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Talking About Games : Reviews : PSP
Review: Shin Megami Tensei: Persona PDF Print E-mail
Written by Joshua Mayfield   
Wednesday, November 18 2009 19:04

thumb_personapsp_boxart_rated_tAtlus has a well deserved reputation for "giving the fans what they want" when it comes to their titles. Back in the PSOne days, when the JRPG market here in the States was in its nascent form (known as the pre-FF7 days), Atlus introduced us to the Shin Megami Tensei series with Revelations: Persona. Before the internet was in its current form many fans of the genre were blissfully unaware of how much Atlus changed in the game to make it more appealing to American audiences. Aside from the usual localization changes such as character names, the game also had its setting changed from Japan to the US. In addition, anything remotely Japanese was targeted for removal, even going so far as to change one character's race to make the game more diverse. Back in the day, we were ignorant of these changes, but with the rampant niche fandom that came with the internet the facts were uncovered and die-hards wanted to play their beloved, yet now somewhat aged, game in its true form.

Now, 13 years later, it has finally come to pass in portable form on the PlayStation Portable. Not only has everything been restored to its original glory, but an entire side quest that wasn't included in the original 1996 release is back. Not only that, but the soundtrack has been given a complete overhaul to be more in line with later games in the Persona series. Given these amenities, as well as tweaks to the game itself to make it conform better to a portable, you would think that it'd be a JRPG fan's delight, right? Hit the jump to find out if the game still holds up after all these years, or if some of its clunkiness shows through.

 
Review: LittleBigPlanet PSP PDF Print E-mail
Written by Parris Lilly   
Wednesday, November 18 2009 16:30

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SackBoy, the cute knitted protagonist from LittleBigPlanet (LBP), has become something of an icon for Sony's gaming platforms in the same way Mario symbolizes Nintendo. It was not much of a surprise, when LBP headed to Sony's PSP.

Ever since the PSP version was announced, gamers have wondered what sacrifices might be made in squeezing the huge, ambitious, often delayed, customizable platformer down to handheld size. After having a few weeks with Little Big Planet on the PSP, the answer is, not much at all.

The portable version of the game even performs better than the original. This is noticeable when it comes to the controls. Some gamers had a hard time with how floaty SackBoy controlled in the original game. Studio Cambridge has done a great job of tweaking the controls just enough to not only create a more streamlined experience, but to accommodate for the analog nub on the PSP. Controlling SackBoy has never been more precise or more comfortable than it is on the PSP.

At its core, LBP is a traditional platformer that uses creation tools, customization and puzzles to create a unique gaming experience. The best part is that all the included levels are made using the same level editor that the game comes with. You can collect new stickers to decorate levels or even your SackBoy at will using the pop it menu.

 
Review: Patapon 2 PDF Print E-mail
Written by Jay Van Beveren   
Tuesday, May 05 2009 15:21

patapon2boxartWe've got to hand it to Sony.  When we got our hands on Patapon 2, we were stunned at the level of content included in the sequel to one of the best PlayStation Portable games.  While we expected new levels and a couple of tweaks here and there, we certainly weren't expecting... this.

Patapon 2 is, far and away, a superior sequel to its predecessor.  If you played the original game, you know that's no small task. Patapon 2 still manages to maintain the same level of charm, whimsy, and charisma that made the first game such a wonderful gem of a title.  But look closer, and you'll see that this isn't just a cheap cash-in for Sony and Pyramid.  It's easily a 40+ hour game for people that want to take the time to get into it, and at just $19 for a brand new copy of the game, it's one of the best values for a PSP game in the current retail market.

And while it's not without its faults, they're minor compared to the overall content of the game.

Pick up a drum and head through the jump.  You are the new God of the Patapon, and with great power comes great responsibility.

 
Review: Fading Shadows PDF Print E-mail
Written by Larry Marcum   
Monday, September 22 2008 21:42
fadingshadowsboxart.jpgAh, marble games. I’ve missed you so much. It seems like just yesterday I was spending hours on my NES playing with your one of your ancestors, Marble Madness.  And yet, here we are again, ready to renew our longtime affair.

