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	<title>Online Games &#187; Xbox 360</title>
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		<title>Dante&#8217;s Inferno Review</title>
		<link>http://www.chooj.com/dantes-inferno-review/</link>
		<comments>http://www.chooj.com/dantes-inferno-review/#comments</comments>
		<pubDate>Wed, 24 Feb 2010 05:55:25 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Xbox 360]]></category>
		<category><![CDATA[Dante's Inferno Article]]></category>
		<category><![CDATA[Dante's Inferno for Xbox 360]]></category>
		<category><![CDATA[Dante's Inferno Hands On]]></category>
		<category><![CDATA[Dante's Inferno Review]]></category>
		<category><![CDATA[Dante's Inferno Review for Xbox 360]]></category>
		<category><![CDATA[Xbox 360 Dante's Inferno]]></category>
		<category><![CDATA[Xbox 360 Dante's Inferno Review]]></category>

		<guid isPermaLink="false">http://www.chooj.com/?p=896</guid>
		<description><![CDATA[
While Dante slices through the belly of an undead beast with his  razor-sharp scythe, traverses a crumbling bridge with a quick-time  event, and overthrows the ruler of a damned land with vicious  determination, a burst of familiarity might flash through your mind.  From the gothic art style and the vengeance-fueled story [...]]]></description>
			<content:encoded><![CDATA[
<p>While Dante slices through the belly of an undead beast with his  razor-sharp scythe, traverses a crumbling bridge with a quick-time  event, and overthrows the ruler of a damned land with vicious  determination, a burst of familiarity might flash through your mind.  From the gothic art style and the vengeance-fueled story to the  stationary camera clearly displaying the blood-splattering combat,  Dante&#8217;s Inferno is a wholesale imitation of the superb God of War  series. Or, at the very least, it&#8217;s desperately trying to be.  Unfortunately, the impression lasts for only the first few hours. What  starts as a fast-paced and epic quest to destroy Lucifer in an  underworld populated by grotesque and disfigured beings, devolves into a  monotonous and downright predictable hack-and-slash. Dante&#8217;s Inferno  gets close enough to its source material to make for a gory and  satisfying few hours in hell, but its many flaws prevent it from rising  to paradise.</p>
<p>The lesson delivered by Dante&#8217;s Inferno is one every person should keep  in mind: Do not, under any circumstance, make a deal with the devil. You  will lose, and you may not be handy enough with a scythe to hack your  way out of the mess you create. In this case, Beatrice thought too  highly of her husband Dante&#8217;s moral character. Worried that he would  lose his life while liberating heathens during his holy crusade, she  comes to an agreement with Lucifer. If he stays faithful, the devil will  ensure that he makes it home alive. If he loses control with a  seductive slave girl, though, Beatrice will forfeit her own soul  forever.  The story is told using three distinct styles to chronicle  Dante&#8217;s descent into darkness to rescue the eternal spirit of his  betrayed wife. The CGI and in-game cutscenes are expected, but it is the  series of sparsely animated cartoons that stand out. These fill in the  backstory of Dante&#8217;s actions during the crusades and go a long way  toward developing his character. The story has few surprises, but the  manner in which it slowly puts Dante&#8217;s entire life into perspective  makes for an interesting setup for his adventure.</p>
<p>And the adventure does start out on a strong note. The first few hours  have an epic scale that makes the descent from the earthly plain into  the pits of hell feel like a momentous transition. Pathways crumble  underfoot, threatening to spill you into the bubbling lava below;  gargantuan creatures loom in the distance, tossing out taunts as you  make you way through their defenses; and horrible abominations are  introduced every few minutes. The vile enemies you battle are modeled on  the circles of hell, and they do an impressive job of embodying these  contemptible sins. Lust, for instance, is populated by prostitutes who  were all too willing to sell their bodies while they were alive, and  they are punished by having their souls sold in the afterlife. The  typical anatomy of these women of ill repute is grossly exaggerated, and  though you&#8217;ll certainly want to avoid their disgusting makeshift  lassos, their presence makes for a disturbing trip to the land of the  damned.</p>
<p><a href="http://www.chooj.com/wp-content/uploads/2010/02/Dantes-Inferno-Review.jpg"><img class="aligncenter size-full wp-image-897" title="Dante's Inferno Review" src="http://www.chooj.com/wp-content/uploads/2010/02/Dantes-Inferno-Review.jpg" alt="" width="470" height="242" /></a></p>
<p>In the early stages, you will battle a number of horrific caricatures.  The prostitutes of lust are followed by obese monsters who do a fine  (yet gross) job of personifying gluttony, and an army of blade babies  who haven&#8217;t been baptized are sure to get a rise out of even the most  jaded individuals. But these disgusting portrayals of the deadly sins  are soon forgotten as you get deeper into your quest. After the shocking  imagery used in the early going, you have only knights and wizards to  look forward to, which lack the appeal of the repulsive enemies that  precede them. In fact, the only memorable foes in the entire game are  introduced within the first couple of hours, making the rest of the  adventure much less interesting and far more predictable. Furthermore,  although it makes sense that the circle of gluttony would be populated  by grossly obese individuals, the fact that they pop up in heresy,  anger, and every other circle doesn&#8217;t mesh with the rules set in place.</p>
<p>The level design follows a similar descent into banality. What starts as  epic and explosive soon becomes repetitive. Too much of Dante&#8217;s Inferno  takes place in confined rooms that don&#8217;t hint at the huge world you&#8217;re  in, which lowers much of the impact of clawing your way through the  netherworld. The puzzles that crop up only serve to artificially slow  your progress rather than give you a worthwhile change of pace from the  violent combat. Much of the time, endurance is the only tool you will  need to complete these tests. Box-dragging or crank-turning puzzles  aren&#8217;t fun or mind-bending challenges. Rather they are just time wasters  and only detract from the experience. The few times that they do force  you to think only reinforce the poor design of these puzzles. Difficulty  only exists because the camera either doesn&#8217;t show you what you need to  see or highlights an area that is not important.</p>
<p>The bulk of the game focuses on Dante&#8217;s expertise in eliminating  forsaken souls, and the combat is the element that most closely mimics  God of War. Battles are brutally violent. Your powerful scythe slashes  through treacherous beasts like a hot knife through butter, and it&#8217;s  great fun to hack away at your enemy while you deftly roll away from its  counterattacks. Quick-time events play a large part of the action,  letting you take down your foes in elaborate and horrifically violent  ways. The over-the-top, merciless portrayal of the combat fits in  perfectly with the dark themes presented in the game, which makes it the  strongest aspect of your quest. You earn souls for every enemy you  kill, and these points go toward upgrading your attacks. There are both  holy and unholy meters to fill, which let you personalize your moves a  bit. Upgrading Dante gives you a steady stream of new attacks, and  though you aren&#8217;t able to unlock new weapons through the course of the  game, there is enough variety to make sure combat doesn&#8217;t get stale.</p>
<p>But the combat is not without a few flaws, which results in more than a  few aggravating moments. First of all, once you begin a combo, you must  see it through to the end, which is maddening if you&#8217;re trying to avoid  an attack but Dante is stubbornly still swinging away. Second, you have a  handy projectile attack, but the auto-aim functionality doesn&#8217;t work  right, so it&#8217;s nearly impossible to hit a specific enemy in a crowded  room. Third, challenge is all over the place. Most fights are fairly  easy, but knockback attacks are overpowered. All too often, Dante will  be caught in a chain of punishment that is impossible to break out of  because enemies can attack you even when you&#8217;re lying prone on the  ground. It&#8217;s possible to lose half of your life bar or more to these  annoying situations, which makes the otherwise fun fights quite  frustrating.</p>
<p>The quality of Dante&#8217;s Inferno fluctuates wildly throughout the course  of the game. During the first one-third of this eight-hour adventure,  the diverse array of enemies and epic environments make for an  enjoyable, hectic quest for vengeance. Things level out in the middle  one-third, though. Memorable characters are no longer introduced and the  level design is far less adventurous, but the frantic combat is enough  to make this stretch fun, if not particularly noteworthy. The final  one-third of this game is uninspired and downright bad at times, making  for a wholly unsatisfying end to this derivative game. During the  buildup to the end boss, level design has been virtually scrapped.  Instead of tearing through the depths of hell, you are confined to a  series of platforms where you must pass certain objectives before you  can move forward. For instance, you will need to eliminate every enemy  without summoning magic or by just using air attacks, which is just as  lifeless as it sounds. This is a boring way to end the game and leaves a  sour taste when the credits roll.</p>
<p><a href="http://www.chooj.com/wp-content/uploads/2010/02/Dantes-Inferno-Review-1.jpg"><img class="aligncenter size-full wp-image-898" title="Dante's Inferno Review 1" src="http://www.chooj.com/wp-content/uploads/2010/02/Dantes-Inferno-Review-1.jpg" alt="" width="470" height="242" /></a>It&#8217;s a shame the entirety of Dante&#8217;s Inferno couldn&#8217;t match the frenetic  pacing and horrific imagination found in the beginning of your  adventure because it could have been a worthwhile alternative to the  excellent God of War series. But most of the game falls far short of its  impressive beginning, which results in a repetitive and uninspired  adventure that loses steam long before you reach the bitter end. Dante&#8217;s  Inferno is certainly fun during those hectic first few hours, but there  is little reason to play beyond those parts. It&#8217;s not worth visiting  hell without the promise of heaven on the other side.</p>
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		<title>Darksiders Review</title>
		<link>http://www.chooj.com/darksiders-review/</link>
		<comments>http://www.chooj.com/darksiders-review/#comments</comments>
		<pubDate>Wed, 24 Feb 2010 05:41:27 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Xbox 360]]></category>
		<category><![CDATA[Darksiders Article]]></category>
		<category><![CDATA[Darksiders for Xbox 360]]></category>
		<category><![CDATA[Darksiders Hands On]]></category>
		<category><![CDATA[Darksiders Review]]></category>
		<category><![CDATA[Darksiders Review for Xbox 360]]></category>
		<category><![CDATA[Xbox 360 Darksiders]]></category>
		<category><![CDATA[Xbox 360 Darksiders Review]]></category>

