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  • Beaterator Final Impressions

    Back on September 29, Rockstar released Beaterator for the PSP. You may be wondering why we haven't reviewed it yet. The answer is simple: Beaterator isn't a game. It's a music-making software application that happens to have been made by a game publisher for a game system. Yes, those close ties to the gaming world have led us to preview Beaterator, but it's not something that our review scale is designed to evaluate. That's why you have not and will not see an official review for Beaterator on GameSpot. But in case you're still on the fence, I'd like to share some personal impressions of Beaterator now that it's out and I've spent some quality time with a retail copy. (Here's the quick version: I like it a lot.)

    For a basic rundown on all the features be found in Beaterator, you'll want to check out the preview I wrote last month. There you'll find a basic summary of the different methods of making and recording music. No major features have been added or removed since I previewed it; you're still going to find the Live Play mode for taking the 3,000+ loops and playing a song on the fly; Studio Session for playing live songs with a few more options for customizing the sound; and Song Crafter to get into the real nitty gritty of your music.


    Here's an example of Live Play in action.

    We'll start with Live Play. You don't need anything more than a rough sense of musical timing to get the most out of this mode. You're basically just given a template of loops (hip hop, house, etc.) broken down into various instruments and ability to start and stop them at will. It's a simple system, but one that lets you feel like you're actually making music even though you're only controlling which loops play and when. Besides serving as a friendly way for newcomers to get a feel for making music, the cool part about Live Play is that you can record your performance, then take it into the other two modes to fine-tune your work.

    Studio Session is sort of the bridge between Live Play and Song Crafter. What it does is allow you to fill all the loop slots manually, edit the individual loops to your liking (more on that in a bit), and just generally do the same thing as Live Play but with more customization. I honestly didn't find myself drawn to Studio Session much at all. It's nice that it exists as an option, but I usually found myself attracted to either the mindless fun of Live Play or the all-out creative potential of Song Crafter. Studio Session doesn't really offer either one, it just sort of sits in the middle all on its own without either of those benefits.

    But that's just as well, because once you jump into Song Crafter (the third and most advanced of the three modes) you won't want to leave any time soon. Song Crafter is the real heart of Beaterator, and it's where you'll find yourself feeling most rewarded for your creative endeavors. It resembles a traditional music-editing software app in the way you're given a grid-based view of the entire song with color-coded audio loops to help visualize everything. And while there's a lot of depth here, the act of quickly making a song and then taking the time to fine-tune that song are separated enough that you won't need to be a music software expert to make something that sounds great off the bat.


    One of the many tutorials you can find.

    A lot of that is thanks to the huge library of quality loops, which are separated between those made by the in-house musicians at Rockstar Leeds and those recorded by Timbaland. I found myself using the Timbaland loops way more often because of their more compelling sound, but the Rockstar ones are pretty good too, with selections running the gamut from techno beats to jazzy guitars to atmospheric synthesizers. If there's one problem with the loops, it's that previewing each one requires three or four seconds to load when running off a UMD copy of Beaterator. It's not a problem if you know what you want right away, but if you're trying to decide which of the 18 "Drums Groovy" samples to use in your intro, those load times add up. However, I also tested a copy downloaded from the PlayStation Network store that I got running on a PSP Go, and the load times were much, much better. Not quite instantaneous, but noticeably improved.

    If you're not content with the 3,000+ loops that come with the game, you can edit each one of them or make something brand new. Audio loops (i.e., ones recorded from real instruments and not emulated) can be trimmed, cut, repeated, and faded in and out, while MIDI loops go a step further and let you go in and change each individual note right on down to snare hit velocity or synthesizer waveform oscillation. Yes, there's a lot you can do, but I found myself perfectly happy to learn everything there was to learn, and didn't find myself struggling with the menus or interface much at all. In fact, you can pull up helpful tutorial videos any time you want from the main menu, and the interface does a good job of remembering previously used samples so you don't go hunting all over the place when you want to recycle something from earlier in the song. Some form of edit-undo would have helped for those times I goofed up and deleted a chunk of song that I had meant to copy, but those gaffes were pretty few and far between.


    Playing your song back in Song Crafter.

    While I could go on and on about the myriad ways you can create and tweak sounds to put your own personal touch on your songs, the bottom line is that Song Crafter will gladly steal away hours of your life at a time. There's a lot to take in, but you'll feel rewarded every time you finish a new song. And when you've done that, you can take those songs onto Rockstar's Social Club website and share your tracks with other players and also follow the uploads of those you've deemed to be your favorite artists. The song upload process is a pretty painless one: You just need to register for a Social Club account, connect your PSP to a WiFi network, and upload your song right from the system. There's no delay, either--we uploaded a song and found it on the site within seconds. It's a surprisingly easy process to go through, and there seem to be quite a few standout tracks on the site already. You can also export your song to a raw WAV file and transfer it to your computer from the PSP.

    Beaterator may not be a traditional game, but anyone who owns a PSP and has an interest in making music would do well to check it out. It's not as full-featured as the more high-end music editing software applications out there, but it carries the dual benefits of being a fraction of the cost and portable enough to craft songs on your morning bus ride. I definitely recommend it.


    I won't be quitting my day job any time soon.
  • GameSpot Mobile Channel Opens...with Mobile Reviews

    Hi everyone. You may have noticed that GameSpot has opened up a new mobile games channel. We'll be starting off covering games for five major operating systems: iPhone, BlackBerry, Palm WebOS for the Pre, Google Android, and Windows Mobile. We are covering mobile games in response to the huge growth we've seen in mobile gaming, particularly in the case of the iPhone, which has thousands of games to play on the App Store. The site itself is intended to be community-focused and powered by your opinions, so please feel free to dive in, discover new games, and submit your own thoughts on your favorite (and not-so-favorite) games in a reader review.

    And yes, with a new site comes some new GameSpot reviews of mobile games. Keep in mind we're not looking to cover every single mobile game on the planet right now, which is why you'll see GameSpot's reviews appear in a limited fashion on the site. This is because the world of mobile games is both enormous and constantly changing, so rather than focus on every last little detail, we're instead working to bring you coverage on the most important developments and absolute best of the best top games in the world of mobile gaming, to help you cut through all the clutter and zero in on the good stuff, and on the stuff you should know about. So, we're starting off GameSpot's mobile reviews covering a combination of both the absolute best in mobile games and also the highest-profile mobile games you may have heard the most about...the two are not always exactly the same. (And so, if you're wondering why your favorite mobile game wasn't covered, this would be why. Please do feel free to leave your own thoughts in a reader review for that game in the meantime.)

