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	<title>Gamer Limit &#187; Curtis Takaichi</title>
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	<link>http://gamerlimit.com</link>
	<description>Gamer Limit</description>
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		<title>Sega&#8217;s Answer for the Female Gamer</title>
		<link>http://gamerlimit.com/2011/04/segas-answer-for-the-female-gamer/</link>
		<comments>http://gamerlimit.com/2011/04/segas-answer-for-the-female-gamer/#comments</comments>
		<pubDate>Sat, 16 Apr 2011 15:10:03 +0000</pubDate>
		<dc:creator>Curtis Takaichi</dc:creator>
				<category><![CDATA[Editorial]]></category>
		<category><![CDATA[Feature]]></category>

		<guid isPermaLink="false">http://gamerlimit.com/?p=71274</guid>
		<description><![CDATA[Japan has a myriad of head scratching attractions that are borderline appalling. Yet, strangely enough, they draw a certain following that seems to flourish in Japanese society: Maid Cafes, Gyaru Mamas, Snack Bars, Karaoke, Cat Cafes, influence of sex fetishes, etc. If none of those things send you straight to Google Search, then get ready [...]]]></description>
			<content:encoded><![CDATA[<p><img class="alignnone size-full wp-image-71326" title="purikura header" src="http://gamerlimit.com/files/2011/04/purikura-header.jpg" alt="" width="590" height="320" /></p>
<p>Japan has a myriad of head scratching attractions that are borderline appalling. Yet, strangely enough, they draw a certain following that seems to flourish in Japanese society: Maid Cafes, Gyaru Mamas, Snack Bars, Karaoke, Cat Cafes, influence of sex fetishes, etc.</p>
<p>If none of those things send you straight to Google Search, then get ready for Purikura &#8211; The video game industry’s answer for the female market. But wait! Is it a video game or nothing more than a photo booth?</p>
<p><span id="more-71274"></span></p>
<p><strong>What is Purikura?</strong></p>
<p>Purikura is short for <em>Purinto Kurabu</em> (Print Club). The phenomenon that has swept women up and down the country refers to the photo booths where pictures are taken and then can be altered to portray a number of different effects. In its early days, the concept was simple: stand in a booth and take a funny picture with friends or your hubby.</p>
<p>But over the years, the concept has greatly evolved into a billion dollar industry. With advancements in technology and the need for variety, Purikura machines can send photos to cell phones and email addresses. Some print clubs go as far as renting out costumes to customers. I do admire the cosplay, Meow!</p>
<p><img class="alignnone size-full wp-image-71328" title="gyarupurikura" src="http://gamerlimit.com/files/2011/04/gyarupurikura.jpg" alt="" width="590" height="320" /></p>
<p><strong>Comparisons to Video Games</strong></p>
<p><strong> </strong></p>
<p>On the surface, Purikura comes off as an over glorified excuse for young people to waste their money and to take ridiculous looking pictures (I’m sure we’ve all heard that before. Minus the ridiculous looking pictures, unless if you’re into that). On the other hand, given its popularity and its evolution over the last 15 years, many would suggest that these so called “camera booths” have provoked a sense of identity and social connection between young people of this generation and the next. Sound familiar?</p>
<p>In 1994 Sasaki Miho proposed and developed the idea of Print Club for Atlus Co. Ltd. The following year, Atlus joined forces with Sega Enterprises Ltd (Yep, the same company that gave us the Dreamcast, or the Sega Genesis if you prefer) to produce the first Purikura machines. Initially, the target audience was older couples and families, but wasn’t met with much acceptance. Over the next couple of years, Purikura saw a boom and quickly became popular among its younger generation, more specifically, among females.</p>
<p>The quick growth of Atlus and Sega’s photo machines saw the rise of cheap knock off copy cats that dared to challenge the creators. But with Atlus and Sega’s insight into the gaming industry, they were able to evolve the booths into a more interactive product.</p>
<p>Now, users have the ability to mix, distort, brighten, manipulate, color, write, add, subtract, etc. (pretty much all the tools that come with a good photo editor) to create photos that suit their desires. As well, many creators are introducing music and themes to enhance the experience for its users. As well, some booths allow users to record video and then send it to friends and family.</p>
<p><img class="alignnone size-full wp-image-71329" title="Purikura" src="http://gamerlimit.com/files/2011/04/Purikura.jpg" alt="" width="590" height="320" /></p>
<p>While Purikura was initially meant to provide a product for older couples and families, its growth and survivability is largely due to young adolescent women. Only recently, has Print Club seen a rise in families and older couples.</p>
