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Ghost Recon: Future Soldier Gaming Console XBOX 360 | Gamepad Review

Recently I had a chance to sit down and review the Ghost Recon: Future Soldier 7.1 Surround Headset.  While I was disappointed that the headset was wired, I was still impressed with its’ performance, and the way those Ghost Recon logos lit-up on the side of the ear cups was pretty neat too.  Over the past few days I have had the chance to play with another Mad Catz Ghost Recon: Future Soldier branded peripheral, this time it is the Ghost Recon: Future Soldier Pro Gamepad for the Xbox 360.  Much like the headset, I have to admit I was a little disappointed the controller was wired, but I think this was a design choice to all it to use power from the Xbox 360, eliminating the need for batteries.  Wired or not, this controller is a comfortable and slick looking one that will likely please all those Ghost Recon fans who are grabbing the game on May 22, 2012.
The first thing I noticed when I unboxed the controller and got it in my hand was how comfortable it was.  It is nicely weighted and felt good.  The no-sliding rubber grips located on each end of the controller ensures it won’t slip during some of those rigorous online gaming sessions.  The Ghost Recon Future Soldier design is pretty slick too.  As you can see by the attached screenshots, it has a nice looking design and the Ghost Recon brand is prominently displayed on the controller.

Another thing I also noticed before I actually gave the controller a spin was the quality.  It is sturdy and well built.  Granted, I am not a “controller expert” by any means, but there have been occasions in the past where I have picked up third party controllers for the Xbox 360 and it just looked and felt cheap.  This is not the case with the Pro Gamepad as it feels and looks like a top of the line high-end Xbox 360 controller.
While the Ghost Recon: Future Soldier Pro Gamepad Controller is clearly geared towards gamers who will pick up the latest instalment in Ghost Recon franchise when it is released, you can obviously use the controller for other games.  Nevertheless, this controller does come equipped with all the features you need for battle in the Ghost Recon world.  One of the cool little features of the Pro Gamepad controller is its’ ability to light up.  Just beneath the left and right analog sticks are LED lights.  The effect is cool but it can be distracting as whenever you move the thumbsticks the LED lights become a little more exposed and thus flash before your eyes.  It is not a major distraction, and is not a deal breaker, but I have to admit it can inadvertently catch your attention more then it should.

The Pro Gamepad has the rumble functions and all other features that are standard for Xbox 360 controllers.  That being said, it certainly feels slightly different from your typical Xbox 360 controller but not enough to turn you off or have you running back to your regular Xbox 360 controller any time soon.  That is unless you would rather play without wires.  I do have to say that the controller grips do feel great.  The soft touch grips are perfect for those like myself who tend to get sweaty hands while playing some intense shooter games.  As for the buttons, they are very responsive.  Like the controller itself, the buttons feel slightly different from many other controllers but they react to presses quite well, which is something that cannot be said for other third party Xbox 360 controllers, which is why I am pointing this out.  The triggers also feel very good; however, I can’t help but think that they do feel a tad larger compared to the first party controller.
In terms of other additional features, The Pro Gamepad is also equipped combat buttons and precision aim usage.  In fact, the controller comes equipped with two combat buttons on the bottom.  Each combat button can be assigned to one of the controller’s action buttons and each combat button has a four-position slide switch to indicate the action button assignment you can choose.  In other words, if you set the slide switch for one of the combat buttons to the “X” position then whenever the combat button is pressed the game will respond as if the “X” was pressed.  The controller also features a Precision/AIM mode that when activated slows the on-screen movement controlled by the left or right analog stick.

The controller features a 9.8-foot cable which is not a bad length; however, I would have preferred a cord slightly longer.  As I noted in my headset review I sit a ways back and in regards to the controller the cord provided does not reach where I typically sit.  I would have preferred a 14-foot cord.  Again, it is not a deal breaker but rather it left me wanting to play with a wireless controller so that I would not encounter any similar issues.
One thing is certain, Mad Catz’s partnership with Ubisoft has managed to successfully whip-up a controller worthy of the Ghost Recon name.  The overall feel and look with the Ghost Recon branding is solid.  The buttons, including the custom combat buttons, are very responsive and the controller’s LED lights beneath each analog stick to provide a neat little backlighting effect.  While I would have preferred a longer cable, or better yet a Ghost Recon controller with wireless capabilities, the fact remains if you are in the market for a new Xbox 360 controller that perfectly compliments the Ghost Recon: Future Soldier game, or take your gaming very seriously, then the Ghost Recon: Future Soldier Pro Gamepad is definitely for you.