    To this end, we've enlisted help from a content partner site, SlideToPlay.com, a site that fully focuses on covering mobile games, to help us with our reviews. Note that although the reviews are coming from a different source, they are still edited and checked by GameSpot's editors to be consistent with our site's standards of quality and consistency. Also, please note that GameSpot does not currently plan to post new mobile reviews every day, but rather, in regular updates throughout the year. Again, rather than looking to cover every last little detail in the mobile space step-for-step, we're looking to encourage you, our readers, to use the mobile site to discover and share your thoughts on new games while we here at GameSpot periodically weigh in with our own thoughts on the absolute cream of the crop.

    That's it. Please feel free to start poking around and explore the site. Thanks.

  • FIFA 10 Review Update

    As many football fans will be aware, FIFA 10 launches tomorrow in Europe. In the last two years, the quality of EA Sports' franchise has improved dramatically, and with a host of new features and gameplay refinements, we've been eagerly anticipating the arrival of this year's game.

    Earlier this week, we received review code for our debug PS3 and Xbox 360 consoles, which has allowed us to play a good portion of the game offline. The manager mode has been expanded, the new 360 degree control is a subtle but welcome gameplay addition, and the new custom set piece feature is sure to please hardcore fans of the series.


    However, online functionality has been a big reason for FIFA's recent success, and in FIFA 10, it's even more interwoven into the game's DNA. Aside from the incredibly popular multiplayer online mode, you can now import your face onto a Virtual Pro player, share custom set-pieces online, and download even more live update data using the new Live Season 2.0. It's impossible to experience any of this in the debug code we received, so to be able to offer a definitive verdict, we've had to wait for the retail version of the game to arrive.

    For that reason, our review will sadly not be appearing until early next week. We'll be getting retail versions of the game in tomorrow, so we can play the game as it was meant to be experienced. If you're online, feel free to add me on PSN (GuyJC) and Xbox Live (Dan Ashcroft). If nothing else, it'll give you the chance to kick a ball at my virtual face before our full verdict hits the site in a few days' time.

  • Review-in-Progress: Aion

    It's been almost a week since I started playing Aion: Tower of Eternity and so, although the full review is probably still a week or two away, I wanted to update you all on how it's going. I'm also going to take this opportunity to call out some of the game's features that, for better or worse, have really made an impression on me. I already posted something similar on my personal blog earlier this week, but while some of what I talk about here will inevitably be similar, I promise not to go anywhere near the cut-and-paste button.

    The first thing I should mention is Aion's launch which, at least from my perspective, was an incredibly smooth one. Two days before those of us with preorders were able to get in on the "headstart" early access program, we were afforded even earlier access to the character creations tools so that we could pick out our classes, reserve a couple of character names, and basically be ready to play as soon as the servers went live. I took this opportunity to create an Elyos scout and an Asmodian priest, the former being one of the "good" guys on what ended up being a high-population server, and the latter a "bad" guy on a less popular server. NCSoft was purportedly planning to prevent players from creating certain factions on certain servers if it became necessary to keep the two factions somewhat balanced, but I saw no evidence of this personally.

    Not that it's unique amongst MMOs by any means, but creating a character in Aion is more like doing the same thing in an EA Sports game than it is World of Warcraft or any of the other MMOs that I've played personally. After settling on a class and a gender, you're presented with a few dozen preset characters to use as your starting point, and from there you can pretty much do whatever you want. There are dozens of hairstyles to choose from, there are skin tone color spectrums to play around with, and the seven or eight different preset physiques run the gamut from short-and-stout to lanky-and-lean. But that's not even the half of it, because after choosing all of your presets you can enter the advanced customization mode and use sliders to tinker with multiple attributes for facial features, limbs, and the like. The only downside to the character creation is that there are no safeguards in place to prevent people from making freakish looking beings with, for example, tiny heads sitting atop long necks and giant shoulders. Many, presumably PVP-oriented folks are also opting to create the tiniest characters they possibly can, at which point they're dwarfed even by the insects and other small enemies that you encounter in the starting areas.

    Aion character creation

    Questing in those starter areas when the servers went live was, predictably, a little frustrating at times. With so many players trying to complete the same quests, the competition for both enemies to kill and items to collect was fierce. Nothing was taking very long to respawn, but there simply weren't enough enemies and items to go around. Both the headstart and regular launches are out of the way now thankfully, and as players level up at different speeds, so they're getting dispersed. That helps with overcrowding in the various zones that make up Aion's great-looking world, but it doesn't help with the overcrowding on certain servers.

    On day one, some players were reporting queue times in excess of two hours, which is clearly unacceptable. I lucked out on that occasion since I was among the first people to log in and I didn't log out until several hours later. I've had to queue on one of my two servers a couple of times since then, though, for around 30 minutes on both occasions. This coming Saturday and Sunday will be the first full weekend since launch, so I'm guessing that once I log in I probably shouldn't log out. Something that's easily accomplished by setting a character up as a "personal store" with at least one item that isn't going to sell in a million years. Do that, and you can step away from your keyboard for as long as you like without any fear of being logged out automatically.

    I'll admit that I've done that a couple of times, but for the most part when I've been logged in it's been because I'm busily running around completing the usual assortment of fetch quests, kill quests, and collection quests. So far I haven't had any problems finding enough content in each zone to level me up for the next, but this doesn't appear to be a game where you can afford to pick and choose which quest chains you want to take on since you should really be doing all of them. Not only do these chains earn you plenty of experience, cash, and some useful rewards, but some of them also reward you with titles for your character. One of the early Elyos chains gives you the option to precede your name with the title "Tree-Hugger" for example, and doing so affords you a +4 bonus to accuracy. Similar bonuses appear to be attached to all 50 of the titles that you can unlock, though at level 16 (hey, I have other games to review as well) I only have six or seven right now.

    Gives you wings

    I'm told that PVP content and dungeons don't really kick in until somewhere between level 25 and 30, so I've got a ways to go before I can check out any of that stuff. Level 10 is a big milestone in Aion as well though, because at that point you gain the ability to fly (though only for a minute and in certain zones) and you have to decide which of two paths you're going to take with your chosen class. Having started out as a scout, for example, I had to choose between a ranger specializing in ranged attacks or an up-close-and-personal assassin. I opted for the latter and, without wishing to write too much about how combat works since I already talked a bit about that in my earlier blog (along with a little about gathering and crafting), so far I'm having a lot of fun it--even if the vast majority of my encounters do play out in much the same way. Surprisingly, to me anyway, all eight of the classes appear to be equally well represented right now, though tanks and healers are predictably the ones in demand when the LFG (looking-for-group) and LFM (looking-for-more) messages start flying.

    Hopefully those dungeon groups will have room for an assassin when I've leveled up some more, and it'd probably be a good idea for me to get into a guild sometime soon as well. And, with that in mind, I think it's time for me to log in again and get back to stabbing small animals, retrieving stolen items, and running errands for villagers who are too lazy to do anything themselves. Check back next week for another update or two, and in the meantime be sure to check out the new screenshots in the gamespace.