		<guid isPermaLink="false">http://www.chooj.com/?p=906</guid>
		<description><![CDATA[
While plenty of games are set in a postapocalyptic wasteland, not many  let you participate in the actual end of the world. In the case of  Darksiders, this is precisely where the action begins. Influenced by  games like God of War and The Legend of Zelda: Ocarina of Time (and  often [...]]]></description>
			<content:encoded><![CDATA[
<p>While plenty of games are set in a postapocalyptic wasteland, not many  let you participate in the actual end of the world. In the case of  Darksiders, this is precisely where the action begins. Influenced by  games like God of War and The Legend of Zelda: Ocarina of Time (and  often dangerously straddling the line between homage and plagiarism),  Darksiders offers an expansive world to explore, with satisfying combat  and intriguing puzzles to solve peppered throughout. Though it falls  prey to a poorly fleshed-out story and overly complex controls that  don&#8217;t always work the way they should, Darksiders is nonetheless a  thoroughly fun and visually engaging adventure that manages to take some  old ideas and make them feel fresh once again.</p>
<p>As War, the red rider of the Four Horsemen, your job is pretty simple.  An enforcer of the Charred Council, a neutral body that maintains the  balance between the forces of heaven and hell, you apply pressure to  make sure that both sides play fair in their endless bickering. Perhaps  the Four Horsemen&#8217;s most important duty, however, is to heed the call of  the Endwar and punish anyone unlucky enough to be found on Earth. When  you&#8217;re somehow prematurely summoned to Earth, which begins a chain of  events that ends with the unfortunate extinction of humankind and the  victory of the armies of The Destroyer, it&#8217;s time for vengeance. You are  charged with the crime of upsetting the balance and are sent back to  Earth to find answers, or die trying. Though it&#8217;s a grand setup, once  the first hour or so of gameplay passes, the plot quickly runs out of  steam and devolves into absurdity. None of the characters you&#8217;re  introduced to are fleshed out beyond weak stereotypes and  one-dimensional cliches, and the various plot twists and turns are  predictable and unsatisfying.</p>
<p>While wandering through the great wasteland that was once civilization,  War takes out his boundless rage on both the legions of The Destroyer  and the armies of heaven in fun and brutal combat. Slow-paced and  methodical, battles typically pit you against large numbers of foes,  which the wide, sweeping strikes of War&#8217;s weapons allow you to hit en  masse. Once beaten to within an inch of their lives, enemies can be  brutally executed with the press of a single button (indicated by a  floating button icon above their heads), though some of the weaker  enemies can be similarly dispatched from the get-go. Besides his massive  sword, War can have a secondary weapon equipped (such as his brother  Death&#8217;s scythe), and it&#8217;s simple to switch between the two even during a  furious assault. With a quick sliding move that can be activated at  almost any time to dodge an attack or break off a combo and switch  targets, War is surprisingly nimble for such a bulky guy. This freedom,  when coupled with your ability to transition instantly into an  execution, makes fights feel extremely fluid, even when their generally  slow pace is taken into consideration. But while it&#8217;s incredibly  satisfying to eviscerate an enormous horned devil or cut the wings off  an armored angel, battle is, surprisingly enough for a guy named War,  only one half of the equation.</p>
<p><a href="http://www.chooj.com/wp-content/uploads/2010/02/Darksiders-Review.jpg"><img class="aligncenter size-full wp-image-907" title="Darksiders Review" src="http://www.chooj.com/wp-content/uploads/2010/02/Darksiders-Review.jpg" alt="" width="467" height="242" /></a></p>
<p>When you&#8217;re not on the warpath, there&#8217;s an enormous world waiting to be  explored and dozens of intriguing puzzles to solve along the way.  Traversing from one area to the next isn&#8217;t always straightforward, for  your progress is often hindered by your gear, or at least by your lack  of it. As you proceed through the many dungeons on your journey through  Darksiders, you find that each one includes a useful new item, such as a  bladed boomerang, a grappling hook, or an armored gauntlet, each of  which opens up new paths for you to travel and is used in often creative  ways to solve puzzles and defeat bosses from then on out. Puzzle  complexity ramps up nicely, and each new variation encountered is a fair  step up from the previous one. Though some can initially look  overwhelming&#8211;such as a series of puzzles near the end of the game in  which you must redirect a beam of energy from its source using mirrors,  moving platforms, and interdimensional portals&#8211;they never feel  impossible and are extremely gratifying to complete. At the end of each  dungeon is a large-scale boss battle that puts what you&#8217;ve learned  solving these puzzles to the test. These impressive, multifaceted fights  are sometimes a bit on the easy side, but not so much that it makes  them any less fun.</p>
<p>Throughout the game, you are constantly rewarded with new pieces of  equipment, weapons, and abilities&#8211;every hour of gameplay yields  something new, which keeps you wanting to play to see what&#8217;s next. The  unfortunate downside of this is that there are so many different things  to keep track of that it can get confusing sometimes. Unfortunately, the  complex controls don&#8217;t do much to curb this confusion. Every single  face button on the controller is used (sometimes for more than one  thing), and some moves require combinations of buttons to be pressed.  Certain actions, such as throwing a charged boomerang at several  targets, require a dizzying array of inputs to be made: in this case,  you have to tap the right analog stick to enter aiming mode, hold the  left trigger down, paint your targets with the cursor, and hold then  release the right trigger to finally charge the boomerang and toss it.  Because only so many pieces of gear can be instantly accessible through  the D pad, in the latter parts of the game you&#8217;ll find yourself  frequenting the cumbersome inventory menu to swap out items for easy  access, which can be annoying. Finally, the controls aren&#8217;t always as  responsive as they need to be, which can cause you to flub a jump, miss a  dodge, or inexplicably fall while hanging off a wall or ceiling when  you meant to do something entirely different. This doesn&#8217;t happen often,  but it&#8217;s always troubling when it does.</p>
<p><a href="http://www.chooj.com/wp-content/uploads/2010/02/Darksiders-Review-1.jpg"><img class="aligncenter size-full wp-image-908" title="Darksiders Review 1" src="http://www.chooj.com/wp-content/uploads/2010/02/Darksiders-Review-1.jpg" alt="" width="464" height="242" /></a></p>
<p>Though the world of Darksiders is one of decay and neglect following the  premature apocalypse, it is still one of visual splendor. From the lush  vegetation of the Drowned Pass to the barren desert of The Ashlands, a  refreshingly bright and colorful palette is always on display. Varied  and imaginative, the open world and dungeons look great, though there  are some unfortunate graphical issues in the Xbox 360 version. Screen  tearing is a huge problem that surfaces almost any time the camera is  rotated, and it&#8217;s bad enough to distract you even when you&#8217;re just  exploring. In addition, battles that get too big make the frame rate  suffer, causing graphical slowdown. The PlayStation 3 version suffers  neither of these issues. Action in Darksiders is punctuated by an  appropriately moody and atmospheric soundtrack, and the vocal cast does a  good job bringing the characters to life, considering how meagerly  they&#8217;re fleshed out. Mark Hamill in particular seems to relish his role  as the Watcher, a sadistic demon tasked with keeping an eye on War  (though it&#8217;s a bit odd to hear him recycle his Joker voice so soon after  Batman: Arkham Asylum).</p>
<p>Darksiders unapologetically borrows gameplay ideas and mechanics from  all over the spectrum and is constantly cramming new ones in all the way  up to the very end. While it&#8217;s not innovative by any stretch of the  imagination, neither is it entirely derivative, as these myriad features  not only gel together surprisingly well, but when put together even  feel fresh again. Though it&#8217;s hobbled by a disappointing story and  excessively complex controls (as well as some technical issues on the  Xbox 360), Darksiders is a fun and entertaining adventure with a host of  fair but challenging puzzles, a lengthy single-player campaign, and an  engaging combat system.</p>
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		<title>Army of Two: The 40th Day Review</title>
		<link>http://www.chooj.com/army-of-two-the-40th-day-review/</link>
		<comments>http://www.chooj.com/army-of-two-the-40th-day-review/#comments</comments>
		<pubDate>Wed, 24 Feb 2010 05:36:32 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Xbox 360]]></category>
		<category><![CDATA[Army of Two: The 40th Day Article]]></category>
		<category><![CDATA[Army of Two: The 40th Day for Xbox 360]]></category>
		<category><![CDATA[Army of Two: The 40th Day Hands On]]></category>
		<category><![CDATA[Army of Two: The 40th Day Review]]></category>
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		<category><![CDATA[Xbox 360 Army of Two: The 40th Day]]></category>
		<category><![CDATA[Xbox 360 Army of Two: The 40th Day Review]]></category>

		<guid isPermaLink="false">http://www.chooj.com/?p=901</guid>
		<description><![CDATA[
Army of Two: The 40th Day is a third-person shooter in which your  objective is simple: get out of Dodge. Or more accurately, Shanghai, a  city that is being torn apart by missiles for no discernable reason. Why  is this happening? Who is behind it? Who cares! You can paint skulls on [...]]]></description>
			<content:encoded><![CDATA[
<p>Army of Two: The 40th Day is a third-person shooter in which your  objective is simple: get out of Dodge. Or more accurately, Shanghai, a  city that is being torn apart by missiles for no discernable reason. Why  is this happening? Who is behind it? Who cares! You can paint skulls on  your shotgun and then shove it through your enemy&#8217;s brain! The 40th Day  is light on plot and heavy on action, a balance that suits the game  well. It&#8217;s great fun to team up with a buddy and blast your way through  hordes of enemies using your lovingly customized weapons. The gunplay  and movement mechanics are solid and satisfying, despite some  awkwardness, and the game encourages you to use teamwork with light, yet  engaging, tactical elements. There is some strange mucking about with  morality during the short campaign, but this is largely overshadowed by  the brash, brutal action. And though the lively online multiplayer is  hampered by lag, Army of Two: The 40th Day offers enough entertainment  to make a strong case for your time and money.</p>
<p>The eponymous army is made up of Salem and Rios, two mercenaries  reprising their roles from The 40th Day&#8217;s predecessor, Army of Two. The  game is meant to be played cooperatively, and you can do so locally (via  split-screen) or online. You and your teammate travel through the  besieged city of Shanghai, shooting your way through a mercenary army  and having a grand old time, despite not really knowing what is going  on. The core shooting mechanics are sharp and satisfying, and moving  around the varied environments is generally easy. However, some  awkwardness arises from the fact that sprinting, rolling, sliding into  cover, hurdling over cover, and entering a mounted gun position are all  mapped to one button. Triggering the wrong action can put you in some  tight (read: deadly) spots. You also have to be careful when maneuvering  into cover, because though you automatically lean into it, cover isn&#8217;t  sticky. Yet once you start to get the hang of the controls, you&#8217;ll find  that there is a certain fluidity to the way you can move around the  battlefield. And as an added bonus, you can take out a regular enemy  just by running into him at a dead sprint, which is both fun and funny.</p>
<p>If you choose to roll solo, you&#8217;ll be left with an AI teammate who  generally does a good job of staying out of trouble. That is, unless you  want him to get into trouble, in which case you can use the easily  issued tactical commands to influence his behavior. Solo or co-op, you  should keep an eye on the aggro meter, a slider that indicates which of  you the enemy is concentrating its fire on. If one teammate draws all  the aggro, the other can slip about virtually unnoticed, picking off  distracted foes or moving into a better position. Playing with this  mechanic can be fun, and it is strategically relevant enough that a  timely aggro grab can save your buddy&#8217;s skin. There are also a few other  tactical tricks you can pull, like mock surrendering to the enemy, that  help add some unique cooperative flavor to the action.</p>
<p>In both friendly and enemy AI, there is a slight tendency toward  extremes, whether it is your AI teammate downing four baddies with  superhuman speed in order to rescue you, or the enemy AI being so  focused on your aggro-happy partner that it ignores the fact that you  just put a few bullets in his back from a few yards away. Sometimes it  feels like the game is erring on the side of letting the player have his  fun, but there are some situations that seem more like AI stupidity.  You can up the difficulty if you choose, but no matter how you play it,  the campaign won&#8217;t last much longer than six hours. To The 40th Day&#8217;s  credit, it doesn&#8217;t feel particularly short, and there are two elements  that provide some measure of replayability.</p>
<p><a href="http://www.chooj.com/wp-content/uploads/2010/02/Army-of-Two-The-40th-Day-Review.jpg"><img class="aligncenter size-full wp-image-902" title="Army of Two The 40th Day Review" src="http://www.chooj.com/wp-content/uploads/2010/02/Army-of-Two-The-40th-Day-Review.jpg" alt="" width="469" height="242" /></a></p>
<p>The first is weapon customization, which you will engage in throughout  the campaign. As you progress, you can unlock new guns and gear for  purchase, as well as find upgrade parts throughout each level. You and  your partner can initiate weapon customization anytime you aren&#8217;t in  combat, though the other human player must stand near you and accept the  prompt in order to actually bring up the store. You can buy guns (SMGs,  shotguns, sniper rifles, and so on), weapon upgrades (silencers, clips,  stocks, sights, and so on), and a few other augmentations, like  increased grenade capacity. You earn a lot of money throughout the game,  and many of the upgrades can be applied to multiple weapons, so  customization is encouraged. There&#8217;s an array of upgrades that range  from brutal (shotgun bayonet) to bizarre (bulky barrel-mounted shields)  to do-it-yourself hilarity (soda can silencer). It&#8217;s surprisingly  entertaining to change your loadout, experiment with different weapons,  and tweak high and low aggro guns. And once you&#8217;ve finished the  campaign, you can revisit any chapter with your persistent weapon locker  and try even more loadouts on for size.</p>
<p>The second element that adds replayability is the interaction you have  with noncombatants. There are civilians in this warscape, and most of  the ones you encounter are being taken hostage or threatened. Saving  them presents an intriguing tactical challenge. Do you blast away and  hope to kill the enemies before they kill the hostages? Or do you sneak  up and grab the officer, forcing his unit to surrender? (Army of Two  features a tactical GPS mode, which is a handy, if distracting, visual  overlay that displays relevant battlefield information and allows you to  spot ranking officers.) Some characters you encounter will trigger  marquee morality choices. Once you choose between the two options,  you&#8217;ll be treated to a cutscene that shows the impact of your decision  hours or even days later. The comic-book-style scenes are unpredictable  and often very strange. A choice that seems good (like trying to keep a  child alive), may end up with grim results. These choices are  essentially minigames: small, tangential encounters that offer a small  bonus but are otherwise frivolous. If you&#8217;re looking to derive some sort  of clear or consistent message, you&#8217;re out of luck. Army of Two: The  40th Day tries its hand at moralizing, but the results range from cliche  to overbearing to bizarre. Fortunately, these sections are quickly  drowned out by a cacophony of gunfire and explosions.</p>
<p><a href="http://www.chooj.com/wp-content/uploads/2010/02/Army-of-Two-The-40th-Day-Review-11.jpg"><img class="aligncenter size-full wp-image-904" title="Army of Two The 40th Day Review 1" src="http://www.chooj.com/wp-content/uploads/2010/02/Army-of-Two-The-40th-Day-Review-11.jpg" alt="" width="430" height="242" /></a></p>
<p>For further action free of any noncombatants, head online and do battle  against other armies of two. The Co-op Deathmatch mode is essentially  team deathmatch with teams of two, and it&#8217;s a neat twist on the  cooperative action from the campaign. There&#8217;s also Control, a  capture-and-hold mode, and Warzone, a mode that features a fun variety  of changing mission objectives. Online action is tuned to be more  fast-paced: you can revive your teammates more quickly, and everyone is  limited to choosing from the same gun loadouts. While it&#8217;s a bummer to  have the customization stripped out, you can still add your own flair by  designing a logo on the game&#8217;s official Web site, sending it to the  game, and putting it on your mask or shoulder armor (this also works in  campaign mode). There&#8217;s a fourth multiplayer mode that is set to be  unlocked after those who preordered the game enjoy a month of exclusive  play, but as it is, Army of Two&#8217;s online multiplayer is an engaging  complement to its campaign. Unfortunately, many matches are plagued by  lag, so unless you specifically select a match with a low ping, you may  end up suffering.</p>
<p>Army of Two: The 40th Day is a very appealing shooter, and it looks  great to boot. Diverse, ruined environments, cool enemy equipment  designs, and nice animation touches make the action that much more  lively. It has its fair share of issues,and you&#8217;ll spend most of the  game not knowing why buildings are falling and men are shooting at you.  But there&#8217;s a lot of fun to be had in both the campaign and the online  multiplayer. With entertaining action, great visuals, surprising replay  value, and the ability to play rock-paper-scissors while standing over  the corpses of your enemies, The 40th Day is a fun way for shooter fans  to start off 2010.</p>
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		<title>Aliens vs Predator Review</title>
		<link>http://www.chooj.com/aliens-vs-predator-review/</link>
		<comments>http://www.chooj.com/aliens-vs-predator-review/#comments</comments>
		<pubDate>Wed, 24 Feb 2010 05:22:50 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Xbox 360]]></category>
		<category><![CDATA[Aliens vs Predator Article]]></category>
		<category><![CDATA[Aliens vs Predator for Xbox 360]]></category>
		<category><![CDATA[Aliens vs Predator Hands On]]></category>
		<category><![CDATA[Aliens vs Predator Review]]></category>
		<category><![CDATA[Aliens vs Predator Review for Xbox 360]]></category>
		<category><![CDATA[Xbox 360 Aliens vs Predator]]></category>
		<category><![CDATA[Xbox 360 Aliens vs Predator Review]]></category>

