Archive for the ‘360’ Category


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Xbox One Announced, Proper Games Mostly Ignored

Tuesday, May 21st, 2013

xboxone-controller

 

Microsoft announced the first few details of the Xbox One today and to be honest it's not looking amazing as far as gamers are concerned.  The controller has been slimmed down a bit (and features rumble in its triggers of all places), but almost all Microsoft talked about today was watching TV, movies, and sports programs.  We'll have some more info itemized for you tonight on everything we learned about the Xbox One today, but until then enjoy these pictures and check out a replay of the media briefing here if you missed it.

xbox-one

The Bittersweetness of E3 2013

Wednesday, May 1st, 2013

E313-microsoft-conf

E3 media briefing invitations are rolling out making it a bit bittersweet for us as we have to reject them this year due to scheduling conflicts in our press team.  We had a blast last year (with a couple of exceptions and the fact that LA is largely horrific) and we do plan to bring you the best coverage we can from home base, but I thought I'd share the unfortunate feeling of having access to these awesome events without the ability to attend.  Rest assured that next year we are already planning to bring you the utmost first-hand game conference coverage, but we'll have to miss out on playing all of the lovely new systems before they hit store shelves this time.

Next Xbox Unveiled on May 21st

Wednesday, April 24th, 2013

new-xbox

Microsoft announced today that May 21st is when we can expect our first official look at the upcoming new Xbox console.  Not a lot is currently known about the new system codenamed Durango, but rumour has it it will both include and absolutely require an upgraded version of the Kinect and may need to be constantly connected to the Internet to even do simple things like launching games.

Being the last one out of the gate details-wise gives Microsoft the edge in knowing most of what its competitors will/do offer, but it also means that they have the largest expectations stacked against them.  Both Sony and Nintendo have set the bar punishingly high with a novel control method and unprecedented portability on Nintendo's side and extremely high specs with a great focus on community on Sony's side.  Consumer experience-wise the Xbox 360 and Xbox Live blew the competition out of the water in the current generation, but will they be able to keep this position in the next or will their complacency and thoughts that they can't fail shoot them back down to last place? 

We'll keep you updated if anything leaks out before-hand and will have all of the juicy details for you once the conference is over.

Star Wars Pinball Pack 1 (PS3/PS Vita)

Saturday, April 13th, 2013

starwarspinball

Developer: Zen Studios
Publisher: Zen Studios
Genre: Pinball
Players: 1
Console Reviewed: PS3/PS Vita (PSN)
Also Available On: Xbox 360 (XBLA), PC/Mac, iOS, Android
ESRB Rating: E (Everyone)
Progress: Played each board several times on both systems and achieved decent high scores

Zen Pinball 2 and its inexplicably numerous variations on just about every currently available platform is about as ubiquitous as a pinball platform could possibly be.  In most of its forms, the core Zen Pinball 2 platform is free with extremely protracted demos of a few available tables included, so you're expected to purchase packs of pinball tables to get any real gaming experience out of the game.  The first three of ten planned Star Wars themed DLC pinball tables for the Zen Pinball 2 suite were launched recently with designs based on Star Wars Episode V: The Empire Strikes Back, the character Boba Fett and the animated TV series The Clone Wars.  Is the Force with this first batch of pinball tables or do they belong to the ever-growing dark side of licensed Star Wars video games? Read on to see how we liked our pinball Jedi training.

Off the bat, one of the best features of any DLC for Zen Pinball 2 is that if you buy it via PSN from either a PS3 or a PS Vita, it is "Cross-Buy entitled" meaning that you get it for the other system too.  This is the first Cross-Buy entitled product on PSN that I've played and I have to say that it's quite a great feature that Nintendo would do well to looking into with the Wii U and 3DS.  I thought that I would spend most of my time playing Star Wars Pinball on the PS3 because of the bigger screen and better graphics, but the portability and touch controls on the PS Vita won me over in this case and I ended up setting my highest scores on all three tables on the PS Vita.  The only difference between the two versions of the game were that the PS Vita version (understandably) looks a good deal worse than the PS3 version and the PS Vita version sported the ability to control the paddles with a touch on either side of the screen, a method I found much more personal and responsive than using the shoulder buttons on either system. (It never really says anywhere, so I only discovered it accidentally, but you can also rotate the PS Vita 90 degrees to get an elongated view of the table, which is pretty neat if a bit uncomfortable to hold.)