  • NHL 10 - PS3 Score Change

    Not sure if you noticed, but last night we posted our reviews of NHL 10 on the Xbox 360 and PlayStation 3 with scores of 8.5 and 8.0, respectively. The difference between the two games was that, based on time spent with retail copies on retail servers, the online multiplayer was silky smooth on the X360 but very laggy on the PS3. That was accurate at 9:42pm last night when the review was posted but, increasingly, it seems that any review we post is in danger of being rendered inaccurate or out-of-date within weeks, days, or on this occasion hours of it going up on the site.

    We were contacted by EA Sports this morning and told that, while the PS3 servers were still being optimized up until late last night--not in time for our review, but in time for the game's arrival in stores--today they're up and running, and making the multiplayer every bit as smooth as it is on the X360. After checking this out for ourselves we found that the PS3 servers are indeed much-improved and so, in fairness to both the development team and to those of you looking for an accurate review to base your purchasing decision on, we decided to up the PS3 review score from an 8.0 to an 8.5--bringing it in line with the more-or-less identical X360 version.

    In case you're wondering, the main reason we opted to go back and edit the review on this occasion rather than post one of our "After the Fact" updates is that the improvements to the game were made prior to the game being available in stores. Therefore, the multiplayer portion of our original PS3 review, while based entirely on time spent with a retail copy of the game and accurate at the time that we posted it, wasn't actually representative of the online experience that any of you going out and buying the game are going to have.

  • DiRT 2 Reviews Coming

    We posted our review of DiRT 2 on the Xbox 360 earlier this evening and I just wanted to post a quick note here to let you know that the other versions will be reviewed soon. The reason we haven't already posted reviews for the PlayStation 3 and Wii versions of the game is simply that we haven't received code for either of them yet that will run in a retail machine. They're both expected to land on my desk tomorrow.

    The PC, PSP, and DS versions of the game will also get reviews just as soon as I've been able to spend a good amount of time with them.

    Right now though, it's almost 10pm, and time for me to head home and put my DiRT 2 skills to the test on Xbox Live some more. I shouldn't really spoil the review for those of you who didn't check it out already, but this game is a lot of fun. Definitely recommend checking it out if you're at all interested in off-road racing.
  • Metroid Prime Trilogy Impressions

    Metroid Prime, Metroid Prime 2: Echoes, and Metroid Prime 3: Corruption are three of the best first-person shooters, or best games for that matter, to grace a Nintendo platform in recent years. When Retro Studios' Metroid Prime was released on the GameCube in 2002 (2003 in Europe), it did the impossible: it brought Metroid's classic side-scrolling shooter gameplay to life in 3D for the first time. The game featured gorgeous visuals, and its immersive gameplay included shooting, puzzle-solving, and Metroid's iconic morph ball. It was one amazing package that earned a GameSpot editors' choice award and a score of 9.7. When Echoes came along two years later, it stuck to the award-winning formula, adding a multiplayer mode to the Metroid universe for the first time, along with inventive new gameplay, and it earned a score of 9.1 in the process. Finally, when Corruption brought the franchise to the Wii in 2007, it featured the most impressive graphics in the series and, most importantly, successfully incorporated Wii controls to become the benchmark for future Wii FPS games.

    So what is new in this package? Well, the biggest difference is that Corruption's tight control scheme now works in all three games. In the same fashion as the controls in Pikmin, Mario Power Tennis, and Donkey Kong Jungle Beat, Metroid's controls have been given an overhaul for the Wii rerelease, and the GameCube controller has been swapped for the remote and nunchuk. While the GameCube's clunky control scheme limited you to a single analog stick, the remote's point-and-click control and the nunchuk's analog stick work supremely well together. Unfortunately, there's no added Wii MotionPlus support, but you can customise the sensitivity and options in all three games to your preference. We found that the advanced level of sensitivity works best, because this will rotate your view well before the cursor reaches the edge of the screen. While Metroid's FPS gameplay is particularly well-suited to the improved controls, perhaps even better is that Metroid Prime Trilogy combines three fantastic games into one bundle, and for the price of a regular Wii title.

    In addition to new controls, Corruption's bonus credit system has been expanded to all three titles, and you can earn points and unlock bonuses across all three games. Achievements such as killing bosses and collecting items or information will earn you points to spend on concept art and bonus items. Corruption's screenshot mode can be unlocked for all three titles, adding the ability to take in-game photos and post them to the Wii Message Board. Trilogy also adds new unlockable Prime and Echoes concept art to the collection seen in Corruption, with artwork of Metroid's environments, life-forms, creatures, bosses, and lead character, Samus. In addition to the 15 audio tracks added as a bonus in Corruption, Trilogy includes an additional 33 songs from the first two instalments. The concept art, bonus items, and tracks are purchased through bonus credits.

    The Metroid Prime franchise has always been associated with great graphics, and both Prime and Echoes hold up well. The biggest improvement is that all three games are playable in a 16:9 widescreen aspect ratio. Retro has also given Prime's and Echoes' graphics a touch-up, adding some slightly higher-resolution textures and additional light bloom. Some of the effects from Metroid Prime still look great even after all these years, such as rain and condensation on your visor, and Samus' face reflecting off the visor during explosions.

    On the downside, Trilogy has done away with original opening cutscenes in all three titles, and given that they were created with such loving detail, ardent fans will be disappointed to discover this. Instead, Trilogy has its own equally slick opening cutscene and seamlessly meshes all of the options and saved games (three files, each with a slot for Prime, Echoes, and Corruption) from all three games together into one easy-to-use menu system. Unfortunately, there's no way to use existing saved games with Trilogy, so you'll need to start from scratch or boot up your original copy to continue where you left off. In addition, there's also no option to play Prime or Echoes with a GameCube or Classic Controller, but given that the Wii Remote outshines them, this is a minor problem.

    So is Metroid Prime Trilogy worth buying? Whether you're new to the Metroid Prime series or consider yourself a dedicated fan, this represents great value for the money and is the definitive Metroid Prime title. Metroid Prime Trilogy is available now in both North America and Europe, and if you want to see the game in action, check out our collection of gameplay videos.

  • Champions Online: Launch Impressions

    So Champions Online came out this week, and if you're like me, you've been eagerly awaiting Cryptic Studio's newest superhero-themed massively multiplayer online role-playing game (whew, that's a tongue twister). Well, the wait is over, though as with all MMOs, we want to spend as much time with the game as we can before delivering an official review. In the meanwhile, we wanted to give you a quick taste of Champions Online before then.Let's start with a quick impressions video.

