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	<title>Online Games &#187; Games</title>
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		<title>Bioshock 2: Minerva’s Den Review</title>
		<link>http://www.chooj.com/bioshock-2-minerva%e2%80%99s-den-review/</link>
		<comments>http://www.chooj.com/bioshock-2-minerva%e2%80%99s-den-review/#comments</comments>
		<pubDate>Thu, 14 Jul 2011 06:34:01 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[PC]]></category>
		<category><![CDATA[best games reviews]]></category>
		<category><![CDATA[best PlayStation Games reviews]]></category>
		<category><![CDATA[PC Games reviews]]></category>
		<category><![CDATA[Xbox 360 Games reviews]]></category>

		<guid isPermaLink="false">http://www.chooj.com/?p=1467</guid>
		<description><![CDATA[

BioShock 2 had you playing a lumbering Big Daddy in search of the  Little Sister you were meant to protect. Minerva’s Den is a separate  story for the same game: you play a different Big Daddy with a different  goal. You’re looking for The Thinker, a punchcard-driven artificial  intelligence developed to [...]]]></description>
			<content:encoded><![CDATA[
<p><a href="http://www.chooj.com/wp-content/uploads/2011/07/Bioshock-2-Minerva-Den.jpg"><img class="aligncenter size-full wp-image-1468" title="Bioshock 2 Minerva Den" src="http://www.chooj.com/wp-content/uploads/2011/07/Bioshock-2-Minerva-Den.jpg" alt="" width="627" height="247" /></a></p>
<p>BioShock 2 had you playing a lumbering Big Daddy in search of the  Little Sister you were meant to protect. Minerva’s Den is a separate  story for the same game: you play a different Big Daddy with a different  goal. You’re looking for The Thinker, a punchcard-driven artificial  intelligence developed to run Rapture’s automated systems.<br /> <br /> That means you start from scratch, in terms of weapons and abilities,  but they come fast enough for you to quickly tool up for the play style  you like. The additions to the combat formula are all worthwhile, but  don’t change it dramatically. That means it’s still creative and fun,  but doesn’t feel refreshingly new.</p>
<p>There’s a Gravity Well plasmid that sucks enemies into a singularity  and spits them back out – entertaining, but a pretty slow way of dealing  with the least dangerous enemies. And the new Ion Laser weapon is a  very straightforward damage-dealer, as is the new Big Daddy type that  uses it.</p>
<p>The most enjoyable novelties are the new security bots: firing  rockets, lasers and electricity. When hacked to follow you around, the  electricity one is a hilarious and handy companion, repeatedly shocking  your enemies so you can take your time with their fate.</p>
<p><a href="http://www.chooj.com/wp-content/uploads/2011/07/Bioshock-2-Minerva-Den1.jpg"><img class="aligncenter size-full wp-image-1469" title="Bioshock 2 Minerva Den1" src="http://www.chooj.com/wp-content/uploads/2011/07/Bioshock-2-Minerva-Den1.jpg" alt="" width="590" height="331" /></a></p>
<p>Minerva’s Den takes around five hours to play, and the story is  intriguing and substantial. It’s also focused: there’s almost no  peripheral backstory lying around, every audio diary you find is a piece  of the puzzle.</p>
<p>Accordingly, it asks you to do more exploring than the main BioShock  games. Most areas are large hubs with no clearly marked goals, riddled  with Adam, Tonics and Plasmids to upgrade your abilities.</p>
<p>For the most part that’s great, but you’ll occasionally hit a dead  end and be unsure how far you’re supposed to backtrack, or what you’re  looking for. And if you miss a major audio diary, the plot makes less  sense.</p>
<p>Not that it makes perfect sense even if you don’t, of course – it  involves powerful ideas, but operates under the same magical logic by  which a secret city on the ocean bed is a viable thing. The main thrust  of the plot requires a credulity leap of that kind, which is a shame,  but it doesn’t prevent the game being engrossing.</p>
<p><a href="http://www.chooj.com/wp-content/uploads/2011/07/Bioshock-2-Minerva-Den2.jpg"><img class="aligncenter size-full wp-image-1470" title="Bioshock 2 Minerva Den2" src="http://www.chooj.com/wp-content/uploads/2011/07/Bioshock-2-Minerva-Den2.jpg" alt="" width="590" height="334" /></a></p>
<p>As with both BioShock games, the antagonist isn’t nearly as  convincing or interesting as the conflicted characters along the way,  and his taunting wears thin. But Minerva’s Den is more consistently  engaging than BioShock 2, because the meat of the story isn’t diluted by  a lot of empty philosophy. The sting in its tail isn’t quite as potent  as either of its predecessors, but it’s a satisfying ending once you  make sense of it.</p>
<p>One warning: you need to buy the DLC through Games for Windows Live,  even if you didn’t get BioShock 2 from there. Once it’s downloaded, run  BioShock 2 normally and find it under Extras.</p>
<p>&nbsp;</p>

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		<title>Lego Pirates of the Caribbean Review</title>
		<link>http://www.chooj.com/lego-pirates-of-the-caribbean-review/</link>
		<comments>http://www.chooj.com/lego-pirates-of-the-caribbean-review/#comments</comments>
		<pubDate>Thu, 14 Jul 2011 06:14:08 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[PC]]></category>
		<category><![CDATA[best games reviews]]></category>
		<category><![CDATA[best PlayStation Games reviews]]></category>
		<category><![CDATA[Coming soon Xbox Games]]></category>
		<category><![CDATA[PC Games reviews]]></category>

		<guid isPermaLink="false">http://www.chooj.com/?p=1462</guid>
		<description><![CDATA[

Aargh, me hearties. Aargh. In almost every way, Lego Pirates is one of  the best of the Lego Whatever series, from its swaggering Jack Sparrow  to the epic range of locations from the movies.  Its cute, mimed retellings of these are genuinely funny. Even the  traditionally very basic combat feels oddly [...]]]></description>
			<content:encoded><![CDATA[
<p><a href="http://www.chooj.com/wp-content/uploads/2011/07/Lego-Pirates-of-the-Caribbean.jpg"><img class="aligncenter size-full wp-image-1463" title="Lego Pirates of the Caribbean" src="http://www.chooj.com/wp-content/uploads/2011/07/Lego-Pirates-of-the-Caribbean.jpg" alt="" width="627" height="246" /></a></p>
<p>Aargh, me hearties. Aargh. In almost every way, Lego Pirates is one of  the best of the Lego Whatever series, from its swaggering Jack Sparrow  to the epic range of locations from the movies.<br /> <br /> Its cute, mimed retellings of these are genuinely funny. Even the  traditionally very basic combat feels oddly satisfying as cartoon  swordfighting, greatly helped by excellent battle themes straight from  the original movie soundtracks. The main problems are, as ever, that the  Lego series shows as much interest in changing its formula as the  Chuckle Brothers, and anything that’s annoyed you about previous games  will still be here. The puzzles are still about smashing everything  until you find the relevant hidden object. The AI remains dreadful.  Where Lego Pirates takes a step up is in its level design and humour,  which both gel perfectly with the movies’ style and characters, and  provide some amazing set-pieces.</p>
<p><a href="http://www.chooj.com/wp-content/uploads/2011/07/Lego-Pirates-of-the-Caribbean-review.jpg"><img class="aligncenter size-full wp-image-1464" title="Lego Pirates of the Caribbean review" src="http://www.chooj.com/wp-content/uploads/2011/07/Lego-Pirates-of-the-Caribbean-review.jpg" alt="" width="590" height="329" /></a></p>
<p>Unfortunately, as entertaining as all this is, Lego Pirates is one of  the dodgiest ports in recent memory, with the longest loading times.  Getting into the game takes minutes, as does waiting for individual  levels and their many cutscenes. There’s still no online support for the  two-player mode, and – at least at the time of writing – good luck even  finding the PC version in a shop, although it’s available at Play.com  etc.</p>
<p>When Jack gets repeatedly slapped in the face by his crew, then  kicked hard in the balls for good measure, it’s hard not to sympathise.  The only difference is that you haven’t done anything to deserve it,  except choose to play his game on PC.</p>