EA Sports Unveil Madden 13 “Audio” Playbook | Gaming News

EA SPORTS has announced the third feature playbook for Madden NFL 13, “Audio”, is now available on the Madden NFL 13 Playbook page. The Audio playbook details the various new features and enhancements related to commentary, ambient sound effects and the soundtrack itself, all of which make Madden NFL 13 feel even more like an actual NFL broadcast. The chemistry and familiarity of new commentators, CBS Sports’ own Jim Nantz and Phil Simms, allows them to naturally tell the story of every game, closely replicating what fans would expect to see on Sunday. The unique partnership between NFL Films and the Madden NFL franchise allows users to experience genuine QB cadences, authentic sound effects and actual on-field player chatter. In addition, a brand-new, fully-scored orchestral theme conveys the emotion and excitement of football, providing fans and gamers alike the closest experience possible to attending an NFL game without actually buying a ticket.


New Commentary from Jim Nantz and Phil Simms
Madden NFL 13 introduces the new commentary team of Jim Nantz and Phil Simms, the award-winning broadcast duo who have worked together since 2004 as the top team of the NFL on CBS. In order to create the most authentic broadcast experience possible, Nantz and Simms recorded many of their sessions together, working off one another and improvising lines just like they would at an actual NFL game. The pair spent over 82 hours in the recording studio, resulting in over 9,000 unique lines of dialog included in Madden NFL 13.
Genuine Sound from NFL Films
Madden NFL 13 and NFL Films have come together to create the most dynamic audio yet for the franchise. This partnership has led to numerous audio enhancements in Madden NFL 13, including a new, raucous 24 track stadium crowd, on-field player chatter and authentic cadences from top NFL quarterbacks like Tom Brady, Aaron Rodgers, Cam Newton and Ben Roethlisberger, which further blurs the line between playing a video game and watching an NFL broadcast.


The All-New Madden NFL Theme
The Madden NFL 13 team worked closely with composer Colin O’Malley to create an iconic, memorable theme for the game. This new score conveys the excitement and emotion of the NFL, while adding a distinct flavor that makes it unique to the Madden NFL franchise. It’s yet another way EA SPORTS is bringing the broadcast experience to gaming consoles.


For more information about Madden NFL 13’s Audio and to check out other game features, please visit the feature playbook.

In EU/US Market Soul Sacrifice Might Not Come | Gaming News



Keiji Inafune talks about Soul Sacrifice localisation and global plans, more details inside........

Sony Computer Entertainment Japan, Comcept, and Marvelous AQL have not yet decided upon whether they will localize their new PlayStation Vita action fantasy title Soul Sacrifice, according to Comcept boss Keiji Inafune.

Asked by 4Gamer.net whether they have plans for overseas PR at E3 this year, Inafune responded:

 “An overseas version hasn’t been decided upon yet,” he said. “Since I’ve habitually talked about ‘global’ plans, naturally I am thinking about bringing how to bring this title overseas as well. From here, I’m communicating back and forth with overseas, including whether or not we can put it on the market.”  
Inafune also touched briefly on downloadable content. Because of this day and age, he said, download content is part of the game. And so it is being planned for Soul Sacrifice.

Finally Got The Details Regarding Soul Sacrifice | Screenshots and Details

We finally have details regarding Soul Sacrifice, including screenshots, and who will be developing the game, details inside.......






















Former Capcom head of development Keii Inafune is confirmed to be working on the game along with Yasunori Mitsuda and Wataru Hokoyama on music. Development is being handled by Marvelous AQL.

Some game details have also surfaced, "sacrifice" refers to the games reliance on magic and how magic can only be used once something is sacrificed such as a tree or stones. You also have the ability to sacrifice body parts such as your eyes and fingers to call out monsters.

A source is also stating that Soul Sacrifice will be released this winter and support one to four players.