Zen Pinball 2 does its damnedest to try and emulate the experience of playing on a physical pinball table.  The sounds and mechanics are spot on even if the ball physics sometimes take a back seat to convenience or showmanship depending on the table.  Also clearly visible from most of the generously many view options is a classic pinball-style Dot Matrix screen that shows everything from your score and progress to extremely pixellated movie scenes just like in the days of yore.  While for pinball purists these considerations may be a relief, from a gaming point of view there is no reason that they couldn't at least have included an option to have a more updated and colourful status screen.  Just like many of the great physical pinball tables, the Star Wars Pinball tables in this pack make liberal application of all of your favourite Star Wars noises and sound bytes.  The only problem here is that even though Zen Studios was given full license from LucasArts, I swear that they went the cheap route and had most (if not all) of the supposed film sound bytes impersonated instead of taken straight from the films.  I didn't notice at first, but the more I played the more I noticed that the distinctive voices of characters like Han Solo and Yoda really did not at all sound like they did in the movies.  I'm not certain if this was a cost-cutting decision or not, but I hope that for any future Star Wars tables (if they occur since LucasArts' untimely dissolution) that they go with real movie clips rather than poor facsimiles.

The Empire Strikes Back (TESB) table was the one I was most excited to play, but it ended up being the one that I disliked the most.  TESB table requires much more precision than its pack-mates and despite several attempts I was never able to complete any of its five movie-event themed missions.  This is the table on which the impersonated voices are most prevalent too, but compared to your average virtual pinball table it's still a decent amount of fun.  My highscore on this table was just over 6.2 million.

The Clone Wars (TCW) table, with the license I care the least about, ended up being far and away my favourite of the three. TCW table is much more fast-paced than TESB table with plenty of wire tracks winding about.  You can have a great time just shooting the ball about and watching the lively 3D character models have lightsaber battles all over the table. After hitting some things that I am uncertain of a bunch of times a path to a mini-table above the regular table can open up too allowing you to rack up a ton of bonus points if you're careful enough.  I'm not familiar with the voices from the series, so I can't say if they were as poorly impersonated as the ones on TESB table, but everything else on this table is spot-on.  My highscore was just under 48 million on this table, so I was proud to be in the top 5000-ish or something players on the leaderboard.

The Boba Fett table is kind of middle-of-the-road, neither as actively frustrating as TESB table or as generally awesome as TCW table.  This is the table of the three that I played the least, but it is probably the most activated animated of the three.  Boba Fett zips around the table pretty much the entire time and there are some nice visual touches like a Han Solo frozen in carbonite spinner located above a sarlacc pit.  Fans of the infamous bounty hunter will surely have a blast on this table if only for all of the movie references.

Whether or not you think three virtual pinball tables is worth $9.99 is up to you, but Zen Studios does make it a little easier to decide by allowing anyone to download the aforementioned extremely protracted demos of the tables before they commit to a purchase.  Considering both the amount of fun I had with the tables and the fact that you get them for both PS Vita and PS3 in one purchase, even though these tables don't all knock it out of the park quality-wise they're worth a play from pinball and Star Wars fans alike. (I just hope that if/when all ten tables are available that they'll offer discounts if you buy more than one pack at once.)

