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	<title>Online Games &#187; Xbox 360</title>
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		<title>L.A. Noire Review</title>
		<link>http://www.chooj.com/l-a-noire-review/</link>
		<comments>http://www.chooj.com/l-a-noire-review/#comments</comments>
		<pubDate>Mon, 11 Jul 2011 05:14:14 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Xbox 360]]></category>
		<category><![CDATA[xbox]]></category>
		<category><![CDATA[xbox 360]]></category>
		<category><![CDATA[xbox cheats]]></category>
		<category><![CDATA[xbox reviews]]></category>

		<guid isPermaLink="false">http://www.chooj.com/?p=1448</guid>
		<description><![CDATA[
L.A. Noire has been a long time coming.  With its genesis  occurring on the PS2, with a subsequent upgrade in hardware once the  next generation of consoles were released, this is a game that has been  anticipated and on the tip of people’s tongues for quite some time.  So  [...]]]></description>
			<content:encoded><![CDATA[
<p><em>L.A. Noire</em> has been a long time coming.  With its genesis  occurring on the PS2, with a subsequent upgrade in hardware once the  next generation of consoles were released, this is a game that has been  anticipated and on the tip of people’s tongues for quite some time.  So  the main question that will be on everyone’s minds at this point,  inevitably, is:  Is the wait worth it?<br /><br /> Short answer:  Yes.  Longer answer:  <strong>Holy crap, absolutely yes.</strong> Even longer answer?  Keep reading.<br /><br /> For the one or two of you reading this review who might not have any  idea what this game is about, I will give you a quick primer before we  dive in.  <em>L.A. Noire</em> is a detective thriller game that is set in  1947 Los Angeles.  You play as Cole Phelps, a WWII veteran who received  the silver star in the course of his duties.  Phelps joins the LAPD  after returning home to his wife and children, and the events of the  game unfold from there.<br /><br /> The gameplay is broken up into three major disciplines:  action,  investigation and interrogation.  Action is something that any fan of  Grand Theft Auto or Red Dead Redemption will be familiar with:  shoot-outs, high-speed chases, etc.  Investigation involves Phelps and  his partner walking around the scene of a crime, or the house of a  person of interest perhaps, looking for clues to aid in the  investigation.  Interrogation is where the amazingly-detailed MotionScan  technology, which was used to create super-realistic faces of all the  characters, filming them doing their lines and translating them to 3D  models for the game, really shines.  In order to tell if that bum you’re  rousting is telling the truth or not, you need to look for clues.   Presence or absence of eye contact when they provide an answer is very  telling, as is any nervous habit, like scratching behind their ear or  biting their fingernails.  The most important part of the interrogation  proceedings is being able to pick up on slight cues from the person  you’re interrogating.</p>
<p><a href="http://www.chooj.com/wp-content/uploads/2011/07/L.A.-Noire-Review.jpg"><img class="aligncenter size-full wp-image-1449" title="L.A. Noire Review" src="http://www.chooj.com/wp-content/uploads/2011/07/L.A.-Noire-Review.jpg" alt="" width="660" height="355" /></a></p>
<p>Combining all three of these elements you come up with a game that  just&#8230;. works.  It’s a beautiful mix of using your brain at a crime  scene, using your brawn in a fist-fight, and using your cunning to  outsmart a suspect and get a confession out of it.  What you end up with  here is the most unique gaming experience you have ever had to date,  and likely it will be the only one of its kind that you will ever have.   I’m not sure if Team Bondi or Rockstar have thought about a sequel, but  really I feel as though the only way we’ll get this kind of experience  again is if we get a direct sequel.  So, that said, let’s tackle some of  the standard review criteria and see what we come up with.<br /><br /> The graphics of the game are jaw-dropping, even with some minor  graphical glitches along the way.  It goes without saying that the  MotionScan technology that brought us the super-detailed and realistic  faces of our characters is a huge pay-off for the narrative.  I was  initially worried that we would be delving a bit into the “Uncanny  Valley” where the faces would look almost too realistic and therefore be  alienating, but that simply was not the case.  It was easy to get lost  in the 1947 Los Angeles that was created, and that is largely due to the  facial animation system in play here.  The car models looks stunning  (though I admit my bias towards classic cars), the buildings have a good  amount of detail on them, and eveything seems to come together to  present a great graphical package.  One frustration that I had, however,  was the tendency for assets to pop-in or take a while to load, and the  frame-rate takes a hit every once in a while.  This might be due to the  fact that so much of the data is read from the disc, as my disc seems to  spin a lot throughout the game.  However these items are not nearly  large enough to eclipse the feat of artistry that is the graphical  presentation of <em>L.A. Noire</em>.</p>
<p><a href="http://www.chooj.com/wp-content/uploads/2011/07/L.A.-Noire-Review1.jpg"><img class="aligncenter size-medium wp-image-1450" title="L.A. Noire Review1" src="http://www.chooj.com/wp-content/uploads/2011/07/L.A.-Noire-Review1-300x168.jpg" alt="" width="656" height="289" /></a></p>
<p>The audio composition, from music to sound effects to voice acting, is  top-notch as is expected.  The sultry jazz music, the fierce cracking  and popping of firearms going off, and the engine roaring,  tire-squealing action of taking a way-too-heavy car around a corner at  speed all serve to immerse you all the more in the game universe.  The  voice acting deepens the experience all the more.  It helps that you are  seeing the face of the actors who are doing the voice-overs &#8211; heck, I’m  not sure I would even call it a voice over though&#8230;  Basically you’re  watching their performance!  I am personally a fan of jazz.  I’m not  talking about Kenny G smooth jazz crap, but the real-deal, big-band  swinging jazz.  The soundtrack is pitch-perfect and serves to lay the  best background audio canvas that I have experienced in a game for quite  some time.  All said, the audio direction in the game is definitely one  of its strongest points.</p>
<p>In terms of gameplay, there are a bunch of hits, and just a few misses  in my opinion.  There is not much to go into detail with while  investigating and interrogating, but there is one stand-out feature that  I like.  Team Bondi/Rockstar made it a point to keep the game as  HUD-less as possible, so you find interesting methods of player  interaction involved as a result.  For instance, if you are looking at a  murder victim, you can inspect different parts of the body to look for  clues.  Rather than use a cursor of some kind, you simply direct Cole  Phelps’ arm towards the body part you want to inspect.  Also, when you  indicate which body part you want to inspect, or if you pick up a piece  of evidence, you can use the right analog stick to manipulate the object  or body part, rotating it around to look for clues.  It helps foster  the sense of immersion.  Your job is not done simply when you walk up to  a clue and hit A.<br /><br /> When driving a car, initially I had some concerns.  If I am driving a  huge boat of a car down the road, I do not expect it to be squirrel-ly  when I first start a turn.  It just seemed like the cars were a little  too quick to respond when turning, like they were lighter than I thought  they were going to be.  However, when I had more time behind the  virtual wheel, it seemed to be less of a concern, and I was able to use  the hand brake to kick the rear of the car out and power-slide around  corners.  So while it may be initially frustrating to some users, I  would urge you to be patient and learn to anticipate the way the cars  handle &#8211; you’ll be rewarded.  If you are expecting GTA IV controls and  physics for the cars, you will not have the experience you are  anticipating, and that’s not a bad thing, either.</p>
<p><a href="http://www.chooj.com/wp-content/uploads/2011/07/L.A.-Noire-Review2.jpg"><img class="aligncenter size-full wp-image-1451" title="L.A. Noire Review2" src="http://www.chooj.com/wp-content/uploads/2011/07/L.A.-Noire-Review2.jpg" alt="" width="691" height="361" /></a></p>
<p><br /> I found myself consistently being pleasantly surprised by the little  details in the game.  If you are in a fist-fight and your hat gets  knocked off (keep in mind there’s an achievement for making it through a  fight with your hat on!), you can walk over to it and Phelps will grab  it and put it back on.  I love the way they solved for the fact that in  1947 there was no GPS in cars.  Rather than painting a line in your  mini-map in the corner for you to follow along, you simply get an  indicator of where the waypoint is along the outer circle of the map.   You just need to learn the roads and get there as you know how.   However, if you find yourself turned around, simply hit X and your  partner will give you your direction for the next intersection.  So he  will say something like “Take the next left” or “Straight on through  this next intersection.”  It’s a nice design element that both serves to  get you directions if you need them, and provides you with a bit more  of a relational backdrop with Phelps and his partner.<br /><br /> I could literally go on for hours and hours, but I will sum things up here:  <em>L.A. Noire</em> is an experience that everyone should play, providing they are mature  enough to take it.  No punches were pulled in exposing the gritty nature  of the criminaljustice system in old-time L.A.  Grisly murders are  explained in clinically-exhaustive detail and accompanied by thorough  examination of (sometimes completely-nude) victims.  Truly this is the  most mature game that Rockstar has been a part of.  In the end it is  something that will go down in history as one of the most innovative  games of our time, and for good reason.  You are simply supposed to have  this game in your collection, if you consider yourself a gamer by any  definition of the word.  Seriously, stop reading this and go out to buy  the game.  What are you waiting for?</p>
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		<title>SEGA Rally Online Arcade Review</title>
		<link>http://www.chooj.com/sega-rally-online-arcade-review/</link>