Have you ever run into someone who looks exactly like one of your friends of yesteryear? They’re so similar that you could swear they were the same individual. But once you get to know this new person, you realize he’s absolutely nothing like your old pal. Well, it turns out that Fading Shadows is one of these “new people.” The initial promise and nostalgia it induces quickly fade away into the bleak background of mediocrity.

Ivolgamus, the Lithuanian developer behind such classics as Barbie as The Island Princess, is taking its first dive into the world of the PSP with Fading Shadows. A marble-based puzzle game, Fading Shadows can be plenty of fun in small doses. But spend too much time in front of your luminous LCD screen, and you’ll likely find yourself tearing out your hair in frustration. Sure, the developers should be commended for creating a moderately unique original IP, but the final product ends up falling a bit short of spectacular.

We’ve got a hell of a puzzle to solve. Hit the jump to find the solution.
 
Review: Yggdra Union: We'll Never Fight Alone PDF Print E-mail
Written by Cliff Bakehorn III   
Thursday, September 11 2008 01:00
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I always felt like I could keep up with the crowd and call myself a hardcore gamer until I started playing games published by Atlus. It was around then that I realized just how casual it is to jump over Goombas and run around looking for the shotgun. If Halo 3 is the obnoxious boozed-up goon at a frat party, an Atlus game is the slightly pretentious, manga-loving member of the chess club that studies literature and does math homework for fun. I personally categorize most Atlus games as "hardcore RPGs", because they generally cater to a niche that is so into role-playing games that its gamers bleed hit points and eat Final Fantasies for lunch.

Thus, I will categorize the PSP's Yggdra Union: We'll Never Fight Alone! as a "hardcore RPG", although it is in a skewed, awkward way. The game is, at its most basic description, a wild mix between Fire Emblem, Advance Wars, a deck of Magic the Gathering cards, and an anime lacking in color and contrast. When you factor in the way that Yggdra Union is presented, in terms of its gameplay, interface, and its progression, it gets even more..."interesting".

Although some of its gameplay mechanics are similar to those found in other games, it is the awkwardness of Yggdra Union that makes it a little difficult to pick up. Still, with a little patience and the ability to remember a lot of different terms, acronyms, conditions, rules, and other mechanics...anyone can enjoy it!

Get ready to jump into battle with armies of sprites, decks of cards and legions of numbers.
 
Review: Secret Agent Clank PDF Print E-mail
Written by Jay Van Beveren   
Thursday, July 24 2008 11:45
SAC_box art.jpg How could this happen?

How could a game like Secret Agent Clank, which should have been a total GIMME of a release,  turn into... this? This hodgepodge of minigames, poorly implemented concepts, and rambling story that ends up feeling like the worst game in the Ratchet & Clank series?

This isn't even a case of Secret Agent Clank not living up to the high expectations set as being a member of the Ratchet & Clank franchise.  It's not even a case where it doesn't do things as well as its brethren.  It's just a mediocre game overall, even outside of those contexts.  In fact, being a Clank title probably saved this game.  Take out the franchise, and make this a general platformish game that relies too heavily on minigames for the limited entertainment it provides, and its sales would certainly be dismal.

How can this be?  How can a studio like High Impact Games come off of Ratchet & Clank: Size Matters and end up with.. this? 

Hit the jump, but be warned.  This ain't pretty.
 
Review: Hot Shots Golf Open Tee 2 PDF Print E-mail
Written by Parris Lilly   
Wednesday, June 18 2008 20:02
thumb_hot5.jpg Nothing has captured the charm and absurdity of golf quite like the movie Caddyshack, but Hot Shots Golf: Open Tee 2 comes close. For anyone who doesn't understand the appeal of a sport that demands putting a tiny ball into a tiny hole hundred of yards away, this is a light hearted revelation. Anime styled characters meet simple, addictive game play in one of the most enjoyable portable games of the year.

What makes Everybody's Golf 2 a fantastic game isn't its assortment of modes or options; rather, it's in the masterful way in which it molds to the portable for a near flawless hand held experience. It isn't revolutionary or mind blowing, but it manages to deliver gameplay that works perfectly on PSP. You can spend a quick few minutes and finish an entire round of golf, or sink several hours in online tournaments. This balance between short-session play and depth is one that few hand held games ever achieve and here it's done with panache.
 