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		<item>
		<title>BEEP review</title>
		<link>http://www.chooj.com/beep-review/</link>
		<comments>http://www.chooj.com/beep-review/#comments</comments>
		<pubDate>Wed, 13 Jul 2011 07:42:27 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[PC]]></category>
		<category><![CDATA[games reviews]]></category>
		<category><![CDATA[PC Games reviews]]></category>

		<guid isPermaLink="false">http://www.chooj.com/?p=1457</guid>
		<description><![CDATA[

Think of Beep as a quantum physicist wearing tie-dye trousers: it’s clever with the physics, but not so easy on the eyes.  It’s a 2D platform game where you control a little robot on wheels, or  Wall-E as forged by Korean merchandisers. You visit different planets in  a solar system (there’s a [...]]]></description>
			<content:encoded><![CDATA[
<p><a href="http://www.chooj.com/wp-content/uploads/2011/07/BEEP-review.jpg"><img class="aligncenter size-full wp-image-1458" title="BEEP review" src="http://www.chooj.com/wp-content/uploads/2011/07/BEEP-review.jpg" alt="" width="627" height="246" /></a></p>
<p>Think of Beep as a quantum physicist wearing tie-dye trousers: it’s clever with the physics, but not so easy on the eyes.<br /> <br /> It’s a 2D platform game where you control a little robot on wheels, or  Wall-E as forged by Korean merchandisers. You visit different planets in  a solar system (there’s a cute level selection menu with a rocket) to  collect chunks of flaming gold rock. These rocks unlock more levels and  more planets, but as always, it’s a little more complicated than it  sounds.</p>
<p><a href="http://www.chooj.com/wp-content/uploads/2011/07/BEEP-review1.jpg"><img class="aligncenter size-full wp-image-1459" title="BEEP review1" src="http://www.chooj.com/wp-content/uploads/2011/07/BEEP-review1.jpg" alt="" width="590" height="329" /></a></p>
<p>Through the 24 short levels you’ll have to dodge the attacks of robots, blast lasers and most cleverly use your antigravity beam to move bits of the environment around. For example: plucking a square of desert and dropping it to block an invisible laser, then carrying it with you to climb higher. Or moving separate pieces of environment around like those old picture slider puzzles. You even have to pile up the carcasses of your enemies occasionally. Death to the robot traitors! Early on the real challenge is getting used to the mouse-and-WASD setup in a 2D environment, but only because it’s sensitive like a pimply drama student called Malcolm.<br /><br />The levels span swamp lands, desert, dark caves and ice, but there’s a distinct lack of eye candy on offer unless blocks coloured in slightly different colours are your idea of visual sherbert. There are some nice puzzles, but the looks lack that final slick of lipstick and blusher: they’re bright, but ultimately boring and too simple. The Undergarden has the same style of 2D puzzling and platforming, but with more originality</p>
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		<title>L.A. Noire Review</title>
		<link>http://www.chooj.com/l-a-noire-review/</link>
		<comments>http://www.chooj.com/l-a-noire-review/#comments</comments>
		<pubDate>Mon, 11 Jul 2011 05:14:14 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Xbox 360]]></category>
		<category><![CDATA[xbox]]></category>
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		<category><![CDATA[xbox reviews]]></category>

		<guid isPermaLink="false">http://www.chooj.com/?p=1448</guid>
		<description><![CDATA[
L.A. Noire has been a long time coming.  With its genesis  occurring on the PS2, with a subsequent upgrade in hardware once the  next generation of consoles were released, this is a game that has been  anticipated and on the tip of people’s tongues for quite some time.  So  [...]]]></description>
			<content:encoded><![CDATA[
<p><em>L.A. Noire</em> has been a long time coming.  With its genesis  occurring on the PS2, with a subsequent upgrade in hardware once the  next generation of consoles were released, this is a game that has been  anticipated and on the tip of people’s tongues for quite some time.  So  the main question that will be on everyone’s minds at this point,  inevitably, is:  Is the wait worth it?<br /><br /> Short answer:  Yes.  Longer answer:  <strong>Holy crap, absolutely yes.</strong> Even longer answer?  Keep reading.<br /><br /> For the one or two of you reading this review who might not have any  idea what this game is about, I will give you a quick primer before we  dive in.  <em>L.A. Noire</em> is a detective thriller game that is set in  1947 Los Angeles.  You play as Cole Phelps, a WWII veteran who received  the silver star in the course of his duties.  Phelps joins the LAPD  after returning home to his wife and children, and the events of the  game unfold from there.<br /><br /> The gameplay is broken up into three major disciplines:  action,  investigation and interrogation.  Action is something that any fan of  Grand Theft Auto or Red Dead Redemption will be familiar with:  shoot-outs, high-speed chases, etc.  Investigation involves Phelps and  his partner walking around the scene of a crime, or the house of a  person of interest perhaps, looking for clues to aid in the  investigation.  Interrogation is where the amazingly-detailed MotionScan  technology, which was used to create super-realistic faces of all the  characters, filming them doing their lines and translating them to 3D  models for the game, really shines.  In order to tell if that bum you’re  rousting is telling the truth or not, you need to look for clues.   Presence or absence of eye contact when they provide an answer is very  telling, as is any nervous habit, like scratching behind their ear or  biting their fingernails.  The most important part of the interrogation  proceedings is being able to pick up on slight cues from the person  you’re interrogating.</p>
<p><a href="http://www.chooj.com/wp-content/uploads/2011/07/L.A.-Noire-Review.jpg"><img class="aligncenter size-full wp-image-1449" title="L.A. Noire Review" src="http://www.chooj.com/wp-content/uploads/2011/07/L.A.-Noire-Review.jpg" alt="" width="660" height="355" /></a></p>
<p>Combining all three of these elements you come up with a game that  just&#8230;. works.  It’s a beautiful mix of using your brain at a crime  scene, using your brawn in a fist-fight, and using your cunning to  outsmart a suspect and get a confession out of it.  What you end up with  here is the most unique gaming experience you have ever had to date,  and likely it will be the only one of its kind that you will ever have.   I’m not sure if Team Bondi or Rockstar have thought about a sequel, but  really I feel as though the only way we’ll get this kind of experience  again is if we get a direct sequel.  So, that said, let’s tackle some of  the standard review criteria and see what we come up with.<br /><br /> The graphics of the game are jaw-dropping, even with some minor  graphical glitches along the way.  It goes without saying that the  MotionScan technology that brought us the super-detailed and realistic  faces of our characters is a huge pay-off for the narrative.  I was  initially worried that we would be delving a bit into the “Uncanny  Valley” where the faces would look almost too realistic and therefore be  alienating, but that simply was not the case.  It was easy to get lost  in the 1947 Los Angeles that was created, and that is largely due to the  facial animation system in play here.  The car models looks stunning  (though I admit my bias towards classic cars), the buildings have a good  amount of detail on them, and eveything seems to come together to  present a great graphical package.  One frustration that I had, however,  was the tendency for assets to pop-in or take a while to load, and the  frame-rate takes a hit every once in a while.  This might be due to the  fact that so much of the data is read from the disc, as my disc seems to  spin a lot throughout the game.  However these items are not nearly  large enough to eclipse the feat of artistry that is the graphical  presentation of <em>L.A. Noire</em>.</p>