		<comments>http://www.chooj.com/sega-rally-online-arcade-review/#comments</comments>
		<pubDate>Mon, 11 Jul 2011 05:06:30 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Xbox 360]]></category>
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		<guid isPermaLink="false">http://www.chooj.com/?p=1441</guid>
		<description><![CDATA[
As one of the half-dozen European gamers to have actually owned a Sega  Saturn back in the 90’s, I have fond memories of the original Sega Rally  &#8212; one of the first arcade racers to successfully make the transition  to home consoles. 16 years later, the franchise is still going strong,  [...]]]></description>
			<content:encoded><![CDATA[
<p>As one of the half-dozen European gamers to have actually owned a Sega  Saturn back in the 90’s, I have fond memories of the original Sega Rally  &#8212; one of the first arcade racers to successfully make the transition  to home consoles. 16 years later, the franchise is still going strong,  as Sega takes it onto Xbox Live with the release of Sega Rally Online  Arcade. <br /><br /> This is a game to appeal to arcade racer junkies and Sega fans from  years gone by, and exchanges the grit and realism of most modern racing  games for an accessible, simple, fun racing experience. It’s something  you can quickly dip in and out of without concerning yourself with the  likes of career modes and suspension tweaks. In a world where most  racing titles are realistic almost to the point of being slightly  pretentious (hey there, Gran Turismo 5), Sega Rally is a breath of fresh  air. <br /><br /> Re-using art assets from 2007’s Sega Rally Revo and 2008’s Sega Rally 3,  the game’s visual style is pure, distilled Sega. It uses the same  bright, vivid, primary-color-laden palette that stood out so well in  arcades all over the world 15 years ago, although whether you’d describe  this as being “stylized” or “dated” probably depends on how fondly you  remember earlier Sega racers.</p>
<p><a href="http://www.chooj.com/wp-content/uploads/2011/07/SEGA-Rally-Online-Arcade-Review2.jpg"><img class="aligncenter size-full wp-image-1444" title="SEGA Rally Online Arcade Review" src="http://www.chooj.com/wp-content/uploads/2011/07/SEGA-Rally-Online-Arcade-Review2.jpg" alt="" width="669" height="311" /></a></p>
<p>However, the simpler, cluttered visuals do mean that Sega Rally Online  Arcade boasts a silky-smooth frame rate. It’s difficult to tell whether  it’s actually locked at 60 frames per second, but regardless, you  probably won’t notice any slowdown, even with the mud starts flying. <br /><br /> The game’s announcements, audio stingers also stay true to the Sega  Rally series’ proud heritage. This includes the classic Sega Rally  co-driver, who’ll dutifully serenade you with the likes of “very long  easy right maybe”, though thankfully he no longer blurts out “woah!”  every time you scrape inelegantly around a corner. <br /><br /> The soundtrack is composed of what I can only describe as “Sega rock” &#8212;  the kind of generic, synthetic rock music that blends so well into the  background of a video game that you probably won’t ever notice it.  Veteran Sega fans will know exactly what I’m talking about. <br /><br /> When it comes to actual gameplay, you’ve got a reasonably-sized single  player experience, at least considering the fact that this is an Xbox  Live Arcade title. There are five tracks to see, ranging from deserts to  jungles to alpine peaks, and a host of well-known rally cars in which  to tear them up. With a wealth of previous titles to draw content from,  it’s a little surprising that Sega only included five tracks in this  game, however each stage that has made it across is unique in its own  way. <br /><br /> The differences between the cars are largely cosmetic, but at least that  means you can pretend you’re 10 again and choose a vehicle based on its  color or the size of its spoiler, rather than some arbitrary engine  statistic.</p>
<p>The main single player game mode is campaign mode, and this consists of  four back-to-back races during which you work your way up the pack,  hoping to come out on top by the final lap of the last track. There’s a  moderate difficulty curve as you progress, though it’s nowhere near as  punishing as earlier Sega Rally titles. Whereas the original Sega Rally  would brutally and repeatedly clean your clock in later campaign mode  stages, Online Arcade merely shrugs and throws in the occasional hairpin  to try to throw you off. <br /><br /> There’s a similarly low skill ceiling in single race mode. On the  “canyon” track, the easiest in the game, you can probably never take  your finger off the accelerator and still finish in the top three. This  is by no means a difficult game. <br /><br /> Time trial mode extends the single player game’s replayability somewhat,  with downloadable ghost cars for various lap records, and there are  even some bonus vehicles to unlock. But most of staying power of Sega  Rally Online Arcade lies in the online part. <br /><br /> In addition to a local multiplayer option, the online component matches  you against other gamers, and quickly throws you into a lobby where more  challenging human opponents await. Player counts aren’t massive, as  you’d expect form an XBLA title, but there are enough people currently  playing to make it easy to find a match with at least one other human  being present. And the matchmaking system is usually fast enough to get  you racing within a minute or so.</p>
<p><a href="http://www.chooj.com/wp-content/uploads/2011/07/SEGA-Rally-Online-Arcade-Review11.jpg"><img class="aligncenter size-full wp-image-1445" title="SEGA Rally Online Arcade Review1" src="http://www.chooj.com/wp-content/uploads/2011/07/SEGA-Rally-Online-Arcade-Review11.jpg" alt="" width="693" height="323" /></a></p>
<p>The long-term success of Sega Rally Online Arcade depends on how much of  a community forms around its online component, and at the time of  writing this is something that remains to be seen. A best-case scenario  would be a bustling hard-core of players challenging each other on a  daily basis. A more pessimistic prediction might involve the game  flat-lining just weeks after release. Time will tell. <br /><br /> My biggest complaint, though, centers around an aspect of Sega Rally  Online Arcade that could arguably earn it most of its sales &#8212; the  nostalgia factor. Gameplay-wise, little has changed since the 1995  original, and in many ways the series seems a little too eager to cling  to the past. This risks alienating new players who have no experience of  Sega Rally. To them, Online Arcade might seem like a boring, dated  experience. <br /><br /> But still, as an XBLA title, Sega Rally Online Arcade isn’t really  trying to topple the likes of DiRT or Forza. Instead, it asks for a few  hundred Microsoft points and delivers a solid few hours of  nostalgia-fuelled entertainment in return. <br /><br /> You could criticize Sega Rally Online Arcade for being a hotch-potch of  earlier Sega Rally games, thrown together to make a quick buck on XBLA,  but that wouldn’t be entirely fair. It’s still a decent title, just one  with nostalgia at the heart of its game experience. And for 800 MS  points, Sega junkies could certainly do a lot worse. <br /><br /> Sega Rally Online Arcade is available now on Xbox Live Arcade at a cost of 800 Microsoft points.</p>
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		<title>Moon Diver Review</title>
		<link>http://www.chooj.com/moon-diver-review/</link>
		<comments>http://www.chooj.com/moon-diver-review/#comments</comments>
		<pubDate>Mon, 11 Jul 2011 04:55:12 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Xbox 360]]></category>
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		<category><![CDATA[xbox reviews]]></category>

		<guid isPermaLink="false">http://www.chooj.com/?p=1436</guid>
		<description><![CDATA[
With the launch of the Xbox Live Arcade, there was an opportunity for lesser-known developers to get their name out there without the sometimes-prohibitive costs of releasing a disc-based game. And sometimes, XBLA is used by larger, more well-known developers to get a game out the door which they don’t deem necessary to put on [...]]]></description>
			<content:encoded><![CDATA[
<p>With the launch of the Xbox Live Arcade, there was an opportunity for lesser-known developers to get their name out there without the sometimes-prohibitive costs of releasing a disc-based game. And sometimes, XBLA is used by larger, more well-known developers to get a game out the door which they don’t deem necessary to put on a disc. Either way though, the experience you can get in a Live Arcade game is sometimes hit-or-miss. But every so often a game comes out on this platform that really makes you sit up and pay attention, not by virtue of the experience in and of itself, but moreso the way that it feels like a familiar old friend of a game that you remember playing on Saturday morning in your pajamas. It connects with you in a way that you have not experienced in a good long while, and it reminds you of a classic game or games of your youth. This is the experience that I have had with Moon Diver.<br /><br />For those who do not know, Moon Diver is a game developed by FeelPlus, Inc. and Published by Square Enix. The general story-line is that humanity’s inventions and machines were brought to life by an evil force and turned against them in the beginning of the 22nd century. Mankind is facing extinction and an elite force of ninjas, code-named Moon Divers, is called into action.<br /><br />You can play as one of four characters, and have up to four people on screen at once in either couch- or online-cooperative play. Each character has different ways that they progress in building their skills, akin to other games where you’d have a brawler who can’t really use much magic, a spell-casting pro who isn’t very strong with a melee weapon, a balanced character, etc. Though as I was playing through with each character, at least initially, the differences between them were negligible. Not so negligible that it felt like just pallet-swapped characters, but just not hugely different either. Perhaps as you get each character further leveled-up the differences become more apparent, but nothing really jumped out at me as I played through.</p>
<p><a href="http://www.chooj.com/wp-content/uploads/2011/07/Moon-Diver-Review.jpg"><img class="aligncenter size-full wp-image-1437" title="Moon Diver Review" src="http://www.chooj.com/wp-content/uploads/2011/07/Moon-Diver-Review.jpg" alt="" width="574" height="324" /></a></p>
