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	<description>Reviews, Editorials and other video game related articles from Alexander Donaldson.</description>
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		<title>After Burner Climax Review</title>
		<link>http://www.apzonerunner.com/?p=472</link>
		<comments>http://www.apzonerunner.com/?p=472#comments</comments>
		<pubDate>Mon, 17 May 2010 12:12:46 +0000</pubDate>
		<dc:creator>Alex</dc:creator>
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		<guid isPermaLink="false">http://www.apzonerunner.com/?p=472</guid>
		<description><![CDATA[Back in the 90’s I wasn’t much of an After Burner guy – I was always  more into Hang On and Space Harrier – but part of that was because I  never owned a home conversion of the After Burner games – they were  always something I played, loved, but could never [...]]]></description>
			<content:encoded><![CDATA[<p>Back in the 90’s I wasn’t much of an After Burner guy – I was always  more into Hang On and Space Harrier – but part of that was because I  never owned a home conversion of the After Burner games – they were  always something I played, loved, but could never get good at.</p>
<p>Following on from the success of OutRun Online Arcade, After Burner  Climax takes the classic formula of that SEGA arcade hit and puts it in  beautiful high definition, 3D graphics. You take control of a fighter  jet as it flies through a variety of different settings at horrifying  speeds, from city skies to perilous mountainous regions and even deep in  the heart of the enemy base.</p>
<p>OutRun and After Burner share that in common, as they both sport  branching paths and simplistic transitions between areas that have  wildly differing art styles. There are fewer branches in the levels  here, but the presentation is the same, and still works as well in 2010  as it did back in the day.</p>
<p style="text-align: center;"><a rel="attachment wp-att-10767" href="http://www.apzonerunner.com/?attachment_id=10767"></a><a href="http://www.apzonerunner.com/wp-content/uploads/2010/05/abclimax_3.jpg"><img class="aligncenter size-large wp-image-471" title="abclimax_3" src="http://www.apzonerunner.com/wp-content/uploads/2010/05/abclimax_3-1024x576.jpg" alt="" width="900" /></a><br />You can speed through levels in no time at all at max speed (the  first level can last about twenty seconds) or you can slow down and go  for the high score. The game grades you on enemies shot down, combos  built and completion time and there’s a feature that’s new to the After  Burner series to help you hit all three targets.</p>
<p>That’s Climax mode, where the game gets its name. Climax mode is  essentially bullet-time, slowing down the action for a few crucial  moments to allow you to lock on to enemies and send a salvo of missiles  their way. It’s pretty handy, and can be used offensively to take out a  large group of enemies or defensively to dodge incoming projectiles or a  mountain you’ve not accounted for in your steering.</p>
<p>Climax mode is a simple and seemingly glaringly obvious addition to  the After Burner series, but it makes a world of difference. It’s  controlled by a meter you have to build up, so it can’t be used all the  time, but mastering how and when to use that Climax meter is vital to  survival and high scores in this game.</p>
<p>Other than that, this game is After Burner exactly as you remember  it, just a whole lot prettier. All the stages are sharp, and the frame  rate is mostly solid even as you crank up the speed and zip through  levels at a pace that makes you wonder if the pilot’s face would still  be intact were this ever real.</p>
<p style="text-align: center;"><a href="http://www.apzonerunner.com/wp-content/uploads/2010/05/abclimax_2.jpg"><img class="aligncenter size-large wp-image-473" title="abclimax_2" src="http://www.apzonerunner.com/wp-content/uploads/2010/05/abclimax_2-1024x576.jpg" alt="" width="900" /></a></p>
<p>It feels like an old school arcade game bought up to modern standards  from the gameplay right down to the detailed HUD, which’ll be showing  combos, score, stage and a plethora of other information in a day and  age where many games are trying to do away with HUDs. This isn’t a  complaint, though – I love the retro feel of this game, and the option  to switch the modern music off and opt for the old After Burner II  chiptunes is also a very welcome addition.</p>
<p>The action is fast-paced, engaging and fun, even if it is a bit  simplistic and limited. The game can be completed in about fifteen to  twenty minutes, but after you’ve done that there are a bunch of unlocks  that will change the way the game plays, making it harder or easier to  complete. Named EX options, they edit the game in such a manner as to  increase the replay value quite a bit.</p>
<p>In the end, After Burner Climax is a simple but enjoyable update to  the 80s arcade classic that later made its way home in the early 90s. If  you go in expecting a game with tons of depth and options you’ll walk  away disappointed, but if you want a game you can pick up, play, sink  some time into and have a ton of fun with, After Burner Climax is for  you.</p>
<h1>7/10</h1>
<p><strong>Originally Published on <a href="http://www.thegamingvault.com">The Gaming Vault</a>. </strong></p>
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		<title>Alan Wake Review</title>
		<link>http://www.apzonerunner.com/?p=450</link>
		<comments>http://www.apzonerunner.com/?p=450#comments</comments>
		<pubDate>Thu, 13 May 2010 19:54:32 +0000</pubDate>
		<dc:creator>Alex</dc:creator>
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		<guid isPermaLink="false">http://www.apzonerunner.com/?p=450</guid>
		<description><![CDATA[Alan Wake wasn’t the game I expected  it to be from all the trailers and footage I’d seen over its lengthy  development cycle. Even when I’d seen the game privately demoed behind  closed doors at E3 2009, I never quite realized until I played it that  this wasn’t so much of [...]]]></description>
			<content:encoded><![CDATA[<p>Alan Wake wasn’t the game I expected  it to be from all the trailers and footage I’d seen over its lengthy  development cycle. Even when I’d seen the game privately demoed behind  closed doors at E3 2009, I never quite realized until I played it that  this wasn’t so much of a deliberately paced thriller as it was a  full-on, set-piece based action game.</p>
<p>It’s strange, then, to see the gaming media compare  Alan Wake to Heavy Rain. Both have put a massive emphasis on plot, but  when push comes to shove Microsoft’s latest exclusive blockbuster has  more in common with the Uncharted series than Quantic Dream’s  ‘interactive experience’.</p>
<p>Strip away the storyline and Alan Wake is an interesting if slightly  repetitive third person shooter which mixes guns with light, an  overarching theme of the entire game. Enemies in the game are humans  taken over by the darkness, and the dark energy which takes the form of a  mysterious tar-like substance must be burned away from them with a  flashlight, flare or other light source before you can shoot to kill.</p>
<p>The action in the game controls wonderfully, with the same slack  character movement but tight aiming you’ll find in games like Uncharted  and Gears of War, though here precision accuracy isn’t the real core of  the gameplay – it’s more about crowd control, using light to deal with  and hold off the melee-using enemies, with the shooting a secondary  element.</p>
<p>In line with that the Left Trigger ‘boosts’ your flashlight, making the  light more deadly to enemies but reducing its battery charge while the  right trigger fires and the right bumper uses your secondary weapon –  which could be flashbang grenades or flares. The flashlight is  thankfully unlimited in Alan Wake, recharging when you’re out of combat,  and in combat you can switch batteries to remain combat-ready at all  times, though batteries are finite.</p>
<p>The Left Bumper sprints, but in combat it has a secondary function –  dodging. Remedy’s Max Payne pedigree shines through here as most dodges  will initiate a brief sequence of bullet-time, with the camera panning  around Alan as he narrowly misses the pitchfork or knife he’s avoiding  an attack from. It looks pretty damn cool, and the animation in these  sections looks great.</p>
<p>The Max Payne effect continues in other areas, with sweeping camera  movements when you pull out a flare or commit to other large actions in  combat, though some of the most intense moments in Alan Wake’s combat  for me came when I had next to no ammunition or flares, and I was left  to run from light source to light source with a ton of enemies chasing  after me – it gets intense.</p>
<p>As well as the regular flashlight, there are a few upgraded flashlights  and other light sources – car headlights, spotlights, street lights and  so on. The car driving controls are a bit floaty, but even that is still  very solid, and it’s fun to run down enemies thanks to the power of a  car’s headlights.</p>