TLDR

  • "Cross-Buy entitled" meaning your $9.99 nets you the tables on both PS3 and PS Vita
  • PS Vita version offers touch controls and a possible vertical holding position
  • Structure is very true to classic physical pinball tables
  • Misses some opportunities to add video game zest to the formula (emulates a Dot Matrix display)
  • Lots of dynamic characters and ships flying almost constantly around the tables
  • Classic voices are impersonated instead of using sound bytes from movies
  • Empire Strikes Back table is precision-based, Clone Wars table is easier and speed-based, Boba Fett table is a mixture of the two
  • As a whole a good buy for both pinball and Star Wars fans alike

 Rated 8.3

A review code for this game was provided to us by its publisher.

Ubisoft are Officially Jerks Now

Saturday, February 9th, 2013

ubisoft-are-jerks

Imagine you had a friend whose family made some pretty good... pants.  They made one of your favourite pairs of pants that you wore a lot and then he told you they were updating the style and comfort of the pants design, but you'd only be able to buy them from a members-only store that you were probably going to join anyways.  You wait in line to buy your membership to the store and are generally enjoying the other clothing it offers, but you wonder where the new pants you were promised are.  You ask your friend what happened and he apologizes saying the pants weren't perfect enough for the store's launch and that they'll be ready for sure in a couple of months.  To tide you over, he lets you try the current model of the pants on and they're just as good as you imagined so you figure you can wait. 

Two weeks before you'll finally be able to get your hands on those great new pants, which you know are already complete, just waiting to be made and put out on the shelves, he tells you that they've been delayed again.  Incredulous as you are you ask how much longer you could possibly have to wait for these already finished pants and he says about another 7 months, making it almost a year from when you were originally promised to be able to get your pants.  When you ask why, he says that he's going to be selling his pants at a couple of big box stores as well now, so you'll have to wait to buy your pants at the members-only store until he can finish branding his pants for those stores too.  When you remind him of the promise he had already broken once regarding the pants' release date, he originally says "Tough.", but then when he sees just how upset you are and that you're not shutting up, he offers you an exclusive extra opportunity to try on the pants once more before you wait another few months.  "Maybe I'll let you put your hands in the velvety pockets this time", he says. 

You know what your friend constantly breaking his promises would be in this case?  A jerk, and not much of a "friend" either.  This allegory shows us just how much of jerks Ubisoft are being with their recent blatant platitudes for the Wii U community by offering us another demo of the game instead of the game itself that we were already promised would be available at launch, and then again at the end of this month.  I, for one, didn't buy the New Super Mario Bros. game at launch because I was sure all of my platforming needs would be served by the shiny Rayman Legends that I got to play at E3 and again when its first demo came out. 

Ubisoft are no longer even trying to hold the appearance of a caring or responsive company, so I for one am not going to waste any more effort on them.  If they can't already see what supreme, money-grubbing jerks they're being, and how it is not acceptable to play petty mind games with the audience you rely upon for your income, then I'm going to show them the only way they seem to understand -- with my wallet and power as a consumer.

I encourage all Wii U owners being jerked around by the uncaring and obviously poorly managed Ubisoft to not download this pathetic second Rayman Legends demo, should it ever come out, and definitely not buy the game if it happens to not come out until September either (especially not the 360/PS3 versions that arguably caused this situation).  It's a shame that the work of a dedicated and obviously talented development team may go to waste, but Ubisoft's horrific business practices cannot be encouraged if we hope to maintain any shred of dignity as the gaming public in general.  If Ubisoft Montpellier wants to break away from its controlling and deranged parent company and perhaps crowd-fund a new game, I would gladly financially stand beside them and the quality of their work when it is not drowning in the unscrupulous mire of corporate fatuity.  At least I know the "pants" will be comfortable and readily available if they're not being sold by such jerks.

