Showing posts with label Review. Show all posts
Showing posts with label Review. Show all posts

The Scruffs: Return of the Duke Review

Way back in 2007, hidden object aficionados encountered The Scruffs, a fun and quirky game that features equally fun and quirky characters as they try to unfold a family secret and prevent their beloved family home from being sold. Fast forward to present 2012, a sequel to this game appears. The Scruffs: Return of the Duke features a completely different storyline, but brings back the comical family from the original game. And this time, they are involved in a bigger adventure which we will be tackling with the rest of this review.
Grandpa Scruff is actually a duke, and after discovering this fact, the entire Scruff family returns to Scrufford but soon encounters an evil impostor that wants to take Grandpa Scruff's rightful position. Well, that is the entire gist of the story as you try to thwart the impostor's evil plans and help the old man get back his title. Simple, right? Well, that is because the entire game is very simple as well. But it makes up for it with pure, lighthearted fun, lots of humor and possibly the cutest hint system you will encounter in the hidden object genre.
The game play of The Scruffs: Return of the Duke is straightforward hidden object. You try to find items in various cluttered scenes with some of them turning into inventory items you can use to progress the storyline. It is much like the first installment of The Scruffs, but definitely better and more refined. I could say it is funnier too, bringing me lots of laughs even with just the hidden object scenes. And while the puzzles may not be so unique, they are very well made, with some taking quite a lot of time to complete (Sudoku, anyone?).
What I really loved best though is the game's hint system. The Scruff dog located at the lower right side of the screen will give you hints whenever he is available. What he does is bark whenever you get to approach the needed object. Absolutely cute and very fun to use. Kudos to the developers for putting such an element oftentimes neglected on other hidden object games.
All in all, The Scruffs: Return of the Duke is certainly a must try, must buy game. But of course, it is much better for you to try it out first if comic style graphics and storyline suits you well. As a bit of trivia, the original The Scruffs game won second runner-up best hidden object game of 2007 at the Big Fish Games portal. Just so you know how fun this game really is to play.

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Film Fatale: Lights, Camera, Madness Review

Film Fatale: Lights, Camera, Madness is the perfect example of a hidden object game that does not focus on overly artistic graphics and visualizations but on the other hand, delivers a magnificent storyline coupled with one of the best game play presentations I had this month. With that said, some people are easily turned off during the first few minutes of playing, but in my opinion it is worth it for us to take a peek further down this game's rabbit hole.
The game's storyline takes you back in the bustling years of the 1940's wherein a man named M. W. Vernon is at the forefront of that time's movie and film industry. Being a man of great vision and innovation, he built a movie studio on his own private island to begin making his best movie yet. However, this project was unable to continue due to several mishaps and troubles that fell into his work. On another time, your mother and retired movie star Rita Rey has been kidnapped. And now, it is up to you to save her in Vernon's island while trying to contend with the madness of the once great director.
As I had said on the first paragraph, Film Fatale: Lights, Camera, Madness is all about presentation. Even with the unimpressive graphics, the developers made sure that you are always gripped tight by the story from beginning until end. The voice overs are fantastic and the background music fits the game very well. All in all, it is a very fun game, and that is the most simple but straightforward adjective I can think of to describe it - fun. Something sometimes lost in technicalities of reviews such as this one that oftentimes I am lost for words on how to describe the experience brought forth by games like these.
The game is hidden object, but most of the scenes are less cluttered with stuff. Puzzles are also unique and well thought of, but ranges only from easy to moderately challenging at best. It really felt like you are just breezing through the game eager to know on what happens next to the story. I guess that is the only flaw of Film Fatale: Lights, Camera, Madness. It felt short, but that may only be me.
I highly recommend everyone to give this game a try and see for themselves on how brilliant this game is. Film Fatale: Lights, Camera, Madness is a highly fun and addictive game, and I am looking forward for more from this game's developers.

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The Surprising Adventures of Munchausen Review

The Surprising Adventures of Munchausen is another Big Fish Games exclusive that graced me initially as possibly another hidden object game that is like all the others that came before it. However, this game also teaches me to not judge a book by its cover, because as I soon found out, it is not a hidden object game. This game goes beyond hidden object as it is more an adventure, and a whimsical, crazy and humorous adventure at that.

The story of the game starts as some evil wizard destroyed the Heart of the Kingdom. Without any light and prosperity in his kingdom, the king was offered a solution to marry his daughter to a strange and evil man that can bring the king an enormous amount of money. Desperate and hating her predicament, the princess calls for Baron Munchausen for help. The Baron is eager to do so, and as he enters the scene, prepare to have so much fun unlike nothing the crazy Munchausen can.