<p>In addition to the shooting mechanic there’s some collectables to grab  and things to collect. While a few are useless, most – like TV Shows,  Radio Shows and Manuscript pages – provide you with something to watch,  listen or read that fleshes out the town of Bright Falls, its  inhabitants or help to clear up the mystery of what’s happening to Alan  Wake – they’re rewarding to find.</p>
<p>Past the above, Alan Wake is all about the story. It’s not the longest  story in the world, clocking in at about a dozen hours, but for those  hours you’ll almost certainly be on the edge of your seat and  desperately waiting for the next twist or reveal.</p>
<p>In terms of a summary, all you need to know is that bestseller novelist  Alan Wake’s wife is missing, he’s missing a week of memories and he’s  finding pages of a book he can’t remember writing – and the pages are  coming true. Dark creatures are trying to kill him, a kidnapper claims  they have his wife – and he’s trying to unravel the mystery.</p>
<p>The story is admittedly cheesy and hackneyed, but this seems to have  been a deliberate decision from Remedy, with the game quite openly  flaunting its inspirations of late 80s/early 90s thriller TV and slashy  thriller novels, embracing the cheese of the medium and being all the  better for it.</p>
<p>The narrative somehow manages to be self depreciating but thrilling at  the same time, and the mystery of what has happened to Wake kept me  playing while the script did a fantastic job of getting me invested in  all the major characters, especially Alan and Barry, best friends and  colleagues.</p>
<p>To further the TV or novel-based feel of the game, the action is split  into episodes or chapters – six in total – with each episode ending with  a big cliffhanger and beginning with a nice little ‘Previously on Alan  Wake’ montage.</p>
<p>Each episode also ends with a musical number, and that makes this a good  time to mention the soundtrack, which is a wonderful mix of licensed  music and pieces composed specifically for the game, ranging from old  country music that fits Bright Falls perfectly to the spooky strings  you’ll hear whilst in the woods and, yes – a bit of heavy metal in a  surprising but awesome section of the game.</p>
<p>Wake narrates most of his experience with a sort of internal monologue,  and it only adds to that TV-thriller atmosphere the game exudes. While  story is Alan Wake’s strong point, arguably the best facet of the game  is in fact the atmosphere, and how it’s constructed a seemingly alive  world out of the spooky town of Bright Falls.</p>
<p>That’s accomplished through the previously mentioned TV and Radio shows,  which can be found and watched or listened to at set points in each  chapter, but also through the in-game dialogue as Alan comments on  things as he walks past them and banters with whoever he’s with at the  time.</p>
<p>Bright Falls is an incredibly well-accomplished little backwater town,  and it’s without a doubt one of my favourite game locations in years.  The game gets a lot out of what it’s based off and where it’s set, and  it really makes the most of the characters, setting and mystery at hand.</p>
<p>It’s difficult to talk about the story without spoiling it, but it’s an  intriguing, exciting and awesome ride as it twists and turns and leads  invariably to its exciting climax, which goes a long way to indicate a  sequel is all but certain – no bad thing in this case.</p>
<p>The same little touches also make the gameplay more fun, too. You’ll  find messages on walls that only show when you’re shining your  flashlight at them, pointing you to secret areas where extra weapons can  be found. Meanwhile, pages of Wake’s manuscript you find can be read  and often foreshadow events before they happen. I knew I was going to  face a possessed bulldozer before it happened thanks to the manuscript,  and so I saved a few flares to help me deal with it – an awesome touch!</p>
<p>All that stuff is awesome, but Alan Wake still has flaws. The combat is  repetitive despite being fun, and this isn’t helped by the variety of  enemies being limited to four or five different kinds. There’s also  objects that can be possessed and will attack you, like the  aforementioned bulldozer, but the enemy variety leaves much to be  desired.</p>
<p>The game is also remorselessly linear, driven solely by the story and  nothing else. This, again, is similar to Uncharted, though Alan Wake  lacks any multiplayer component unlike the second in that series. In a  game where the story is as tightly woven as this, that can hardly be  argued against, though.</p>
<p>In the dark Alan Wake manages to be one of the best looking Xbox 360  games around, with impressively realistic looking lighting and  shadowing, but in the few daytime scenes there are it begins to look a  little rough around the edges – thankfully most of the game takes place  in the dark, where it looks fantastic.</p>
<p>Alan Wake suffers from a number of problems, but in the grand scheme of  things it’s a real achievement of a game, managing to do things with  story that many other games have failed to do while also managing to  have an engaging if repetitive combat system and an absolutely superb  atmosphere.</p>
<p>Remedy have proved that they’re not just a one-trick pony, creating a  game that’s starkly different to Max Payne but also deeply referential  to it. The clever story, great voice work and presentation all work to  sweeten an already sweet deal, and while it’s been a long time coming in  the end it’s clear that Alan Wake was well worth the wait.</p>
<h1>8.7</h1>
<p><strong>Originally Published on <a href="http://www.strategyinformer.com">Strategy Informer</a>.</strong></p>
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		<title>Nier Review</title>
		<link>http://www.apzonerunner.com/?p=456</link>
		<comments>http://www.apzonerunner.com/?p=456#comments</comments>
		<pubDate>Thu, 13 May 2010 19:52:15 +0000</pubDate>
		<dc:creator>Alex</dc:creator>
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		<description><![CDATA[Nier’s a funny little blip in Square Enix’s pre-E3 line-up for 2010,  standing next to the behemoth of Final Fantasy XIII and heavily promoted  Western offerings like Just Cause 2 and Supreme Commander 2 as a less  publicised, smaller-budget release – in fact, it almost might’ve slipped  right many people’s radar, [...]]]></description>
			<content:encoded><![CDATA[<p>Nier’s a funny little blip in Square Enix’s pre-E3 line-up for 2010,  standing next to the behemoth of Final Fantasy XIII and heavily promoted  Western offerings like Just Cause 2 and Supreme Commander 2 as a less  publicised, smaller-budget release – in fact, it almost might’ve slipped  right many people’s radar, even if they’re RPG fans.</p>
<p>For those of you who haven’t spotted it before, Nier is a genre-bending  Action RPG coming from Cavia, the team behind Resident Evil’s Darkside  Chronicles spinoff as well as the PS2’s Drakengard series of RPGs.</p>
<div>Nier’s genre bending in a similar way to THQ’s Darksiders, combining  several traditional RPG elements like experience points, levelling up,  equipment upgrades, item forging, party members and a ton of other RPG  clichés with adventure game elements that seem to be ripped right out of  The Legend of Zelda.</div>
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<div style="text-align: center;"><a href="http://media.rpgsite.net/images/231/nier_preview_2.jpg"><img src="http://www.rpgsite.net/image.php?game=231&amp;file=nier_preview_2.jpg&amp;thumb=1&amp;watermark=1" border="0" alt="" /></a></div>
<p>The game tells the story of the titular character Nier, who is fighting  to find a cure to save his daughter from a deadly disease. There’s some  interesting stuff in the opening, with the opening of the game taking  part in the near future – 2049 – and then skipping forward 1300 years to  a world on the brink of apocalypse.</p>
<p>There’s a touch of sci-fi to everything that goes on here, with the  futre world where the lion’s share of the game takes place basically  already a nuclear wasteland. I’m starting to get tired of those open,  rolling, brown fields, and Nier doesn’t help that feeling by sporting  flat, boring areas with muddy textures. You’ll be running through areas  that all look the same and it’s disappointing that a game with such a  cool twist on the traditional JRPG and Adventure game formula fails to  make its world distinct at all.</p>
<p>Being an adventure game, the combat isn’t the sole focus of the game,  with the third-person hacking and slashing feeling a tiny bit like a  Dynasty Warriors style button-masher. The melee action is broken up by  magic, enabled by the Grimoire Weiss, a floating, talking magical book.  Weiss serves as your ‘Navi’ in the Zelda-style segments, but also grants  Nier a bunch of magic powers.</p>
<p>The magic powers vary and level up as the game progresses, but Weiss  will shoot magical energy at enemies, summon up gigantic deadly blades  to swarm around you and other typical magic attacks – projectile, area  of effect and so on. This combined with the ability to dodge and roll  adds a bit of depth to the combat, making it solid but still rather  limited.</p>