<p>If we step back from the history of Purikura and compare it to the video game industry, we can see similar trends. While <em>Pong</em> was an instant hit, Atari was met with similar challenges. How did they stave off all the copy cats? Atari had to change, adapt, and continue the leading edge in video game technology. In fact, Atari challenged its staff to innovate the game, and in the Christmas of 1975, Atari released a version for consumers to take home &#8211; an interactive design that allowed users to play in the comfort of their home.</p>
<p>The video game industry’s success is based on adolescents adopting these machines and urging companies to enhance each new experience. But on the other hand, according to the <a href="http://www.shacknews.com/article/52025/npd-72-of-us-population" target="_blank">NPD</a>, each year we’ve been seeing a growing interest among older people.  Maybe because it’s an aging adolescent group, but I believe it’s because of the attraction of online gaming, the growing number of genres and the appeal motion control has on families and older couples.</p>
<p>Going back to Purikura for a second, over the past few years, Print Club has seen a rise in usage with older generations too.  Many of the reasons mirror what is happening within the gaming industry: i.e. appeal stems from the ability to send pictures to friend’s phones and emails (internet connectivity), portable versions being integrated into phones and digital cameras (compacting the industry and spreading it), the variety of ways to manipulate photos and the growing number of booths found near tourist attractions and family oriented places (growing number of genres). I admit, the video game industry and Purikura’s histories aren’t exactly the same, but at their foundation, they’re nearly symmetrical to each other.</p>
<p><strong>Using The Booths</strong></p>
<p><strong> </strong></p>
<p>By now you probably have a somewhat clear idea of what Purikura is. I don’t want to get into a step-by-step editorial of how to use it, but I want to focus more on the interactive experience and the similarities and differences to how a video game is played.</p>
<p><img class="alignnone size-full wp-image-71330" title="Purikura Interface" src="http://gamerlimit.com/files/2011/04/Purikura-Interface.jpg" alt="" width="590" height="320" /></p>
<p>The ultimate goal of video games and Print Club is to create an experience through digital means. In video games, reality is contorted and a fictional reality is created. To enrich that experience music and sounds effects are used, visual graphics and attention to detail play a large role and your characters have a wide range of motions, etc.</p>
<p>Similarly, Print Club isn’t all that different. Within the photo booths, the goal is to provide a surreal experience. Often times, many of the booths have themes and music to create a make believe reality.</p>
<p>While the ultimate goal is to enrich an alternative reality, the major difference between the two is that video games are restricted to boundaries that the developers have created (on the other hand Sandbox style games like <em>Grand Theft Auto</em> and <em>Fallout</em> are beginning to break out of those boundaries). Whereas Purikura gives users the freedom to create their own realities, and dare I say, the ability to create an identity.</p>
<p>Generalizations aside, that may be the most profound difference that draws women to Purikura and men to video games – the ability to create versus the ability to operate.</p>
<p>Obviously, there are glaring differences between video games and Print Club, but at their cores they are fairly symmetrical to each other. With what you now know, what do you think? Due to their similarities, should more video game companies start investing more into Print Club to access the female market, or are their markets too different for more developers to take an interest in it? Leave your comments below.</p>
<p>Sources: <a href="http://www.shacknews.com/article/52025/npd-72-of-us-population" target="_blank">Shacknews</a>, <a href="http://books.google.co.jp/books?id=VRQ2StxiK0sC&amp;pg=PA167&amp;lpg=PA167&amp;dq=miho+sasaki+purikura&amp;source=bl&amp;ots=W3Io21GrUM&amp;sig=tlW7WAuXZDccFI6X6IGqPsoQh9A&amp;hl=ja&amp;ei=d_abTbegBJDWvQOj8JXTBg&amp;sa=X&amp;oi=book_result&amp;ct=result&amp;resnum=1&amp;ved=0CB4Q6AEwAA#v=onepage&amp;q=miho%20sasaki%20purikura&amp;f=false" target="_blank">Photographs Objetcs Histories: On the Materiality of Images</a>, <a href="http://www.japanvisitor.com/index.php?cID=359&amp;pID=1446">Japanvisitor</a></p>
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		<title>Playing Japanese Games without Knowing Japanese</title>
		<link>http://gamerlimit.com/2011/03/playing-japanese-games-without-knowing-japanese/</link>
		<comments>http://gamerlimit.com/2011/03/playing-japanese-games-without-knowing-japanese/#comments</comments>
		<pubDate>Thu, 31 Mar 2011 20:00:51 +0000</pubDate>
		<dc:creator>Curtis Takaichi</dc:creator>
				<category><![CDATA[Editorial]]></category>
		<category><![CDATA[Feature]]></category>

		<guid isPermaLink="false">http://gamerlimit.com/?p=70725</guid>
		<description><![CDATA[One of the most difficult things about being a gamer is seeing Japanese releases of our favorite series or most anticipated titles in Japan months before it ever hits foreign markets: i.e. US, UK, and AUS. The other difficulty is knowing that sometimes our favorite titles will never reach foreign soil.  It’s a sad fact and [...]]]></description>