<p><a href="http://www.chooj.com/wp-content/uploads/2011/07/L.A.-Noire-Review1.jpg"><img class="aligncenter size-medium wp-image-1450" title="L.A. Noire Review1" src="http://www.chooj.com/wp-content/uploads/2011/07/L.A.-Noire-Review1-300x168.jpg" alt="" width="656" height="289" /></a></p>
<p>The audio composition, from music to sound effects to voice acting, is  top-notch as is expected.  The sultry jazz music, the fierce cracking  and popping of firearms going off, and the engine roaring,  tire-squealing action of taking a way-too-heavy car around a corner at  speed all serve to immerse you all the more in the game universe.  The  voice acting deepens the experience all the more.  It helps that you are  seeing the face of the actors who are doing the voice-overs &#8211; heck, I’m  not sure I would even call it a voice over though&#8230;  Basically you’re  watching their performance!  I am personally a fan of jazz.  I’m not  talking about Kenny G smooth jazz crap, but the real-deal, big-band  swinging jazz.  The soundtrack is pitch-perfect and serves to lay the  best background audio canvas that I have experienced in a game for quite  some time.  All said, the audio direction in the game is definitely one  of its strongest points.</p>
<p>In terms of gameplay, there are a bunch of hits, and just a few misses  in my opinion.  There is not much to go into detail with while  investigating and interrogating, but there is one stand-out feature that  I like.  Team Bondi/Rockstar made it a point to keep the game as  HUD-less as possible, so you find interesting methods of player  interaction involved as a result.  For instance, if you are looking at a  murder victim, you can inspect different parts of the body to look for  clues.  Rather than use a cursor of some kind, you simply direct Cole  Phelps’ arm towards the body part you want to inspect.  Also, when you  indicate which body part you want to inspect, or if you pick up a piece  of evidence, you can use the right analog stick to manipulate the object  or body part, rotating it around to look for clues.  It helps foster  the sense of immersion.  Your job is not done simply when you walk up to  a clue and hit A.<br /><br /> When driving a car, initially I had some concerns.  If I am driving a  huge boat of a car down the road, I do not expect it to be squirrel-ly  when I first start a turn.  It just seemed like the cars were a little  too quick to respond when turning, like they were lighter than I thought  they were going to be.  However, when I had more time behind the  virtual wheel, it seemed to be less of a concern, and I was able to use  the hand brake to kick the rear of the car out and power-slide around  corners.  So while it may be initially frustrating to some users, I  would urge you to be patient and learn to anticipate the way the cars  handle &#8211; you’ll be rewarded.  If you are expecting GTA IV controls and  physics for the cars, you will not have the experience you are  anticipating, and that’s not a bad thing, either.</p>
<p><a href="http://www.chooj.com/wp-content/uploads/2011/07/L.A.-Noire-Review2.jpg"><img class="aligncenter size-full wp-image-1451" title="L.A. Noire Review2" src="http://www.chooj.com/wp-content/uploads/2011/07/L.A.-Noire-Review2.jpg" alt="" width="691" height="361" /></a></p>
<p><br /> I found myself consistently being pleasantly surprised by the little  details in the game.  If you are in a fist-fight and your hat gets  knocked off (keep in mind there’s an achievement for making it through a  fight with your hat on!), you can walk over to it and Phelps will grab  it and put it back on.  I love the way they solved for the fact that in  1947 there was no GPS in cars.  Rather than painting a line in your  mini-map in the corner for you to follow along, you simply get an  indicator of where the waypoint is along the outer circle of the map.   You just need to learn the roads and get there as you know how.   However, if you find yourself turned around, simply hit X and your  partner will give you your direction for the next intersection.  So he  will say something like “Take the next left” or “Straight on through  this next intersection.”  It’s a nice design element that both serves to  get you directions if you need them, and provides you with a bit more  of a relational backdrop with Phelps and his partner.<br /><br /> I could literally go on for hours and hours, but I will sum things up here:  <em>L.A. Noire</em> is an experience that everyone should play, providing they are mature  enough to take it.  No punches were pulled in exposing the gritty nature  of the criminaljustice system in old-time L.A.  Grisly murders are  explained in clinically-exhaustive detail and accompanied by thorough  examination of (sometimes completely-nude) victims.  Truly this is the  most mature game that Rockstar has been a part of.  In the end it is  something that will go down in history as one of the most innovative  games of our time, and for good reason.  You are simply supposed to have  this game in your collection, if you consider yourself a gamer by any  definition of the word.  Seriously, stop reading this and go out to buy  the game.  What are you waiting for?</p>
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		<title>SEGA Rally Online Arcade Review</title>
		<link>http://www.chooj.com/sega-rally-online-arcade-review/</link>
		<comments>http://www.chooj.com/sega-rally-online-arcade-review/#comments</comments>
		<pubDate>Mon, 11 Jul 2011 05:06:30 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Xbox 360]]></category>
		<category><![CDATA[xbox]]></category>
		<category><![CDATA[xbox 360]]></category>
		<category><![CDATA[xbox cheats]]></category>
		<category><![CDATA[xbox reviews]]></category>

		<guid isPermaLink="false">http://www.chooj.com/?p=1441</guid>
		<description><![CDATA[
As one of the half-dozen European gamers to have actually owned a Sega  Saturn back in the 90’s, I have fond memories of the original Sega Rally  &#8212; one of the first arcade racers to successfully make the transition  to home consoles. 16 years later, the franchise is still going strong,  [...]]]></description>
			<content:encoded><![CDATA[
<p>As one of the half-dozen European gamers to have actually owned a Sega  Saturn back in the 90’s, I have fond memories of the original Sega Rally  &#8212; one of the first arcade racers to successfully make the transition  to home consoles. 16 years later, the franchise is still going strong,  as Sega takes it onto Xbox Live with the release of Sega Rally Online  Arcade. <br /><br /> This is a game to appeal to arcade racer junkies and Sega fans from  years gone by, and exchanges the grit and realism of most modern racing  games for an accessible, simple, fun racing experience. It’s something  you can quickly dip in and out of without concerning yourself with the  likes of career modes and suspension tweaks. In a world where most  racing titles are realistic almost to the point of being slightly  pretentious (hey there, Gran Turismo 5), Sega Rally is a breath of fresh  air. <br /><br /> Re-using art assets from 2007’s Sega Rally Revo and 2008’s Sega Rally 3,  the game’s visual style is pure, distilled Sega. It uses the same  bright, vivid, primary-color-laden palette that stood out so well in  arcades all over the world 15 years ago, although whether you’d describe  this as being “stylized” or “dated” probably depends on how fondly you  remember earlier Sega racers.</p>
<p><a href="http://www.chooj.com/wp-content/uploads/2011/07/SEGA-Rally-Online-Arcade-Review2.jpg"><img class="aligncenter size-full wp-image-1444" title="SEGA Rally Online Arcade Review" src="http://www.chooj.com/wp-content/uploads/2011/07/SEGA-Rally-Online-Arcade-Review2.jpg" alt="" width="669" height="311" /></a></p>