		<guid isPermaLink="false">http://www.chooj.com/?p=891</guid>
		<description><![CDATA[
When three mediocre games are jammed into a single package, the result  is still mediocre. That&#8217;s unfortunate, because Aliens vs. Predator is a  game you want to love. It comes from the developer of the beloved first  game in the AVP series, and like that game, it features three distinct  campaigns [...]]]></description>
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<p>When three mediocre games are jammed into a single package, the result  is still mediocre. That&#8217;s unfortunate, because Aliens vs. Predator is a  game you want to love. It comes from the developer of the beloved first  game in the AVP series, and like that game, it features three distinct  campaigns with three somewhat differing styles of play. And of course  there is the undeniable fact that predators and aliens are awesome, and  the idea of controlling them in a game is just as awesome. But concept  and nostalgia aren&#8217;t enough to make Aliens vs. Predator worth playing,  though certain moments will make you squirm in delight in spite of the  game&#8217;s noteworthy flaws. Sadly, the sight of the predator as he rips the  spine out of his human victims is a short-lived joy because of the  general clumsiness that invades almost every aspect of developer  Rebellion&#8217;s newest addition to the franchise. The recycled levels are  poorly designed, control issues make playing as the alien a chore rather  than a pleasure, and numerous minor defects weigh the whole experience  down. Most importantly, Aliens vs. Predator&#8217;s campaigns just aren&#8217;t much  fun, and while the multiplayer is somewhat better, it&#8217;s unlikely to be  your go-to online shooter.</p>
<p>Aside from its storied history, Aliens vs. Predator&#8217;s main appeal is its  three disparate campaigns, in which you respectively take control of a  marine, an alien, and a predator. Each campaign has its strengths and  starts well enough. The first two levels of the marine story, which  plays as a fairly typical first-person shooter, are dark and creepy,  making good use of atmospheric lighting to enhance the tension. Your  first encounter with a creepy-crawly xenomorph is properly nerve-racking  and will have you searching about in the dark, using your handy motion  tracker to try to figure out exactly where it is (while trying to bear  with the tracker&#8217;s incessant beeping). Playing as the alien, your escape  from the confines of a laboratory features some good old-fashioned  bloody head-chomping, and there is some short-lived fun in crawling all  over the walls and ceilings. And the predator offers his own delights.  It can be fun to leap from surface to surface while you gaze down at  hapless marines as they stroll underneath and you prepare for a  gloriously disgusting kill.</p>
<p>But in each campaign, the thrill wears off quickly when you discover  that Aliens vs. Predator botches a lot of the basics, and what seems  thrilling at first becomes downright tedious as you struggle with poorly  designed levels and gawky gameplay. For example, the dark thrills of  the first marine levels give way to tedium once you leave the dark  behind and enter jungles and temples, which are far less interesting and  make shooting the grotesque xenomorphs no different from shooting up  raptors in Turok&#8211;except that the levels are much more confined and  straightforward. Eventually, you&#8217;ll learn that the same trick in combat  dispatches aliens almost every time: block their attack, smash them with  a melee attack, and shoot them when they&#8217;re down. This doesn&#8217;t work  when there are a lot of them, but it gets the job done more often than  not. That doesn&#8217;t mean the marine campaign is a cakewalk; some levels  feature annoying choke points or give you too little room to maneuver,  which makes certain sections feel more cheap than challenging.</p>
<p><a href="http://www.chooj.com/wp-content/uploads/2010/02/Aliens-vs-Predator-Review.jpg"><img class="aligncenter size-full wp-image-892" title="Aliens vs Predator Review" src="http://www.chooj.com/wp-content/uploads/2010/02/Aliens-vs-Predator-Review.jpg" alt="" width="476" height="242" /></a></p>
<p>The alien campaign is interesting at first, thanks to a number of cool  abilities that are initially fun but ultimately can&#8217;t compensate for  some major mechanical malfunctions. For instance, it seems fun at first  to crawl around on walls and ceilings, until the awkward controls suck  all the pleasure out of it. You are supposed to hold the right trigger  to scamper onto a wall, but in actuality, there&#8217;s no consistency to  wall- and ceiling-climbing. You&#8217;ll crawl onto some walls and  outcroppings willy-nilly whether or not it&#8217;s what you intended to do.  You&#8217;ll try to activate one of the game&#8217;s super-picky button prompts and  jump onto a wall instead, or wrestle with the controls and camera trying  to do something as simple as slither into a vent. You&#8217;ll eventually  learn to wield some control over the alien&#8217;s fickle movement, but even  then, moving around isn&#8217;t all that enjoyable. You never feel in control  of an actual creature; instead, it&#8217;s as if you are floating just above  the ground.</p>
<p>Sadly, the troublesome movement gets in the way of your sneaky attacks.  It can be mild fun to get in position above an unsuspecting marine and  pounce, but the unwieldy movement and haphazard level design make it  much more enjoyable just to stay on the ground. For example, you might  try to pounce from a wall onto a passing victim, only for a beam to get  in the way and cause you to drop right in front of your enemy without  doing a bit of damage. Yet as clunky as it gets, you&#8217;ll have fun when  everything comes together in just the right way. Playing as the alien is  all about hit-and-run tactics, speeding close to your prey or ambushing  him, and either taking him out with a swipe of your powerful tail or  speeding away if the action heats up. Executing a well-planned attack  can be fulfilling, though the game doesn&#8217;t create many such moments,  leaving you to make them of your own accord.</p>
<p>Like the alien, the predator relies on stealth to be most effective, and  to that end, you can go invisible-ish and lead enemies to a designated  spot by distracting them. You need to suspend your disbelief when  distracting marines; they respond to your vile grunts with a cheerful  quip like &#8220;I&#8217;m on my way,&#8221; as if they heard a friendly call for help  rather than the disgusting growls of a stalking menace. But the  distractions are helpful, letting you position yourself just right to  pull off one of Aliens vs. Predator&#8217;s beautifully brutal trophy kills.  You yank your foe&#8217;s head and spine right out of his body, stare into his  terrified eyes, and stroke the dangling bit of anatomy. It&#8217;s gross in  all the right ways and is the most satisfying aspect of the game&#8217;s  single-player experience. You commit similar atrocities as the alien,  the best of which provide a terrific view of your victim&#8217;s horrific  end&#8211;from inside your own mouth.</p>
<p><a href="http://www.chooj.com/wp-content/uploads/2010/02/Aliens-vs-Predator-Review-1.jpg"><img class="aligncenter size-full wp-image-893" title="Aliens vs Predator Review 1" src="http://www.chooj.com/wp-content/uploads/2010/02/Aliens-vs-Predator-Review-1.jpg" alt="" width="458" height="242" /></a></p>
<p>Unfortunately, irritating mechanical and level design limits yank all  the fun out of scurrying around (in the case of the alien) and leaping  from one destination to the next (in the case of the predator). Some  levels require you to move about only in ways the developer intended.  You might want to scamper up and over an obstacle, only to run into an  invisible wall or ceiling; and as the predator, you can leap to certain  surfaces but not to others for reasons that don&#8217;t always make sense. Why  can you leap 20 feet to one spot, while you can&#8217;t hop over a six-inch  barbed-wire fence? There just don&#8217;t seem to be any consistent rules in  place, which makes the act of simply moving from place to place feel  sloppy and unsatisfying. The inconsistencies apply to the AI as well.  Enemy humanoids will do incredibly stupid things like take cover on the  wrong side of a wall, exposing their backs to you. Sometimes, their  ability to notice you even when you&#8217;re camouflaged borders on the  magical; other times, they&#8217;re all but oblivious to your presence from  two inches away. Civilians even run into the corner and cower with their  backs to you in the alien campaign, clearly waiting to be harvested  rather than making an authentic attempt to escape. Intelligence just  isn&#8217;t Aliens vs. Predator&#8217;s strong suit.</p>
<p>The marine campaign avoids some of these pratfalls, instead falling  victim only to its own lack of ambition. After the first excellent  levels, the lights get turned on and rarely go off, and everything  becomes tepid and ordinary. It turns out to be just another everyday  shooter checking off the old cliches; like in so many other shooters,  you&#8217;re a rookie learning the ropes, guided by the voice of an unseen  comrade, a device the game loves so much, it uses it twice. You would  think that boss fights would increase the energy levels, and a battle  that ends in a boss engulfed in flames hits exactly the right notes.  Unfortunately, none of the other boss battles, from the easily exploited  final boss of the marine campaign to the final battle of the predator  portion, feel fierce or intense. That&#8217;s too bad, because the story,  while not exactly groundbreaking, does its best to establish some  tension, and much of the voice acting is grand and dramatic. The alien  and predator campaigns are less interested in narrative, but the  viciousness of your actions and a few delicious cutscenes tell a tale  nonetheless.</p>
<p><a href="http://www.chooj.com/wp-content/uploads/2010/02/Aliens-vs-Predator-Review-2.jpg"><img class="aligncenter size-full wp-image-894" title="Aliens vs Predator Review 2" src="http://www.chooj.com/wp-content/uploads/2010/02/Aliens-vs-Predator-Review-2.jpg" alt="" width="461" height="242" /></a></p>
<p>The game&#8217;s online features are much more promising, for while they still  suffer from some of the campaign&#8217;s mechanical weaknesses, there&#8217;s some  pure fun to be had when you mix marines, predators, and aliens together.  Deathmatch and Team Deathmatch give you a chance to mess with each  species&#8217; strengths and weaknesses, and they successfully incorporate  aspects of the single-player game, such as the energy nodes that  predators use to keep their plasma casters charged. The game&#8217;s sense of  clumsiness hovers over matches, but it&#8217;s still satisfying to play as a  marine and successfully fend off a scurrying xenomorph as he moves in  for the kill, even when the super-sticky targeting removes some of the  edge from your victory. In Infestation, one player starts as the alien  and converts his marine foes into fellow xenomorphs, while Predator Hunt  is an advanced version of tag in which one player begins as the  predator and seeks to make another player &#8220;it.&#8221; These modes are the most  fun, partially because they embrace the differences between species,  rather than trying to incorporate them into something more traditional.  The game even includes its own take on the ever-popular &#8220;kill off waves  of enemies&#8221; co-op mode, here called Survivor. Survivor is not as  exciting as what you&#8217;d find in similar modes in Gears of War 2 and Halo  3: ODST, but the two maps you play on capture some of the creepiness  that characterizes the first two chapters of the marine campaign.</p>
<p>It&#8217;s the little things that really drag the game down. Aliens vs.  Predator seems to be a well-meaning attempt at reinvigorating a  languishing series, but grotesque kills and some entertaining  multiplayer moments don&#8217;t cut it&#8211;not when so many slick and exciting  shooters are on store shelves, vying for your time. The attention to  detail, the well-considered level design, and the sense of momentum that  characterize the finest shooters are missing here. Aliens vs. Predator  is sometimes enjoyable but never escapes an overwhelming sense of  carelessness, so while it may remind you of the good old days, it fails  to recapture them.</p>
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		<title>BioShock 2 Review</title>
		<link>http://www.chooj.com/bioshock-2-review/</link>
		<comments>http://www.chooj.com/bioshock-2-review/#comments</comments>
		<pubDate>Tue, 23 Feb 2010 08:01:39 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Xbox 360]]></category>
		<category><![CDATA[BioShock 2 Article]]></category>
		<category><![CDATA[BioShock 2 for Xbox 360]]></category>
		<category><![CDATA[BioShock 2 Hands On]]></category>
		<category><![CDATA[BioShock 2 Review]]></category>
		<category><![CDATA[BioShock 2 Review for Xbox 360]]></category>
		<category><![CDATA[Xbox 360 BioShock 2]]></category>
		<category><![CDATA[Xbox 360 BioShock 2 Review]]></category>