    The character creation is likely the best you'll ever see in such a game, even trumping that of City of Heroes/Villains. The creation interface takes a few moments to get used to, but is otherwise slick and easy to use. If you have an idea for a character, chances are, you can build a good approximation of it here. Fresh out of ideas? Let the game randomize a character for you. Some of the random combinations are actually pretty awesome.

    Winged Hulkbeast isn't pretty, but he'll get the job done.

    The starting area is an extended tutorial, and will give you a good idea of the basic mechanics, as well as your starting powers. You see, when you create your character, you aren't just selecting a costume, but an entire persona. You can select an existing archetype (sorcery, might, dual blades, and so on) or customize your own from a list of available powers. Champions Online offers a great deal of flexibility, so you can follow through on any specific concepts you dream up. This flexibility comes at the cost of effectiveness in some cases, however. There are some obvious balance issues at work, and they seem to be magnified after a release-day patch that altered the entire game's balance. That patch favors specific builds, so you may find that your creativity may not necessarily be rewarded with consistently exuberant questing and player-versus-player battling.

    Millenium City: Home of heroes, thugs, and escaped prisoners. Wonder what the property prices are like.

    It's worth noting that the patch also broke starting sorcery powers for existing toons, an issue that couldn't be overcome if you were in the initial tutorial area. There are some other bugs I quickly ran into as well--controls that keep getting reset, hotbar keys that stop working, and a few other oddities, like enemies that won't die and keep doing damage, even when their health drops to zero. Lag has cropped up a good bit as well, and an extended downtime just a few days in left a bad taste in many mouths. But now that the bad stuff is out of the way (and it's worth noting that few MMOs launch without issues), let's throw out the good stuff: So far, Champions Online has been fun, both in solo play, and when grouped.

    Here's the Canadian wilderness. Canadians note: These virtual Canucks say 'eh?' a lot.

    The combat is packed with action. My current character, Taoist Angel, is a sorceress that can summon a white wolf and a ring of electricity-spewing totems, and possesses a few more terrific moves besides. Many powers can be charged up by holding the button down for longer, you can block, and you break free from holds by tapping a button. As a result, combat will keep you busy, as you can tell in the following clip:

    Taoist Angel: An Oasis in the desert.

    There's a lot more to tell you about Champions Online, but it's time to get back to the game and prepare for the review, which should keep me busy most of the long weekend! We'll have an official review in the next week or two, but in the meanwhile, should you see Taoist Angel online, be sure to wave hello and tell her you like her hair, and her fancy trenchcoat.

  • Why no PS3 Review of Madden NFL 10?

    We just posted our review of Madden NFL 10 for the Xbox 360 and, given that the two games are so similar, you're probably wondering why we haven't also reviewed the PlayStation 3 version. The answer is simple: We haven't played it. More to the point, we haven't received it from EA yet.

    The Xbox 360 version arrived almost two weeks ago, so we've been able to spend plenty of time with it. The Wii version, which we'll have a review of up soon, wasn't too far behind it. There's still no sign of the PS3 version though, despite our requesting one from EA on August 6 and subsequently being told that at least two or three copies were sent to GameSpot last week. Did those copies get lost in the mail? Is the PS3 version deliberately being withheld because it's inferior in some way? Or perhaps the PS3 version is even better, and the feature that lets you design plays on your PSP and then import them into the game is awesome? We just don't know.

    What we do know is that we're not going to post a review of the PS3 version until we've spent time with the PS3 version. We're told by EA that the X360 and PS3 games are "identical", but we prefer to judge that for ourselves. And we will, just as soon as we can get our hands on a PS3 copy.

    EDIT: August 13, PS3 copy just showed up in the mail. Looks like it was overnighted to us. We'll get a review posted just as soon as we've spent some time with it and had an opportunity to try out the PSP connectivity.

  • DLC Reviews

    As you may have already noticed, we posted a review of Fallout 3's Mothership Zeta downloadable content today. This is the first of many DLC reviews that you can expect to see on GameSpot going forward, but that doesn't mean that all (or even most) DLC will get reviewed. We'd love to give you a list of hard, fast criteria that we can use to determine which games we review, but that list doesn't exist. Given the countless different shapes and sizes that DLC comes in, deciding which ones to review is something that we'll be doing on a case-by-case basis. Horse armor? No. New costumes for street fighters? No. Multiplayer map pack for a long-forgotten shooter? Unlikely. Single-player, story-driven episode for a still-popular action game? Definitely. You get the idea.
  • Wipeout HD Fury Hands-On

    Wipeout HD's first add-on offers new game modes, music and courses, practically doubling the content of the original game.

    When Wipeout HD first launched on the PlayStation 3 last year, it was a little disappointing. Sure, the game looked amazing and played brilliantly, but all the tracks, game modes and music had already appeared in PSP versions of the game. Wipeout HD Fury is much more novel--a £7.99 upgrade for the original game that adds a whole host of brand new, never-before-seen content to the game. This includes three game modes, six new music tracks, and eight tracks; and while the circuits once again originate from the PSP games, they bulk out a new single player campaign that's as long as the original game's. All this adds up to a package that's not only incredibly good value, but one that offers something genuinely new for fans.


    Check out Wipeout HD Fury's Eliminator mode!

    The most noteworthy additions are the new game modes, which manage to shake up the original gameplay while remaining true to the Wipeout universe. The best is Eliminator, which originates from Wipeout Pulse on the PlayStation Portable, but has its own twist on the PS3. You score points by hitting enemies with weapons, with even more points awarded for a kill. The PS3 upgrade is that you can now flip your ship 180 degrees using the L1 button, allowing you to fire directly into oncoming traffic. Being head-on makes it easier to hit enemies with most weapons, but this is balanced by the fact that a stationary target is also easier for other people to hit.

    The other two new game modes take place in 'zone', which those of you familiar with previous Wipeout games will know gives the game a Tron-esque visual makeover. Zone Battle introduces multiplayer to this mode, and while it's fun, getting your head around the rules can be difficult at first. Each zone becomes progressively faster, and your aim is to make it to the last zone before anyone else. You do this by running over the coloured patches on the track which build up your boost bar and allow you to jump to the next zone. Your boost also leaves behind a barrier that other players may crash into, so there's an element of risk and reward choosing the right time to use it. Zone Battle is fun once you understand these rules, but it's too complicated to become a classic Wipeout mode.

    Detonator is much more successful take on zone. In this mode, bombs are placed over the track in sets of threes, and you have to shoot them down to score points. If you take out five or more bombs without missing a shot, then you get a bonus, but this is tricky, and your ammo is limited to 20 shots before you have to perform a painfully long reload. If you miss any bombs, then they appear on the next lap, but you can also collect EMP grenades to clear a path in front of you. After a few laps, navigating through the bombs, accurately aiming, and timing your reloads becomes incredibly intense, and overall it's a great new take on the Wipeout formula.


