<?xml version='1.0' encoding='UTF-8'?><?xml-stylesheet href="http://www.blogger.com/styles/atom.css" type="text/css"?><feed xmlns='http://www.w3.org/2005/Atom' xmlns:openSearch='http://a9.com/-/spec/opensearchrss/1.0/' xmlns:georss='http://www.georss.org/georss' xmlns:gd='http://schemas.google.com/g/2005' xmlns:thr='http://purl.org/syndication/thread/1.0'><id>tag:blogger.com,1999:blog-4147632265385387273</id><updated>2012-02-16T05:58:01.738-05:00</updated><category term='Guitar Hero'/><category term='accessories'/><category term='peripherals'/><category term='rock band 3'/><category term='Splatterhouse'/><category term='PC'/><category term='wii'/><category term='modern warfare 2'/><category term='Halo Reach'/><category term='monster hunter tri'/><category term='periphreals'/><category term='super robot wars'/><category term='star wars force unleashed 2'/><category term='front mission'/><category term='mic'/><category term='Hardware tron'/><category term='Hellgate London'/><category term='castlevania'/><title type='text'>K986 Terminal</title><subtitle type='html'>Loading opinions source...</subtitle><link rel='http://schemas.google.com/g/2005#feed' type='application/atom+xml' href='http://k986terminal.blogspot.com/feeds/posts/default'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4147632265385387273/posts/default?max-results=100'/><link rel='alternate' type='text/html' href='http://k986terminal.blogspot.com/'/><link rel='hub' href='http://pubsubhubbub.appspot.com/'/><author><name>Korban Dallas</name><uri>http://www.blogger.com/profile/06488953422783374360</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><generator version='7.00' uri='http://www.blogger.com'>Blogger</generator><openSearch:totalResults>16</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>100</openSearch:itemsPerPage><entry><id>tag:blogger.com,1999:blog-4147632265385387273.post-3222240465497257995</id><published>2011-05-11T17:53:00.000-04:00</published><updated>2011-05-13T16:42:23.638-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='mouse'/><category scheme='http://www.blogger.com/atom/ns#' term='PC'/><category scheme='http://www.blogger.com/atom/ns#' term='peripherals'/><category scheme='http://www.blogger.com/atom/ns#' term='harware'/><title type='text'>Razer Naga Opinions</title><content type='html'>&lt;iframe src="http://www.youtube.com/embed/dDz0gk3DI1w?rel=0" allowfullscreen="" width="480" frameborder="0" height="390"&gt;&lt;/iframe&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;The &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_1"&gt;Razer&lt;/span&gt; &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_2"&gt;Naga&lt;/span&gt; &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_3"&gt;MMO&lt;/span&gt; gaming mouse is a bit of a crazy dream of computer hardware. Well tackle this thing in the same manner as the others, with a bullet list!&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;&lt;br /&gt;Pros&lt;br /&gt;&lt;/span&gt;&lt;ul&gt;&lt;li&gt;Offers 17 buttons (12 side, left and right normal, center "click", and browser forward/back)&lt;/li&gt;&lt;li&gt;Scroll wheel&lt;/li&gt;&lt;li&gt;Comfortable ergonomics, despite intimidating looks&lt;/li&gt;&lt;li&gt;Corded (don't need to worry about batteries!)&lt;/li&gt;&lt;li&gt;&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_4"&gt;DPI&lt;/span&gt; toggle switch (for the dedicated gamers)&lt;/li&gt;&lt;li&gt;Back-lit scroll wheel and side buttons&lt;/li&gt;&lt;li&gt;"Pulsing" logo&lt;/li&gt;&lt;li&gt;Software offers a diverse set for macro assignment/creation, back-light on/off toggle, and &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_5"&gt;dpi&lt;/span&gt; settings, as well as automatic profile changing (sets mouse to specific user created profile when a .&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_6"&gt;exe&lt;/span&gt; file designated is run)&lt;/li&gt;&lt;li&gt;Comes with "training bumpers" to place over oft-used keys to make it easier to grow used to button locations&lt;br /&gt;&lt;/li&gt;&lt;/ul&gt;&lt;span style="font-weight: bold;"&gt;&lt;br /&gt;Cons&lt;br /&gt;&lt;/span&gt;&lt;ul&gt;&lt;li&gt;Corded (Can cause clutter, limited reach [shouldn't be too much of an issue, I've seen console controllers with less reach])&lt;/li&gt;&lt;li&gt;Browser Forward/Back keys are located oddly, making them slightly awkward to use&lt;/li&gt;&lt;li&gt;Some of the side buttons are also slightly awkward to use&lt;/li&gt;&lt;li&gt;May take a little while to get used to&lt;/li&gt;&lt;li&gt;Profiles don't automatically exit (profile does not set back to default after a game/program is closed)&lt;/li&gt;&lt;/ul&gt;All in all, with a price tag of around 60+ dollars, the mouse is pretty nice. Fans of &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_7"&gt;MMO&lt;/span&gt; games will find more use for the side buttons than others, but those good with their thumbs will find it works well for many other things. On the other hand, this is purely a right-hand tool, so unless they decide to make a left hand version, It's probably not a good idea for a lefty to buy this.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;&lt;/span&gt;&lt;span style="font-weight: bold;"&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4147632265385387273-3222240465497257995?l=k986terminal.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4147632265385387273/posts/default/3222240465497257995'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4147632265385387273/posts/default/3222240465497257995'/><link rel='alternate' type='text/html' href='http://k986terminal.blogspot.com/2011/05/razer-naga-opinions.html' title='Razer Naga Opinions'/><author><name>Korban Dallas</name><uri>http://www.blogger.com/profile/06488953422783374360</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://img.youtube.com/vi/dDz0gk3DI1w/default.jpg' height='72' width='72'/></entry><entry><id>tag:blogger.com,1999:blog-4147632265385387273.post-8092183686216975957</id><published>2011-04-20T19:50:00.005-04:00</published><updated>2011-04-20T20:31:36.945-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='PC'/><category scheme='http://www.blogger.com/atom/ns#' term='Hellgate London'/><title type='text'>Hellgate London</title><content type='html'>&lt;iframe title="YouTube video player" width="480" height="390" src="http://www.youtube.com/embed/QmJ-h8830cE?rel=0" frameborder="0" allowfullscreen&gt;&lt;/iframe&gt;&lt;br /&gt;&lt;br /&gt;Ah yes, the doomed titanic that with all its glitz and romance still fell to icy waters in a failure never to be forgot. A lifetime sub, who only got a mere fraction of the time it would take to balance the cost of a lifetime sub, I'm fully jaded against &lt;span style="font-style:italic;"&gt;Fail&lt;/span&gt;ship studios, but this game is still one of my personal favorites.&lt;br /&gt;&lt;br /&gt;The premise is simple: Lets make an action RPG that lets you play like a shooter too. Thus we have born the three main factions: The Templar (heavy metal and melee), The Hunters (sci fi military guns and robots), and The Cabalists (mages that wish to tame the demons and use their powers).&lt;br /&gt;&lt;br /&gt;The three offer a diverse play field, each weapon feeling different from the others, and each LOOKING much different from the others. You certainly don't mistake the three factions for one of the others when you run into them. Of course, with that much faction going on, you would expect PvP, but NO! You can duel, sure, but who cares about beating up on each other with such a lovely bunch of demons around?&lt;br /&gt;&lt;br /&gt;Anyways, lets get to the nitty gritty:&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight:bold;"&gt;Graphics:&lt;/span&gt; This sucker can haul. There are a lot of people out there that complained about how bad it looked - they obviously haven't seen most other MMO's on the market at it's time. On the lowest settings, yes, it wasn't the most pretty of games, but it was one of the first MMO's you saw out there adopt the DX10, and (a couple patches later) the darn thing looks AMAZING. It's fully accented by all the lighting and tech-assets in game as well, so not only does it look pretty, but it does it in a tron-kinda way, if tron had knights, guns, and fireballs too.&lt;br /&gt;&lt;br /&gt;Set-piece wise, yeah, it got bland. Although the tile-sets for all but the primary event locations would be randomly generated every time you went in (ie. Layout of the tunnels/ruins/whatnot are random) the actual pieces (buildings, cars, wreckage) was the same, so the path could very well be totally different, but they looked so similar in visuals that they all tended to blend together. Later patches added stonehenge, which gave a nice refreshing taste of the wilds (forest-y areas? Sweet).&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight:bold;"&gt;Play:&lt;/span&gt; It was an action RPG. Instead of click-and-forget, you run around madly clicking (or holding down) the attack mouse button to kill stuff, in combination with skills from the usual hot-keyed toolbar of skills and items available. The layout of this, however, is nice and streamlined, so the majority of the screen is still clear for all that beautiful carnage.&lt;br /&gt;&lt;br /&gt;Even with all the hacking and slashing, most melee weapons ended up feeling the same. The guns each had a feel of their own, big one shot spreads, little fully auto pingers, crazy big damage snipers, but most of those are limited to just Hunters. The magic skills where all pretty unique to an extent as well, as where the demonic-theme weapons the Cabalists used (one shot bugs, IIRC). Of course, the equipment is only as good as the randomly generated loot you find (or buy, as shops are also randomly generated). The old loot-enthusiast game play mechanic has worked for many a game, and really makes it feel awesome when you finally nab a super-rare item that puts all your current equipment to shame.&lt;br /&gt;&lt;br /&gt;The inventory system had you playing "tetris" with items, squeezing different sized items into different spots to maximize the amount of stuff you could fit in your inventory before you had to go back to town to sell things. It was annoying, but later alleviated to an extent with the addition of cubes (little mini storage boxes that you could carry in your inventory).&lt;br /&gt;&lt;br /&gt;Skills are straight forward, although what you equip is dependent on them as well in this game. For instance, want a real nice enchanted armor? Well, chances are it is going to use X stamina, Y strength, and Z willpower to equip it. All the items equipped must not have the "feed" (total reqs of the items) exceed the total available (your stat) or else you cant equip it. This really makes the +stat items feel valuable, but at the same time causes some grief when you put your stats one way to find out you needed it another for the newest thing you picked up.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight:bold;"&gt;Story:&lt;/span&gt; Uhm...it's by far not the best story in existence, although it itself is in existence, which is more than can be said for some games. It essentially is this weak string of events that makes sense for you to do, and holds everything together, but if also feels like someone from a SyFy original could have penned it as opposed to some great author of our times.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight:bold;"&gt;Audio:&lt;/span&gt; Its as good as one can ask for. Thunks and splats from swords, thuds and booms from guns, and the sizzle of magic are as they should be, critical hits reward the player with a splash of light and a nice identifiable sound effect, and the background audio really adds atmosphere (screams sometime send a chill right down the spine). The music is upbeat, normally doing nothing more than making your adrenaline flow a bit more and getting you back in the mood to slaughter evil creatures, and certainly it's not going to win any awards, but its there and its not bad at all.&lt;br /&gt;&lt;br /&gt;Voice acting is, to an extent, awesome. The lines are believably British, but more importantly is some of the crude humor that can be picked up. One shop keeper delivers a line as you enter her shop along the lines of "Is that a heavy weapon in your pocket, or are you happy to see me?", while another comments that he "doesn't sell burlap sacks no more" after asking you if your looking for something for your ugly face. Mostly though, the voice acting is delivered as everyone's favorite RPG staple: the text box. We are use to it by now, so it's not to bad, although mostly all characters have at least a one-liner they spit off when you start to talk to them.