		<guid isPermaLink="false">http://www.chooj.com/?p=872</guid>
		<description><![CDATA[
When the city of Rapture was first unveiled, it was an underwater  dystopia ravaged by civil war and self-destructive genetic manipulation.  This strange and unforgettable world was also one of awe and wonder.  Set nearly a decade after the events of its precursor, BioShock 2&#8217;s  Rapture is just as haunting and [...]]]></description>
			<content:encoded><![CDATA[
<p>When the city of Rapture was first unveiled, it was an underwater  dystopia ravaged by civil war and self-destructive genetic manipulation.  This strange and unforgettable world was also one of awe and wonder.  Set nearly a decade after the events of its precursor, BioShock 2&#8217;s  Rapture is just as haunting and atmospheric the second time around (and  perhaps even more so), but the sunken tomb of Rapture has lost much of  the mystery that made it so memorable. Everything seems a bit too  familiar, and the story that accompanies your journey is not as  impressive or shocking as the original. Despite this, BioShock 2 plays  host to several enhancements over the first, including an expanded set  of moral dilemmas, improved shooter mechanics, and a surprisingly fun  and engaging multiplayer mode. Whether or not you&#8217;ve experienced Rapture  before, BioShock 2 is an all at once beautiful, disturbing, and  thought-provoking experience that stays with you after you&#8217;ve shut it  off.</p>
<p>&#8220;Fallen, fallen is Babylon.&#8221; Scrawled across the wall above a board  covered with photographs, these words greet you in the waterlogged,  decaying opulence of Adonis Spa after you awaken. Ten years have passed  since the surprising events of BioShock 2&#8217;s opening cinematic, and  you&#8217;re a man with a mission: to find your Little Sister. As Subject  Delta, one of the original Big Daddy protectors first introduced in  BioShock, you were pair-bonded with a Little Sister named Eleanor Lamb  through a love that could literally kill you. Your mutual desire is to  be reunited, but Eleanor is now being held captive by her mother, Sofia  Lamb, the new master of Rapture. As an altruist and collectivist, Lamb  is the diametric opposite of Andrew Ryan, the wealthy industrialist who  founded Rapture as a place where mankind could be unfettered by petty  morals, the hand of government, or the word of God. As an antagonist,  she lacks Ryan&#8217;s charisma and larger-than-life presence, but her  personal philosophy and particular brand of madness nonetheless provides  an interesting, if heavy-handed, alternative to his.</p>
<p>Though it is essentially a first-person shooter, the key component of  BioShock 2 is its story, and while it features a powerful and compelling  narrative with a satisfying conclusion, it is not without its issues.  Whereas much of the first game focused on the city of Rapture and the  mystery of how it fell from grace, BioShock 2 barely touches on these  aspects, and as a result, prior knowledge is required to fully  understand what is happening. There is supplemental reading on the big  details buried within the menus for those who need it, but  unfortunately, this isn&#8217;t effectively brought to your attention.  Furthermore, there are a number of inconsistencies present that are  never satisfactorily explained. These range from small, nagging issues  with the way certain story-based gameplay elements or characters from  BioShock were grandfathered in, to larger problems with your very  existence as a Big Daddy. It never becomes clear why you alone among the  Big Daddies can use plasmids, for example. And while your pair-bond  with Eleanor lightly manifests throughout the game, there is never any  emotional connection there to latch hold of&#8211;the only reason you have to  pursue her is that you&#8217;re explicitly told you need to find her.</p>
<p>Standing between you and your Little Sister is The Family, Lamb&#8217;s  semireligious cult of splicers, or former citizens of Rapture whose  years of abusing a genetically enhancing drug called ADAM has granted  them superhuman powers at the cost of their sanity. The years have not  been kind to the splicers, who are far more warped and disfigured than  ever before. They&#8217;re also more dangerous now, having spent the last ten  years honing and refining their predatory skills and abilities. Most of  the splicers you encounter, such as creepy wall-climbing spiders and  teleporting houdinis, are recognizable from the first game, but they’re  now joined by brutes, who can ruin your day with a charging tackle or a  thrown piece of concrete. To keep up with these dangerous freaks, you  have no choice but to splice up yourself to increase your potential and  unlock new abilities. This means you need ADAM of your own, which is  where things get interesting.</p>
<p><a href="http://www.chooj.com/wp-content/uploads/2010/02/BioShock-2-Review.jpg"><img class="aligncenter size-full wp-image-873" title="BioShock 2 Review" src="http://www.chooj.com/wp-content/uploads/2010/02/BioShock-2-Review.jpg" alt="" width="430" height="242" /></a>As a Big Daddy, you&#8217;re only too familiar with the way that ADAM is  obtained: the Little Sisters. Making regular rounds in Rapture, the  adorable but intensely creepy Little Sisters seek out ADAM-rich corpses  (which they lovingly refer to as &#8220;angels&#8221;) to drain with their  wicked-looking needles. Each Little Sister is guarded by a Big Daddy,  and unfortunately, there&#8217;s no secret handshake that will get a Big Daddy  to part willingly with his tiny charge&#8211;you&#8217;ve got to put him down.  Once the two have been separated, it&#8217;s up to you to decide what to do  with the little girl, who cries in mourning of her surrogate father. As a  Big Daddy yourself, you can lift her lovingly onto one shoulder and  become her new guardian, or you can ruthlessly slaughter her for ADAM on  the spot&#8211;an act made all the more cruel and unforgivable by your  circumstances. By choosing the former, you can help your adopted Little  Sister continue her rounds, earning a nice ADAM bonus in the process,  but you&#8217;re really only delaying the big decision. Do you choose to be  selfish and harvest her? Or will you choose to be selfless and rescue  her from her ghoulish condition? Each choice offers a different degree  of ADAM as reward, but no matter what you decide, sooner or later Big  Sister is going to catch up with you. These grown-up Little Sisters have  been retrofitted with armor inspired by their guardians, and they are  fast, powerful, and angry at you for messing with their pseudo siblings.</p>
<p>With enough ADAM at your disposal, you can spend it splicing up your DNA  with plasmids to gain access to psychokinetic powers, such as the  ability to throw fireballs, generate decoys that draw enemy fire, or  shoot bees from your hands. You can also purchase gene tonics to enhance  yourself with a wide variety of passive traits like faster movement  speed, immunity to electrical damage, or quieter footsteps. Your combat  options aren&#8217;t strictly limited to genetic mutations, however, because  there is an extensive arsenal of more traditional projectile weaponry  for you to find as well. Each gun you find can dish out some serious  damage to marauding splicers, from the bolt-launching rivet gun and the  shoulder-mounted launcher to the .50 caliber machine gun and the deadly  spear gun. Each gun also has multiple types of ammunition that you can  switch between depending on the situation. As you journey deeper into  Rapture, you&#8217;ll have opportunities to upgrade both your guns and your  plasmids, and there&#8217;s a much greater sense of improvement this time  around. Plasmids gain secondary and tertiary abilities, and weapons  receive bonuses, such as the power to zap and stun foes with  electricity.</p>
<p>Much like its predecessor, BioShock 2 is slower and more methodical than  your average shooter, but combat feels much more natural and effective  than it ever did before. Most noticeably, you now duel-wield plasmids  and guns, which allows you to dish out damage using both simultaneously  or keep up an active defense with one hand and an offense with the  other. Though setting traps was a useful tactic in BioShock, there are  more compelling reasons to do so now because many more high-profile  encounters are player initiated. Setting down an adopted Little Sister  to guzzle ADAM, for example, summons a horde of splicers looking for a  fix, and fortifying your position with proximity mines or trap rivets  can take you a long way toward weathering the storm. When dealing with  roving packs of splicers, there are often a number of ways to approach  each battle. If you&#8217;re short of patience and have plenty of health, you  can rush in guns blazing and hope for the best. If you&#8217;re a bit  stealthier, you can catch your foes unawares and take them out before  they even realize it. You can also promote infighting with the security  command and hypnotize plasmids or even hack security cameras or sentry  turrets for extra help (the Pipe Dream hacking minigame is gone and  replaced by a much more streamlined version). Finally, the research  camera returns in video recorder format&#8211;simply set the camera rolling  and eliminate your enemies on tape to learn new abilities over time all  while experimenting with different attack combinations to keep things  fresh. This new setup is easier to use than the previous method, but  you&#8217;ve got to juggle your weapons around because the camera must be  temporarily equipped in place of a gun to activate it, which can be  distracting during a firefight.</p>
<p>Rapture is an underwater city full of wonder and amazement that is  steeped heavily in the architectural styling of the art deco movement.  The entire city is a monument to the ego&#8211;specifically Andrew Ryan&#8217;s  ego&#8211;which is a notion so contradictory to the guiding principles of  Lamb and her Family that they find it necessary to desecrate it at every  turn. The cryptic messages about rebirth and their accompanying  butterfly motifs that are found everywhere greatly add to the haunting  atmosphere of Rapture. At the other end of the spectrum are the bright  and cheery crayon-drawn messages that Eleanor leaves you like a trail of  breadcrumbs, each of which warms the heart. But when you see them in  the context of their surroundings, they are creepy and disturbing.  Rapture is a dark, dismal world that envelopes you with a blanket of  isolation&#8211;excellent art direction, a great soundtrack, and a fantastic  voice cast all team up with a powerful story to create an atmosphere so  thick and intense that it is at times downright chilling.</p>
<p>Besides its 10-to-12 hour-long single-player campaign, BioShock 2 also  features a fun and entertaining story-based multiplayer mode set during  the fall of Rapture. As one of a handful of pre-insanity splicers,  you&#8217;ve joined the Sinclair Solutions Consumer Rewards Program for  self-defense to test experimental weapons and plasmids in the war  between Andrew Ryan and his archenemy Atlus. Most multiplayer matches  support up to 10 players, and they&#8217;re much faster paced than the  single-player game&#8211;so much so that it&#8217;ll likely take you a while to get  accustomed to it. With maps set in familiar, albeit less ruined,  locales from the first BioShock, multiplayer features seven game modes  that are takes on standard shooter multiplayer types. Capture the  Sister, for example, involves carrying around a crying, screaming, and  angry Little Sister for as long as possible before you&#8217;re killed and  she&#8217;s kidnapped by another player. In other modes, you can become a  lumbering Big Daddy if you happen to find a suit lying around or are  picked at random. Multiplayer matches are fun and challenging, and this  unorthodox addition to BioShock 2 can breathe additional longevity into  the game.</p>
<p><a href="http://www.chooj.com/wp-content/uploads/2010/02/BioShock-2-Review-11.jpg"><img class="aligncenter size-full wp-image-875" title="BioShock 2 Review 1" src="http://www.chooj.com/wp-content/uploads/2010/02/BioShock-2-Review-11.jpg" alt="" width="430" height="242" /></a></p>
<p>All players have a persistent rank based on the amount of ADAM they&#8217;ve  earned by winning matches and completing secondary objectives like  hacking turrets, booby-trapping vending machines, or taking creeper  photos of the bodies of their fallen enemies (which has the side effect  of granting you a damage bonus against that player). Your rank  determines which weapons, plasmids, and gene tonics are accessible, and  you organize these into one of three loadouts you can select before a  match begins or between respawns. Loadouts can and should be customized  for different situations, and while you&#8217;re dead, it&#8217;s possible to check  out what combinations the other players are using. Reaching certain  ranks also earns you new voice recordings left by the multiplayer  characters themselves, which provide their intriguing insights into the  civil war and their downfall into madness.</p>
<p>Andrew Ryan dreamt of a world where his fellow man could endlessly  pursue self-happiness and self-fulfillment, so he chose the  impossible&#8211;a city beneath the oceans. When given the opportunity, the  citizens of Rapture chose self-destruction in their selfish and twisted  pursuits of his ideals. Precisely what you choose to do when you are  beholden only to yourself and your own moral constraints is the backbone  of BioShock 2. Rapture may not be as mysterious and intriguing this  second time around, but it is nonetheless host to a powerful and moving  tale that allows you to better realize&#8211;or pervert&#8211;Ryan&#8217;s principles at  your own discretion. Regardless of whether or not this is a return  visit to paradise lost, there is plenty to be found here to make it a  worthwhile, meaningful, and compelling one.</p>
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		<title>Mass Effect 2 Review</title>
		<link>http://www.chooj.com/mass-effect-2-review/</link>
		<comments>http://www.chooj.com/mass-effect-2-review/#comments</comments>
		<pubDate>Tue, 23 Feb 2010 07:17:29 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Xbox 360]]></category>
		<category><![CDATA[Mass Effect 2 Article]]></category>
		<category><![CDATA[Mass Effect 2 for Xbox 360]]></category>
		<category><![CDATA[Mass Effect 2 Hands On]]></category>
		<category><![CDATA[Mass Effect 2 Review]]></category>
		<category><![CDATA[Xbox 360 Mass Effect 2]]></category>
		<category><![CDATA[Xbox 360 Mass Effect 2 Review]]></category>