<p>However, the simpler, cluttered visuals do mean that Sega Rally Online  Arcade boasts a silky-smooth frame rate. It’s difficult to tell whether  it’s actually locked at 60 frames per second, but regardless, you  probably won’t notice any slowdown, even with the mud starts flying. <br /><br /> The game’s announcements, audio stingers also stay true to the Sega  Rally series’ proud heritage. This includes the classic Sega Rally  co-driver, who’ll dutifully serenade you with the likes of “very long  easy right maybe”, though thankfully he no longer blurts out “woah!”  every time you scrape inelegantly around a corner. <br /><br /> The soundtrack is composed of what I can only describe as “Sega rock” &#8212;  the kind of generic, synthetic rock music that blends so well into the  background of a video game that you probably won’t ever notice it.  Veteran Sega fans will know exactly what I’m talking about. <br /><br /> When it comes to actual gameplay, you’ve got a reasonably-sized single  player experience, at least considering the fact that this is an Xbox  Live Arcade title. There are five tracks to see, ranging from deserts to  jungles to alpine peaks, and a host of well-known rally cars in which  to tear them up. With a wealth of previous titles to draw content from,  it’s a little surprising that Sega only included five tracks in this  game, however each stage that has made it across is unique in its own  way. <br /><br /> The differences between the cars are largely cosmetic, but at least that  means you can pretend you’re 10 again and choose a vehicle based on its  color or the size of its spoiler, rather than some arbitrary engine  statistic.</p>
<p>The main single player game mode is campaign mode, and this consists of  four back-to-back races during which you work your way up the pack,  hoping to come out on top by the final lap of the last track. There’s a  moderate difficulty curve as you progress, though it’s nowhere near as  punishing as earlier Sega Rally titles. Whereas the original Sega Rally  would brutally and repeatedly clean your clock in later campaign mode  stages, Online Arcade merely shrugs and throws in the occasional hairpin  to try to throw you off. <br /><br /> There’s a similarly low skill ceiling in single race mode. On the  “canyon” track, the easiest in the game, you can probably never take  your finger off the accelerator and still finish in the top three. This  is by no means a difficult game. <br /><br /> Time trial mode extends the single player game’s replayability somewhat,  with downloadable ghost cars for various lap records, and there are  even some bonus vehicles to unlock. But most of staying power of Sega  Rally Online Arcade lies in the online part. <br /><br /> In addition to a local multiplayer option, the online component matches  you against other gamers, and quickly throws you into a lobby where more  challenging human opponents await. Player counts aren’t massive, as  you’d expect form an XBLA title, but there are enough people currently  playing to make it easy to find a match with at least one other human  being present. And the matchmaking system is usually fast enough to get  you racing within a minute or so.</p>
<p><a href="http://www.chooj.com/wp-content/uploads/2011/07/SEGA-Rally-Online-Arcade-Review11.jpg"><img class="aligncenter size-full wp-image-1445" title="SEGA Rally Online Arcade Review1" src="http://www.chooj.com/wp-content/uploads/2011/07/SEGA-Rally-Online-Arcade-Review11.jpg" alt="" width="693" height="323" /></a></p>
<p>The long-term success of Sega Rally Online Arcade depends on how much of  a community forms around its online component, and at the time of  writing this is something that remains to be seen. A best-case scenario  would be a bustling hard-core of players challenging each other on a  daily basis. A more pessimistic prediction might involve the game  flat-lining just weeks after release. Time will tell. <br /><br /> My biggest complaint, though, centers around an aspect of Sega Rally  Online Arcade that could arguably earn it most of its sales &#8212; the  nostalgia factor. Gameplay-wise, little has changed since the 1995  original, and in many ways the series seems a little too eager to cling  to the past. This risks alienating new players who have no experience of  Sega Rally. To them, Online Arcade might seem like a boring, dated  experience. <br /><br /> But still, as an XBLA title, Sega Rally Online Arcade isn’t really  trying to topple the likes of DiRT or Forza. Instead, it asks for a few  hundred Microsoft points and delivers a solid few hours of  nostalgia-fuelled entertainment in return. <br /><br /> You could criticize Sega Rally Online Arcade for being a hotch-potch of  earlier Sega Rally games, thrown together to make a quick buck on XBLA,  but that wouldn’t be entirely fair. It’s still a decent title, just one  with nostalgia at the heart of its game experience. And for 800 MS  points, Sega junkies could certainly do a lot worse. <br /><br /> Sega Rally Online Arcade is available now on Xbox Live Arcade at a cost of 800 Microsoft points.</p>
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		<title>Moon Diver Review</title>
		<link>http://www.chooj.com/moon-diver-review/</link>
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		<pubDate>Mon, 11 Jul 2011 04:55:12 +0000</pubDate>
		<dc:creator>admin</dc:creator>
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		<guid isPermaLink="false">http://www.chooj.com/?p=1436</guid>
		<description><![CDATA[
With the launch of the Xbox Live Arcade, there was an opportunity for lesser-known developers to get their name out there without the sometimes-prohibitive costs of releasing a disc-based game. And sometimes, XBLA is used by larger, more well-known developers to get a game out the door which they don’t deem necessary to put on [...]]]></description>
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<p>With the launch of the Xbox Live Arcade, there was an opportunity for lesser-known developers to get their name out there without the sometimes-prohibitive costs of releasing a disc-based game. And sometimes, XBLA is used by larger, more well-known developers to get a game out the door which they don’t deem necessary to put on a disc. Either way though, the experience you can get in a Live Arcade game is sometimes hit-or-miss. But every so often a game comes out on this platform that really makes you sit up and pay attention, not by virtue of the experience in and of itself, but moreso the way that it feels like a familiar old friend of a game that you remember playing on Saturday morning in your pajamas. It connects with you in a way that you have not experienced in a good long while, and it reminds you of a classic game or games of your youth. This is the experience that I have had with Moon Diver.<br /><br />For those who do not know, Moon Diver is a game developed by FeelPlus, Inc. and Published by Square Enix. The general story-line is that humanity’s inventions and machines were brought to life by an evil force and turned against them in the beginning of the 22nd century. Mankind is facing extinction and an elite force of ninjas, code-named Moon Divers, is called into action.<br /><br />You can play as one of four characters, and have up to four people on screen at once in either couch- or online-cooperative play. Each character has different ways that they progress in building their skills, akin to other games where you’d have a brawler who can’t really use much magic, a spell-casting pro who isn’t very strong with a melee weapon, a balanced character, etc. Though as I was playing through with each character, at least initially, the differences between them were negligible. Not so negligible that it felt like just pallet-swapped characters, but just not hugely different either. Perhaps as you get each character further leveled-up the differences become more apparent, but nothing really jumped out at me as I played through.</p>
<p><a href="http://www.chooj.com/wp-content/uploads/2011/07/Moon-Diver-Review.jpg"><img class="aligncenter size-full wp-image-1437" title="Moon Diver Review" src="http://www.chooj.com/wp-content/uploads/2011/07/Moon-Diver-Review.jpg" alt="" width="574" height="324" /></a></p>