			<content:encoded><![CDATA[<p><img class="aligncenter size-full wp-image-71023" title="pgjwkj" src="http://gamerlimit.com/files/2011/03/pgjwkj.jpg" alt="" width="590" height="320" /></p>
<p>One of the most difficult things about being a gamer is seeing Japanese releases of our favorite series or most anticipated titles in Japan months before it ever hits foreign markets: i.e. US, UK, and AUS. The other difficulty is knowing that sometimes our favorite titles will never reach foreign soil.  It’s a sad fact and facing those difficulties is something we&#8217;ve all had to confront at least once in our lifetime.</p>
<p>But wait! For those who are not deterred by cultural boundaries and language barriers, you can be one of the select few in this world that have had the opportunity to play the unobtainable.  But before you delve further, I have to tell you that I’d be lying if I’d said I have the answer to all your problems; I don’t. But with a little work and dedication, anyone can turn a daunting obstacle into a rewarding experience.<span id="more-70725"></span></p>
<p>Before I begin, I want to preface this article by letting you all know that this is intended for those who are interested in story driven games.  While some may have trouble navigating menu screens, Fighter Games or Beat &#8216;em Ups don&#8217;t require too much knowledge of the language to enjoy.  With that being said, Let&#8217;s go!</p>
<p><strong>Your Reasons?!</strong></p>
<p>So you made it past the jump and are interested in playing a Japanese game despite only knowing English. Great! First things first, answer this question:</p>
<p>Are you playing a Japanese game to learn Japanese or are you suffering through Japanese to play Japanese games?</p>
<p>The difference in thinking will have a strong affect on how you approach the game and what you take away from the experience.  Those who are trying to learn Japanese through video games may never finish the game, but ironically, will be left with a deeper understanding of the language and possibly the culture.  In contrast, those who want to play the game will more than likely finish the game, but not take away as much as far as language learning goes.</p>
<p>Or maybe you’re a super fan of a specific Japanese title and you are curious to see what it’s like in its original form. Whatever your reasons are, choose a game that appeals to you despite how difficult you may think it is. Remember, your primary goal is to enjoy the experience, not loathe it.</p>
<p><strong>Get Into the Mind Set and Learn some Hiragana and Katakana</strong></p>
<p>Before you start playing, do something that gets you pumped up for the game. Often times knowing that I’m playing a game months before any of my peers have the chance to even preorder the same title is enough to get me excited, but sometimes going that extra distance puts me over the top.</p>
<p>Something like eating a bowl of ramen, or combing my hair <em>Dragon Ball </em>style or saying a few Japanese phrases will suffice, (Zutto, Koko de matteiru &#8211; Finally! I’ve been waiting).  For the hardcore fan, you can go as far as putting on your favorite cosplay costume.  Whatever you do though, keep it legal people.</p>
<p>As well, a little bit of practice in recognizing Hiragana and Katakana (2 of 3 Japanese writing systems that are much like our ABCs) will go along way. It won’t take you long to learn the two alphabets, and just by knowing them will go along way in your understanding.</p>
<p><img class="alignnone size-full wp-image-70817" title="hiragana-stroke-chart" src="http://gamerlimit.com/files/2011/03/hiragana-stroke-chart.jpg" alt="" width="590" height="320" /></p>
<p>With a slew of DS titles, when you encounter a Kanji word (3<sup>rd</sup> writing system that uses symbols to represent words) you can use your pointer to scroll over the word and it’ll show you the Hiragana.  Similarly, console titles will often have the hiragana already displayed over the Kanji character.  It&#8217;ll allow you to read and look up key words in a dictionary.</p>
<p><strong>Observation, Definition and Redundancy</strong></p>
<p>When you first start playing, you will feel overwhelmed, but as you progress through the story, you’ll start to hear and read words repeatedly. For example, while playing <em>Spirit Tracks</em>, I encountered the word &#8220;Kishya&#8221; (Steam Train) quite often. It was a Japanese word I had never heard before and a word I never thought would ever enter into my vocabulary.  But what it did was made me realize how time period, motifs, style, etc. affect the language of the game.</p>
<p>It may be an obvious statement to many people, but to me it was something that was often overlooked when I played games in English.  Only when I started to play games in Japanese did I realize how true it is.  When you figure out those general themes, it will greatly enhance your understanding of the game.</p>