		<guid isPermaLink="false">http://www.chooj.com/?p=859</guid>
		<description><![CDATA[
Mass Effect 2 takes the bleak vacuum of space and flushes it with  color&#8211;the light of stars and galaxies, the red and violet swirls of  far-off nebulas, and the glimpses of comets as they burn through the  void. You’ll catch your first glimpse of this in the game’s intense and  much-improved [...]]]></description>
			<content:encoded><![CDATA[
<p>Mass Effect 2 takes the bleak vacuum of space and flushes it with  color&#8211;the light of stars and galaxies, the red and violet swirls of  far-off nebulas, and the glimpses of comets as they burn through the  void. You’ll catch your first glimpse of this in the game’s intense and  much-improved art design, but that dance of light and shadows is also an  apt metaphor for bleak undercurrents in the story, as well as the moral  quandaries and past indiscretions that haunt the main characters. More  so than its predecessor, Mass Effect 2 possesses an <em>identity</em>, and  most of the obvious changes and improvements over the original are  beholden to the shift in tone. The shooting is more immediate and  satisfying, which keeps the pace moving and intensifies the violence of  each encounter. Rich characterizations invite you to look more closely  at each crew member&#8217;s personal stake in the sprawling galactic backdrop.  Even the relatively predictable space opera that is the main plot has  sinister moments, and you sense the characters struggling with that  heavy burden. Mass Effect 2 is incredibly enjoyable, but it&#8217;s more than  just fun: It&#8217;s a stellar package with a fierce spirit that makes it  engrossing and unforgettable.</p>
<p>Mass Effect 2 begins with dire events that foreshadow the game&#8217;s darker  tone&#8211;an attack that leaves the SSV <em>Normandy</em> in pieces and the  fate of series protagonist Shepard temporarily unclear. Never fear:  Shepard returns thanks to the efforts of the controversial pro-human  organization called Cerberus and under the watchful eye of its  chain-smoking overseer, The Illusive Man. Entire human colonies are  disappearing without a trace, and Cerberus needs you&#8211;as Shepard&#8211;to  investigate and confront the vicious forces behind the mystery. Whether  you make your contempt for Cerberus&#8217; questionable methods clear or  espouse the organization&#8217;s manipulations, you owe The Illusive Man your  life. Like it or loathe it, he casts his shadow on every action you  take.</p>
<p>A race of locustlike beings known as the Collectors cast an even larger  shadow, and the threat they pose is greater than may first appear.  Cerberus wants you to assemble a formidable team to assist and provides  you with two human officers of its own. First, there is the sexy  Miranda. Then, there is Jacob, who seems initially reticent but allows  his emotional fire to burn more brightly as the journey progresses. One  by one, you build up your crew of specialists to complement them. Among  them are a stoic but powerful Asari named Samara, whose ethical code is  as unforgiving as it is inflexible, and Thane, a brooding assassin that  belongs to the reptilian Drell race. These are great characters, as are  other members of your team, though the Salarian scientist Mordin Solus  is possibly the finest character in Mass Effect 2 and arguably the most  interesting one seen in an RPG in some time. His ultracaffeinated,  ultralogical delivery is often hysterical and always entertaining (his  romantic advice will have you in stitches), but his moral misgivings and  humaneness make him more than just comic relief. This diverse team  joins you aboard a newly built vessel named, appropriately enough, The <em>Normandy  SR-2</em>, with the ever-reliable and ever-feisty Joker at the helm.  He&#8217;s not the only blast from the past to cross your path in Mass Effect  2, but it&#8217;s best to discover for yourself which characters from its  predecessor (and what role they play in this trek across the Milky Way)  you&#8217;ll meet again.</p>
<p><a href="http://www.chooj.com/wp-content/uploads/2010/02/Mass-Effect-2-Review.jpg"><img class="aligncenter size-full wp-image-860" title="Mass Effect 2 Review" src="http://www.chooj.com/wp-content/uploads/2010/02/Mass-Effect-2-Review.jpg" alt="" width="430" height="242" /></a></p>
<p>The main plot is conventional science fiction that draws to a  predictable close, so the narrative wonders don&#8217;t exist within the  sturdy-but-safe central story; rather, they gild its periphery. Each  recruit offers a quest of his or her own to undertake, and these  missions give you a lot of insight into your crew members&#8211;even those,  like Jacob, that seem rather boring initially. Not all of these missions  involve combat, which doesn&#8217;t always work in the game&#8217;s favor; one in  which you follow your target from a walkway overhead is one of Mass  Effect 2&#8217;s weaker moments. But even the rare missions that are light on  thrills are still heavy on character development. Writing and dialogue  are top notch, keeping each teammate from being a simple sci-fi cliche.  The game may come with an M rating, but it doesn&#8217;t flaunt its adult  motifs. Profanity and sexual themes are handled maturely, and their use  has purpose and poignancy. There&#8217;s nary a weak link in the tremendous  voice cast, so each line sounds heartfelt, and great facial animations  (especially among the nonhuman members of your crew) and physical  gestures make it easy to connect with your cohorts.</p>
<p>Conversations commonly present you with a number of responses that  affect the meters representing two sides of the ethical spectrum:  paragon and renegade. These meters are handled separately rather than  represent sides of a single gauge. This structure makes a simple but  important point: Morality isn&#8217;t an either/or, good/bad attribute, but it  allows for shades of gray in which to maneuver. As these meters fill,  new conversation options open, giving you additional ways to solve  dilemmas. These choices don&#8217;t lead to the complexity and flexibility you  see in RPGs like Fallout 3 or Dragon Age, but they result in some  electric moments, particularly during the final hours. If you import  your character from the original Mass Effect, the decisions you made in  that game will be manifested here in extraordinary ways&#8211;though it might  take a second play-through for you to really understand exactly <em>how</em> extraordinary. A more immediately noticeable adjustment to the  conversations is the addition of interrupt triggers. In certain cases,  you may get a prompt allowing you to interrupt the scene. This may  involve pulling a gun on an unsavory mercenary (a renegade action) or  snatching an impressionable youngster from the clutches of a gang when  he tries to enroll (a paragon action). These instances have a nice  feeling of immediacy and prove that actions really are louder than  words.</p>
<p><a href="http://www.chooj.com/wp-content/uploads/2010/02/Mass-Effect-2-Review-1.jpg"><img class="aligncenter size-full wp-image-861" title="Mass Effect 2 Review 1" src="http://www.chooj.com/wp-content/uploads/2010/02/Mass-Effect-2-Review-1.jpg" alt="" width="430" height="242" /></a>Mass Effect 2&#8217;s third-person shooting action is greatly enhanced over  the original, making battles exciting and violent, which befits the  overall shift in tone. Battles play out as they do in a typical  cover-based shooter like Gears of War, with a few caveats (you can&#8217;t  tumble, for example). Sliding into cover is slick and easy, as is  popping in and out to take potshots at the wide variety of foes that  assault you. Action sequences still present a few rare hangups; you may  suddenly rise a few feet into the air for no reason and be unable to  move. Or you may get stuck on an invisible obstacle and jitter back and  forth. Uncommon bugs aside, Mass Effect 2 works well as a shooter, and  other changes to the combat reinforce the improvements. For example,  your shields and health automatically regenerate as they commonly do in  straightforward shooters, and you now pick up ammo from the battlefield.  You can still pause the action to let loose biotic-powered fury, but  combat remains fluid and stimulating. It helps that the two teammates  accompanying you on your missions are much less of a burden than  before&#8211;not quite brilliant, but certainly smart enough to stay out of  your way and stay alive.</p>
<p>The repetitive nature of Mass Effect&#8217;s cookie-cutter levels is gone, as  are the vehicle sequences featuring the oft-maligned rover called the  Mako. Mass Effect 2&#8217;s missions take place across a wonderful variety of  locales, from the creepy interior of a derelict vessel to a deep-space  prison. Some of them trip up the pace by throwing in additional  challenges, such as one in which you must avoid direct sunlight lest it  burn you to a crisp. Most levels are thoughtfully constructed, letting  you charge from one cover spot to the next in order to unleash  destruction. You certainly get an impressive array of devastating tools  to that end, including a blinding nuclear weapon that&#8217;s always a delight  to fire. Standard weapons (as opposed to heavy weapons) also support  additional ammo types&#8211;such as cryo ammo&#8211;which provide additional  benefits. Besides, it&#8217;s always fun to watch a Krogan merc&#8217;s final sliver  of health burn away when you equip incendiary rounds. And if that  doesn&#8217;t bring a wicked smile to your face, throwing a horde of advancing  security bots into the air with the shockwave skill certainly will.</p>
<p>It&#8217;s hard to miss Mass Effect 2&#8217;s focus on action, not just because you  can reasonably play it as a third-person shooter, but also because  certain features associated with RPGs have been restructured and  streamlined. At first, you might see Mass Effect 2 as somewhat stripped;  you don&#8217;t have a traditional inventory management screen, for example,  where you would choose a weapon to equip or convert an item into  omni-gel. Instead, you select the weapons you want when you embark on a  mission or from a weapons locker. You purchase or find universal weapon  and armor upgrades, which are then transferred to the Normandy&#8217;s science  station, where you can apply them, provided you have enough mineral  resources. If you want to change armor, you go to your personal  quarters, where you can don the armor items you&#8217;ve obtained and  personalize them with different colors and textures. Even character  development feels lighter. You have fewer skills to develop for each  team member (though you have a much larger team to choose from), and you  could complete a thorough, 40-hour play-through without reaching level  30.</p>
<p>Yet in most cases, the role-playing elements haven&#8217;t been pared down as  much as they&#8217;ve been cleaned up, forcing you to spend less time staring  at menus and more time gunning down Geth and earning the loyalty of your  comrades. After all, when you can equip alternate ammo without opening  up a cluttered inventory screen, you stay connected to the moment,  whether that consists of a heartfelt one-on-one encounter with a  tormented Thane or an electrifying encounter with a thresher maw.  However, don&#8217;t assume that you won&#8217;t get time to shop for goodies or  check out the sights and sounds at important space stations. You can  still load up on upgrades and weapons on hub worlds or even grab  souvenirs like model ships to show off in your quarters. (And be sure to  pick up a space hamster, which is exactly what it sounds like.)  Nevertheless, the balance between shooting and role playing is different  in Mass Effect 2 than in the first game&#8211;but the focus on action works  to the game&#8217;s benefit, given the intensity of the characters and  visuals.</p>
<p><a href="http://www.chooj.com/wp-content/uploads/2010/02/Mass-Effect-2-Review-2.jpg"><img class="aligncenter size-full wp-image-862" title="Mass Effect 2 Review 2" src="http://www.chooj.com/wp-content/uploads/2010/02/Mass-Effect-2-Review-2.jpg" alt="" width="430" height="242" /></a></p>
<p>When you aren&#8217;t shooting the heads off of clamoring husks or  eavesdropping on a bizarre bachelor party, you&#8217;ll be flying the Normandy  about the galaxy from a top-down view, scanning planets for side  missions and for the resources used to purchase upgrades. To do so, you  move a scanning reticle about the planet and drop a probe when your  scanner indicates the presence of a resource. At first, this is a  comfortable change of tempo, but eventually, scanning wears a bit  thin&#8211;though it is a necessary task if you want to get the most out of  your weapons and armor. You can purchase an upgrade to speed up spanning  speeds, but the reticle moves slowly regardless (albeit faster on the  PC than on the Xbox 360), which makes the entire process feel sluggish  if you spend too much time exploring each system at once. Luckily, other  noncombat activities make a better impression. Hacking computers and  wall safes initiates one of two minigames&#8211;one in which you match blocks  of code to a scrolling sequence underneath and another in which you  must match like symbols as you would in the card game concentration.  These little hacking games are brief and last just long enough to  provide a pleasant distraction.</p>
<p>If you played the original Mass Effect, you may remember the jarring  texture pop-in and frequent frame rate stutters as much as you remember  the excellent character design and atmospheric planetside vistas. You&#8217;ll  notice few if any instances of those drawbacks in this installment,  which means there&#8217;s less to distract you from the impressive visuals.  Just as an interior designer works from a collection of complementary  and contrasting colors and textures, so too does Mass Effect 2 draw from  a consistent set of hues and architectural touches. Deep reds and  glowing indigos saturate certain scenes, making them richer and more  sinister; eerie fog limits your vision in one side mission, while rain  pours down upon you in another. Subtle, moody lighting gives certain  interactions great impact, such as one scene in which your troubled,  tattooed teammate appears as a black silhouette. The visuals are a  superb melding of art and technology, with only a few animation hitches  that stand out because most aspects are consistently excellent. The  fantastic musical score and sound effects do more than their share to  enhance the production, working the deeper end of the sonic spectrum and  communicating tension and weight without getting heavy handed or  manipulative.</p>
<p><a href="http://www.chooj.com/wp-content/uploads/2010/02/Mass-Effect-2-Review-3.jpg"><img class="aligncenter size-full wp-image-863" title="Mass Effect 2 Review 3" src="http://www.chooj.com/wp-content/uploads/2010/02/Mass-Effect-2-Review-3.jpg" alt="" width="430" height="242" /></a>Mass Effect 2&#8217;s improved shooting mechanics are no-brainers; they&#8217;re the  expected advancements that clean up the flaws of its predecessor. But  what makes this sequel so rich isn&#8217;t mechanics, but vision. A nightclub  lit with flames, deadly family reunions, a friend accused of the  inconceivable&#8211;these are the sights and events that cast shadows in your  mind and heart. A few blemishes prove that this planned trilogy still  has potential for growth, but they barely diminish the game&#8217;s overall  impact. This is a galaxy you want to explore that is populated with  characters you are glad to know. Mass Effect 2 is the kind of game that  you return to, not just because it&#8217;s fun to play multiple times, but  also because its universe is a place you wish you could call home.</p>
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		<title>Legends of Wrestlemania Review</title>
		<link>http://www.chooj.com/legends-of-wrestlemania-review/</link>
		<comments>http://www.chooj.com/legends-of-wrestlemania-review/#comments</comments>
		<pubDate>Mon, 20 Apr 2009 04:35:39 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Xbox 360]]></category>
		<category><![CDATA[Legends of Wrestlemania Article]]></category>
		<category><![CDATA[Legends of Wrestlemania for Xbox 360]]></category>
		<category><![CDATA[Legends of Wrestlemania Hands On]]></category>
		<category><![CDATA[Legends of Wrestlemania Review]]></category>
		<category><![CDATA[Legends of Wrestlemania Review for Xbox 360]]></category>
		<category><![CDATA[Xbox 360 Legends of Wrestlemania]]></category>
		<category><![CDATA[Xbox 360 Legends of Wrestlemania Review]]></category>

