galaxy (Wii)</title>
<author>Eric Jonathan Smith</author>
<link>http://www.gamebump.com/go/gb_review_super_mario_galaxy_wii</link>
<guid>http://www.gamebump.com/go/gb_review_super_mario_galaxy_wii</guid>
<comments>http://www.gamebump.com/go/gb_review_super_mario_galaxy_wii#</comments>
<description><![CDATA[<img src="http://www.gamebump.com/images/upload/shzfc0cjfqgncego88f4jlpw.jpg" alt="" alignment="" border="0"><br><center><i>Blast off into space in Mario's latest and greatest adventure.</i></center><br><img style="border: 0px none ;" src="http://www.gamebump.com/typeimage.php?width=109&amp;color=orange&amp;font=stencil&amp;size=20&amp;text=IN%20SHORT"><br>Super Mario Galaxy is the game that Wii owners have been waiting for: it delivers on all fronts and has been worth the wait. This is quite simply one of the best games Mario has been in - 2D or 3D - and given his impressive resume, this is no light statement. This is a game anyone can pick up and play and if you've been on the fence about Nintendo's waggle machine, it's as good of a reason to pick up a Wii as you are going to get in the near future.<br><br><img alt="score: " style="border: 0px none ;" src="http://www.gamebump.com/typeimage.php?height=25&amp;width=89&amp;color=orange&amp;font=stencil&amp;size=20&amp;text=SCORE:"><img alt="5 out of 5" style="border: 0px none ;" src="http://www.gamebump.com/typeimage.php?height=25&amp;color=orange&amp;font=pizzastars&amp;text=ttttt&amp;size=25"><br><br><a style="font-style: italic;" href="http://www.gamebump.com/?aboutreviews">Click here</a><span style="font-style: italic;"> for an explanation of our review and scoring format.</span><br><br>The purity of something is most often measured in physical and quantitative terms. Say, for example, the number of carats in a diamond and the percentage of fat in milk. These are real, concrete objects that are easily compared to other similar objects of varying purity. But how then does one measure the purity of the abstract and metaphysical? Only by comparing the feelings and memories of emotions can we assign values to concepts like love and hate. Pure love may be reserved for that special someone; pure hate, that school administrator who seemed bent on making your life a living hell. These opposites can be measured against one another to form some kind of personal, pseudo-numeric value.<br><br> Fun is another one of those vague, almost existentialist concepts. Logically, fun can be examined against its opposite, boredom. The purest of fun experiences then, is one devoid of boredom. Normally, a fun experience is restrained to the layered abyss of memory in your brain, there to reside until it is called upon in a melancholy time of need. Your least bored memory could therefore be the one of purest fun.<br><p>Er, well, that's how it used to be anyway. The purity of fun has a new benchmark - and its name is Super Mario Galaxy. Super Mario Galaxy sees Mario return to top form in the three-dimensional realm. As can be immediately concluded from the title, this game has Mario soaring in the cosmos attempting to - what else - save Princess Peach from the clutches of Bowser. Along the way he'll defy gravity with the help of a seemingly Peach replacement space "princess" named Rosalina. Rosalina and her gaggle of star people called Lumas inhabit the hub world that Mario will use to explore the galaxies that make up the gameplay of Super Mario Galaxy. </p> <p><img src="http://www.gamebump.com/images/upload/tw183fkvafvhmtd9zgc05ibb.jpg" alt="" alignment="" border="0"></p>The core gameplay within Galaxy has not changed since Mario 64. If you have any previous experience with the Nintendo 64 title or its sequel, Super Mario Sunshine you will be able to pick up the Wii Remote and Nunchuck and jump, triple jump, and wall jump like it was old hat. Stomping on Goombas and Koopa Troopas is as visceral as ever thanks the to tight, responsive controls.