For those who do not know yet, the origins of The Surprising Adventures of Munchausen game predates to an actual living man that lived from 1720 to 1797. He told many outrageous and farfetched stories of his adventures that lived to this day on books and movies. Well now, you can experience a made up tale of the famous Baron through this game. And true to his many adventures, this game is also very unique, very funny and full of Munchausen's comical braggadocio that you will definitely enjoy playing it until the end.

Really, this game started quite amateurish to me and I was expecting no surprises, but all that impression blew away the instant that the game play starts. You see, the hidden object scenes follow a different kind of game play. Well, you still need to find objects, but instead of a list, you need to associate other items on your list with these hidden objects. Other than this, other game play mechanics include helping Munchausen by following listed instructions and the usual adventure game play where you need to use inventory items to keep Munchausen progressing in his adventure.

In my opinion, The Surprising Adventures of Munchausen is really one fine game that if you are a seasoned hidden object player, you definitely need something like this to change your perspective, that not all games like these are gritty, dark and eerie, but can also be simple and fun. Too bad that the adventure is quite short, but I am looking forward to a sequel just the same.


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Dig Dug II Game Review

If one were to ask anybody who has spent time playing games for more than a few years, chances are rather high that they will know the name Dig Dug. After all, it was the name of a classic game that nearly all seasoned gamers have struggled against in their time at some point. Like any other video game that has seen such popularity, the developer chose to make a sequel, which was also met with a decent amount of success. In fact, if it were not for hits such as Dig Dug and Dig Dug II, then Namco would not be around today to publish other greats like Dark Souls and Katamari.

Concept

Much like the original game, the purpose of Dig Dug II is to defeat all of the enemies in the level. Touching either of the two types of enemies will cause the player to lose a life. The round, orange Pookas pose no immediate threat, merely requiring they touch the player to defeat him, but the dragon Fygars can breathe fire that will also damage and defeat the player on contact.

Unlike the original game, Dig Dig II does not take place underground where the character Taizo Hori must dig to get around. Instead, it takes place above ground in an overhead view, on an island with the water exposed on all sides.

Gameplay

Taizo retains his pump that, like the original game, inflates the enemies on the screen, causing them to explode and defeating them. In order to keep true to the name of the title, Taizo is given a jackhammer that he can use to dig faults in the island in which the enemies can fall and get stuck, making them prime bait for inflation and defeating.

The player must be careful where he digs, however. If the player uses the jackhammer to create a fault on one end of the island and connects a path from that path to another fault in another end of the island, the ocean will fill the path and drown everybody in its path, including Taizo.

Even though Dig Dug II received only modest success in comparison to its successor, Bandai still elected to bring it out on the NES, where it also received modest success. Due to its localization, there is no major advantage to purchasing the Famicom version, although collectors will want to add this title to their growing collection.

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Reckless Getaway iPhone and iPad Game Review

Reckless Getaway sees you driving away from robberies at crazy fun speeds in a couple of different vehicles. The vehicles handle in a skiddish manor adding lots of fun. Currently 17 creatively designed levels are available to drive through but more are coming in the future with updates. All levels are uniquely designed and set in different areas and terrains, from the dessert to icy snow. The mixture keep it fresh and appealing.

The main idea behind each level is to collect up to 4 golden stars. These are obtained by collecting coins and performing stunts, overtakes of other motorists, crashes etc and this also puts up your score which can be shared with the world via Game Center. Coins are placed in very hard to get to areas the further you go through the game, such as on trains tracks which you have to dodge in sequence due to trains coming and totaling your car which loses you a possible star to obtain making it only possible to get three. The cops also play a huge role with constant shoving into your vehicle damaging you and getting you of course from obtaining the stars.

The default controls are really simple to get use to with left and right virtual on screen buttons and that's it. No accelerator, brake etc is required making it very easy to play. Different configurations for the controls are possible with an option to use the accelerometer but this clearly isn't designed to take use of that quite well enough yet. The default controls work flawlessly though!

Graphics are cartoony and makes the whole game work very well. This wouldn't be anywhere near as fun to play if it wasn't for the funky physics and innocent visuals. Buildings, roads, cars etc are all designed in this cartoony way. Crashes and explosions are also consistent. The physics are crazy fun with you being able to just steer into other cars on the road and smash them off a cliff or into a building and then stunts such as jumps are also very over the top.

