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Shoot Many Robots Review

Thursday, March 22, 2012 | 0 comments

ndie developer Demiurge Studios cuts right to the point with the title of Shoot Many Robots. Blowing away mechanical hordes of bad guys is what this simple-yet-addictive actioner for Xbox Live Arcade and the PlayStation Network is all about, so there is no mystery as to what you get. You may not get anything like originality here, but you do get a lot of robot-shooting action for the $10 asking price, along with such amenities as a huge range of weapons and gear, full co-op support in the campaign, and a great sense of humor.


You take on the role of P. Walter Tugnut, an amiable hick who manages to deal with a robot apocalypse just fine until the metal bastards blow up his truck. From that point on, it's war. So you hop into your RV and head off on a kill-crazy expedition to make the walking toasters pay for wrecking your ride. And, uh, for destroying all of humanity. That too.

That's it for the storyline. From there, the gameplay is all about shooting many thousands of robots. The RV serves as a command base where you trick yourself out with various weapons and other gear in the bathroom before hitting up a map by the steering wheel to select a destination. Standard platform carnage ensues. You tromp, stomp, jump, slide, and brawl across well over a dozen levels in the campaign, either solo or with up to three buddies in co-op. Combat plays out from left to right, with you blasting everything that moves with two weapons: a shooter with infinite ammo and a cannon with limited shells. Kills result in leveling up. Dead bots explode into nuts that you collect to buy new weapons and armor. If you kill fast enough, you trigger combos that multiply nut numbers up to five times. Bottles of beer (juice in the oddly alcohol-free PlayStation version of the game, which seems otherwise identical to the Xbox 360 one) are chugged to earn health. Movement is handled with the left stick, while everything else is done with the face and trigger buttons.

Yes, you've seen it all before, but Shoot Many Robots has a certain flair to it. The game has a great sense of humor that isn't confined solely to the hillbilly stuff that could have been abused to beat you over the head with one-liners. Instead, you get a surreal Serious Sam vibe to everything, mostly courtesy of the huge selection of bizarre weapons and gear. Items get progressively more absurd as you go, with Walt soon able to use his nuts to buy automatic weapons like the 110 percent American assault rifle, a blunderbuss, a beer (juice) helmet that lets you hang onto more brewskies (juiceskis?), shiny chaps that increase sliding skill, a Tam o' Shanter hat that boosts damage, and so forth.


Every item is given an appropriately weird description, as well as absurd stats, such as the Scottish hat's supposed ability to increase brogue. Gear greatly customizes what you can do out on the dance floor. You can go for fast shooters or slow blasters, headgear that buffs damage or increases health, a backpack that adds ammo or lets you hover in midair--that sort of thing. Gear can be switched up in dramatic ways to favor a personal playing style.

The action itself doesn't vary much, although there is a blend of all-out speedy insanity and more measured shooting. There are just a few robot types in the game, but they feature enough differences among them to keep things interesting. You have to contend with masses of rushing grunt troops that look like robot scorpions with chainsaws in place of stingers, krush-kill-destroy humanoid bots, charging automatons with armored fronts that demand rear assaults, and a range of gun turrets. Sometimes, you need to hit them hard with concentrated fire; sometimes, you need to sit back and deflect larger turret bullets back at targets with flicks of your wrist; and sometimes, you need to jump all over the place to avoid attacks. Levels come in Standard mode, where you fight to the end and then kill a boss to move on, as well as a Survival mode, where you try to outlast a wave of robots. There is some repetition here, though. Level art is regurgitated a fair bit, as are boss fights like a foundry battle that you go through over and over again, with the only difference being the steady escalation of having to kill more robots.

Shoot Many Robots becomes monotonous with time, but there is a hypnotic quality that sucks you into it. Pulling yourself away may be hard, especially when playing in co-op. The pace is steady; the killing is gratuitous, as well as suitably explosive with loads of boomy sound effects; and the range of weapons along with other goodies are varied enough to keep you going. Just seeing what sort of whacked-out murder device you uncover next has a perverse appeal all of its own. Checkpoints are well placed, saving your progress before big fights without forcing you to repeat tough battles often.

All of the mayhem unfolds before handsome cel-shaded levels with varied, mostly destructible landscapes, such as Walt's rural countryside, a bombed-out city, and a Sonic-like foundry with molten steel or whatever else it might be that flows everywhere. The only visual problem is that the interface gets in the way too often, especially when dealing with flying foes that get lost in the meters and other stats at the top of the screen. Levels also have replay value because you are given a star rating based on the number of nuts collected that is impossible to max out the first time you complete one. Also, you need a certain number of total stars to unlock new levels, which pretty much forces you to backtrack at some point.

