Thursday, June 17, 2010
Monday, May 3, 2010
Ratchet and Clank Future: A Crack in Time
Saturday, January 10, 2009
Buzz! Master Quiz
Developer: Relentless Software
Publisher: Sony
Release Date: Sept. 23, 2008
System: PSP
ESRB Rating: E10+
Official Web Site
In a nutshell: I'm the smartest guy in this whole plane!
0:00 As a trivia nut, I was drawn to the PS2 and PS3 Buzz games. I could never get my friends to feel the same way, though. That doesn't matter for this PSP release, which I'm playing alone amidst a bunch of strangers on an airplane. What the designers intended? I doubt it.
0:01 A decent amount of loading precedes an intro movie, with blonde host Buzz sitting in a chair staring down at a PSP. Ghostly images of sports balls, musical instruments, movie props, etc. hover out of the PSP and dance around Buzz's head. Then a bomb hovers out, exploding and leaving Buzz blackened. HA! Quickly on to a simple title screen with sparse electronic music.
0:02 "Are you on your own, or do you have friends?" asks Buzz on the menu screen. Well, I DO have friends ... they're just not here. Buzz also pipes in on the options screen: "Load and savey-type stuff here!" His over-the-top voice is at least half the appeal of these games.
0:03 On to "Solo Quiz Challenge." I can choose from 10 appropriately stereotypical character types. I almost go for my old standby favorite, the Superhero, but I end up with Napoleon because, let's face it, how many games let you be Napoleon. OK, how many games that aren't in the Civilization series. "IT'S NAPOLEON," cries Buzz, apparently very excited.
0:05 "This is my show and it bears my name. This is Buzz, I am Buzz and soon you will be buzzing. Enough! Let's go!" I agree!
Read the full review at Crispy Gamer
Thursday, September 4, 2008
The Last Guy
Developer: Sony Computer Entertainment Japan
Publisher: Sony Computer Entertainment Japan
Release Date: Aug. 28, 2008
System: PS3
ESRB Rating: E10+
Official Web site
In a nutshell: Pac-Man meets Resident Evil
0:00 I wasn't too impressed with the slow, buggy online demo that let you run away from zombies on any Web site, but I did like the general concept. Here's hoping the PlayStation 3 version is a little better made.
0:01 After a BIG seizure warning and an obligatory User Agreement, a breathy announcer croaks out: "The... Last... Guy." It sounds like he's dying. A lot of red guys that look like men's room signs are marching along the title screen.
0:02 How to Play: Rescue the survivors in each zombie-infected town, lead them to the escape zone before the rescue ship arrives. Game Over if I'm captured by a zombie. Simple enough. A few pages of controls talk mainly about how to control the camera.
0:03 A TV test pattern comes up with the logo for U.R.F.: United Rescue Force. I get it -- it sounds like Earth!
0:04 A raspy breathy, tinny Japanese voice (with subtitles) tells the tale. "The year is 20XX," and a mysterious purple beam has transformed people into strange zombies. "Our planet is almost destroyed." Those who were in buildings survived and "have been holding their breath, hiding inside buildings ... awaiting rescue. ... You are the chosen one." As Neo might say... Whoa!
0:05 San Francisco is up first. I have 4 minutes to rescue 1,000 guys. Hey, if it's called The Last Guy, why are there so many guys to rescue? I'm obviously not the last one.
Read the full review at Crispy Gamer
Wednesday, August 13, 2008
Siren: Blood Curse
Developer: SCE Japan
Publisher: Sony Computer Entertainment
Release Date: July 24, 2008
System: PS3
ESRB Rating: M
Official Web site
In a nutshell: Is the curse being forced to play this game?
0:00 I know next to nothing about this episodic horror game, but Sony gave me a code for a free downloadable copy, so...
0:01 I get thrown directly to the title screen, with some eerie theremin music and raindrop ripples on a blood-red background. I'm already a little creeped out.
0:02 I start Episode 1, Chapter 1 on Normal difficulty (rather than Easy). "In 1976, a village deep in the mountains of Japan vanished overnight." Later, a TV crew came to investigate. The camerawork looks like it came right out of "The Blair Witch Project." The crew is apparently witnessing a grisly murder, but I can't make out what's going on between the shaky camera and extreme darkness. Thank god for the film crew's curse-filled narration: "Damn, that's some f***ed up shit. They straight-up killed her. F***!"
0:05 "Shit. How could they have just murdered her like that? Goddamn psychos. F***. F***!" Apparently the translators come from the Quentin Tarantino school of curse-filled dialogue design. Anyway, Howard Wright, one of the students, runs off from the carnage to an abandoned house looking for help. The phone is out. Uh-oh.
Read the full review at Crispy Gamer
Thursday, May 8, 2008
MLB 08: The Show
Developer: SCEA
Publisher: SCEA
Release Date: March 4, 2008
Systems: PS3 (reviewed), PS2, PSP
ESRB Rating: E
Official Web site
In a nutshell: MLB 07: The Show + 1
0:00 I played MLB 07 a bit after I reviewed it for lunch about a year ago, but the last time I really got into a baseball game was back in the NES days.
0:01 I'm downloading a 36 MB update. I'm reeeeeally getting tired of this, Sony.
0:05 The update is installing. The download wasn't quite as bad this time.
0:06 "2007: Year of the Milestone" flashes across the screen. "In 1989 Sammy Sosa made his major league debut..." He was chasing the "600 club" re: home runs, and he got it in a fetching Rangers uniform. Some nice full-screen game footage here, then an abrupt transition to a legalese loading screen and the title. Gives the game a good sense of history.
0:08 After some longish initial loading, the game asks me to create a profile. An old-timey baseball radio announcer comes on in the background -- nice touch -- then transitions into the song "Low Rider." Not as nice.
Read the full review at Crispy Gamer
Tuesday, April 29, 2008
PAIN
Developer: Idol Minds
Publisher: Sony
Release Date: Nov. 29, 2007
System: PS3 (PSN download)
ESRB Rating: T
Official Web site
In a nutshell: Personal slingshot simulator.
0:00 I've been excited about this game since I saw the bone-crunching demo at the last E3. Haven't had a chance to sit down with it until now, though.
0:08 These first eight minutes were spent downloading and installing a "Version 1.5 update" for the game. This is becoming a bad trend.
0:09 Some generic metal riffs play over a title screen that looks like it was drawn on lined notebook paper. "P-A-I-N. PAIN!" the background singers chant. It feels like my emo high school days all over again.