<br><br>The genius of the game, however, is in how effortlessly it challenges your expectations of the familiar. This comes in the form of the game's main "gimmick": the planetoid structure. Most galaxies are made up of a myriad of planetoids. Some of these spherical (or not-so-spherical) wonders are so small you can jump clear around them; others so large they constitute an area parallel to the size of the worlds present in Super Mario 64. With a waggle of the Wii Remote, Mario can launch himself from planetoid to planetoid in the race for stars. For some individual stars, you can realistically tread on nearly a dozen planetoids, each with their own bite-sized objectives to complete before moving onto the next. And to make something perfectly clear: just seeing Mario flying through space from one planetoid to the other is satisfying and fun in and of itself. Not only does it showcase the scale and scope of the levels, it also often centers on one of the subtle ways in which Nintendo has utilized the Wii Remote in the game by using the Remote as a pointer to collect Star Bits, little candy-like items that serve as both currency and ammunition. Whether flying through space or even on a planetoid, subtle touches like the collecting of Star Bits gives Galaxy that extra bit of polish that separates it from its ilk.<br><br>    But that's not to say the entire game is composed exclusively of planet-hopping; the game displays a staggering variety of ways to collect stars. Familiar underwater stages are present along with new ones such as the beehive-themed galaxy. Speaking of bees, variety abounds in Mario's multitude of powers such as the new Bee Suit or the classic Fire Flower. You will never collect a star in exactly the same way as the other. That is, with the exception of the awful Purple Coin stars, where you have to hunt down 100 purple coins in order to collect your celestial prize. These kinds of item collecting quests are by and large absent in Galaxy and for good reason - their slow pacing and repetitive nature are, well, boring. Thankfully, you can avoid the Purple Coin quests if you just want to beat the game normally.<br><p><img src="http://www.gamebump.com/images/upload/yd47sd1fhv3xqx5y4cynrrtb.jpg" alt="" alignment="" border="0"></p>Mario Galaxy has enough guts to visually impress, despite being on the "underpowered" Wii. As Mario flies from one planetoid to the other he dives under spewing lava or by giant toy robots. Despite the aesthetic variety, this game is so stylistically coherent that you won't notice it doesn't have the pure polygons of an Xbox 360 or PS3 title. Some subtle light bloom completes the game's soft, rounded look. The game also runs at a constant 60 fps with no slowdown. Audio is no slouch either; some of the game's music is orchestrated, but all of it sounds either majestic if not uncharacteriscally epic for a Mario game. Some classic themes can also be heard as well. Touches of fanservice abound in Galaxy - musical cues are just one example.    <br><span style="font-weight: bold;">Super Mario Galaxy is quite frankly the best 3D Mario platformer yet - and by extension, one of the best ever crafted</span>. It is so easily accessible and so varied that the fun you get out of it will have as varied a definition as the planetoids you'll traverse along the way. Mario himself has a history of establishing genre standards, paving the way for imitators but the utter uniqueness of Super Mario Galaxy's structure is one reason why this is one polished diamond that's sure not to lose its purity any time soon. <br><br>Publisher: Nintendo<br>Developer: Nintendo<br>Release: Nov 12, 2007<br>MSRP: $49.99<br>Everyone<br>Winner of GameBump's <a href="http://www.gamebump.com/go/goty_best_adventure_game_of_07_super_mario_galaxy">Best Adventure Game of 2007</a><br>
		  	
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<pubDate>Fri, 16 Nov 2007 02:24:50 -0600</pubDate>
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<title>GB Review: Contra 4 (DS)</title>
<author>Eric Jonathan Smith</author>
<link>http://www.gamebump.com/go/gb_review_contra_4_ds</link>
<guid>http://www.gamebump.com/go/gb_review_contra_4_ds</guid>
<comments>http://www.gamebump.com/go/gb_review_contra_4_ds#</comments>