    Wipeout HD Fury also includes a new Zone Battle mode.

    Fury's tracks aren't new--they're all from Wipeouts Pure and Pulse on PSP, and include Talon's Junction, The Amphiseum Tech De Ra and Modesto Heights. The lack of truly new tracks in Wipeout HD was annoying, and the complaint remains the same for Fury--anyone who's played the PSP games will definitely still yearn for some new courses to master. That said, they really are a different breed when viewed in 1080p, and even more has been done to jazz up these tracks for their PS3 appearance. There are loads more animations going on in the background, from cheeky ad boards for the in-game racing teams to air traffic flying overhead, making this a gorgeous game to see in motion.

    That said, we did notice some slowdown, and some resulting screen tearing, when playing these new tracks. It's not enough to affect the gameplay at all, but it will annoy anyone who marveled at Wipeout HD's seamless 60 frames per second presentation. The music is also wisely assembled--a mixture of grungy house and drum 'n' bass sit far more appropriately than the ambient tunes from Wipeout HD. Of the six artists, The Crystal Method is the only one that will be familiar to mainstream music fans, but the tracks are all excellent.

    Wipeout HD Fury doesn't just add to the original game--it betters it in every way. The new game modes are really well executed, the soundtrack fits perfectly, and while the courses aren't completely new, they help form a new single player campaign that's at least as long as the original's. There are minor complaints, such as the slowdown and the complicated nature of Zone Battle, but as the new game modes are compatible with the old tracks, this is still incredibly good value for money. It will be interesting to see if Sony release the game on a Blu-Ray now that the entire package now costs around £20, but if you've ever been a fan of Wipeout or futuristic racing games, this is well worth checking out.

  • Gears of War 2: Dark Corners Impressions

    Gears of War 2's newest downloadable content, Dark Corners, comes out next week on July 28. It's going to cost Gears fans 1200 Microsoft points ($15), but the good news is that it's a worthwhile package for anyone who has exhaustively explored every nook and cranny of the game. Seven new maps and a new single-player level are included--and most of the content is excellent, which makes Dark Corners a great value. (Consider, for example, the Halo 3 map packs, which only included three multiplayer levels and sold for $10.) Warning: the following content contains Gears of War 2 spoilers. Read only if you have finished the campaign, or if you don't mind discovering important plot points.

    According to developer Epic Games, the single-player level, Road to Ruin, is a "deleted scene," i.e., content that was originally conceptualized but didn't make it into the final game. The level takes place after Maria's death, but before Marcus and Dom enter Nexus, the central city of the Locust Horde. The action is typical Gears stuff in a number of ways; you battle it out in the series' signature stop-and-pop style, confront a hulking Brumak, and rain death upon a Reaver before you reach the end of the 20- or 30-minute mission. The twist is that you must make a choice at the beginning of the level: Either don Locust armor and try to sneak past your enemies, or gun down drones the old-fashioned way.

    Make room in the memorial: More corpses are being delivered.

    The idea of stealthy Gears is initially fascinating, but in practice it isn't as enjoyable as shedding Locust blood. You use the cover system to shift from one point to the next, occasionally pulling a lever or pushing a button, and staying far enough away from your foes to prohibit them from picking up your scent. It quickly becomes apparent that Dom and Marcus weren't meant to slink about; Gears-brand sneaking simply isn't as intense or as satisfying as curb stomping. Fortunately, an old friend from the original Gears of War joins you in the final third of the level, during which you must wreak havoc with your Lancer and Gnasher. Road to Ruin is much more enjoyable if you choose the guns-a-blazing route, not because it offers many surprises (it doesn't), but because it extends the experience and embraces the action that makes Gears of War 2 so great.

    It's no surprise that the seven new multiplayer maps also embrace that action. You won't encounter many surprises within this suite of excellent battlegrounds, but there are some standouts amongst them. Two maps stood out as particular favorites: Memorial, and Nowhere. Memorial is set near the Eternal Flame and Tomb of the Unknowns, and its main feature is the monument in the center of the map. That memorial gives rise to intense action, and opportunities for flanking should keep you on the move, particularly during Annex matches. Nowhere is set in an abandoned village in the middle of the desert. The swirling sand is an authentic visual treat, and there are rusty derelict vehicles and stacks of tires that not only make the map look gritty, but provide plenty of opportunity for cover. Nowhere's highlight, however, is the vacant diner. A stairway leads to its roof, where a Mortar lays waiting for you. It's always fun to shower your enemies with fire, though you'll need to be careful, because you're highly vulnerable to anyone that would slink up the stairway. If you don't have anyone covering for you, an enemy can easily sneak up and blast you with his shotgun.


    Rargh.

    Most of the maps are more straightforward and symmetrical. One of these, Allfathers Garden, is visually striking. Cracked stone archways, crumbling sculptures, and temple columns provide plenty of good cover, while sconces glow softly and mist swirls about. This visual style is similar to what you find in Sanctuary, the third and final "exclusive" map from the PC version of Gears of War to be brought to Gears of War 2. The collapsing stone structures here are clearly more neglected than those in Allfathers Garden, though climbing vines of ivy lend some organic respite to the porticos they obscure. A couple of bridges and a web of stairways spread the action across multiple planes, so a coordinated team can spread across the map effectively and take the enemy unawares.

    Way Station, War Machine, and Highway round out this septet of quality multiplayer offerings. The red-hued Way Station takes you clearly into Locust territory and features a trough of imulsion flowing down its center. Multiple platforms (look for the Scorcher on one of them) let you take higher ground, and some tight walkways make a well-aimed grenade toss particularly effective. Forsaken train stations have provided home to shooting action in any number of games, and War Machine is the latest to do so. Moonlight shines in from above, tinting the combat zone blue; and while cover opportunities are abundant thanks to numerous stacks of sandbags, you'll want to watch your step if you jump down on the tracks, since the tight corners and ledges restrict your movement a bit. You take the fight back to Locust territory in Highway, and it's one of the more atmospheric of the new maps, due to columns and altars inscribed with runes and elaborate patterns, almost a mixture of Gothic and Rococo sensibilities. Not only does it look creepy, but elevated areas provide good clear views across the map, handy if you've got the Longshot in your possession.


    It just never gets old.

    $15 is a good deal for all of this content. The additional scenario isn't as compelling as others in the campaign, but with two different ways to play it, there's reason to visit at least a couple of times, and of course, it supports the usual co-op play. While few of the multiplayer maps supply real surprises, they're laid out well and have a lot of visual character. If you're a Gears 2 fanatic, Dark Corners is a must-play. If you haven't downloaded any content for the game, you can get the new content as part of the All Fronts collection, which includes all downloadable content to date, including Dark Corners, for 1600 Microsoft Points ($20). Either way, you can't really go wrong: More Gears of War 2 is never a bad thing.