<p>The game-play is very reminiscent of Strider, and to me that is a great  thing.  One reason this comparison makes sense is that Kouichi Yotsui of  <em>Strider</em> fame had his hands on this project.  <em>Moon Diver</em> isn’t a sequel in any way, but I feel comfortable using the term  “spiritual successor” here.  There are other comparisons to be made here  too, in that any fan of NES, SNES or Genesis-era side-scrolling  platformer action games will see things that make them nostalgic.  We’re  talking about <em>Ninja Gaiden, Shinobi, Castlevania, Legend of Kage, Contra,</em> etc.  You run and jump from location to location while hordes of  enemies, fodder for your blades and magical abilities, do their best to  come at you and drain your life bar until you are no more.  Occasionally  barriers form at either end of the screen, boxing you into an impromptu  arena of sorts where you have to dispatch all your foes before  proceeding.  You have the always-handy double-jump to get yourself up  and out of the fire if things are getting too hectic, and there are a  bevy of magical abilities you can use and level-up in addition to your  trusty blade.<br /><br /> So the main question is &#8211; how does the game fare?  Very well, in my  opinion.  The action is frenetically-paced at times, the controls are  simple but have a decent amount of depth in that you can change your  magical abilities after each level.  Graphically-speaking the game is  very bright and colorful.  It can be hard at times to keep track of your  character with enemies flying everywhere and blowing up and so on, but  that is not enough of an issue where you get frustrated.  The  Anime-inspired art style is crisp and comes off really well.</p>
<p>The sound design is a bit of a mixed bag.  The sound effects are really  good &#8211; you hear some really nice metallic-clashing sounds when you shove  the business-end of your blade into the torso of an enemy, and  explosions have an awesome “sci-fi futuristic” sound to them (just watch  out for the yellow guys who blow up like BomberMan when you hit them a  couple of times!) and all that.  But the music in the game, in my  opinion, is kind of repetitive and doesn’t really stand out as being  anything special.<br /><br /> So the bottom line is this:  If you are looking for an action-packed  game that is reminiscent of some of the best side-scrolling action games  of yesteryear, you can do far worse than <em>Moon Diver</em>.  If you can  get past a slightly-repetitive soundtrack you’ll find a great  experience that is well worth those aforementioned hard-earned MS  Points.  Well done, FullPlus and Square Enix.</p>
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		<title>Duke Nukem Forever Review</title>
		<link>http://www.chooj.com/duke-nukem-forever-review/</link>
		<comments>http://www.chooj.com/duke-nukem-forever-review/#comments</comments>
		<pubDate>Sat, 09 Jul 2011 05:15:35 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Xbox 360]]></category>
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		<guid isPermaLink="false">http://www.chooj.com/?p=1431</guid>
		<description><![CDATA[
Duke Nukem 3D was one of the first FPS titles to really leave an impact on me. During the mid-90s an adolescent version of me was stunned to see the guts, gore and girls DN3D had to offer. Even if Duke himself was a one dimensional, chain smoking, wise cracking misogynist he resonated with the [...]]]></description>
			<content:encoded><![CDATA[
<p>Duke Nukem 3D was one of the first FPS titles to really leave an impact on me. During the mid-90s an adolescent version of me was stunned to see the guts, gore and girls DN3D had to offer. Even if Duke himself was a one dimensional, chain smoking, wise cracking misogynist he resonated with the gamers of the time. Now, 12 years later, can his act hold up to the scrutiny of the Xbox 360 generation?<br /><br />The development of Duke Nukem Forever could fill volumes and only the surface would be scratched. The game has been through three development studios – 3D Realms, Tryptic Studios &amp; Gearbox Software and has skipped three different console generations. The disc sitting on my shelf has been billed as “3D Realms&#8217; original vision”. If that is the case then George Brossard and the folks at 3D Realms were influenced by the first two Halo titles as well as Half Life 2.</p>
<p><a href="http://www.chooj.com/wp-content/uploads/2011/07/Duke-Nukem-Forever-Review.jpg"><img class="aligncenter size-full wp-image-1432" title="Duke Nukem Forever Review" src="http://www.chooj.com/wp-content/uploads/2011/07/Duke-Nukem-Forever-Review.jpg" alt="" width="675" height="345" /></a></p>
<p>Duke Nukem Forever picks up 12 years after the events of Duke Nukem 3D. After defeating the Alien Forces and destroying the Cycloid Emperor Duke has become the center of the universe. Not only is he the richest man on the planet with his own sports stadiums and casinos but he is also the role model for every young adult, man-child and woman of childbearing age. Now that the aliens have returned Duke Nukem has to kick some ass and save the world’s babes. This type of devotion and one dimensional character archetype might have flown in the 90s but with no flaws or character development Duke himself feels like a cardboard cutout with guns attached.<br /><br />Earlier I said that Duke Nukem Forever may have been inspired by the Halo series. This might come as a surprise to the casual observer because Duke Nukem Forever has had a development cycle that has lasted longer than a decade. The truth is that the version of DNF that we are playing now began development sometime between 2002 and 2004. Instead of a health value that goes to 200% Duke Nukem now has an “Ego Bar” that acts like the shield system from Halo 2. Similar to Master Chief’s series Duke can only hold two weapons at a time and a selection of trip mines and pipe bombs rather than being able to hold all 10 of his classic weapons.</p>
<p>The gameplay flow in Duke Nukem Forever is a mix of linear corridor monster battles separated by NPC character interaction and boss fights. The gunplay provided by DNF is satisfying and using the classic freeze ray and watching Duke Nukem smash a pig cop with his foot can bring a smile to your face but these moments are few and far between. Unlike DN3D Duke is no longer able to take on a group of 4 or 5 monsters at once. Instead firefights lead to you dismembering one or two enemies before taking cover and waiting for your ego to recover.<br /><br />During the game’s long gestation period one of the big selling points trumpeted by 3D Realms was the insane amount of interaction the world had to offer. Some of these ideas have been implemented but for the most part it doesn’t amount to much. Duke can turn on faucets, flush toilets and pick up cans but the game doesn’t take advantage of this. Apart from a few half assed physics puzzles and some forced item fetch quests the interaction only serves as a slight diversion from the main path. This really feels like a squandered opportunity.</p>
<div>
<div id="Layer1"><img src="http://ads.ign.com/advertisers/ign/1x1transparent.gif" alt="" /></div>
<img src="http://de.ign.com/event.ng/Type=count&amp;ClientType=2&amp;ASeg=&amp;AMod=&amp;AOpt=0&amp;AdID=49282&amp;FlightID=44822&amp;TargetID=10619&amp;EntityDefResetFlag=0&amp;C=0&amp;Segments=1,226,255,1931,2747,3982,4170,4602,4603,4723,4836,4917,5017,5038,5718,5906,6102,6671,7396,7752,8587,9598,10327,10820,11754,14845,15232,16249,16251,17902,18129,22285,22860,24253,24858,24910&amp;Targets=6556,6618,7012,6507,10619,23376,27914&amp;Values=46,60,72,85,92,93,100,110,150,218,240,268,477,1190,1285,1481,2474,2679,3010,3492,3607,3887,3932,4056,4227,4802,6623,8155,59249,61766,65368,65914,65989,66083,66484&amp;RawValues=&amp;random=bdrpjpq,bhbpyvNWggbi" border="0" alt="" width="1" height="1" /></div>
<p>The boss battles fair a little better than the  standard gun play. They are large set pieces with huge over the top  weapons, from Duke’s massive twin rocket launchers to a large plasma  cannon. The boss characters are all varied in design and each encounter  is a fun diversion from the main gameplay. It is unfortunate that the  game only has 5 or 6 of these large scale fights. The difficulty curve  for these boss battles also varies greatly. The opening two are easy and  fun adrenaline packed vignettes but there is one near the mid-point of  the game that has a difficulty curve as large as the Eifel tower. On the  harder difficulties the game may spawn multiple foes as the main baddy  bleeds out. This can lead to some cheap deaths when you are within  seconds of finishing off the big baddie. Should you die at this point it  means starting the whole fight all over again.  For a campaign that  lasts about 10 hours that means that you are going to be coming across  one of these fights at the end of each 1 – 1 and a half hour chapters. <br /><br /> On the audio front Duke’s classic one liners return and unfortunately  the same problems of repeating dialog that plagued Manhatten Project  return in Forever. It seems that each chapter only has a select number  of one-liners and victory chants. This becomes a problem when Duke is  telling the Pigcops to “Squeal Like a Pig” every 2 or 3 minutes. Some of  the context sensitive/story mode one-liners fair much better. One of  the best liners has to do with a cameo of Master Chief’s Mjolnir Armor.  The audio tracks range from generic guitar rock to music meant to pump  you up. The original “Duke Nukem Theme” makes a number of appearances  and it is nice to hear. None of the new tracks are that memorable but  they do set the mood during the campaign.</p>
<p><a href="http://www.chooj.com/wp-content/uploads/2011/07/Duke-Nukem-Forever-Review1.jpg"><img class="aligncenter size-full wp-image-1433" title="Duke Nukem Forever Review1" src="http://www.chooj.com/wp-content/uploads/2011/07/Duke-Nukem-Forever-Review1.jpg" alt="" width="680" height="360" /></a></p>
<p>The graphics in DNF range from impressive to downright weird. The  opening remake of Duke Nukem 3Ds cycloid emperor fight boasts some  impressive rain effects and looks great. As you make your way through  the multiple chapters of the single player some parts of the game will  make you wonder if the game was finished before being pressed to the  disc. Walls and small objects suffer from blurry textures and on at  least two occasions supporting characters began talking to Duke without  moving their lips. That sort of animation might have passed back in 2002  when DNF was in the planning phase but now it just feels funny and  awkward. The gun models and Duke’s hands do look quite good. As you fire  each weapon there is a satisfying amount of particle effects/lighting  emphasizing their power.</p>