		<guid isPermaLink="false">http://www.chooj.com/?p=716</guid>
		<description><![CDATA[Although many wrestling games pride themselves on featuring up-to-date rosters and letting you do any move you want during a match, Legends of Wrestlemania takes a different approach. It appeals to nostalgic wrestling fans, giving them the chance to play as classic wrestlers in historic Wrestlemania matches from the &#8217;80s and &#8217;90s. It also favors [...]]]></description>
			<content:encoded><![CDATA[Although many wrestling games pride themselves on featuring up-to-date rosters and letting you do any move you want during a match, Legends of Wrestlemania takes a different approach. It appeals to nostalgic wrestling fans, giving them the chance to play as classic wrestlers in historic Wrestlemania matches from the &#8217;80s and &#8217;90s. It also favors accessibility rather than complexity, and its simplified controls and limited moveset make it easy for anyone to pick up and play. However, this simplicity comes at a price, and the action quickly becomes repetitive. Matches feel the same no matter how many shiny, overmuscled legends you bring into the ring. It&#8217;s good for a quick nostalgia fix, but Legends of Wrestlemania runs out of thrills faster than a Pay-Per-View event.

At the heart of Legends of Wrestlemania&#8217;s appeal is its robust roster of wrestlers that stretches back a few decades to conjure such legends as Sgt. Slaughter, Ultimate Warrior, and Jake &#8220;The Snake&#8221; Roberts. It features main events ranging from the first Wrestlemania (Junkyard Dog vs. Greg Valentine) up through Wrestlemania XV (The Rock vs. Stone Cold Steve Austin). There are more than 40 superstars and managers, and even if you&#8217;ve never heard of such wrestlers as King Kong Bundy, you can still get psyched to relive his match against Hulk Hogan in Wrestlemania 2 thanks to the excellent video montages that play before each main event. These videos show clips from the encounters before the event as well as highlights of the matches themselves. They capture the all-important drama of professional wrestling and provide an exciting introduction to the action.

Once the actual match begins, you are introduced to the glistening character models, which appear to be smuggling large cuts of meat under their skin. The Hulkster was always a muscular guy, but in Legends of Wrestlemania he looks like ballooned-up action figure. These overdone characters are particularly jarring when you&#8217;ve just watched a video of the real wrestlers and have seen how they actually looked. This dims the nostalgic glow, but it becomes less pronounced with wrestlers in the mid-to-late &#8217;90s, who tended to be much more physically sculpted. Underneath their armored carapaces, the character models are pretty well animated and convincingly capture individual mannerisms such as Stone Cold&#8217;s swagger and Undertaker&#8217;s lanky rigidity.

<a href="http://www.chooj.com/wp-content/uploads/2009/04/legends-of-wrestlemania-review.jpg"><img class="alignright size-full wp-image-717" title="legends-of-wrestlemania-review" src="http://www.chooj.com/wp-content/uploads/2009/04/legends-of-wrestlemania-review.jpg" alt="legends-of-wrestlemania-review" width="430" height="242" /></a>

The gameplay itself is quite simple. Most of the time you&#8217;ll be using the buttons for strike, grapple, and block to damage your opponent and counter his blows. You can also climb on the turnbuckle, perform an Irish whip, take the action outside of the ring, and, of course, pin your opponent. It&#8217;s easy to master the basics that you&#8217;ll need to win matches, and there&#8217;s not much beyond the basics. Scripted intros, finishers, and certain grapples will trigger quick-time events that challenge you to press the prompted button before your opponent does. These allow Legends of Wrestlemania to show your wrestler doing more-advanced moves, but you won&#8217;t really get to watch him because you&#8217;ll be so focused on the button prompt. There are some painful rapid-tapping sequences and a momentum meter that lets you do more powerful grapples, but these don&#8217;t add much complexity to the gameplay. The action is ultimately shallow, and it&#8217;s not long before all of your matches start to follow the same repetitive pattern.

One interesting attempt to spice things up can be found in the Wrestlemania Tour mode. Whether you are reliving a past event, rewriting history by competing as the loser, or redefining the event by changing the match conditions, each event has a number of objectives that you can complete to earn a gold medal and unlock small bonuses. These range from simple (taunt your opponent) to complex (attack your opponent from the top of each turnbuckle), and they can add some much needed variety to the proceedings. More-recent events have more-elaborate objectives, but having a longer to-do list doesn&#8217;t make the match better, just longer.

<a href="http://www.chooj.com/wp-content/uploads/2009/04/legends-of-wrestlemania-review-1.jpg"><img class="alignleft size-full wp-image-718" title="legends-of-wrestlemania-review-1" src="http://www.chooj.com/wp-content/uploads/2009/04/legends-of-wrestlemania-review-1.jpg" alt="legends-of-wrestlemania-review-1" width="430" height="242" /></a>

There is also a Legend Killer mode that lets you pit your created character (or an imported character from Smackdown vs. RAW 2009) against grueling tiers of legendary wrestlers. You have to fight 10 consecutive matches to beat one of the six tiers, three of which are unlocked only with a Smackdown vs. RAW import. Each tier is long and painful. You carry the same health bar throughout the 10 matches, so you will become very familiar with the one taunt that regenerates a fraction of your health. Worse, you can&#8217;t save your progress, so you have to do it all in one sitting. The action simply can&#8217;t hold up during such a long session, which makes Legend Killer mode little more than a test of your tolerance for boredom.