  • Battlefield 1943 Review Coming Monday

    Battlefield 1943, the latest entry in the venerable Battlefield series, arrived on the Xbox Live Marketplace and PlayStation Network this week. It's an online multiplayer shooter set in the Pacific Theater of WWII, with three soldier classes and three maps that support up to 24 players at a time. We've been playing the game as much as we can in order to review it, but as you may have heard, there have been some serious connectivity issues. Because we waited to review Battlefield 1943 on retail servers, the problems detailed below have prevented us from playing enough of the game to give it a full review. We'll be trying to play more over the weekend, but regardless of any further issues we may encounter, the review will run on Monday.



    The most glaring problem we ran into was simply not being able to join a game. For most of Wednesday and much of Thursday, we were lucky if we made it into a match. The PS3 version suffered less from the issue, and our experiences on both platforms have improved over time, but there are still issues that keep players from joining. Trying to play with a friend or create a squad is even trickier. Whether this difficulty spawns from the generally unintuitive squad system or is linked to the other connectivity issues, we can't rightly say yet. Even when we did get in a squad, though, we weren't able to communicate via headset. On the PS3, one could chalk this up to the relative scarcity of headset users, but this isn't a plausible excuse for the Xbox 360. We only experienced fully functional squad chat in one match. When that match ended and the next began, we remained in the same squad but were no longer able to chat. There were other sundry issues that hampered our play time as well. The Xbox 360 version crashed on four separate occasions, and the PS3 version had problems correctly balancing teams, leading to painfully lopsided conflicts that were soon disbanded.

    The matches we were able to join proved to be great fun. The three classes offer strategically diverse ways to play, and the three maps are very well-designed. Jeeps, tanks, airplanes, mounted turrets, anti-aircraft guns, and transport boats further deepen the strategic possibilities, and the shooting mechanics are clean and accurate. We're eager to play the game more, despite the myriad issues, and you can look forward to reading our full review on Monday.
  • Skate 2 Maloof Money Cup DLC Impressions

    By: Shaun McInnis

    A good six months after its initial release, EA is continuing to support Skate 2 with fairly regular DLC. We've already seen content running the gamut from 1980s clothing in the Throwback Pack to new camera angles and replay filters in the Filmer Pack. Now, the latest Skate 2 DLC to hit the market is the Maloof Money Cup Pack, due out for release today at a price of $3, or 240 MS Points.

    The Maloof Money Cup is based on the real-life skateboard contest of the same name, and comes in the form of a brand-new arena outfitted with the same ramp and obstacle layout as what you'll see when the event is broadcast later this week. The contest grounds exist outside the city of San Vanelona, but you can get to them through the career mode event map or by setting up a freeskate session and choosing it as your location. The real estate is a pretty decent size, split into a street skating section and a vert ramp. The street area comes with a modest number of benches, ledges, and stair sets, and subsequently doesn't feel like anything you can't find on any city block in the regular game. But the vert section is substantially more interesting, with a giant kicker ramp leading into a big halfpipe that reminds us of the X-Games area from the first Skate.

    In terms of events packed into this DLC, there's a street contest, a vert contest, and some online multiplayer freeskate challenges you can take part in. The two single-player contests are the same sort of events you'll find in the retail game, without any added presentation to let you know it's based on a flashy, high-stakes event. The prize for winning both contests, though, is a hefty $175,000 of in-game cash and 200 achievement points.

    Altogether, $3 isn't a ton of money to spend on DLC that'll net you a bunch of quick achievement points and in-game cash. But the actual skating terrain you're buying feels much less interesting than a lot of what San Vanelona already has to offer, and since the Maloof Money Cup isn't exactly one of the storied events in the history of the sport--it debuted last year--there's not a lot of reason to check it out on name alone. If you're purely looking for new turf to skate, you'll probably want to hold onto your money and continue sniffing out all those great hidden spots San Van has tucked away. On the flip side, anyone who really enjoyed taking part in Skate 2's career mode contests and wants to pad out their gamerscore and in-game wallets will find a much more rewarding purchase here.

  • Tales of Monkey Island: Episode One Impressions

    The first episode of Telltale Games' new episodic game series, Tales of Monkey Island, is available today, though not quite in the way you might imagine. For the one-time purchase price of $34.95, you get all five of the episodes delivered monthly as they are released. So, to play the first episode, Launch of the Screaming Narwhal, you'll have to purchase every other episode in advance. This structure precludes us from being able to evaluate the game according to our ratings system because we can't assess whether the purchase price is worth it without playing every episode. We have, however, played Launch of the Screaming Narwhal to completion, and the following are our impressions of the first episode in the new Tales of Monkey Island adventure series.

    Below: Check out this official clip of the first few minutes of Launch of the Screaming Narhwal.




    Launch of the Screaming Narwhal begins where you might expect an adventure game to end. The hero (Guybrush Threepwood, Mighty Pirate) is about to rescue the girl (his wife, Elaine) and defeat the nefarious villain (LeChuck, evil poxed pirate). These characters, as well as a few more you'll meet along the way, are carried through from the first four games in the Monkey Island series, and fans of those games will find references to those and other LucasArts adventures peppered throughout the new episode. Fortunately, Narwhal's humor doesn't rely too much on the past, and most of the jokes are accessible to first-time Islanders. While the game is rarely laugh-out-loud funny, it maintains a fairly constant level of cleverness that is sure to elicit some chuckles, more than a few groans, and plenty of wry smiles--a style reminiscent of LucasArts' adventure classics.

    After his villain-vanquishing efforts go awry, Guybrush finds himself stranded on Flotsam Island. It's here that your adventuring really begins, and you set about exploring the town and surrounding jungle, chatting up locals, and picking up anything that isn't nailed down. You can walk around using the keyboard or the mouse. The movement controls aren't quite point-and-click: You hold down the left mouse button and slide the mouse gently to determine the direction in which you want to walk. It's a bit finicky at first, but it works well once you get the hang of it, though you might want to switch to the keyboard occasionally to avoid index-finger fatigue. You can also hold the right mouse button or the Shift key to run, which is a welcome feature when you're traversing familiar territory yet again.


    Below: How Guybrush Threepwood takes control of the situation (CONTAINS SOLUTION TO PUZZLE)



    Though Flotsam Island isn't very big, there are a good number of puzzles to solve and intrigues to unravel. Speaking with the locals will get you started, and though there are an oddly limited number of character models (fat or skinny, and that's about it), each one is distinctly garbed and has his own weird personality. Your early adventures establish you as a pirate of distinction on this tiny backwater as you start a bar fight, discover buried treasure, and commandeer a ship. Of course, you accomplish these tasks in goofy roundabout ways that provide plenty of opportunities for clever item use and general silliness. Usually, it won't be too hard to puzzle out what to do next, but if you get really stuck, you can ratchet up the hint frequency and Guybrush will chime in with helpful observations to steer you in the right direction.