<p>Nier’s a rather disjointed experience, with that combat fairly  satisfying at one moment for those with a blood thirst, but the next  moment having you pottering about a quiet town helping out an old lady  for a sidequest. Ten minutes later you’ll be stuck scratching your head  at a puzzle in a Zelda-like dungeon, and then as the dungeon progresses  you’ll be back in combat mode.</p>
<div style="text-align: center;"><a href="http://media.rpgsite.net/images/231/nier_11.jpg"><img src="http://www.rpgsite.net/image.php?game=231&amp;file=nier_11.jpg&amp;thumb=1&amp;watermark=1" border="0" alt="" /></a></div>
<p>Cavia seem keen to nod to almost every part of gaming history – there’s a  rail shooter segment and plenty of areas where the camera gets locked  into a specific angle and follows you around in a manner which is half  Resident Evil and half how the camera used to move in the NES and SNES  Zelda titles – it’s an interesting setup.</p>
<p>Many of the sidequests are mundane and boring, forcing you to trot  across the game’s massive but bland-looking overworld, killing animals  and shades (Nier’s main enemy), even calling at some points for you to  indulge in a spot of fishing or gardening, the former of which is rather  frustrating to actually do.</p>
<p>Most of Nier’s sidequests and distractions are, like other aspects of  the game, solid but wholly unimpressive. What is impressive is the sheer  amount of things that you can do – this is definitely more than a  linear adventure game or action RPG, providing the player with a  veritable deluge of optional tasks &#8211; In that respect Nier is the  opposite of the ‘story or bust’ Final Fantasy XIII.</p>
<p>All those side quests can be ignored and skipped over if you so desire,  and that leaves you with a more manageable Action RPG of around 20 hours  in length. Here you’ll be focused on combat and getting through  dungeons and ensuring you’re ready for harder combat challenges by  powering up Nier.</p>
<p>The main method of powering up is through the ‘word’ system. Defeated  enemies sometimes drop words, which can then be equipped to weapons and  magic to change their properties or buff their powers. The word system  is vital to get through the game comfortably, and can do everything from  light an enemy on fire to make battles reward Nier with more experience  – it’s all classic RPG stuff.</p>
<div style="text-align: center;"><a href="http://media.rpgsite.net/images/231/nier_07.jpg"><img src="http://www.rpgsite.net/image.php?game=231&amp;file=nier_07.jpg&amp;thumb=1&amp;watermark=1" border="0" alt="" /></a></div>
<p>The dungeons are far better designed than the overworld, with some  mind-bending puzzles that’ll leave you confused for a while but slapping  yourself when you finally make the connection. The end of every dungeon  is almost always a highlight with impressive looking and challenging  boss encounters.</p>
<p>I was also really impressed by the way the game seamlessly segways  between 2D and 3D segments. It’s probably the best and most cool  stylistic choice Nier makes, though in certain places it’s questionable,  like areas of a dungeon early on that has you fighting enemies from a  top-down view like a 16 bit Action RPG. The controls suddenly felt very  hokey at that moment, while for the rest of the game they were  relatively tight and responsive.</p>
<p>Despite many elements that show a ton of potential and an equally large  number that make me cringe, the star of the show in Nier is the story.  It’s quirky, over the top and aware of the medium in a way which I  haven’t seen in a Japanese RPG for some time. Grimoire Weiss is quite  the character for a book, constantly wisecracking at the expense of Nier  and at the game’s design.</p>
<p>He’ll comment on character designs, the layout of levels and dungeons  (because seriously, who would build a place as complex as half these  dungeons?) and he even has a fair amount to say about Kaine, the game’s  much publicised foul-mouthed, sparsely dressed hermaphrodite character.</p>
<p>I’m not sure if this self-aware and referential script is down to the  localization team or the original developers, but it’s an impressive  piece of work, managing to turn a game that was mostly mediocre and add  something truly special to it.  Even if the gameplay largely bores you  many players might find that the story continues to drive them through  it.</p>
<div style="text-align: center;"><a href="http://media.rpgsite.net/images/231/nier_preview_3.jpg"><img src="http://www.rpgsite.net/image.php?game=231&amp;file=nier_preview_3.jpg&amp;thumb=1&amp;watermark=1" border="0" alt="" /></a></div>
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<p>It’s not just for the bizarre stuff, Kaine’s swearing or Weiss’ rants –  the story of Nier also goes beyond the story of Nier trying to save his  daughter and head into the traditional world-saving territory, and even  that narrative is rather compelling.</p>
<p>Something RPG fans always love is a good soundtrack, and if we scored  individual bits of a game differently here on RPG Site the score for the  soundtrack would undoubtedly be a ten. It’s a greatly varied, unique  soundtrack that is diverse and crazy as the game it’s for.</p>
<p>Diverse is a good word to describe Nier in general – or perhaps  eclectic. On the surface from the opening sequences or perhaps if you  merely watched somebody else play the game might seem mediocre and  boring – and it is in places – but the interesting mixture of multiple  gameplay styles, bizarre but delightful story and superb soundtrack more  than make up for the issues and, yes – pushes Nier to be above  average.</p>
</div>
<h1>66%</h1>
<div><strong>Originally Published on <a href="http://www.rpgsite.net">RPG Site</a>.</strong></div>
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		<title>Rune Factory Frontier Review</title>
		<link>http://www.apzonerunner.com/?p=453</link>
		<comments>http://www.apzonerunner.com/?p=453#comments</comments>
		<pubDate>Thu, 13 May 2010 19:48:52 +0000</pubDate>
		<dc:creator>Alex</dc:creator>
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		<description><![CDATA[Rune Factory is a perfect example of never, ever judging a book by  its cover. When the game arrived I questioned why this apparent farming  management and simulation game was sent through to us at RPG Site &#8211; the  box proudly boasts that it&#8217;s a &#8216;part of the Harvest Moon Family&#8217; and [...]]]></description>
			<content:encoded><![CDATA[<p>Rune Factory is a perfect example of never, ever judging a book by  its cover. When the game arrived I questioned why this apparent farming  management and simulation game was sent through to us at RPG Site &#8211; the  box proudly boasts that it&#8217;s a &#8216;part of the Harvest Moon Family&#8217; and  there&#8217;s a young anime-styled chap on the front holding an axe. Surely, I  thought, this can&#8217;t be an RPG.</p>
<p> Rune Factory definitely bears a huge resemblance to the game series it&#8217;s  been spun off from, featuring the same cutesy anime characters living  and working on a tiny little farm which has plenty of room to grow into a  sprawling, impressive business.</p>
<p style="text-align: center;"><img src="http://www.rpgsite.net/image.php?game=238&amp;file=rune_factory_frontier_10.jpg&amp;thumb=1&amp;watermark=1" border="0" alt="" /></p>
<p>While you&#8217;re still working your farm and building relationships with  simple dating-sim style options, where Rune Factory differs is where it  becomes an RPG &#8211; dungeon crawling. Heading into dungeons works like many  other dungeon-crawler RPGs, but it&#8217;s all turned on its head by many of  the qualities bought to Rune Factory by the Harvest Moon formula.</p>
<p> The game clock is always ticking except when you&#8217;re inside shops and  other non-dungeon buildings, so dungeon visits will have to be timed in  such a way that you don&#8217;t leave your farm unattended for too long.</p>
<p> Monsters from dungeons can also be bought back to your farm and put to  work, so further progression in early dungeons will grant you the help  you&#8217;ll need to head deeper into other dungeons for longer periods of  time. These monsters can also tag along in dungeons, and can be leveled  up and improved in the traditional RPG way, becoming better farmhands or  more combat-hardy over time.</p>
<p> Timing and multitasking is vital in Rune Factory &#8211; you&#8217;ll have to be  juggling dates with potential wives, tending to the farm, heading into  dungeons, shopping and even cooking for your family and farm hands all  to be fit into a 24 hour day that amounts to 24 real-life minutes.</p>
<p style="text-align: center;"><img src="http://www.rpgsite.net/image.php?game=238&amp;file=rune_factory_frontier_02.jpg&amp;thumb=1&amp;watermark=1" border="0" alt="" /></p>
<p>Sometimes the game feels a little needy &#8211; begging you to tend to this  crop or go and see your family while you&#8217;re more interested in dungeon  crawling, but on the whole Rune Factory is a relaxing, simplistic title  that is part RPG, part The Sims and finally an awful lot of Animal  Crossing or Harvest Moon &#8211; and it&#8217;s a strangely addictive proposition.</p>