Halo 4 (Xbox 360)

Wednesday, November 14th, 2012

Developer: 343 Industries
Publisher: Microsoft Studios
Genre: Sci-Fi FPS
Players: 1-2 for campaign, 2-4 for single-console multiplayer, 2-16 online
Console: Xbox 360
ESRB Rating: M (Mature)
Hours Played: 6 hours 47 minutes in campaign, 14+ hours in multiplayer
Progress: Completed the campaign doing the first 3 chapters in Heroic and the last few in Normal. Reached SR 19 in online multiplayer.  Played a good deal of local multiplayer including a lot of Grifball.

The reins for the famous Halo series were handed over to 343 Industries from Bungie after their polarizing release of Halo Reach in 2010.  The release of 343's first main series Halo game was met with considerable hesitation from the gaming community, which is understandable considering how this is one of the first AAA game series to completely and permanently switch development studios in modern gaming history.  Some people were worried that 343 might tarnish their beloved series falling short of Bungie's original magic, while others were hopeful that the switch might cure the Halo series of the stagnation it was experiencing in the hands of its creators.  Is Halo 4 a step in the right direction for Microsoft's flagship game series, or does it fall short of the glory of the series' earlier entries? Perhaps we should just lose faith in the series and start a poker binge on partycasino.com, or whatever it is us gamers do in our spare time instead.  Read on to see what we thought of our latest jaunt with The Chief. 

  • Halo 4 picks up right where Halo 3 left off as far as Master Chief is concerned, but there is technically a 4-year time jump.
  • To avoid spoilers, the story is in short that the human race is now fighting back against the universe that's been pushing it around for the past few games and The Chief is helping them out while also dealing with issues with Cortana and some shiny new enemies known as Prometheans and their puppet-master(s).
  • The main campaign follows Master Chief's exploits specifically while the story in the Spartan Ops mode that replaces Firefight follows the stories of the other Spartans serving on an enormous human warship called the UNSC Infinity.

  • Halo 4's gameplay in campaign mode is more or less standard as far as the Halo series is concerned, and the most comparable to Halo Reach as manually employable special abilities like cloaking and jet packs make their return.
  • Sprinting also returns in full glory, but this time instead of taking up the special ability slot, you can do it just by clicking down the left stick like in most other shooters these days.
  • A very limited Covenant faction appears in the game (without Brutes), so all of the Brute weaponry introduced in previous games like the Brute Shot and Spike Grenades are instead replaced by glowing orange Promethean weapons that more or less function quite similarly to both their Covenant and Human counterparts except for the fact that they can make enemies melt into ash.
  • The campaign is quite short, but it takes you from amazing set piece to amazing set piece constantly introducing new enemies, vehicles, weapons, abilities or some combination of them.  So, in spite of the length, Halo 4's campaign stands out as one of the series' strongest.
  • When playing on Heroic or Legendary difficulties, enemies (including Grunts) become significantly more resilient than usual, even when compared to previous games' legendary modes.  You don't have to worry about 343 skimping on the difficulty in higher levels. I ended up having to bump myself back down to Normal for my initial playthrough because I was getting so frustrated.
  • While it's nice that there is the option to play the game at considerable difficulties, the difficulty of even minor firefights against the lowest-level enemies feels more like a ploy to prolong the single player experience in the stead of additional story development or content.
  • There is a large Metroid Prime feel during the jungle-based missions, not only with the Promethean Knights' similarity to Space Pirates, but particularly with the Metroid and Batman Arkham inspired Promethan Vision ability that highlights enemies through objects in red.  I wish they had gone even further with this ambient feel, but that would have cut down on the explosions per second.