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;So yes, the game had problems when it came out, but in the hands of people that seemed to care more about their product, I have no doubt it would have been one of the greatest out there. Word is that the korean company that won the rights to it from FSS after they went under (Hanbitsoft, IIRC) has plans to release it over here (with new content and expansions) as a free-to-play called Hellgate: Resurrection. Apt name, and I know I would sign on without a doubt.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4147632265385387273-8092183686216975957?l=k986terminal.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4147632265385387273/posts/default/8092183686216975957'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4147632265385387273/posts/default/8092183686216975957'/><link rel='alternate' type='text/html' href='http://k986terminal.blogspot.com/2011/04/hellgate-london.html' title='Hellgate London'/><author><name>Korban Dallas</name><uri>http://www.blogger.com/profile/06488953422783374360</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://img.youtube.com/vi/QmJ-h8830cE/default.jpg' height='72' width='72'/></entry><entry><id>tag:blogger.com,1999:blog-4147632265385387273.post-8511525844439916312</id><published>2011-01-23T15:03:00.004-05:00</published><updated>2011-01-23T16:30:25.059-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='wii'/><category scheme='http://www.blogger.com/atom/ns#' term='monster hunter tri'/><title type='text'>Monster Hunter Tri</title><content type='html'>&lt;iframe title="YouTube video player" class="youtube-player" type="text/html" width="480" height="390" src="http://www.youtube.com/embed/sszKvuRwUAY?rel=0" frameborder="0" allowFullScreen&gt;&lt;/iframe&gt;&lt;br /&gt;&lt;br /&gt;To start, the video really didn't go into as much detail as I wanted, principally because it's rather hard for me to talk about a game that isn't incredibly fast paced and fit it all in while concentrating. So then, I guess it's good you came here to read it!&lt;br /&gt;&lt;br /&gt;Monster Hunter Tri is the 3rd "core" installment of the franchise, and I haven't played it since back on the playstation days. Keeping this in mind, I had some prior knowledge as to how the game works, so it was rather easy for me to pick up.&lt;br /&gt;&lt;br /&gt;&lt;em&gt;Gameplay:&lt;/em&gt;&lt;br /&gt;&lt;br /&gt;For beginners, Monster Hunter has always had a bit of a learning curve, but anyone who takes the time to read the manual and play around with it enough can easily get the hang of how to deal with most of the game. Mechanic wise, the game gives a large selection of weapons (7 to be exact), and each feels pretty unique as for attacks. These attacks are performed in a manner of ways depending on what controller you are using, as Tri is set up for both Wiimote and Classic Controller play, even allowing two configurations with the Classic.&lt;br /&gt;&lt;br /&gt;The general way things go involves starting in the village (or city, if online), taking a quest (or just wandering to the solo woods if free hunting) that leads to killing monsters (some peaceful little deer types, some gigantic monstrous dragons that want to eat you and your friends), carving them up for parts (random "drop" achieved from carving), gathering other goods (through mining ores, picking plants, catching bugs, and searching bone piles), and (if on quest) achieving the goal of your quest. Anything gathered is then either sold or, more often then not, stored for later use as a weapon or armor component.&lt;br /&gt;&lt;br /&gt;Weapons and armor can both be Forged and Upgraded. In the case of weapons, upgrading is the way to go, costing less and enhancing the weapon to new forms with better qualities. In the case of armor, Forging new pieces is the greater help, as upgrading simply increases the defensive stat a little each time. In both cases, different components are needed (such as 2 unknown skulls, 3 scales, an 15 bones) with a bit of money to complete. The rewarding part, however, is seeing how all these parts put in makes it look different (you can tell someone killed the big red dragon to make the armor, since it looks very similar to the big red dragon).&lt;br /&gt;&lt;br /&gt;Camera controls are done with the D-pad, allowing a pretty good range of not having blind-issues. In underwater segments (new to Tri), the up/down camera is also used to control depth while in motion (looking down while swimming forward makes you go down). While underwater, there is also a breath gauge, which can be restored by surfacing, items, or swimming into bubbles - it isn't something that drains so fast it makes you feel in a hurry though, which is good considering the kill-carve- repeat philosophy of the game.&lt;br /&gt;&lt;br /&gt;As said before, the controller setup dictates the controls of the game, and with the wiimote it can be a little hairy at times - having the controller tilted left while hitting "A" for instance will do a side slash, while holding it perpendicular to the floor an holding "A" will do a chargeable overhead slash with the Great Sword. Sometimes though, you aren't holding the controller just right and you get a swing opposite what you wanted. More troubling then executing the attacks (which are easy when you get the hang of it and practice with a weapon) is lining up attacks. Monsters are constantly moving, an even though the camera offers you great control, getting that forward cut to hit when you are off by just a little can sometimes cause much grief.&lt;br /&gt;&lt;br /&gt;Some mini-game like material exists, with the combining of items (as simple as picking combine, selecting an item, and looking for the material that is highlighted informing you it can be combined) and cooking of food (raw meat carved from monsters can be cooked using a BBQ pit, resulting in a game of watching your spinning fillet turn progressively browner, and stopping it hopefully before the charcoal black BURNT status).&lt;br /&gt;&lt;br /&gt;All gauges are easily visible and laid out across the screen nicely, from time left on a mission, air, health, weapon durability (sharpness), and stamina (regained by eating food, used by running/dodging/blocking).&lt;br /&gt;&lt;br /&gt;The largest problem with the game doesn't really come from gameplay, but rather the feel of grinding - there are no levels, but the amount of material needed to upgrade your gear can lead to spending two hours simply killing the deer-type Kelbi to try and gather some horns, for example. Part of this may have been able to be remedied if there was a bit more focus on a plot, but then it wouldn't feel like monster hunter if you took the emphasis away from hunting monsters.&lt;br /&gt;&lt;br /&gt;Multiplayer is set up similar to a quest-only version of single player, with I believe 4 people per hunting party, but numerous people per "city" (I have yet to really tool around with the multiplayer, thanks to not having anyone I know own the game).&lt;br /&gt;&lt;br /&gt;There is also an in-house split screen mode called Arena, that I haven't tried, that alludes to being you and a friend versus whichever 'boss" character you choose to fight.&lt;br /&gt;&lt;br /&gt;&lt;em&gt;Plot:&lt;/em&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;There really isn't one. Your a hunter, hired by a village, to eventually kill a giant water monster that showed up. Ideally, you take jobs as a hunter, become a better more renowned hunter, and just keep killing more monsters that get harder as you go. With a game that has such a blunt, straight to the point title as Monster Hunter, I guess it should be expected that the game is all about hunting, and not a huge story of love and revenge and saving the world. Right?&lt;br /&gt;&lt;p&gt;&lt;em&gt;Graphics:&lt;/em&gt;&lt;/p&gt;&lt;p&gt;&lt;br /&gt;Graphically, it's the best Monster Hunter yet. The animations are all fluid, although the walking animation will often carry you past what you wanted when you wish to move just ever so slightly. It might not be up to the standards of games on the other current gen systems, but the wii handles it near flawlessly, so far exhibiting no frame rate drops or odd glitches, although the game itself's gear can cause clipping issues (when sheeted, the sword and shield combo weapon's sword goes THROUGH the shield, which makes it look like a strange off-centered spike on the shield). &lt;/p&gt;&lt;p&gt;&lt;em&gt;Audio:&lt;/em&gt;&lt;/p&gt;&lt;p&gt;The sounds are pretty top notch. Animals all sound different, the cooking pit noise is incredibly catchy, and most of the weapons sound like they hurt when they hit. Music is good, when you heart it, but most of the time if it is there you barely notice thanks to all the ambiance.&lt;/p&gt;&lt;p&gt;&lt;/p&gt;&lt;p&gt;Overall, I love the game, even if it is essentially grinding for items to make the next better gear. It reminds me a lot of Phantasy Star Online, except with gear that visibly changes every time you equip it, and no real noteworthy in-house multiplayer. Rent it first to see if you could enjoy it, and buy it if you are already a fan.&lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4147632265385387273-8511525844439916312?l=k986terminal.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4147632265385387273/posts/default/8511525844439916312'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4147632265385387273/posts/default/8511525844439916312'/><link rel='alternate' type='text/html' href='http://k986terminal.blogspot.com/2011/01/monster-hunter-tri.html' title='Monster Hunter Tri'/><author><name>Korban Dallas</name><uri>http://www.blogger.com/profile/06488953422783374360</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://img.youtube.com/vi/sszKvuRwUAY/default.jpg' height='72' width='72'/></entry><entry><id>tag:blogger.com,1999:blog-4147632265385387273.post-2339321226382798495</id><published>2011-01-23T14:56:00.004-05:00</published><updated>2011-01-23T15:08:17.155-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Hardware tron'/><category scheme='http://www.blogger.com/atom/ns#' term='peripherals'/><title type='text'>Tron Wiimote</title><content type='html'>&lt;iframe class="youtube-player" title="YouTube video player" height="390" src="http://www.youtube.com/embed/9m55_PYpkjY?rel=0" frameborder="0" width="480" type="text/html"&gt;&lt;/iframe&gt;&lt;br /&gt;&lt;br /&gt;Being another piece of hardware, we'll use the same setup as last time.&lt;br /&gt;&lt;strong&gt;&lt;/strong&gt;&lt;br /&gt;&lt;strong&gt;PROS:&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;&lt;ul&gt;&lt;li&gt;Lights up with LED technology&lt;/li&gt;&lt;li&gt;Textured grip on top of the sides allows better grip and comfort&lt;/li&gt;&lt;li&gt;Same sensitivity/functionality as the normal wiimote - not loosing functionality for looks&lt;/li&gt;&lt;li&gt;Same size as other wiimotes, allowing it to fit in all the peripheral gadgets (zappers, fake swords, tennis rackets, what have you)&lt;/li&gt;&lt;li&gt;Comes with pretty blue-striped lanyard, in the old lanyard style (not the new super-lock style)&lt;/li&gt;&lt;/ul&gt;&lt;p&gt;&lt;strong&gt;CONS:&lt;/strong&gt;&lt;/p&gt;&lt;ul&gt;&lt;li&gt;Eats batteries faster than standard controller&lt;/li&gt;&lt;li&gt;Motion+ is not built in (as I hear some newer wiimotes will have it)&lt;/li&gt;&lt;li&gt;"A" button feels a tad 'squishy' compared to standard wiimotes.&lt;/li&gt;&lt;/ul&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4147632265385387273-2339321226382798495?l=k986terminal.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4147632265385387273/posts/default/2339321226382798495'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4147632265385387273/posts/default/2339321226382798495'/><link rel='alternate' type='text/html' href='http://k986terminal.blogspot.com/2011/01/tron-wiimote.html' title='Tron Wiimote'/><author><name>Korban Dallas</name><uri>http://www.blogger.com/profile/06488953422783374360</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://img.youtube.com/vi/9m55_PYpkjY/default.jpg' height='72' width='72'/></entry><entry><id>tag:blogger.com,1999:blog-4147632265385387273.post-2804166758726352880</id><published>2010-12-12T17:43:00.003-05:00</published><updated>2010-12-12T18:38:38.818-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Splatterhouse'/><title type='text'>Splatterhouse</title><content type='html'>&lt;p&gt;&lt;object width="425" height="344"&gt;&lt;param name="movie" value="http://www.youtube.com/v/FMEaSko6uzY?fs=1&amp;amp;hl=en_US&amp;amp;rel=0&amp;amp;color1=0x5d1719&amp;amp;color2=0xcd311b"&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;embed src="http://www.youtube.com/v/FMEaSko6uzY?fs=1&amp;amp;hl=en_US&amp;amp;rel=0&amp;amp;color1=0x5d1719&amp;amp;color2=0xcd311b" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;br /&gt;When a game has an M rating, normally its for something stupid like foul language. When Splatterhouse has an M rating, its because if it doesn't bleed, swear, or look like something that should be inside of the body as opposed to where it is, then chances are its a naked photograph.