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Borderlands RF XBOX360-P2P



Review

It's that undeniable impulse that pokes at the pleasure centers of the brain when you're looking at that sleek and impossibly flat television at the front of the electronics store. How much better and brighter would life be if only you could bring it home? You consider what's in your wallet, what kind of space rests between credit balance and limit, maybe for a second what your family might think, and perhaps more importantly how jealous your friends would be. It's what drives economies that thrive on consumerism, and that urge to snatch up glittering new toys is what keeps the action energized in Gearbox's Borderlands, a first-person shooter title that caters to the thief, hero, and adventurer lurking in all of us.

For the uninitiated, this is a loot hunting game like Blizzard's Diablo. The action begins and you're flung out into an open world with a handful of quests and legions of baddies who'll do whatever they can to prevent you from killing their leaders, wiping out an arbitrary number of their compatriots, opening drain valves in their hideouts, snatching up important artifacts and documents, or collecting a large number of shiny objects. There's a tale of a secret vault and advanced technology and a snowy image of a female face that pops onscreen when important things are about to happen, nudging you forward and providing additional narrative context, but this isn't a choice and consequence game with morality systems and labyrinthine quest strings. It's the loot that's the real motivator here.

You'll start out with rusty weapons that look as though they've spent a better part of their existence at the bottom of a bog and it won't be long until you find new weapons that not only look better but have improved functionality. As you progress through the game you'll find shotguns, sniper rifles, submachine guns, handguns, and rocket launchers that glow with elemental effects like fire and lightning and can eat enemies alive with corrosive effects or hit with such an impact that it pulps a target into a gruesome mess. There are even more bizarre and powerful alien weapons towards the later stages. Moreover, as you use a weapon, you'll become more proficient with it, further enhancing the sense that your character is gradually but inevitably becoming a ferocious fighter who can shoot, shatter, and burn all obstacles in the way.

As you level and progress through the story you'll be frequently swapping out gear so you're always outfitted with the best, and feel a surge of jittery anticipation every time an enemy explodes into a cloud of candy colored loot. The character class skill trees, however, which are packed with an abundance of passive abilities, are less interesting. Each class gets one and only one primary action skill, which you'll be using frequently throughout the course of the game. The Hunter class tosses out a bird to attack from afar, the Berserker charges forward and smashes foes with his fists, the Siren enters a temporary invisible state, and the Soldier can drop down a sentry turret to help out in a As you level you'll earn points that can be allocated into skill trees, which can change up how much damage you do, how much damage you can take, and make your action skill a deadlier ability. The Siren, for instance, can add shock damage to her Phasewalk skill, dramatically shorten its cooldown period, and turn into a contagious inferno after every kill. Yet even with all these options for customization, many skills are percentage bonuses to damage or shields that are more difficult to notice during gameplay. Maybe I'm alone on this one, but a greater number of action skills per class and a larger degree of distinction between some of the skill choices would make the tree progression more exciting. While the skills in Borderlands unquestionably do affect how you fight and deal damage, it seems like there was room to do more here. If you do decide you want to switch up how your skill points are spread out across a skill tree, you can easily pay with in-game money to reset it and redistribute points however you see fit.
The large variety of weapons does make up for a few forgettable skill options to a degree. Since the game feels, moves, and plays like a first-person shooter and most of what you'll be doing is firing weapons and engaging in fast-paced gameplay, perhaps that's the reason Gearbox chose to build in so many possibilities for passive percentage upgrades, so as not to slow things down too much. Perhaps that's also the reason there's no collection of armor pieces or anything else of that sort. Character customization, aside from the guns, skills and handful of accessories, is limited to choosing a name and clothing colors. That's not meant as a criticism -- I think the streamlined character customization works well with the game overall -- but it's something you should be aware of before picking this up. Many players will have their hands full juggling guns, class, grenade, and shield mods, to care, but more hardcore gamers looking for more options for bolstering stats might feel something's missing.