It may be mindless and repetitive, but it's still easy to get drawn into Shoot Many Robots. The one-trick gameplay has enough humor and weapon variety to make it a good buy if you're looking to shut your brain down for a while.

Source : asia.gamespot.com
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Geoff Keighley announces The Final Hours of Mass Effect 3

Tuesday, March 13, 2012 | 1comments

Geoff Keighley, host of SpikeTV's GTTV, has officially announced his next project, "The Final Hours of Mass Effect 3." Keighley tweeted today, "I'm excited to announce my new project, The Final Hours of Mass Effect 3. Sign up at http://www.me3finalhours.com to be notified of release."


According to the website, The Final Hours of Mass Effect 3 will take you behind the scenes at BioWare to unveil all of Mass Effect 3's mysteries. In addition, the project will include interviews with various spokespeople at BioWare, including the notorious Casey Hudson:
Take a trip inside BioWare to experience The Final Hours of Mass Effect 3, one of the most anticipated video games of 2012. Reporting from Edmonton, Canada, journalist Geoff Keighley (The Final Hours of Portal 2) was granted unprecedented access to document the creation of this epic sci-fi trilogy, with insights from the team, led by executive producer Casey Hudson.
By entering your email address, you will be notified of the project's release date when it becomes available. Mass Effect 3 has been a thrill ride thus far, and we're excited to see the work that it takes to create such a vast galaxy with in-depth characters and races. Will you be joining Keighley in The Final Hours of Mass Effect 3? Let us know your thoughts on the upcoming project by commenting below.

Source: [The Final Hours of Mass Effect 3]
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World of Warcraft Reviews

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The first MMORPG that combines considerable depth with intuitive gameplay. Thus, hardcore MMO Gamers and casual gamers are both able to enjoy this game. Here are a few resources that should make your experiences in World of Warcraft even greater.


Below GameOgre has included our pick for the best World of Warcraft Review as well as a link to our World of Warcraft Review page where gamers just like you can discuss what they do and don't like about the game.

Author: Synical
Rating: 10
Comment: Synical lvl 60 Warrior Turalyon server (Europe) I've played them all and conclude THIS game is the BEST, most beautiful MMORPG and most addictive game there is atm. The world is soooo big and there are so many thing to do and collect. With updates coming this game will live long. Those that rate this game lower than 9 our just jealous, nothings perfect, Blizzard suffered some problems with bugs and servers when it was released in Europe but that's normal, they are fixed fast enough! I will rate 10 for the sake this game the rate it deserves (and that 9,9)

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Review: Get Up and Dance

Monday, January 30, 2012 | 0 comments

Dance games eh, can anyone remember a time when they weren’t around? Ok so anyone who can remember a time before the Wii probably can, but now they’re a regular feature across all three main consoles and it’s getting increasingly difficult to ignore them. But with so many now on the market it takes something special to stand out from the crowd and get noticed, and with Get Up and Dance O Games have tried to inject something new into a busy market. It’s a shame it isn’t really enough to wow you.


Leaning firmly towards entertaining a few friends at once Get Up and Dance allows you to boogie along to any of the 30 songs provided either alone or with a few mates. While the options are there to dance alone, it’s the group dance modes that shine the brightest, giving you options to either do one off dances or starting a short career in front of a set of talent judges. It’s easy enough to settle on a lead dancer and assign others as backing dancers, giving a slightly more authentic feel to other “everyone do the same” type games. The odd thing is the choice of songs on offer, where the mixed bag is hoping to please everyone. In reality, in the same way a radio station that’s a mix of Radio 2, XFM and Kerrang would only please the most eclectic of music fans, the selection of songs in Get Up and Dance won’t please everyone all of the time, and you’ll probably only find a couple that you actually genuinely like. It’s not every day you find Pulp, Dusty Springfield and Jessie J on the same menu. As a result it’s probable there’ll be a small argument about song choice, resulting in your little sister sulking when you refuse to dance to Taio Cruz.

Other game modes include an interesting fitness option, which gives you a month-long set of dance exercises with the intention of knocking a few pounds off, but each dance is so lightweight it won’t really do much to anyone except the most doughnut-quaffing fatster, so it’s really an option for someone looking for a longer term game mode to keep them interested. Sadly, with the other game modes being fairly standard fare you’re unlikely to find any real longevity anywhere other than this, and you get the feeling this will find a spot near the back of the game shelf next to the other “party” games that only come out at Christmas, birthdays or any other time where Nan has had an extra sherry and wants to shake her stuff.

