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Killzone 2

Posted by MoStyle | 2:19 AM | | 0 comments »


We take our most extensive look at Killzone 2's campaign by going a full six chapters deep.

Because so much of the gaming public's attention is focused on scrutinizing every Killzone 2 screenshot to see whether the graphics will stack up to that infamous E3 2005 trailer, it's all too easy to forget that it's a real, honest-to-goodness game with a real, honest-to-goodness release date not far off. Sony recently reminded us of this by giving us the opportunity to play through the first six chapters of the campaign. What may not surprise you is that, yes, Killzone 2 is an absolute stunner in motion. But if you haven't been following the progress of the game, you'll be pleased to know that it's also an intense and exciting experience with the potential to work alongside Resistance 2 to provide a serious one-two punch of PlayStation 3-exclusive shooters.

Whereas the first Killzone allowed you to play as a number of Interplanetary Strategic Alliance (ISA) members over the course of the game, Killzone 2 drops you into the shoes of a gruff soldier named Sev and keeps you there for its duration. Throughout the campaign, you'll follow Sev and his similarly rough-and-tumble Alpha Squad buddies as they push deeper into the Helghast home planet in an opposite scenario of the invasion that occurred in the first game. Sev isn't the most vocal guy in the world, but you'll hear plenty of quips from teammates like jokester Dante Garza and the perpetually vulgar Rico Velasquez. Most of the story unfolds in the heat of battle via dialogue delivered from these squadmates, though occasional cutscenes give you fleeting glimpses of what's going on deep within the Helghast quarters.

One thing becomes immediately apparent when you begin Killzone 2's campaign: This is not an easy game. The first chapter, Corinth River--an area Sony has shown several times before--drops you right into a heated firefight with no shortage of heavily armed Helghast soldiers trying to take you out from scattered perches. It feels like every balcony, bridge, and window has a pair of glowing red Helghast eyes staring down at you. Starting you off like this seems like Killzone 2's way of saying that running and gunning won't cut it; you're going to learn to be patient and deliberate with your targets, and you're going to learn right away.

To do this, you'll need to become good friends with the game's cover system. It's a sticky cover mechanic where you pull L2 to snap right onto nearby walls or low barriers. From there, you have the standard move set that includes leaning into a doorway or popping up over a barricade, with the ability to look down your gun's iron sights to help you get a bit more precise. What makes this system unique and challenging is that you remain in the first-person perspective at all times, so your vision is partially obscured as you stay out of harm's way. In a third-person shooter you can see almost every target thanks to a wide camera, but here you'll need to poke your head up fast and get to shooting even faster--making that initial moment when you leave cover that much more thrilling.

The cover system is less critical in close quarters when you don't have Helghast soldiers trying to kill you from every which way. The second chapter in the campaign, Blood Meridian, trades in Corinth River's expansive industrial shipping yards and warehouses in favor of tight urban alleyways. In this locale you can become a bit more mobile, charging through the narrow corridors with more close-quarters weaponry, such as shotguns, submachine guns, and your trusty infinite-ammo pistol. But before you get too comfortable, Killzone switches things up in the next chapter, Visari Square, by pitting you against a seemingly endless flood of Helghast in a series of prolonged standoffs. One of these is a small, desperate scuffle with you and two squadmates in a small alley trying to fend off incoming Helghast for 10 or so minutes. However, that's quickly followed by a huge battle in a wide-open city square where you and dozens of newly reunited squadmates need to hold down the fort as Helghast foot soldiers, tanks, and walking piles of metal and Kevlar known as "heavies" come at you in wave after wave.

These two moments are a nice little microcosm of the way Killzone 2 keeps you guessing by sharply switching up the scale and intimacy of battles. Later chapters perform a similar trick by quickly altering the setting. The first few hours of the game will be spent running through demolished cities, but later you'll find yourself in different locales like an elaborate Visari palace and a windswept mining town that wouldn't feel entirely out of place in a Star Wars movie.

Fights tend to last a while due to clever AI on the part of the Helghast soldiers. They seem to have attended the same school of cover techniques you have, because they'll be spending just as much time behind crates and walls. What makes things interesting is that their behavior seems to change as the odds of their survival are whittled down. You'll see them get brave in a group and pop up quite often, but when they're in a bad spot they'll stay put and frantically blind fire while defiling your good name.