<p>Similarly, when you start playing, don’t look up every word you don’t understand in a translator.  Play the game through as you normally would. Obviously, when you come to puzzles or have to figure out where to go next, it helps to know what the characters are talking about, but try to figure out what’s going on based on your observations.</p>
<p>Before I knew how to read, I would look at comic books and learn about the story based on the pictures. The same rules apply here. Try to define the situation based on the visuals.</p>
<p><strong>Trial and Error</strong></p>
<p>What’s great about video games that comic books can’t provide is that video games have positive / negative feedback mechanisms built into their engines. When you do something wrong the penalty is usually death or something similar. When you succeed, you’re given power-ups or granted access to new areas.  Those feedbacks check for understanding and help you progress from level to level.</p>
<p>Try to assess the situation based on the visuals and make decisions based on your assumptions. Don’t be afraid to make mistakes because that’s how you learn. And most importantly, save your game often.</p>
<p>If you stick it out through the beginning, you’ll eventually hit a point where language becomes less of a barrier than what you had originally imagined.  As a result, you’ll hit a groove where you’re able to go from one event to the next effortlessly.</p>
<p><strong>Take Breaks Often</strong></p>
<p>Playing a game in a different language requires much more brain power than playing a game in your native language. As a result, you’ll quickly get tired of what you’re doing and may even experience headaches – I know I’ve experienced a few in the past. Try to take a break when you start to get tired and focus on something else – preferably in your native language.</p>
<p><strong>When You Finish</strong></p>
<p><strong><img class="alignnone size-full wp-image-70820" title="Girlfriend" src="http://gamerlimit.com/files/2011/03/Girlfriend.jpg" alt="" width="590" height="320" /></strong></p>
<p>When you finish playing a game in Japanese, give yourself a pat on the back. You’ve accomplished a feat that many of your peers have never even attempted, and that’s something to be proud of.  As well, there will be many parts of the game that still remain unclear to you (if not the whole game). Take the time to go back through and look up some of those keywords that jumped out at you so often.</p>
<p>And if all else fails, just get a Japanese girlfriend to translate everything for you. Remember, enjoy the experience! &#8220;Ganbate Kudasai&#8221; (Go for it!)</p>
<p>If you have any tips or tricks or wish to share your experiences playing a video game in a different language, please tell us about it in the comment section below.</p>
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		<title>Divinity II: The Dragon Knight Saga screens remastered</title>
		<link>http://gamerlimit.com/2010/07/divinity-ii-the-dragon-knight-saga-screens-remastered/</link>
		<comments>http://gamerlimit.com/2010/07/divinity-ii-the-dragon-knight-saga-screens-remastered/#comments</comments>
		<pubDate>Sat, 10 Jul 2010 05:44:57 +0000</pubDate>
		<dc:creator>Curtis Takaichi</dc:creator>
				<category><![CDATA[News]]></category>

		<guid isPermaLink="false">http://gamerlimit.com/?p=63006</guid>
		<description><![CDATA[Focus Home Interactive will be publishing Divinity II: The Dragon Knight Saga for the Xbox 360 and PC in October.  The saga includes Ego Draconis and Flames of Vengeance; the saga expands on the original (Ego Draconis) with remastered graphics and hours of extra gameplay to deliver a visual and updated spectacle. As for Flames of Vengeance, the new adventure continues [...]]]></description>
			<content:encoded><![CDATA[<p><img class="alignnone size-full wp-image-63008" src="http://gamerlimit.com/files/2010/07/Logo_Divinity_2_Flames_of_Vengeance.jpg" alt="" width="590" height="197" /></p>
<p>Focus Home Interactive will be publishing <em>Divinity II: The Dragon Knight Saga</em> for the Xbox 360 and PC in October.  The saga includes <em>Ego Draconis </em>and<em> Flames of Vengeance</em>; the saga expands on the original (<em>Ego Draconis</em>) with remastered graphics and hours of extra gameplay to deliver a visual and updated spectacle.</p>
<p>As for <em>Flames of Vengeance</em>, the new adventure continues where Draconisleaves off and delivers a finale to the <em>Dragon Knight</em> series.<img src="http://curtis.gamerlimit.com/wp-includes/js/tinymce/plugins/wordpress/img/trans.gif" alt="" /><span id="more-63006"></span></p>
<p>With over 180 different missions and new and improved graphics, the game is sure to deliver a fun and exciting adventure to the RPG genre.  The saga will be released in Europe in October of this year.  No word mentioned of a world release.</p>
<p><img src="http://curtis.gamerlimit.com/files/2010/07/DivinityII_FoV-01_picnik.jpg" alt="" width="590" height="368" /></p>
<p><img src="http://curtis.gamerlimit.com/files/2010/07/DivinityII_FoV-02.jpg" alt="" width="590" height="368" /></p>
<p><img src="http://curtis.gamerlimit.com/files/2010/07/DivinityII_FoV-03.jpg" alt="" width="590" height="368" /></p>
<p><img src="http://curtis.gamerlimit.com/files/2010/07/DivinityII_FoV-04.jpg" alt="" width="590" height="368" /></p>
