Showing posts with label PSP. Show all posts
Showing posts with label PSP. Show all posts

Wednesday, February 16, 2011

WWII: Battle Over The Pacific Review For PSP

British game developers Midas Interactive has announced it will launch a theme of WWII air combat shooting game "World War II Battle of the Pacific" (WWII: Battle Over The Pacific). This is currently scheduled to May 2008 for sale in the UK. This will be introduced, including for the PSP, PS2 and PC in the version. Meanwhile the official website has also been opened, and the latest release of more than the game screen for player reference. Battle of the importance of the Pacific campaign of World War II, the game only two sides of the war under the ink, the player can play U.S. or Japanese side to the game, the whole game to the main line running through the main line of dozens of tasks, each task.

Tuesday, February 15, 2011

Unbound Saga For PSP

To call Unbound Saga repetitive is to utterly miss the point. It’s like criticising Oblivion for being too open, or Mario for having too much jumping. It’s a beat-em-up. You beat things up. That’s as much as there is too it, and as much as there needs to be. Granted, Vogster could have done a little more to add variety with more characters and co-op support, but you’d still be hitting other people. If you find that sort of thing dull, this is the wrong game- and likely the wrong genre altogether- for you.
Unbound Saga is about hitting people. We’ve established that already, but I want to make that point a little clearer. It is about hitting people. There’s little else to complicate things, and it follows in the now-faded footsteps of genre stalwarts like Streets of Rage and Final Fight (as well as recent offering Castle Crashers) by offering a simple premise that is much more focussed on the amount of enemies you need to defeat to reach your destination than it is with the destination itself. That’s not to say that Unbound Saga doesn’t have much of a story- its tongue-in-cheek approach is a welcome and entertaining setup- but it, again, is not the point of the game.

Dante's Inferno For PSP

Basing a game on an ancient work isn’t necessarily a bad idea. There’s no author or relative to get uppity about your interpretation, and no need to worry about trivial details like the actual content of the story, especially when that story is a 14th Century Italian poem. That nobody has actually read.

In spite of the poem’s relative obscurity, its influences range wide. So it won’t be too surprising to any player of Visceral’s hack-em-up to discover a meandering passage through the Nine Circles of Hell which protagonist Dante- now a Knight of the Crusades, and not a poet- must slaughter his way through in order to free his beloved Beatrice, slain as a punishment for Dante’s sins.

IL-2 Sturmovik: Birds of Prey For PSP

As snappy titles goes, IL-2 Sturmovik: Birds of Prey isn’t really onto a winner. For a start, it sounds like a sequel to IL-1 Sturmovik, which it isn’t (although there are other games in the series on the PC), and the name Sturmovik means absolutely naff all to anyone without an active interest in World War 2 aircraft.
If you do have such an interest, you might know that the Ilyushin IL-2 Sturmovik, or Flying Tank as it was dubbed, was a great big bastard aircraft that dominated the skies at the hands of the Russian pilots. You might surmise, therefore, that Birds of Prey is some sort of World War 2 flight sim, and you’d be right. But before that ‘sim’ word has the less hardcore of you scampering for the close button, wait. Birds of Prey has a trick or two up its sleeve.
For starters, it takes a few cues from Tom Clancy’s HAWX. No, come back, it’s not that bad. It takes some of the better parts- the stylish visuals, the loving attention to detail, and the concessions to casual players. Thanks to the inclusion of not one, but two flight mechanics, Il-2 Sturmovik intends to cater to the less elite crowd without alienating its traditional audience. By incorporating both arcade and realistic modes, you can pick your style of play freely, and still enjoy the entire experience.

Tekken 6 For PSP

How the mighty are fallen. In the days of the PS1, the arrival of a new Tekken game was a cause for celebration, rejoicing. So important that one magazine eschewed all other demos the month that Tekken 3 emerged, instead featuring that single game on its preview disc. Tekken was the undisputed master of 3D fighters in those days; Virtua Fighter was relegated to the second-place Saturn, and Dead or Alive merely a cult sideline success with interesting physics.
Here we are at Tekken 6, the first retail release on next-gen consoles- Tekken 5 only materialised as a download title on the PSN, apart from its PSP port. And 6 arrives with little fanfare, little celebration. Little more than a nod of the head from its genre competitors.
Tekken has changed a great deal from its early days. What began as a carefully understated technical fighter with a couple of quirky characters has evolved into something very different; a louder, brasher title in many ways, with a more diverse cast of miscreants and a slew of different game modes to its name. Nowadays, it feels more like a mixture between Namco’s other popular fighter, Soul Calibur, and Tecmo’s Dead or Alive than anything else- it’s certainly a far step from the technical marvel of Virtua Fighter 5. It’s also, sadly, not as good as any of the others.