Legends of Wrestlemania also sports a full array of exhibition match types and support for online matches. The robust creation toolset from Smackdown vs. RAW 2009 is included, with the notable omission of the fun Create a Finisher tool. Although it&#8217;s great see so many legendary stars gathered in one game, Legends of Wrestlemania just can&#8217;t live up to the hype. The gameplay can be fun for a little while, but it soon becomes an exercise in repetition and boredom. The highlight reels are really fun to watch, but when the most entertaining aspect of a game is a 10-year-old video montage, you&#8217;re dealing with some serious mediocrity. And that&#8217;s the bottom line.
<p style="text-align: right;"><strong>Source: GameSpot</strong></p>]]></content:encoded>
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		<title>Trivial Pursuit Review</title>
		<link>http://www.chooj.com/trivial-pursuit-review-2/</link>
		<comments>http://www.chooj.com/trivial-pursuit-review-2/#comments</comments>
		<pubDate>Mon, 20 Apr 2009 04:01:55 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Xbox 360]]></category>
		<category><![CDATA[Trivial Pursuit Article]]></category>
		<category><![CDATA[Trivial Pursuit for Xbox 360]]></category>
		<category><![CDATA[Trivial Pursuit Hands On]]></category>
		<category><![CDATA[Trivial Pursuit Review]]></category>
		<category><![CDATA[Trivial Pursuit Review for Xbox 360]]></category>
		<category><![CDATA[Xbox 360 Trivial Pursuit]]></category>
		<category><![CDATA[Xbox 360 Trivial Pursuit Review]]></category>

		<guid isPermaLink="false">http://www.chooj.com/?p=709</guid>
		<description><![CDATA[It&#8217;s hard to deny the joy in proving that you are the king of trivia. There is something inherently satisfying about dropping knowledge bombs on a variety of arcane subjects, and Trivial Pursuit has long been the arbiter in matters of trivia superiority. Electronic Arts&#8217; attempt to bring the hugely popular board game to the [...]]]></description>
			<content:encoded><![CDATA[It&#8217;s hard to deny the joy in proving that you are the king of trivia. There is something inherently satisfying about dropping knowledge bombs on a variety of arcane subjects, and Trivial Pursuit has long been the arbiter in matters of trivia superiority. Electronic Arts&#8217; attempt to bring the hugely popular board game to the home console definitely captures the essence of the original game, packing in a ton of head-scratching questions that will leave savants and scholars alike gasping at their unexpected ignorance. However, though the trivia is as potent as ever, the overall package does little to take advantage of its newfound digital home. The lack of online multiplayer and the overabundance of geographic questions mean that there is little reason to play this version over any of the cardboard originals, and its high price makes it hard to recommend over comparable video trivia games already released.

<a href="http://www.chooj.com/wp-content/uploads/2009/04/trivial-pursuit-review.jpg"><img class="alignright size-full wp-image-710" title="trivial-pursuit-review" src="http://www.chooj.com/wp-content/uploads/2009/04/trivial-pursuit-review.jpg" alt="trivial-pursuit-review" width="430" height="242" /></a>

There are three game modes in Trivial Pursuit. Classic mode follows the standard rules, where you must accumulate a pie wedge for each category. The ending rules have been tweaked, though, so that the active player chooses the final question category instead of having his or her competitors select it. Using the traditional method, would-be-champions would have to answer questions outside of their comfort zone, creating a tense and satisfying conclusion. In this version, the last question seems like little more than a victory lap. One new mode is called Clear the Board, a single-player quest to earn the most points while still collecting every pie piece. You can land on each space only one time, so answering a high percentage of the questions is necessary to achieve success. Though this mode is fun conceptually, playing Trivial Pursuit by yourself is lonely.

The final mode is called Facts and Friends, and it&#8217;s a clever spin on the classic formula. Here, there is only one wedge for each category, which makes for a frantic fight for the most popular colors. But the strategy goes deeper than that. Before each question is asked, you bet if your opponent can answer it correctly, and you can even steal a piece if you know the answer but your opponent doesn&#8217;t. There are also bonus spaces that let you steal pie pieces from other players or earn more points for every correct answer. This is by far the most exciting aspect of this game. Being able to pluck pie pieces from your buddies is rewarding, and snatching victory away from an overconfident friend in the waning moments scratches the evil itch deep inside the belly of every trivia fiend.

Trivial Pursuit isn&#8217;t all thieving and griefing, though; there are plenty of questions to answer as well. The usual categories are on display&#8211;history, geography, literature, entertainment, sports, and science&#8211;with questions from as recently as 2008, along with more historic offerings as well. The questions are as cunning as you would expect, but the difficulty comes from an overreliance on geographic knowledge. Every category includes questions that require you to point to a map for the correct answer. Sure, you may know where the final Tour de France stage is held, but can you point out Paris on a map of France? There is no reason geography should be sprinkled so liberally in science and sports when there is an entire category already devoted to map expertise. Although that quirk makes this game more frustrating than the board game, the fact that every question has a multiple-choice answer makes the game ultimately lean toward the easy side. Even a blind baboon can guess correctly when there are only four choices, so victory may not feel as satisfying to some as it does in the board game.

<a href="http://www.chooj.com/wp-content/uploads/2009/04/trivial-pursuit-review-1.jpg"><img class="alignleft size-full wp-image-711" title="trivial-pursuit-review-1" src="http://www.chooj.com/wp-content/uploads/2009/04/trivial-pursuit-review-1.jpg" alt="trivial-pursuit-review-1" width="430" height="242" /></a>

The biggest problem with this digital port, though, is the lack of online multiplayer. Being able to challenge players outside of your living room would have added a compelling reason to play this over the standard board game editions, and its glaring absence makes this game a bad value. The single-player Clear the Board mode is a lousy alternative to having access to a world of trivia fans at the push of a button. Both the visuals and the audio are also lacking. Some questions include pictures of animals, cities, or notable objects, which adds a little life to the package. However, the rest of the game lacks frills. The announcer dishes out such clever lines as &#8220;I reckon your score is so big it can be seen from outer space,&#8221; but he repeats himself far too often, so you have to listen to his inane observations dozens of times per match.

Despite its problems, Trivial Pursuit is still fun because the formula tickles the inner trivia nut in everyone. But this flat port of the classic board game doesn&#8217;t do much to lure you away from the cardboard original. The lack of online multiplayer is a big missed opportunity, but even players content to play locally will run into some issues. The overabundance of geography trivia is a bit off-putting, and trivia buffs may not appreciate the easier multiple-choice format. Facts and Friends mode is a silly twist on the formula, but Trivial Pursuit is too expensive and uninspired to be worthwhile.
<p style="text-align: right;"><strong>Source: GameSpot</strong></p>]]></content:encoded>
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		<title>Resident Evil 5 Review</title>
		<link>http://www.chooj.com/resident-evil-5-review/</link>
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		<pubDate>Fri, 13 Mar 2009 06:06:52 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Xbox 360]]></category>
		<category><![CDATA[Resident Evil 5]]></category>
		<category><![CDATA[Resident Evil 5 Review]]></category>
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		<description><![CDATA[History has shown us that the Japanese are quite resistant to change and rarely up-to-date when it comes to popular culture. This is, of course, in sharp contrast to the Land of the Rising Sun’s thirst for cutting-edge technology. To see a micro laptop in Japan playing an episode of Columbo or a gadget-riddled Nissan [...]]]></description>
			<content:encoded><![CDATA[History has shown us that the Japanese are quite resistant to change and rarely up-to-date when it comes to popular culture. This is, of course, in sharp contrast to the Land of the Rising Sun’s thirst for cutting-edge technology. To see a micro laptop in Japan playing an episode of Columbo or a gadget-riddled Nissan pumping out the pop of Madonna—when she was still pining about being a virgin again—wouldn’t be uncommon.

The same pretty much goes for video gaming in Japan. Not only are arcades still popular on the Southeast Asian island—filled with games that you’d find in a circa-1985 Chuck E. Cheese—but console video games still feature things such as turn-based combat and sprite-based visuals.

Capcom’s Resident Evil series has been very resistant to change over its lifespan. Seeing as how the series is still the king of the survival/horror genre (which Resident Evil reinvented in many ways), it’s hard to want to fix what’s not broken. That’s the attitude “Mr. RE,” Jun Takeuchi, and Capcom have taken with Resident Evil 5, with the result being a fantastic game for the devout followers of everything under the, er, Umbrella.

<a href="http://www.chooj.com/wp-content/uploads/2009/03/resident-evil-5-review.jpg"><img src="http://www.chooj.com/wp-content/uploads/2009/03/resident-evil-5-review.jpg" alt="resident-evil-5-review" title="resident-evil-5-review" width="400" height="200" class="alignright size-full wp-image-681" /></a>

But what about those peeps who don’t know that Jill Valentine is pushing up daisies or who think T-Virus is an up-and-coming rapper that has been signed to Interscope? Well, your relationship with Resident Evil 5 star Chris Redfield and new BSAA op Sheva Alomar will be a bit rockier than the devout.

As a regular follower of the Resident Evil series, it’s easy for me to run through the wholesale changes that Capcom has made to bring the Resident Evil series into the 21st century with this fifth installment of the series. That’ll be later, however. For now, it’s about you, the RE n00b, and why you won’t understand all the series’ hype over the years after playing Resident Evil 5.

Yes, RE5 has evolved this franchise a great dealm and in that evolutionary process is a solid video game. But being a bit too resistant to change—sticking a bit too much to its guns—keeps RE5 from being a top-tier hit for all audiences that are classified “M” for mature (at least in age).

And while I’m talking about guns and sticking to them, it’s really the perfect time to bring up the crux of RE5’s issue for the regular Joe: the gun-based combat. If you’ve ever said, “I just can’t get into Resident Evil [fill in the blank],” it’s more than likely because of the aiming and combat movement system.

We all knew that Capcom wasn’t going to radically change the can’t-move-and-shoot system for Resident Evil 5—Japanese developers being resistant to change, series popularity and all that jazz. Yes, there are obvious merits in a set-then-shoot system, especially for a game in a genre with the word “survival” in it. But really, it’s time for a change.

The inability to fire on the run and aim quickly and accurately is past the point where it brings sheer anxiety and the “should I fire or run to a safe haven?” dynamic to the gameplay. In RE5 the wonky combat system feels really out of place because the pacing of the zombies is much higher than in previous games, which makes not being able to target enemies efficiently more frustrating than intense. In RE5, retreating to a “safe’ spot to stop-and-pop is mostly futile since the speedy undead are on top of you like right now. So, yeah, there will be moments where you’ll yearn for the lawnmower from Dead Rising in your hands rather than a Beretta.

And speaking of weapons, not helping with the fossilized feel to the gun-combat system is the fact that the available munitions are on the ho-hum side. Weapons come in the common categories—handguns, rifles, machine guns and launchers—but it’s all been done ad nauseum. Laser-sighted everything, vehicle-mounted chain guns and the ability to purchase and upgrade weapons obviously helps, though. The fact that a survival/horror game shouldn’t contain weapons of mass destruction also makes the generic lineup acceptable, but a little more flair than just ripping off every popular modern military piece would have been more welcomed.

Another issue with Resident Evil 5’s antiquated gun-based combat system is that it feels that much more out of place in such a beautiful HD setting.

Hats off to Capcom and the art team for truly nailing Resident Evil 5 on the visuals side. High-end shader work, object-heavy scenes and animated bits around every corner make it an aesthetic delight. Well, the fictitious African shanty of Kijuju isn’t delightful, per se, but Capcom created a setting that will really make the user thankful for wherever they dwell.