Of course, you do have teammates alongside to lend you a helping hand at nearly every point in the game. It can be anywhere between one and several dozen at once, but the ebb and flow of battle is something you determine on your own since you're generally taking the lead and letting the others follow you. You won't need to worry about any sort of squad commands, but a bit of teamwork is required when a buddy goes down. In situations like this, you'll need to pull out your trusty medic gun and zap him back to health with a quick spark of life. It's an oddly simple mechanic, but a critical one because your buddies are expert shots who help a lot in battle. Along with constant banter, this helps to provide a feeling of belonging to a greater group despite the fact that you're taking the fight into your own hands most of the time.

Finally, with this being Killzone 2, we would be remiss if we didn't mention the graphics--or more specifically, how awesome they are. It wouldn't be much of a stretch to say Killzone 2 is the best-looking console game we've seen. The use of lighting is probably the most impressive of the game's technical feats: with so much of the game taking place in demolished urban centers with gray steel, concrete, and asphalt, those moments when you're flushed with color are extremely striking. This might include an orange street lamp, the blue glow of a faulty electrical tower, or the green haze in a sewer tunnel, but the way it all reflects off nearby objects like your gun and character models looks terrific. Add in sharp textures, great smoke and explosion effects, terrific depth of field, and an ominous sky that looks like the world might cave in at any moment and you've got a combination of technical and artistic brilliance that's hard to understate. Best of all: the framerate does a good job of keeping up, with the only noticeable hitches arriving during an autosave between checkpoints.

If you were to nitpick the presentation, most people's attention would probably fall on the audio. While the sound effects and music are both great, the voice acting could give Gears of War's Delta Squad a run for its money in terms of smoldering, manly rage. In fact, it can often be difficult to separate one gruff voice from another when your vision isn't fixed on a squadmate's face. It's not exactly an abrasive fault, but it does stick out when you consider how stellar the rest of the presentation is.

Small gripes aside, we had a thoroughly enjoyable experience with Killzone 2's single-player campaign. The combat is intense, the visual aesthetics are amazing, and the level of difficulty provides a rewarding challenge. It seems that PlayStation 3 owners will have a lot to look forward to when the game is finally released. You can expect that to happen on February 27.

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Star Ocean: First Departure

Posted by MoStyle | 2:06 AM | | 0 comments »


The Good

  • Gorgeous anime sequences and full voicing
  • More strategic play
  • Intensive crafting and skill systems
  • Fresh translation shows off a branching plot
  • Little forced backtracking in comparison to First Departure.

The Bad

  • You can’t skip past spell animations
  • Some minor pop-up on the world map
  • Optional private action scenes feel like a waste of time.

Star Ocean: Second Evolution is an enhanced remake of developer Tri-Ace's Star Ocean: The Second Story, a popular PlayStation role-playing game. It shares much with First Departure, a recent remake of the original Star Ocean, highlighted by incredibly striking anime sequences courtesy of Production I.G., full voicing, and even an updated, smoother translation. The two games look and feel nearly identical, but while First Departure suffered from gruesome backtracking, Second Evolution frees itself from the constant barrage of pointless globe-trotting by focusing on engaging gameplay and a cohesive plot.

The game casts you as either Claude, a reluctant Federation ensign following in the footsteps of his powerful father, or Rena, a young girl who is desperately trying to locate her parents. Their fates intertwine as Claude accidentally sends himself through an interstellar gateway and awakens near Rena's village, where the locals are far too eager to adopt him as their prophesied hero. The story branches between the two characters for a more interesting twist, and while you'll observe only slight changes in the overall plot depending on your choice, the difference is enough to encourage a second play-through to flesh out both characters and to access all anime segments. There are numerous superfluous conversations between characters ("private action scenes"), but aside from giving your ally friendship levels a slight boost, these scenes won't do much for you. Nevertheless, the story and characters are all well done, and make this grand adventure one worth taking

You spend most of your time traversing a 3D world map that's just as bland as First Departure's and also suffers from occasional pop-up, which you'll spy whenever huge landmasses suddenly appear at your feet. It's a nuisance, but the convenient minimap and its excellent zoom feature help you navigate with ease. The incredibly mundane and exhausting backtracking from First Departure is utterly absent in Second Evolution, and the game is better for it; this equates to very little time wasted on the field defeating underleveled foes en route to a town you've already visited, which is refreshing. The standard quests still culminate in fetching items or talking to a famed non-player character the next town over, but more interesting side quests have also been implemented for optional characters and keep the adventure lively.