&lt;br /&gt;&lt;br /&gt;Game play wise, it's a pretty dang solid game. Classic block/dodge, light attack, heavy attack, "special" mask move, "berserk mode", and grab move buttons all exist. Most sections involve simply beating the crap out of everything in the area, then moving to the next, with some mild interactions of "pick the blood sigil that is correct or fight more bad guys" and "throw bad guys onto these spikes to unlock the way" thrown in. In a classy, nostalgia-ridden move, they have also set some stages where the view point suddenly changes to that of a side-scroller, which adds a little bit of something different that is still mostly the same to the play. Moves/skills are unlocked via earning blood/necro, which is earned by (what else) killing the faces off of anything you come across. And I mean literally killing faces...&lt;br /&gt;&lt;br /&gt;The game incorporates 'Splatterkills', which are nothing but a gruesome and cool way of finishing off a guy who has been pummeled to the point of a red outline. These kills, outside of looking like they would hurt extremely, net you the most blood for your punch, and also sometimes net you an appendage to beat someone else with. Yeah, you can pick up severed arms and heads, then use them to beat their friends with. In some instances (these particularly annoying blue-veined ghouls), enemies will even cause you to loose an arm. This effects numerous things and is quite inconvenient (you move slower, can't grapple, can't run, can't do combo attacks, can't use weapons), although using the games healing move will automatically regrow it if you don't feel patient enough to wait for it to come back by itself. Each enemy has one or two splatter kills associated with it (from what I can gather), but the face button's required to push will randomly change (by face button, I mean your A B X Y buttons). Also, a one-liner will normally be spouted from the Mask (the Terror Mask), such as "Hey, it's a twist top!"&lt;br /&gt;&lt;br /&gt;Graphically the game is no push-over. Violence sticks around for a while, both blood-splattered floors and walls, and on Rick (you), making him look downright frightening at times. Damage to Rick is also displayed on him, leading to visible ribs, bones sticking out from severed arms, and all the pleasantries of such carnage. The in-game collectibles (Jen's Photos) are another part of the M rating (as if the Mask's constant swearing, sexual innuendos, and violence weren't enough already), as at least half of said photographs are generally topless (and there hasn't even been a big deal about it in the news or papers yet?). Honestly, this doesn't bother me, and if anything it's more incentive to get than some little dog-tag or laptop that does nothing anyways.&lt;br /&gt;&lt;br /&gt;On the audio front, I have to give the game my vote for "best soundtrack of the year." Why? Its practically all Metal, and I like metal. Even if you don't like metal, it belongs in a game such as this, where the heavy pounding beats and violent guitar riffs only fuel the carnage you are about to unleash on the little digital world. The sound effects themselves are good, letting you really know just how much it hurt to get hit by that lead pipe a second ago. The voice over jobs are actually rather surprising. I've played more serious games that weren't as convincing as this, even when it starts to break that 4th dimension with comments like "This is what got us an M rating kid."&lt;br /&gt;&lt;br /&gt;The largest downside to the game is the ending battles. I mean, there is one point at the start that involves some platforming that was rather difficult, but at that point its the only platforming you've done in the game, so you are totally not ready for it. The end of the game though...it quickly turns into a series of mini-boss type enemy fights. And not just one after the other, but at one point you have 4 of one type of mini-boss and 2 of another type all at once, and your expected to deal with them. To do this normally is just plain a nuisance, so I ended up resorting to using "berserk mode" to clear majority out as quick as possible (this can be seen to an extent in the video review). &lt;/p&gt;&lt;p&gt;Also of note, by beating story mode you unlock all three original Splatterhouse games to play, and there is also an Arena mode, which consists of beating the crap out of 20 waves of enemies to get a "rank", based on time, performance, and how many of the "hidden bonus objectives" you completed.&lt;br /&gt;&lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4147632265385387273-2804166758726352880?l=k986terminal.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4147632265385387273/posts/default/2804166758726352880'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4147632265385387273/posts/default/2804166758726352880'/><link rel='alternate' type='text/html' href='http://k986terminal.blogspot.com/2010/12/splatterhouse.html' title='Splatterhouse'/><author><name>Korban Dallas</name><uri>http://www.blogger.com/profile/06488953422783374360</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author></entry><entry><id>tag:blogger.com,1999:blog-4147632265385387273.post-9108996693284790945</id><published>2010-12-12T17:29:00.004-05:00</published><updated>2010-12-12T18:38:59.936-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='accessories'/><category scheme='http://www.blogger.com/atom/ns#' term='periphreals'/><category scheme='http://www.blogger.com/atom/ns#' term='mic'/><category scheme='http://www.blogger.com/atom/ns#' term='modern warfare 2'/><title type='text'>Modern Warfare 2 Throat Communicator</title><content type='html'>&lt;p&gt;&lt;object width="425" height="344"&gt;&lt;param name="movie" value="http://www.youtube.com/v/L9WQvvZdEIY?fs=1&amp;amp;hl=en_US&amp;amp;rel=0&amp;amp;color1=0x5d1719&amp;amp;color2=0xcd311b"&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;embed src="http://www.youtube.com/v/L9WQvvZdEIY?fs=1&amp;amp;hl=en_US&amp;amp;rel=0&amp;amp;color1=0x5d1719&amp;amp;color2=0xcd311b" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;/p&gt;&lt;p&gt;Alright, it's finally here, and for this we are gonna do things a bit different. Enter &lt;em&gt;the list&lt;/em&gt; folks:&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Pros:&lt;/strong&gt;&lt;br /&gt;&lt;/p&gt;&lt;ul&gt;&lt;li&gt;Excellent clarity of voice carried through&lt;/li&gt;&lt;li&gt;Mic pics up everything&lt;/li&gt;&lt;li&gt;Style won't muss up your hair&lt;/li&gt;&lt;li&gt;Attached clip so cable can be 'pinned' to clothes&lt;/li&gt;&lt;li&gt;Mute toggle switch, so people don't need to listen to you talk to in-house friends&lt;/li&gt;&lt;li&gt;Volume dial to control inbound volume&lt;/li&gt;&lt;li&gt;Single prong, second generation microphone jack&lt;/li&gt;&lt;li&gt;No battery&lt;/li&gt;&lt;/ul&gt;&lt;p&gt;&lt;strong&gt;Cons:&lt;/strong&gt;&lt;/p&gt;&lt;ul&gt;&lt;li&gt;Single ear bud is rather quiet&lt;/li&gt;&lt;li&gt;Ear bud tends to fall out of ear if you move around much&lt;/li&gt;&lt;li&gt;Mic pics up everything in the room (including the game your playing)&lt;/li&gt;&lt;li&gt;Not for people with large necks&lt;/li&gt;&lt;/ul&gt;&lt;p&gt;And that sums up this little bugger. Honestly, I prefer the wireless headset to this, but this won't suddenly die in the middle of an online match.&lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4147632265385387273-9108996693284790945?l=k986terminal.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4147632265385387273/posts/default/9108996693284790945'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4147632265385387273/posts/default/9108996693284790945'/><link rel='alternate' type='text/html' href='http://k986terminal.blogspot.com/2010/12/modern-warfare-2-throat-communicator.html' title='Modern Warfare 2 Throat Communicator'/><author><name>Korban Dallas</name><uri>http://www.blogger.com/profile/06488953422783374360</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author></entry><entry><id>tag:blogger.com,1999:blog-4147632265385387273.post-3953274986024946432</id><published>2010-11-14T22:34:00.003-05:00</published><updated>2010-11-15T22:24:20.004-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='rock band 3'/><title type='text'>Battle of the Band Games 2 - Rock Band 3</title><content type='html'>&lt;p&gt;&lt;object width="425" height="344"&gt;&lt;param name="movie" value="http://www.youtube.com/v/DpLihApbrEU?fs=1&amp;amp;hl=en_US&amp;amp;rel=0&amp;amp;color1=0x5d1719&amp;amp;color2=0xcd311b"&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;embed src="http://www.youtube.com/v/DpLihApbrEU?fs=1&amp;amp;hl=en_US&amp;amp;rel=0&amp;amp;color1=0x5d1719&amp;amp;color2=0xcd311b" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;/p&gt;&lt;p&gt;&lt;/p&gt;&lt;p&gt;Alright, given this is part two of two, I will take some liberties and assume you read part one. If you didn't, then your missing an explanation of controls and some of the "same" points between the two games.&lt;/p&gt;&lt;p&gt;Rock Band 3, by default on the disc, has 83 songs. This is only about 7 less than the newest guitar hero, but when you factor in the number of songs that have already appeared in past music games, the number gets cut significantly. This may be good news to some, because they wanted all those songs, but to others not so much.&lt;/p&gt;&lt;p&gt;The controls are the same here (with the exception of less pads on the drum set), and the only difference is how star power is deployed on the drums and vocals. For drums, a "fill" section is added, where you can drum whatever hits your little heart wants, as long as you hit that cymbal at the end in time to activate. For vocals, a psychedelic section appears, indicating that you must scream or otherwise make a loud noise into the mic to activate. Honestly, I personally find it sub par to the free-willed open tactics used in GH, and it makes it less useful in RB3.&lt;/p&gt;&lt;p&gt;One aspect of controls I could not test is the new Pro Mode instruments. Why couldn't I? I'm not rich. The biggest drawback to this game is the new features. For starters, they added a keyboard - although scrolling down the list at minimum one quarter the songs do not have a keyboard part anyways - and of course the new Pro Mode. What a wonderful idea! To have the game basically TEACH you how to play real instruments! Yet... 120 dollars for a pro guitar, and 60 dollars for a cymbal attachment for the drums... it gets pricey - too pricey - rather quick.&lt;/p&gt;&lt;p&gt;The outfit selection is about equal to other RB games, except practically every single piece of clothes and accessories is locked and tied to some achievement, like "complete Road Warrior set list", which is all fine and good until you read that some of the coolest stuff requires you to do Pro Mode, which means shell out all that money for pro instruments. &lt;/p&gt;&lt;p&gt;The band failure is still the same thing - 3 strikes and you fail, as the bar will continually drop regardless what the other band members do.&lt;/p&gt;&lt;p&gt;So what to go with? Again, not that RB3 is a bad game, but if you only had to get one, I would recommend you stick with GH's newest addition. RB3 has plenty of potential for those wanting to get into playing real instruments, but only if you actually have the bankroll to do it. &lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4147632265385387273-3953274986024946432?l=k986terminal.