<description><![CDATA[<div class="image"><img src="http://www.gamebump.com/images/upload/gswlexzvsodzk0arf8llbxeg.jpg" alt="" alignment="" border="0"><div><center>The same macho brutality and challenging gameplay you love.</center></div></div><br><img style="border: 0px none ;" src="http://www.gamebump.com/typeimage.php?width=109&amp;color=orange&amp;font=stencil&amp;size=20&amp;text=IN%20SHORT"><br>Contra 4 delivers the classic tough-as-nails gaming experience that children of the 80's look back on fondly but  will probably be too unforgiving for those weaned on more contemporary titles. Relentlessly challenging but immensely satisfying, Contra 4 will reward those willing to undertake its masochistic demands.<br><br><img alt="score: " style="border: 0px none ;" src="http://www.gamebump.com/typeimage.php?height=25&amp;width=89&amp;color=orange&amp;font=stencil&amp;size=20&amp;text=SCORE:"><img alt="4 out of 5" style="border: 0px none ;" src="http://www.gamebump.com/typeimage.php?height=25&amp;color=orange&amp;font=pizzastars&amp;text=tttt&amp;size=25"><br><br><a style="font-style: italic;" href="http://www.gamebump.com/?aboutreviews">Click here</a><span style="font-style: italic;"> for an explanation of our review and scoring format.</span><br><br>One look at the box art for Contra 4 sums up the entire experience: explosions, two guys (presumably) causing this mayhem, menacing alien eyes staring at the bare-chested duo, and above all of it, a banner declaring the series' 20th anniversary. Contra 4 is all of those things - one or two-player 2D side-scrolling, alien-blasting action that hearkens back to its two-decade old roots. Contra 4 is certainly a balls-to-the-walls experience and Konami would lead you to believe from reading the box that its appeal is largely due to the Contra series' moniker as the video game equivalent of S&amp;M: testosterone manifested as a DS game card.<br> <br>But a closer look reveals a different story. From the explosively cheesy cover art, to the back of the box bulleting the famous Contra "spread shot" as one of the game's features, to the intentionally pun-tastic throwback to old Konami instruction manuals from the 80's, one thing becomes clear: Contra 4's appeal comes not from its manhood-grabbing nature but because it pulls at those emotional strings that reside within the recesses of your nostalgia.<br><p></p><p></p>That said, this game was made for a very specific audience by members of that same group - players who grew up with Contra during its heyday in the late 80's/early 90's. From its explosions, spread shot, manly men, and ugly aliens, Contra 4 delivers that sadistic double punch to the gut that will cause some to reminisce and others to give up in frustration.<br> <br>The premise of Contra is simple: shoot everything that moves and get out of the way of anything that doesn't; if you don't, one hit will kill you. This is the way it has been since the beginning and Contra 4 does little to mess with this basic formula. Contra 4 feels like a Contra game from the moment you pick it up. This may be a sigh of relief to some, as when it was announced that American developers WayForward were picking up the historically Japanese-developed franchise, longtime fans drew a cause for concern. It was all for naught. The game controls great (with the exception of the DS being perhaps a bit too confining during the game's intense combat for the more "grown-up" hands of its intended audience, though this hardware kink is no fault of WayForward's), looks great with its colorful 2D graphics and huge setpiece bosses, and even sounds great with throwbacks to days of old with familiar sound effects and musical cues. There is no doubt: WayForward has imbued the soul of Contra in Contra 4.<br> <br><p><span style="margin: 0pt; padding: 8px 8px 8px 0pt; z-index: 777; float: left; clear: left;"><img src="http://www.gamebump.com/images/upload/8fa4wc585am568yautjwft2u.jpg" alt="" alignment="left" border="0"></span></p>Not everything is the same. For one, the game is on DS, so that means two screens. The action happens on both the top and bottom screens of the DS, which is a lot of real estate to get used to. A grappling hook feature has been added that allows quick and easy transportation to the upper screen when necessary. However, when the initially unnatural screen layout is combined with the gap between the DS's two screens (the distance between of which the game actually compensates for) it can add to some cheap deaths.<br> <br>And lives don't come cheap - the game varies them between 3 selectable difficulty levels: Easy with 10 extra, Normal with 5, and Hard with 3. Playing on Easy is tantamount to practice, since in that difficulty you are only able to access 7 of the game's 9 levels. Practice and memorization of enemy patterns will see the most dedicated players to the end of the Normal and Hard modes. No, the game is not forgiving and doesn't pretend to be. When you run out of lives you have a limited number of continues to try again. When you run out of those - you guessed it, you have to start again from the first stage. Players not versed in the mechanics of the age of Contra and its peers will likely not find this type of punishment the least bit rewarding. Those twenty-or-older-somethings that do recall this system are likely to smile at the same time they curse the enemy that just expired their last life.  <br> <br>Being the series' twentieth anniversary, Contra 4 packs in some sizeable bonus content. An unlockable Challenge mode will allow you to earn the NES versions of the original Contra and its sequel Super C, additional player characters, and more. A Contra Museum feature detailing the series' history is available from the outset.<br><br>The game's greatest asset is its unwillingness to change. It will never
hold the player's hand with tutorials or allow 10 minutes to explain
some overly melodramatic narrative. You will likely have to continue in
the first stage; but with every death you will remember the alien
scumbag that did it and blast him into oblivion your next attempt. That
is how we used to do it in the old days and those who can relate will
interpret this punishment as a lost pleasure.<br><br>Won runner up for GameBump's <a href="http://www.gamebump.com/go/goty_best_portable_game_of_07_the_legend_of_zelda_phantom_hourglass">Best Portable Game of 2007</a><br>]]></description>
<pubDate>Thu, 15 Nov 2007 21:22:01 -0600</pubDate>
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<title>Persona 3 Prequel Announced - For Cell Phones</title>
<author>Eric Jonathan Smith</author>
<link>http://www.gamebump.com/go/persona_3_prequel_announced__for_cell_phones</link>
<guid>http://www.gamebump.com/go/persona_3_prequel_announced__for_cell_phones</guid>
<comments>http://www.gamebump.com/go/persona_3_prequel_announced__for_cell_phones#</comments>
<description><![CDATA[<img src="images/upload/tkerc106hmovxf86tqjjes8m.jpg" alt="" alignment="" border="0"><br><br>Everyone's favorite shoot-yourself-in-the-head-to-summon-Satan RPG is getting a prequel in Japan... but not in a format that's been historically conducive to crossing the Pacific. <br><br>Via Siliconera it was revealed today that Atlus is prepping a prequel to <span style="font-style: italic;">Persona 3</span> for cell phones. Called <span style="font-style: italic;">Aigis: The First Mission</span>, Persona 3 players will undoubtedly be already clued in on the game's subject matter just by gazing at the few screenshots released. <br><br>The game will cost about $4.50, but the chances of it seeing release in any market other than Japan are slim-to-none. Blame Western cellphone technology lagging behind Japan's and the fact that we should be begging Atlus to release <a href="http://p3.atlus.co.jp/aegis/index.html">Fes </a>over here instead. <br><br>]]></description>
<pubDate>Mon, 12 Nov 2007 21:40:00 -0600</pubDate>
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<title>Halo 3 To See Official Soundtrack Release</title>
<author>Eric Jonathan Smith</author>
<link>http://www.gamebump.com/go/halo_3_to_see_official_soundtrack_release</link>
<guid>http://www.gamebump.com/go/halo_3_to_see_official_soundtrack_release</guid>
<comments>http://www.gamebump.com/go/halo_3_to_see_official_soundtrack_release#</comments>
<description><![CDATA[<p><img src="images/upload/m26saamxdw4k4tvl4eqmeuak.jpg" alt="" alignment="" border="0"></p>
As much of a video game music buff as I am, I've avoided getting into 
Halo's armor-plated pants for, uh, personal reasons? Regardless, if you're the type of Halo-obsessed individual who modded the Legendary Edition Master Chief helmet to fit your head, you'll be pleased to know the game's music is seeing an official album release, courtesy of Sumthing Else Music Works, Inc. <br><br>The score was composed by Martin O'Donnell and Michael Salvatori, vets of Halos 1 and 2, featuring that booming orchestral style that pumped you up on your first playthrough before you made a custom soundtrack of Dragonforce on your Heroic run, you heretic.  <br><br>The OST will be released on November 20, and <a href="http://www.amazon.com/gp/product/B000W04S6U?ie=UTF8&amp;tag=sumthingdistr-20&amp;linkCode=as2&amp;camp=1789&amp;creative=9325&amp;creativeASIN=B000W04S6U">Amazon </a>is listing it for $12.99 (!), which makes me want to cry. I pay more than that on shipping alone when I buy game OSTs from Japan! I raise my fist in defiance (and jealousy), you Halo fiends. <br><br>Hit the jump to head to the OST's official website, if only because you've probably never been to a website devoted to a game OST before. <br><br> 
		  	