<p>Duke Nukem Forever has had a long and checkered history but it has finally arrived. Is it worth your $60? It all depends on your outlook. Duke Nukem Forever has been positioned as a AAA title. Unfortunately for Duke he just doesn’t have the same amount of polish we’ve seen in other first person shooters on the platform. The promise of a fully interactive world isn’t fully realized and the small physics puzzles that are present are simple and straight forward. If you can get passed the muddy graphics, dated character design, difficult first person platforming and throwaway multiplayer there is an enjoyable single player campaign to be had.</p>
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		<title>F.E.A.R. 3 Review</title>
		<link>http://www.chooj.com/f-e-a-r-3-review/</link>
		<comments>http://www.chooj.com/f-e-a-r-3-review/#comments</comments>
		<pubDate>Sat, 09 Jul 2011 05:09:17 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Xbox 360]]></category>
		<category><![CDATA[xbox]]></category>
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		<category><![CDATA[xbox cheats]]></category>
		<category><![CDATA[xbox reviews]]></category>

		<guid isPermaLink="false">http://www.chooj.com/?p=1427</guid>
		<description><![CDATA[
The F.E.A.R franchise has been through a few hurdles since its debut in 2005. The first game in the series was developed by Monolith Productions and published by Vivendi. Just 5 short years later and the original publisher have ceased to be. Like the ghostly little girls that populate this horror FPS series it has [...]]]></description>
			<content:encoded><![CDATA[
<p>The F.E.A.R franchise has been through a few hurdles since its debut in 2005. The first game in the series was developed by Monolith Productions and published by Vivendi. Just 5 short years later and the original publisher have ceased to be. Like the ghostly little girls that populate this horror FPS series it has moved along in to the hands of Day 1 Studios, who ported the original F.E.A.R to the Xbox 360 in 2006. Can Day 1 carry on the frightening legacy left behind by Monolith and bring closure to the story of Point Man and Fettel?<br /><br />F.E.A.R 3 assumes that you have played through the original 2 titles in the series. Right away you are thrown into the body of Point Man who is under lock &amp; key at an Armachan facility. Along the way you will hear your brother calling to you. This duality isn’t cosmetic, as I’ll get to; Point Man’s brother Fettell plays a vital role in the games co-op experience. During the single player campaign, as Point Man, your main arsenal is an array of machine guns, shotguns and pistols. While this is all standard FPS fare it is how the game handles encounters and cover that truly set it apart.</p>
<p><a href="http://www.chooj.com/wp-content/uploads/2011/07/F.E.A.R.-3-Review.jpg"><img class="aligncenter size-full wp-image-1428" title="F.E.A.R. 3 Review" src="http://www.chooj.com/wp-content/uploads/2011/07/F.E.A.R.-3-Review.jpg" alt="" width="707" height="373" /></a></p>
<p>Without spoiling too much of the plot F.E.A.R 3 boasts an impressive amount of environments. Unlike other shooters released just this past month F.E.A.R 3 doesn’t lock you into industrial complexes or short corridors. The game opens in the aforementioned Armachan Facility, which resembles a prison. Here Point Man has access to various barrels, railings and crates he can use as cover. When you move in to the city streets and urban areas cover becomes less abundant but the range of enemies and amount of firearms available to you increases. This keeps the experience fresh and exciting instead of making the enemy encounters a series of “pop-up” targets the game will throw a mini-boss. These mini-bosses can vary and one standout example occurs during the beginning of the game when the Armachan forces deploy mechanized suits against you. Sure your standard “fire and hide” tactics will work against them but if you think outside the box the encounter will be over a lot sooner.<br /><br />After completing a chapter of the single-player, or by taking the game online, you have the option to play as Point Man’s brother Fettel. He is a ghostly figure who possesses other worldly abilities. Unlike his brother he cannot normally wield weapons. Instead he has two different “spells” he can cast. The first is an offensive red ability that can suspend enemies in the air and damage them. The second ability allows Fettel to cast a shield around his brother. As long as Fettel is not heavily damaged this protective shield essentially adds extra hit points to the other player. By far his coolest ability is that of possession. At any time Fettel can posses any enemy that he can see on screen. This allows him to pick up weaponry and join the fight. This also means that Fettel can reach strategic points that Point Man cannot via possession.</p>
<p><a href="http://www.chooj.com/wp-content/uploads/2011/07/F.E.A.R.-3-Review2.jpg"><img class="aligncenter size-full wp-image-1429" title="F.E.A.R. 3 Review2" src="http://www.chooj.com/wp-content/uploads/2011/07/F.E.A.R.-3-Review2.jpg" alt="" width="703" height="373" /></a></p>
<p>Day One has also trumpeted their online component. They took what I feel is a really refreshing approach their online multiplayer. Unlike other shooters they are not trying to be the next Call of Duty or Halo. Instead they invented 4 unique multiplayer modes &#8211; a survival mode for up to four players fighting against waves of enemies called “f***cking run”, “Contractions” which plays similar to Activision’s Nazi Zombie mode lasty Soul Survivor has four players facing off against an omnipresent “Specter” who can possess A.I generated enemies to collect Souls dropped by the other four players.<br /><br />F.E.A.R 3 is a very rounded package with a few loose threads. The game’s single player is short, clocking in at about 4 or 5 hours, but when you factor in the ability to play the game cooperatively with a friend from a completely new vantage point this gives it some much needed depth. The addition of new and inventive multiplayer modes means that you won’t be climbing through the same 50 ranks just to unlock machine guns and ‘perks’. If you haven’t played a previous F.E.A.R title you might want to least read a synopsis or two before diving in. Once you’ve decided to make the jump you’ll find a fairly fresh take on a genre that has become all to stagnant as of late.</p>
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		<title>Child of Eden Review</title>
		<link>http://www.chooj.com/child-of-eden-review/</link>
		<comments>http://www.chooj.com/child-of-eden-review/#comments</comments>
		<pubDate>Sat, 09 Jul 2011 04:57:00 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Xbox 360]]></category>
		<category><![CDATA[xbox]]></category>
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		<guid isPermaLink="false">http://www.chooj.com/?p=1419</guid>
		<description><![CDATA[
Some may believe that the music rhythm genre died when Activision disbanded its Guitar Hero unit earlier this year. We may see a decline in the amount of music games created by western developers but that leaves room for innovations from others in the gaming community. Tetsuya Mizuguchi returns to the music genre, after his [...]]]></description>
			<content:encoded><![CDATA[
<p>Some may believe that the music rhythm genre died when Activision disbanded its Guitar Hero unit earlier this year. We may see a decline in the amount of music games created by western developers but that leaves room for innovations from others in the gaming community. Tetsuya Mizuguchi returns to the music genre, after his work on last generation&#8217;s Rez , There are high expectations for Child of Eden. Is this visually striking unique title worth your $40? Read on to find out.<br /><br />Child of Eden attempts to blend a simple but engaging Sci-Fi story with addictive rhythm gameplay that can be used with both the Kinect Sensor and traditional controller. The narrative in Eden is simple but helps join the five levels together. Set in the same future world as Rez, the human race has developed computers to the point of the singularity. The ability to upload entire consciences has become possible, the first of which is &#8220;Luma&#8221; the first child born in space. Several hundred years after this technological development you are charged with task of eliminating viruses within the network that harm Luma&#8217;s existence. This gives the player a sense of accomplishment when completing a level but it would have been nice if the story was further explained beyond the text splash screens the appear at the games introduction and conclusion.</p>
<p><a href="http://www.chooj.com/wp-content/uploads/2011/07/Child-of-Eden1.jpg"><img class="aligncenter size-full wp-image-1424" title="Child of Eden" src="http://www.chooj.com/wp-content/uploads/2011/07/Child-of-Eden1.jpg" alt="" width="564" height="300" /></a></p>
<p>From a gameplay prospective Child of Eden is a mixture of rhythm game  and rail shooter. You have two weapons available, a lock on missile and  short range laser, to use against multiple foes.  The game progresses on  rails and moves through multiple encounters during each 15-20 minute  &#8220;archive&#8221;. Some enemies are only affected by your lasers or missiles. At  any time you can chain together the missiles and attack multiple  targets at once for a bonus to your score. <br /><br /> One of the major issues I had with Eden was the small amount of levels.  Since there are only 5 levels the game requires that you play through  each level multiple times to earn the number of stars to unlock the next  archive.  At the end of each episode the game deviates from the on  rails formula and throws you in to a boss battle. The boss battles all  differ, from a phoenix virus that is only harmed by your lock on laser  to a flying whale-like virus who has multiple weak points. Each of Child  of Eden&#8217;s bosses are inventive and leave a very strong impression when  you first face them. <br /><br /> Graphically Child of Eden is a mixture of vibrant color, transparent 3D  models and flashy particle effects.  As you progress from the start to  the finish of each mission the color scheme may change drastically.  During the second mission for example as you navigate through the water  themed portions of the archive everything is draped in blue textures and  particles. As you move forward toward to the phoenix boss everything  shifts to a deeper red tone complete with a change in enemies.  Everything has a very polished and stylized look that works well with  the audio tracks Mizuguchi and his team have selected.</p>