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4147632265385387273/posts/default/3953274986024946432'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4147632265385387273/posts/default/3953274986024946432'/><link rel='alternate' type='text/html' href='http://k986terminal.blogspot.com/2010/11/battle-of-band-games-2-rock-band-3.html' title='Battle of the Band Games 2 - Rock Band 3'/><author><name>Korban Dallas</name><uri>http://www.blogger.com/profile/06488953422783374360</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author></entry><entry><id>tag:blogger.com,1999:blog-4147632265385387273.post-4161205100775194364</id><published>2010-11-14T22:33:00.004-05:00</published><updated>2010-11-15T21:43:59.209-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Guitar Hero'/><title type='text'>Battle of the Band Games 1- Guitar Hero: Warriors of Rock</title><content type='html'>&lt;p&gt;&lt;object width="425" height="344"&gt;&lt;param name="movie" value="http://www.youtube.com/v/CyaASXBlG0s?fs=1&amp;amp;hl=en_US&amp;amp;rel=0&amp;amp;color1=0x5d1719&amp;amp;color2=0xcd311b"&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;embed src="http://www.youtube.com/v/CyaASXBlG0s?fs=1&amp;amp;hl=en_US&amp;amp;rel=0&amp;amp;color1=0x5d1719&amp;amp;color2=0xcd311b" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;/p&gt;&lt;p&gt;&lt;/p&gt;&lt;p&gt;Guitar Hero. It's a name most all of us now, and some of us love. For the musically challenged, or people like me who just can't manage the fandangle of so many strings and frets, its a way to feel like your a rocker, without ever having to leave the house. For people that love music and games, its an excuse to hear some of your enjoyed songs while playing a game with reason.&lt;/p&gt;&lt;p&gt;&lt;/p&gt;&lt;p&gt;The general format to Guitar Hero hasn't changed much over the years. Notes (circles) come down from the top of the screen, and you hit them in time. If you do well on the "star notes", you build up "star power" that when used enhances your score modifier (or even saves you from an untimely loss). In the case of singing, various formats are available, but most often used is the scrolling style, which displays an actual graph-style bar that you can use to judge if you have to raise or lower your pitch.&lt;/p&gt;&lt;p&gt;Star power is deployed through either a tilt of the controller (guitar), a double cymbal hit (GH 6-part drums), or a simple button press on the controller (vocals). Notes are as simple as hitting whats displayed when it lines up with the bar on the bottom.&lt;/p&gt;&lt;p&gt;The character customization is nearly entirely open from the start, although there are plenty of accessories and outfits to unlock through playing either the story mode or quickplay mode. All instruments can be customized to a righteous amount, although when it comes to the guitars I can see a lot of people going with the more...outlandish 'hero' guitars (such as the bat wing, the battle axe, or even the Frostmourne from World of Warcraft) after they are unlocked.&lt;/p&gt;&lt;p&gt;The story mode goes along the lines of the Deity of rock being beat by some big techno-looking robot, and the characters (many from previous GH games - such as Judy Nails, Pandora, and Axel) must go about reaching enough "power stars" (the measurement of how good you did) to become their inner warrior (pandora turns into a dark elf, judy a winged demon, Axel a mummy) and quest for the Axe of power, to return the Deity to power and defeat the techno-monster. Its cheesy, but plays out exactly like an old metal video, especially the set piece in the background during the final three-song set list, where they battle (lasers from instruments and all) the monster, releasing the Deity who battles it with his axe to the dramatic and awesome sounds of Megadeth.&lt;/p&gt;&lt;p&gt;Each warrior has a special power associated with them as well, from earning 4x star power off of the star power notes, to instant revives should you fail out. These become unlocked for use in some of the quickplay + challenges - a new way of adding replay-ability to the song list. The more stars you get, the higher your "rank", the more stuff you unlock through playing quickplay alone. Challenges range from "get a high score using powers" to "shake the guitar while rocking out in the designated sections".&lt;/p&gt;&lt;p&gt;Multiplayer is there, from quest mode, to competitive showdowns, from a mano a mano all the way up to full band duels. Although I haven't gotten a large chance to check into it, I believe the band fail out has been changed to a format where upon failing, a gauge appears that instructs the player to "win back the crowd!" What this means is you keep playing, and do good, and then you don't fail. It's honestly much more forgiving then the Rock Band 3 strikes your band fails entirely gimmick.&lt;/p&gt;&lt;p&gt;The track list, DLC excluded, comes at a whopping 90 tracks on disc, mostly all of which are new to the genre. Classic hits like Renegade by Styx, or heavy tv style with Bloodlines by Dethklok, or even just stunning hits people have almost been afraid to see such as Steve Vai. With 90 songs, its pretty easy for everyone to find a song they like.&lt;/p&gt;&lt;p&gt;In the battle of the bands, I would say this one wins. Simply put, it's easier to jump into and have fun without buying anything extra (beyond the main set of instruments you need to play of course).&lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4147632265385387273-4161205100775194364?l=k986terminal.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4147632265385387273/posts/default/4161205100775194364'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4147632265385387273/posts/default/4161205100775194364'/><link rel='alternate' type='text/html' href='http://k986terminal.blogspot.com/2010/11/bsttle-of-band-games-1-guitar-hero.html' title='Battle of the Band Games 1- Guitar Hero: Warriors of Rock'/><author><name>Korban Dallas</name><uri>http://www.blogger.com/profile/06488953422783374360</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author></entry><entry><id>tag:blogger.com,1999:blog-4147632265385387273.post-5970861477343048359</id><published>2010-11-14T22:09:00.003-05:00</published><updated>2010-11-14T22:30:16.157-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='star wars force unleashed 2'/><title type='text'>Star Wars: Force Unleashed 2</title><content type='html'>&lt;object width="425" height="344"&gt;&lt;param name="movie" value="http://www.youtube.com/v/Tq9KE9msnF8?fs=1&amp;amp;hl=en_US&amp;amp;rel=0&amp;amp;color1=0x5d1719&amp;amp;color2=0xcd311b"&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;embed src="http://www.youtube.com/v/Tq9KE9msnF8?fs=1&amp;amp;hl=en_US&amp;amp;rel=0&amp;amp;color1=0x5d1719&amp;amp;color2=0xcd311b" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;br /&gt;So yeah... This wasn't what most of us thought of when we heard we where getting a sequel to the hit Force Unleashed. The first game had hours of fun, a long campaign filled with long-to level force powers, combos, and a (bit exaggerated) million costumes to wear for your character. The only thing really wrong was a semi-bad combat camera, repetitive kill keys (Quick Time Events for finishing off a character).&lt;br /&gt;&lt;br /&gt;The second one, however, they didn't quite listen to some of the flak they got. They changed the saber crystal system (in most our minds) a step backwards. Instead of having independent color and ability crystals, its all combined, meaning its more a functional choice then an aesthetic choice. Minor gripe really. The kill events are less varied - one event for every type of that bad guy (the past Unleashed had at least two or three per enemy type) that can be killed in such a manner. The bad guys are fewer in type, but more specific in their roles. The only real new force power is Mind Trick - sure, it leads to a few fun moments, but its fundamentally flawed in the fact that whomever you trick seems to be, well, incredibly weaker than their compatriots.&lt;br /&gt;&lt;br /&gt;Yeah, the graphics are a step up, especially noticeable on stages like Kamino, where its always raining (when your outdoors anyways). On the flip side of this coin, there are only (IRRC) four stages, and two of them are kamino. This means variety is pretty low.&lt;br /&gt;&lt;br /&gt;However, the biggest problem is the overall play time. You're looking at 10 hours on normal mode, and that's if you factor in all the "challenges". Of course, the challenges are the only thing linked to the leaderboards, and their real only purpose is to unlock extras, or costumes, or earn a few XP points to upgrade your force abilities. The hardcore fan will appreciate some of the little voiced-over comics it adds by doing these, as they go into the whole "luke starkiller" storyboards - something I never knew about, but have a decent understanding off thanks to a friend who is big into the Star Wars fiction.&lt;br /&gt;&lt;br /&gt;So really, it controls fine, it plays fine, and any problems you may have experienced playing the first are still there. The real set back is a weak playtime amount, and the story itself can seem pretty shabby at times (considering how nicely it wrapped up the first, they did a pretty good job all considering.&lt;br /&gt;&lt;br /&gt;Really though, rent this one before you buy it, unless your a real devoted fan, because there isn't much too it.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4147632265385387273-5970861477343048359?l=k986terminal.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4147632265385387273/posts/default/5970861477343048359'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4147632265385387273/posts/default/5970861477343048359'/><link rel='alternate' type='text/html' href='http://k986terminal.blogspot.com/2010/11/star-wars-force-unleashed-2.html' title='Star Wars: Force Unleashed 2'/><author><name>Korban Dallas</name><uri>http://www.blogger.com/profile/06488953422783374360</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author></entry><entry><id>tag:blogger.com,1999:blog-4147632265385387273.post-1972103139859995280</id><published>2010-11-14T22:00:00.005-05:00</published><updated>2010-11-24T20:54:41.960-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Hardware tron'/><title type='text'>Tron Controller</title><content type='html'>File this sexy beauty under AWESOME.&lt;br /&gt;&lt;br /&gt;&lt;object width="425" height="344"&gt;&lt;param name="movie" value="http://www.youtube.com/v/nQrarBiB3pM?fs=1&amp;amp;hl=en_US&amp;amp;rel=0&amp;amp;color1=0x5d1719&amp;amp;color2=0xcd311b"&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;embed src="http://www.youtube.com/v/nQrarBiB3pM?fs=1&amp;amp;hl=en_US&amp;amp;rel=0&amp;amp;color1=0x5d1719&amp;amp;color2=0xcd311b" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;br /&gt;Really though, the video file on this says it all. Rubberized grips on the hand portion, 4 way dpad (as opposed to dpad with directionals). The overall feel is the same as most wired controllers - button sensitivy, stick rotation/sensitivity, button spacing all with no noticeable differances (at least by me). The rubber grips are comfortable, but can attribute to some hand sweating, and I haven't noticed it with any of my other controllers before, but this one has actually rumbled itself off the table during a cutscene before.&lt;br /&gt;&lt;br /&gt;The only real negative on this bad boy is (to some) that its wired, and to more of us, that it does not work with generation 1 headsets (the bad boys with the huge plug part that contains also the mute switch on it). This, of course, is no problem to anyone with the newer headsets (either wireless, or containing just the plug at the end), but for those of us who've been around for a while, its troublesome.&lt;br /&gt;&lt;br /&gt;Addendum: It's been brought to my attention that thanks to the g2 style mic jack, the controller will probably not work with the controller-plugged keypad either (I don't have one, so I can neither confirm or deny this).&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4147632265385387273-1972103139859995280?l=k986terminal.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4147632265385387273/posts/default/1972103139859995280'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4147632265385387273/posts/default/1972103139859995280'/><link rel='alternate' type='text/html' href='http://k986terminal.blogspot.com/2010/11/tron-controller.html' title='Tron Controller'/><author><name>Korban Dallas</name><uri>http://www.blogger.com/profile/06488953422783374360</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author></entry><entry><id>tag:blogger.com,1999:blog-4147632265385387273.post-8450144951806309849</id><published>2010-10-31T11:00:00.003-04:00</published><updated>2010-10-31T12:14:59.650-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='castlevania'/><title type='text'>Castlevania: Lords of Shadow</title><content type='html'>&lt;object width="480" height="385"&gt;&lt;param name="movie" value="http://www.youtube.com/v/H8v3vCstIE8?fs=1&amp;amp;hl=en_US&amp;amp;rel=0&amp;amp;color1=0x5d1719&amp;amp;color2=0xcd311b"&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;embed src="http://www.youtube.com/v/H8v3vCstIE8?fs=1&amp;amp;hl=en_US&amp;amp;rel=0&amp;amp;color1=0x5d1719&amp;amp;color2=0xcd311b" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;br /&gt;Castlevania is no newcomer to the 3d scene, having had various attempts in the past. This newest rendition, however, not only succeeds in its task of being a decent game, but also acts as a complete franchise Reboot (like oh so many movies nowadays).