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<pubDate>Mon, 12 Nov 2007 16:20:00 -0600</pubDate>
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<title>GB Preview: Mass Effect (360)</title>
<author>Eric Jonathan Smith</author>
<link>http://www.gamebump.com/go/gb_preview_mass_effect</link>
<guid>http://www.gamebump.com/go/gb_preview_mass_effect</guid>
<comments>http://www.gamebump.com/go/gb_preview_mass_effect#</comments>
<description><![CDATA[<img src="http://www.gamebump.com/images/upload/aiyxykte327jamt5o8gxtlr4.jpg" alt="" alignment="" border="0"><br><br>It's hard enough to stand out amongst the flood of new releases that deluges the end of every year, but something even harder to do is meet expectations when your game just happens to be made by BioWare. The game in question is <span style="font-style: italic;">Mass Effect</span>, BioWare's galaxy-spanning action RPG. Hype is no stranger to <span style="font-style: italic;">Mass Effect</span>, but with the BioWare pedigree from titles like <span style="font-style: italic;">Star Wars: Knights of the Old Republic</span> and <span style="font-style: italic;">Neverwinter Nights</span>, most would agree the attention is justified. <br><br>In <span style="font-style: italic;">Mass Effect</span> you play as Commander Shepard, a character you can fully customize in terms of gender, appearance, and abilities. In true RPG form, Abilities come from your chosen class, from standards like the gun-toting Soldier to the Biotic-dabbling Adept. Mastery of classes will naturally open up more complex options. General combat revolves around a squad-based mechanic where you only have complete control of Shepard. The complete customization of Shepard from the aforementioned abilities to even his/her morality may prove to be quite a timesinker. <br><p></p><p></p>What is Biotics? Biotics is, simply put, the game's magic and refers to the game's title. "Mass effect" within the game universe is tied to a discovery of an invisible matter along the lines of the real-life scientific hypothesis of "dark energy" which is said to be, among other things, accelerating the expansion of the universe. Certain beings can manipulate this dark energy and voila - you have Biotics. Combat is only one side of <span style="font-style: italic;">Mass Effect</span>'s attraction. Interaction with NPCs through complex dialogue choices is a BioWare staple thanks to <span style="font-style: italic;">Knights of the Old Republic</span> and <span style="font-style: italic;">Jade Empire</span> and <span style="font-style: italic;">Mass Effect</span> has promised to up the ante in this area. In lieu of choosing from a list of responses, you choose your general attitude from a wheel and your character will respond thusly. You can also interrupt NPCs while they are speaking and they will emote appropriately. Players looking for replay value need look no further from the gaggle of options from these interactions alone. <br><br>In short, <span style="font-style: italic;">Mass Effect</span>'s appeal to the hardcore gamer may be as wide a span as the adventure it contains. BioWare has also confirmed that it is the first of a series, though EA's recent acquisition of BioWare has raised questions as to whether the series will remain an Xbox 360 exclusive as it is now. Regardless, <span style="font-style: italic;">Mass Effect</span> ships to the Xbox 360 in North America on November 20 and in Europe on November 23. <br><br>Publisher: Microsoft Game Studios<br>Developer: <a href="http://gamebump.com/index.php?tag=bioware&amp;x=0&amp;y=0">BioWare</a><br>Release: Nov 20, 2007<br>MSRP: $59.99<br>Live | <a href="http://www.amazon.com/Microsoft-Game-Studios-Limited-Edition/dp/B000XJJRTI/ref=pd_bbs_sr_1/002-5010160-7918459?ie=UTF8&amp;s=videogames&amp;qid=1194884458&amp;sr=8-1">Limited Edition</a> | Mature<br><br>
		  	
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<pubDate>Sun, 11 Nov 2007 22:40:01 -0600</pubDate>
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<title>GB Preview: Kane and Lynch - Non-Swag Edition (360)</title>
<author>Eric Jonathan Smith</author>
<link>http://www.gamebump.com/go/kane_and_lynch_preview__nonswag_edition</link>