0:10 The single-player mode is locked? Really? I guess I have to go through the "crash course" first. I probably would anyway, but still, I don't like being forced.
0:11 "Welcome to a Crash Course on Pain." Is that a threat? Basic controls: Aim with the analog stick, fire yourself with the X button, and try to cause pain and destruction. Simple enough.
Read the full review at Crispy Gamer
Wednesday, April 23, 2008
Hot Shots Golf: Out of Bounds
Developer: Clap Hanz
Publisher: Sony Computer Entertainment
Release Date: March 18, 2008
System: PS3
ESRB Rating: E
Official Web site
In a nutshell: Super Cute Happy Golf Fun Time
0:00 I've never played this popular series, but I have put a lot of time into Mario Golf, which I hear is similar . If they're at all alike, I should have no trouble liking this.
0:01 This minute spent watching a mandatory install screen crawl from 0 to 7 percent.
0:02 16 percent.
0:03 26 percent. Y'know, why don't I just meet back up with you when it's done.
0:12 12 long minutes of Web surfing and waiting and we're installed. I can't say this is an inspiring start.
Read the full review at Crispy Gamer
Monday, March 31, 2008
God of War: Chains of Olympus
Developer: Ready at Dawn
Publisher: SCEA
Release Date: March 4, 2008
Systems: PSP
ESRB Rating: M
Official Web Site
In a nutshell: Madness? THIS! IS! PORTABLE!
0:00 After reading a butt-load of glowingly positive reviews for this game, I feel like I'm going to have my official "game critic club card" revoked if I don't like it. Here's hoping it doesn't come to that.
0:01 This minute spent upgrading my PSP to firmware version 3.80.
0:02 See minute 0:01.
0:03 Here we go! Hero difficulty (Normal)... "Suffering for years, Kratos, the once-great general, now known as the ghost of Sparta, pledged himself to the gods of Olympus. In return, he only hoped to rid himself of the nightmares that had haunted him for far too long." But today, he's been asked to defend Attica from the Persian army. In other words, here's a bit of unnecessary story, now GO FIGHT. As should be the case in a game like this.
0:05 The first thing that strikes me about the game is how pretty it looks for a PSP game. The second thing is how long Kratos' Blades of Chaos are. They can reach, like, two times his height. Good gravy.
Read the full review at Crispy Gamer
Monday, December 3, 2007
Uncharted: Drake's Fortune

Developer: Naughty Dog
Publisher: Sony Computer Entertainment America
Release Date: No. 19, 2007
Systems: PS3
ESRB Rating: T
Official Web Site
In a nutshell: Prince of Persia meets Indiana Jones
0:01 This minute was spent watching a blank loading screen and a title screen with sweeping violins.
0:02 After a brief title screen and playing around with options, yet more loading!
0:03 "There must be a beginning to any great matter..." We're in Panama, watching shaky-cam footage of the coffin of Sir Francis Drake, buried at sea 400 years ago. "Are you sure you want to be defiling your ancestors remains like that?" the female camera holder asks. There's some real chemistry between her and the guy defiling the coffin. Nice voice acting and character animation makes it work.
0:04 The coffin holds a book, but he doesn't want to share its contents with the camera-woman. Pirates are coming. "Shouldn't we call the authorities or something." "That'd be great except we don't exactly have a permit to be here..." She doesn't really know how use a gun. "It's like a camera... point and shoot, right?" Heh.
0:05 Into the gameplay. L1 to aim, R1 to shoot, O to take cover behind objects. You need to stand still to aim, which leaves you painfully open. Feels a bit lame to me. I do like how the well-written dialogue continues through the firefight.
0:07 Pirates are on the ship now. "Press square, square, square, square, square for a furious combo." Really? Square five times is "furious"? Booooring.
0:08 "Enemies killed by a brutal combo leave more ammo." How does that even begin to make sense? Are they hiding some ammo in a special compartment that only a "brutal" combo can break open?
0:10 Sully responds to our earlier radio for help by flying in on an old fashioned propeller plane to save the day. Just then a rocket launcher blows up the ship. "I had everything under control until they blew up the boat." "Nothing a few years of therapy won't fix" says Elena Fisher (the girl). Sully is the cigar-chomping Victor Sullivan. Nate (the guy) thinks Drake faked his death. Elena overhears, and wants to see the diary when they land.
0:12 When Sully cuts Nate off, Nate calls him, "a man only interested in the climax. You must be a real hit with the ladies." Heh. So Drake was looking for El Dorado, the lost city of gold. The last page is torn out. "This is it. This is finally it." But Elena is "a little problem," according to Sully. He wants to cut her loose. She doesn't trust either of them. Great characterization here ... some believable motivations and conflict, for once.
0:15 It still looks like a cut scene, but it turns out I can move about the jungle as the men chatter about past conquests. The lighting effects really capture the forest. Nice blur when the camera moves.
0:16 I'm loving the character animation on Nate ... he leans into turns, rolls after long falls, jumps and climbs realistically over complex rocks ... very nice. Now if there was only something to do ...
0:17 Another cut scene. They find nothing but empty space where the city is supposed to be. "This is like trying to find a bride in a brothel." Oh Sully. You're incredibly offensive.
0:19 Well well well... run through a little passage and we find some ruins that Drake somehow knows are 2,000 years old.
0:21 Two minutes walking around before I find the one ledge I can climb. A Prince of Persia style leap and I'm across to another platform. The environments are incredibly organic, which is nice, but makes it hard to find where to go next. This is both good and bad.
0:23 Our first puzzle. There's some hollow ground, and we have to figure out how to smash through... my first thought, jumping from up high, doesn't seem to work.
0:25 Hanging off ledges and sliding along ... Prince of Persia much? I come across a boulder that I push over to break on through to the other side.
0:26 I love the little touches that make the world seem alive (even though there's no one else alive around). Bats that react to the flashlights ... bits of stone that slip unstably as you run on them ... the way Drake's stance changes when he walks down stairs. The little things matter!
0:28 "This place was picked clean centuries ago," by the Spanish. Sully is "up to my eyeballs in debt." Sully thinks Nate's into Elena. "All's fair in love and war, kid." "And what if you can't tell the difference." "Then, well, you're in trouble." I love this dialogue!
0:30 I come across a huge pit. Luckily there's an explosive barrel across the way that knocks down a big inca-style head. "Ha, that'll work."
0:33 Sully: "We gotta figure a way to clear this debris. ... This wood's pretty dry. I bet we could burn it. ... Try shooting one of those lamps down." Thank you Captain Game Objective! Also, is there anything in this game a gun can't solve?