<p>The game-play is very reminiscent of Strider, and to me that is a great  thing.  One reason this comparison makes sense is that Kouichi Yotsui of  <em>Strider</em> fame had his hands on this project.  <em>Moon Diver</em> isn’t a sequel in any way, but I feel comfortable using the term  “spiritual successor” here.  There are other comparisons to be made here  too, in that any fan of NES, SNES or Genesis-era side-scrolling  platformer action games will see things that make them nostalgic.  We’re  talking about <em>Ninja Gaiden, Shinobi, Castlevania, Legend of Kage, Contra,</em> etc.  You run and jump from location to location while hordes of  enemies, fodder for your blades and magical abilities, do their best to  come at you and drain your life bar until you are no more.  Occasionally  barriers form at either end of the screen, boxing you into an impromptu  arena of sorts where you have to dispatch all your foes before  proceeding.  You have the always-handy double-jump to get yourself up  and out of the fire if things are getting too hectic, and there are a  bevy of magical abilities you can use and level-up in addition to your  trusty blade.<br /><br /> So the main question is &#8211; how does the game fare?  Very well, in my  opinion.  The action is frenetically-paced at times, the controls are  simple but have a decent amount of depth in that you can change your  magical abilities after each level.  Graphically-speaking the game is  very bright and colorful.  It can be hard at times to keep track of your  character with enemies flying everywhere and blowing up and so on, but  that is not enough of an issue where you get frustrated.  The  Anime-inspired art style is crisp and comes off really well.</p>
<p>The sound design is a bit of a mixed bag.  The sound effects are really  good &#8211; you hear some really nice metallic-clashing sounds when you shove  the business-end of your blade into the torso of an enemy, and  explosions have an awesome “sci-fi futuristic” sound to them (just watch  out for the yellow guys who blow up like BomberMan when you hit them a  couple of times!) and all that.  But the music in the game, in my  opinion, is kind of repetitive and doesn’t really stand out as being  anything special.<br /><br /> So the bottom line is this:  If you are looking for an action-packed  game that is reminiscent of some of the best side-scrolling action games  of yesteryear, you can do far worse than <em>Moon Diver</em>.  If you can  get past a slightly-repetitive soundtrack you’ll find a great  experience that is well worth those aforementioned hard-earned MS  Points.  Well done, FullPlus and Square Enix.</p>
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		<title>Duke Nukem Forever Review</title>
		<link>http://www.chooj.com/duke-nukem-forever-review/</link>
		<comments>http://www.chooj.com/duke-nukem-forever-review/#comments</comments>
		<pubDate>Sat, 09 Jul 2011 05:15:35 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Games]]></category>
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		<guid isPermaLink="false">http://www.chooj.com/?p=1431</guid>
		<description><![CDATA[
Duke Nukem 3D was one of the first FPS titles to really leave an impact on me. During the mid-90s an adolescent version of me was stunned to see the guts, gore and girls DN3D had to offer. Even if Duke himself was a one dimensional, chain smoking, wise cracking misogynist he resonated with the [...]]]></description>
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<p>Duke Nukem 3D was one of the first FPS titles to really leave an impact on me. During the mid-90s an adolescent version of me was stunned to see the guts, gore and girls DN3D had to offer. Even if Duke himself was a one dimensional, chain smoking, wise cracking misogynist he resonated with the gamers of the time. Now, 12 years later, can his act hold up to the scrutiny of the Xbox 360 generation?<br /><br />The development of Duke Nukem Forever could fill volumes and only the surface would be scratched. The game has been through three development studios – 3D Realms, Tryptic Studios &amp; Gearbox Software and has skipped three different console generations. The disc sitting on my shelf has been billed as “3D Realms&#8217; original vision”. If that is the case then George Brossard and the folks at 3D Realms were influenced by the first two Halo titles as well as Half Life 2.</p>
<p><a href="http://www.chooj.com/wp-content/uploads/2011/07/Duke-Nukem-Forever-Review.jpg"><img class="aligncenter size-full wp-image-1432" title="Duke Nukem Forever Review" src="http://www.chooj.com/wp-content/uploads/2011/07/Duke-Nukem-Forever-Review.jpg" alt="" width="675" height="345" /></a></p>
<p>Duke Nukem Forever picks up 12 years after the events of Duke Nukem 3D. After defeating the Alien Forces and destroying the Cycloid Emperor Duke has become the center of the universe. Not only is he the richest man on the planet with his own sports stadiums and casinos but he is also the role model for every young adult, man-child and woman of childbearing age. Now that the aliens have returned Duke Nukem has to kick some ass and save the world’s babes. This type of devotion and one dimensional character archetype might have flown in the 90s but with no flaws or character development Duke himself feels like a cardboard cutout with guns attached.<br /><br />Earlier I said that Duke Nukem Forever may have been inspired by the Halo series. This might come as a surprise to the casual observer because Duke Nukem Forever has had a development cycle that has lasted longer than a decade. The truth is that the version of DNF that we are playing now began development sometime between 2002 and 2004. Instead of a health value that goes to 200% Duke Nukem now has an “Ego Bar” that acts like the shield system from Halo 2. Similar to Master Chief’s series Duke can only hold two weapons at a time and a selection of trip mines and pipe bombs rather than being able to hold all 10 of his classic weapons.</p>
<p>The gameplay flow in Duke Nukem Forever is a mix of linear corridor monster battles separated by NPC character interaction and boss fights. The gunplay provided by DNF is satisfying and using the classic freeze ray and watching Duke Nukem smash a pig cop with his foot can bring a smile to your face but these moments are few and far between. Unlike DN3D Duke is no longer able to take on a group of 4 or 5 monsters at once. Instead firefights lead to you dismembering one or two enemies before taking cover and waiting for your ego to recover.<br /><br />During the game’s long gestation period one of the big selling points trumpeted by 3D Realms was the insane amount of interaction the world had to offer. Some of these ideas have been implemented but for the most part it doesn’t amount to much. Duke can turn on faucets, flush toilets and pick up cans but the game doesn’t take advantage of this. Apart from a few half assed physics puzzles and some forced item fetch quests the interaction only serves as a slight diversion from the main path. This really feels like a squandered opportunity.</p>
<div>
<div id="Layer1"><img src="http://ads.ign.com/advertisers/ign/1x1transparent.gif" alt="" /></div>
<img src="http://de.ign.com/event.ng/Type=count&amp;ClientType=2&amp;ASeg=&amp;AMod=&amp;AOpt=0&amp;AdID=49282&amp;FlightID=44822&amp;TargetID=10619&amp;EntityDefResetFlag=0&amp;C=0&amp;Segments=1,226,255,1931,2747,3982,4170,4602,4603,4723,4836,4917,5017,5038,5718,5906,6102,6671,7396,7752,8587,9598,10327,10820,11754,14845,15232,16249,16251,17902,18129,22285,22860,24253,24858,24910&amp;Targets=6556,6618,7012,6507,10619,23376,27914&amp;Values=46,60,72,85,92,93,100,110,150,218,240,268,477,1190,1285,1481,2474,2679,3010,3492,3607,3887,3932,4056,4227,4802,6623,8155,59249,61766,65368,65914,65989,66083,66484&amp;RawValues=&amp;random=bdrpjpq,bhbpyvNWggbi" border="0" alt="" width="1" height="1" /></div>