Cutting PS VIta Price | Gaming News


Some Japanese retailers have reportedly cut the PS Vita price already, click to find out how much......

The PS Vita has had a very rocky launch as low sales figures and frequent issues plagued the device, the PS Vita was even outsold by the PSP during its second week. So many are predicting price cuts.

However now some Japanese retailers are cutting the price by over 20% remember that this does not mean Sony are considering a price drop, some retailers are cutting the price to get a few extra sales (though their profit margin will be razor thin)

Prices reportedly went from ¥29,980 down to ¥24,999.

Yes the sales are not very good, however personally im getting sick of all this talk of bad sales and imminent price drops, the PS Vita has yet to release in EU and US both regions which have better economy and are already huge fans of the launch titles, Japanese gamers are not interested in Uncharted however US gamers cant get enough of it.

Once the PS Vita launches worldwide, sales will be good enough to pull Sony out of the sand.

THE GOOD:

What can I say? I freakin love the PS Vita. I had my doubts about the system, until I started getting some hands with it. After that, it was love at first sight... and touch. The first feature that impressed me was the 5" screen – yes size does matter. Not that the PSP was a slouch when it came to image quality, but those extra inches, plus the bump in resolution really does make a difference. Image quality is mad sharp and crystal clear; not only do games look great, but high quality video is superb! Plus it has an excellent viewing angle – nearly 180 degrees. The touch UI – Love it! It's very responsive, simple, and easy to manipulate; getting around the home screen is cake! When the Vita was first announce and the screen size was discussed, I thought this thing would be unwieldy to hold, but I'm surprised how well it fits in my hand – definitely not cumbersome at all. Actually it feels nicer holding the Vita as opposed to the PSP, which wasn't that bad to begin with. The benefit of the size works also in favor of the touch keyboard; maybe it's because I've gotten used to the interface because of the iPhone, but it just feels so right when typing on the Vita – my thumbs fly across the keyboard, and the number pad is in just the right spot. Great job! The games we'll discuss separately, but so far I'm amazed. Overall, the Vita is a solid offering in portable gaming and if you haven't decided to get one, you should really consider it. 

 
THE BAD:

The Vita isn't perfect and I hope ONE of my negatives can be fixed with a simple firmware update. Right off the bat, the camera is weak sauce. I understand, Sony wanted to get the Vita out there at the lowest price point possible, but why oh why skimp on the camera? Better yet, why include a camera at all? They could have made an optional web camera with a higher resolution, because as it stands… picture quality is mad weak! ) .03 MP? COME ON!! Images and vids look grain Next is all the proprietary stuff. The Vita comes with a slot for gaming and a slot for a memory card; I understand why the gaming card has to be proprietary (antipiracy), but why the memory card slot? Sony memory cards are expensive – a 4 GB card runs for 25 at GameStop and a 32 GB? 100 bucks! You know how much a standard SD memory card cost? On Amazon, you're looking at 36 bucks! Sony, bruh, we couldn't get a standard MicroSD for the storage? Finally, if you like you're movies digital and you have a hefty amount stored on a hard drive, but you wanna make sure the format is proper or else the Vita won't accept it. Right now the Vita supports MP4 Simple Profile (ACC) and H.264/MPEG-4). No MKV? Divx? What about WMV? Sure you can convert your own vids for playback on the device, but encoding takes time.

Mortal Kombat (PS Vita) | Review by Canadian Online Gamers

I have great memories of the Mortal Kombat series.  Many hours and many quarters were spent back in the day playing in my local arcade.  I even remember parties in high school where a group of us sit around the TV and we would have mini tournaments passing the controller back and forth   To be honest I’ve even played even played Mortal Kombat while out on a couple dates, because really, nothing says I like you like a perfectly executed fatality.  When Mortal Kombat was revived and released last year my love of this gruesome fighting series was renewed.  It was one of my favourite games of 2011 and arguably the best fighting game of year.  It featured some of the characters we’ve come to know and love and it reverted back to the classic 2D style of gameplay.   When I heard Mortal Kombat was going to be ported to the PS Vita, I couldn’t wait to get my hands on it.

