February
26
Posted on 26-02-2008
Filed Under (General) by Broadband

Gowclear

Here’s my God of War: Chains of Olympus clear time. You can add on roughly another half an hour to this, as I played the first half of the game on a preview disc and then had to start again on the review code.

But even then, Chains of Olympus is still really short at just under five hours. I’d be a little more forgiving of this if the game was jam-packed full of holy-shit moments like previous God of War games, but it just isn’t.

Yes, it’s a very good game that perfectly replicates the feel of GoW’s gameplay on the portable system. But it’s also hard to ignore that by the end of the game, any semblance of creative level design goes out the window, replaced with a never-ending gauntlet of big open rooms filled with enemies.

I’ll write a full review closer to the game’s March 4 release date, but for now: Know that it’s firmly in the top tier of PSP products, but that it’s also a bite-sized God of War in more ways than just the screen dimensions.

See Also:

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February
26
Posted on 26-02-2008
Filed Under (General) by Broadband

Gowclear

Here’s my God of War: Chains of Olympus clear time. You can add on roughly another half an hour to this, as I played the first half of the game on a preview disc and then had to start again on the review code.

But even then, Chains of Olympus is still really short at just under five hours. I’d be a little more forgiving of this if the game was jam-packed full of holy-shit moments like previous God of War games, but it just isn’t.

Yes, it’s a very good game that perfectly replicates the feel of GoW’s gameplay on the portable system. But it’s also hard to ignore that by the end of the game, any semblance of creative level design goes out the window, replaced with a never-ending gauntlet of big open rooms filled with enemies.

I’ll write a full review closer to the game’s March 4 release date, but for now: Know that it’s firmly in the top tier of PSP products, but that it’s also a bite-sized God of War in more ways than just the screen dimensions.

See Also:

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February
26
Posted on 26-02-2008
Filed Under (General) by Broadband

This setup belongs to Koobert who gave me the idea to start requesting all of the communities setups. Charlie Suh and Ceark, however, have beaten me to that idea but more on that this weekend.  

Two weeks ago, the Destructoid Network was revamped into the ModernMethod Network. With that change, I took out the community spotlights. The amount of win spewing from the community has increased more and more to the point where we believe a recap just for the community aspect of Dtoid was needed.

So with that said, here is the new community spotlight feature. For the first edition of this new feature, it’s going to include two weeks worth of C-Blogs. Hit the jump for the highlights.

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February
26
Posted on 26-02-2008
Filed Under (General) by Broadband

This setup belongs to Koobert who gave me the idea to start requesting all of the communities setups. Charlie Suh and Ceark, however, have beaten me to that idea but more on that this weekend.  

Two weeks ago, the Destructoid Network was revamped into the ModernMethod Network. With that change, I took out the community spotlights. The amount of win spewing from the community has increased more and more to the point where we believe a recap just for the community aspect of Dtoid was needed.

So with that said, here is the new community spotlight feature. For the first edition of this new feature, it’s going to include two weeks worth of C-Blogs. Hit the jump for the highlights.

(0) Comments    Read More   
February
26
Posted on 26-02-2008
Filed Under (General) by Broadband

This setup belongs to Koobert who gave me the idea to start requesting all of the communities setups. Charlie Suh and Ceark, however, have beaten me to that idea but more on that this weekend.  

Two weeks ago, the Destructoid Network was revamped into the ModernMethod Network. With that change, I took out the community spotlights. The amount of win spewing from the community has increased more and more to the point where we believe a recap just for the community aspect of Dtoid was needed.

So with that said, here is the new community spotlight feature. For the first edition of this new feature, it’s going to include two weeks worth of C-Blogs. Hit the jump for the highlights.

(0) Comments    Read More   
February
26
Posted on 26-02-2008
Filed Under (General) by Broadband

Gowclear

Here’s my God of War: Chains of Olympus clear time. You can add on roughly another half an hour to this, as I played the first half of the game on a preview disc and then had to start again on the review code.

But even then, Chains of Olympus is still really short at just under five hours. I’d be a little more forgiving of this if the game was jam-packed full of holy-shit moments like previous God of War games, but it just isn’t.

Yes, it’s a very good game that perfectly replicates the feel of GoW’s gameplay on the portable system. But it’s also hard to ignore that by the end of the game, any semblance of creative level design goes out the window, replaced with a never-ending gauntlet of big open rooms filled with enemies.

I’ll write a full review closer to the game’s March 4 release date, but for now: Know that it’s firmly in the top tier of PSP products, but that it’s also a bite-sized God of War in more ways than just the screen dimensions.

See Also:

(0) Comments    Read More   
February
26
Posted on 26-02-2008
Filed Under (General) by Broadband

Gowclear

Here’s my God of War: Chains of Olympus clear time. You can add on roughly another half an hour to this, as I played the first half of the game on a preview disc and then had to start again on the review code.

But even then, Chains of Olympus is still really short at just under five hours. I’d be a little more forgiving of this if the game was jam-packed full of holy-shit moments like previous God of War games, but it just isn’t.

Yes, it’s a very good game that perfectly replicates the feel of GoW’s gameplay on the portable system. But it’s also hard to ignore that by the end of the game, any semblance of creative level design goes out the window, replaced with a never-ending gauntlet of big open rooms filled with enemies.

I’ll write a full review closer to the game’s March 4 release date, but for now: Know that it’s firmly in the top tier of PSP products, but that it’s also a bite-sized God of War in more ways than just the screen dimensions.

See Also:

(0) Comments    Read More   
February
26
Posted on 26-02-2008
Filed Under (General) by Broadband

This setup belongs to Koobert who gave me the idea to start requesting all of the communities setups. Charlie Suh and Ceark, however, have beaten me to that idea but more on that this weekend.  

Two weeks ago, the Destructoid Network was revamped into the ModernMethod Network. With that change, I took out the community spotlights. The amount of win spewing from the community has increased more and more to the point where we believe a recap just for the community aspect of Dtoid was needed.

So with that said, here is the new community spotlight feature. For the first edition of this new feature, it’s going to include two weeks worth of C-Blogs. Hit the jump for the highlights.

(0) Comments    Read More   
February
26
Posted on 26-02-2008
Filed Under (General) by Broadband

romeomobilegame.jpgFor never was a cell phone game of more woe
Than this of Juliet and her Romeo.

Shakespeare is a dramatic gold mine. It’s not surprising that his plays continue to be remade into movies. But games? Apparently! Developer Ojom is churning out a platformer based on Romeo and Juliet called, un-huh, Romeo and Juliet. Players are Romeo, who has to rescue Juliet from a castle where she’s imprisoned and then escape with her. There are traps and enemies that Romeo, o Romeo, must deal with — just unlike in the play. No idea if the game culminates with Romeo and Juliet killing themselves. No idea why it was made. To amuse us, perhaps!
Star-Crossed Mobile Game [Pocket Gamer]


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February
26
Posted on 26-02-2008
Filed Under (Microsoft) by Broadband

From the official XNA Blog:
[QUOTE]
We’re thrilled about the responses we’ve been getting about our community games announcement! I know many of you have more questions. We’re investigating getting a video done that covers our GDC session talk, but in the meantime encourage you to read this article I wrote for Gamasutra titled, “Democratizing Game Distribution: The Next Step.” This article covers lots of details about how community games are submitted and reviewed. If you still have additional questions, feel free to bring them up on the special Xbox LIVE Community Games Discussion thread on the XNA Creators Club Online forums.
[/QUOTE]

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