<p><a href="http://www.chooj.com/wp-content/uploads/2011/07/Child-of-Eden21.jpg"><img class="aligncenter size-full wp-image-1425" title="Child of Eden2" src="http://www.chooj.com/wp-content/uploads/2011/07/Child-of-Eden21.jpg" alt="" width="567" height="295" /></a></p>
<p>Navigating the world of Child of Eden couldn&#8217;t be simpler. The game pushes you through each level using an on-rails system. Using the Joystick or your hand (with Kinect) you are able to highlight multiple targets. When using the controller you are able to fire missiles with the A button and the short range laser with the right trigger. While using kinect weapons can be changed by putting your hands over your head. Shooting enemies with kinect is great and it is some of the best use of the peripheral to date. Kinect isn&#8217;t exactly necessary to enjoy the Child of Eden experience but it definitely adds to the immersion.<br /><br />Child of Eden is a visually appealing title that is unlike anything on the platform. The simple controls mean that anyone can pick up the game and play but only the dedicated will want to repeat the levels over and over for the best scores. The game does offer some limited online functionality in the form of leader boards as well as several unlockables that can be viewed in Luma&#8217;s Garden. The immersive Kinect controls are worth keeping the game around, especially as demonstration for what the Kinect is capable of. Even playing Child of Eden for 10 minutes leaves you with a sense of happiness.</p>
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		<title>International Cricket 2010</title>
		<link>http://www.chooj.com/international-cricket-2010/</link>
		<comments>http://www.chooj.com/international-cricket-2010/#comments</comments>
		<pubDate>Wed, 15 Dec 2010 07:01:56 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Xbox 360]]></category>
		<category><![CDATA[International Cricket 2010 Article]]></category>
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		<category><![CDATA[International Cricket 2010 Hands On]]></category>
		<category><![CDATA[International Cricket 2010 Review]]></category>
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		<category><![CDATA[Xbox 360 International Cricket 2010 Review]]></category>

		<guid isPermaLink="false">http://www.chooj.com/?p=1390</guid>
		<description><![CDATA[
UK REVIEW&#8211;There are few sports that polarise opinion in quite the  manner cricket does, and it is likely to be the same for International  Cricket 2010. It provides a faithful and nuanced translation of the game  to consoles, with satisfaction to be found picking the perfect spot to  cream a ball [...]]]></description>
			<content:encoded><![CDATA[
<p>UK REVIEW&#8211;There are few sports that polarise opinion in quite the  manner cricket does, and it is likely to be the same for International  Cricket 2010. It provides a faithful and nuanced translation of the game  to consoles, with satisfaction to be found picking the perfect spot to  cream a ball for six or frustrating batsmen into rash shots. However,  it&#8217;s unlikely to win over any but the most ardent cricket fans thanks to  its poor visuals, lacklustre sound, frequent bugs, and incomplete squad  lists.</p>
<p>IC2010 gives you the opportunity to take control of an international  cricket team of your choice and take on the rest of the world in any  form of the game you like. As with last year&#8217;s Ashes effort, only the  England and Australia teams are licensed, which means that players from  other nations are represented by approximate names. Cricket fans will be  able to identify most of them readily enough, and their stats are  appropriate. Licensed or not, anyone dashing enough to sport a real-life  beard is relatively hard to recognise as the best IC2010 can manage is a  smattering of stubble.</p>
<p>Unlike last year&#8217;s Ashes-focused game, IC2010&#8217;s default mode is  Twenty20&#8211;referred to as Twenty Overs in-game, thanks to the lack of ICC  licensing&#8211;but test matches and one-day matches are still available.  One-day internationals have the most flexibility, as you have the option  of making them as short as five overs per side, creating an entirely  new form of the game in the process. This is generally not much fun, but  it is almost the only way to see a game through from start to finish in  less than an hour.</p>
<p>Both batting and bowling manage to be fun and engaging experiences in  IC2010. The most obvious change from last year is the addition of a  third-person action view. This, combined with a more nuanced batting and  bowling system, does make you feel much more a part of the action as  the game re-creates the feeling of taking part in a cricket match rather  than simply controlling a match you&#8217;re watching on TV. This engagement  is broken somewhat when you see a batsman passing through a fielder as  he dives for his crease or you are bowled out without the stumps being  disturbed, but these are rare enough and the core game solid enough that  serious cricket fans may be able to overlook them.</p>
<p>Both batting and bowling come with extensive tutorials. While these are  generally well explained and allow you to get into the hang of timing  and shot placement, the criteria for completion of individual tutorials  can be opaque; hence, downright frustrating. They do give you a quick  and thorough overview of how the game is played, though, managing to  both teach you about IC2010 and the game of cricket itself.</p>
<p><a href="http://www.chooj.com/wp-content/uploads/2010/12/International-Cricket-2010.jpg"><img class="aligncenter size-full wp-image-1389" title="International Cricket 2010" src="http://www.chooj.com/wp-content/uploads/2010/12/International-Cricket-2010.jpg" alt="" width="430" height="242" /></a></p>
<p>Bowling is pleasingly engaging this year after the detached feel in  previous years. If you want to take wickets against quality opposition,  you generally need to bowl to a plan, and seeing such a plan work is a  satisfying experience. If you bowl a number of in-swinging balls, for  instance, you may not get a batsman out&#8211;but a fourth ball that is  cunningly shaped away from the batsman will often find an edge. This  isn&#8217;t always the case. Because of the way that batting confidence works  in the game&#8211;once a batsman has found his rhythm and got his eye  in&#8211;even the most amateurish of cricketers can become rather obdurate.  Thankfully, quality bowlers have enough tricks up their sleeves to keep  this interesting, and disciplined bowling with clever variations  generally yields results.</p>
<p>Batting is similarly pleasing. Power and direction of shots are  controlled with the left stick, meaning that nurdling is easier and more  satisfying than before. This works well for confidence building,  especially in the shorter forms of the game where you don&#8217;t have the  time to hang around for a few well-timed dot balls. Smacking the ball  farther is relatively easy once you have mastered timing as well, but  placement is key; the height of the ball, how much it bounces, and where  it pitches are all essential factors to take into account when working  out in which direction to most safely launch the ball. One factor that  makes this process easier is the fact that you don&#8217;t have to specify  your footwork before taking a shot, which removes some of the guesswork  when you&#8217;re trying to play it safe. The more powerful and riskier your  shot, the harder it is to get the timing right&#8211;perfectly timing a  forward defensive is significantly easier and hence less risky than  trying to cream a ball over long on.</p>
<p>If you do opt to select footwork, then you can generally hit the ball  harder and pull off more impressive shots, but you run the risk of  getting beaten all ends up as you swing at a ball that keeps low or go  forward to a ball that explodes off a patch of rough and over your head.  Leg byes are one area where the batting feels rather odd because they  are never awarded&#8211;you don&#8217;t have the option to run when a ball comes  off your pads or body.</p>
<p>Fielding is one area where the game falls down as a sim, however. Most  of the fielding duties are covered by the AI, and this can lead to some  obvious failings. The wicket keepers are superhuman when it comes to  stopping byes&#8211;it doesn&#8217;t actually seem possible to concede any at all  because they will move across as you bowl to match your line and then  leap acrobatically to stop any ball that&#8217;s not called wide. And even  wides have to be absurdly errant to avoid finding their way into the  keepers&#8217; gloves. The AI has other failings too. Fielders occasionally  get confused when the ball reaches the boundary, giving extra runs away  as they simply stand there. Balls hit into the ground near the crease  invariably lead to runs being taken as the wicket keepers are preset to  get behind the stumps rather than field actively, leading to unnecessary  runs.</p>
<p>Unfortunately, while the core gameplay is passable and somewhat  realistic despite the bugs, the game has problems on the periphery. The  commentary is uniformly abysmal, despite being provided by such big  names as Jonathan Agnew, Shane Warne, and David Lloyd. Each commentator  has a very small range of stock phrases, which are often incorrectly  applied, and most of them sound either very bored or simply perplexed by  the scripts in front of them. The commentary is so banal, repetitive  and poorly delivered that players looking to gain any enjoyment from  IC2010 should turn it off immediately once they start the game.</p>
<p>Commentary isn&#8217;t the only aspect of the sound that is subpar. The range  of bat-on-ball sounds is exceptionally limited, and the lack of a nice  meaty sound when you hit the ball off the middle of the bat or a range  of sounds for edges are particularly notable by their absence. Crowd  noise is both limited and uniform across the world. While Twenty Over  matches will be livelier than tests, the crowds sound the same whether  you&#8217;re at Lord&#8217;s or in Barbados.</p>
<p>Squad lists are another area where the game has problems. Even though  the Twenty Overs format is at the game&#8217;s core and the game is licensed  by the ECB, several key members of the England team that won the recent  Twenty20 World Cup are missing. This includes first-choice opening  batsmen Craig Kieswetter and Michael Lumb, as well as revelatory spinner  Michael Yardy. The players that are included are modelled more  accurately than last year, but the likenesses are still little more than  vague&#8211;and Ryan Sidebottom&#8217;s hair is still off-puttingly static.</p>