<p> It&#8217;s not all as simple as described above, with the game offering depth  in the form of the titular runes which can be gained and managed to help  certain types of crops prosper in certain areas, while extra weapons  and items can be forged and created to make dungeon crawling a little  bit easier.</p>
<p> In fact, Rune Factory is a game that&#8217;s jam packed full of options of  things to do &#8211; so much so that it can sometimes feel a little  overwhelming, and much like real life I found myself stressing that were  just weren&#8217;t enough hours in this virtual day. The fact that time  freezes inside all non-dungeon buildings is handy, but the days will  still fly by very quickly indeed.</p>
<p> Dungeon action is Action-RPG styled, with you swinging your sword in  real time with the press of a button or the flick of a wrist. It&#8217;s  simplistic, but different weapon types and helpful monsters tagging  along make all the difference in how battles play out. It&#8217;s competent  but simple, with the depth of this game hidden in managing the actual  farm.</p>
<div style="text-align: center;"><a href="http://media.rpgsite.net/images/238/rune_factory_frontier_08.jpg"><img src="http://www.rpgsite.net/image.php?game=238&amp;file=rune_factory_frontier_08.jpg&amp;thumb=1&amp;watermark=1" border="0" alt="" /></a></div>
<p>Rune Factory Frontier features pretty standard Wii visuals, offering up  some pretty environments and plenty of detail for a standard definition  game. It&#8217;s a pretty, colorful game, full of the vibrant blues and greens  that one would associate with farm life &#8211; with the visual aesthetic  adding to the relaxing feeling of the game.</p>
<p> Voice acting is intermittent but decent and the music provides a welcome  amount of variety, with different ditties for each season, matching the  visual style and mood of each season of farm life perfectly &#8211; it all  works rather well.</p>
<p> Rune Factory Frontier is flawed in places, but the sheer amount of depth  offered in this title is stunning. It&#8217;s without a doubt one of the  deepest RPGs on the Wii, and that depth offers up months of gameplay  that&#8217;ll keep you enthralled.</p>
<p> Freedom is the name of the game here, and in an age when many RPGs are  forcing players further and further onto an on-rails path, Rune Factory  Frontier&#8217;s open-ended gameplay is a breath of fresh air.</p>
<h1>80%</h1>
<p><strong>Originally Published on <a href="http://www.rpgsite.net">RPG Site</a>.</strong></p>
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		<title>Infinite Space Review</title>
		<link>http://www.apzonerunner.com/?p=451</link>
		<comments>http://www.apzonerunner.com/?p=451#comments</comments>
		<pubDate>Thu, 13 May 2010 19:46:10 +0000</pubDate>
		<dc:creator>Alex</dc:creator>
				<category><![CDATA[Reviews/Previews]]></category>
		<category><![CDATA[DS]]></category>
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		<description><![CDATA[Platinum Games have had a very good couple of years with hardcore  gamers. Since being formed from the ashes of Clover they’ve partnered  with Sega to put out the hugely successful Bayonetta on 360 and PS3 and  the critically successful MadWorld which failed to light up the Wii  sales charts, and [...]]]></description>
			<content:encoded><![CDATA[<p>Platinum Games have had a very good couple of years with hardcore  gamers. Since being formed from the ashes of Clover they’ve partnered  with Sega to put out the hugely successful Bayonetta on 360 and PS3 and  the critically successful MadWorld which failed to light up the Wii  sales charts, and now they’re trying their hand at DS development with  sci-fi RPG Infinite Space.</p>
<p> Being a Japanese RPG, Infinite Space goes some way to embrace the  traditions of both the JRPG and Sci-Fi genres, merging the two into a  traditional story about young man Yuri who dreams of leaving his home  colony and flying amongst the stars – and as the name of the game might  suggest, he succeeds.</p>
<p> Yuri will eventually take on the role of the captain of his own ship,  and through him you’ll be able to recruit a massive number of  crewmembers throughout the game as well as upgrade and change your ship.</p>
<p> While Infinite Space mixes combat both on-and-off ship the real focus of  the game is on the ships themselves, and the better part of the in-game  combat is actually on those battles that take place out in the deep  reaches of space.</p>
<p> Yuri will start out with a single ship, but as you progress through the  game he’ll gain access to command a mini-fleet of five. You’ll be  challenged with building a balanced team of ships suitable for any  combat situation, and the ships themselves fit into the archetypes one  would expect from both science fiction and RPGs, with certain classes of  ships slotting into support roles whilst others are the heavy, hulking  and formidable tank in battles.</p>
<div style="text-align: center;"><a href="http://media.rpgsite.net/images/133/infinite_space_ds_22.jpg"><img src="http://www.rpgsite.net/image.php?game=133&amp;file=infinite_space_ds_22.jpg&amp;thumb=1&amp;watermark=1" border="0" alt="" /></a></div>
<p>It’s all about customization, and every ship in Infinite Space can be  kitted out with various load-outs of rooms, weapons and features that  will all have considerable benefits in combat. It’s impossible, of  course, to slap every single upgrade on your ship, so picking and  choosing exactly what to put on each ship will have a massive effect on  how that space combat plays out.</p>
<p> The upgrades are called modules, and modules can do anything from  improve health and attack power to speed up the movement of ships. It’s  all a sci-fi nerd’s dream, where all the parts do the job you’d expect  from the name and it allows you to live out those space-captain  fantasies where you build the perfect space faring vessel. It’s not all  big engines and lasers, though, as modules such as the cafeteria will be  required to keep the morale of the ship’s crew up.</p>
<p> Managing the crew actually plays as large a role as managing the ships  themselves, as you’ll have to staff each ship’s rooms with people  skilled in those jobs. You’ll need a first mate, someone to juggle  finances and yes, and somebody to staff that cafeteria and cook the  meals. If that person isn’t a good cook the cafeteria will have a lesser  effect on crew morale, so it’s important to choose wisely.</p>
<p> With a massive galaxy to explore, combat is usually initiated as you’re  speeding across the stars from one planet to another, with sci-fi’s  ever-present space pirates out to strip your ships of their riches. Once  in combat, you’ll have to wait for a meter to charge up before you can  execute a manoeuvre.</p>
<p> The moves are split into three groups; attacks, barrages and dodges.  Attacks fire all the weapons currently available, barrages cost double  the command meter but are more powerful and the dodge does exactly what  it says on the tin, dodging incoming attacks. This sounds like a  simplistic rock-paper-scissors combat setup, and that’s because it  largely is.</p>
<p> As well as the simple command setup, you’ll also have to juggle the  range of your ship. Certain weapons will only fire so far, so you’ll  have to get in close if you want them to work – but doing so leaves you  at more risk of getting hit by more powerful weapons yourself. You can  also order smaller fighter ships to take off to harass enemies and stop  them from moving, and these elements together add a welcome layer of  complexity to combat.</p>
<div style="text-align: center;"><a href="http://media.rpgsite.net/images/133/infinite_space_ds_05.jpg"><img src="http://www.rpgsite.net/image.php?game=133&amp;file=infinite_space_ds_05.jpg&amp;thumb=1&amp;watermark=1" border="0" alt="" /></a></div>
<p>While the commands themselves are different, Infinite Space spices up  its combat by having you think about distance and weapon range  constantly and by also placing an enormous emphasis on preparing the  right battle load-out on your ships before heading into combat.</p>
<p> The difficulty level can sometimes feel bumpy, with some battles  pummelling you into the ground with relentless difficulty and others  offering up pathetically weak gangs of pirates, but overall the game  provides a decent, enjoyable challenge that’ll saw me obsessively  tweaking your ship designs to get the optimum setup for hours on end.</p>
<p> If all else fails you can get up close and board ships, but the on-foot  combat is simply the three commands without the interesting aspect of  range, and so is rather boring – this seems to be a glaring oversight  and a missed opportunity for an on-foot battle system as interesting as  the in-space one.</p>
<p> As a sci-fi nerd, there’s something incredibly satisfying about Infinite  Space’s over-complicated, indulgent customization. It’s relatively easy  to use once you get the hang of it, but there’s such a plethora of  options and parts available that it’s pleasingly extreme. As I said  above, I spent hours tweaking the layout of ships and building all-new  ones without much boredom.</p>