0:35 Ouch... one false step and I'm in the drink ... then I'm right back where I was almost instantly. Low risk ... encourages exploration ... nice.
0:37 Note to self... be farther away from barrels before making them explode.
0:38 So 2,000 years ago people apparently had the technology to make a five-ton stone door move just by lighting a lamp? Whatever.
0:44 A pretty simple puzzle, based on a journal entry that has four symbols in a certain order. The hardest part is finding the buttons around a massive room, but it's so much fun running around the spookily lit caves and watching/making Nate jump around, it's hard to complain.
0:47 Nate, upon getting out of the water. "I am really wet." The voice acting makes it work, surprisingly.
0:48 This "shooting at explosive barrels thing" is getting old already. This is the third time in less than an hour! Aren't there any other ways to get stuff done?
0:49 Wow. Walking on a shaky wooden platform, it quickly starts to collapse, starting a run-into-the-screen action sequence. Shades of Naughty Dog's Crash Bandicoot, appropriately enough. In a good way.
0:51 During certain sections Nate is forced into a walk. One the one hand, this is annoying because I want to get there sooner. On the other, it's realistic, in that no one can run that long, or would want to.
0:55 We come across a beautiful waterfall with ... something big sticking out of it. A ship's hull? Yet another cut scene. They're pretty frequent, but so good I don't really mind. It's a German U-boat. Sully is worried. Nate gives him the diary and jumps in the drink.
0:59 More wall-crawling. Now there's vines to let me swing along. It's hard to see what to jump to next in the crowded environments, but blind leaping tends to work OK.
1:00 Finishing out the hour with a save, the game tells me I'm 11% complete for 44 minutes of actual "play." So a seven hour game, at this pace. Kind of short, but about how long I can see putting into this, actually.
Would I play this game for more than an hour? Yes
Why? Great controls, animation and, possibly most importantly, writing and voice acting, make for some very convincing world building. Well done.
This review based on a retail copy provided by Sony.
Thursday, October 25, 2007
The Eye of Judgment

Developer: SCE Japan
Publisher: Sony Computer Entertainment
Release Date: Oct. 24, 2007
Systems: PS3
ESRB Rating: T
Official Web Site
In a nutshell: The only collectible card game that requires a $400 piece of hardware and a digital camera just to play it
0:01 Let the setup begin. I use some scissors to free the camera, stand, game mat, disc and cards from the annoying hard plastic shell. Seriously, who thought these were a good idea.
0:04 After clearing some space on the coffee table, everything is all set and plugged in. That was relatively painless.
0:05 I'm supposed to connect to the network to check for the latest version of the game, but the check doesn't work. Oops.
0:06 An impressive CG opening shows dwarves on flying... things, and lots of armored warriors and some guys on horses. Then it switches to druids playing the card game, controlling this battle from afar. These druid scenes aren't quite as action packed.
0:07 One druid plays a card and a huge armored behemoth falls into the battle from the sky. The opposing druid is calm as he casts a fireball in response, burning the behemoth. Great animation here.
0:09 The opening ends with a huge mechanized dragon attacking an agile knight. Here's hoping the real game is as exciting.
0:11 I spend a good two minutes lining up the camera so it sees the mat correctly. The image is surprisingly sharp and smooth, and the game has no trouble recognizing a card in the hazy, overcast light coming in from the window. Much better than the original EyeToy, that's for sure.
0:13 Tutorial time. I quickly skip the camera and play mat setup since I've already done that.
0:15 "The camera is a precision instrument. Rough handling may result in damage." Blah blah blah.
0:16 "Be sure to avoid spilling food or drink during play." Good advice for any game.
0:17 All right, now they're explaining how the game works. You plays creatures to gain control of squares on a 3x3 field. Control five of the nine fields and you win. Spells "augment your battle strategy." "Effective use of cards will bring you one step closer to victory." Er, one step closer? Isn't use of cards all there is to victory?
0:18 I'm gonna have to get used to what all these things on the cards mean. I've been trained too well by Magic: The Gathering to expect cards to look like that.
0:19 "The nine fields are collectively referred to as the board." Duh. Let's speed things up here, eh tutorial?
0:20 They're explaining what "drawing a card" means. Oh... my... god...
0:22 Finally, we're past the terminology and on to explaining the actual dueling. "Each players opportunity to take actions is called a turn." NO KIDDING! Tell me more. Seriously... tell me more. Quickly.
0:23 Order of phases, for my reference: Draw, mana charge, actions, summon a creature, resolution. Pretty similar to Magic, actually... shouldn't be too hard to remember.
0:24 Now they're explaining battle. There's an attack then a counter attack, if possible. You can only summon one creature per turn. It can attack as soon as summoning if there's an enemy in the attack zone. Uh huh, uh huh.
0:26 Now the tutorial moves on to a demo duel. This should make things a bit clearer. "Greet your opponent." Thanks Mr. Rogers. "Thoroughly shuffle your deck." You start with five cards.
0:28 More notes for my reference: You can mulligan your hand once. First player doesn't draw on first turn. You can carry over mana turn to turn. No actions first turn because no creatures. Creatures gain hit points if played on matching field, lose if on opposing field.
0:30 There are five elements: Fire, water, earth, wood and biolith. Wait, Biolith? That wasn't in Captain Planet.
0:32 This sample duel is very slow, but I don't want to skip anything for fear of missing important information. I just wish the guy would talk faster.
0:36 Note: The B on the defense zones is for blindside.
0:37 We're still going through the "attack phase" that started five minutes ago! This is painfully comprehensive for a basic intro. I'll give it three more minutes then I'm just gonna start because I want to actually try the game.
0:39 Or maybe I shouldn't start yet. Apparently I can only summon creatures to fields adjacent to existing creatures. That seems important to know.
0:40 You get a mana every time a creature of yours is destroyed. So sometimes it's good to lose a creature, I guess.
0:41 The biolith creature has a "summoning lock," meaning it can only be put on biolith squares but that goes away if there are four or more creatures.
0:45 They're still explaining stuff... Screw this, I'll figure it out on my own, or come back later. And I haven't even gotten to the camera-based control cards yet!
0:46 I know playing against a human in the same room is the ideal, but I don't have one handy and I'm not ready to go online. Vs. Computer it is.
0:48 And we're off. I get my mana and I have my initial hand. Now what should I do? Well, the only card I have enough mana to play is Bewitching Elf Archress, so I play her on the bottom edge.