&lt;br /&gt;&lt;br /&gt;So we fall into the shoes of one troubled Gabriel Belmont, a whip (sorry, "combat cross") using bad ass with a Scottish accent who has serious rage problems against evil. It appears that evil has killed his wife, who's soul is now lost to limbo because a dark spell has cut off access to heaven. Thus begins his quest to travel across the entire map of the games 10 or so chapters for revenge and an attempt to return his wife to the land of the living.&lt;br /&gt;&lt;br /&gt;Scenes are voice acted lovely, with Belmont's Scottish-y accent being fun, although I feel that Patrick Stewart's monologues while the chapter is setting up sometimes feel rather un-attached (although I do suppose it fits his character). Most of the animations are quite good as well, although there are some facial animations that leave a person wanting. Details in both the environments and the characters themselves are sometimes stunning, but most of the time your more focused on not dying to enjoy them.&lt;br /&gt;&lt;br /&gt;That brings me to the first point, when you start the game fighting werewolves, you feel utmost bad ass - stomping and slaying left and right. At a certain point in the game, however, you start getting your red-garbed rump handed to you, wondering "what just happened?" It's not that the game is perma-hard or something, far from it, but sometimes the difficulty level ramps at a rate that its more like a stair than a curve - manageable, but could be quite the turnoff to the more casual, not super-great players out there. Puzzles are similar as well - some puzzles are no brainers, others you end up figuring out purely on accident just because you got lucky. In the case of one puzzle after a boss fight, you really have to be perfect in your timing or else you won't get the line of blood to reach its next "pool point", causing you to reset back to the last pool point. Considering there where only about 4 points to hit on the way, it took me well over half an hour for just this one tiny puzzle. Each puzzle normally, however, comes with hints in the form of scrolls, and you can "unlock" the puzzle's solution simply by forfeiting all the exp you would earn otherwise.&lt;br /&gt;&lt;br /&gt;Experience is used to upgrade moves (better combo attacks, stronger special powers), although with how fights work out most the time you'll be using the default attacks and a few of the fancier relic-abilities. This is mainly just because it's rare an enemy (or pack of them) will let you get off a move that focuses on just one of them without interrupting with a dodge or smack to the back of your head, stopping you from what your doing. Bosses, on the other hand, will take the attack and punch your face to show you they don't want any of that. Most the time, its better to just hit with a few normal smacks and then dodge, rinse and repeat. Grapple moves exist, and result in a 'QTE' (quick time event) where you time the push to a large circle shrinking to the smaller circle, and ranges in results from kicking a imp in the crotch, causing it to explode to a simple stake through the heart of the vampire. Sub-weapons exist in this game, although they don't feel nearly as useful as they used to - this may be because they exist in an ammo-count variety instead of a heart usage setup. Silver knives work great against werewolves, and then quickly become something that you could care less about later on. Faeries distract enemies (faeries? Really? With so many sub weapons in the old games, we had to come with faeries?) and can be turned into exploding pint-sized fliers using your "light magic". Holy water is great, AOE (area of effect) weapons, can be used to shield you with the ole LM turned on, but is so limited you don't want to waste them. The last sub weapon is the "crystal" that summons a demon to beat crap up on the screen cut-scene style. Cool and all, but you need to collect 3 parts to get 1 crystal, and that's all you can hold. I think I used it once, just for fun.&lt;br /&gt;&lt;br /&gt;The enemies are varied enough, ranging from staples like the wolves and the vamps all the way to ogres and giant dead dragons reanimated. Of course, the boss size is also as different, and a true scale check can be seen in the video version posted. Each boss may be tricky at first, but you figure out the pattern and what to do, and it becomes a breeze. Well, more a breeze than before anyways.&lt;br /&gt;&lt;br /&gt;The music is there, but it doesn't, to me at least, feel as fun or memorable as the normal castlevania's of the past (with the exception of the theme showing up when you are put inside a music box in one level). The plot itself is nothing super elaborate, although it does have some good plot twists, some I didn't see coming, and one I did after the game's credits roll.&lt;br /&gt;&lt;br /&gt;All in all, I enjoyed playing it, and it was a good use of time (talking 20+ hours just to beat the game on normal difficulty, not getting all the little secrets or bonus tasks). You end up having to revisit some stages to get upgrades to the amount of sub weapons you can carry, which I did, just to not really end up using them in the end, but the replayability is there for the devoted.&lt;br /&gt;&lt;br /&gt;Just in time for Halloween this review is, how fitting?&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4147632265385387273-8450144951806309849?l=k986terminal.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4147632265385387273/posts/default/8450144951806309849'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4147632265385387273/posts/default/8450144951806309849'/><link rel='alternate' type='text/html' href='http://k986terminal.blogspot.com/2010/10/castlevania-lords-of-shadow.html' title='Castlevania: Lords of Shadow'/><author><name>Korban Dallas</name><uri>http://www.blogger.com/profile/06488953422783374360</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author></entry><entry><id>tag:blogger.com,1999:blog-4147632265385387273.post-269785699232415762</id><published>2010-10-03T12:11:00.003-04:00</published><updated>2010-10-08T21:18:20.716-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='front mission'/><title type='text'>Front Mission Evolved</title><content type='html'>Ah yes, Front Mission. I've known you for years - way back into the super nintendo days - as one of the first cool turn-based robot games. Developing yourself over the years with more robo-varioations, better storylines, fun characters, and of course better graphics.&lt;br /&gt;&lt;br /&gt;&lt;object width="480" height="385"&gt;&lt;param name="movie" value="http://www.youtube.com/v/4lGi9rKEONM?fs=1&amp;amp;hl=en_US&amp;amp;rel=0&amp;amp;color1=0x5d1719&amp;amp;color2=0xcd311b"&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;embed src="http://www.youtube.com/v/4lGi9rKEONM?fs=1&amp;amp;hl=en_US&amp;amp;rel=0&amp;amp;color1=0x5d1719&amp;amp;color2=0xcd311b" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;br /&gt;In the particular case of FME, things take a strange twist (much like they did for Front Mission : Gunhazard), where the game is as a matter of fact NOT a turn-based RTS game. In this case, its a shooter type - technically a third person Over The Shoulder, but I still call it First person on accident more often then not. You know what though? Its still a pretty darn fun game. One word of warning though: I got nothing on multiplayer, as I haven't played it yet. So just a SP review for now.&lt;br /&gt;&lt;br /&gt;Alright, so the nitty gritty. Graphically its modern - good looking. The environ's in the single player are varied enough - cities, space, some indoor on-foot missions (yeah, they make you get out of the wanzer!), and even a return to the much reknowned Huffman Island from the original FM game. There are some on-rail vehicle type stages as well, where you are placed on a dual-gatling turrent aboard an Osprey transport, gunning things down on your way to your landing zone, but all stages are experienced on mechanical foot at some point or another, even the arctic and desert levels.&lt;br /&gt;&lt;br /&gt;The campaign's story is what you would expect from both FM and a square-enix title. What starts as a basic revenge part spirals up until it hits the point where its save the world save the girl. Honestly, it leads into the best line in the game (at least, my favourite) exchanged between the main villian and the main hero, and I'm goign to paraphrase it up a bit, you know, to save on forgetting names and what-not:&lt;br /&gt;Hero:"Where's the girl?"&lt;br /&gt;Villian: "The fate of the world is in the balance and all you can worry about is the girl?"&lt;br /&gt;Hero:"I know where the world is, and it's not going anywhere, because I won't let you do anything to it OR the girl!"&lt;br /&gt;&lt;br /&gt;Characterwise, the big show-stealer has always been the Wanzers - that is the giant piloted mech units. Customizable to an extent that makes it instantly familiar to the players of past FM games, one can swap out torso, leg, and both arms of their wanzer, then apply whatever 4 color patterns to the individual parts they want, including gloss levels and decals. Each part has different stats - armor, weight, skate speed (think rocket-boosted skating) for the legs, accuracy for the arms, and energy output for the torso. How it works ideally is that the energy rating of the torso can't be exceeded by the overall weight of the parts and weapons combined. This can be tweaked a little by equipping an energy producing backpack, or some quad-type legs (which are made for equipping more weaponry). Weapons themselves are FM classics - snipers, bazookas, missiles and rockets, robot sized 'brass' knuckles, bats and pneumatic pile-spikes, machine guns and shotguns. The names themselves will make a FM fanatic feel at home, being the same old names from back in the day.&lt;br /&gt;&lt;br /&gt;From a gameplay standpoint, its nothing new. If anyone has played Armored Core before, they will catch on to the mech-based parts just fine - shoulders and bumpers assigned to weapons (arms and shoulder mounts), left stick click activates the 'skate', right stick the 'precision aim', and classic jump, dodge, and bullet time-esque 'E.D.G.E.' mode to the face buttons. When it comes to the non-mech section, it plays out like a typical shooter game.&lt;br /&gt;&lt;br /&gt;Difficulty-wise, its not bad, although having played through on normal, the second to final boss proved quite problematic, taking about 10-12 attempts just to beat him, allowing me to continue with the rest of the mission and fight the final boss (who was a pushover compared to the other). The stage's are all pretty linear, which never bothered me since I get too easily distracted on a wide-open course. Overall, the game gives you enough of a challenge that it makes you wonder why it just ramped up so bad, but not undefeatable in difficulty.&lt;br /&gt;&lt;br /&gt;The sounds are good, and I find the almost transformer-esque noises made quite amusing. I enjoy it, and maybe sometime I'll spend a little time with the multiplayer so I can share my thoughts on that. I mean, heck, its probably got less people playing that other games, but they cant possibly be as bad as the crowd that plays CoD, right?&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4147632265385387273-269785699232415762?l=k986terminal.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4147632265385387273/posts/default/269785699232415762'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4147632265385387273/posts/default/269785699232415762'/><link rel='alternate' type='text/html' href='http://k986terminal.blogspot.com/2010/10/front-mission-evolved.html' title='Front Mission Evolved'/><author><name>Korban Dallas</name><uri>http://www.blogger.com/profile/06488953422783374360</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author></entry><entry><id>tag:blogger.com,1999:blog-4147632265385387273.post-2842513535566428700</id><published>2010-09-29T18:58:00.005-04:00</published><updated>2010-10-08T21:18:07.076-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='castlevania'/><title type='text'>Castlevania: Harmony of Despair</title><content type='html'>Well then, I've decided to try a little something new with this one: Ive made a video to go along with it, so you can get a general idea of the post straight by LISTENING. Aren't I nice?