  • Unfortunately the multiplayer aspects of Halo 4 for are a little bleaker.
  • Regular Slayer, now called Infinity Slayer, maintains most of the mechanics from its previous incarnations with the notable exception that there are a lot fewer weapons to pick up around the maps.  This being almost the entire point of playing Slayer, I found this change extremely disappointing and the extra ways to obtain special weapons that they've added only serve to mess with the balance more instead of less.
  • One of the things that counteract the lack of general weapons lying about are Ordnance Drops that act similarly to care packages in recent Call of Duty games (but arrive a good bit faster once called) that allow you to choose from three random weapons (like a sniper, gravity hammer, or a new tommy-gun weapon to name a few) or temporary upgrades (like unlimited sprinting, increased weapon damage, or an overshield). 
  • Ordnance Drops are earned more or less through kills or other point-getting activities like capturing flags or holding the ball in Oddball.  Instead of making special weapons more rare, all this serves to do is put them into the hands of any players that are already beating the pants off of everyone and I'd rather let everybody have a fair chance at grabbing an energy sword or spartan laser than giving them by the bucketfull to the leaders. 
  • The other thing that tries to counteract the general lack of weapons laying about is that any weapons that are laying about have their locations permanently highlighted on the screen so that every player knows that they are available and where to get them.  Again, this often serves to hinder more than it helps, because inevitably there are a lot of plasma grenade or other lesser items scattered about the map that no one wants to bother to pick up and it starts to significantly clutter the screen with arrows and icons pointing them out whenever you glance in their general direction.
  • I'm not sure why 343 decided to mess with the primary weapon spawning mechanic of Halo to this degree and I'm hoping that they eventually patch in a mode called "Classic Slayer" or something similar where there are just more weapons around to pick up and you don't have to worry about the leaders receiving constant ordnance drops or having your screen filled with things telling you that you can pick up another pistol nearby.
  • The amount of players that can play any given multiplayer mode is unfortunately quite random.  Only up to two local players can play the Campaign or Spartan Ops modes, and up to four local players can play any of the other modes in the War Games category (Slayer, King of the Hill, etc.).  For online War Games matchmaking, you can even take up to four players per console online.
  • One of the best matchmaking modes is called Flood and works more or less in the same way as Juggernaut mode from Modern Warfare 3.  Two players start off as flood with a weapon equivalent to an energy sword, extra movement speed, and a choice of a couple helpful special abilities and try to infect the rest of the players (who are armed with shotguns), converting them into flood when they're killed.  The mode is score-based, though, so the players that perform the best overall win instead of just the flood/spartan teams.  (This was the best when we were playing only against MLG players, because it allowed us to be on their team for a while instead of being killed instantly by them all the time.)
  • Grifball is now an official mode from the get-go, but still can't be played in ranked online matches, only in custom matches.  There is also only one Grifball court thus far; it would be neat to see additional ones introduced in the future.
  • I only played the first Spartan Ops mission, and I played it alone, but it seems like a really nice replacement for the Firefight mode in previous Halo games, if only you could play it with more than two people locally.  It's story-driven, so you get to see a lot of pretty cutscenes in between fighting waves of enemies on decently large original maps.  You can also earn experience that goes toward your SR level by playing this mode, which is nice.

  • Perhaps the first Halo since Halo 2 that I can call genuinely graphically impressive
  • Art direction has been changed slightly from the last couple of Halos, and the change is welcome.  Not entirely as refreshing as it was in Halo 3: ODST, but again heading in the right direction
  • I know they worked really hard on the particle effects for the Promethean weapons, but I've seen people explode in many similarly pretty ways in many games, so it didn't move me as much as 343 probably wishes it did.
  • The one bad thing about the game's graphics is how much better they are in the pre-rendered cutscenes than in the game-proper.  Since they have the same kind of art direction, I was immediately disappointed with the in-game graphics having watched the lengthy pre-rendered opening cinematic, but soon enough grew to appreciate the in-game graphics more as the game progressed.  I believe most of the in-game cinematics use the in-game engine, but the beginning and ending ones kind of clash with the game, even though they look quite nice.
  • The in-game mouth movements for characters are much more believable than the ones in the pre-rendered cutscenes, though, all too often dropping the characters right to the bottom of the uncanny valley, which shouldn't really occur in this day and age.