<p>One bright spot is the licensing agreement with Hawk Eye, which works  well. The regular pitch maps, end-of-over bowling analyses, and wagon  wheels help with bowling in particular; knowing precisely where your  wicket-taking balls pitched and how they bounced is invaluable as you  work out how to improve. This isn&#8217;t as overused as it was last year  either&#8211;though it would be nice to be able to generate customised  reports using the Hawk Eye system when you want to know specific pieces  of information.</p>
<p><a href="http://www.chooj.com/wp-content/uploads/2010/12/International-Cricket-2010a.jpg"><img class="aligncenter size-full wp-image-1391" title="International Cricket 2010a" src="http://www.chooj.com/wp-content/uploads/2010/12/International-Cricket-2010a.jpg" alt="" width="430" height="242" /></a></p>
<p>The game&#8217;s multiplayer options are interesting&#8211;the offline cooperative  play lends itself well to long sessions, but competitive play is  lacklustre. Online animations are frequently curtailed and uneven, while  fielding bugs are even more obvious when you have a human opponent to  take advantage of the game&#8217;s foibles. Fundamentals of gameplay still  work, even with some lag, but there is never any incentive for a losing  player to complete a game because the game doesn&#8217;t penalise those who  quit early.</p>
<p>As the game plays out in something approximating real time, completing  even a Twenty Overs game can take several hours. This does mean that if  you can overlook the game&#8217;s foibles&#8211;which are major but not game  breaking&#8211;you&#8217;re likely to get many hours of something approaching  enjoyment from the game as long as you shut the commentary off. However,  the game&#8217;s poor graphics, subpar sound, and frequent bugs will put  anyone but the keenest of cricket fans off.</p>
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		<title>N3II: Ninety-Nine Nights</title>
		<link>http://www.chooj.com/n3ii-ninety-nine-nights/</link>
		<comments>http://www.chooj.com/n3ii-ninety-nine-nights/#comments</comments>
		<pubDate>Wed, 15 Dec 2010 06:59:04 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Xbox 360]]></category>
		<category><![CDATA[N3II: Ninety-Nine Nights Article]]></category>
		<category><![CDATA[N3II: Ninety-Nine Nights for Xbox 360]]></category>
		<category><![CDATA[N3II: Ninety-Nine Nights Hands On]]></category>
		<category><![CDATA[N3II: Ninety-Nine Nights Review]]></category>
		<category><![CDATA[N3II: Ninety-Nine Nights Review for Xbox 360]]></category>
		<category><![CDATA[Xbox 360 N3II: Ninety-Nine Nights]]></category>
		<category><![CDATA[Xbox 360 N3II: Ninety-Nine Nights Review]]></category>

		<guid isPermaLink="false">http://www.chooj.com/?p=1385</guid>
		<description><![CDATA[
N3II: Ninety-Nine Nights may be only the second game in this  hack-and-slash series, but it&#8217;s modeled so shamelessly on the Dynasty  Warriors franchise that it feels like something we&#8217;ve seen a dozen times  before. It also feels carelessly put together, with a lousy story that  is marred by technical problems, shallow [...]]]></description>
			<content:encoded><![CDATA[
<p>N3II: Ninety-Nine Nights may be only the second game in this  hack-and-slash series, but it&#8217;s modeled so shamelessly on the Dynasty  Warriors franchise that it feels like something we&#8217;ve seen a dozen times  before. It also feels carelessly put together, with a lousy story that  is marred by technical problems, shallow combat, and frustrating design  choices&#8211;and there is no attempt to build on the concepts that it apes  from the Dynasty Warriors games. All of this makes N3II a tired,  derivative, soul-crushingly tedious experience.</p>
<p><a href="http://www.chooj.com/wp-content/uploads/2010/12/N3II-Ninety-Nine-Nights.jpg"><img class="aligncenter size-full wp-image-1386" title="N3II Ninety-Nine Nights" src="http://www.chooj.com/wp-content/uploads/2010/12/N3II-Ninety-Nine-Nights.jpg" alt="" width="430" height="242" /></a></p>
<p>The fantasy kingdom of Orphea is in the midst of dark times. The Lord of  the Night appeared 92 days ago, and his armies of evil are spreading  across the land. Unfortunately, most of Orphea&#8217;s soldiers are basically  useless, so it falls upon five brave heroes to do the bulk of the work,  slashing the forces of darkness to bits by the thousands in battles  across the land. The story is all typical fantasy stuff, and the  characters are as lifeless as the plot is unoriginal. It’s a  by-the-numbers tale that’s made worse by the fact that some cutscenes  suffer from severe lip-syncing problems.</p>
<p>Initially, the sheer scope of the battles in N3II can be exciting. In  the first mission, you face enemy soldiers by the hundreds in the  courtyard of a castle while huge flaming stones soar through the sky  above. It&#8217;s a thrilling fantasy scene until you realize that most of  those enemy soldiers aren&#8217;t fighting for their lives in an intense  battle but are patiently milling around just waiting to be cleaved in  two by a few swings of your blade. They politely gather around you so  that the huge sweeping arcs of your attacks can conveniently mow them to  bits, and they&#8217;re usually quickly replaced by many more soldiers. As  the warrior Galen, you can string together your attack buttons to  perform stylish and spectacular combos, and the sight of Galen twirling  gracefully around&#8211;his twin blades slicing through enemies  effortlessly&#8211;is impressive at first. But it quickly becomes clear that  this is all just mindless button mashing, and with some levels that can  drag on for the better part of an hour, the biggest challenge is to  avoid getting lulled into a stupor by the excruciatingly dull action. As  you progress, you encounter other characters that then become available  until you have five interconnected stories to play through. While these  characters feel quite different from one another, the combat is as  repetitive and tiresome with one of them as it is with any other, so  although the sheer brute strength of the hulking Maggni is a nice change  from Galen&#8217;s more graceful techniques at first, it rapidly becomes  every bit as dreary.</p>
<p>The shallowness and tedium of the combat doesn&#8217;t mean the game is easy,  but the difficulty here isn&#8217;t the sort that spurs you on to offer a  sense of triumph when you finally succeed. Rather, the gameplay and  difficulty conspire to beat you into submission. You&#8217;ll face off against  enemies in such large numbers that your health will get slowly chipped  away, and the game is often diabolically stingy with healing items. Some  enemy attacks knock you down instantly, and you might get up only to be  instantly knocked down again, which is a cheap and infuriating  substitute for actual challenge. There are checkpoints in each level,  but they&#8217;re so spread out that death often means repeating a long  stretch of action that wasn&#8217;t even fun the first time. And you might  make it all the way to the end of a level only to find that you need to  level up your character before having a fighting chance of defeating the  outrageously powerful boss monster. This leaves you with no choice but  to quit the level, replay earlier levels for experience, and then fight  your way all the way back to the boss again. Oh, and be warned: The  Colosseum level that you can access at any time, which seems designed  precisely for fighting enemies and leveling up your characters, actually  doesn&#8217;t award you any experience whatsoever. The laughably flimsy game  manual doesn&#8217;t tell you this (or, really, anything else), so you might  find out the hard way by spending 20 or 30 minutes hacking away at  enemies only to get nothing to show for it.</p>
<p><a href="http://www.chooj.com/wp-content/uploads/2010/12/N3II-Ninety-Nine-Nights1.jpg"><img class="aligncenter size-full wp-image-1387" title="N3II Ninety-Nine Nights1" src="http://www.chooj.com/wp-content/uploads/2010/12/N3II-Ninety-Nine-Nights1.jpg" alt="" width="430" height="242" /></a></p>
<p>N3II: Ninety-Nine Nights&#8217; visuals are probably its strongest asset,  though that&#8217;s not saying much. Your characters are detailed and their  attacks are impressive. The blood of your legions of fallen foes  spatters the screen, and the special orb spark techniques you can  unleash from time to time are accompanied by some dazzling effects. And  there are many flourishes to the environments&#8211;the swirling snowstorms  surrounding a castle on a mountaintop, for instance&#8211;that lend the  battles a sense of drama. On the other hand, the fact that the thousands  of rank-and-file enemy soldiers you&#8217;ll chop your way through on each  level all look identical saps the sense of awe from these massive  conflicts. There&#8217;s some rousing orchestral music, though it&#8217;s often  drowned out by the din of battle. The clash and clang of metal on metal  and the other sounds of conflict all suit the action well.</p>
<p>In addition to the single-player story mode, you can team up with a  partner and play through a variety of online scenarios in which you must  survive wave after wave of spawning foes, fight your way through a  maze, and race to see who can eviscerate the most enemies. But the  combat is no more capable of providing an enjoyable multiplayer  experience than it is a decent single-player one. The concept of tossing  you into massive battles against thousands of enemies is certainly one  with the potential to deliver eye-popping spectacle and thrilling  action, but N3II fails to make good on this concept. The only epic  struggle this game puts you in is the test of just how much boredom you  can endure.</p>
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		<title>NCAA Football 11</title>
		<link>http://www.chooj.com/ncaa-football-11/</link>
		<comments>http://www.chooj.com/ncaa-football-11/#comments</comments>
		<pubDate>Wed, 15 Dec 2010 06:56:38 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Xbox 360]]></category>
		<category><![CDATA[NCAA Football 11 Article]]></category>
		<category><![CDATA[NCAA Football 11 for Xbox 360]]></category>
		<category><![CDATA[NCAA Football 11 Hands On]]></category>
		<category><![CDATA[NCAA Football 11 Review]]></category>
		<category><![CDATA[NCAA Football 11 Review for Xbox 360]]></category>
		<category><![CDATA[Xbox 360 NCAA Football 11]]></category>
		<category><![CDATA[Xbox 360 NCAA Football 11 Review]]></category>