<guid>http://www.gamebump.com/go/kane_and_lynch_preview__nonswag_edition</guid>
<comments>http://www.gamebump.com/go/kane_and_lynch_preview__nonswag_edition#</comments>
<description><![CDATA[<img src="http://www.gamebump.com/images/upload/oj4wx613hritem8b1vwaacfc.jpg" alt="" alignment="" border="0"><br><br>Kane and Lynch: Dead Men is the newest offering from developer Io Interactive, best known for their Hitman series. But unlike Hitman's focus on its iconic lone wolf, Agent 47, Kane and Lynch: Dead Men instead plays on the dichotomy between its two titular characters, Kane and Lynch; a division represented in the title's gameplay and story.  <br><br>Kane and Lynch seems to carry over the Hitman series' mission-based structure but Io seems intent on furthering the game from its spiritual forerunner by introducing a squad-based structure to the gameplay. While you only ever play as Kane (Lynch is playable in co-op by a second player), he can order around an ever-increasingly useful gaggle of goons as the game progresses. Lynch's role, when not controlled by a second player, seems to be one of adding a rather random (if not unwanted) element to the gameplay which is backed up by the game's story.<br><p></p><p></p>Both characters have an extensive back story that is appropriately covered in grit and grime. Kane and Lynch have ended up on death row, where they meet. Former mercenary Kane is there for getting caught up in the dealings of a mysterious group called "The Seven" and Lynch for being a pill-dependent schizophrenic (hence his random nature) who apparently killed his wife. However, The Seven intervenes and set Kane and Lynch free on the deal that Kane makes right his past while Lynch keeps a close eye on Kane's actions. <br><br>The strength of how the game executes the opposing natures of these two dead men is undoubtedly the key to its success; at worst, Kane and Lynch could be nothing but a Hitman clone, which to some wouldn't necessarily be a bad thing. We'll see soon enough as Eidos publishes Kane and Lynch: Dead Men for PC, Xbox 360, and PlayStation 3 in North America on November 14 and in Europe November 23. <br><br>Also available on: PS3 | PC <br>Publisher: Eidos Interactive<br>Developer: Io Interactive<br>Release: Nov 13, 2007<br>MSRP: $49.99 - $59.99<br>Online | Mature<br><br>
		  	
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		  	<img style="border:0px;" src="http://www.gamebump.com/typeimage.php?text=BUY KANE AND LYNCH DEAD MEN AT AMAZON&color=lorange&font=stencil&size=10&width=500" />
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<pubDate>Sun, 11 Nov 2007 15:40:00 -0600</pubDate>
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<title>Hack Reveals Unedited Content Within PSP Manhunt 2?</title>
<author>Eric Jonathan Smith</author>
<link>http://www.gamebump.com/go/hack_reveals_unedited_content_within_psp_manhunt_2</link>
<guid>http://www.gamebump.com/go/hack_reveals_unedited_content_within_psp_manhunt_2</guid>
<comments>http://www.gamebump.com/go/hack_reveals_unedited_content_within_psp_manhunt_2#</comments>
<description><![CDATA[<img src="http://www.gamebump.com//images/tags/manhunt2.jpg" align="right" style="margin: 10px; border: 1px solid black;" />What was a rumor as of yesterday has now been confirmed by Rockstar: hackers have accessed part of Manhunt 2 deemed "Adults Only" by the ESRB. <br><br>The game had previously been given the dreaded-by-retail "Adults Only" rating only to see Rockstar edit the game down to receive its current "Mature" rating. <br><br>However, utilizing a modified (read: not Sony approved) PSP, hackers were able to illegally modify the game and access the portions edited out (but apparently not completely) of the final release. Rockstar was mum on details of whether or not hackers would be able to access this verboten content on the PS2 or Wii versions. <br><br>Hot Coffee, anyone? Perhaps the scope is not the same as a completely hidden sex minigame, though this begs some questioning: are developers responsible for content not accessible by legal means? Is Rockstar leaving this content in and counting down the days until someone opens the virtual magical door and leaks the details to the masses?<br><br>Click "read" to jump to GamePolitics and get the full story.<br><br>
		  	
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<pubDate>Thu, 01 Nov 2007 23:20:00 -0500</pubDate>