<p> The issue here is that while it’s fine once you get the hang of it,  Infinite Space does commit the rather nasty sin of failing to explain  any of its complex systems properly. While explanations of what various  ship modules do and what obscurely-named character statistics mean can  be found deep within the game’s built in help system, it feels overly  draconian that in this day and age to be forced to go searching for an  explanation.</p>
<p> Infinite Space suffers overall from a difficult teething phase where the  first few hours can foster frustration thanks to a lack of sufficient  explanation and a sharp difficulty curve, but that curve soon levels out  and the game systems are incredibly fun once you’ve learned them.</p>
<div style="text-align: center;"><a href="http://media.rpgsite.net/images/133/infinite_space_ds_18.jpg"><img src="http://www.rpgsite.net/image.php?game=133&amp;file=infinite_space_ds_18.jpg&amp;thumb=1&amp;watermark=1" border="0" alt="" /></a></div>
<p>The game sports some decent-looking graphics, and has some great-looking  anime character portraits and extremely detailed-looking ship and  module designs that are sure to make any sci-fi fan grin, though the  actual rendering in battle leaves a bit to be desired. Cutscenes  progress through text and character portraits on-screen, and overall  Infinite Space looks just fine but it certainly won’t win any awards for  its visual presentation – gameplay is king here.</p>
<p> No More Heroes composer Masafumi Takada is on board for the soundtrack,  providing exactly the kind of sound you’d expect from an epic space  opera, with the overall sound-design following suit with all the lasers,  explosions and ship engines you’d expect present and correct.</p>
<p> Infinite Space definitely has some significant issues – it’s lacking in  presentation with basic graphics and there are some major oversights in  terms of just how the game is built, with some systems plain-out not  clear enough for players just starting out with the game, but the  extremely clever and fun combat design and customization go an awful  long way to make you overlook those problems.</p>
<p> Weighing in at fifty to eighty hours, Infinite Space features an awful  lot of content for a portable title, and just might be the perfect  portable title for an RPG fan – it’s familiar yet different, clever, fun  and it’ll last you an age.</p>
<h1>80%</h1>
<p><strong>Originally Published on <a href="http://www.rpgsite.net">RPG Site</a>.</strong></p>
<p><!-- Article Start --></p>
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		<title>Mad Catz FightPad Review</title>
		<link>http://www.apzonerunner.com/?p=446</link>
		<comments>http://www.apzonerunner.com/?p=446#comments</comments>
		<pubDate>Thu, 13 May 2010 19:38:29 +0000</pubDate>
		<dc:creator>Alex</dc:creator>
				<category><![CDATA[Reviews/Previews]]></category>
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		<category><![CDATA[Gaming]]></category>
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		<category><![CDATA[Xbox 360]]></category>

		<guid isPermaLink="false">http://www.apzonerunner.com/?p=446</guid>
		<description><![CDATA[It’s a well known fact that fighting games aren’t too great with an analogue stick. There’s a reason the Sega Saturn controller was so revered for fighting games for so many years – it was the last official controller that was really, really high quality for fighters.
With the advent of a fighting game revival thanks [...]]]></description>
			<content:encoded><![CDATA[<p>It’s a well known fact that fighting games aren’t too great with an analogue stick. There’s a reason the Sega Saturn controller was so revered for fighting games for so many years – it was the last official controller that was really, really high quality for fighters.</p>
<p>With the advent of a fighting game revival thanks to Capcom’s Street Fighter IV and the newly released Super Street Fighter IV, Mad Catz have put out a few solutions for those suffering with trying to play the game on the 360 or PS3 controllers – and the cheapest, least hardcore of the bunch is the FightPad.</p>
<p>Compared to the arcade sticks which’ll set you back three figures digits, the FightPads will only set you back around 40 dollars (or 35 pounds, exchange rate be damned) a piece. They’ll look familiar in shape to Sega Saturn fans, resembling that pad that is so revered by fighting game fans very closely.</p>
<p>The pad sports an eight-way floating D-Pad that is nice and mushy, offering a smooth movement that’s the polar opposite of the stiff D-Pads on the official controllers. The D-Pad actually seems to function in style closer to an actual fighting stick than a regular D-Pad, adn this works well, as sticks have always been the best for fighters.</p>
<p>The fact Mad Catz have quite deliberately made the D-Pad oversized was clearly a very wise decision, as your thumb can then slip about the pad easily and in more exaggerated movements, making many moves that are sometimes difficult easier to use.</p>
<p>Like the FightSticks from the same range, the function of the D-Pad can be edited to be the Left or Right analogue stick or the D-Pad itself, allowing you to choose just in case the game you want to use it for uses the stick for menus and the D-Pad for gameplay. This makes sure the pad is compatible with a wide range of non-fighting games, including 2D classics on Game Room and Xbox Live Arcade.</p>
<p> </p>
<p>The fightstick features six face buttons and two shoulder buttons in the now traditional layout, and in most fighting games this amounts to the top three buttons being Heavy, Medium and Light kick while the bottom three are the same for punch. In Street Fighter the shoulder buttons serve as a combination of all three punches or all three kicks for activating ultras, but in different games they might have a different function.</p>
<p>I found the pad suitable for other fighters like Dead or Alive or Soul Calibur with some tweaking of the control options for the games, and the D-Pad and the buttons remained just as responsive outside of the Street Fighter games they were designed for. The only real complaint I can level at the buttons themselves is that they are a little too loose in my pad and are prone to a bit of rattle.</p>
<p>In addition to the standard features as controller, the FightPad also includes a turbo feature. It does what it says on the tin, allowing you to double or triple-up button presses, with a little light blinking on the front of the pad to let you know that turbo is being used. I didn’t have much use for this feature myself, but it’s handy to have.</p>
<p>The controller is a comfortable build, with a smooth plastic that’s adorned with artwork of a Street Fighter IV character with the sides of the pad having a harder plastic. Where your fingers will come to rest on the underside is covered in a softer grip which helps you keep a grip on the pad.</p>
<p>To be blunt, the glossy top isn’t always ideal if you’re playing in a hot room – the last thing you need is to slip on the D-Pad during a vital move because the controller’s starting to get a little sweaty, but overall the quality of the FightPad build is superb. It’s comfy to hold and use and Mad Catz have picked out some great Street Fighter IV artwork to decorate the pads.</p>
<p>The Xbox 360 version of the pad is wireless, which eliminates the fuss of batteries but adds the inconvenience of a wire lying across the floor. The PS3 is the opposite, wireless but requiring power. Both pads serve competently and without lag, and that’s all that matters in the end.</p>
<p>For the bargain price – comparable to that of a normal controller – the FightPad offers a specific solution for fighting games as well as enough versatility to be an ideal controller for retro Xbox Live Arcade and Game Room titles.</p>
<p>It’s a tiny bit light and flimsy feeling, but it’s so far managed to survive hours of intense Street Fighter play, so they’re clearly pretty robustly built. If you’re looking to improve your Street Fighter game and get rid of that rubbish analogue stick without shelling out over a hundred bones for a stick, this is definitely the solution.</p>
<p><strong>Originally Published on <a href="http://www.strategyinformer.com/">Strategy Informer</a>.</strong></p>
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		<title>Mad Catz FightStick Tournament Edition S Review</title>
		<link>http://www.apzonerunner.com/?p=444</link>
		<comments>http://www.apzonerunner.com/?p=444#comments</comments>
		<pubDate>Thu, 13 May 2010 19:36:23 +0000</pubDate>
		<dc:creator>Alex</dc:creator>
				<category><![CDATA[Reviews/Previews]]></category>
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		<category><![CDATA[Gaming]]></category>
		<category><![CDATA[Review]]></category>

		<guid isPermaLink="false">http://www.apzonerunner.com/?p=444</guid>
		<description><![CDATA[Along with Street Fighter IV’s mainstream revival of the fighting genre game Mad Catz, working directly with the developers over at Capcom to create the most arcade-authentic experience possible at home.