0:49 Computer's turn. He summons some ice thing in an opposite corner.
0:51 My turn. I use my status card to find out what the ice thing is. It only has two defense, so I play an Venoan Assassin attacking the ice thing. It dies without even managing to counterattack. Whoo!
0:53 A couple more turns in the same vein. I attack but don't kill a creature with only one hit point remaining. What happened?
0:56 Well that was stupid. I play a Hellfire Splitter and it immediately dies because I placed it on a water square. I need to learn to pay attention to that stuff...
0:57 Meanwhile, next turn, the computer places the same thing on a fire square, gaining it two health and killing my two remaining creatures. Joy.
0:59 I finally do something right. My Triceptaur Behemoth attacks and kills two opposing creatures by doing three damage to each. Saving up that mana helped.
1:00 Crap... the computer summons its own Behemoth with the mana from his dead creatures... and he put it on a fire space. Both my adjacent creatures die and I'm left with none. This is... not going well.
1:01 I realize I haven't talked about the battle animations or use of the actual system yet. They're OK, I guess, but I get the feeling that, with a little tweaking, you could play this game without the PS3. Then again, you wouldn't have the Vs. computer or online play options. And seeing the creatures attack in 3D adds a nice visual reference when learning the game.
Would I play this game for more than an hour? Yes.
Why? There's obviously a lot of complexity there, and an hour isn't enough to learn it all.
This review based on a retail copy provided by Sony.
Monday, October 15, 2007
Folklore

Developer: Game Republic
Publisher: SCEA
Release Date: Oct. 9, 2007
System: PS3
ESRB Rating: T
Official Web Site
In a nutshell: Generic beat-'em-up... of the dead!
0:01 A purple stone tower rises above a hole in the sunset clouds on the title screen. Pretty little butterflies of light flutter about. I love the orchestral score.
0:02 Someone opens a book "I lost my mother when I was very young. My only memory of her is telling me bedtime fairy tales when I was very young." But wait... she got a letter that her mom is actually alive. "Mother, why did you wait so long?" Sorry... I had to wait for the tax man to stop looking for me (I may have made up that last part).
0:03 The captain of the ship won't go any closer to the spooky island, so the woman jumps into the sea fully clothed and swims for it. The characters look very nice, until they open their mouth and it doesn't match with the dialogue at all.
0:04 An abrupt shift to some guy talking about the mysteries of life and death being unlocked by science. He's a reporter for an "occult magazine." A phone call: It sounds like the woman from before reporting that faeries will kill her in the island town of Doolin. He thinks it's a prank, but he journeys out to Doolin, "the realm of the dead," to check it out anyway.
0:06 The guy runs into the girl, whose talking to a woman she thinks is her mother. Apparently she didn't make the phone call. The woman falls over dead and then falls further off a cliff. "A murder in the village of the dead. Tell me this is a joke," the guy says. I have no idea what's going on, but I have a strong desire to find out.
0:07 I can choose between the girl, Ellen, or the guy, Keats. I have an affinity for journalists in games, so I go with our occult reporter friend.
0:08 Awww, the high-quality English/Scottish accented voice acting has given way to text. So much for establishing the mood through high quality speech.
0:09 As a tour guide might say, "We're walking... we're walking... and we're stopping," on the beach where the corpse fell. Now the story is told through lightly animated panels with comic book word balloons and lilting music. It's an oddly enchanting effect. Anyway, some other woman is down on the beach. No sign of the corpse. She offers Keats a place to stay. "My questions can wait for tomorrow." They can? What kind of a reporter are you?
0:11 A cryptic dream comes to Keats in his sleep: "Want to know more, seek the pub." Wait, did I say cryptic? I meant really freaking straightforward.
0:14 All right, so where's this pub. Hmm, it seems to be the first house I stumble upon. Some ghostly images appear in a cut scene. They seem to know me and greet me less-than-warmly. "You speak lucidly for figments of the imagination." Heh. "Go to the netherworld and seek the dead." Will do, random figments!
0:16 Finally some real interactivity, by which I mean wandering around the pub for some extremely expository conversations with the patrons. Keats seems extremely nonplussed talking to ugly monsters of all shapes and sizes. Also, he's quite the gentleman and walks inside the establishment instead of running. I like this small concession to normal human behavior.
0:19 Oh, goodie, it had been too long since the last cut scene. Really, three minutes in a row of good old-fashioned direct control is all I need, thanks. Anyway, an invisible man in a Phantom of the Opera mask meets me outside. He says I should interview the dead. That would make this mystery pretty easy, yeah...
0:20 So far, the stifling linearity is really getting to me. If I try to deviate from the path the game gives me even a little -- entering a house instead of heading directly to the South Henge portal, for instance -- Keats pops up and says, essentially, "I should go to the South Henge." I know it's only been 20 minutes, but I hope the game opens up a bit. Otherwise it would probably be better (and shorter) as a movie.
0:24 What... the...hell. Keats has transformed into some sort of white-haired, white-skinned, shirtless, musclebound oaf with tribal tattoos for a few seconds. Then he's back to normal. "This is certainly a lucid dream," he quips. That's one way to put it, yeah...
0:26 Apparently, now I have the power to do battle in the netherworld. I take the only path available and go through mystical portal No. 2 into the lush world of the feary realm. "I know this can't be a dream because I don't have this good of an imagination." Sounds like the developers patting themselves on the back to me.
0:28 OK... more wandering and talking to folks on a linear path, only know my expository conversation companions are faeries now. I'm warned about aggressive "folks," devolved dead souls who might do me harm. Well let's see them already! Anythings better than this random, drawn-out backstory crap. It was enchanting at first, now it's just irritatingly arbitrary and overly direct.
0:32 Thank the lord, a battle. I can attack and block. Whoo. I'm a little shocked that all this set up was for what so far seems to be a pretty standard beat-'em-up. At least Streets of Rage didn't make me sit through a half hour of meandering world-building.
0:36 First wave of enemies complete. I didn't have to block once. There was some mumbo-jumbo about collecting souls and "karma" abilities and such, but the game is going to have to show me more pretty fast to keep my interest.
0:38 I finally bump into Ellen again. With her dead mother, who attacks her daughter. But wait. It isn't her mother... just someone named Regine. She says she didn't call Keats either. Y'know, I'm quickly caring less and less who actually made the call, and also having trouble figuring out why I should care about the fates of any of these people.