Hopefully that gives you a sufficient overview of the types of methods of customization in the game, and has properly prepared you for what kind of experience this is. If you're rolling your eyes at all this information, think it's boring and inconsequential, and just waiting for me to get to the part where I say if the game is any fun or not, then your heart probably isn't in the right place. That's not to say you'll hate the game, but a frenzied, drooling desire to kill, upgrade, kill and repeat is required to really get the most out of this experience. Were this a typical action-RPG loot-driven kill-fest, such a warning wouldn't be necessary, but considering this game is actually a first-person shooter, perhaps not all prospective buyers might be familiar with how it works.



A real danger for this type of game is having all these items, all these methods of customization, and all this content, and then giving you nothing interesting to shoot at. That's not the case with Borderlands. Amongst your enemies, you'll start off against basic bandits who shuffle between cover spots and fire back at you. Some larger bruisers are more aggressive and carry bigger weapons, and others charge directly at you, sometimes while on fire, to hit you with sharp, rusty weapons. Smaller bandits carry shotguns and get thrown onto their backs whenever they fire, some snipe from a distance, some have shields and others don't, and the way they all move around as fights progress keeps the action fluid, frantic and exciting. Occasionally you'll wind up in absurd situations where you're unloading a string of headshots while standing toe-to-toe with foes and still not bringing them down, but such is the nature of games that favor health bars over realism.

Aside from humans, you fight spiky dog-like skags that spit, jump, slash, and generally make your life hell. Winged Pitch Black-like creatures soar across the terrain before tearing down to eye level with malicious intentions. Worms burrow through underground passages and armored insects launch projectiles and spin wheel-like with deadly momentum across the terrain. Factor in some of the more advanced human soldiers who use deployable turrets, shields, and higher quality armor, as well as the more bizarre creatures I won't mention for fear or spoiling things, and there's a nice mix of enemy types and behavior. They also frequently attack in large numbers, which makes the action supremely satisfying if you're powerful enough and able to wipe them all out in one headlong charge, firing and flipping between weapon types and activating action skills in wonderfully violent concert.
From time to time you'll come up against absolutely monstrous bosses, from a fire-spitting flying behemoth to a titanic lumbering quadruped that serve as a welcome change of pace from the standard battles, and some drop unique loot that can't be found elsewhere. Most of these bosses are found in Borderlands' dungeons away from the main hub areas, separated by a load time. The rest of the world consists of large open spaces, beginning with dry and dusty rock formations and ending in snow-capped mountainous terrain.

While it may feel like you're often moving through places that look vaguely similar, eventually you'll come upon swamps and dockyards and more clustered urban expanses that add more of a sense of variety. Within the various dungeons, you'll also be treated to some fantastic views, particularly when entering boss arenas with sunsets illuminating a patchwork of cliffside dwellings bristling with foes or glowing curvilinear designs etched into alien stone. Mixed in with a convenient transportation system with quick-spawn vehicles or a fast-travel mechanic, it makes for days and nights in a detailed, ramshackle world that feels lived-in and that rewards exploration. On the subject of vehicles, though they're in the game, they're in not particularly integral. They do greatly speed up travel, and can be spawned with rocket or machine gun turrets to help vanquish pesky foes, though just ramming things is a far more effective way to kill whatever's in front of you. Up to two can hop onto a vehicle with one in the driver's seat and one on the turret, which leads into one of the game's biggest features, that that's the multiplayer.

It's entirely possible to have fun by yourself exploring the world, taking on quests, and powering up, but it's a far more entertaining and challenging experience with others around. As people join your game, which can happen at any time, enemies will get more powerful and drop more valuable loot. This means you'll want to bring others in for a chance at getting better stuff, and thankfully Gearbox built its multiplayer system so all your character progress, inventory items, and quests completed in someone else's game is carried back into your game. Assuming you and those you're playing with are at the same point in the main story it's possible to quest together, and then when you decide to play again on your own, you can continue on without missing a beat.