The audio tracks are well suited and catchy. The sound effects are very cartoony just like the visuals, with big explosions and smashes, o and not to forget constant police sirens.

Awesome graphics, funky audio, great controls, creative level design and epic fun make this an App not to miss this summer.

For hundreds more reviews go to http://www.slinkystudio.info/.


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Downtown Nekketsu Monogatari for Famicom Review

All video games released today have their own roots that have greatly attributed to its production over the years. This also includes every beat 'em up video game that is released in modern times, such as Castle Crashers and especially Scott Pilgrim vs. the World: The Video Game. In the case of these two, Downtown Nekketsu Monogatari is the main influential game that defined the genre.

Concept

Released in North America under the name River City Ransom, Downtown Nekketsu Monogatari is a beat 'em up style video game released for the Famicom in April 1989. There are a number of properties that greatly set this game apart from other beat 'em ups, but the primary one is its non-linear nature, allowing players to fully explore an open world instead of following a set path like Double Dragon. Players take on the role of Alex and Ryan, two high school students traversing River City in an effort to rescue Cyndi, the girlfriend of the latter as she is captured by gang member Slick.

Gameplay

As players travel across River City to rescue Cyndi, they come across a host of different enemies looking to stop them, each of which are a part of their own named gang, such as The Squids, The Jocks and The Frat Guys. While this was hardly the first beat 'em up to feature unique characters, the way Downtown Nekketsu Monogatari differs is that each group of gangs actually have some varying personality to them. Perhaps the most notable way of proving this is in the way certain gang members would shout Barf! once the player had defeated them. As enemies are defeated, money is collected.

Every so often, the player can enter the town and use their collected funds to purchase power ups and other items that can assist them along their journey. This is something also used heavily with Scott Pilgrim vs. the World: The Video Game as Scott goes to prove his love for Ramona. Similarly, Downtown Nekketsu Monogatari brings you face to face with the leaders of the gangs you are fighting, and these leaders act as sub-bosses or regular bosses, adding an extra challenge to the game.

Though it is not inherently necessary to purchase the Famicom version of Downtown Nekketsu Monogatari, it is still a nice piece to add to a collection for those interested in expanding their Famicom collection. Those on a budget can instead choose to purchase the Virtual Console version, available in America since April 2008.

Please visit retrogamerjapan.com for Super Famicom games, Famicom games and more. We also have cleaned, tested and ready to play classic retro Famicom and Super Famicom consoles, controllers and guides. All 100% original, straight from Japan.


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The Tower of Druaga - Nintendo Famicom Game Review

Many video games today features a number of secrets hidden within them, but they are usually just a source of short amusement from the developer to the player rather than essential bits of information important to the plot of the story. Even if such games did feature secrets essential to the plot of the game, the advent of the Internet has basically ruined the original intention as anybody can easily look up the answers on the first day of release. However, such was not the case back when The Tower of Druaga was released on the Famicom in 1985.

Concept

The Tower of Druaga is an action role playing video game based on maze gameplay. The thing that is most interesting about it is that it was one of the first games that required players figure out and find a number of secrets in order to complete the game; without finding these essential hidden secrets, it was impossible to finish the game. Because there was no Internet back when this game was released, it was important for friends to work together to figure out the game.

Some of the secrets that were hidden in the game included a number of different things, such as random starting positions for each maze. In other words, if you restarted a maze, you might end up in a completely different part of the map, meaning you could not just blindly use muscle memory to get through the maze. On top of that, the maze could also change entirely, though it would not randomize, just to add another challenge.

Gameplay

In The Tower of Druaga, the player takes on the role of Gilgamesh, and the primary purpose of the game is to pass through sixty floors of mazes in an effort to defeat Druaga in his demonic tower. The only equipment Gilgamesh receives is a shield and a sword, and these items allow him to defend himself from magical attacks and defeat enemies, respectively. With this equipment in hand, Gilgamesh is required to go through a maze to find a randomly placed key, which will then open the door to the next floor.

The Tower of Druaga is the game that became the precursor to roguelikes such as Nethack and the recently released and popular The Binding of Isaac. Fans of either of these two games should absolutely invest in obtaining the original Famicom cartridge, if not just for the experience of seeing from where their favorites derived.

Please visit retrogamerjapan.com for Super Famicom games, Famicom games and more. We also have cleaned, tested and ready to play classic retro Famicom and Super Famicom consoles, controllers and guides. All 100% original, straight from Japan.