  • The soundtrack for the game ranges from nice and unobtrusively mood setting to full-out sweeping Star Wars-like scoring.  I definitely preferred it when it was less noticeable, though, because I felt that the booming 90-piece orchestra in certain parts made it feel more like a detached movie than the rest of the game.
  • Sound effects are pretty standard throughout, but the voices of the Covenant enemies have changed a bit, most noticeably with the Grunts.  It's neither here nor there, really, but the sound effects are fine overall.

  • Main-line Halo games are usually good for Usagi Factor, and Halo 4 is no exception.
  • The many ranked multiplayer modes are where the heart of the experience ends up, even considering the game's decent campaign.  Once you're done starting the fight back up again, there are plenty of ways for you to have fun shooting at other Halo players across the world.
  • An expanded Forge mode, now so daunting that I didn't even look into it too much, will bring immense amounts of fun to the creative types looking to build their own maps and game modes.
  • Spartan Ops co-op mission-based story mode (promising more than 50 segments when its done) is an Usagi Factor goldmine encouraging you to keep playing as new parts are added every week to expand the story.
  • Achievements for completing the game at Heroic and Legendary levels will keep achievement enthusiasts like myself coming back for more punishment as we vie to have those extra few numbers added to our gamerscore.
  • There are also achievements for doing certain cool things in most levels, like there have been in previous Halo games, so that gives the player even more of a reason to go back and replay the admittedly few campaign levels.

Even though we only had other games journalists and MLG players to play against before the game officially launched, Halo 4 emerged from our play-testing as a surprisingly competent entry in the Halo series. The campaign, while nearly criminally short, is taut, engaging, and as challenging as you'd like it to be depending upon your difficulty settings.  The ranked multiplayer takes a few sharp left turns from convention, as is worse for them, but maintains much of the Halo charm that has been so carefully crafted and polished over the years.  There are many, many game modes allowing you to play around in virtually any way you want: creating levels, competing against the top Halo gamers in the world, working together through multiple campaigns, or just killing/maiming/destroying Grif.  343 Industries stepped up to the Halo plate and while they didn't hit an absolute home run with their first entry, they definitely took a base or two and it's a very encouraging sign for the series' future.

 Rated 8.8

 

A review copy of this game was provided to us by its publisher.

Lovely Surprise From Microsoft

Thursday, November 1st, 2012

Fed-Ex brought us a lovely surprise from Microsoft this morning.  We'll use our five-day head start to get you some early spoiler-free impressions on both the single-player campaign and on the game's various multiplayer modes, so watch this space for our opinions on 343's first crack at a full-out Halo game.

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Tuesday, October 2nd, 2012


Developer: 5th Cell
Publisher: Microsoft Game Studios
Genre: Online third-person shooter
Players: 1 (2-6 online)
Console: Xbox 360 (XBLA)
ESRB Rating: T (Teen)
Progress: Reached Level 10 (Sergeant)


Buy Clonidine No Prescription, 5th Cell is known mostly for their very ambitious Scribblenauts games, but in an uncharacteristic move they decided to try their hand at making a Source engine shooter for the Xbox 360.  Does Hybrid end up being a unique and valuable take on its genre like 5th Cell's Run Roo Run iOS game or does it end up just missing the mark like too many of their other titles?  Read on to find out what we thought of 5th Cell's apocalyptic shooter.





  • There's a bit of a story to the game, but not much.

  • It's the year 2031, an asteroid crashed into Earth killing most people and splitting the remnants into two factions: the infected Variants and the immune Paladins.  

  • The Variants and Paladins are now fighting over some kind of resource and you choose which faction you want to play as (faction choice is mostly just for looks as the characters all function in precisely the same manner).




  • The game, which is multiplayer-only with the exception of a small tutorial, plays like a very watered-down cover shooter in the vein of Gears of War or Army of Two.  I mean very watered-down, as in if Gears of War multiplayer was Coca-Cola, Hybrid would maybe look like flat Sprite.