Sunday, February 13, 2011

We Just Played Naruto Shippuden: Kizuna Drive For PSP

Despite what you may be thinking, Naruto Shippuden: Kizuna Drive is, surprisingly, not a fighting game. There's not even an extra versus mode to be had. Instead, it's a third-person brawler in the same style as its predecessor, Naruto Shippuden: Legends: Akatsuki Rising. We got the chance to drive a few kizunas ourselves during Namco's Ignite event this past week here in San Francisco. 
Kizuna Drive features a brand-new storyline centered on the mysterious disappearances of several ninjas from Hidden Leaf Village. Part of the story will follow Naruto and company's investigation into these bizarre occurrences, while the other part will focus on Sasuke and his band of cohorts as they pursue their own interests. To help recapture all the excitement of the series' filler seasons, the game will feature a plethora of animated sequences produced by the same artist from the show and voiced by the original English, or Japanese, voice actors.
After an extensive introduction sequence, we finally got our hands on the hotheaded ninja himself, Naruto. Our first mission marked the beginning of our investigation into the aforementioned disappearances. However, in lieu of doing any plodding detective work, our four-person team of Naruto, Sakura, Shikamaru, and Kakashi was beset by wolves--ninja wolves! In Kizuna Drive, simplicity is the name of the game when it comes to combat, with its rudimentary two-button setup. The circle button controlled our basic attack, while triangle was used to perform each character's signature moves. The normal attacks could chain up to four hits, and interspersing the special attack command would produce different effects depending on how many hits we had landed beforehand.
We could also perform special attacks independently by using the same button outside of a combo. The special abilities your characters have access to are determined by which scrolls they have equipped. Scrolls are unlocked as you progress through the game and can modify your character's stats as well as special techniques. Naruto's trusty rasengan made quick work of our aggressors, and even left one temporally stunned, giving us the opportunity to perform one of the new kizuna drive attacks. This special ability calls in your whole party to play a very violent version of hot potato with the enemy's body. As the poor animal bounced from one character to the next, it was our goal to knock the creature to any character other than the one who had knocked it to us. The longer you can keep this up, the more damage it will do.
After laying that pack of predators to rest, we decided to switch gears and try out the extra mission mode alongside a co-op partner. Kizuna Drive can support up to four players in local cooperative play, which is good because the AI seemed content to mostly stand around and wait for orders during the previous fight. Our goal in this particular mission was to travel from one arena to the next and fight a wide variety of highly improbable ninjas--including one with giant drills for hands (poor guy). As before, combat was a fairly straightforward series of standard hits, a few specials, and a pause every now and again to recharge our chakra. 
For the tried-and-true Naruto fan in each of us, Kizuna Drive is shaping up to include everything you'd expect from the series' extensive pedigree. You can look forward to driving a few kizunas of your own come March 22. 