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Gangstar Rio: City of Saints iPhone and iPad Game Review

Gamelofts Gangstar series is a well known title to iPhone and iPad users. It's Gamelofts answer to the GTA franchise and each iteration of the game has been better and better.

This is the third instalment dubbed as Gangstar Rio: City of Saints. Set across the border from the two games which came before it, this is set in Mexico in the city Rio. Characters and storyline are weak to put it lightly. The plot not to spoil it for you, is far fetched and clichéd. And I wonder whether Gameloft realised this or they thought it was a genuine good plot? If they realised this why didn't they amend it? Many said that Modern Combat 3 had a weak storyline but I actually thought it wasn't to shabby, this is on the far end of the scale to that. A sandbox game like this needs good characters and plot. GTA has always had these things and that's what puts it at the peak of the mountain of the sandbox genre.

But forgetting about the bad plot and characters the amount to see and do in Rio is well worth noting. Buy weapons and clothes from shops. Get your vehicles fixed at garages, visit and purchase buildings to grow your empire. All this is pulled of well. The variety of vehicles has been greatly improved with cars, bikes, mopeds sand buggies, boats, tanks, motorcycles, jet skis, helicopters and planes. The land vehicles handle much more realistically than in previous iterations of the games but planes and helicopters are still a little difficult to manoeuvre. Water vehicles could be better also.

And then we have all the different locations on the map to see but having said that the map isn't as big this time around. We only have one island to play around on but that isn't so bad as Gameloft have nailed the environments probably because they had a lot less to focus on. The beaches, skyscrapers, hills etc are all enjoyable. The city feels a lot more alive and fresh than previous Gangstar games and I think that has a lot to do with the improved AI and array of urban sounds.

Missions are quite varied with some sending you to protect someone, or scare someone, or kill someone, drive to a destination, compete in races etc. All are not that original but many have quite a lot of enjoyment to be found within. My real gripe is the combat system. This is an element which needed much improving and it doesn't feel as if anything has changed. It's so difficult to kill enemies with the auto aim and the camera just feels messy when in the action. Such a shame when combat is such a huge chunk of the gameplay and the sheer amount of weapons from pistols, SMG's, AK47's, sniper rifles, grenades, shotguns, rocket launchers, flame throwers etc is all just wasted because you can't properly use them.

The default controls I found to be easy to use and don't get in the way. The default controls consist of a virtual joystick and a sprint bottom when on foot. When driving you have two virtual pedals, one to brake and one to accelerate and to steer you tilt your device. But you have six different control configurations to choose from if the default don't take your fancy.

Graphically this is quite comparable to the GTA versions released for the PSP (more so with Vice City Stories). The lighting and shadows are much better and more realistic. The model detail on characters, vehicles, buildings, surfaces, water etc has had a lot of attention and hard work put upon. Also the depth of field seems to be improved. Little touches are seen throughout the game and we're not complaining.

The radio stations on offer are quite good. A nice choice of music is offered and some stations adverts etc can be very very funny. And you can play your iTunes music in game via the radio. Sound effects for gun shots, sea, vehicles, peoples voices, walking etc is all very life like.

But I enjoy just exploring, stealing many many vehicles and taking in all there is to see of the city and of course having the cops on my trail too. And I think this is a very important element of a sandbox game, it has to allow you to have fun in the extensive world the developer has created when not engaged in a mission and Gangstar Rio: City of Saints delivered here.

A couple of new editions worth noting this time around is that this game is universal so you can have it on your iPhone, iPod touch and iPad. Also you can play it on your TV via either a cable or via AirPlay. We've only tested with a cable and it works very well.

Overall this is definitely the best instalment in the series but that's not to say improvements aren't needed. In the next version we need to see an improved combat system and more realistic and easier to control sea vehicles, planes and helicopters.

For hundreds more Reviews on iPhone, iPod Touch and iPad Apps and Peripherals go to http://www.slinkystudio.info/


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Super Mario 3D Player Review

Nintendo expected their new handheld 3DS system to sell like hot cakes... but it unfortunately didn't. There were not any games that were properly showing the capabilities of the revolutionary system, so it gave no incentive for consumers to buy it.

Now I just picked myself up a 3DS this week for the sole purpose of trying out the hyped game: Super Mario 3D Land. Let me first say that I wasn't sure what to expect. This applies to both the handheld itself and the game. Nintendo hasn't let me down in the past, so I felt at least some level of confidence (enough to make the purchase).