&lt;br /&gt;&lt;br /&gt;&lt;object width="480" height="385"&gt;&lt;param name="movie" value="http://www.youtube.com/v/Yi9QtcJogm0?fs=1&amp;amp;hl=en_US&amp;amp;rel=0&amp;amp;color1=0x5d1719&amp;amp;color2=0xcd311b"&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;embed src="http://www.youtube.com/v/Yi9QtcJogm0?fs=1&amp;amp;hl=en_US&amp;amp;rel=0&amp;amp;color1=0x5d1719&amp;amp;color2=0xcd311b" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;br /&gt;So &lt;span id="SPELLING_ERROR_1" class="blsp-spelling-error"&gt;Castlevania&lt;/span&gt; finally returns to something &lt;span id="SPELLING_ERROR_2" class="blsp-spelling-corrected"&gt;that's&lt;/span&gt; not portable. Isn't that great?&lt;br /&gt;&lt;br /&gt;Nostalgia aside, the game plays as smooth as one would expect. Classic controls keep things simple, with some slight alterations to modern hardware that allows for a little something extra : By assigning the Right Bumper to a "character move", one can now have one less special combination to worry about (in &lt;span id="SPELLING_ERROR_3" class="blsp-spelling-error"&gt;Alucard's&lt;/span&gt; case, you turn to mist for a short span, Jonathon blocks, &lt;span id="SPELLING_ERROR_4" class="blsp-spelling-error"&gt;Shanoa&lt;/span&gt; uses her magnetic field to grasp "anchors" in the background).&lt;br /&gt;&lt;br /&gt;The stages are limited, and I cant argue with that. At only 6 levels, some people will grow tired of it fast. The fact that each of the 6 characters feel unique does help a lot to keep things interesting on multiple play &lt;span id="SPELLING_ERROR_5" class="blsp-spelling-error"&gt;throughs&lt;/span&gt;, and the collection element (leveling up skill moves/spells, getting more armor/weapons/items) will no doubt draw a good deal of people - its what keeps a lot of people coming back to &lt;span id="SPELLING_ERROR_6" class="blsp-spelling-error"&gt;MMO's&lt;/span&gt;, after all. That being said, the stages are finely detailed in their &lt;span id="SPELLING_ERROR_7" class="blsp-spelling-corrected"&gt;immense&lt;/span&gt; 2d states. Drawn from 'the source' (the &lt;span id="SPELLING_ERROR_8" class="blsp-spelling-error"&gt;nintendo&lt;/span&gt; &lt;span id="SPELLING_ERROR_9" class="blsp-spelling-error"&gt;DS&lt;/span&gt; &lt;span id="SPELLING_ERROR_10" class="blsp-spelling-error"&gt;castlevania&lt;/span&gt; games), they represent various stages that newer fans (or older ones who have played them) will recognize, and the addition of a &lt;span id="SPELLING_ERROR_11" class="blsp-spelling-corrected"&gt;seamless&lt;/span&gt; &lt;span id="SPELLING_ERROR_12" class="blsp-spelling-error"&gt;multiplayer&lt;/span&gt; (as in, it feels the same playing with one or more people) lets you experience it in a new much appreciated light.&lt;br /&gt;&lt;br /&gt;The biggest changes, of course, are foregoing the plot for a more &lt;span id="SPELLING_ERROR_13" class="blsp-spelling-error"&gt;multiplayer&lt;/span&gt; friendly set-up: Loot the treasure to get stronger, then kill the boss. Some treasure can be gotten only with multiple people playing, or by using specific characters (sometimes even cheating the game to get there when it doesn't think you can). The downside of this, of course, means that you are getting that short 60 minute or less run of the road each time, as opposed to having an elaborate progression of events incorporated in the average yarn of the tale.&lt;br /&gt;&lt;br /&gt;Graphics are an eye of the beholder thing really, but the sprites are richly detailed and the entire game has that look of polish. The character models are offered in various colors ( to help alleviate the problem of multiple players choosing the same character), and each weapon looks its own. The backgrounds themselves even have weather animations (such as the lightning flashes in Stage 6), which add to the atmosphere.&lt;br /&gt;&lt;br /&gt;The music is awesome, in that heavy &lt;span id="SPELLING_ERROR_14" class="blsp-spelling-error"&gt;castlevania&lt;/span&gt; styling that I personally love.&lt;br /&gt;&lt;br /&gt;The &lt;span id="SPELLING_ERROR_15" class="blsp-spelling-error"&gt;multiplayer&lt;/span&gt; works great, with the exception of setting it up with friends is a chore. In order to all play together, one must set together a "team", which must be done before you get to the character/map selection screen. Of course, if you want to back out of the map/selection screen, then you have to leave the team altogether, which means if your playing with one friend, then another wants to join in, you have to go recreate from step one as opposed to the more streamlined "join session in progress" that &lt;span id="SPELLING_ERROR_16" class="blsp-spelling-error"&gt;xbox&lt;/span&gt; normally offers.&lt;br /&gt;&lt;br /&gt;All in all, the game is fun, and well worth the 15 dollar price tag, hopefully with some &lt;span id="SPELLING_ERROR_17" class="blsp-spelling-error"&gt;DLC&lt;/span&gt; on the way (that wont cost as much as some &lt;span id="SPELLING_ERROR_18" class="blsp-spelling-error"&gt;DLC&lt;/span&gt; out there...). I've honestly spent so much time on the thing I'm personally surprised over it, since with only 6 stages and 5 characters, I thought it would grow old fast. What a &lt;span id="SPELLING_ERROR_19" class="blsp-spelling-corrected"&gt;pleasant&lt;/span&gt; surprise.&lt;br /&gt;&lt;br /&gt;Oh, nostalgia.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4147632265385387273-2842513535566428700?l=k986terminal.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4147632265385387273/posts/default/2842513535566428700'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4147632265385387273/posts/default/2842513535566428700'/><link rel='alternate' type='text/html' href='http://k986terminal.blogspot.com/2010/09/castlevania-harmony-of-despair.html' title='Castlevania: Harmony of Despair'/><author><name>Korban Dallas</name><uri>http://www.blogger.com/profile/06488953422783374360</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author></entry><entry><id>tag:blogger.com,1999:blog-4147632265385387273.post-6276459776975085570</id><published>2010-09-26T20:07:00.004-04:00</published><updated>2010-10-08T21:17:55.203-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='modern warfare 2'/><title type='text'>Call of Duty: Modern Warfare 2</title><content type='html'>It's been a long time coming that my opinions on this disasterpeice be known. Some, possibly even most, may consider this game to be the utmost in awesome games. Others, like me, see it for what it is - a decent game with a horrid fanbase.&lt;br /&gt;&lt;br /&gt;Let's start it off with the game itself, shall we?&lt;br /&gt;&lt;br /&gt;The plot line is good - not as great as the first, but good. Although the first MW used the "your character has died" routine very few times - that one dramatic moment when you think you somehow survived a nuke just to be proven wrong - the second actually over-uses it to the extent of you not really feeling that same "holy cow" feeling you may have gotten from the first. The actual plot itself is nothing spectacular, but good enough to keep driving a person to the next mission - enough intrigue and backstabbing plot twists to make any person happy. Difficulty has been ramped down from the first, mostly in part to the end of endless enemy waves. Vehicle segments exist add to the variety of normal mission batches.&lt;br /&gt;&lt;br /&gt;When it comes to "missions", theres always the included of the co-op mode, which chops up parts of the campaign and turns it into a small 2 man mash up of single objectives (ie. Kill 10 juggernauts, disarm the two bombs). It's a nice diversion from the single player, since it lets you bring a friend along for the ride to accomplish some great tactical excursions - something the AI is rarely capable of.&lt;br /&gt;&lt;br /&gt;The multiplayer...well, we'll save that for later.&lt;br /&gt;&lt;br /&gt;The weapon selection is broad enough, but the largest problem is outside of the rate of fire they all tend to feel very similar. Some do full auto, some only semi, and some burst, but they all take large round counts to kill anyone on the normal match types, and only one or two rounds to kill someone in the 'hardcore' matches. In addition to this, they've added an entire category of explosive weapons - four rocket launcher types and a single crack-tube grenade launcher. It baffles me as to why such weapons would be needed in a game that is totally infantry-based in multiplayer (where such weapons are still pickable).&lt;br /&gt;&lt;br /&gt;So the maps are pretty varied, ranging from arctic sub bases, blistering deserts, forested estates, all sorts of stuff - including a very "the rock"-esque stage in a prison. These also go into multiplayer.&lt;br /&gt;&lt;br /&gt;So then we get to the biggest problem - the multiplayer. The developers thought hey had a great idea - to force people to chat in-game so that everyone would work as a team for the majoraty of match types - that turned out to be a really, really annoying thing that causes most people to not bother plugging in their mic. To make that matter worse, the game has one of the rudest, most notoriously '12 year old in the parents basement acting like they are big and bad' xbox-live stereotype audiences to exist in any game I have ever played on the xbox, or on the pc. You can't go a match without someone accusing someone of being fat with no friends, not hitting puberty, or spouting the word 'faggot' 10 times in the course of 2 minutes. To make it worse, the few matches that support the Live Party feature have the tendance to seperate your group - sometimes a person just gets dropped from the party, sometimes they get left in a limbo that says they are "waiting for the party leader". The addition of the explosives leads to nothing but grief in multiplayer as well, as people bomb the spawn at the very second of the start of the match from across the stage, wiping out the entire team. The most game-breaking part, however, is the "Tactical Nuke". No game that is multiplayer should have an item, regardless of how hard/easy to get, that instantly ends the match and places the user and his/her team on the top. In a game that supposed to be intense fast paced action, you shouldnt need to worry about a camper winning the game in a ridiculous come from behind instant win victory is needless.&lt;br /&gt;&lt;br /&gt;The number of modes is pretty good, being search and destroy (a classic counter strike type 'set the bomb at point X and make sure it blows up), Deathmatch (and team variant), Domination (a king of the hill type hold-the-points longest), Capture the Flag, and some Harcore (no radar, less health) versions of modes.&lt;br /&gt;&lt;br /&gt;Now, some would say I got no skillz, that the items I say are horrible is just because im a hater or a noob who cant play. I've single handedly won team matches before - is it a consistant occurance? No. To be honest, the juvenile dimwitted actions of most people that play the game keep me away, and many a friend has had to fight to get me to play it. I love the fast paced action, the ability of bullets to penetrate walls, and the utter absolute carnage that can erupt over a capture point. What I dont like is the overall multiplayer experience. To each their own though, to each their own.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4147632265385387273-6276459776975085570?l=k986terminal.