<p><a href="http://curtis.gamerlimit.com/files/2010/07/DivinityII_FoV-05.jpg"></a></p>
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		<title>Worms 2: Armageddon Battle Pack bringing the pain</title>
		<link>http://gamerlimit.com/2010/07/worms-2-armageddon-battle-pack-bringing-the-pain/</link>
		<comments>http://gamerlimit.com/2010/07/worms-2-armageddon-battle-pack-bringing-the-pain/#comments</comments>
		<pubDate>Sat, 10 Jul 2010 04:56:29 +0000</pubDate>
		<dc:creator>Curtis Takaichi</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[XBLA]]></category>

		<guid isPermaLink="false">http://gamerlimit.com/?p=62996</guid>
		<description><![CDATA[Team 17 is delivering a DLC package for Worms 2: Armageddon to the Xbox Live Arcade.  The smash series has been in the consoles and PCs of many gamers for the last 15 years and it isn&#8217;t slowing down anytime soon. With a new single player campaign, new weapons, new customization features, and a new [...]]]></description>
			<content:encoded><![CDATA[<p><img class="alignnone size-full wp-image-62998" src="http://gamerlimit.com/files/2010/07/image004.jpg" alt="" width="590" height="340" /></p>
<p>Team 17 is delivering a DLC package for <em>Worms 2: Armageddon </em>to the Xbox Live Arcade.  The smash series has been in the consoles and PCs of many gamers for the last 15 years and it isn&#8217;t slowing down anytime soon.</p>
<p>With a new single player campaign, new weapons, new customization features, and a new mode, having worms has never been so great.  <span id="more-62996"></span></p>
<p>Players now have the ability to pit there scores against each other on a world wide leader board.  The scores are taken from the new mode called &#8220;Body Count&#8221;.</p>
<p>&#8220;<em>The Body Count mode pits a single worm against a never-ending army of enemies, with the aim being to amass the largest number of kills before eventually being laid to rest with your own signature tombstone.</em>&#8221;</p>
<p>As well, <em>Worms 2 </em>is bringing the zany antics of sheep bombs, ferrets, termites, and idol statues to the arson.</p>
<ul>
<li>The Three Ferrets (an animal-based explosive attack)</li>
<li>Termites (an animal based “quick” tunnel creation)</li>
<li>Marked For Death (utility that doubles the effect of any damage taken)</li>
<li>Invisibility</li>
<li>Steal</li>
<li>Worship (utility that places a statue which simultaneously heals your team while damaging any opponents)</li>
<li>Extra Achievement for the use of all new weapons</li>
</ul>
<p>With much much more to explore!</p>
<p><a href="http://www.youtube.com/watch?v=sPAdbP1GciA&amp;feature=player_embedded#!">Worms 2: Armageddon</a></p>
<p style="text-align: center">
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		<title>DarkStar One &#8211; Broken Alliance shoots for the stars</title>
		<link>http://gamerlimit.com/2010/06/darkstar-one-broken-alliance-shoots-for-the-stars/</link>
		<comments>http://gamerlimit.com/2010/06/darkstar-one-broken-alliance-shoots-for-the-stars/#comments</comments>
		<pubDate>Wed, 30 Jun 2010 16:31:40 +0000</pubDate>
		<dc:creator>Curtis Takaichi</dc:creator>
				<category><![CDATA[News]]></category>

		<guid isPermaLink="false">http://gamerlimit.com/?p=62256</guid>
		<description><![CDATA[Kalypso Media USA will be releasing a a sequel called  DarkStar One &#8211; Broken Alliance - the publishers who brought us Tropico 3.  In DarkStar One, players will assume the role of Kayron Jarvis, a young and adventurous space traveler who attempts to unravel the secrets behind his legacy. The game will be presented in [...]]]></description>
			<content:encoded><![CDATA[<p><img class="alignnone size-full wp-image-62258" title="dso" src="http://gamerlimit.com/files/2010/06/dso.jpg" alt="" width="590" height="320" /></p>
<p>Kalypso Media USA will be releasing a a sequel called  <em>DarkStar One &#8211; Broken Alliance </em>- the publishers who brought us <em>Tropico 3</em>.  In <em>DarkStar One</em>, players will assume the role of Kayron Jarvis, a young and adventurous space traveler who attempts to unravel the secrets behind his legacy.</p>
<p>The game will be presented in full 1080p HD with 5.1 Dolby Surround Sound.  If that doesn&#8217;t tickle your fancy, then a release date of July 20 for Xbox 360 owners should.  I forgot to mention, you also get to fight aliens.<span id="more-62256"></span></p>
<p>Players get to select from several different classes: pirate, trader, mercenary, bounty hunter, smuggler or assassin.  Likewise, players have complete customization over the design of their ship; thus, a player&#8217;s class generally determines how one goes about acquiring parts for his/her spacecraft: i.e. trade, salvage, exploration and plunder.</p>
<p>With over 300 solar systems and 6 different alien races, there is a variety of tactics, behaviors and economies to explore.  <em>DarkStar One</em> will be released July 20 exclusively for download for 360 owners.</p>
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		<title>E3&#8217;10: Mafia II Impressions &#8211; It feels good to be a gangsta</title>
		<link>http://gamerlimit.com/2010/06/e310-mafia-ii-impressions-it-feels-good-to-be-a-gangsta/</link>