    Your later adventures includ two characters that are bound to recur throughout the Tales of Monkey Island series, and dealing with them is appreciably more entertaining. They have more robustly eccentric personalities and help set the course for not only your escape from Flotsam Island, but also future episodes. The presence of multiple episode-spanning intrigues bodes well for the future of the series, and you'll likely be looking forward to the next one (The Siege of Spinner Cay) when you finish Launch of the Screaming Narwhal.

    While it doesn't quite herald a new golden age of adventure gaming, the first episode of Tales of Monkey Island is funny and engaging enough to entertain for the few hours that it lasts. Fans of the Monkey Island series will get a kick out of the old references and familiar characters, while newcomers will find a clever adventure that kicks off the episodic run with style.

  • Fight Night Round 4 - Review Next Week

    I'm sorry that we haven't been able to bring you a full review of Fight Night Round 4 this week, but because of some kind of mix-up at EA we didn't receive final copies of the game until late on Tuesday--several days after we first spotted other reviewers playing online. I've sunk maybe a dozen or so hours into the game since then, both offline and online, but as of right now I don't feel that I'm far enough into the lengthy career mode to judge it. With a fight record of 26(14)-1-0 I'm currently ranked tenth in my weight class, but as my opponents are getting tougher (and my attributes aren't improving nearly as quickly as I'd like), fights are frequently taking the full ten 3-minute rounds to win.

    I'll be spending a lot more time with Fight Night Round 4 this weekend, and hope to have a review ready before end-of-day Monday. In the meantime, here are some notes on my experience thus far:

    My Boxer
    The first thing I do in any game that will let me is attempt to put myself into the game. My first attempt with the Xbox Live Vision Camera wasn't too impressive, but using a proper digital camera and using front and side photos of my face uploaded to EA's Website, I've ended up with a fighter that I think looks quite a lot like me--at least from some angles. There's no option to add tattoos though. /sadface.

    First career fight.
    Bolton Wanderers fan Justin Calvert ready for his first (amateur) career fight.

    Other Boxers
    Going into the review, I was completely unaware that it would be possible to share boxers online. I haven't uploaded mine for other people to beat up yet, but I've expanded the game's roster with a whole bunch of player-made fighters. Favorites include Zab Judah, Evander Holyfield, Joe Louis, Gary Coleman, Chuck Norris, and Bill Cosby.


    Norris versus Cosby

    Hitting the Canvas
    One of my favorite features of Fight Night Round 4 right now, other than the fighting itself, is the new mechanic for getting back to your feet after being knocked down. The camera shifts to a first-person perspective, you use the left stick to straighten up and avoid swaying left and right too much, and the right stick to actually stand. I especially like the way that the ref checks you out before letting you continue.

    Are you OK?
    Are you OK to continue?

    Training
    You don't get to spend a whole lot of time training in career mode, so fighter progression can be slow. The training minigames are fun, but their difficulty is wildly inconsistent.

    Training.
    This is one of the easier training minigames. Some of them are really difficult early on.

    Online Play
    I haven't entered the Online World Championship yet, but I've taken part in plenty of online bouts with friends that, to date, have been lag-free. That was before the game officially went on sale, though, so I need to see if the game is still performing as well now that there are a lot more people online.

    That's about all I'm going to say for now. I'll be playing as JusticeCovert on both PS3 and X360 this weekend, so if any of you feel like stepping into the squared circle with me feel free to shoot me an invite. I can't promise that I'll jump straight into a game with you though--getting through the career mode has to take priority.

  • Guitar Hero: Smash Hits Track List and Impressions

    Last year, Guitar Hero World Tour expanded the seminal franchise to include vocals and drums in addition to guitars and bass. A slew of new songs for the full band have since been released, but what about the tracks from the axe-only days of Guitar Hero? For those hoping to revisit those tracks, Activision has released Guitar Hero: Smash Hits. This full-priced retail game is packed with 48 songs drawn from previous GH games. We recently spent some time rocking with the Xbox 360 retail release of Smash Hits. This blog entry will tell you what to expect from Smash Hits, and whether or not it's worth the asking price.



    Guitar Hero: Smash Hits sports the expected array of game modes, including Career (unlock songs and venues as you progress), Quickplay (select up to six songs at a time from the full tracklist), Head to Head (two players duel using their instrument of choice), Xbox Live (Band Quickplay, Band vs. Band, Head to Head, Downloadable Content), Music Studio, and assorted other options. It looks and plays pretty much exactly like Guitar Hero World Tour, with the exception of some graphical flourishes and new venues.

    With no new features to speak of, Guitar Hero: Smash Hits is essentially a track pack. So is it worth the price? Well, the Xbox 360 and PlayStation 3 versions are priced at $59.99: 48 songs for about $60 works out to $1.25 per song. This is a significantly lower price than you'll pay when purchasing downloadable tracks individually or in bundles, so in that sense it's a reasonably good value. However, there's no picking or choosing your favorites here. You get these songs, and these songs only:

    Guitar Hero

    • "Godzilla" by Blue Oyster Cult
    • "More Than a Feeling" by Boston
    • "Smoke on the Water" by Deep Purple
    • "Take Me Out" by Franz Ferdinand
    • "Unsung (Live)" by Helmet
    • "Stellar" by Incubus
    • "I Love Rock N' Roll" by Joan Jett & The Blackhearts
    • "Bark at the Moon" by Ozzy Osbourne
    • "Cowboys From Hell (Live)" by Pantera
    • "Killer Queen" by Queen
    • "No One Knows" by Queens of the Stone Age
    • "Take It Off" by The Donnas
    • "Hey You" by The Exies
    • "Thunder Kiss '65" by White Zombie


    Guitar Hero II

    • "Them Bones" by Alice in Chains
    • "Beast and the Harlot" by Avenged Sevenfold
    • "Mother" by Danzig
    • "Monkey Wrench" by Foo Fighters
    • "The Trooper" by Iron Maiden
    • "Stop!" by Jane's Addiction
    • "Carry On Wayward Son" by Kansas
    • "Laid to Rest" by Lamb of God
    • "Free Bird" by Lynyrd Skynyrd
    • "Shout at the Devil" by Motley Crue
    • "Heart-Shaped Box" by Nirvana
    • "Killing in the Name" by Rage Against the Machine
    • "Psychobilly Freakout" by Reverend Horton Heat
    • "YYZ" by Rush
    • "Trippin' on a Hole in a Paper Heart" by Stone Temple Pilots
    • "Message in a Bottle" by The Police
    • "Freya" by The Sword
    • "Cherry Pie" by Warrant
    • "Woman" by Wolfmother