0:41 And just like that I'm back in the bar, now empty. Regine told me to find a note hidden in a ceramic doll and show it to her daughter. Guess I know what I'll be doing next then.
0:42 Back to the character select screen. I feel like the game is trying to be Indigo Prophecy, with characters that have conflicting motivations and intertwining plots. So far, though, it seems like two disparate narratives were just strung together clumsily. We'll see.
0:44 Ellen's prologue starts with the same exact scene we saw at minute seven. At least I can skip it this time.
0:45 "My mother fell from a cliff? I need to hurry to the beach." This isn't even a thought balloon. She freakin' SAYS THIS even though there is NO ONE AROUND.
0:47 Upon not finding her mother, Ellen collapses on the beach. She awakes in a bed hearing a voice tell her to come to the pub.
0:48 When I save, I notice that the "play time" so far is ten minutes. Take away another ten for typing up what you've read so far, and that means 28 minutes of "story" for ten of "play" so far. That's not an inspiring ratio, as far as I'm concerned.
0:50 St least this time I know exactly where the pub is.
0:51 Ellen is led to the netherworld by a scarecrow-looking demon named... Scarecrow. Wow. What an original name!
0:52 And so I walk south the the Henge again. This is seeming awfully familiar, emphasis on the awfully. Isn't the point of having two characters that they might experience the story in slightly different ways?
0:54 "Put on the cloak of sidhe and you can meet the dead." So she does. And now she's wearing... a slightly different jacket. WHOA! My mind is blown.
0:56 I quickly learn to skip the talking to people/faerys, as they say the exact same thing to Ellen that they did to Keats.
0:58 Just like Keats, Ellen's first battle consists mainly of mashing square. What's more, I can skip it altogether and just move on by running past the bad guys. I don't know why I'm hurrying though. I already know what's going to happen... Keats saw the climactic part not twenty minutes ago.
1:00 And playing as Ellen adds exactly ZERO context to the prologue. Way to waste my time with depressingly similar quests, game. Why let me jump back and forth between characters if the outcome of one story barely affects the other? URGH!
Would I play this game for more than an hour? No.
Why? The story, which started strong, is turning into a jumbled mess and the painfully little "game" so far consists of hitting the attack button over and over while following a horribly linear clues. Sorry, Folklore, but if there's more to you, I'm not going to invest the time to find it.
This review based on a retail copy provided by Sony.
Friday, October 12, 2007
Genji: Days of the Blade

Developer: SCEE
Publisher: Sony
Release Date: Nov. 14, 2006
System: PS3
ESRB Rating: T
Official Web Site
Today's Game for Lunch comes from guestblogger Alexander Sliwinski of Joystiq.
In a nutshell: Ninja Gaiden, but bad.
0:01 Pretty CGI intro of characters twirling around to some nice ancient Japanese drum beats.
0:02 Still enamored with the CGI. It looks like there will be four character to play eventually.
0:03 I hit start and prepare to attack enemy crabs for massive damage. Oh mercy, more intro. Too many characters being introduced to pay attention. *go into kitchen for a drink*
0:06 Another cut scene, now two guys staring at each other. They're so pretty with their perfect skin and hybrid Japan-British accents. They're even speaking with rumor being spelled "rumour" in the subtitles. They really are British. Oh, they're brothers and they are apparently going to fight together. YAY! There are warriors infiltrating the palace, finally some action.
0:07 More cut scenes? Nope, fighting time in front of a house on fire. Move two feet, another cut scene. At least these cut scenes are pretty.
0:08 Enough with the damn cut scenes already! The invaders are apparently after some temple. Who cares!?! Let's get the game going. Guys jump out. Fighting time?
0:10 Beat guys, magical chest appears. Grab swords in chest that seem stronger but make you move soooooo slow.
0:11 Beat two more guys and run into the burning building. Stuff falls and keep running forward.
0:12 Find a snowflake. Oh, it's the save point and it restores health.
0:13 I notice that the map in top right corner actually doesn't move in line with your character. The map is based on compass points and not on player view, meaning you can't look at the map to navigate.
0:14 Fight a bunch of guys in a courtyard now. I figure out my new swords from the chest are way too slow and make no sense control wise. Switch back to original with L2 button.
0:16 The camera angle is way too low. It's like you're watching the game from the standpoint of a member of the lollipop guild.
0:17 New game mechanic being introduced. The Kamui gauge which works like a God of War button-pressing-segment. I failed at using it.
0:18 Almost dead, I reactivate Kamui again. I can't tell if I'm supposed to hit the button they flash on the screen at the same time or in sequence, they actually give two options. Just keep hitting the square button. Seems to work, everyone dies and I only have a sliver of health.
0:19 Arrow guy killed me: GAME OVER.
0:20 Would I like to Continue? Sure. Start off back at the snow flake.
0:23 Figured out the Kamui section better this time. The annoying voice they have wailing through it is too much.
0:25 I can't figure out how to kill arrow guys attacking me. Ohhhhh, I have to jump on the lanterns. That wasn't very clear. Stupid camera won't turn to let me see other guy shooting me. So annoying...
0:26 Cut scene: magical barrier protects the house I'm trying to get to. Old woman from before tells soldiers to hold me off. She casts a spell and poof she's gone.
0:28 Camera angle is driving me mad. Bad guys are dropping extra health, but I can't see if because of the camera angle. Then the health disappears just as I see it.
0:29 I can't go any further. The gate is sealed, apparently. Switching to new character with giant battering ram as a weapon. Save at snowflake
0:32 I just fought a bunch of guys on a bridge. This new guy is awful. He hits sooooo slow. Got a chest with stone that dispels the barrier that blocked my path.
0:33 I can make character do ridiculous slide movement by just holding down the dodge right analog stick. The two characters now meet up.
0:35 Now I can switch between the two guys. I switch to the sword guy, he can at least dodge an attack. Enter the house I couldn't get in before.
0:36 Fighting in what appears to be the same courtyard from before, but I just went through this door. Is this the same place?
0:37 It is the same courtyard from before. I can't find a level map. So confused. The camera angle isn't helping Yeah, I'm back at the same burning building from earlier.
0:38 I ran back to the house, now in an alleyway. Trying to figure out where to go. This doesn't seem right either. Running back to where the enemies were. That's usually a good sign.
0:40 I use the big guy to break stuff in the fire house to reveal more items. Save at the first snowflake.
0:42 Back at the beginning of the game fighting off a bunch of guys. No idea if this is right. Now using the big guy, the camera angles are even worse. He's even taller so the angle is higher.