Up to four players can venture together, and it's highly recommended that you try this out because of how chaotic and addictive it can be, especially with a mix of character classes at a moderately high level and good equipment. And for console gamers, it's also possible for two players to explore Pandora in split-screen mode. One thing I'll also recommend is that you're going to want to play with people you know. There are no looting rules in Borderlands, so if an item drops to the ground, anyone can snatch it. Should you bring in some random person to your game and they see a neat purple item drop that's just perfect for you, it's well within their ability to grab it and duck out. While it's better if you play with others, it's best if you play with those you can trust.



Assuming you are able to get a four-person game together, there's always the question of who's going to get the loot. Sure, one class may have a particular skill build that makes them better with SMGs, but what if a nice shotgun drops and everyone in the party has been building their shotgun proficiency? Here the user interface saves the day. When you look at an item sitting on the ground within a certain proximity, a giant item statistic readout pane pops up onscreen that displays all the stats and special effects and how they compare to what you're holding. Switch weapons and its comparison arrows indicating better or worse quality will adjust accordingly. After everyone takes a look and someone decides to pick it up, you can then easily match it up against all the other items sitting in your inventory, letting you know which might be best to use. Anything you don't want could then be sold at any of the game's vending machines, or dropped back onto the ground to allow others to look at its statistical popup and see if it could be useful. This kind of ease of sharing and user-friendliness goes a long way in making quick pickup games far less of a hassle, pulling off the equivalent of World of Warcraft-style item linking in a handy, accessible manner.

There's also the question of replay value, which Gearbox took into account. After you're finished with one playthrough and have completed all the quests in the game world, you'll likely be somewhere in your mid-30s out of a total 50 character levels. The game lets you start over using the same character, bringing along all your experience, skill setups, items, unlocked inventory space -- everything but your quest progress. The good news is upon restarting the world powers up around you, meaning starting level enemies are right near your level and the items they drop are given a boost. This should be a familiar concept to anyone who's been gaming long enough, but it's nice to see it included here, letting friends progress to the cap with their characters by recycling and giving a jolt of strength to the existing content. Even the elite versions of monsters, called Badass in the first playthrough, are upgraded to BadMutha in the second, and bosses will drop the same but more powerful versions of their first playthrough items.

Perhaps after you're all done with that and everyone's maxed at 50, it's time to see who could win in a fight? Well, the game gives you the option to do that as well. At any time you can melee a teammate to try and initiate a duel, and beyond that it's possible to head to special dungeons for some arena player versus player combat. This is a mode purely for fun, but it's nice to see it included since it gives you more of a sense of what all your equipment can do against a human opponent instead of the legions of AI-driven foes you've been melting and dismembering all game long.

In case you've read this far and are still scared off by the game's complexities, it's a surprisingly accessible experience considering all its varying elements. Someone unfamiliar with loot drop styles of games will still have to spend a little while getting acquainted with the game's systems, but overall it's easy to get in to and isn't a game that revels in player punishment. For instance, dying on the field of battle can be circumvented by killing an enemy while in a bleed-out state, and if you're playing with others they can just walk over and revive you with no required special skills. If you do miss the revive window and actually die, the game respawns you at a conveniently located waypoint and only subtracts a percentage of your cash -- you don't lose experience, items, or anything else. Though you do have to keep track of inventory space and ammunition counts, nothing like weapon or item durability ever enters into the equation, minimizing the amount of micromanaging necessary while restocking in town before heading out again into the field, keeping the focus on action.



Through all of this, Borderlands also manages to maintain a strong degree of personality thanks to its sharp, stylized visuals. On consoles the framerate can be a bit jittery in large-scale fights, but otherwise the game's a pleasure to behold, with enemies that actually respond to being pegged with bullets, snapping back their heads, sending them reeling, and occasionally triggering special elemental deaths. It's got nicely detailed open environments, a huge range of weapon models, and though a little more enemy variety would have been appreciated, there's still plenty to take in and admire.