Impressively, the full console version has been ported over for play on the go.  Story mode, challenge tower, Krypt, everything that made the home console versions so great can be found in the Vita version.   As well, all of the content found in the Komplete edition released earlier this year is included, with the DLC characters Skarlet, Rain, Kenshi, Freddy Krueger, and Kratos playable at launch.  At total 32 characters can be found on the roster.  This is an impressive feat indeed and something that fans of the franchise should appreciate.


The lengthy single player campaign retells the first three Mortal Kombat games. It consists of 17 chapters (including the frustratingly difficult final boss battle with Shao Kahn) with a different character playable in each one. If you haven’t played through it before it is a great way to acquaint yourself with some of the fighters and learn their basic moves; however, without the addition of any bonus chapters, there really isn’t much to offer if you’ve previously played through the story on the home console versions.

AIthough I did play the story mode, I spent the majority of my single player time playing through the challenge tower. Ported over from the console version, the challenge tower offers 300 different training missions, fights, and mini games. Completing these challenges rewards you with “koins” to spend in the Krypt, where you can purchase items like costumes and fatalities. An exclusive “Bonus Tower” has been added to the Vita version, adding an additional 150 challenges, making use of the Vita’s touchscreen and gyroscope. While it’s great that this additional content was added to the Vita version, some of the challenges were just plain weird, like swiping blood from the screen, preventing a giant head from exploding, or juggling a character by tilting the system.

You will also find two new Vita specific modes, Test Your Slice and Test Your Balance.   Making use of the Vita’s front touchscreen, Test Your Slice is best described as Fruit Ninja, but with body parts.  You simply slash through dismembered body parts that fly up onto the screen while avoiding the occasional bomb by shaking the Vita to diffuse.  I rather enjoyed this, gleefully slicing through limbs and heads, much to the dismay of the elderly lady sitting next to me at the doctor’s office.  Test your Balance makes use of the Vita’s tilt feature.  The character on screen stands on a plank, and you tilt the Vita accordingly to maintain his balance while body parts are thrown about.  Failure to maintain your balance will send your character plunging to a gruesome death into the pit below.


There is much to offer in multiplayer.   While the 8 vs. 8 King of the Hill mode found on the home console versions was not ported over, players are able to connect in 1 vs 1 or tag matches online using the Vita’s Infrastructure mode.  I was quite pleased with my experience playing online.  Previous Vita titles have left me frustrated with connection errors or lack of online play, so I was indeed quite happy to find that this portable version of Mortal Kombat did not disappoint.  In just under one minute I found myself paired up with another player without any connection or lag issues.  Voice chat worked quite well and I could hear the other player cursing at me clearly as I pummelled him mercilessly.   An ad-hoc (local) 1 vs. 1 or tag mode is also available.

Controls for this PS Vita version of Mortal Kombat were quite good.  Much like the console versions, each button is mapped to a limb.  Using the buttons along with the d-pad will give your character the ability to do some great combo attacks.  Performing combo attacks fills up a special x-ray meter, which gives you access to special moves, breakers, and the brutal x-ray attack, the latter which can be performed with a simple touch of the meter.  I’m not as skilled at fighting games as some, and I do admit that I can be more of a button masher now and then as I may not be able to pull off some of the complicated combos or hit the buttons for fatalities fast enough.  I am also the player you hate, the one spamming the same move repeatedly while I have my opponent stuck in a corner.  The controls on the Vita have changed this for me.  Using the Vita’s d-pad I found that special moves are seemingly easier to land.  Combine this with the ability to use the touchscreen for fatalities and x-ray moves and I now feel I am a force to be reckoned with.
 
Mortal Kombat looks gorgeous on the Vita’s 5” OLED screen with the exception of the character models. If I hadn’t played the console version I don’t think this would be much of an issue but after seeing how great they looked in HD on the consoles it is a rather disappointing to see them look more blocky and muted.  That being said, the poorly detailed characters is a small sacrifice for such smooth gameplay (the game runs at 60 fps), and is really only noticeable during the cut scenes.  As for the game’s environments, the are spot on from the home console version and I think that many fans will appreciate the detail that was in the home console games is found on the Vita version.  Oh, and for those wondering, all the gruesome fatalities and special finishing moves are found in this portable game too, so as par for the course, the game is not for the little ones as it once again easily earns the mature rating found on the box.