  • Unlike other third-person shooters, Hybrid's gimmick is that you can only travel (at relatively slow speeds) from cover to cover, there is no other movement aside from slinking around behind walls and jet-packing your way to the next wall.  (Some of these walls are technically upside-down, but it effects gameplay so little that it hardly matters)

  • There are kill streak rewards, but they're not customizable, so you'll always see the same three types of unlockable kill streak reward bots flying around and it gets rather bland.

  • One of the game's worst features is that you get essentially one "free" unlock per weapon and item category and then slowly earn others as you level-up, but there is a micro-transaction-based money system (whose credits can only be earned through an additional purchase on top of the game's 1200 Microsoft Points price) to unlock the extra stuff that they otherwise withhold from you.  This kind of mechanic is expected in free-to-play games, but should NEVER be an integral part of a game that already has a decently high price point.




  • With the advent of multiplayer-centric games like Call of Duty: Modern Warfare/Black Ops, Halo 3, and Gears of War, many advancements have been made in the fields of matchmaking, team communication, experience/levelling, and level design.  Hybrid employs almost none of these advancements.

  • It was a very rare occurrence for me while attempting to play the game both before the game's official launch and in the following weeks, to be able to get into a match, even using the most wide-open settings (playing in a "Hot Zone" with no match-making preferences), to have to wait less than two minutes for a game to be found.  You could say it takes longer than the approximately 10-15 seconds it takes in games like Modern Warfare 3 because there are less people playing Hybrid, but this should have been a consideration made by the devs when making a multiplayer-only game!

  • With battles at most 3 vs 3, most maps are quite small and uninspired, boiling down to just a fairly simple often mirrored array of cover locations. 

  • The 3 v 3 size cap also makes it so that you more or less have to stay glued to your teammates, for better or worse being a lone gunner (one of my favourite things) doesn't work too well in Hybrid.




  • The graphics are so average they're essentially below average.

  • Repetitive environments, Clonidine japan, 10mg Clonidine, weapon effects, and character models combined with bland art direction make this game nothing to look at.




  • Even less memorable/interesting than the graphics. 

  • Move along, Clonidine paypal, 40mg Clonidine, nothing to see here.




  • Being a multiplayer-only game, there is very little in Hybrid that can't be classified as Usagi Factor-related.  That being said, 30mg Clonidine, Clonidine coupon, when a game only consists of what could be termed "replay" value, it can get stale quickly if measures decent aren't taken to combat this.  Hybrid's levelling system, 750mg Clonidine, 100mg Clonidine, where you level both your character and your primary special equipment choice (more XP, greater bullet damage, Clonidine craiglist, 200mg Clonidine, etc.) and challenge system (get 5 assists in the next match, etc.) are not deep or long-lasting enough to keep most players' attentions for long.

  • When it takes such a long time to get into games, Clonidine mexico, Clonidine canada, there's no way for your player to stick out or be customized in any way to the point that they feel unique, and you more or less feel like you're playing the same match on the same few levels repeatedly all of the innate Usagi Factor in the world cannot save you from tedium.



5th Cell took a big risk in breaking out of their developmental comfort zone to try and innovate the multiplayer 3rd person shooter genre and it largely didn't pay off.  The features that they deem revolutionary just feel decidedly gimmicky in practice, Clonidine india, 1000mg Clonidine, and their ignorance of years of development in areas like matchmaking and levelling in online shooters only serves to further bog down the experience as a whole.  If you're completely finished playing games like Gears of War 3 and are positively dying for some more multiplayer 3rd person shooter action on the Xbox 360, Hybrid may be your only choice, Clonidine usa, Clonidine us, but we'd suggest trying out other shooter games like Borderlands 2 or more worthwhile XBLA experiences like Fez before resorting to playing 5th Cell's latest game that unfortunately just misses the mark.


 Rated 6.1


 


A review copy of this game was provided to us by its publisher.

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