0:45 Defeated guys. Nothing new. Can't figure out what to do.
0:55 Figure out I need to run all the way back to where the big guy started, kick a cart to a wall and switch to the spry guy to get up it.
0:59 Defeat a swarm of enemies, watch the girl who jumped on my head earlier jump over a wall.
1:00 Break another wall to reveal a health crest.
Would I play this game for more than an hour? If I had to.
Why? Just to see if the game's structure gets any better. Also, because I must see the infamous "Giant Enemy Crabs"
This review based on a retail copy rented from GameFly.
Thursday, September 27, 2007
Jeanne d'Arc

Developer: Level 5
Publisher: Sony Computer Entertainment
Release Date: Aug. 21, 2007
Systems: PSP
ESRB Rating: T
Official Web Site
In a nutshell: The totally, absolutely, completely accurate history of Joan of Arc, told through anime and turn-based strategy. Plus: demons.
0:01 The game opens to a simple menu screen set on an ornately prepared table in a cathedral of some sort. I'm loving the orchestral music already.
0:02 Lightning rends the sky over a castle. A small boy that looks like a girl asks his uncle for a bedtime story. "I wonder if you have heard this story yet..."
0:03 A demon set his sights on the human realm, and set reapers to take it. The humans forged five magical armlets to contain the demon. Lord of the Rings much? Some beautiful anime battle scenes here. Top notch production values.
0:04 The kid's out cold. "Much time has passed and now England finds itself embroiled with France in a war that has lasted nine centuries. What an irony then that I must call on the fiends immeasurable power to ensure young Henry has a future beyond these troubled times." NO,! DON'T DO IT, YOU FOOL!
0:05 An armored knight tries to stop the sorcerer/uncle, but all he does is cut a hole in the summoning pentagram. Also: why is this guy summoning the dark powers in Henry's room? Doesn't he have a secret lair or something. "You were one of the five. How can you tolerate selling your soul to a monster like that?" "You were a dear friend once, so I will not end your life." Good voice acting here.
0:07 The soldiers' armband glows and he throws his sword at a demon that threatened to take Henry. The sorcerer insists forcefully that Henry "not be kept from his destiny." What destiny? Life as a cursed prince? "I do this all for the good of young prince Henry. Now he shall rule over this world as it's true king... for all eternity." Henry lets out a demonic laugh. I'm hooked!
0:08 Suddenly, the game switches to cel-shaded polygons and text boxes instead of voice-acted anime. The transition is pretty jarring. Phoo. Anyway, Jacques flirts with young Jeanne and Lianne at a festival. Oh, Jacques is their dad. Never mind.
0:10 Jeanne and her sis Liane get sent off to deliver an herb to the church, and find their brother in the woods while they're at it. Nothing good can come of this...
0:11 Jeanne and Liane gossip about Roger, who was awkward when he first came but now everyone loves him. No time for that, an unconscious soldier falls off a horse. More anime.
0:12 A glowing bag ensnares Jeanne and make her wrist glow. It turns into an armlet (another armlet, eh?). The horse indicates there's something in the saddlebag. It's a large purple toad? Huh?
0:13 Some sort of pig demon emerges from the woods nearby. And we're back to cel-shaded blockiness. A voice from the darkness: "YOU MUST FIGHT... TAKE THE SWORD......" See, Joan of Arc heard the voice of god. It's historically accurate! Except for the purple toad, I imagine.
0:14 Time for the first battle. You can move and then perform one action: attack, skill or item. A combat forecast appears before you attack an enemy telling you expected damage and counterattack. Don't like it? Move and try again. Very Advance Wars.
0:15 Attacking from the side seems to do more damage, so that's what I do. The damage forecasts were off by one, so it seems you don't have totally perfect information going in.
0:17 Liane's turn... she attacks with a stick and kills another one of the pig beasts. 30 G for the trouble and lots of experience.
0:19 Oh, there's one more enemy I didn't see. I make sure to keep out of his range. Luckily he walks into mine next turn.
0:21 Man, this orc is tough, but I manage to kill him without having to heal. I level up already? That was easy.
0:22 "Where did you learn to wield a sword." "I didn't... the strength came from the armlet. And that voice..." Roger was too late to help, delayed by his own demons as he was.
0:23 Back to anime briefly. The village is burning. Note to RPG characters: NEVER LEAVE THE VILLAGE! IT WILL BURN DOWN IF YOU DO!
0:24 No time to mourn for the dead villagers... there's an English soldier leading some orcs nearby. Time for battle!1
0:28 So far Rogers has missed with his first two attacks. What a worthless addition!
0:29 Roger finally connects, and it's the killing blow. "Kill them" the English soldier helpfully commands from afar. What gripping dialogue...
0:30 Mid-battle cut-scene time. The voice tells Jeanne to hold the armlet aloft to unlock its powers. And if the voice told you to jump off a bridge... would you? A Sailor Moon style anime transformation commences. Jeanne is now a super-badass knight. "This...power. Where is it all coming from." Er, the PSP battery? Super-Jeanne can move again if she kills enemies and has other special skills, but you can only transform for a few turns and once per stage.
0:33 Holy crap, Super-Jeanne does four times the damage! She's tearing across the countryside killing enemy after enemy in one massive turn! Yeehaw!
0:37 Uh oh... back to normal Jeanne. Good thing the enemy is all but defeated anyway.
0:39 Shift to the throne room of little King Henry VI. He loves loves kittens despite being possessed. That is all.
0:41 Uncle sorcerer, who's now a duke, is a little put off by the evil demon king he created. "I suppose even the weak have a role to play. Perhaps wishing painful deaths upon them might be a bit hasty," he argues. YA THINK?!
0:42 That large purple toad saunters by and agrees to come on the journey with us. It's OK, though... it's a well known historical fact that Joan of Arc consorted with large purple toads at many points throughout her life.
0:43 "I can take care of everyone if I need to. I have the armlet." Yeah, you proved that pretty well last battle.
0:44 More anime. Jeanne might be a badass warrior, but she's not above crying and cutting her hair short. "I can not lie down when they have trampled our honor." Chapter I: A Legend Begins.
0:48 The controls for the menus and world map and such are explained extremely clearly. Navigating menus is a breeze.
0:49 The world map is massive. This is gonna be a long game. My objective is to "head to Vaucouleurs," though I'm not sure why. I guess any place is better than my burnt down hometown.