But as soon as I turned on the console and started playing, it was amazingly breathtaking. The 3D looked so real. I would consistently attempt to look at the 3D screen and try to see a 2D image, but it was messing with my brain... I just couldn't do it.

The 3DS absolutely lives up to its name. Lucky for Nintendo, Super Mario 3D Land was able to demonstrate the capabilities immensely. They included two modes on the game. The first mode is for "pop-out 3D", where it appears that Mario is actually jumping out of the screen. The second mode is for "indented 3D", where it appears that you are looking into a little box through the opening on your screen. Both demonstrate depth perception exceedingly well.

Console aside, the game is a mix between New Super Mario Bros, Super Mario Galaxy, and Super Mario Bros 3. You get to use that crazy tanooki suit again and it's just as fun as before. (Might I add cute) But you are not going to see the capability of turning to stone until you beat the first round of the game.

For all of the hard-core Mario fans, don't let this one slip through your fingertips. I know it is hard to shell out $150 for a new handheld, but let me assure you that it is totally worth it. If nothing else, sell it after you are done! Or even make your way to your local used-games store to see if anyone turned one in.

Everything in this game was done RIGHT by Nintendo. They didn't make stupid mistakes, and you can tell that is due to hard work and experience. Check out the game in stores to get the full 3D effect and enjoy the game!

If you love Super Mario 3D Land, then you are probably a fan of the Galaxy games. You should check out this site that calculated the Mario Galaxy 3 Release Date. Or just check out the entire site over at Super Mario Galaxy 3


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Rage Review

When it comes to emotions, rage isn't typically one that I associate with myself. All in all, I'm just a pretty laid back kind of guy. Sure, I get angry at drivers who go a bit too slow or babies that just will not let up (we get it, you're hungry!). But, I've never experienced what it's like to have real life, honest-to-god rage.

When I heard about a game for the PS3 and XBox called Rage, immediately my ears perked up. As far as titles go, Rage sounds somewhat uninspired. It might as well be called something like Anger, say, or Irritability. As a fan of science fiction and horror games, I thought Rage looked like it might be worth my time.

When I first started playing, I noticed how similar it felt to other wasteland games like the recent Fallout entries and Borderlands. It really does feel almost like a hybrid of the two. The graphics on the game are impressive, presenting you with sprawling reaches of dusty desert and ruined cityscapes. To me, the visuals are one of the most interesting aspects of the game. You should definitely see this on a bigger HDTV.

The settings are pretty varied. Like I said, you get the ubiquitous desert and city elements, but they're done in a way feels a bit more detailed than in the Fallout games, and more interesting than in Borderlands. I did have one gripe about the settings, though. Coming from the world of Fallout, I'm used to being able to explore pretty much at my leisure. If I want to risk falling off a cliff side, I will, thank you very much. Here, you're pretty much set on a track when entering specialized environments. You're guided along from one enemy fight to the next. It's not a huge hindrance to the game, but I did want a bit more freedom.

Still, Rage is a pretty good game, in all honesty. It is worth a look. With stunning visuals and an interesting mix of environments, the game is at least fun to play. Sure, there are a few things that could stand to be a little stronger, but when it comes to things that make me angry, there's very little here that actually gets me to cross that line. Even the racing isn't all that horrendous, and enemies who didn't make the honor roll are sort of forgivable if they have the chance to get blowed up good.

I do hate that save system, though. Not even John Goodman can make up for that.

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Modern Combat 3: Fallen Nation iPhone and iPad Game Review

With this being the third instalment in the series Modern Combat 3: Fallen Nation really doesn't underwhelm. It's bigger and better than the two that came before it combined.

You're sent out to fight on American soil for America as it's been invaded and beginning to be taken over by the three evils of the world, North Korea, Pakistan and Russia which are forming the KPR. You eventually bring the fight off American soil as you travel throughout the campaign which packs 13 missions. The undertone of Call of Duty Modern Warfare running through the title is to be honest slightly ridiculous. But hey it works from the AC 130 adventure to guitar riffs at the end of missions.

The campaign took me around 6 hours to complete. Not the longest campaign in the world but it isn't dragged out and each mission is full of action beginning to end. Everything felt polished from the subtle storyline giving the game a purpose to the absolutely amazing graphics. It all helps for an immersive and fun experience.

Missions are varied and a challenge can be found when cranking the difficulty up. Many terrains are featured which keeps it fresh. The variety of weapons with machine guns, pistols, snipers, shotguns and rocket launchers are all quite literally a blast to use.