<p>The boss battles fair a little better than the  standard gun play. They are large set pieces with huge over the top  weapons, from Duke’s massive twin rocket launchers to a large plasma  cannon. The boss characters are all varied in design and each encounter  is a fun diversion from the main gameplay. It is unfortunate that the  game only has 5 or 6 of these large scale fights. The difficulty curve  for these boss battles also varies greatly. The opening two are easy and  fun adrenaline packed vignettes but there is one near the mid-point of  the game that has a difficulty curve as large as the Eifel tower. On the  harder difficulties the game may spawn multiple foes as the main baddy  bleeds out. This can lead to some cheap deaths when you are within  seconds of finishing off the big baddie. Should you die at this point it  means starting the whole fight all over again.  For a campaign that  lasts about 10 hours that means that you are going to be coming across  one of these fights at the end of each 1 – 1 and a half hour chapters. <br /><br /> On the audio front Duke’s classic one liners return and unfortunately  the same problems of repeating dialog that plagued Manhatten Project  return in Forever. It seems that each chapter only has a select number  of one-liners and victory chants. This becomes a problem when Duke is  telling the Pigcops to “Squeal Like a Pig” every 2 or 3 minutes. Some of  the context sensitive/story mode one-liners fair much better. One of  the best liners has to do with a cameo of Master Chief’s Mjolnir Armor.  The audio tracks range from generic guitar rock to music meant to pump  you up. The original “Duke Nukem Theme” makes a number of appearances  and it is nice to hear. None of the new tracks are that memorable but  they do set the mood during the campaign.</p>
<p><a href="http://www.chooj.com/wp-content/uploads/2011/07/Duke-Nukem-Forever-Review1.jpg"><img class="aligncenter size-full wp-image-1433" title="Duke Nukem Forever Review1" src="http://www.chooj.com/wp-content/uploads/2011/07/Duke-Nukem-Forever-Review1.jpg" alt="" width="680" height="360" /></a></p>
<p>The graphics in DNF range from impressive to downright weird. The  opening remake of Duke Nukem 3Ds cycloid emperor fight boasts some  impressive rain effects and looks great. As you make your way through  the multiple chapters of the single player some parts of the game will  make you wonder if the game was finished before being pressed to the  disc. Walls and small objects suffer from blurry textures and on at  least two occasions supporting characters began talking to Duke without  moving their lips. That sort of animation might have passed back in 2002  when DNF was in the planning phase but now it just feels funny and  awkward. The gun models and Duke’s hands do look quite good. As you fire  each weapon there is a satisfying amount of particle effects/lighting  emphasizing their power.</p>
<p>Duke Nukem Forever has had a long and checkered history but it has finally arrived. Is it worth your $60? It all depends on your outlook. Duke Nukem Forever has been positioned as a AAA title. Unfortunately for Duke he just doesn’t have the same amount of polish we’ve seen in other first person shooters on the platform. The promise of a fully interactive world isn’t fully realized and the small physics puzzles that are present are simple and straight forward. If you can get passed the muddy graphics, dated character design, difficult first person platforming and throwaway multiplayer there is an enjoyable single player campaign to be had.</p>
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		<title>F.E.A.R. 3 Review</title>
		<link>http://www.chooj.com/f-e-a-r-3-review/</link>
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		<pubDate>Sat, 09 Jul 2011 05:09:17 +0000</pubDate>
		<dc:creator>admin</dc:creator>
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		<guid isPermaLink="false">http://www.chooj.com/?p=1427</guid>
		<description><![CDATA[
The F.E.A.R franchise has been through a few hurdles since its debut in 2005. The first game in the series was developed by Monolith Productions and published by Vivendi. Just 5 short years later and the original publisher have ceased to be. Like the ghostly little girls that populate this horror FPS series it has [...]]]></description>
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<p>The F.E.A.R franchise has been through a few hurdles since its debut in 2005. The first game in the series was developed by Monolith Productions and published by Vivendi. Just 5 short years later and the original publisher have ceased to be. Like the ghostly little girls that populate this horror FPS series it has moved along in to the hands of Day 1 Studios, who ported the original F.E.A.R to the Xbox 360 in 2006. Can Day 1 carry on the frightening legacy left behind by Monolith and bring closure to the story of Point Man and Fettel?<br /><br />F.E.A.R 3 assumes that you have played through the original 2 titles in the series. Right away you are thrown into the body of Point Man who is under lock &amp; key at an Armachan facility. Along the way you will hear your brother calling to you. This duality isn’t cosmetic, as I’ll get to; Point Man’s brother Fettell plays a vital role in the games co-op experience. During the single player campaign, as Point Man, your main arsenal is an array of machine guns, shotguns and pistols. While this is all standard FPS fare it is how the game handles encounters and cover that truly set it apart.</p>
<p><a href="http://www.chooj.com/wp-content/uploads/2011/07/F.E.A.R.-3-Review.jpg"><img class="aligncenter size-full wp-image-1428" title="F.E.A.R. 3 Review" src="http://www.chooj.com/wp-content/uploads/2011/07/F.E.A.R.-3-Review.jpg" alt="" width="707" height="373" /></a></p>
<p>Without spoiling too much of the plot F.E.A.R 3 boasts an impressive amount of environments. Unlike other shooters released just this past month F.E.A.R 3 doesn’t lock you into industrial complexes or short corridors. The game opens in the aforementioned Armachan Facility, which resembles a prison. Here Point Man has access to various barrels, railings and crates he can use as cover. When you move in to the city streets and urban areas cover becomes less abundant but the range of enemies and amount of firearms available to you increases. This keeps the experience fresh and exciting instead of making the enemy encounters a series of “pop-up” targets the game will throw a mini-boss. These mini-bosses can vary and one standout example occurs during the beginning of the game when the Armachan forces deploy mechanized suits against you. Sure your standard “fire and hide” tactics will work against them but if you think outside the box the encounter will be over a lot sooner.<br /><br />After completing a chapter of the single-player, or by taking the game online, you have the option to play as Point Man’s brother Fettel. He is a ghostly figure who possesses other worldly abilities. Unlike his brother he cannot normally wield weapons. Instead he has two different “spells” he can cast. The first is an offensive red ability that can suspend enemies in the air and damage them. The second ability allows Fettel to cast a shield around his brother. As long as Fettel is not heavily damaged this protective shield essentially adds extra hit points to the other player. By far his coolest ability is that of possession. At any time Fettel can posses any enemy that he can see on screen. This allows him to pick up weaponry and join the fight. This also means that Fettel can reach strategic points that Point Man cannot via possession.</p>
<p><a href="http://www.chooj.com/wp-content/uploads/2011/07/F.E.A.R.-3-Review2.jpg"><img class="aligncenter size-full wp-image-1429" title="F.E.A.R. 3 Review2" src="http://www.chooj.com/wp-content/uploads/2011/07/F.E.A.R.-3-Review2.jpg" alt="" width="703" height="373" /></a></p>