    Guitar Hero Encore: Rocks the 80s

    • "Caught in a Mosh" by Anthrax
    • "Play With Me" by Extreme
    • "Electric Eye" by Judas Priest
    • "Nothin' but a Good Time" by Poison
    • "Round and Round" by Ratt
    • "I Wanna Rock" by Twisted Sister


    Guitar Hero III: Legends of Rock

    • "Miss Murder" by AFI
    • "Through the Fire and Flames" by DragonForce
    • "Barracuda" by Heart
    • "Rock and Roll All Nite" by Kiss
    • "Cult of Personality" by Living Colour
    • "Hit Me With Your Best Shot" by Pat Benatar
    • "Lay Down" by Priestess
    • "Raining Blood" by Slayer


    Guitar Hero: Aerosmith

    • "Back in the Saddle" by Aerosmith


    So what do you think? There are certainly some classics in there, just as there are some not-so-classics. Though Smash Hits' appeal will vary from person to person, it's unlikely that anyone other than a true World Tour enthusiast will view this as a particularly good deal. Since the dawn of the full-band rhythm game, players have been able to pick and choose their own tracks from a large list of downloadable content. Shoppers accustomed to purchasing tracks individually or in small bundles will likely balk at the prospect of buying in bulk. Those who regularly consume large amounts of World Tour may appreciate the wholesale discount, but more casual rockers are advised to exercise patience. Smash Hits may never be broken out into more bite-size downloadable packages, but the price is sure to drop eventually, which will make this track pack much more appealing.

  • Burnout Paradise Big Surf Island Hands-On

    We downloaded the biggest Burnout DLC to date--the brand new Big Surf Island.

    Burnout Paradise has received its fair share of downloadable content, and over the past year, it's definitely led the way in terms of postrelease extras. However, Big Surf Island, released this week, is the biggest and most expensive addition to Burnout yet. For $12.99/£9.99/€12.99, you can now drive over the bridge east of Paradise City and onto a totally new island, complete with new races, jumps, and vehicles. We downloaded the content fresh from the Net as soon as it was released, and we're pleased to say that while it's costly, it's still well worth checking out.


    Check out our video hands-on to see Big Surf Island in action!

    The big draw of the Big Surf Island DLC is obviously the extended playing area, but there's plenty more to experience other than new real estate. There are a total of nine new cars, including a dust storm buggy, which is open from the off. Big Surf Island is packed to the brim with insane jumps, and the dust buggy is the perfect vehicle to tackle them with because it's fast, light, and agile. There are also plenty of new challenges to complete--15 events, 10 freeburn challenges, and more than 100 billboards, smashes, and jumps to find. We can't profess to have found everything in the add-on, but Criterion promises more than five hours of playtime from the DLC.

    The island itself is designed like a playground for the rich and famous inhabitants of Paradise City. Not only are there shops and malls all over the place, but there's also a ski jump at the very peak of the island. This attraction offers the highest jump on the island, but there are many humongous jumps to be had, from construction sites to lighthouses. Exploring this island offers some of the most fun we've ever had in Burnout Paradise because there's just so much barrell-rolling fun to be had with the new buggy.

    The races on Big Surf Island take the form of checkpoint races, meaning you have to pass through gates on a looped track rather than race from A to B. There's also a new event type called island tours that is particularly challenging because it involves racing around the island to a very short timer. All in all, though, the new challenges should keep you going for quite a while, and you can still drive them in all of the cars, bikes, and other DLC vehicles that you might have previously bought.

    It's an expensive business keeping up with Burnout Paradise's DLC--all of the collected content would cost you £48.54 if you were to download it on the PlayStation Network. That said, Burnout Paradise is still one of, if not, the best arcade racing games on the market, and if you only buy one piece of DLC for the game, then Big Surf Island should be it. Check out our impressions of previous Burnout DLC on our reviews blog, and if you're new to the series, check out the full review of the original game.

  • Post-E3 Catch-Up

    Just a quick note to let you all know that, now that E3 is over and we're all back at work, we haven't forgotten about any of the games that were released while we were in LA or that are shipping to stores today. A handful of reviews from guys who didn't make it to E3 will start going up later today, I'll have Prototype ready in a day or two, Kevin has been playing Fuel furiously, and our teams in the UK and Australia are pitching in wherever possible.

    Hope you all enjoyed E3 as much as we did.
  • F.E.A.R. 2 'Armored Front' Map Pack Hands-On

    We went hands-on with the latest F.E.A.R. 2 maps, playing head-to-head against the developers of the game.

    Following last month's release of the free Toy Soldiers Map Pack, Monolith has just unleashed the first paid-for content for F.E.A.R. 2. The Armored Front map pack contains two new multiplayer maps, both of which have an emphasis on mech-based combat, and four new skins for your multiplayer character. The pack launches on Xbox Live and PlayStation Network this week, but we managed to score an advance play of the maps against the developers themselves.

    Check out the Armored Front map pack in our video hands-on.

    The Armored Front map pack contains two new multiplayer maps, both of which are large and open. Conductor takes place in a train yard, while Decoy is an old soldier training ground. Conductor feels the largest of the two, with a huge open area that you can easily snipe from, while Decoy features cardboard targets that pop up and down. They're not particularly distracting, but you do need to shoot them out of the way to access certain areas.

    Given the name of this expansion, it's suitable that both maps should be focussed on the Armored Front game mode. In this mode, each team has to fight to take control of five different points across the map. The twist is that you have to capture each point sequentially, so battles often centre around the third capture point in each map. The games we played were three-on-three against a combination of Monolith developers and WB marketing peeps, and we have to say that we found it pretty difficult to put up a decent fight against such expert competition.

    The common theme in these new maps is mech combat. Both teams have access to a giant robot, which can provide effective support for those who are doing the capturing. The mechs have both rocket grenades and machine guns at their disposal, which can make mincemeat out of any standard soldiers. The rockets take a few seconds to reload, while the turrets overheat quickly, so you still have to think about how you're going to approach each situation.

    The only effective ways to take out a mech are to use another mech or to pick up one of the rocket launchers that lie around in each map. It still takes a few rockets to take down the robots, so it's best to approach them from behind, as it takes the mechs a while to turn around. The Decoy map also features gun turrets next to the final capture points, which you can jump into and make a desperate last stand. With all these high-powered weapons, the Armored Front maps have a real hectic feel to them, and we have to say that's probably the best thing about them.

    Three months on from release, the online community for F.E.A.R. 2 doesn't seem to be huge, but it's clear that Warner Bros. is keen on supporting the game. While 560 Microsoft points is slightly overpriced for two maps and some new avatars, the Armored Front pack is still worth playing if you're a fan of the game. Watch the video above to see it in action, and you can download it from Xbox Live or the PlayStation Network now.

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