Now something many will adore is the online multiplayer. I tried it out and was very impressed. You can play with up to 12 players across 6 maps. A ton of different modes can be played with team battle, capture the flag, zone control, bomb disposal and many many more. Perks and guns can be unlocked by purchasing them with in game money which is earned throughout the game but if your impatient you can buy game money with real money. I see my self everyday dipping in and out of the online multiplayer which means this game definitely has replay value.

I think this is worth pointing out to those who like playing Modern Combat on both the iPhone and iPad but don't like having to purchase two separate versions for each device that you will no longer have to. It's now a universal App and we hope Gameloft continue this trend.

The controls are completely customisable. You can drag the virtual buttons to wherever you desire them. You can also adjust the sensitivity of your aim which is controlled by simply swiping your finger on the right hand side of the screen. You can use the gyroscope to also aim but I end up turning it off as I couldn't be bothered. To move you tap anywhere in the left hand side of the screen and an onscreen virtual joystick appears. The controls aren't noticeable and don't interfere with the game which means there done well.

Graphically this is a masterpiece for the iPhone and iPad. It looks like a console title and thats all down to Gameloft's new game engine being put into action. Everything runs with no lag and the sheer amount of detail in the environments is remarkable, reflections, shadows and lighting is all pulled off. The guns are well detailed and even the reloading is realistic. The little touches like when you move your view quickly the screen blurs slightly and bullet holes landing in walls is all appreciated.

The sound effects are all helpful to bring the graphics to life. I really noticed that the voice acting was top notch in this title. The actual sound tracks and riffs etc when levelling up online or finishing a mission are as I wrote earlier very Modern Warfare.

Overall this is by far the best first person shooter to hit the iPhone and iPad. Simple and not interfering controls, good plot, solid amount of weapons, a nice variety of missions alongside a fantastic campaign, great online and breath taking graphics, what isn't here?

For hundreds more Reviews on iPhone, iPod Touch and iPad Apps and Peripherals go to http://www.slinkystudio.info/


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Review - Dead Island

What originally turned me onto this game was one of the best trailers that I have ever seen. It depicts a reverse time scene of a man and his wife trying to save their daughter from the infected in the hallways of the hotel where you start. Even better, is that in the beginning of the game, you can find this couple, dead on the floor, holding hands. Which is nice, in that it adds a touching moment to an otherwise brutally violent and kind-of silly game. What worried me about it was the fact that it was a CGI trailer and I worried that the game wouldn't really look that good.

Not only did it meet my expectations, it surpassed all of them. Dead Island is a game that somehow manages to blend the feel of an RPG, the hack and slash of an adventure game, the loot grabbing of a dungeon crawler, and the feel of a George Romero film. All of this is wrapped in an idyllic setting that lulls you into a false sense of security before throwing hordes of infected at you. As you wander the lush beaches and beautiful jungles you must always be on the lookout for an infected lying in wait. Even amongst the turmoil of the infection and slaughter, you will find yourself pausing just to stare at the beautiful scenery.

Unfortunately for Dead Island, this beauty is both a blessing and a curse. It is plagued with laggy visuals, horrendous texture pop-ins, and numerous graphical glitches. Whenever you exit a loading screens, you will have to deal with texture pop in that can take up to a minute to take full effect. Even after this time, you'll come across alleys with stuttering floors, or zombies that rapidly switch colors. Unfortunately, this mars the otherwise beautiful game and can really break your immersion and bring you out of the gameplay.

Fortunately for Dead Island, these graphics glitches don't really impact the mechanics of gameplay in any way. They frequently look beautiful, and when they look bad, usually you can get over it. I say usually because several times in the course of my game, the textures would not pop-in at all and I would have to quit and reload in order to make them work. Other than that, all of the graphical glitches are not game breaking at all, just immersion breaking.

Primarily a melee based game, you are able to target specific limbs and cripple them either through breaking or cutting, allowing you to limit your enemies combat abilities. To cut, you use a bladed weapon, and to break, you use a blunt weapon. Every time you perform these crippling moves, you earn extra experience than you would if you had just cut its head off. The best part of this system are the animations that accompany these moves. When an arm is broken, it just hangs limply down, flopping around uselessly whenever they try and use it. Break a leg and the zombie will collapse to the ground. If you don't do this, you will find yourself overwhelmed very easily, maybe a little bit much so. The reason for this, is the fact that the enemies level with you, so no matter what, the zombie you are fighting is going to be plus or minus two levels from you, making every fight the same.