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4147632265385387273/posts/default/6276459776975085570'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4147632265385387273/posts/default/6276459776975085570'/><link rel='alternate' type='text/html' href='http://k986terminal.blogspot.com/2010/09/call-of-duty-modern-warfare-2.html' title='Call of Duty: Modern Warfare 2'/><author><name>Korban Dallas</name><uri>http://www.blogger.com/profile/06488953422783374360</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author></entry><entry><id>tag:blogger.com,1999:blog-4147632265385387273.post-2544906871252055689</id><published>2010-09-20T20:27:00.005-04:00</published><updated>2010-10-08T21:17:39.161-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='super robot wars'/><title type='text'>Super Robot Taisen</title><content type='html'>Little known to anyone outside a fan-following of giant robots called &lt;span id="SPELLING_ERROR_0" class="blsp-spelling-error"&gt;mech&lt;/span&gt; (&lt;span id="SPELLING_ERROR_1" class="blsp-spelling-error"&gt;mecha&lt;/span&gt; plural, although some still refer to them as &lt;span id="SPELLING_ERROR_2" class="blsp-spelling-error"&gt;mechs&lt;/span&gt;) in a often known format known as &lt;em&gt;&lt;span id="SPELLING_ERROR_3" class="blsp-spelling-error"&gt;anime&lt;/span&gt;&lt;/em&gt;, this game has seen more iterations than even the power rangers have managed at this point in time. Released only a few times here on American soil due to copyright laws on the various shows contained with-in, some folks might recognize the little game boy/ &lt;span id="SPELLING_ERROR_4" class="blsp-spelling-error"&gt;DS&lt;/span&gt; cartridges named "Super Robot Wars." Yours &lt;span id="SPELLING_ERROR_5" class="blsp-spelling-corrected"&gt;truly&lt;/span&gt; just so happens to be an enormous fan of giant robots, extending from games on different formats, movies, and shows of many different kinds. Heck, I've even tried a few table-top &lt;span id="SPELLING_ERROR_6" class="blsp-spelling-corrected"&gt;war games&lt;/span&gt; involving them, so in this case you all get to be lucky and learn of a little series that offers a big punch.&lt;br /&gt;&lt;br /&gt;The general premise of mostly all &lt;span id="SPELLING_ERROR_7" class="blsp-spelling-error"&gt;SRT&lt;/span&gt; games (outside of Original Generations, which featured completely custom-created content, hence allowing it to be released state-side) involves taking the various shows the characters (and &lt;span id="SPELLING_ERROR_8" class="blsp-spelling-error"&gt;mecha&lt;/span&gt;) come from, and spinning them all into a over-arching story, which for the most part actually takes you through sections of the shows they come from in honest (for instance, you may experience plot lines and events from the actual &lt;span id="SPELLING_ERROR_9" class="blsp-spelling-error"&gt;Gundam&lt;/span&gt; Destiny show, should the game include the characters). This is ideal, since not everyone would necessarily know where the characters are from, and it serves as a manner of introduction and a launch off point for those interested to expand to watching the source material. &lt;span id="SPELLING_ERROR_10" class="blsp-spelling-corrected"&gt;Unfortunately&lt;/span&gt; enough, &lt;span id="SPELLING_ERROR_11" class="blsp-spelling-corrected"&gt;that's&lt;/span&gt; really all I can tell you about the plots, as every copy I have ever played has been in &lt;em&gt;&lt;span id="SPELLING_ERROR_12" class="blsp-spelling-error"&gt;japanese&lt;/span&gt;&lt;/em&gt;, which to me may as well be &lt;span id="SPELLING_ERROR_13" class="blsp-spelling-error"&gt;moonspeak&lt;/span&gt; translated into &lt;span id="SPELLING_ERROR_14" class="blsp-spelling-corrected"&gt;Italian&lt;/span&gt; drawn by a three year old. Thankfully, I've seen most of these shows, so I know whats going on.&lt;br /&gt;&lt;br /&gt;The game itself plays out over a series of 'missions', each with a goal - some as simple as defeat all enemies, survive X rounds, get unit Y to point Z, and even the occasional don't let someone get killed - that will normally have something to do with the &lt;span id="SPELLING_ERROR_15" class="blsp-spelling-corrected"&gt;shows&lt;/span&gt; story path the game is currently following, played out in a classic Turn-Based Strategy format. Each unit has a range it can move, and plethora of attacks drawn straight from its source material. Most the games take place in the 2d realm, with sprites on an overland map being nothing more then the head of the bot in question. As the series goes on, more appear also on more modern consoles, with more improved 3d models replacing their 2d counterparts. &lt;span id="SPELLING_ERROR_16" class="blsp-spelling-corrected"&gt;Consistent&lt;/span&gt; in all, however, is absolutely stunning animations - 2d or 3d - of every attack (which can be turned off if you want to skip them, but lets face it, they are beautiful, why would you do that?).&lt;br /&gt;&lt;br /&gt;An example of a later game in the series, and a Super Robot type:&lt;br /&gt;&lt;object width="480" height="385"&gt;&lt;param name="movie" value="http://www.youtube.com/v/gT7wIIE_L_4?fs=1&amp;amp;hl=en_US&amp;amp;rel=0&amp;amp;color1=0x5d1719&amp;amp;color2=0xcd311b"&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;embed src="http://www.youtube.com/v/gT7wIIE_L_4?fs=1&amp;amp;hl=en_US&amp;amp;rel=0&amp;amp;color1=0x5d1719&amp;amp;color2=0xcd311b" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;br /&gt;The shows contained within are generally numerous and cause the 'bots to be drawn into two categories that effect their rolls game wise: Super and Real type. &lt;strong&gt;Super&lt;/strong&gt; robots are similar to things such as the power ranger's &lt;span id="SPELLING_ERROR_17" class="blsp-spelling-corrected"&gt;giant&lt;/span&gt; robot, where its not really bound in the realm of reality by what it can do. Attacks will often involve such classics as &lt;span id="SPELLING_ERROR_18" class="blsp-spelling-error"&gt;lazer&lt;/span&gt;-eyes, rocket punches, swords/axes drawn from null-space, and of course the awe-inspiring super-attacks. These are generally something you put all your points into defense and power with, as they are not the most mobile things, functioning better as tanks that soak damage and deliver one-hit kills to those unfortunate enough to be in the way. &lt;strong&gt;Real type&lt;/strong&gt; robots, on the other hand are more your &lt;span id="SPELLING_ERROR_19" class="blsp-spelling-error"&gt;Gundam&lt;/span&gt; show style - quick and fickle. Weapons are more a realistic based thing - &lt;span id="SPELLING_ERROR_20" class="blsp-spelling-error"&gt;lazer&lt;/span&gt; guns, machine guns, cannons and missiles, punches and &lt;span id="SPELLING_ERROR_21" class="blsp-spelling-corrected"&gt;over sized&lt;/span&gt; robot swords. Most of these items will have an ammo count associated with it, making you think about your tactics before you send them out to battle. Why would you use a Real type if it potentially dies so fast? After they have been upgraded a bit, they are darn near IMPOSSIBLE to ever hit. Its the classic example of pecking something to death.&lt;br /&gt;&lt;br /&gt;Example of a real type - the Hi Nu &lt;span id="SPELLING_ERROR_22" class="blsp-spelling-error"&gt;Gundam&lt;/span&gt;:&lt;br /&gt;&lt;object width="480" height="385"&gt;&lt;param name="movie" value="http://www.youtube.com/v/LYXR7VfvfIg?fs=1&amp;amp;hl=en_US&amp;amp;rel=0&amp;amp;color1=0x5d1719&amp;amp;color2=0xcd311b"&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;embed src="http://www.youtube.com/v/LYXR7VfvfIg?fs=1&amp;amp;hl=en_US&amp;amp;rel=0&amp;amp;color1=0x5d1719&amp;amp;color2=0xcd311b" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;br /&gt;Mentioned above, there is also in place an "upgrade system", in which the player will take money earned from missions to increase stats on the units available - this normally takes the form of Attack power (self explanatory), defense (&lt;span id="SPELLING_ERROR_23" class="blsp-spelling-corrected"&gt;explanatory&lt;/span&gt;), attack range (duh), evade (really?), HP (numerical life force baby), and Energy (used a real lot by the supers). The dollar amount changes per upgrade and unit, but you really notice the &lt;span id="SPELLING_ERROR_24" class="blsp-spelling-corrected"&gt;difference&lt;/span&gt; in the long run. Of course, with so many units to play with, the player really needs to decide weather to spread out the points, or to focus on their favourite units. Of course, there are also items that can be equipped that do various things - let the unit fly, enhance stats, restore ammo/energy/health, all manner of things - and in the case of &lt;span id="SPELLING_ERROR_25" class="blsp-spelling-error"&gt;reals&lt;/span&gt;, there's weapons as well.&lt;br /&gt;&lt;br /&gt;Although things do get more and more improved as you go through time, with new features (tag-team attacks, nearby units being allowed to jump in and take the hit for another unit, a "favourites" system that allows higher stat increases), better graphics and sprites, more units, etc - the main menu choices are generally the same, so if you play one SR game, you can at the least control the rest without worry. Control &lt;span id="SPELLING_ERROR_26" class="blsp-spelling-corrected"&gt;isn't&lt;/span&gt; really something that can be commented on itself, because its all menu-based choices.&lt;br /&gt;&lt;br /&gt;Now, I've mentioned how it draws heavily from various shows, and hence had issues coming out over here except for a few games that featured original creations. The inspiration to these units can be seen if you know it, but at the same time it also offers up one of the coolest character to be seen in the games, a man who "Shall cleave evil!"&lt;br /&gt;&lt;br /&gt;Proof:&lt;br /&gt;&lt;object width="480" height="385"&gt;&lt;param name="movie" value="http://www.youtube.com/v/mHROH5SBuCI?fs=1&amp;amp;hl=en_US&amp;amp;rel=0&amp;amp;color1=0x5d1719&amp;amp;color2=0xcd311b"&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;embed src="http://www.youtube.com/v/mHROH5SBuCI?fs=1&amp;amp;hl=en_US&amp;amp;rel=0&amp;amp;color1=0x5d1719&amp;amp;color2=0xcd311b" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;br /&gt;So yes, in the end unless you download a Rom or something - not endorsed by the US, &lt;span id="SPELLING_ERROR_27" class="blsp-spelling-error"&gt;btw&lt;/span&gt; - most of you will &lt;span id="SPELLING_ERROR_28" class="blsp-spelling-corrected"&gt;still&lt;/span&gt; never get the chance to play these great games. However, having played so many of them, I feel I wouldn't be doing myself justice if I didn't place a word for this little series that holds a place in my heart up here. Although, part of that is rage at an impossible difficulty jump near the end of &lt;span id="SPELLING_ERROR_29" class="blsp-spelling-error"&gt;SRW&lt;/span&gt;:&lt;span id="SPELLING_ERROR_30" class="blsp-spelling-error"&gt;OG&lt;/span&gt;. Talk about impossible, a boss that self heals every round!&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4147632265385387273-2544906871252055689?l=k986terminal.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4147632265385387273/posts/default/2544906871252055689'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4147632265385387273/posts/default/2544906871252055689'/><link rel='alternate' type='text/html' href='http://k986terminal.blogspot.com/2010/09/super-robot-taisen.html' title='Super Robot Taisen'/><author><name>Korban Dallas</name><uri>http://www.blogger.com/profile/06488953422783374360</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author></entry><entry><id>tag:blogger.com,1999:blog-4147632265385387273.post-931173420372470064</id><published>2010-09-19T21:05:00.001-04:00</published><updated>2010-09-29T20:34:43.127-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Halo Reach'/><title type='text'>Halo: Reach</title><content type='html'>If you enjoyed Halo (more towards Combat Evolved or even &lt;span id="SPELLING_ERROR_0" class="blsp-spelling-error"&gt;ODST&lt;/span&gt;), then you'll enjoy Reach. The graphics engine has been overhauled, and as such graphics are better than the other games (although they weren't bad to begin with). The game likes to boast such things through-out, as it often has moments where you are facing a stunning vista backdrop of the planet, or some large-scale battle happening, and you just let a little "wow" slip out. Details on things like guns and armor are even better, helping to add to the overall cosmetics, although every now and then you'll notice little hiccups (such as Emile's skull helmet paint randomly missing in-game).