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<title>Game Soundtrack Review - Odin Sphere</title>
<author>Eric Jonathan Smith</author>
<link>http://www.gamebump.com/go/game_soundtrack_review__odin_sphere</link>
<guid>http://www.gamebump.com/go/game_soundtrack_review__odin_sphere</guid>
<comments>http://www.gamebump.com/go/game_soundtrack_review__odin_sphere#</comments>
<description><![CDATA[<p><img src="http://www.gamebump.com/images/upload/rdshr4yvqobrap9abu2lbxpo.jpg" alt="" alignment="" border="0"></p><br>In the first of what will hopefully become a regular feature here on GameBump, we turn our eyes to our ears and take a closer look at one of gaming's more underrated aspects: music, of course. <br><br>For our inaugural review, we couldn't have a better contender: the soundtrack release to Odin Sphere, Vanillaware's beautiful 2D action game. While the game was released back in May for both its US and Japanese releases, the soundtrack just saw the light of day last week in Japan. This may seem strange, but it's not uncommon; even a major soundtrack release such as Final Fantasy XII's was released over 2 months after the game. <br><br>Speaking of Final Fantasy XII, if you've played that (or Final Fantasy Tactics, or Vagrant Story, or countless others) you've already heard the work of Odin Sphere's composer: Hitoshi Sakimoto. A former employee of Square, Sakimoto's time there was brief before he broke off and formed his own studio named Basiscape, who of recent have exploded in demand (and by no lack of talent). <br><br>Sakimoto leads his Basiscape crew (including long-time composing partner Masaharu Iwata, whom he worked with on Final Fantasy Tactics and others) in providing the distinct orchestral sound in Odin Sphere he is known for. While Odin Sphere is not Sakimoto's best work (nor did he compose the majority of it), there's enough color in the material to provide the perfect backdrop to the already vibrant world of Odin Sphere. <br><p></p><p></p>The 2-disc soundtrack starts off appropriately with the main theme of Odin Sphere, a melody that Sakimoto will weave throughout the soundtrack. This is a beautiful piece - and good thing - because as mentioned this motif appears throughout the soundtrack. But nowhere is it as stunning as in this opening vocal arrangement (well, with one exception, below). <br><br>The majority of the first disc is spent on the themes of the stages players visit in Odin Sphere. On the whole, they are hit or miss. Some are bombastic and fit the action (such as "Battle on the Snowy Mountain", the battle theme of Winterhorn Ridge) but others are downright grating ("Battle in Fairy Land", heard while fighting in Ringford Forest). This could be due to Sakimoto himself only contributing one of these stage tracks ("Battle in the Land of Fire", battle theme of the Volkanon Lava Pit). Veteran Iwata does provide the majority of them with aplomb but the weaker ones can be attributed to the newer composers of the Basiscape team. Another highlight on the first disc is Sakimoto's "Attic Archive", the theme of Alice, the little girl whose reading of dusty old books forms both the frame of the game's action and serves as a stage select. Light, airy, and playful, it serves as a great contrast to Odin Sphere's largely dramatic tone. <br><br>And for drama, look no further than the second disc. This disc contains all of the music from the game's cutscenes and series of final battles. Iwata provides appropriately somber tunes in "Sinking in Sadness" and "The One Left Standing At the World's End" but the highlight again goes to Sakimoto's sorrowful reworking of the main theme in "A Fate Accepted." Sakimoto provides other memorable tracks of a more upbeat kind with "Restaurant", the theme of the Pooka Kitchen and "Study Time", which sounds very similar to his work in Final Fantasy XII. <br><br>But for what negatives they created for the first disc, the "freshmen" of Basiscape prove themselves with the greatness of some of the final battle themes. Mitsuhiro Kaneda shines with "Rally", while Kimihiro Abe fixes his previous faux pas of "Battle in Fairy Land" with "Facing the Darkness." These themes serve to make an already memorable final sequence of battles all the more exciting. <br><br>However, possibly the greatest track is Sakimoto's ending theme ("Odin Sphere's Theme -Shanachie ver.