In addition to the melee combat, guns are available later on in the campaign. The guns are broken down into three categories: rifles, pistols, and shotguns. When you finally do acquire one of the guns, you will find that ammo is exceedingly rare, and really the only way to acquire any amount of it is to buy it, make it, or scavenge it off of the dead humans. The downside is, these guns are ridiculously underpowered, sometimes taking as many as five shotgun shells to the chest to kill one zombie, where a single machete blow will do the job.

Normally this combat system works fairly well, but after a while, the combat becomes slightly repetitive and stale, broken up only slightly by either a firefight with some uninfected humans, by throwing weapons, or by using your "rage" ability. This ability is unique to each of the four characters and allows you to enter a super human-esque killing spree for several seconds after you "rage" meter fills up. For example, the character I played as was a throwing specialist, so when his meter filled up, I pulled out a handful of throwing knives and went to town. Another character pulls out a pistol and guns down everything in front of her, and a third uses something reminiscent of a beserker from Borderlands, forgoing weapons and using his fists to beat down his enemies.

These powers are unlocked through a skill tree, which is basically the same as any skill tree you've ever used. There are three separate columns, with each either benefitting your combat skills, rage skills, or survival skills. Combat usually increases damage, rage increases the duration and damage of your rage, and survival increases heath, rare loot chance, and luck. These trees allow you to slightly customize the way you play, allowing you to either DPS, tank, or maybe be more of a ranged character. No matter what, it's up to you.

One of the most important things in a Diablo type game is the loot, and here it is as plentiful as I've seen in any game, save Borderlands of course. The weapons are color-coded by rarity, with white being the most common, and orange the most rare. Usually, the more rare items are received as quest rewards or found in containers that are scattered around the world. Once you have these items, you can bring them to workbenches and customize them to the way you play with various weapon modifications that range from fire, electricity, and poison. With these modifications come millions of possible ways to customize your load out, and you obtain these mods either as quest rewards or in prespecified locations in the game world. Each requires certain bits of items, from batteries to duct tape, in order to build them.

The quests really can be broken down into either fetch quests or kill quests. Hey, ________ (insert player name here), I need you to go _______ (location) and get/kill/talk to _________ (item/zombie/NPC). But even with that dynamic, I find myself falling into the one more quest mentality, spending hours playing when I had originally planned to spend only minutes. I just wish that there was a little more variety in the mission type.

Add a shoddy driving mechanic, where it is nearly impossible to steer anything at top speed, and a okay voice acting cast and you get what seems to be a terrible game on paper. But it's not. I love this game. For all of its fault, I love it. I love the repetitive quests and combat, I love the bad driving, and I love the voice acting. I dumped hours upon hours into it, and I don't regret a single second. It's a good game on the brink of being great, but graphics glitches and repetitive game play mar this game irreparably. I love it, but that doesn't disguise the fact that it is flawed.

8/10

Tom Blaich is the current staff writer at http://www.games-cave.com/. He produces all of the sites content, from great reviews, to fantastic articles, news stories, and top 10 lists. If you love video games, then feel free to check him out, he would really appreciate it.


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Kindle Fire Product Review

I recently purchased a Kindle Fire, replacing my original Kindle, which had seen increasing use over the last few years. Ironically, the Kindle Fire was purchased at a traditional brick and mortar establishment, as I wanted to check out the size and weight of the device prior to purchase. I use the term ironic, as these types of devices may represent another building block in the future demise of the brick and mortar operations selling them. My decision would be Kindle versus Apple iPad, with size, weight and interface key factors.

My immediate take on the Kindle Fire was very positive. It was larger than my original Kindle, but small enough to be considered a book substitute. I found the screen much easier to read than my original Kindle, and it offered all the advantages of a color display. Two major enhancements included the ability to browse the web and to download apps, including very important and useful apps, such as Angry Birds. The web browser works wherever one can find Wi-Fi access, including HotSpots. The Apple iPad was also very impressive, offering greater functionality albeit at a larger size and weight, at about 21 ounces compared to the 14 ounces of the Kindle.

I purchased the Kindle Fire for, selling for $199 as of that time, and was on my way. The Kindle Fire is almost like having your own personal public library in the palm of your hand. Many classics are free, or very inexpensive eliminating the need to drive to a bookstore or local library. The Kindle Fire, and perhaps eReaders in general, offer an expansive personal library, allowing users to specifically (or randomly) choose almost any new book sample or classic. Striving to mix in some of the classics with my recent business selections (Blink and Steve Jobs) I also downloaded: Mountain Interval (Robert Frost), Prufrock and Other Observations (T.S. Eliot), Walking (Thoreau) and The Wreck of the Hesperus (Longfellow). These are not entirely random as the appearance of several characters in Woody Allen's movie, Midnight in Paris, provided the catalyst to review some of these works. And that's one of the great advantages of the Kindle, within seconds of hearing about, or thinking about a book or an author, you can be reading a favorite classic or contemporary work.