Review: Crisis Core: Final Fantasy VII PDF Print E-mail
Written by Cliff Bakehorn III   
Tuesday, April 15 2008 02:32
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What does it take to impress a Final Fantasy fan? For over a decade, Square Enix chose not to revisit Final Fantasy VII. When they did, Advent Children got mixed reviews and almost everyone agreed that Dirge of Cerberus got sticky vanilla all over the place. Crisis Core, the prequel to Final Fantasy VII and the series’ second PSP venture (Advent Children also had a UMD form), is the next attempt. It is a third-person RPG that shares a lot of mechanics from other similar games.

Still, Crisis Core has been bombarded with equal skepticism and hype. Final Fantasy fans have been looking forward to living the story before Cloud met Aeris, before Sephiroth started taking over the world, and all hell broke loose. This is definitely addressed, so anyone hoping to learn more about the world of Final Fantasy VII will be satisfied.

Background story is hardly a reason to justify purchasing a $40 game, though. Crisis Core utilizes a unique but strange gameplay concept that not everyone will receive nicely, but overall, it works. It is a game built effectively around the idea of being portable, handheld, and random—due to simple and quick missions, smooth transitions between exploration and combat, and a general addictive quality, Crisis Core is a lot of fun to take with you on-the-go.

Grab your buster sword; it’s time to visit Midgar.

 
Review: Wipeout Pulse PDF Print E-mail
Written by Cliff Bakehorn III   
Sunday, March 09 2008 19:59

wipeoutbox.jpgIn March 2005, Sony's brand-new PSP turned into a vivid kaleidoscope with sharp, futuristic-looking vehicles and an occasional screen-shaking explosion. Studio Liverpool’s newest addition to the Wipeout series happened to be a PSP launch title by the name of Wipeout Pure, and in the years since its release, Wipeout Pure remains one of the best games on the handheld.

Wipeout Pure was my first experience with the series. I loved the futuristic arcade racing and the challenge of a game that moved at the speed of light. I was further impressed as months passed and more downloadable content was made available to dedicated fans of the game.

When I heard about Wipeout Pulse, the second Wipeout game on PSP, I was excited for that rush all over again. To say the least, I did not end up being disappointed with the final product. This is a solid and safe addition to the Wipeout series because it takes everything that worked from before and makes it better, faster, and smoother while remaining as entertaining as ever.

Get your pulses racing after the jump!

 
Review: God of War: Chains of Olympus PDF Print E-mail
Written by Cliff Bakehorn III   
Sunday, March 09 2008 18:59

godofwarbox.jpgRemember the name Ready at Dawn Studios. Someday, when they are a household name and considered the Bungie of portable gaming, you will be happy to have known their roots. God of War: Chains of Olympus, their second effort, follows the tremendous success of 2006’s Daxter, and simply blows most PSP games completely out of the water. It works well with the first two God of War games and comes packaged in a small size that is perfect for road trips. God of War’s home studio, SCEA Santa Monica, should stand up and show this off like raising up the torn-off head of a wicked gorgon.

Chains of Olympus chronicles the early times in Kratos’ conquest to immortality. He was a pawn of the God of War, Ares, until he accidentally killed his family during the brutal slaying of a small village.  He revolted against the god, taking on the path to forgiveness and internal peace by serving the gods of Olympus. Now Kratos fights through the Temple of Helios looking for the sun god, searching for the Titan Atlas in Tartarus, and braving the misery of Hades. He faces several adversaries, including the Persian King from the demo disc that circulated through retailers last year. The story is not as involved as the past two games, but it is sufficient enough to fill in a gap starting with Kratos’ first days as the Ghost of Sparta and ending just before the events of God of War.

In theory I should grant God of War: Chains of Olympus a perfect score. It has the best graphics of any game I have ever seen on a portable. Its symphony orchestra fuels the intensity of every violent exchange, while the controls remain simple and keep Kratos’ Blades of Chaos flowing fluidly like the blood from his victims. In a nutshell, it packages every little element of God of War that fans want to see. With that said, Chains of Olympus bleeds with a nagging flaw that potential buyers should be aware of, despite it being such an otherwise-exceptional video game.

By the gods! Read more after the jump.

 


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