<p>Day One has also trumpeted their online component. They took what I feel is a really refreshing approach their online multiplayer. Unlike other shooters they are not trying to be the next Call of Duty or Halo. Instead they invented 4 unique multiplayer modes &#8211; a survival mode for up to four players fighting against waves of enemies called “f***cking run”, “Contractions” which plays similar to Activision’s Nazi Zombie mode lasty Soul Survivor has four players facing off against an omnipresent “Specter” who can possess A.I generated enemies to collect Souls dropped by the other four players.<br /><br />F.E.A.R 3 is a very rounded package with a few loose threads. The game’s single player is short, clocking in at about 4 or 5 hours, but when you factor in the ability to play the game cooperatively with a friend from a completely new vantage point this gives it some much needed depth. The addition of new and inventive multiplayer modes means that you won’t be climbing through the same 50 ranks just to unlock machine guns and ‘perks’. If you haven’t played a previous F.E.A.R title you might want to least read a synopsis or two before diving in. Once you’ve decided to make the jump you’ll find a fairly fresh take on a genre that has become all to stagnant as of late.</p>
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		<title>Child of Eden Review</title>
		<link>http://www.chooj.com/child-of-eden-review/</link>
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		<pubDate>Sat, 09 Jul 2011 04:57:00 +0000</pubDate>
		<dc:creator>admin</dc:creator>
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		<guid isPermaLink="false">http://www.chooj.com/?p=1419</guid>
		<description><![CDATA[
Some may believe that the music rhythm genre died when Activision disbanded its Guitar Hero unit earlier this year. We may see a decline in the amount of music games created by western developers but that leaves room for innovations from others in the gaming community. Tetsuya Mizuguchi returns to the music genre, after his [...]]]></description>
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<p>Some may believe that the music rhythm genre died when Activision disbanded its Guitar Hero unit earlier this year. We may see a decline in the amount of music games created by western developers but that leaves room for innovations from others in the gaming community. Tetsuya Mizuguchi returns to the music genre, after his work on last generation&#8217;s Rez , There are high expectations for Child of Eden. Is this visually striking unique title worth your $40? Read on to find out.<br /><br />Child of Eden attempts to blend a simple but engaging Sci-Fi story with addictive rhythm gameplay that can be used with both the Kinect Sensor and traditional controller. The narrative in Eden is simple but helps join the five levels together. Set in the same future world as Rez, the human race has developed computers to the point of the singularity. The ability to upload entire consciences has become possible, the first of which is &#8220;Luma&#8221; the first child born in space. Several hundred years after this technological development you are charged with task of eliminating viruses within the network that harm Luma&#8217;s existence. This gives the player a sense of accomplishment when completing a level but it would have been nice if the story was further explained beyond the text splash screens the appear at the games introduction and conclusion.</p>
<p><a href="http://www.chooj.com/wp-content/uploads/2011/07/Child-of-Eden1.jpg"><img class="aligncenter size-full wp-image-1424" title="Child of Eden" src="http://www.chooj.com/wp-content/uploads/2011/07/Child-of-Eden1.jpg" alt="" width="564" height="300" /></a></p>
<p>From a gameplay prospective Child of Eden is a mixture of rhythm game  and rail shooter. You have two weapons available, a lock on missile and  short range laser, to use against multiple foes.  The game progresses on  rails and moves through multiple encounters during each 15-20 minute  &#8220;archive&#8221;. Some enemies are only affected by your lasers or missiles. At  any time you can chain together the missiles and attack multiple  targets at once for a bonus to your score. <br /><br /> One of the major issues I had with Eden was the small amount of levels.  Since there are only 5 levels the game requires that you play through  each level multiple times to earn the number of stars to unlock the next  archive.  At the end of each episode the game deviates from the on  rails formula and throws you in to a boss battle. The boss battles all  differ, from a phoenix virus that is only harmed by your lock on laser  to a flying whale-like virus who has multiple weak points. Each of Child  of Eden&#8217;s bosses are inventive and leave a very strong impression when  you first face them. <br /><br /> Graphically Child of Eden is a mixture of vibrant color, transparent 3D  models and flashy particle effects.  As you progress from the start to  the finish of each mission the color scheme may change drastically.  During the second mission for example as you navigate through the water  themed portions of the archive everything is draped in blue textures and  particles. As you move forward toward to the phoenix boss everything  shifts to a deeper red tone complete with a change in enemies.  Everything has a very polished and stylized look that works well with  the audio tracks Mizuguchi and his team have selected.</p>
<p><a href="http://www.chooj.com/wp-content/uploads/2011/07/Child-of-Eden21.jpg"><img class="aligncenter size-full wp-image-1425" title="Child of Eden2" src="http://www.chooj.com/wp-content/uploads/2011/07/Child-of-Eden21.jpg" alt="" width="567" height="295" /></a></p>
<p>Navigating the world of Child of Eden couldn&#8217;t be simpler. The game pushes you through each level using an on-rails system. Using the Joystick or your hand (with Kinect) you are able to highlight multiple targets. When using the controller you are able to fire missiles with the A button and the short range laser with the right trigger. While using kinect weapons can be changed by putting your hands over your head. Shooting enemies with kinect is great and it is some of the best use of the peripheral to date. Kinect isn&#8217;t exactly necessary to enjoy the Child of Eden experience but it definitely adds to the immersion.<br /><br />Child of Eden is a visually appealing title that is unlike anything on the platform. The simple controls mean that anyone can pick up the game and play but only the dedicated will want to repeat the levels over and over for the best scores. The game does offer some limited online functionality in the form of leader boards as well as several unlockables that can be viewed in Luma&#8217;s Garden. The immersive Kinect controls are worth keeping the game around, especially as demonstration for what the Kinect is capable of. Even playing Child of Eden for 10 minutes leaves you with a sense of happiness.</p>
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		<title>Lara Croft and the Guardian of Light</title>
		<link>http://www.chooj.com/lara-croft-and-the-guardian-of-light/</link>
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		<pubDate>Wed, 15 Dec 2010 07:30:29 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[PC]]></category>
		<category><![CDATA[Lara Croft and the Guardian of Light Article]]></category>
		<category><![CDATA[Lara Croft and the Guardian of Light for PC]]></category>
		<category><![CDATA[Lara Croft and the Guardian of Light Hands On]]></category>
		<category><![CDATA[Lara Croft and the Guardian of Light Review]]></category>
		<category><![CDATA[Lara Croft and the Guardian of Light Review for PC]]></category>
		<category><![CDATA[PC Lara Croft and the Guardian of Light]]></category>
		<category><![CDATA[PC Lara Croft and the Guardian of Light Review]]></category>

		<guid isPermaLink="false">http://www.chooj.com/?p=1413</guid>
		<description><![CDATA[
In Lara Croft and the Guardian of Light, you see the titular leading  lady from a whole new perspective. While the isometric camera angle  shows off less of the iconic character than you may be used to, the game  boasts the same engaging mix of exploration and combat that has long  [...]]]></description>