		<guid isPermaLink="false">http://www.chooj.com/?p=1382</guid>
		<description><![CDATA[
NCAA Football 10 made some significant strides last year by introducing  some entertaining new modes and reworking old ones to flesh out the  entire college football experience. This year, EA Sports took a  different approach with NCAA Football 11 by focusing more on beefing up  on-field action than on making major [...]]]></description>
			<content:encoded><![CDATA[
<p>NCAA Football 10 made some significant strides last year by introducing  some entertaining new modes and reworking old ones to flesh out the  entire college football experience. This year, EA Sports took a  different approach with NCAA Football 11 by focusing more on beefing up  on-field action than on making major in-game upgrades to supplementary  modes like Road to Glory. But, that&#8217;s not to say these preexisting  modes&#8211;those transferred from last year to this year&#8211;are completely  neglected. There are some small changes to be found, some of which don&#8217;t  amount to much more than window dressing while others succeed in making  their associated modes more engaging.</p>
<p>In either case, it&#8217;s disappointing to start up a mode in NCAA Football  11 and find that little has changed, and there&#8217;s no greater offender  than the Road to Glory mode. This is the mode where you can create your  own player and watch him grow from a high school standout to a college  superstar. It&#8217;s still hosted by ESPN&#8217;s Erin Andrews, and colleague Kirk  Herbstreit still chimes in to break down your performance, but aside  from game specific highlights that play during his postgame recaps,  there isn&#8217;t anything specific to this mode that you haven&#8217;t already seen  if you played NCAA Football 10. Even Andrews&#8217; appearance is simply a  replay of what she did for the previous game. Still, there&#8217;s something  undeniably addictive about taking a no-name player and turning him into a  star athlete, but like last year, you still have to be mindful of the  pitfalls of selecting certain positions on offense. For example,  quarterbacks can always call an audible to get out of predetermined  plays, but running backs and receivers are still at the mercy of an  AI-controlled coach that wants to win and doesn&#8217;t care about your  individual performance.</p>
<p>NCAA Football 11&#8217;s Dynasty mode is disappointing, at least in terms of  feature upgrades from last year, but there&#8217;s one relatively small  difference beneath the surface that improves a major aspect of managing  any dynasty, and that&#8217;s recruiting. Like the recruiting methods found in  previous NCAA games, you can woo an athlete to your school by making  phone calls and pitching the benefits of joining your program. But NCAA  Football 11 turns these phone calls into a more engaging and obvious  meta game where you can earn points (think of them as indicating the  level of interest in your school) and cause other schools to lose points  based on the topics of discussion. For example, if you&#8217;re talking about  coaching prestige and your school has a high rating whereas a competing  school has a slightly lower rating, then the recruit will show greater  interest in your program and less interest in the other. Comparing the  two schools will earn you points that reflect the recruit&#8217;s interest. At  times, recruiting still feels like an impenetrable wall of information,  but receiving an instantaneous (and easily understood) reward for your  efforts and having greater transparency in the recruitment process make  it more worthwhile.</p>
<p>That feeling is amplified when playing an online dynasty where you can  actively try to take prospects away from other player-controlled schools  and hear competitors whine about it. But an online dynasty offers  another significant advantage over its single-player counterpart in the  form of a Web-based interface where you can access your dynasty at any  time via a PC. Easily one of NCAA Football 11&#8217;s greatest non-gameplay  improvements, this interface not only lets you view schedules and keep  tabs on other teams, but it also lets you participate in recruiting  (which functions much as it does in the actual game) and write up news  stories or messages on your games that are then posted to a  dynasty-specific blog with highlights that you can share through a  variety of social-networking options. This is an absolutely great tool  for playing up the competitive element of a multiuser dynasty, and it  goes a long way in making the entire dynasty process more seamless. It  does, however, have a few technical hiccups every now and then as the  site sometimes isn&#8217;t available or it can take a good chunk of time to  load a dynasty, but it&#8217;s a great way to kill some time when it works.</p>
<p><a href="http://www.chooj.com/wp-content/uploads/2010/12/NCAA-Football-11.jpg"><img class="aligncenter size-full wp-image-1380" title="NCAA Football 11" src="http://www.chooj.com/wp-content/uploads/2010/12/NCAA-Football-11.jpg" alt="" width="430" height="242" /></a></p>
<p>Of course, none of this would matter if NCAA Football 11&#8217;s gameplay  wasn&#8217;t any good, but thankfully, it builds off of many of the  improvements from last year and makes some progress in becoming an even  more accurate representation of college football. The running game feels  great thanks to some improved right-analog stick controls that finesse  player movements&#8211;how far you press right, left, back, or forward  determines just how much you sidestep or put your momentum forward or  backward, which is more useful in one-on-one situations as opposed to  stomping through the defensive line. Also, because of improved collision  detection between players, there&#8217;s a much greater feeling of being able  to fend off a tackle with a spin or stiff arm if you&#8217;re timing is  right. That being said, there&#8217;s still some questionable run blocking as  it&#8217;s not completely uncommon to see a lineman or receiver run back  toward the line of scrimmage instead of make a downfield block on a  defensive back or linebacker, but it&#8217;s certainly improved over last  year. There are also moments when running backs (albeit very good ones)  seemingly gain superhuman strength and shed tackles from 250-plus pound  linebackers as if they were drops of water.</p>
<p>NCAA Football 11&#8217;s passing game has some similar quirks that are mostly  just unrealistic. Two receivers running a slant route across the middle  of the field run into each other far too often, thus disrupting the  timing on a pass. It&#8217;s not unreasonable to see this happen once in a  long while, but its frequency suggests that these receivers probably  shouldn&#8217;t be playing football. Likewise, there&#8217;s some inconsistency with  the long ball. Normally, if a receiver is unable to reliably make a  catch on a short six-yard route, you wouldn&#8217;t necessarily expect him to  make the catch on a 40-yard pass, but it happens&#8211;more than it should.  On top of all that, quarterbacks can still make some ridiculous throws  when scrambling, specifically when running to one side of the field and  throwing the ball in the opposite direction against their natural  motion. Still, the quality of the defensive AI really forces you to make  smart decisions about where to throw the ball, and the fact that  receivers generally try to stay in bounds (thanks to some new  feet-dragging animations) when catching the ball near the sidelines  opens some new opportunities, especially when the clock is ticking and  you&#8217;re close to winning a game. At any rate, it&#8217;s a great feeling to  read coverage and pick it apart with a smart pass.</p>
<p><a href="http://www.chooj.com/wp-content/uploads/2010/12/NCAA-Football-11a.jpg"><img class="aligncenter size-full wp-image-1381" title="NCAA Football 11a" src="http://www.chooj.com/wp-content/uploads/2010/12/NCAA-Football-11a.jpg" alt="" width="430" height="242" /></a></p>
<p>There isn&#8217;t much to complain about when it comes to the defensive side  of the ball. There are those aforementioned moments where a running back  becomes a nearly unstoppable beast, but the most annoying hole in the  defense is watching a defensive end stay put in a coverage zone when  he&#8217;s about five feet away from the quarterback and can easily get a  sack. But, all around, defense tends to play in a very smart way, and  when you normally wouldn&#8217;t expect them to, defensive backs and  linebackers do a great job of swatting down passes.</p>
<p>It&#8217;s worth pointing out that on both offense and defense, NCAA Football  11 tries to make play calling as easy as possible for those who might  not understand the intricacies of the sport or just want to rush things  along. As such, before the snap, you immediately have access to several  plays that are based on your on-field location, down, and yardage-to-go  for the first down. These initial plays are useful (and less time  consuming) if you&#8217;re aiming for some bread-and-butter-style options,  such as running plays up the middle or uncomplicated passing plays, but  most veterans will find these options limiting as the game progresses  and opt for the classic mode of play calling instead.  What&#8217;s also  interesting about NCAA Football 11&#8217;s play calling system is just how  differently computer-controlled teams play from one another based upon  their real-world counterparts. If you&#8217;re playing against a school that  primarily goes no huddle, then that&#8217;s what you get in-game. This keeps  individual games interesting as you adjust your strategy to meet a  school&#8217;s characteristics and tendencies.</p>
<p>If you&#8217;re going up against other players online, you might not  experience the same thing because human-controlled opponents generally  play the game the way they want to, no matter what. In general, online  games are relatively lag free, but there is a noticeable delay for  kickoffs and any other situations that use the kicking meter. In  addition, some players may jump around the field a bit if your  connection isn&#8217;t completely solid, but otherwise, online games generally  happen without any significant hitches.</p>