While visuals are one thing, what may surprise some is the game's sense of humor. The few recurring characters are quite funny, mostly due to some solid voiceovers delivering witty, snappy dialogue. The Wall-E-like Claptrap robots, with their penchant for dancing and personalities that draw from seemingly bottomless wells of enthusiasm, consistently serve as a source of comic relief, and you're guaranteed to laugh at the self-deprecating style of Tanis' audio logs. Over the years we've seen so very many action-RPGs lose their sense of mood and character under an avalanche of statistics and magic effects, but that can't be said about Borderlands. It stands out because of its visuals, entertains thanks to its well-designed gameplay, and frequently tickles your sense of humor as foes squeal in pain as lighting shoots from their disintegrating foreheads while your character class jeers and taunts and moves on to the next target. A thumping soundtrack kicks into gear during battles, the game's overworld music tracks lock in well with the tone of the world, and everything in Gearbox's virtual space feels like it fits.



Closing Comments
Gearbox's Borderlands is without a doubt a slick, satisfying hybrid title for those who know what to expect. If you're a shooter fan curious what the world of Pandora is all about, then you should know that this is a product built on a foundation of statistical progression, character customization, and one that holds item acquisition high above interesting quest structure and narrative. At the same time, it plays like a shooter, requiring twitch skills to dominate the droves of enemies that stand in between you and your search for a mysterious vault. With the opportunity for up to four to join together for co-operative play, four character classes, a dizzying array of firearms, around 20 or so hours of content for a single playthrough and the option to restart with stronger enemies and loot, there's plenty of content here. It's a thoroughly enjoyable journey that offers a steady stream of rewards that remains convenient and accessible. It's something action role-playing game fans looking for an experience more up-close and brutal than genre entries of the third-person variety should have a blast with, and one of the more memorable products of 2009.
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Motorstorm - Arctic Edge



Review

Description

MotorStorm Arctic Edge sees the music, the festival and the brutal off-road racing arrive in the breathtaking yet lethal and unpredictable setting of Alaska. With temperatures plummeting, sudden avalanches, broken ice bridges, and three different racing altitudes, this is possibly the most inhospitable environment the MotorStormers have ever had to deal with. With grip at a premium, and in addition to the six existing classes from the original MotorStorm, two new vehicles have been introduced to combat the ice, the cold and the snow - the Snowcat and the Snow Machine. One has the power and size to blast through packed snow, whilst the other has the grip and pace to combat most of what the sub-zero conditions can throw at it.

Features

Stunning Alaskan Environments -- Tracks are modeled after the rugged Alaskan landscape featuring a unique blend of narrow mountain passes, giant ice caves, long ice bridges, and treacherous terrain. Players must battle through each race facing a number of weather conditions including snow, rain, and wind.
New Vehicles -- Two new vehicles are available specifically to tackle the Alaskan terrain including the nimble Snow Cat and more forceful Snow Plow.
New Tracks -- 12 available tracks that show off the unpredictable nature of the rough Alaskan setting. Each of the tracks will be accessible to race in reverse for added race variety.
Multiplayer Racing Action -- Up to eight player online as well as ad hoc racing. Global leaderboards are available to show off the top ranked players in all game modes as well as single player Time Attack.
Bobsleigh corners -- Vehicles power, slip, and spin through a variety of icy structures with only boost to provide control.
Avalanches -- Snow-baked terrain brings the imminent hazard of avalanches, triggered by players sounding their horn.
Collapsing Ice Bridges -- Travel over these in a heavy vehicle and risk the chance of it collapsing behind you.
Customize Vehicles -- Players can personalize each vehicle in the livery by updating with a selection of various parts including wheels, exhaust, spoilers, and sponsorship stickers. Players can also create their own liveries from a set of base patterns and decals.
Photo Mode -- Snap and save the best action photos and send to friends.
Cutting-Edge Artificial Intelligence -- A.I. analyzes the race and surroundings and reacts in the most realistic manner possible. Not only will the competition try to win the race at all costs, but the A.I. will react to situations realistically, such as locating the best routes and changing the level of driving aggression based on player actions.
Attacking and Offensive Driving -- Players must not only try to win the race but survive against the other racers. Combat-like racing takes center stage as the vehicles are the weapons.
Soundtrack -- Players will have the opportunity to add music from a memory stick to create a full list of customized tunes to inspire each race.
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PSP - Obscure The Aftermath



Obscure The Aftermath


March 25, 2008 - The original Obscure was released almost three years ago and followed the unnerving adventures of a group of high school students fighting to survive against a campus full of mutants and monsters. While reactions to the title were mixed, its focus on cooperative play was indeed notable and separated it from the menagerie of other survival-horror titles available to gamers.