		<comments>http://gamerlimit.com/2010/06/e310-mafia-ii-impressions-it-feels-good-to-be-a-gangsta/#comments</comments>
		<pubDate>Thu, 24 Jun 2010 04:29:22 +0000</pubDate>
		<dc:creator>Curtis Takaichi</dc:creator>
				<category><![CDATA[E3 2010]]></category>
		<category><![CDATA[E3 Impressions]]></category>
		<category><![CDATA[Editorial]]></category>
		<category><![CDATA[Feature]]></category>

		<guid isPermaLink="false">http://gamerlimit.com/?p=61598</guid>
		<description><![CDATA[As someone who has neither been into the Grand Theft Auto series (I know it&#8217;s not the same developer or publisher) nor even laid eyes on the original Mafia, I went into the demonstration with no knowledge and low expectations.  When I came out, the first question I asked the proctor was, &#8220;When is the [...]]]></description>
			<content:encoded><![CDATA[<p><img class="alignnone size-full wp-image-61990" title="Mafia" src="http://gamerlimit.com/files/2010/06/Mafia.jpg" alt="" width="590" height="320" /></p>
<p>As someone who has neither been into the <em>Grand Theft Auto </em>series (I know it&#8217;s not the same developer or publisher) nor even laid eyes on the original <em>Mafia</em>, I went into the demonstration with no knowledge and low expectations.  When I came out, the first question I asked the proctor was, &#8220;When is the release date?&#8221;</p>
<p>There&#8217;s something refreshing about a game that suddenly spikes one&#8217;s interest after a simple 15 minute demonstration.  And whether much of that is credited to how well 2K games presented themselves this year or just the overall gameplay of the demo, they really did an excellent job of getting the public excited for its soon-to-be release.  Lest it to say, it did have some minor flaws, but from my initial impressions, its fun factor is what counts and it definitely delivers.<span id="more-61598"></span></p>
<p>Set in the 40s and 50s, players assume the role of Vito Scaletta, the son of Sicilian immigrants and a recent veteran from WWII.  Upon returning home, he learns of his father&#8217;s death and an outstanding debt he left to his family.  With no way to pay it off, Vito reunites with an old friend, Joe Barbaro, and together their intentions of scraping up some lose cash quickly turn into a life of organized crime.</p>
<p>Right from the beginning, you can tell its the developers intentions to blur the lines between film and video games.  With gangster dialog and typical smart aleck remarks, the game is story driven and portrayed through a heavy amount of cinematic cut scenes.  Likewise, the main character is constantly torn between a life of poverty and upholding family morals to a life of riches and crime.  Constant feuds within one&#8217;s self, as well with the world, really make a strong connection to the players.</p>
<p>The demonstration opens up with Vito receiving a phone call from Joe telling him to be at an &#8220;apartment&#8221; across town.  After the conversation, players get a chance to drive around in a 40&#8242;s era vehicle and a chance to check out the city a bit.  I must admit, it&#8217;s a real treat to the eyes.  Initially, I tried to drive according to standard law &#8211; stopping at red lights, waiting for pedestrians to pass, etc., but then I really wanted to see what the game was capable of, so I peeled out and smashed into a few bystanders and other vehicles.  It really didn&#8217;t take much to alert the police to your presence and those pesky officers will do whatever possible to stop you, including shooting out of a moving vehicle.</p>
<p>Upon arrival to the apartment and a short cut scene, the action instantly picks up.  Posted up in an apartment window with a MG-42 (a big effing gun), players start out by lighting the streets on fire.  I didn&#8217;t know it before hand, but my crappy aim led me to put a ton of bullets into a car below, and I&#8217;ll be honest, the accidental discovery was better than penicillin.  The car exploded into a fiery ball of death and instantly killed everyone within its blast radius.</p>
<p><img class="alignnone size-full wp-image-62003" title="SSM11393" src="http://gamerlimit.com/files/2010/06/SSM11393.jpg" alt="" width="590" height="400" /></p>
<p>By that explosion alone, you can really tell that the developers are utilizing the PhysX engine to its fullest potential.  Between bullets flying and destructible environments, the game takes on a personality that really emphasizes realistic connections between the two.  When you unleash a storm of bullets into a building, glass shatters, splinters and debris fly into the air, and dust lightly flickers off from a penetrating bullet.  It&#8217;s the details like these that really add to the realism the game has to offer.</p>
<p>On the other hand, I was a bit disappointed with enemy animations when struck with a bullet.  Yes, when they get hit and depending on the lethality of the wound, the enemy will go into an animation and either stumble around or die, but what holds the game back a bit, is that there&#8217;s little difference between where you shoot a guy.  Of course, if you shoot a guy in the head, he&#8217;ll instantly die and fly onto his back, but if you shoot him in the leg or arm, he&#8217;ll stagger around for a bit.</p>