Source:http://www.gamespot.com

Grand Theft Auto: Liberty City For PSP


Call it Grand Theft Auto Gaiden. While there have been handheld takes on the GTA series in the past, none of them have ever properly captured the things that made the modern installments in the series so popular. Things like the sprawling environments, its fast-action freestyle mayhem, and, of course, the series' great sense of humor just haven't come across on a handheld before. Grand Theft Auto: Liberty City Stories is not without its problems, either; but it gets enough of the series' signature features in there to do you right. 
Call it Grand Theft Auto Gaiden. While there have been handheld takes on the GTA series in the past, none of them have ever properly captured the things that made the modern installments in the series so popular. Things like the sprawling environments, its fast-action freestyle mayhem, and, of course, the series' great sense of humor just haven't come across on a handheld before. Grand Theft Auto: Liberty City Stories is not without its problems, either; but it gets enough of the series' signature features in there to do you right.  
Over the years, the missions in Grand Theft Auto have gotten more complex, but the overall difficulty has lightened up. The missions in Liberty City Stories, however, are extremely simple for the most part. Most of your given tasks are one-dimensional, such as stealing a specific car and driving it back to a location without wrecking it, or taking out a series of gang members and blowing up their prized tank. A few missions get a little deeper, but at some point, the missions just start to all run together because they aren't very interesting. The combat-heavy missions tend to be a little tougher than the driving tasks, because the game's control scheme occasionally gets in the way. The lock-on targeting in GTA games has always been a little squirrelly, but when you add a less-than-optimal target-changing control to that mix (left and right on the D pad, by default), you end up with some frustrating moments. In missions where you're given a large number of targets to take down, you're better off doing it from a distance with a sniper rifle, if possible. 
The weapons in Liberty City Stories are what you'd expect from a Grand Theft Auto game. You'll start out finding basic pistols, submachine guns, and shotguns, but over time, your enemies will start to drop higher-powered weaponry. You can only carry one weapon of each type at a time, but ammo for one weapon in a class will work for another, so running over weapons is handy for collecting bullets, even if you don't decide to switch out for a lower-powered weapon. The system works roughly the same way that it worked in GTA: Vice City. In fact, the whole game feels like it's the world of Grand Theft Auto III, with some (but not all) of the Vice City enhancements thrown in. The game has motorcycles, for example. You'll also be able to change your clothes, but this works on an entire-outfit level, not on a piece-by-piece level like in San Andreas. You'll occasionally fight alongside other Leone-friendly gangsters, but they're completely controlled by rudimentary artificial intelligence. You can't issue commands to them like you could in San Andreas. Considering how dopey the AI can be in some spots--we witnessed more than one occasion where our allies decided that the best way to get closer to their target was to run in place up against a wall--a simple "get over here" command would have been handy.  
A big, big part of the Grand Theft Auto series has always been that sense of freedom...freedom to cause wanton destruction, that is. It's not a mission, and it's not something that helps your cause, but just loading up on weapons, walking into the street, and attempting to blow up and shoot as many things as possible is among the best, most thrilling aspects of the series. As is trying to escape from the scene of said crime in one of the game's various vehicles. Liberty City Stories allows you to do this much better than any of the other handheld games have, but it still does it on a slightly reduced scale. Police response definitely isn't as fierce as it is in other GTA games. You'll still see helicopters, but the game seems to know exactly when another police car onscreen would send the frame rate screeching down to single-digit territory; so it's possible to take care of all the lawmen in your immediate vicinity and not have more immediately pull up to join the fight. Also, there are a handful of other technical issues that tend to get in the way from time to time. Occasionally, getting into or out of a car causes the game to seize up for a second or so while it loads (or unloads) the radio-station audio. If you're in the middle of a rampage and attempt to dive out of one car and into another while surrounded by angry cops, that's one halt for getting out of the car, which flows into an action sequence with a somewhat choppy frame rate, followed by a total halt when you get into another car to make your escape. It certainly makes sense, given that the technical capabilities of the PSP are definitely below that of the PlayStation 2, but Liberty City Stories comes so close to matching the PS2 experience in so many different ways that these things do tend to stick out at you. That said, it's still fun to drive around the city and cause trouble, thanks in part to the game's variety of cars, each with their own different handling characteristics.
One thing that sets Liberty City Stories apart from the recent console games is its inclusion of multiplayer support for up to six players. The game has a handful of basic modes, including takes on deathmatch, capture the flag, and king of the hill. You've got team games as well as free-for-all modes, and you'll unlock more characters and locations as you proceed through the single-player game. While you can play the game with two players, the big environments make playing with two players pretty boring. But in a larger group, the game's definitely got some multiplayer charm. Just don't expect it to steal the show. 

Friday, February 11, 2011

Dissidia 012 Final Fantasy: For PSP

Dissidia was, for many Final Fantasy devotees, the ultimate in fan gratification. Blending rich combat mechanics with an equally deep story that pulled in a fan-favourite list of classic Final Fantasy characters, it was an easy sell for PSP owners. The sequel, Dissidia 012 Final Fantasy, a prequel story, establishes the backstory leading up to the Cosmos versus Chaos war.

More than filling in plot gaps, though, it also expands on the gameplay significantly, adding more characters in the process. In the most recent build of Dissidia 012 Final Fantasy, we only got to dip our toes in the Arcade mode at this stage – and it was entirely in Japanese too, we got a great feel for the new mechanics and subtle improvements. In the main game, a new overworld map system is rendered in 3D, a bit like a grid, rather than the 2D map system.

Each square on the new map is linked by a pathway; it branches off and might lead you to a treasure chest or a boss or item shop. It's progressive and ultimately slightly less linear in approach over the original Dissidia.
Cosmos and Chaos characters each have their own story lines too, and there are character crossover points during the story; these fall within an overarching storyline, but each has their own perspective. Initially, though, your biggest decision will be whether to play the game's standard 'Action' gameplay mode, or set the game to 'RPG' mode – and it's an inclusion destined to divide fans.


Test Drive: Unlimited is the first ever fully online racing experience for PSP, placing an incredible line up of licensed cars from 30+ of the world's most exclusive manufacturers into the hands of gamers. With unique online play, Test Drive: Unlimited is the first PSP racing game to allow gamers to play via the internet, with no compromise to the gameplay experience. Players connect to a server via WiFi, then challenge any racer anywhere in the world and battle it out to the finish line.

Source: play.com


Thursday, February 10, 2011

A.H.C Games

Hi.!
We are two cousans and we decide to start a blogg about games. Here we will post different content about games and also about consoles like PlayStation, XBLA, Wii, PC and also mobile devices like symbian, android and iPhones mobiles.