The combat gameplay is in too stark of a contrast to the strong visuals, however; the rigidness of Chris and Sheva in aim mode just doesn’t quite jive. I know the purists are angrily sounding off in message boards right now, but keep this in mind: Even Capcom’s storied Street Fighter franchise got more with the times for its fourth installment by going polygonal. With that said, core evolution of a franchise doesn’t have to be a death warrant.

<a href="http://www.chooj.com/wp-content/uploads/2009/03/resident-evil-5-review-1.jpg"><img src="http://www.chooj.com/wp-content/uploads/2009/03/resident-evil-5-review-1.jpg" alt="resident-evil-5-review-1" title="resident-evil-5-review-1" width="400" height="200" class="alignleft size-full wp-image-682" /></a>

While the RE haters and those that simply can’t in any way embrace the combat system will think of RE5 as a devolution of the survival/horror series, series fans (and those willing to bend a little) will look at Resident Evil 5 as a major evolution of the RE universe. It really is a perfect progression for the series in nearly every facet. Okay, maybe the dialogue is as cheesy as ever, but the rest of RE5 is fresh, cleverly designed and oozing with the kind of features that make it seem like a logical advancement from RE4.

Although the aforementioned dialogue is Chester Cheetah and the lip-synch in-game is way off, the general plot of Resident Evil 5 is compelling. Black-market availability of biological weapons turned the ethnically diverse African region of Kijuju into a hotbed for terrorist activities. Chris Redfield—founder of the Bioterrorism Security Assessment Alliance (BSAA)—learns of the threats in Kijuju and realizes that it’s tied into the Las Plagas strain that some of you may know from Resident Evil 4. Redfield has a rendezvous with fellow West-African-based BSAA agent Shiva Alomar to investigate the outbreak in Kijuju, where the gravity of the situation is realized. There are, of course, plot twists, big, bad bosses and interesting friendly characters that you’ll encounter along the way, but going too far in would be spoiler city. Let’s just say that both causal and die-hard RE fans will be highly entertained during the 15 or so hours it will take to get through RE5.

The game’s plot was obviously built around the new concept of co-op play. Survival/horror purists may contend that, in games such as Alone in the Dark, you should actually be alone…in the dark. This may be true in certain cases, but in RE5’s case, the co-op action has been built to make it a better game in nearly every way. For instance, sometimes you will be alone in RE5, because the game has been designed to split up Chris and Sheva in order for them to accomplish separate tasks.

Users have control of the demeanor of their AI partner, too; both cover and offensive-heavy profiles can be switched on-the-fly, which definitely adds to the duality of the gameplay. The tandem has also been built as sort of a yin-yang in that one possesses sheer strength and the other sheer agility. Again, this allows RE5 to function as somewhat separate mini-games when the duo is split, while forcing teamwork when they’re reunited. It’s also worth a mention that in each other’s company, a cry for help can be issued by either character, which results in a slick mini cutscene’s worth of CQ ass-kicking. So, in essence, you’ll have to rely on your partner to get through the game—no Lone Rangers here.

It’s clear that Sheva has a way with the locals that makes her a huge plot asset in RE5 when it’s dialogue time. Capcom also tied the co-op concept into healing, which enables either player to revive the other; provided that character is still alive to do so. But truly slam-dunking this radical change for the series is the inclusion of both local and Xbox Live co-op multiplayer. Sheva actually does quite well as an AI counterpart, but playing with a human fully realizes the cooperative dynamic. Xbox Live action has been additionally sweetened with drop-in functionality, including the chance for random users to magically pop up into your game. The ability to toggle on/off friendly fire and choose Live partners from a specific list of Friends rounds out one of the more powerful cooperative games on the market.

When you’re not being saved or revived by Shiva—or using the ol’ noodle to solve co-op puzzles—you’ll be wasting hordes of zombies in graphic fashion. The zombies aren’t particularly savvy, nor should they be. But it doesn’t matter much since their strength comes in numbers. The encounters with these parasitic baddies are always adventures. Yes, the lack of aiming accuracy adds a touch of intensity, but it’s the clever design of the levels and the sheer number and relentlessness of the foes that really make the melees of Resident Evil 5 so robust.

<a href="http://www.chooj.com/wp-content/uploads/2009/03/resident-evil-5-review-3.jpg"><img src="http://www.chooj.com/wp-content/uploads/2009/03/resident-evil-5-review-3.jpg" alt="resident-evil-5-review-3" title="resident-evil-5-review-3" width="400" height="200" class="alignright size-full wp-image-683" /></a>

Poorly constructed homes and buildings (and the destructibility of said structures) enables shots to be fired before the mass of mayhem is upon you. Complete collapse of an edifice is not out of the question in Capcom’s wonderful shanty’s either. There’s smart use of both light and dark in RE5—pretty much a series first and a response to those who feel all horror games need to be as black as pitch. Logically placed cans and tanks of the exploding nature are always there to lend a helping hand, too, and there always seems like the proper amount of health power-ups around the map to keep the characters barely alive; again, a sign of exemplary level design in a survival/horror game.

Even Kiijuju’s gads of context-sensitive bits—bits that I normally deplore in any game genre—are integrated well enough into the gameplay that they are actually quite enjoyable. Some of these are team-up acts: flip-flopping between Chris and Sheva for co-op flair, while others are more about simply adding a bit of activity to a nice-looking cutscene. Either way, the context moves don’t detract from the chief mode of fun in Resident Evil 5, which is popping a zombie’s head like a zit.

If you can’t deal with the combat gameplay in the RE series (there’s a demo to save you potential naysayers a few bucks), then there’s a good chance that you won’t be buying what the boxed copy of Resident Evil 5 is selling. But if there’s even the slightest amount of indifference in your brain about the aiming and gunplay of RE, then RE5 is worth your time.

On the other side, those who have followed the series for years and can’t get past the whole co-op thing, it’s same result: You’re going to have a problem with RE5. Embrace the conceptual change—just like you had to do when RE4 went over-the-shoulder—and you’ll quickly realize that Resident Evil 5 is worthy company for the rest of your survival/horror game collection.
<p style="text-align: right;"><strong>Source: TeamXbox</strong></p>]]></content:encoded>
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		<title>Peggle Review</title>
		<link>http://www.chooj.com/peggle-review/</link>
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		<pubDate>Thu, 12 Mar 2009 07:06:20 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Xbox 360]]></category>
		<category><![CDATA[Peggle]]></category>
		<category><![CDATA[Peggle Review]]></category>
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		<guid isPermaLink="false">http://www.chooj.com/?p=664</guid>
		<description><![CDATA[I’ll say it straight up: If you’ve never played some form of Peggle, you aren’t a gamer. Sure, Halo is a great game series, the Grand Theft Auto franchise broke ground for all open-world games and the Gears of War games have upped the grittiness for first-person shooters, but Peggle is in a class of [...]]]></description>
			<content:encoded><![CDATA[I’ll say it straight up: If you’ve never played some form of <em>Peggle</em>, you aren’t a gamer. Sure, <em>Halo</em> is a great game series, the <em>Grand Theft Auto</em> franchise broke ground for all open-world games and the <em>Gears of War</em> games have upped the grittiness for first-person shooters, but <em>Peggle</em> is in a class of its own. It’s one of those contests that’s simple, yet complex; soothing, yet infuriating; and gorgeous, yet nasty.

If you’re nodding your head uncontrollably after reading the last paragraph, you’ll also be happy (yet anxious) that <em>Peggle</em> is coming to Xbox Live Arcade this week.

<em>Peggle</em> is one of the most popular of “casual games” that you’ll find, with a growing catalog of versions on many platforms. However, despite its “casual” tag, it’s got some serious depth, with hard-core players also jumping on the bandwagon. It’s the epitome of elegant game design—something anyone can understand and play, but incredibly challenging to master.

If you’re still unsure of what I’m talking about, here’s a primer: <em>Peggle</em> seems based in that ancient Japanese pinball game, pachinko. You send a ball into the playfield, which bangs off the pattern of pegs strewn around the area. Unlike pachinko, however, <em>Peggle</em>’s pegs disappear after they’ve been hit, with the key being to eliminate all of the orange pegs in the board with the ten balls you’re given to put in play. I guess it’s sort of like pachinko meets <em>Arkanoid</em>. It sounds easy to do, but the playfield is also populated by many blue pegs as well, which must also be eliminated, so you can get a clearer shot on the remaining orange ones. Of course, there’s also scoring involved, with each peg being worth a certain amount of points.

There are a few other colored pegs that add to the gameplay and strategy: Purple is a high-point bonus peg, while the green peg activates a magic power that varies depending on the character that comes on those levels (or that you’ve chosen, depending on the game mode you’re in). As you get later in the levels, some pegs are larger brick-like rectangles, plus there are other obstacles added in, such as bumpers that need to be worked around (or utilized for bank shots), creatures that seem bent on getting in the way and portal holes that warp to a different part of the playfield any ball that hits it.

Bonus points are given for special shots, such as hitting an orange peg followed by an immediate hit on another orange peg far away (Long Shot or Super Long Shot). There’s also a bin that moves back and forth across the bottom, and if the falling ball ends up in there, it’ll give you a free ball in return. Free balls are also awarded for high scores on a single shot. Meanwhile, if you can tag the last orange peg, you’ll get a raucous classical-music salute and the bottom of the playfield will change into various high-point bins.

It’s an easy-to-understand game, and you’ll probably start playing it with a carefree attitude, but before long you’ll be spending more and more time lining up shots as your ball counter goes down and you are down to the last few orange pegs. You’ll be calculating angles and shot placement in hopes of hitting a certain series of pegs to maximize your score and ball count. However, its easy-of-play makes it a great game for families—anyone, any age can join in and enjoy.

The XBLA version has the added benefit of being on a powerful game console, and developer Pop Cap has taken full advantage of the hardware—though not to make the game more intricate or overwhelming, but to enhance its visuals and animation. If the ball is homing in on the final peg, everything slows down and the camera zooms in to see if it’ll hit the last peg or miss by microns. Succeed in hitting the last peg, and you’ll get an awesome fireworks and light-show presentation going off on your monitor. This is a well-done game with clean graphics, but wonderful presentation and color that’ll please the eye.

<em>Peggle</em> on XBLA also offers a variety of gameplay modes. Single player consists of Adventure Mode, which is a 55-level campaign with broad variety; Quick Play, which enables you to take on a single level from the full level list; Master Duel, which pits you against an AI master for a game of alternating shots in the same board (chosen from the same level list) and the highest scorer being the winner; and Challenge, which gives you 75 different predetermined tasks that range from beating a particular level to beating six random levels in a row to clearing three levels using only ten balls. If you’re a <em>Peggle</em> fanatic, you’ll be busy for quite some time with just the single-player section.

There are also multiplayer <em>Peggle</em> modes offered. The Xbox Live Peg Party has up to four players competing in a player match or ranked match with the ability for the host to pick the level and how much time players can take on each shot. Xbox Live Duel is a head-to-head match much like the Master Duel in single-player, while Same Console Duel is, as the name implies, a two-player battle on a single console with two controllers.

Of course, achievement hounds will enjoy the 12 objectives that award you up to 200 Gamerscore points. There are a few challenging ones in the group, and they’re all listed at the end of the review for you to check out.

Pop Cap has done a great job with <em>Peggle</em> on XBLA. The game is incredibly colorful with a great mix of animation and sound to satisfy players of all ages—it’s not dumbed down for kids and it’s not loaded up with sophisticated gameplay concepts that only adults can take in. Most of all, though, it’s the combination of simple gameplay, challenging action and cartoon-like graphics that makes it highly appealing. Sure, there’s not a lot of variety to the gameplay, but you won’t likely care either, because it’s such basic entertainment. The year is still pretty new, but I’ll go out on a limb and say that <em>Peggle</em> may be the best 800 Microsoft Points (about $10) that you’ll spend this year.
<p style="text-align: right;"><strong>Source: TeamXbox</strong></p>]]></content:encoded>
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