<p>To test it, I purposely shot a guy in the leg to see what he&#8217;ll do and then I shot another guy in the arm, it seemed as though the animations were identical.  Likewise, I shot the former foe three more times in the leg and then he instantly died.  It&#8217;s details like these that take a bit away from the experience, but it&#8217;s hardly a complaint I have, because you really have to be paying attention to it in the midst of all the chaos, and it&#8217;s easily overlooked with the environment exploding all around you.</p>
<p>Lastly, what really adds to the gameplay is the control you have over Vito.  Specifically, the cover system works very well, and when you get a chance to see guys lining up against walls, busting down doors, and then raiding a room, it really brings the whole experience together.  <em>Mafia II </em>comes out August 24 and the E3 demo is supposed to be released before then.  Definitely check it out, you&#8217;ll be instantly sold.</p>
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		<title>E3&#8217;10: Bulletstorm Impressions &#8211; decapitations, death and dicks</title>
		<link>http://gamerlimit.com/2010/06/e310-bulletstorm-impressions-decapitations-death-and-dicks/</link>
		<comments>http://gamerlimit.com/2010/06/e310-bulletstorm-impressions-decapitations-death-and-dicks/#comments</comments>
		<pubDate>Wed, 23 Jun 2010 18:17:21 +0000</pubDate>
		<dc:creator>Curtis Takaichi</dc:creator>
				<category><![CDATA[E3 2010]]></category>
		<category><![CDATA[E3 Impressions]]></category>
		<category><![CDATA[Editorial]]></category>
		<category><![CDATA[Feature]]></category>

		<guid isPermaLink="false">http://gamerlimit.com/?p=61600</guid>
		<description><![CDATA[After previewing and then getting a hands-on look at Bulletstorm, I really have no idea what to think about it.  On its surface, the game seems like it caters towards low IQ players who get their adrenaline pumping by smashing wooden furniture.  Basically, it comes off as one of those games where it&#8217;d be the [...]]]></description>
			<content:encoded><![CDATA[<p><img class="alignnone size-full wp-image-61937" title="Bullet" src="http://gamerlimit.com/files/2010/06/Bullet.jpg" alt="" width="590" height="320" /></p>
<p>After previewing and then getting a hands-on look at <em>Bulletstorm</em>, I really have no idea what to think about it.  On its surface, the game seems like it caters towards low IQ players who get their adrenaline pumping by smashing wooden furniture.  Basically, it comes off as one of those games where it&#8217;d be the focal  point of a huge controversy should a kid get an impulsive rush to stab  someone while playing it.  In other words, it&#8217;s an excellent college frat game.</p>
<p>On the other hand, your ability to rack up high scores is limited by your creativity to kill as many guys as you can in the most diverse and graphic ways possible.  Essentially, if you can&#8217;t get a high score, this game makes you feel very dumb for not being able to think in one of man&#8217;s most basic instincts, killing.</p>
<p><span id="more-61600"></span><em>Bulletstorm</em> takes place in a science fiction setting where the player assumes the role of Grayson Hunt.  Exiled to the furthest reaches of the galaxy, Hunt teams up with Ishi Sato &#8211; an old comrade in an elite mercenary force called Dead Echo &#8211; to escape a seemingly galactic paradise and take revenge on the man who sent them to their pending doom.</p>
<p><img class="alignnone size-full wp-image-61997" title="SSM11388" src="http://gamerlimit.com/files/2010/06/SSM11388.jpg" alt="" width="590" height="400" /></p>
<p>Players utilize a variety of weapons to pull off &#8220;skillshots.&#8221;  The basic idea of a skillshot is to use a combination of weapons, moves, and the environment to kill mutants and flesh-eating gangs in the most creative ways possible.  The more &#8220;creative&#8221; a player gets with his skillshots, the more points he is rewarded.  The points are then used to purchase moves, upgrades, and more weapons to exaggerate the kills to a higher degree.</p>
<p>While it may sound fairly basic and simple, the amount of ways you can kill a man is astounding.  For example, while demoing the game with Gamer Limit&#8217;s Editor-in-Chief, Chris Carter, the proctor explained to us that we can use the upgraded Leash &#8211; basically an electric whip &#8211; to bounce a group of guys up into a helicopter&#8217;s propeller while it circles above.  That by itself had us salivating through our teeth, but unfortunately, we had difficulty pulling off the trick &#8211; specifically Chris.</p>
<p>The options are endless: players can kick foes into cacti, blow them up with randomly placed explosives, shoot &#8216;em in the face or groin, etc.  Where players score big is when they chain their kills together with groups of guys or in a combination of different ways.  For example, leashing a guy, kicking him as you pull him toward you, and then shooting him in the head before he is impaled by a cactus will score a player huge points.  Essentially, your imagination is the only thing holding you back.</p>