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<p>In Lara Croft and the Guardian of Light, you see the titular leading  lady from a whole new perspective. While the isometric camera angle  shows off less of the iconic character than you may be used to, the game  boasts the same engaging mix of exploration and combat that has long  been the hallmark of the best games in the series. Punctuated by clever  puzzles and lush visuals, each level begs to be replayed thanks to the  varied and enticing challenges that promise substantial rewards.  Guardian of Light is addictively fun, and it gets even better when you  enlist a friend for some cooperative play, as the puzzles change to suit  your complementary abilities. Unfortunately, the game does not support  online cooperative play at launch, and though the developer has promised  a patch, it&#8217;s a disappointment to be even temporarily denied the  opportunity to play this great co-op game online. Yet in spite of this  shortfall, Guardian of Light is a rousing success that ranks as one of  Lara Croft&#8217;s greatest adventures.</p>
<p>Guardian of Light finds Lara deep in the Yucatan peninsula having just  located yet another powerful MacGuffin. This particular item releases a  nasty old demon, and soon Lara is off on his trail through the Mayan  jungle. One of the best things about Guardian of Light is that it makes  exploration enjoyable and rewarding. The levels are lush and moody,  beckoning you onward with thoughtful details. Though your primary  objectives are always straightforward, the levels vary widely in terms  of length and layout, mixing long, multistage puzzles with dramatic  moments of desperate action. Fully exploring every level is an  unqualified pleasure, and aside from the natural thrill of discovering  the unknown, there are many tangible rewards for thorough players.</p>
<p>Some of these rewards are immediate, like new guns, skill-enhancing  artifacts, and health and ammo power-ups. Others, like red skulls and  score-boosting gems, help you complete the many challenges each level  has to offer. Rewards for high scores and speed runs are offered on  every level, usually in addition to an array of level-specific  challenges. These include finding hidden symbols throughout the level,  passing a dangerous section on your first try, or perching a giant stone  ball on top of a pedestal using explosives. Challenges are enjoyably  varied, and completing every challenge in a level the first time through  is extremely tough, if not impossible. Fortunately, Guardian of Light  makes it fun to replay levels, and the challenges that fuel this  replayability always seem tantalizingly within reach. Striving for a  high score and speeding through for a quick completion time are two very  different yet very entertaining ways to play, and even though you can  get through many levels quickly, there are hours and hours of  adventuring to be had here.</p>
<p>Of course, Lara Croft&#8217;s brand of archaeology involves more bullets than  brushes, so expect to be gunning down plenty of enemies in your quest.  The simple combat controls make maneuvering nimbly and shooting  accurately a breeze, provided you are using a gamepad. The keyboard and  mouse controls aren&#8217;t precise enough to handle some of the acrobatics,  notably jumping at odd angles between small platforms. Though you can  tough it out and progress through the game, the action is much more  enjoyable with a controller. To help maximize your fiend-vanquishing  potential, you can equip a few weapons at a time for slick,  instantaneous access. You find or earn a large variety of pistols,  shotguns, rifles, and heavy weapons, as well as artifacts that you can  equip to bestow boosts to your basic battle attributes. When Lara does  sufficiently well in combat without taking damage, her power meter fills  up and eventually grants her a special ability. These abilities, which  are governed by your equipped relic, include a powerful attack boost,  enhanced speed, or, if you&#8217;re lucky, a combination of a few powers.  Keeping your power meter full requires that you avoid taking any damage,  but it&#8217;s key to completing high score challenges (you earn more points  per vanquished enemy). This helps make combat more than just pointing  and shooting, and the variety of enemies you encounter encourages you to  make good use of your arsenal.</p>
<p><a href="http://www.chooj.com/wp-content/uploads/2010/12/Lara-Croft-and-the-Guardian-of-Light.jpg"><img class="aligncenter size-full wp-image-1414" title="Lara Croft and the Guardian of Light" src="http://www.chooj.com/wp-content/uploads/2010/12/Lara-Croft-and-the-Guardian-of-Light.jpg" alt="" width="430" height="242" /></a></p>
<p>While all of your weapons, artifacts, and relics are effective, they are  not all created equal. Some deplete your ammunition supply faster than  others, and it&#8217;s fun to search for new weapons while sticking with your  favorites. One of those favorites is probably going to be your spear.  Aside from sticking into enemies with a satisfying thwack, this weapon  can stick into walls, where the light-footed Lara can use it as a  platform to reach higher areas or traverse dangerous pits. Another  favorite is likely to be your remote-detonated bombs, which, in addition  to the obvious applications, are used in a variety of different  environmental puzzles.</p>
<p>Whether you encounter them in the normal course of the level, through  diligent exploration, or in one of the many challenge tombs, these  puzzles are another big highlight of the game. They use Lara&#8217;s skills in  conjunction with environmental elements in a variety of clever and  surprising ways. Using Lara&#8217;s grappling rope to rappel down a cliff  seems straightforward enough, but add in some moving pillars, and you&#8217;ve  got something a bit trickier. Maneuvering large stone balls onto  pressure pads is simple; using bombs to accurately propel large stone  balls through the air requires a lot more precision. Whether the  challenge lies in executing a particular action or just figuring out  what to do, you won&#8217;t want to leave any of these engaging puzzles  unsolved.</p>
<p>Between exploration, combat, and puzzle-solving, there&#8217;s a lot to enjoy  as a solo player in Guardian of Light. But team up with a friend to play  cooperatively, and you&#8217;ve got a whole new set of challenges. While one  of you plays as Lara, the other plays as Totec, a muscular ancient  Mayan. Though Totec&#8217;s voice actor is hammy and unpleasant, you are  subjected to his voice only during the rare cutscenes that string along  the equally cheesy and forgettable plot. The action is the star here,  and when you play cooperatively, the game changes in significant ways.  Totec is the only one who wields the aforementioned spear, but unlike  Lara, he can&#8217;t stand on it. To get him to higher ground, Lara must lend a  hand with her grappling rope. Totec also carries a shield that can be  used to reflect enemy projectiles or provide a makeshift platform for  Lara to leap from. Totec can also wield firearms, though he lacks Lara&#8217;s  magical pistols of unlimited ammunition.</p>
<p><a href="http://www.chooj.com/wp-content/uploads/2010/12/Lara-Croft-and-the-Guardian-of-Light1.jpg"><img class="aligncenter size-full wp-image-1415" title="Lara Croft and the Guardian of Light1" src="http://www.chooj.com/wp-content/uploads/2010/12/Lara-Croft-and-the-Guardian-of-Light1.jpg" alt="" width="430" height="242" /></a></p>
<p>The two must combine their abilities to solve puzzles that are different  from the single-player puzzles in crucial ways. Solving these cleverly  altered conundrums and fighting the emboldened hordes of enemies makes  for a very fun time, providing you can get someone over to your house to  play with you. The entertaining mix of exploration, combat, and  puzzle-solving in Lara Croft and the Guardian of Light is perfectly  matched with enticing rewards and engaging challenges that will have you  tripping over yourself to replay levels again and again, especially if  online leaderboard competition is your cup of tea. Cooperative play  makes this adventure even more enjoyable, and though the disappointing  lack of online support may sting for weeks to come, it shouldn&#8217;t stop  you from enjoying this impressive arcade adventure.</p>
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