<p>As for presentation, NCAA Football 11 delivers some nice visual upgrades  in the form of much improved lighting (which occasionally freaks out  during late-afternoon games when the lighting randomly switches after  the end of the half), slightly more detailed character models, and  greater ESPN integration. Some teams also have field entrances that are  based on their real-life counterparts, such as Notre Dame&#8217;s entrance  where players slap the sign as they make their way onto the field. There  are also crowd-specific animations for teams like the Florida Gators,  which will show its fans doing the chomp motion with their arms.  Rounding out the entire experience is the commentary team of Brad  Nessler and Kirk Herbstreit (no Lee Corso this year, to the delight or  dismay of many) with Erin Andrews issuing sideline reports. The team  does a decent job of calling the on-field action in an accurate&#8211;if not  completely enthusiastic&#8211;way, but it often seems like the commentary  just can&#8217;t keep up if the action is moving at a steady clip.</p>
<p><a href="http://www.chooj.com/wp-content/uploads/2010/12/NCAA-Football-11b.jpg"><img class="aligncenter size-full wp-image-1383" title="NCAA Football 11b" src="http://www.chooj.com/wp-content/uploads/2010/12/NCAA-Football-11b.jpg" alt="" width="430" height="242" /></a></p>
<p>There&#8217;s always an issue with sports games when it comes to deciding  whether or not the additions in the current year&#8217;s game are enough to  warrant a purchase for those who bought the previous year&#8217;s game. At  first glance, NCAA Football 11 doesn&#8217;t seem like it offers much in the  way of new content, which might not make it the best option for fans  that want major upgrades to extra modes from year to year. But whether  you&#8217;re participating in an online dynasty and its new Web interface,  creating your own team in the excellent TeamBuilder mode carried over  from last year, or just experiencing some great changes to the gameplay,  there&#8217;s plenty of content and under-the-hood changes here for the most  rabid college football fan to enjoy.</p>
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		<title>DarkStar One: Broken Alliance</title>
		<link>http://www.chooj.com/darkstar-one-broken-alliance/</link>
		<comments>http://www.chooj.com/darkstar-one-broken-alliance/#comments</comments>
		<pubDate>Wed, 15 Dec 2010 06:52:50 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Xbox 360]]></category>
		<category><![CDATA[DarkStar One: Broken Alliance Article]]></category>
		<category><![CDATA[DarkStar One: Broken Alliance for Xbox 360]]></category>
		<category><![CDATA[DarkStar One: Broken Alliance Hands On]]></category>
		<category><![CDATA[DarkStar One: Broken Alliance Review]]></category>
		<category><![CDATA[DarkStar One: Broken Alliance Review for Xbox 360]]></category>
		<category><![CDATA[Xbox 360 DarkStar One: Broken Alliance]]></category>
		<category><![CDATA[Xbox 360 DarkStar One: Broken Alliance Review]]></category>

		<guid isPermaLink="false">http://www.chooj.com/?p=1376</guid>
		<description><![CDATA[
There aren&#8217;t many opportunities on modern consoles to gallivant about  the galaxy shooting space pirates and trading android parts, so DarkStar  One: Broken Alliance fills a very large void. And in spite of its many  quirks, this long and accessible space combat sim does a fine job of  doing so, putting [...]]]></description>
			<content:encoded><![CDATA[
<p>There aren&#8217;t many opportunities on modern consoles to gallivant about  the galaxy shooting space pirates and trading android parts, so DarkStar  One: Broken Alliance fills a very large void. And in spite of its many  quirks, this long and accessible space combat sim does a fine job of  doing so, putting you behind an upgradable spacecraft and giving you an  enormous universe to conquer. A lack of depth and lots of mission  repetition make the later hours start to drag, and some cringe-worthy  voice acting and overly compressed cutscenes lend the story some  unintended campiness. But there&#8217;s no reason the flaws should weigh too  heavily on adventurers itching to save the cosmos by blasting nasty  alien ships into smithereens.</p>
<p>Just like the PC version released in 2006, DarkStar One: Broken Alliance  puts you in the shoes and ship of Kayron Jarvis, son of a talented  pilot who was killed after an act of ship sabotage. Like it so often  does, revenge forms the basis of this tale, though Kayron soon finds  himself wrapped up in a political drama in which&#8211;wait for it&#8211;the fate  of the galaxy hangs in the balance. The twists and turns of the plot do  their part to inspire interest, but low-resolution cutscenes and  eccentric, oft-repeated voice-overs make it hard to take DarkStar One&#8217;s  story seriously. The actors portraying the leads aren&#8217;t so bad, and a  few side players come across well, like the boisterous, swashbuckling  Captain Hornblower. Others, such as the emotionless actress performing  monotone communication duties at space stations throughout the universe,  sound like they barely understand what their lines mean. It&#8217;s easy to  admire its spunk, but you won&#8217;t stay glued to the screen on the merits  of this humdrum space opera.</p>
<p>Luckily, a light role-playing system that lets you upgrade your  ship&#8211;the titular DarkStar One&#8211;will keep you pushing forward when the  story has lost its appeal. You fly about the galaxy seeking artifacts,  most of which can be found glimmering on asteroids, though some are  earned as a reward for liberating systems taken over by nasty space  pirates. With enough artifacts, you level up your ship, granting it more  hit points, perhaps, or giving you access to the next weapon class.  This is also how you enhance your catch-all plasma device, which can be  used for an extra layer of shielding or to emit an electromagnetic  blast, among other possibilities.</p>
<p>And so you push through the galaxy in a first-person perspective,  collecting artifacts and shooting up anything that turns your reticle  red when you target it. DarkStar One is easy to pick up and play from  the get-go because of the intuitive controls that make it simple to  select targets of note, switch missile types, grab cargo, and more. You  shoot your mounted weapons with a single trigger, while turrets fire  automatically, assuming you have enough energy to power them. As you  move from cluster to cluster, you gain access to more weapon types, from  ion pulse weapons that damage shields to graviton guns that fire slowly  but do a good amount of damage. It&#8217;s some hours before you feel like  your foes are putting up a struggle, but some later encounters force you  to keep an eye on your weapon energy and maneuver carefully around  giant cruisers that would turn you into space dust. Most skirmishes play  out more or less the same: you target the nearest enemy and pummel it  with lasers and spores until it blows up, and then you move on to the  next one until the fleet is gone. Combat is simple and predictable, but  it&#8217;s terrific fun to zoom about, zapping Thul drones and Arrack  bodyguards, and later enemies mix up their behavior, which adds a touch  of challenge and variety.</p>
<p><a href="http://www.chooj.com/wp-content/uploads/2010/12/DarkStar-One-Broken-Alliance.jpg"><img class="aligncenter size-full wp-image-1377" title="DarkStar One Broken Alliance" src="http://www.chooj.com/wp-content/uploads/2010/12/DarkStar-One-Broken-Alliance.jpg" alt="" width="430" height="242" /></a></p>
<p>Nevertheless, this predictability eventually leads to monotony, due to  copy-and-paste side missions that see you doing the same activities over  and again. Heading to a waypoint to eavesdrop on an unsuspecting group  of conspirators is a nice change of pace, until you realize the plotters  you overhear always deliver the same lines and always need to be blown  away at the end. Providing support for a cargo vessel is a fun  diversion, but every such operation plays out exactly the same as the  last one. These side missions are optional, but only to a point: you  need funds to make sure the DarkStar One has the most up-to-date  weaponry equipped, and these missions are the easiest way to earn  credits. Fortunately, there are other ways of earning a living in the  darkness of space, should you find yourself in a rut. If you fancy  yourself a space trader, you can buy low at one trade station and sell  high at another, and the easy interface lets you do so with a minimum of  fuss. If you&#8217;d rather subvert the law, you can attack cargo ships and  steal their payload.</p>
<p>The story missions do offer a bit more variety, perhaps giving you a few  wingmen to assist you versus a giant cruiser or sending you off to  repair a few satellites. The first drastic departure from formula sends  you through a series of planetary trenches, taking down turrets and  other nasties, which is great fun when you&#8217;re not struggling with the  same mission&#8217;s troublesome visual slowdown. Another welcome mission  takes place in the interior of a great vessel, and while it&#8217;s fun to  navigate these tight spaces, the monotonous mazelike level design  dampens the mood a bit. Fortunately, most of DarkStar One&#8217;s vistas are  much more attractive, showcasing colorful starscapes and pretty planets  with patterns of light that identify the cities on their surfaces. It&#8217;s  best not to stare too closely at asteroids as you skim their surfaces  lest you notice the low-res textures, and it&#8217;s a pity every race&#8217;s trade  stations look exactly the same, both inside and out. Nonetheless, the  game looks nice, and while they tend to suffer from some unfortunate  frame-rate jitters, battles are colorful and fun to watch.</p>
<p><a href="http://www.chooj.com/wp-content/uploads/2010/12/DarkStar-One-Broken-Alliance1.jpg"><img class="aligncenter size-full wp-image-1378" title="DarkStar One Broken Alliance1" src="http://www.chooj.com/wp-content/uploads/2010/12/DarkStar-One-Broken-Alliance1.jpg" alt="" width="430" height="242" /></a></p>
<p>You could add a few other nitpicks to the list of DarkStar One: Broken  Alliance&#8217;s minor problems. The inability to drop a side mission in  progress can be a real pain if you select one that takes you to a  location you haven&#8217;t yet unlocked, for example. Sometimes, selecting a  neutral object on your target list will not select it on your screen,  while another bug may keep you from collecting all 100 available  artifacts. Yet with all its foibles, this space combat sim is a  lighthearted and enjoyable adventure that could last you upward of 30  hours, depending on how quickly you decide to blow through the story. If  you&#8217;ve been looking to light up the heavens with lasers and missiles,  there&#8217;s no reason you shouldn&#8217;t forgive DarkStar One&#8217;s flaws and take to  the intergalactic trade lanes.</p>
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