With an extensive single player campaign, hundreds of challenges, and a smooth and functional online multiplayer mode, Mortal Kombat for the PS Vita has certainly lived up to my expectations.  Control of the on screen action even feels better with the inclusion of the touchscreen support.   Despite a few graphic issues, I consider this game a must own title for any PS Vita owner, let alone any fighting game fans, as there is so much content packed into this $40.00 game.  Go now and find it at your local gaming store, as you won’t be disappointed.

See How Smart People Can Make Dumb Games


As Taylor Clarke points out in this now-infamous Kotaku piece, you aren’t treated to a whole lot of depth in your average video game. You’re probably just running around shooting lasers at aliens, or navigating an environment while you punch people until they die. This is the story and nothing else matters.

Character motivation, narrative arcs, and philosophical dialogue all become a muffled whisper to the player's psyche against the deafening roar of what you're actually doing onscreen.

Ken Levine claims that Bioshock is about "human nature," but the only message echoing in your brain is "Shoot, shoot, and burn the psychos, shoot, shoot, electrocute the monsters."

I have no doubt Levine is one of the brightest and most intelligent storytellers in any medium, but adding something “smart” to a video game is like putting Yo-Yo Ma on stage with Rammstein and wondering why the metal-heads crowd the mosh pit and the cello enthusiasts leave in disgust.

I am inclined to agree with Matthew Burns in that adding a "better story" to a game about shooting aliens is as dissonant as overlaying Mozart to a Jackass movie. Like watching Steve-O snort wasabi set to a stirring violin, "it is extremely difficult -- maybe impossible -- to come up with a story and characters that, when placed within the context of most current video games, don't feel inherently silly."

I read the previews for Spec Ops: The Line, an ambitious new title that aims to be one of the "smart" games that Clarke yearns for, and was intrigued. Creative lead Cory Davis sums up the vision as "hyper-realistic, but emotionally authentic." The IGN preview explains how Davis is striving for that: Every enemy speaks and yells like a real soldier, military experts mo-capped the correct usage of a shotgun, and there will even be a moving story. Actual writers are painting a narrative of horrific torture situations, heroic rescues, and the human soldiers who live through them. There is no reason to think these professionals and visionaries are not capable of creating an interactive Heart of Darkness. The equation is in place for the "smart game" we’re looking for.

Except that Spec Ops: The Line is still another big, loud, and especially dumb game...but it may not be anyone's fault except the medium of video games itself.

During the recently released demo, I earnestly tried to keep the story and the vision alive. I was tuned into the whispering good intentions of so many smart people, but then the violins began to drown underneath the "bang, bang, kill the bad men, bang, bang, reload."

Prototype 2 | Game Review


Activision announced the release of the DLC (Downloadable Content) expansion Colossal Mayhem today and a second DLC that will drop on May 29 called Excessive Force.
Colossal Mayhem features a new weapon called thermobaric Boom-stick and Excessive Force’s new toy is the viral infector grenade launcher. Both packs feature three new force multiplier powers and three new skins.


Both new PROTOTYPE 2 DLC packs will be available on Xbox LIVE Marketplace for the Xbox 360 video game and entertainment system from Microsoft for 400 Microsoft Points, and on the PlayStation Store for PlayStation 3 computer entertainment system for $4.99.




Assassins’s Creed Revelation’s

Assassin’s Creed Revelations marks the end of two eras as it explores the final adventures of Ezio Auditore and Altair Ibn-La’Ahad. Ubisoft’s ambitious conclusion to a four game narrative manages to be the best chapter in the Assassin’s Creed franchise despite suffering from some familiar problems. Witnessing Ezio and Altair come to grips with the lives they’ve lived is a remarkable sight, easily worth one more trip to a world we’ve experienced for several years.

Ubisoft’s ambitious undertaking with Revelations, which spanned a half dozen studios across the globe, follows no less than three lead characters, which would be downright catastrophic in the hands of lesser developers. The game’s story not only involves Ezio’s quest to uncover the secrets of his order, but his budding romance and entanglement in a complex political situation as well. Add in flashbacks to key moments in Altair’s life and brief, optional excursions to Desmond’s mind in the Animus and this plot is packed to the limit.