In line with that vision, the guys over at Mad Catz created two models of stick for the release of Street Fighter IV – the [...]]]></description>
			<content:encoded><![CDATA[<p>Along with Street Fighter IV’s mainstream revival of the fighting genre game Mad Catz, working directly with the developers over at Capcom to create the most arcade-authentic experience possible at home.</p>
<p>In line with that vision, the guys over at Mad Catz created two models of stick for the release of Street Fighter IV – the standard FightStick and the Tournament Edition FightStick. Both models offer arcade-level precision at home, with the Tournament Edition offering features and quality that hardcore Street Fighter fans expect at a price premium.</p>
<p>For the release of Super Street Fighter IV Mad Catz sent us over one of the latest model of the stick – the Super Street Fighter IV FightStick Tournament Edition S. As the name suggests, it’s branded for Super this time, while the S signifies the fact that the stick has lost a little of its physical bulk.</p>
<p>The first thing that struck me upon receiving the stick was the absolutely stunning quality of the packaging. Featuring Ryu and Ken prominently, the packaging features imagery of all of Super’s thirty-five playable characters and has an absolutely awesome flip-lid box which allows you to show off the quality of the stick inside without even taking it out of the box.</p>
<p>While the box for my Hori Real Arcade Pro EX2 was discarded as soon as I’d taken the stick out, this box is of such high quality that I’ve held onto it and keep placing the stick back into it – which in turn is keeping the stick a ton safer, too. Mad Catz definitely deserve two thumbs up for presentation.</p>
<p>The stick itself is equally as well constructed, managing to meld the slimmer design with sturdiness, with the whole stick offering a reassuring weight that makes it feel sturdy and quality while ditching much of the bulk that makes home-use arcade sticks overly bulky.</p>
<p>Despite the S designation, this isn’t a small stick. It’s a heavy box, and rivals the console you’ll be playing the game on in size. In an arcade stick this can only be a good thing, though, as a teeny-tiny stick cramps your hands and the weight helps to stop the stick from moving about during intense battles.</p>
<p>The stick is as authentic as you’re going to get sitting in your living room; featuring the original Sanwa brand arcade parts that were used in the real Street Fighter IV arcade cabinets over in Japan and the buttons laid out in the exact same way they are in the Japanese arcades.</p>
<p>The stick is wired to eliminate any potential crossed-signal issues at tournaments and also to ensure that there’s no input lag – a vital assurance for the ultra-fast fighting genre where every frame counts. The wire is handily massive, with more than enough length to stretch across even the largest living room or gaming cave.</p>
<p>The Start and Back buttons have been placed on the back of the stick facing away from the player, ensuring they don’t get accidentally pressed mid-match. As if that wasn’t enough there’s also a flick switch on the face of the stick that stops the Xbox Guide, Playstation button or Start from working – absolutely ensuring gameplay will go uninterrupted.</p>
<p>A second switch will also allow you to choose what the stick itself is – the D-Pad, Right Stick or Left Stick. This allows the stick to potentially be used for games that only use the D-Pad control, making it potentially ideal for Xbox Live Arcade or Game Room games that were originally in the arcade.</p>
<p>Also handy is the addition of turbo fire, which can be mapped to any of the face buttons on the stick and used liberally. Morally I wouldn’t recommend doing that online, but the feature is there to use and abuse as you wish. There’s also an Xbox Live headset port for talking back as you’re accused of being a scrub or a flowcharter, of course.</p>
<p>The build, size and shape of the stick feel just right. While it lacks the roominess about the buttons that a real-life arcade cabinet often has it’s the ideal size and shape for home use; small enough and light enough to fit on your lap or a small table, but also large and heavy enough to be a sturdy, strong and reliable piece of kit. The stick always felt robust even when trying to pull off the most intense combos, which is always welcome.</p>
<p>The stick seems to pick up input very well, and I felt while there was a bit of a rough honeymoon period where I struggled to get to grips with playing with a stick, I was quickly pulling off moves more quickly and reliably than I ever managed with a regular controller – it really is true that a decent stick offers a greater degree of control.</p>
<p>The stick managed to keep up with the speediest of battles easily, and I never felt that it was the controller’s fault that I lost a bout – something which used to frequently happen with a regular controller!</p>
<p>As mentioned earlier, the stick is a viable choice for more games than just Super Street Fighter IV – there’s of course other fighters including Dead or Alive 4 and Soul Calibur 4 as well Xbox Live Arcade titles like Super Street Fighter II Turbo HD Remix, but it’s also perfectly viable for other Xbox Live Arcade titles, from something like Pac Man Championship Edition to Streets of Rage 2’s XBLA port.</p>
<p>That versatility helps to justify the price tag a little more, but really how awesome the stick is in itself more than justifies the price, even if it is admittedly expensive. It’s not likely to break, and it’s easily moddable should the need to change the artwork, buttons or more take your fancy.</p>
<p>If all that wasn’t enough to justify the price, I can’t make it clear enough how high quality a build this is – it’s definitely one of the nicest, most upmarket pieces of gaming equipment I own. The only issue I have is the slightly rough edge where the artwork ends that can grate on the wrists after a while – but this is minor.</p>
<p>There’s a veritable glut of 2D fighting games available for the Xbox 360 now, and so the extra edge and authenticity this stick will help to give you should be more than enough reason to make any fighting fan make the investment. I should know – I just bought a second!</p>
<p><strong>Originally Published on <a href="http://www.strategyinformer.com">Strategy Informer</a>.</strong></p>
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		<title>Super Street Fighter IV Review</title>
		<link>http://www.apzonerunner.com/?p=438</link>
		<comments>http://www.apzonerunner.com/?p=438#comments</comments>
		<pubDate>Thu, 13 May 2010 19:29:24 +0000</pubDate>
		<dc:creator>Alex</dc:creator>
				<category><![CDATA[Reviews/Previews]]></category>
		<category><![CDATA[Spotlight]]></category>
		<category><![CDATA[Gaming]]></category>
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		<description><![CDATA[Street Fighter IV was a vitally important game  to me. While it&#8217;s widely agreed that it&#8217;s the defining fighting game of  this generation of consoles, for me it also represented the game that  made fighting games fun again when I had begun to lose faith in all my  old favorite fighters.
If [...]]]></description>
			<content:encoded><![CDATA[<p>Street Fighter IV was a vitally important game  to me. While it&#8217;s widely agreed that it&#8217;s the defining fighting game of  this generation of consoles, for me it also represented the game that  made fighting games fun again when I had begun to lose faith in all my  old favorite fighters.</p>
<p>If you&#8217;re looking for a short review, here it is:  if you enjoyed playing Street Fighter IV, you&#8217;ll probably find a ton of  fantastic features that&#8217;ll make investing your time in Super Street  Fighter IV worthwhile. That&#8217;s it &#8211; and now let me explain exactly why.</p>
<p>Just in case you&#8217;ve been under a rock for the last six months, Super  includes ten characters which weren&#8217;t in the original Street Fighter IV,  bringing the grand total of playable characters to an impressive but  not excessive thirty-five.</p>
<p>Of those ten, two characters are entirely new to the Street Fighter lore  &#8211; Juri was described as a &#8217;spider-lady&#8217; when she was revealed, and that  best describes her properties &#8211; fast, deadly up close and focused on  kicks. Hakan is the other newcomer, a gigantic hulk of a man who is  focused on grappling foes into submission. Hakan is all about &#8216;oiling  up&#8217; &#8211; pouring cooking oil on himself to grease up, which changes the  properties of attacks.</p>
<p>The two represent the extremes of Street Fighter well &#8211; Juri is simple  to pick up and use if you&#8217;re familiar with somebody like Ryu or Cammy,  while Hakan can be confusing at first but can be absolutely deadly once  you figure out exactly how to make use of his unique oil mechanic.</p>
<p>The other eight characters will all be familiar faces to hardcore Street  Fighter fans with Makoto, Dudley and Ibuki coming from Street Fighter  III and Adon, Cody and Guy representing the Alpha spin-off series &#8211;  though Cody and Guy originated in the &#8216;Final Fight&#8217; brawler series.</p>
<p>The roster is rounded out by T.Hawk and Dee Jay, the final two &#8216;New  Challengers&#8217; from the Street Fighter II expansions that were omitted  from the original release.</p>
<p>The new characters offer a good spread of styles &#8211; Dudley&#8217;s a  gentlemanly combo-building beast while Adon&#8217;s weirdly-angled attacks  make him utterly different to anyone else in the cast, and while there&#8217;s  plenty of projectile attacks in Street Fighter IV Cody&#8217;s knife-holding  and throwing mechanic is definitely interesting and unique.</p>