&lt;br /&gt;&lt;br /&gt;The enemies...well, they are essentially the same, with some minor &lt;span id="SPELLING_ERROR_1" class="blsp-spelling-error"&gt;tweakings&lt;/span&gt; - Elites (the predator-mouthed aliens that were missing as enemies in the third installment) are ridiculously difficult (at least on Legendary difficulty) thanks to their re-tweaking of &lt;span id="SPELLING_ERROR_2" class="blsp-spelling-corrected"&gt;Shields&lt;/span&gt; and balance of firearm damages. You find yourself actually elated by the appearance of the brutes later on, even with their helmets and heavy hitting, simply because the elites (as designed) have returned to being the scariest opponent in the game. A new form of jackal (skirmishers) make an appearance as well, being toted as the "close range" specialists compared to the jackals, although with their crazy jumping antics, I found myself getting more often sniped-at by these little hairy lizards then punched at. Missing also is the Flood, something that I personally don't complain about although I do hear some &lt;span id="SPELLING_ERROR_3" class="blsp-spelling-corrected"&gt;murmurs&lt;/span&gt; of sorrow from others (&lt;span id="SPELLING_ERROR_4" class="blsp-spelling-error"&gt;psssh&lt;/span&gt;). Oh, yes, they also have a pair of big Rancor-beast looking aliens that you run into in one segment, but difficulty wise they may as well be non-&lt;span id="SPELLING_ERROR_5" class="blsp-spelling-corrected"&gt;existent&lt;/span&gt;. Ideally, if you didn't like any of the other Halo's due to lack of enemy variety, then this also probably won't be your cup of tea.&lt;br /&gt;&lt;br /&gt;The weapon selection is much of the same, and many will find themselves gravitate towards sniper-&lt;span id="SPELLING_ERROR_6" class="blsp-spelling-error"&gt;esque&lt;/span&gt; weapons such as the Designated Marksmen Rifle (&lt;span id="SPELLING_ERROR_7" class="blsp-spelling-error"&gt;DMR&lt;/span&gt;), pistol, and alien Needle Rifle, &lt;span id="SPELLING_ERROR_8" class="blsp-spelling-corrected"&gt;ideally&lt;/span&gt; due to it being much easier to kill something with a shot to the head then deal with emptying multiple magazines of the less than ideal Assault Rifle (not as good as it was in the first, but an improvement over some of it's later trilogy sequels). Some of the other new additions are a crack-barrel grenade launcher, a &lt;span id="SPELLING_ERROR_9" class="blsp-spelling-error"&gt;covie&lt;/span&gt; "sticky grenade launcher" that mildly tracks targets, and a few &lt;span id="SPELLING_ERROR_10" class="blsp-spelling-corrected"&gt;variations&lt;/span&gt; of the plasma rifle - a more rapid fire version, and a slower one that serves as an &lt;span id="SPELLING_ERROR_11" class="blsp-spelling-error"&gt;inbetween&lt;/span&gt; for the stronger explosive weapons and the rifle itself. Assassinations are also new, performed simply by holding down the melee when behind an opponent. Although it's nice to just snap someones neck or bury a knife in them dynamically, you risk getting blown up, shot up, or otherwise killed while doing so - much like in the newer &lt;span id="SPELLING_ERROR_12" class="blsp-spelling-error"&gt;AvP&lt;/span&gt;. Missing as well are all grenades except the original sticky and frag grenades.&lt;br /&gt;&lt;br /&gt;The campaign spins a fun story, that throws much nostalgia at the user ("This stage feels just like Y stage from Halo X"), but in the end it seems to putter out. I mean, anyone &lt;span id="SPELLING_ERROR_13" class="blsp-spelling-corrected"&gt;that's&lt;/span&gt; up to date with the halo &lt;span id="SPELLING_ERROR_14" class="blsp-spelling-error"&gt;mythos&lt;/span&gt; at all knows that "reach falls" (even the commercials tell you that), so you expect the end outcome itself, but just how it's presented leaves you wishing they could have come up with something a bit cooler - and this is coming from a fan of epic last stands. Now, outside of that end point, the story does indeed keep you going, trying to see what they will do next to try and win the fight, and the missions themselves are fun - even the two or three stages that turn into semi-railed vehicle shooters. The only downside to this is that there is no real tutorial to the game's newer features worked in, so anyone who doesn't know whats going on could be left clueless as to what exactly a specific item does - unless that little pop-up happens that tells them to hit the back button to show you what the items you have do.&lt;br /&gt;&lt;br /&gt;The new features themselves - the "armor abilities" - are nice, but you don't get as much use of them as you'd like in any of the play modes. The &lt;span id="SPELLING_ERROR_15" class="blsp-spelling-error"&gt;jetpack&lt;/span&gt;, although fun to fly around with, most often will get you gunned down as you sail hopelessly through the air at pretty slow speeds. The 'armor lock' that turns you into a little invulnerable ball will save your life a few times ("oh noes, I was stuck!" lock for the save!), but often times if you are in the situation to need it, you will die as soon as it goes off and all the good folks who were &lt;span id="SPELLING_ERROR_16" class="blsp-spelling-corrected"&gt;patient&lt;/span&gt; enough to wait for it to expire kill you. The holographic ability that sends a fake you running to the point you said works a charm on the AI, but isn't always &lt;span id="SPELLING_ERROR_17" class="blsp-spelling-corrected"&gt;successful&lt;/span&gt; against humans that have had it used on them/for them. Active &lt;span id="SPELLING_ERROR_18" class="blsp-spelling-error"&gt;camo&lt;/span&gt; got downgraded quite a bit, making it only &lt;span id="SPELLING_ERROR_19" class="blsp-spelling-corrected"&gt;moderately&lt;/span&gt; useful if you do anything beyond crouch-walking (you &lt;span id="SPELLING_ERROR_20" class="blsp-spelling-error"&gt;decloak&lt;/span&gt; if you move to fast, shoot, get hit). The drop shield is especially handy in the campaign, as it functions as the bubble shield in Halo 3 (stops rounds and explosives from coming in) but also restores your health bar like a health kit. &lt;span id="SPELLING_ERROR_21" class="blsp-spelling-error"&gt;There's&lt;/span&gt; also a default sprint/dive roll. Now, these and weapons are combined into &lt;span id="SPELLING_ERROR_22" class="blsp-spelling-error"&gt;pre&lt;/span&gt;-made '&lt;span id="SPELLING_ERROR_23" class="blsp-spelling-error"&gt;loadouts&lt;/span&gt;' that you select (for most game variants) at the start of the match and during &lt;span id="SPELLING_ERROR_24" class="blsp-spelling-error"&gt;respawn&lt;/span&gt;.&lt;br /&gt;&lt;br /&gt;&lt;span id="SPELLING_ERROR_25" class="blsp-spelling-error"&gt;Multiplayer&lt;/span&gt; wise (and somewhat single), the "armory" armor customization is a nice improvement - finally you get to customize your look to more extent then just picking a &lt;span id="SPELLING_ERROR_26" class="blsp-spelling-corrected"&gt;handful&lt;/span&gt; of colors. I've been asking that of FPS games since they did it back in Rainbow Six: Vegas 2. Now, although I enjoy and I appreciate it being added in, the actual delivery method is an annoyance. First off, things are locked off in two ways : one- in game credits (earned by playing the game in any form, although to get any significant increase it must be done through online Matchmaking) are spent, and second - you must reach specific requirements (such as Rank - "leveled up" through earning credits, and owning other parts of gear in the chain). Now, this seems silly that we would need both of these, since the largest problem is that the cost in &lt;span id="SPELLING_ERROR_27" class="blsp-spelling-corrected"&gt;credits&lt;/span&gt; of some of the later items is ridiculous (average real good match might net you 2k points, and there is one helmet that costs around 2 or 300 k). To make it a little more &lt;span id="SPELLING_ERROR_28" class="blsp-spelling-corrected"&gt;frustrating&lt;/span&gt;, you will at some 'rank &lt;span id="SPELLING_ERROR_29" class="blsp-spelling-error"&gt;up's&lt;/span&gt; earn new gear, which is silly because this gear has &lt;span id="SPELLING_ERROR_30" class="blsp-spelling-error"&gt;pre&lt;/span&gt;-&lt;span id="SPELLING_ERROR_31" class="blsp-spelling-error"&gt;reqs&lt;/span&gt; of even higher levels that you &lt;span id="SPELLING_ERROR_32" class="blsp-spelling-corrected"&gt;ha vent&lt;/span&gt; obtained yet - why not just unlock it when you could actually use it. There was also some items that are unlocked from &lt;span id="SPELLING_ERROR_33" class="blsp-spelling-error"&gt;preorder&lt;/span&gt;/edition of the game you got. This leads to easier killings in &lt;span id="SPELLING_ERROR_34" class="blsp-spelling-error"&gt;multiplayer&lt;/span&gt;, when everyone thinks they are cool running around with helmets wreathed in fire, allowing you to see their mugs from across the map with your scoped weapons. Still, strangest yet about this system even though logically it make sense, when online you still see everyone wearing pretty much the same outfits.&lt;br /&gt;&lt;br /&gt;The match types are wide and varied - slayers, capture points/flags, races, collect the most of something, "zombie" infection types, and team variants. There is also a mode that is called "Invasion" which comes in slayer and objective formats, which is a multi teared affair, with &lt;span id="SPELLING_ERROR_36" class="blsp-spelling-error"&gt;loadouts&lt;/span&gt; and weaponry escalating as events happen/time expires. It's what &lt;span id="SPELLING_ERROR_37" class="blsp-spelling-corrected"&gt;you'd&lt;/span&gt; expect out of something that is the 5&lt;span id="SPELLING_ERROR_38" class="blsp-spelling-error"&gt;th&lt;/span&gt; installment of a series of games. From what I can tell matchmaking &lt;span id="SPELLING_ERROR_39" class="blsp-spelling-corrected"&gt;doesn't&lt;/span&gt; offer customizable matches, which is a shame since its the only way to really earn a decent amount of credits.&lt;br /&gt;&lt;br /&gt;Reach is also one of the few games that offers gear for your &lt;span id="SPELLING_ERROR_40" class="blsp-spelling-error"&gt;Xbox&lt;/span&gt; live avatar through &lt;span id="SPELLING_ERROR_41" class="blsp-spelling-corrected"&gt;achievements&lt;/span&gt; (the 5 members of Noble team you &lt;span id="SPELLING_ERROR_42" class="blsp-spelling-corrected"&gt;don't&lt;/span&gt; play give your little self helmets, if you can achieve the goals). More games should do it, as its a much better alternative that paying for all this stuff for your little bugger. The only downside is that three of the five helmets can be gotten ONLY through &lt;span id="SPELLING_ERROR_43" class="blsp-spelling-error"&gt;multiplayer&lt;/span&gt; matchmaking.&lt;br /&gt;&lt;br /&gt;Control-wise, as long as your cool with a controller, its responsive and smooth. During a recent LAN party, I did notice a strange mishap where a grenade would be tossed while &lt;span id="SPELLING_ERROR_44" class="blsp-spelling-error"&gt;jetpacking&lt;/span&gt; (although the button was not pressed to do so), but this could be a controller issue and not the actual game. It's standard fair shooter controllers for the standard &lt;span id="SPELLING_ERROR_45" class="blsp-spelling-corrected"&gt;console&lt;/span&gt; gamer.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;By the way, It would be a shame for me to not mention the 3 tiers the game comes in - &lt;span id="SPELLING_ERROR_46" class="blsp-spelling-corrected"&gt;default&lt;/span&gt; game, game with a super-fancy box that contains bonus in-game &lt;span id="SPELLING_ERROR_47" class="blsp-spelling-error"&gt;DLC&lt;/span&gt; and a journal that contains all sorts of thing (patch, 'ID cards', map, etc), and the version that contains all that PLUS a big &lt;span id="SPELLING_ERROR_48" class="blsp-spelling-error"&gt;mcfarlane&lt;/span&gt;-style statue of Noble team (minus noble 6 of course). Is that statue worth the extra 50 some-odd dollars? We'll dictate that when someone buys it from &lt;span id="SPELLING_ERROR_49" class="blsp-spelling-error"&gt;ebay&lt;/span&gt; for 20 bucks :-P&lt;br /&gt;&lt;br /&gt;All in all, Halo is one of the games that helped make the &lt;span id="SPELLING_ERROR_50" class="blsp-spelling-error"&gt;Xbox&lt;/span&gt;, so it's only fitting that this game keeps the tradition going. I enjoyed it, the campaign on normal took only about 6-7 hours (legendary took more along the lines of 12-15 hours on co-op, and I expect it to take even more than that when I try to solo it all, albeit the first two stages only took 4 hours - but they are the easy ones).&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4147632265385387273-931173420372470064?l=k986terminal.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://k986terminal.blogspot.com/feeds/931173420372470064/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=4147632265385387273&amp;postID=931173420372470064&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4147632265385387273/posts/default/931173420372470064'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4147632265385387273/posts/default/931173420372470064'/><link rel='alternate' type='text/html' href='http://k986terminal.blogspot.com/2010/09/halo-reach.html' title='Halo: Reach'/><author><name>Korban Dallas</name><uri>http://www.blogger.com/profile/06488953422783374360</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry></feed>