Battles are randomly generated real-time affairs that occur on a barren 3D battlefield. They're usually fast-paced and place you in control of the party leader while the adequate AI effectively manages your teammates, supporting your attacks with dependable melee allies and attentive spellcasters. You can adjust party tactics if an ally is giving you trouble, or assume direct control of the offender even in the midst of battle, a helpful feature that grants you immediate tactical control over any party member. Battles typically involve using overpowered spells and newly added three-hit combos to succeed, but the game avoids becoming just another button masher by offering progressively more challenging enemies, which encourages more strategic play. Unfortunately, tougher enemies and lengthier battles make casting somewhat annoying because your party members are frozen for the duration of any spells; the simple option to either shorten or skip these animations is sorely missing. The targeting system maintains a free-roaming option that gives you full view of your surroundings, but for the most part, autotargeting--when your reticle latches onto the nearest opponent--operates quite smoothly unless you happen to get surrounded by enemies, in which case the reticle bounces between them in confusion.

Extensive crafting and skill systems provide fun alternatives to straightforward monster hunting and questing. You can create items, write articles, cook delicious food, or even take up sculpting for quick cash. Crafting is an interesting activity, and serious item collectors will find plenty of depth here. Fortunately, it is unnecessary for completing the game, as you'll find it very easy to acquire excellent gear just by looting random chests. The skill system is even more exhaustive, enabling you to customize nearly every aspect of your favorite characters by awarding you skill points for leveling. These points can be spent on a full spectrum of abilities that can directly modify character stats, raise your skill points earned per level, increase or decrease your enemy encounter rate, and unlock a plethora of convenient specialties to make your travels easier. Mastering numerous skills and specialties with several characters will eventually unlock super specialties, which are unique skills that the entire party uses to pitch in to increase the success of a certain feat, such as book publishing.

Anime house Production I.G. has once again applied its creative talent to produce jaw-dropping anime sequences for a Star Ocean remake. A very impressive new opening and a new Japanese musical theme illustrate the game's most popular events and make for a special treat for fans. There are roughly 10 of these beautiful clips; however, some are a little short, and you'll have to thoroughly investigate every location to view them all. Despite these gorgeous sequences, the game often relies on the original's crude CG cutscenes for important segments, which somewhat cheapens key moments. The prerendered environments are highly detailed and feature numerous intricate touches, like sparkling streams, lush greenery, and even birds flying overhead. Character sprites now look sharper and complement the great anime segments, and while some character quips are overexaggerated, the voice acting is still a drastic improvement on Second Story's.

You can finish the main quest line in about 30 hours, but activating private action scenes, exploring the game's intimidating secret dungeon, crafting, and completing character quest lines can easily triple this amount. You can also unlock a difficulty option for additional play-throughs if you're interested in acquiring new party members and seeing events from the other main character's point of view. With strong replayability and a stunning presentation, Star Ocean: Second Evolution is a competent remake that offers a great opportunity for experiencing this PlayStation classic.


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LocoRoco 2

Posted by MoStyle | 2:00 AM | | 0 comments »


With only a few days till the LocoRoco 2 launch, the LocoRoco celebration continues! Reviews have started pouring in and we couldn’t be happier. If IGN’s “9 out of 10″ review score and recent “Editor’s Choice” Award is any indication, it looks like LocoRoco 2 is living up to the original! Check out the quote and the video review below:

“…just the kind of game you want in your pocket.” - IGN Score: 9/10 Editor’s Choice Award”



A NON-STOP SHOWER OF LOCO-LOVE!
If you haven’t checked out the Playstation Store yet, you will see we got more Free Loco goodies this week…and not just for PSP owners but for PS3 owners too! For the Loco-loving PS3 owner we have a special treat, a PS3 theme based on the Mui Mui house!

LocoRoco2 theme MuiMui house


Who doesn’t want to seet the Mui Mui’s dancing around on thier XMB?

LocoRoco 2 - retro1 LocoRoco 2 - retro2

LocoRoco 2 - retro3 LocoRoco 2 - retro4

If you are a PSP owner and weren’t satisfied with PSP wallpaper selection last week we got some slick “retro style” wallpapers this time you can try on for size! And the love doesn’t end there my friends! Stay tuned on the PS Blog and you just might see more opportunities to get Loco-Goodies that might help you squeeze the stress away in true Loco fashion. Don’t worry, you won’t have to wait long, we’ll be posting more details “write” away.


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