<p>Every character in the game now has two Ultras, too. Cammy&#8217;s gained the  counter CQC ultra, while Ryu&#8217;s got a massive Shoryuken that hits with  such ferocity that the music cuts out. They&#8217;re all high quality  cinematic moments, and they make a serious difference in battles &#8211;  tactics against somebody selecting Ultra II is almost certain to be very  different than if they&#8217;d selected Ultra I, as different Ultras perform  and execute in different ways.</p>
<p>Better still, every one of these characters and ultras is unlocked from  the start, with the only stuff that needs to be unlocked through  gameplay being costume colors, taunts and other largely extraneous  options &#8211; everything you need is unlocked from the get-go.</p>
<p>One blast through the single-player will unlock both the car-beating and  barrel-busting minigames to play separately and also the option to cut  them out of future single-player runs entirely &#8211; it&#8217;s all like Capcom  have finally realized that these games are often played same-screen and  ensured everything important was ready for those multiplayer nights in  from day one.</p>
<p>Likewise, all the stages are unlocked from the word go, including a  couple of new ones. Stages in Super Street Fighter IV are essentially a  backdrop &#8211; they don&#8217;t affect gameplay &#8211; but they&#8217;re all lovingly  constructed, pretty looking and often have Easter eggs in the form of  character cameos in the background.</p>
<p>There&#8217;s still explosions and changes to the stage as the fight  progresses, all of which animate well but aren&#8217;t so distracting that you  take your eyes off the all-important fight. A welcome option to play  the game with remixed versions of classic music &#8211; be it Ken&#8217;s Street  Fighter II theme or Cody&#8217;s theme music, which is a remix of a Final  Fight tune &#8211; is also included.</p>
<p>Where Super Street Fighter IV really soars is in its online. Sporting  improved netcode and a greater plethora of options, it&#8217;s now easier to  get a game and easier to pinpoint why you lost or how you can get better  thanks to the new replay theatre.</p>
<p>Your last thirty matches are saved automatically, and you can then watch  and save these forever if you so choose. You can watch your own matches  back in slow motion to study for mistakes or even search through the  online archives to see the best matches ever fought with your character  of choice &#8211; it allows you to learn from the best.</p>
<p>The system is split into blocks &#8211; you can view battles with the original  8 world warriors from Street Fighter II, from bosses, newcomers and so  on. These channels are handy, but it definitely would&#8217;ve been better to  be able to search for matches between specific characters rather than  only within larger groups &#8211; I&#8217;d say this is an oversight on Capcom&#8217;s  part.</p>
<p>There&#8217;s still ranked matches to improve your rating, but the big new  addition in Super for online is the &#8216;Endless Battle&#8217; mode, allowing  eight players to play together. The winner stays on, the loser is sent  to the back of the line and all the other players can chat and watch  while the matches they&#8217;re not in takes place.</p>
<p>There&#8217;s also a new Team Battle mode, which works similar to the Endless  Battle but splits the eight players into two teams of four. The winner  on the winning team stays on while the losing team rotates the player in  charge. Even ranked matches have been streamlined, and it&#8217;s overall  easier to get into a battle and once you do the netcode is solid,  especially if you&#8217;re playing with someone in the same region, which  matchmaking prioritizes.</p>
<p>There&#8217;s a stunning amount of depth to Super as there was in Street  Fighter IV, and even though this time around I was playing with the  fantastic Mad Catz FightPad and Tournament Edition FightStick I was  getting my ass thoroughly handed to me online on a regular basis &#8211; but  it was still great fun!</p>
<p>The single player is competent, featuring the now standard anime intros  and rival battles with unique dialogue for each character, but the good  news here is that it&#8217;s entirely optional unless you&#8217;re  achievement-hunting. There&#8217;s varying difficulty levels if you need some  practice before heading online, but the single player is not the  priority here.</p>
<p>Like Street Fighter IV, the main issue with Super is the lack of any  real tutorial content. The game does a better job this time with a  Challenge mode that shows you how to combo with on-screen instructions,  but even that feels a bit like being thrown in at the deep end of the  pool to me, and I played a lot of Street Fighter IV.</p>
<p>In the end what you need to enjoy Super Street Fighter IV are a couple  of mates to play it with on-or-offline who you can practice, learn and  experiment with. If you can find that the game becomes addictive, more  fun and infinitely more understandable.</p>
<p>It&#8217;s flawed in places, but this is still a  game that expertly demonstrates to the rest of the gaming world why  Capcom are still considered the kings of the fighting genre. It&#8217;s no  incremental upgrade and brings more than just character balancing to the  table, managing to improve, fix and surpass the original Street Fighter  IV in every way imaginable &#8211; and they&#8217;ve done it at less than full  price.</p>
<p>This is how you do an upgrade.</p>
<h1>9/10</h1>
<p><strong>Originally Published on <a href="http://www.strategyinformer.com">Strategy Informer</a>.</strong></p>
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		<title>Lead &amp; Gold &#8211; Gangs of the Wild West Preview</title>
		<link>http://www.apzonerunner.com/?p=434</link>
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		<pubDate>Thu, 13 May 2010 19:23:46 +0000</pubDate>
		<dc:creator>Alex</dc:creator>
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		<description><![CDATA[
It’s rare that I go into a game completely and  utterly blind, and when I do sometimes it can be a pleasure and other  times a nightmare. I can honestly say going into Lead and Gold: Gangs of  the Wild West blind and with no prior knowledge of the game was  [...]]]></description>
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<p>It’s rare that I go into a game completely and  utterly blind, and when I do sometimes it can be a pleasure and other  times a nightmare. I can honestly say going into Lead and Gold: Gangs of  the Wild West blind and with no prior knowledge of the game was  refreshing and very, very enjoyable.</p>
<p>Part of that is because it’s different yet familiar. Lead  and Gold could be described on the surface as a Team Fortress style  game with a multitude of game modes for online teams of players to  tackle and that would be a pretty accurate description. The one major  difference on the surface is that Lead and Gold is third person, not  first.</p>
<p>Like Team Fortress Lead and Gold is class based, and each of the four  classes offer a unique play style that is vital to making the team  succeed. There’s the Trapper, Gunslinger, Blaster and Deputy – and it  should be fairly clear what they all do from their names alone. The  Deputy was my favourite, coming with a high-capacity semi-automatic  rifle that could tear through enemies at mid to long range depending on  how good your aim is.</p>
<p>If you haven’t already guessed from the title of the game or the  class names, Lead and Gold takes place in the Wild West. It sports an  interesting, quirky art style that isn’t quite cartoony but isn’t  realistic either, and it really suits.   While on the surface all the similarities may suggest that this is a  Team Fortress ‘clone’, but once you scratch past the surface Lead and  Gold reveals a surprising amount of twists to that class-based,  team-based Red vs. Blue formula.</p>
<p>While on the surface all the similarities may suggest that this is a  Team Fortress ‘clone’ once you scratch past the surface Lead and Gold  reveals a surprising amount of twists to that class-based, team-based  Red vs. Blue formula.</p>
<p>For a start, there’s the spawn flag which can be picked up by a  player from your home base and carried around. This does exactly what  you’d expect, and can be carried around or dropped so that the rest of  the team spawn on the player carrying it or at the location where it was  dropped.  Because Lead and Gold deals with smaller teams than most other games of  this kind, the ability to control where your teammates spawn is vital in  certain game modes, especially the mode which requires you to capture  various control points across the map – several times I spawned on an  about-to-die comrade and rescued him from his would-be assailants – and  that feels really satisfying.</p>
<p>The game also comes with a ‘Last  Stand’ feature of sorts built in, where if players are shot in non-vital  places but take enough damage to deplete their health they’ll be left  on the floor with a six-shooter and aiming control. Unless it’s a  clear-cut headshot, remember to never assume a body that falls down is  dead in this game – it could come back to haunt you!</p>
<p>You can  rescue teammates from this status by healing them, though that takes a  couple of seconds to execute, so make sure you’re all clear.  The classes are about more than what guns they use, too – classes here  have extra buffs. Some classes emit area-of-effect buffs that heal,  while my Deputy had the ability to ‘tag’ enemies, highlighting them to  the rest of the team. Tagged enemies also take more damage, so this is a  vital ability in close matches.</p>