0:50 In Vaucouleurs, Jeanne tries to convince Captain Robert that she hears the voice of god and should be let in the army despite being a commoner. He's not receptive, to say the least. "I don't have time to haggle with men like him," she cries and they run off to Neufchateau, where there's a battle a-brewing and no spare soldiers to fight it.
0:53 For some reason, Jeanne can't get her super armor to work in a cut scene. Good thing Bertrand and Jean run in and save the day and join our party.
0:57 Lots of new stuff introduced in this battle, including initial troop placement, power granting "burning auras" that appear when you attack, and "unified guards" that form when your party is close together. "A pact with friends is they greatest Aegis!" Wha?
1:00 I have a limited number of turns to finish this battle, but something tells me it won't be too hard... at least not yet. Also: There's an enemy named Lizardman. Someone tell Namco!
Would I play this game for more than an hour? Yes.
Why? Great interface, interesting, well-told story and strategy that shows some signs of depth.
This review based on a retail copy provided by Sony.
Tuesday, September 18, 2007
Syphon Filter: Dark Mirror

Developer: Sony Bend
Publisher: SCEA
Release Date: Sept. 18, 2007
Systems: PS2 (reviewed), PSP
ESRB Rating: T
Official Web Site
In a nutshell: Boy they sure filtered that syphon. Or, uh, syphoned that filter. Wait, what?
0:01 Since I've never played a Syphon Filter game before (I know, I'm a bad game journalist) I'll try the training mode.
0:02 Wow... they even bothered to make a backstory for the training mode. I'm supposed to be helping someone test out a new training obstacle course for new recruits. Sheesh.
0:04 There's a cut scene in the middle of training mode. Kind of odd to stop the action, considering I'm being timed.
0:05 Logan moves very deliberately. When he turns, he pivots at the hips, like a tank. When he falls he barely seems to notice he's falling until he lands. It's quite funny to watch, actually.
0:07 The hidden code to the keypad is 989. Cute. Also: "This is a functional door," ranks up there with the best lines ever spoken in a video game.
0:08 I like how it's easy to use the radio if you need help, but the helper isn't constantly chattering in your ear about how to do simple things like climb a ladder. Classy.
0:11 Combat training time. I like how the reticle resizes itself to show how accurate shots will be. Nice and subtle.
0:13 It's way too fun to jump out from behind corners and fire at people. Also surprisingly accurate.
0:15 Compared to Metal Gear Solid, the combat controls seem much more solid and robust.
0:16 A trainne, after a knife to the throat "That stings!" The weak attempt at humor seems a little out of place.
0:20 My summary of the overly long description of the rifles: Blah blah darts blah blah zoom blah blah silenced blah.
0:21 Amazing how my targets don't react at all when an electric dart hits them in the face, but once I activate it and BAM, they're down.
0:22 Aiming while zoomed in is surprisingly smooth and easy. I like the controls a lot.
0:24 Bring on the actual game! But first, some story. We're in the Kanuti mountains of Alaska. A plane flies through snow to dramatic music. A girl sits in a jeep in the plane. Some people blather on about targets and opponents. Logan is trying to be a bad-ass like Snake but it doesn't really work, mainly because the voice acting isn't nearly as good. "Tell them we'll go, but on my terms only," A robot could deliver the line better.
0:27 Jeez, they're still talking. The music continues to swell. I zoned out there for a second. Let me play, already!
0:28 Logan is shooting a gun from the van roof in the cut scene. That looks like fun! Can I do it? Please?
0:29 "Gabe, they were ready and waiting for us." "Yeah, they were waiting... but I guarantee they're not ready." OH, NO YOU DI'IN!
0:30 "Something's going on that Washington isn't telling us. I'll find out what." Ugh. So cliched. And I'm finally playing!
0:32 The sniper takes three shots at me out in open, all misses. I chose normal difficulty, not super baby easy pansy, right?
0:34 I come up on a guy hiding behind a box. I have to do a double take to make sure he's alive because he doesn't react to my presence at all. I shoot him point blank in the head before he makes the slightest move. Sigh.
0:38 These guys are uniformly awful shots. They can't touch me. I know it's the first mission, but sheesh!
0:40 So far, the combat feels a little sterile compared to more action-oriented games. I know that's not what they were going for, but the thrill was much more visceral there. Here it's just... clinical.
0:43 I really have no idea what anyone is talking about in these cut scenes. I mean I'm used to kind of tuning out the usual random game story blather, but it's amazing how little I'm absorbing here.
0:45 I "have been eliminated"? Really? I didn't even know I was close to death. Where's my health meter. Or is this one of those lame games where one bullet kills you? I play games to escape from real life, thank you.
0:50 So I find an ammo box, and I find I have to take out ammo. for each weapon separately. Can't the game just assume I want it all at once?
0:54 Whoops. Despite my superhuman ability to avoid bullets fired at very close range, I can't survive a short fall of about 20 feet.
0:56 A fall of 15 feet to the top of a nearby crate, however, is A-OK.
0:57 Boss fight time. "Red Jack" wears a kevlar suit and has a back-mounted flame thrower. He barbecues me before I have a chance to move.
0:58 Wow... on my second try, all I have to do is fire one bullet at the gas tank on his back. That was easier than most other enemies. What a seriously crappy boss.
Would I play this game for more than an hour? No.
Why? It's decent enough shooter, but it has tough competition. Stranglehold has better action and BioShock has a better story.
This review based on a retail copy provided by Sony.
Friday, August 31, 2007
LAIR

Developer: Factor 5
Publisher: SCEA
Release Date: Sept. 4, 2007
System: PS3
ESRB Rating: T
Official Web Site
In a nutshell: So You Want to be a Dragon?
0:01 Man that THX logo movie is funny. A Dragon drops some water on the Factor 5 logo.
0:02 The world's most generic fantasy movie music plays over the menu screen. Lots of trumpets, violins and timpani.
0:04 "No one knows how long the ancients have lived before the divide." But volcanoes divided the people who had been united by one faith. The volcanoes unleashed fear in the form of dragons. Snappy writing and delivery. Seriously!
0:06 Whoever controlled the skies had dominion over the land." Beautiful vistas and water in these cut scenes.
0:08 The tilt controls for flight are a little floaty. Also, the dragons seem to fly very slow. Flapping helps a little, but where's the dash button.
0:10 Someone is giving a speech about the evil guys. Boooring. Suddenly, the walls crack and it's off to battle! All right! The dragons look a lot better in the cut scenes. In fact, everything does. "Bring your blades back dull." So I brought this blade sharpener for nothing?