Amazon also offers a Kindle Owners' Lending Library program ($79 per year) which provides a free library of books (currently about 5,000) and access to a free video streaming service with over 10,000 movies and television episodes. It also provides free shipping on Amazon purchases and is essentially a "no brainer" if you purchase a book or more per month, as the estimated costs would be over $100 per year to do so.

The Kindle Fire supports web surfing and downloading and streaming of video. I use the former often, but have not yet used the latter. The Kindle Fire, eReaders and tablet type solutions will change future consumption of content. I've seen friends who I would consider "technology laggards" rapidly adopting eReaders and tablets. The convenience of being able to transport a dozen or more books on any vacation or business trip, sample any book before purchasing, changing font size and brightness to accommodate personal preferences and access to a growing online library are just a few of the catalysts driving behavioral changes. Though not all books are yet available on the Kindle, I've seen estimates of 650,000+ and I'm sure this will grow rapidly to accommodate consumer purchasing habits as more people move to eReaders. Bottom line, as of this writing, I think the Kindle Fire is a great solution for almost anyone who likes to read.

Alan Blume is the founder and CEO of StartUpSelling, Inc., a digital marketing agency, and the author of two Kindle books: Sell More & Work Less, Web Selling Techniques Everyone Should Use Sell More & Work Less and Your Virtual Success Your Virtual Success.


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Touchgrind HD iPad Game Review

Touchgrind is available for the iPhone and iPad where you take the role of a virtual tech deck which I'm sure nearly all of you have done physically before. I had a couple in a pencil case at primary school and got pretty good at performing tricks with it. But it's been such a long time since I have used one I have no idea whether Touchgrind is truly realistic. But who cares it's awesome fun!

The version I'm reviewing is specifically the one made for the iPad 'Touchgrind HD'. As you'd imagine this is upscaled from the iPhone version so you see a much wider view of skate parks and surroundings but the skateboard size stays the same so it's not like your going to have to relearn what you've done on the iPhone version if you have already played that version, if anytime it makes it a lot easier to play.

Three main modes are infused. The first being free style where you just play around with your board but you can't rack up any points. The next mode is Jam Session which is where you skate without any time limit but your score only increases if you pull of tricks worth more than the last. The final and main mode is competition where by you have a set time limit of about two minutes to perform the highest score possible. The higher your score the more boards you unlock which helps you perform even better and this score is in literal competition with the world via Game Center. All modes are a blast to play and performing tricks gets easier and easier as you go through. Kick flips to rail slides to an ollie are all easy and with all the buckets of tricks you learn, they help provide you with big scores so you can begin to exploit them and pull of awesome combos using various obstacles such as ramps and rails which are the real big scorers. The more impressive your tricks become Touchgrind will reward you with trick scores performed at that time doubling to quadrupling and it can go ever further. But if you fail to land correctly this perk just completely disappears.

The controls are really easy to get the hang of. You have precision control of the board so to perform basic skating you have have one finger on the board which should be your finger next to your index and then you will use the index to swipe beside your board which will create speed. So your emulating your feet in effect. Flips are performed by swiping a finger along the side of the board and a a basic ollie is performed by having two fingers on the board and lifting the front one just before the rear. All this is dependent on the speed of which you do it and that of course effects the speed of the trick in question. The controls were very solid indeed and were a lot more suited to the 9.7 inch screen.

Graphically this reminded me of Mirrors Edge for some reason, I think it's due to the color scheme and textures but never the less everything is sharp. The surrounding and boards are crisp and realistic too. The shadow under the board is also really well done.

Sound effects are exactly as you'd expect. When the board goes onto different surfaces the sound reflects that with hollow ramps and solid stone. I really like the sound effects with tricks, it just makes it more satisfying. You can also play your iPod music in the background.

Overall Touchgrind HD is definitely a better version of the game. It's just more enjoyable to play with the bigger screen of the iPad. It's one of those Apps which your just going to pop in and out of time to time to get a bigger score and to have some fun. I'd recommend it to all iPad owners.

For hundreds more Reviews on iPhone, iPod Touch and iPad Apps and Peripherals go to http://www.slinkystudio.info/


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