-"), an orchestral, Celtic (!) arrangement of Odin Sphere's main theme. While the original theme was already gorgeous enough to the ear, this version is a special treat due to the Celtic arrangement, a style not normally associated with Sakimoto. To round out this disc and the soundtrack, video game music performers the Eminence Orchestra provide some string arrangements of Odin Sphere's theme and Attic Archive, to good effect. <br><br>The orchestral-sounding music of Odin Sphere as a whole may not be strong enough to stand on its own. Sakimoto's work again is the highlight, but he composed moderately few tracks in comparison to the others. But that is not to say it is not a success. The music supports the action in-game nearly flawlessly and whether or not you enjoyed the game is going to be the major factor in how positively or negatively the soundtrack affects your perception of it.<br><br>As with most video game soundtracks, the Odin Sphere Original Soundtrack is a Japan-only release. So yes, *groan*, that means it must be imported. If you want to take the plunge, an immediate and safe solution is <a href="http://www.cdjapan.co.jp/">CDJapan</a>. Great selection with fast service, <a href="http://www.cdjapan.co.jp/detailview.html?KEY=VGCD-120">they list Odin Sphere for 3200 yen</a>, which is just over $27. Shipping is generally $15 for 3 day air from Japan, which may seem unreasonable but it's not. All's in the cost of having a great conversation piece, eh?<br><br>Interested in a complete tracklisting? Try <a href="http://gmronline.com/info.asp?CatNumber=VGCD-0120">Game Music Revolution</a>, my friend.<br>
		  	
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<pubDate>Thu, 01 Nov 2007 20:40:00 -0500</pubDate>
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<title>EA's CEO Changes Company's Revenue Model, Questions Industry</title>
<author>Eric Jonathan Smith</author>
<link>http://www.gamebump.com/go/eas_ceo_changes_companys_revenue_model_questions_industry</link>
<guid>http://www.gamebump.com/go/eas_ceo_changes_companys_revenue_model_questions_industry</guid>
<comments>http://www.gamebump.com/go/eas_ceo_changes_companys_revenue_model_questions_industry#</comments>
<description><![CDATA[<p><p><img src="http://www.gamebump.com/images/upload/golugqddc4gq0l32168bzj6o.jpg" alt="" alignment="" border="0"></p></p><br>Electronic Arts' CEO John Riccitello revealed today a shifting of his company's focus away from licensed titles and more to original brands. This helps explain EA's <a href="http://gamebump.com/go/lucasarts__bioware_team_up">recent acquisition of BioWare and Pandemic Studios</a>, which to Riccitello was worth the $860 million price tag to acquire them. <br><br>Speaking with CNN Money, Riccitello outlined in some detail EA's future plans and philosophy, of which - no surprise here - Madden is still a huge part. More importantly, he questions the game industry's ability to sustain the $60 price tag for games and admits change must be made soon. <br><br>Click on the 'Read' link to jump to the full article. <br><br>]]></description>
<pubDate>Wed, 31 Oct 2007 15:58:15 -0500</pubDate>
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<title>PS3 Owners Network a World Record</title>
<author>Eric Jonathan Smith</author>
<link>http://www.gamebump.com/go/ps3_owners_network_a_world_record</link>
<guid>http://www.gamebump.com/go/ps3_owners_network_a_world_record</guid>
<comments>http://www.gamebump.com/go/ps3_owners_network_a_world_record#</comments>
<description><![CDATA[<img src="http://www.gamebump.com//images/tags/ps3.jpg" align="right" style="margin: 10px; border: 1px solid black;" />Sony announced today that over 670,000 PlayStation 3 owners have utilized their consoles in Standford University's Folding@home Project for disease research. <br><br>Folding@home maestro Vijay Pande gives the highest regards to adopters of Sony's new console, and says of this console's contribution to Folding@home that "...it is clear that none of this would be even remotely possible without the power of PS3; it has increased our research capabilities by leaps and bounds." <br><br>Now, if only PS3 owners could network their consoles to help Kojima Productions prevent further <a href="http://gamebump.com/go/mgs4_delayedagainuntil_mid2008">Metal Gear Solid 4 delays</a>...<br><br>
		  	
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<pubDate>Wed, 31 Oct 2007 14:49:08 -0500</pubDate>
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