Now, Obscure: The Aftermath has arrived on the PS2. This next iteration in the Obscure franchise once again highlights co-op play and picks up a few years after the events of the original. The surviving characters have started college life but soon find that their tumultuous past has yet to fade away.

Aftermath, like its predecessor, is a very interesting title. First, the aforementioned co-op elements certainly make the experience unique, considering that the majority of similar titles in the genre are restricted to single-player modes. But perhaps more entertaining is the unusual combination of utter cheesiness with genuinely scary and well-executed horror elements, similar to the teen horror films that the series draws its inspiration from. I'll touch on the specifics later, but playing Aftermath was definitely an interesting experience for me.

The majority of the game is spent guiding two characters (from a group of around six, give or take) through small environments crawling with hostile creatures, riddles and the greatly loved ambiguous fog.

Controls for Aftermath are pretty solid, giving you a fair amount of freedom to move around and rotate the camera. Multiple weapons can be mapped to your controls giving you some slack to fight the way you want. Although most of the areas in Aftermath have an initially fixed camera to invoke atmosphere, as soon as you ready your weapon the camera will snap down behind your character to give you a clear view of the action.

Aftermath does a number of things very well. Considering its low price point, the game looks shockingly nice with some excellent attention to detail. Several of the title's environments are highly atmospheric. The game's sound design is also admirable. Sound effects are generally great but Aftermath's soundtrack is where it truly shines. I was genuinely amazed that such a low-priced title sported such wonderful music. Beautiful orchestral arrangements are paired with stunning, hauntingly angelic choir singers to create some fantastic moments.

In fact, I might go so far as to say that the music -- as well as some of the great environments -- are my favorite elements contained within Aftermath. But again, the gameplay is especially enjoyable because of the co-op. I played pieces of the game with a coworker and also played alone and found both to be entertaining. But if you can work well together, co-op is likely the ideal play experience.

Each character has a particular ability to take advantage of, like decrypting images, picking a lock, moving heavy objects or possessing acrobatic skills. At one point in the game, you have to use a nimble character to jump up and grab the ledge of the second floor in a library. Once you're up there, a monster bursts onto the scene down below, and the character's girlfriend screams and yells for you to pick her up. Pounding a button will pull her to safety and prevent a nasty battle from taking place. As simple as this moment was, the integration of the cooperative element worked so nicely that it added to the scene's sense of urgency and heightened the overall experience.
But Obscure: The Aftermath has its fair share of problems. Although the voice acting may be intentionally bad to enhance the cheesy teen horror themes, it's still bad. The plot isn't too gripping, either. Although Aftermath is supposed to be a commentary on teen horror flicks, little is done to capitalize on this idea and the plot really fizzles out towards the end. It's a shame too, because the opening is really promising.

Combat can also be frustrating due to some select camera angles and an occasionally stupid AI partner. Certain cutscenes can't be skipped, and dying can send you back quite a long ways, which completely wastes your time. Also frustrating is the fact that there is often no indication of which characters you need to use in order to proceed. This means that you'll progress through the environment only to find that there's a lock you need to pick and a certain character isn't with you, meaning you have to run all the way back and get him to follow you. There are also some peculiar moments of slowdown to note, as well as the fact that Aftermath doesn't run in widescreen.

Closing Comments
Obscure: The Aftermath is a surprisingly good game for only about twenty bucks. It's generally worth it for some fun co-op, great atmosphere and really beautiful music. Despite its problems, I enjoyed the overall experience.






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