0:11 I'm not flying for five seconds before a cut scene shows my character taking out a catapult. Er, couldn't I have done that myself? Oh, probably not, because I don't know how to breath fire.
0:13 Back in control. Turns out the square buttons breathes fire. I take out the first ship easily. They blow up real nice. But there's no challenge or urgency, at least not yet. Just hovering and blasting flame breath at the ships.
0:17 Now there's ice dragons. There's a lot going on above the city, and the system stutters a bit trying to render it all.
0:18 "I can't keep track of the dragons. They're everywhere," one of my companions said. You're telling me! It's nearly impossible to tell good guys from bad, so I just launch fire in all directions. It's hard to aim, but remarkably easy to hit -- probably some sort of auto-aim correction being used on my shots.
0:19 People are blathering on about the mills being on fire. I DON'T CARE. I can't do anything about it. Save it for the post-game cut scenes!
0:22 OK, I'm into some one-on-one fighting now, floating wing to wing with a Mokai general or something. But I have no idea what I'm doing. I can move around, but I can't seem to strike. Braking and setting his wings on fire doesn't have much effect.
0:28 After a lot of trial and error, I still can't figure out what to do. My lunge attacks from behind seem to just bounce off, and fire has no effect (on the ice dragon... go fig).
0:36 Holy crap. Apparently I'm supposed to lunge the controller left and right to attack. I tried this 10 minutes ago, but it didn't seem to register. YOu have to REALLY shove the controller to the side to make it work. Ugh. If they explained this on-screen I totally missed it.
0:37 I get the feeling the people behind this game wanted to make a movie. The environments are absolutely stunning and the cut scenes are very well produced and written. If only the gameplay were more interesting.
0:44 This is a bit unfair. My dragon rips through a group of 80 enemy troops like they weren't even there. I mean, it's fun seeing them bowled over, but there's no real challenge or engagement to it. It's not even close.
0:47 Major annoyance: The arrow that points my way is a perfect equilateral triangle, meaning it's very hard to tell which ways it's pointing. I can't tell if I'm coming or going. Without the arrow I have a hard time making out where I'm supposed to go in the over-detailed environs.
0:49 I know dragons are known for flying, but these guys handle like tanks on the ground. The camera is painfully bad during the melee combat as well. Also, while walking around, I get hit for what I believe might be the first time so far in the game.
0:50 The camera just got stuck IN THE GROUND during some ground attacks. Sigh.
0:51 My wingman, upon taking down a dragon: "That dragon is history." YES THANK YOU FOR THAT VERY INSIGHTFUL OBSERVATION!
0:53 You know what this game needs? A radar. Also: Thank god for lock-on. I'd never be able to aim well enough without it. With it, this is way too easy.
0:55 "Take out those trebuchet before they take down the walls. Without it, the armies could march on the city." You mean the walls protect the city? Do tell!
0:58 Taking out the trebuchet is much harder than it needs to be, mainly because I'm struggling with the controls. It's also a bit hard to see what's going on. But I manage with more hovering and launching of fireballs. Reminds me of the first mission... hmmm...
Would I play this game for more than an hour? Probably not.
Why? While I'd like to see the rest of the cut scenes, slow repetitive gameplay and unresponsive controls make me reluctant to work for it.
This review based on a retail copy provided by Sony.
Friday, August 24, 2007
SingStar: '80s and Singstar: Amped

Developer: SCE London
Publisher: Sony Computer Entertainment
Release Date: Sept. 18, 2007
Systems: PS2
ESRB Rating: E
Official Web Site
In a nutshell: Sing while you watch videos. Just like MTV used to be.
This review features guest commentary from my wife, Michelle.
0:01 The game starts with a video featuring Twisted Sister that might as well be an ad for the game. Er, we already own the game. You don't have to convince us to buy it. At least it's skippable.
0:02 The game seems to automatically import my save data from the first SingStar. Very nice touch. But I have to choose my difficulty before I choose my song. Not a nice touch.
0:04 Some wifely comments from our initial perusal of the '80s song list: "This seems very representative of the '80s." "I hate that song. [about Tempted]" "Now that's a haircut."
0:09 I type this during a mid-Rio saxophone break. The interface leaves something to be desired. It's hard to keep the pace when the speed of the notes constantly changes with each line. Oops, back to the song.
0:11 Song's over. It's hard to read the streaming lyrics and view the note tubes since they're so far apart on the screen. It can be hard to match the notes with the specific lyrics if you don't know the song. I do like watching the videos during the silent parts.
0:13 My wife picks "Kids in America" for her first song. "Do you know it well enough?" I ask. "We'll see. If not I'll fail and it'll be your turn," she responds. True enough.
0:15 My wife misses the first line because there is little warning the song is about to start. Darn interface.
0:16 "I have to do the backup part too? If she's not singing I shouldn't be singing." I agree. Upon finishing, the game calls her a wannabe and shows a small duck icon. "Quack quack," says the game. "I got quacks," my wife says morosely.
0:18 I just noticed that Eye of the Tiger loads immediately when I choose it. Very nice touch.
0:21 No video for this song... just a lame visualization. What's up with that? The game seems good at keeping me steady on long notes, but bebops and scats all over on the quick ones. Or maybe it's just me.
0:25 My wife points out that it's impossible to tell how hard an individual song is before you start it. This is a major omission.
0:29 These '80s videos are patently ridiculous. The video for Everybody Wants to Rule the World features two black guys in tuxedos are dancing in front of a gas station. Then dune buggies. What the hell?
0:34 The "Pure '80s Medley" is over too soon. Very short pieces from each of five songs. No loading in between songs, thankfully.
0:35 You don't have to reset the system to put in a new version. Another nice touch.
0:36 My wife sums up the song selection on Amped. "Ooh, I like this one, too!"
0:39 Michelle: "Wow, I'm gonna be totally distracted by the video and not gonna be able to sing a thing." Of course for people who've ever watched a music video before this will be less of a problem.
0:40 In Don't Fear the Reaper the background part practically overlaps with the main part, but you have to sing them both. Tough and annoying.
0:44 My wife's reaction to the "robotizer" voice changer during the recorded playback: "Dear God make it stop."
0:49 The volume slider seems to just make the background song softer. I just want the recorded vocals to turn down, not the whole song.
0:57 In playback mode the video doesn't move in real time during fast forward or rewind. Makes it hard to use the features.
Would I play this game for more than an hour? Yes
Why? Only because all my various Karaoke Revolution songs are getting a bit stale.
This review based on a retail copy provided by Sony.