This dance is accompanied by the winners of The Gormless Factor 2011

Technically it’s sound enough; the Move integration is tight and responsive, and goes some way to show me just how bad I am at dancing. The idea of playing the music video in the background to make you feel like you’re really dancing in a show doesn’t really work when you end up looking like Mr Bean at a disco, although the younger gamers might find this a nice touch. It also doesn’t help that the little icons telling you what to do come a little later than would be helpful, and falling over is more of a certainty than a worry. It goes well with the Mr Bean look.

So, it’s another dancing game. Another dancing game that does its best to be something new, but all things considered just… isn’t. It works, and isn’t a bad game as such, but when there’s so much else on the market that does the same thing it’s just very hard to give a firm recommendation. If you can pick it up cheap, have a few friends to play with (who each need their own Move controller) and enjoy dancing to every style of music this side of opera, then you might just click with it and have a ball. Otherwise it’s difficult to see where Get Up and Dance fits into a market busier than your average Pussycat Dolls gig.

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Rayman Origins bounces to PC March 29

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When Ubisoft announced Rayman Origins in 2010, the publisher said a PC version of the 2D platformer was possible. Today, the publisher revealed a Windows version of the game is not only possible, but also nearly ready for release.


Ubisoft announced this afternoon that Rayman Origins will land on the PC on March 29. Of note, the game will be available for $30 at retail stores and as a download through Ubisoft's online shop.

While the Xbox 360, PlayStation 3, and Wii iterations of Rayman Origins were launched in November, the PC version of the game isn't the only SKU still awaiting release. A PlayStation Vita version of the game is scheduled to launch on February 14, and a 3DS iteration is slated for March 20.

Rayman Origins is a quirky 2D side-scroller developed by Ubisoft and Rayman creator Michel Ancel. For more on the title, check out GameSpot's review of the Xbox 360 version.


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Review: Start the Party: Save the World

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Adding the word “party” into the title of a game is generally not a good omen. Trying to aim a game at the whole family is a harder task than opening a walnut with nothing but your forehead, so when Supermassive Games came up with Start the Party: Save the World they had a sizable task in making sure it didn’t fall into the oh-so-regular family trap of turning into something totally pointless. Did they manage it? Well… no. Not really.


When the Move was announced, a lot of people were concerned that the market would be flooded with shallow games, mimicking the Wii’s huge library of titles with no objective other than to flap your hands about the place for a few minutes at a time. Save the World takes a few steps to make its mini games a little more skillful, but there’s still nowhere near enough here to warrant rushing out and handing over your hard earned cash. It doesn’t really fare too well from the start, where you’re greeted with a main menu that gives you the choice of Options, and Solo or Group Play. There’s no difficulty settings or extra bonus items to aim for, but if the games are great fun then we could look over that happily enough.

But jumping into the games doesn’t really help much due to just how mixed the results are. With the general theme of Dr Terrible (steady with the imagination…) and his cronies doing everything to get in the way of the World and its day to day running, the mini games generally follow the theme of saving people from nasty situations. There’s no specific order to play them in, and each game is given a voiceover by a cheesy American guy to explain what’s going on and how you can help, so you don’t need to memorise how each game works. From here you’ll be drawing clouds, controlling a helicopter, repairing robots and several other tasks using your trusty Move controller. And while some of the mini-games are really well made, others are just a bit random and frustrating.

A couple of games have you using the Move as a drawing tool, by doing such things as drawing clouds to bounce falling cavemen into caves, or drawing huge laser circles around aliens to blow them up. These games work very well indeed, with the accuracy of the Move helping to make it a quite skillful set of games. Another favourite of mine was the ambulance game, whereby you balance an injured person on a big hand sticking out of an ambulance as it goes up and down hills and over speed bumps. You’ll need to collect first aid kits as you go, and doing so means you sometimes need to throw your casualty around and catch it carefully. It’s good fun at first, but it’s not hard to get the hang of it and once the challenge is gone, it loses its appeal.

This is a problem with many of the games. A few are fun for a while, but the challenge just doesn’t last. Others are just plain repetitive – having to clean, repair and extinguish robots on a production line is interesting until you’ve played it a couple of times, then you won’t go back to it. A second player can make things a bit more enjoyable; using the Sixaxis controller you can generally control something else within the game to make life trickier for the main player, which makes flicking fish into a boat slightly harder when player 2 is moving the boat around the place. But this isn’t all of the multiplayer action you can expect.


So, it’s a party game. Many of the games aren’t great on your own, but surely with a few friends it all picks up? Sadly that’s not really the case. There are a couple of game modes to play with your fellow gamers – Group Play and Quick Fire. They’re both pretty similar; Group Play just lets you play a few games, hand the Move over to someone else and see who gets the highest score. Quick Fire is basically the same, but you only get a short time on each game before it quickly moves on to the next which, for parties, is probably the best bet to stop your viewers waiting for too long. It’s the same set of 20 games you’ve got available in single player, and there isn’t really much of a party element other than taking it in turns.