Somehow it all works. The most compelling material by far involves Ezio, as his storyline is the most complicated. His quest to discover more information about Altair ties itself to the political and social turmoil in Constantinople. That in turn makes its way to Sophia, who quickly becomes a romantic interest despite the fact that Ezio pardons himself every five seconds to stab someone in the chest. The sequences between Sophia and Ezio flourish emotionally despite their brevity. You believe these two characters are slowly falling in love despite the chaos around them. It’s impressive how convincing these moments can be.
Ubisoft’s overall storytelling has reached new heights. Previous games seemed to get some cinematic sequences exactly right while others completely missed the mark. Those awkward, jolting moments are completely gone, replaced instead by very real, fully developed characters in strongly-scripted scenes. That leap alone helps elevate Revelations above some of its predecessors. The game’s visuals have likewise taken a step up, with characters and their expressions looking better than ever. Voice acting is fantastic and the soundtrack is incredibly solid. All of these improvements, combined with a franchise-best city design, add to the larger narrative experience of the game.
On a basic level, Revelations functions much like the Assassin’s Creed games that came before. You’re still accepting various missions that task you with chasing, stalking, meeting or killing certain targets. The curse of the franchise has always been that it seems to fill your time with missions that are completely irrelevant to the larger story. Ubisoft more or less avoids that trap this time, mostly because its plot has so many layers. Still, expect a handful of quests that feel a bit too superfluous or are poorly constructed. The game’s introduction suffers particularly from some very awkward parameters, setting an odd tone for its opening hours.


Though missions and core combat mechanics remain very familiar, Ubisoft did add a new dynamic to the territorial control element of Revelations. In previous games, Ezio would not only buy shops around a city, he’d take control of enemy camps by assassinating their leaders. Now the enemies will attempt to take these headquarters back through somewhat-optional Den Defense segments, which are basically a fancy version of a typical Tower Defense game.

Den Defense adds little to Revelations. In fact, it actually detracts from the experience. As Ezio stands on the rooftops near his headquarters, enemy troops march down a street to damage the building enough to take it over. Players must install, through a menu and cursor system, various types of assassins along the rooftops to fend off that attack. Controlling the deployment is rather clunky, as is the way the mode meshes with the overall direction of the game. Assassin’s Creed focuses on direct combat, not real-time strategy. Straying too far from that feels like a distraction, a nuisance that undoes your progress just for the sake of doing so. Frequently the game throws overwhelming odds against you, making the entire affair an irritating, extraneous mess. Even more irritating – if you lose, you can immediately climb a wall and assassinate the enemy leader again, rendering your previous 10-minute chore almost pointless. I’d rather see Den Defense completely disappear, but if returns, it needs drastic revision.



The other major addition to Revelations deals with Desmond. Ubisoft chose to make the modern day assassin’s sequences completely optional this time, almost anticipating a sharply divided reception to the bold departure in game design. Desmond, who is comatose and attempting to reclaim his mind within primitive Animus architecture, must navigate Tron-like worlds in first person perspective. He maneuvers through these abstract oddities by using two shapes of blocks that he can create and place in the world. The shocking concept is immediately jarring, yet somehow it works, largely because its puzzle-like nature actually plays well and ties to the overall story. Unlike Den Defense, which feels more like an awkward and deliberate attempt to harass you, these Desmond moments are a curious respite from Ezio and Altair’s more intense, combat-driven missions. It seems obvious that not everyone will love this concept, but despite their simplicity, the sequences are well done and thought-provoking.


Multiplayer is augmented again this time around, with various new modes, a wealth of customization options, a better interface and even a story mode that will allow players to learn more about the modern day Templars as they progress (or “train”) in the Abstergo facility. Ubisoft is creating a fine counterpart to what is typically considered a very single-player centric series. The decision to weave more of the franchise’s lore into these modes was simply genius. Most remarkable is the mode’s ability to create a variety of unique gameplay experiences through different match types. Wanted and Deathmatch recreate the more calm and collected idea of stalking prey while something like Artifact Assault is far more breakneck and frantic. The fact that all of this experience builds towards an ultimate goal will certainly reward those accustomed to focusing on the core storyline.

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