<p>Generally much like Team Fortress the class load-out of your team  will determine how you play each match and how successful your team will  be. It’s the kind of game that can be picked up and played, but  learning those classes will turn out to be hugely beneficial and  advantageous in future matches.   There’s also an experience system in place, though exactly what it does  is still a mystery to me in this preview version. Aside from the above,  Lead and Gold is pretty much self explanatory.</p>
<p>It may be small,  simple and familiar in everything from the player count to the number of  classes, but it’s an extremely polished piece of work.  It boasts a straightforward HUD that’s easy on the eyes, and the whole  game is really rather pretty and animates absolutely beautifully. The  sound design is solid; the controls are tight and most important of all  its pretty damn good fun.</p>
<p>Lead and Gold isn’t going reinvent the  wheel or start a revolution, but what it will do is offer a refreshing  take on an old genre that’ll be extremely fun with friends. And it’s  cheap. What more could you want?</p>
<p><strong>Originally Published on <a href="http://www.strategyinformer.com">Strategy Informer</a>.</strong></p>
<p><!--
<p><a href="http://www.strategyinformer.com/pc/leadgoldgangsofthewildwest/preview.html?printable" mce_href="http://www.strategyinformer.com/pc/leadgoldgangsofthewildwest/preview.html?printable">Print</a></p>
<p><a href="http://forum.strategyinformer.com/forumdisplay.php?f=7" mce_href="http://forum.strategyinformer.com/forumdisplay.php?f=7" class="broken_link">Upcoming games discussion</a></p>
<p>by <a href="http://www.strategyinformer.com/ourstaff.html" mce_href="http://www.strategyinformer.com/ourstaff.html">Alexander Donaldson</a></p>
<p>&#8211;></p>
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		<title>Resonance of Fate Review</title>
		<link>http://www.apzonerunner.com/?p=424</link>
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		<pubDate>Thu, 13 May 2010 19:12:14 +0000</pubDate>
		<dc:creator>Alex</dc:creator>
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		<description><![CDATA[Resonance of Fate has an interesting  pedigree, coming from tri-Ace, the studio behind the Star Ocean and  Valkyrie Profile series of games, and though they’ve had a couple of dud  games so far this generation it seems they’re finally getting to grips  with the technology and making a game as good [...]]]></description>
			<content:encoded><![CDATA[<p>Resonance of Fate has an interesting  pedigree, coming from tri-Ace, the studio behind the Star Ocean and  Valkyrie Profile series of games, and though they’ve had a couple of dud  games so far this generation it seems they’re finally getting to grips  with the technology and making a game as good overall as its core  mechanics.</p>
<p>You see, Star Ocean 4 and Infinite Undiscovery both  had fun battle systems but suffered from rubbish plots, funky-looking  visuals (in the bad way) and an absolutely terrible localization.  Resonance of Fate immediately seems stronger in those areas and has  arguably the most complex but rewarding and satisfying combat system  tri-Ace has cooked up to date.</p>
<p>All the action in Resonance (known as End of Eternity in Japan) plays  out with more contemporary weapons, doing away with the swords and  sorcery largely in exchange for massive gun battles with characters  twirling through the air like they’re in the Matrix.</p>
<p>The main crux of battles in Resonance of Fate is in the two types of  damage you can deal to enemies – Scratch and Direct. Scratch damage hits  the enemy and hurts them but doesn’t actually deplete their health –  sort of like damaging their stamina. Scratch damage also regenerates  over time, while Direct Damage, as you might’ve guessed, deals actual,  permanent damage to the enemy.</p>
<p>In a way it’s kind of similar to Final Fantasy XIII’s stagger system,  with the whole idea being that players will have to build up scratch  damage with certain attacks and weapon types before landing a  devastating Direct attack which’ll convert all that massive built-up  scratch damage into a depleted HP bar.</p>
<p>The idea works in a similar way to the Stagger system in Final Fantasy,  driving the battle system to be fast-paced and urgent as you scramble to  convert that scratch damage to direct before it is recovered.</p>
<p>Alongside the two types of damage there’s also Hero Actions, attacks  vital to survival. Hero Actions cost ‘Bezels’ to perform, and running  out of Bezels cripples your team such that it’s as good as game over.  Bezels can thankfully be gained in battles by damaging enemies in  specific ways or defeating them, so managing your Bezels and ensuring  you have enough to perform Hero Attacks and survive is another important  part of battling.</p>
<p>Hero Attacks are actually where the Matrix comparisons really kick in,  as they allow you to direct your character to a route across the  battlefield which the character will then take, legging it across the  battlefield, firing unrelentingly at enemies while they do. They’re a  fundamental element of the gameplay, and often the key to taking down  powerful enemies before they crush you.</p>
<p>As if that wasn’t complicated enough, the whole battle system itself  follows an all-new dynamic. Known as t-A-B, the system is semi-turn  based and has you control one character at a time. You’ll switch ‘turns’  between each of your party members, but enemies will attack constantly  as you manoeuvre each character about the battlefield and trigger their  moves.</p>
<p>It’s a nice idea, and positioning of enemies and allies is important,  adding another new layer to the combat as even moving about has a cost  on the game’s Action Point gauge. If certain conditions are met, you can  even unlock the Tri-Attack, a three-pronged assault where all three  characters go crazy with their trigger finger at once.</p>
<p>With all this stuff to juggle and how fast-paced it can often feel like  it’s pretty easy to get overwhelmed, especially as the game progresses.  It takes some time for the game to layer in every single element of  combat, but once they’re all there for you the game is unrelenting in  throwing difficult enemies your way that will require you to use every  aspect of the complex battle system to survive – and even then it’s  incredibly – sometimes frustratingly – difficult.</p>
<p>The other major gameplay aspect of Resonance comes in the form of weapon  customization, which looks like something out of a modern FPS. There’s a  positive deluge of potential combinations, allowing you to add  everything to weapons – extra grips for more accuracy, scopes for better  distanced attacks – tons.</p>
<p>All of it has an effect on gameplay, and it actually reminds me a bit of  EA’s Army of Two, but without the tasteless bling. You can make some  pretty badass looking weapons, and it’ll help to scratch that upgrading,  levelling-up itch any RPG fans have, offering you an enormous amount of  freedom to choose how your characters fight through what weaponry they  use.</p>
<p>Resonance’s aesthetics outside of battles are as different as the battle  system itself, resembling a traditional Japanese RPG in terms of its  overall form but revealed to be greatly different in content once you  get up-close and personal.</p>
<p>There’s the obvious stuff – swords and shields swapped for John Woo,  Matrix-like gunplay – but then there’s the more subtle stuff, like the  mysterious simplicity of how the story is delivered. Coming off the back  of Final Fantasy XIII’s hours of cutscenes, Resonance is surprisingly  bare, its steampunk world largely detailed in gameplay – you do a ton  more playing and less watching than you did in Final Fantasy XIII.</p>
<p>Despite how well it was introduced, the world did little for me and  really felt largely normal – merely toeing the line, and the same can be  said for the story, characters and even the graphics. The world is  fairly pretty and well-realized, but it really isn’t much that you  haven’t seen a thousand times before.</p>
<p>The story is fairly standard for a Japanese RPG, and that’s where  Resonance is at its most traditional. It’s solid enough, but it’s still  got that cheesy anime factor, though like FFXIII that is reduced  somewhat by the quality of the English voice acting. The localization is  overall solid, and I never found myself particularly confused by the  story.</p>
<p>Resonance of Fate is a really interesting title, if only because of the  ways it twists the Japanese RPG traditions and truly turns them into  something new, merging traditional concepts with gunplay and the pacing  of an action-game. The heart of the game is its fiendishly difficult,  fast-paced and fun battle system and open-ended weapon upgrading, and  all that stuff is so well executed that it propels Resonance to be one  of the best RPGs this generation.</p>
<p>There’s always a flip side, though, and here it’s the difficulty and how  dull and ordinary everything else feels. The difficulty and complexity  is likely to turn all but the most hardcore RPG fan off despite how fun  the battle system is and the game even requires a bit of grinding later  on, while the story, graphics and world design really aren’t different  enough to be interesting.</p>
<p>It’s a solid effort from tri-Ace in the end,  and a marked improvement on their other titles this generation, but the  solid gameplay is let down by its sometimes overwhelming difficulty and a  bland story and world-design.</p>
<h1>7.5/10</h1>
<p><strong>Originally Published at <a href="http://www.strategyinformer.com">Strategy Informer</a>.</strong></p>
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