So Start the Party: Save the World falls into that trap that so many have fallen into before. It’s not really a party game, although it is a game that kids might find entertaining for a couple of weekends. Considering you can pick it up for a touch over £10 it might not be a terrible bet for the kids, but it’s disappointing that Supermassive didn’t do more here, especially considering it’s the second game in the series. Yes a handful of mini-games are entertaining, but it’s not enough to recommend.

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Review: Premier Manager 2012 (After 1.01 Update)

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Football loving PC gamers don’t realise how lucky they are. For the past 20 years they’ve had access to a series of consistently brilliant management games, allowing them to experience the challenges, joys and frustrations of managing a top-level football club. But what about console gamers? Sure there have been attempts in the past, and pretty good ones, but there’s also been a lot of yawnsome toss. So up steps Premier Manager 2012, aiming for the top corner.


But early reviews were fairly negative, pointing out that the time each game took ruined the flow of the game. Well, we held fire on our review, gave it some extras hours and waited for the inevitable update. And sure enough, version 1.01 has arrived with a key change that might just rescue Premier Manager from an embarrassing early cup exit at the hands of Burton Albion.

Your first sessions with the game don’t give you much hope. The menus themselves are similar in design to the PS3′s XMB and finding the options you need can be tricky while you learn your way around. It’s also sometimes difficult to work out how to do various things; even advancing to the next day took 5 minutes to figure out after the first time I ventured away from the home screen. The controls are oddly mapped as well, with the circle button advancing the game and R1 bringing up the main menu – when we’re used to circle taking you back, it’s weird having to use it to advance the game.

But once you’ve taken the time to work out how everything works, it’s easy enough to zip through the menus, setting your team up and hunting for players to improve your squad. The transfers themselves are easy enough to carry out, although the searching options and transfer process is extremely streamlined, giving you only the basic options. Match tactics are a similar story, with a few options easy to change (formations, attacking bias, passing style) but impossible to fine tune, but this in itself isn’t a huge issue. Console gamers generally aren’t after the same experience as PC fans, and if you’re used to playing games in bursts of an hour or so then this slimmer structure will suit you perfectly.


Something that makes life harder is the background music. It’s bad. Really bad. Not in the same way as being forced into a 24 hour Robbie Williams-athon, just in a very repetitive, boring “please stop” way (actually that is the same thing…). If the option was there to listen to your own background music from the XMB then it would make Premier Manager a very relaxing experience, combining laid back and casual management with some music time, but there isn’t. You can turn the music off totally (phew) but it’s not the ideal solution, especially considering there must be plenty of system resources available while the game is running. The rest of the game’s sounds are functional bongs, swooshes and more bongs that do a job but will hardly pick up awards, so it’s probably worth just turning the sound off completely and putting the radio on.

But what of the matches themselves? Well, they’re slow. Even with the match speed set to “Fast” you’ll be watching each one for good couple of minutes, and the engine used to watch each game isn’t exactly flushed with detail. The pitch view is too small to be helpful, and the commentary is just a list of shots, bookings and goals. Hardly enough to judge how the match is going. They’re a bit of a waste of time really, and apart from making the odd substitution you might as well use the saving grace that 1.01 offers: the “Result Only” option.

After updating, you can now head into the menu and turn on an option that allows you to skip the match completely and just see the result. You still get to see stats of the game and player ratings, so you can see if your new signing is performing or if the new formation worked out well. You just don’t need to sit and watch a game play out that you can’t, in any way, speed up sufficiently or have much control over.

It’s a game changer. Instead of sitting down and playing a few matches you can now rattle through half a season easily in one sitting. The limitation of the game are still there; they haven’t changed the music, added more depth or found any official licenses hiding down the back of the sofa, but the flow of the game has increased considerably, even if it detaches you a little from the action.

But then there’s the issue of the price. If Premier Manager 2012 had a bargain price tag it would be easy to recommend to people after a bit of light-hearted, accessible managing, but it’s £13.99 which, by PSN standards, is a chunky request. And is there really enough here to spend that much money on? I’m not sure. It’s not a bad game by any means, but if you’ve got access to a reasonable PC then there shouldn’t be any competition on which way to look. It’s one of those games where someone asks you if it’s any good, and you just shrug and say “yeah it’s alright, not bad, not great…”. Worth looking into if you really fancy some management on your PS3 (especially with the new update) but it’s a lot of cash if you’re just a bit intrigued.

So Premier Manager 2012 got past the tricky 1st round tie, but ended up losing on penalties to Walsall. Maybe next year, eh?

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