<p>What really caught my eye about the demonstration are the visuals.  The developers did an excellent job of capturing the paradise with many different colors, plants, and ancient ruins, but also made it dark enough to showcase its hostility.  For example, at one point in the demonstration I came across a Venus Fly Trap like plant that literally ate a mutant right in front of my eyes.  Since the game is being developed by Epic Games, it&#8217;s no surprise that there are many visual details that resemble <em>Gears of War</em>.</p>
<p><img class="alignnone size-full wp-image-62000" title="SSM11389" src="http://gamerlimit.com/files/2010/06/SSM11389.jpg" alt="" width="590" height="400" /></p>
<p>Similarly, the game takes full advantage of <a href="http://gamerlimit.com/2010/06/we-need-to-talk-do-games-behave-unacceptably/" target="_blank">tactile shots</a> and does it well.  Every bullet that finds its mark will trigger an animation that is appropriate to where it hits an enemy.  If you hit a guy in the head, he&#8217;ll fly back and instantly die; if you shoot a guy in the arm, he&#8217;ll stumble backwards grasping the wound; and perhaps my favorite, if you shoot a guy in the neck, blood will shoot out like a geyser from his jugular.  Again, the possibilities are endless.</p>
<p>Many will be thrown off by the menial violence and its fine, aristocratic jargon, &#8220;You scared the dick off me!&#8221;  But underneath it all, there&#8217;s a rich game that is both <span style="text-decoration: line-through;">fist</span> heart-pumping and incredibly detailed.  Those of you who are fans of the <em>Gears of War </em>series, should find this on the top of your must-have list.  If that doesn&#8217;t fancy you, then knowing that Steven Blum (<em>Cowboy Bebop</em>) voicing Grayson Hunt should get you excited.</p>
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		<title>E3&#8217;10: Fallout: New Vegas &#8211; Digging itself a desert grave</title>
		<link>http://gamerlimit.com/2010/06/e310-fallout-new-vegas-digging-iteslf-a-desert-grave/</link>
		<comments>http://gamerlimit.com/2010/06/e310-fallout-new-vegas-digging-iteslf-a-desert-grave/#comments</comments>
		<pubDate>Mon, 21 Jun 2010 19:16:14 +0000</pubDate>
		<dc:creator>Curtis Takaichi</dc:creator>
				<category><![CDATA[E3]]></category>
		<category><![CDATA[E3 2010]]></category>
		<category><![CDATA[Editorial]]></category>
		<category><![CDATA[Feature]]></category>

		<guid isPermaLink="false">http://gamerlimit.com/?p=61589</guid>
		<description><![CDATA[Bethesda showcased four different titles, and of the four, Fallout: New Vegas was the most well known.  Ironically, Rage, Brink, and Hunted were the lesser known, but because of their solid display, they quickly became the focal point of discussion whenever Bethesda was brought up. Simply put, New Vegas was a disappointment for me, and because [...]]]></description>
			<content:encoded><![CDATA[<p><img class="alignnone size-full wp-image-61697" title="files.php" src="http://gamerlimit.com/files/2010/06/files.php_.jpg" alt="" width="590" height="320" /></p>
<p>Bethesda showcased four different titles, and of the four, <em>Fallout: </em><em>New Vegas</em> was the most well known.  Ironically, <a href="http://gamerlimit.com/2010/06/e310-rage-impressions-id-gets-a-super-ego/" target="_blank"><em>Rage</em></a>, <a href="http://gamerlimit.com/2010/06/e310-brink-impressions-pushing-impressive-to-the-gamer-limit/" target="_blank"><em>Brink</em></a>, and <a href="http://gamerlimit.com/2010/06/e310-hunted-the-demons-forge-impressions-dont-let-the-name-fool-you/" target="_blank"><em>Hunted</em></a> were the lesser known, but because of their solid display, they quickly became the focal point of discussion whenever Bethesda was brought up.</p>
<p>Simply put, <em>New Vegas </em>was a disappointment for me, and because Vegas was once a place I called &#8220;home,&#8221; it<em> </em>was the title I was looking forward to most.  While it may sound contradictory, or even slightly biased, my impressions of the demonstration are completely separate from how I feel the overall game will be upon release and with good reason too.<span id="more-61589"></span></p>
<p>Getting right down to the heart of the presentation, <em>Fallout: New Vegas</em> was presented terribly at E3 this year.  This was Bethesda&#8217;s moment to blow Obsidian skeptics out of their seats, and a chance to show the public that the publisher is granting Obsidian full support.  Instead, they really failed to follow through and only placed a bit more doubt on how the end product will turn out.</p>
<p>Upon entering the media area, I quickly noticed a theater for <em>Rage</em>, an open area for <em>Brink</em>, a demo area for <em>Hunted</em>, and finally, a hands on area for <em>Fallout</em>.  While the massive dinosaur display was impressive, the <em>Fallout </em>area was the last to be noticed, tucked away in the furthest corner.  Nonetheless, I trotted over to get my hands on the game.</p>
<p>After taking a few minutes to observe the gameplay, I was greeted by an attractive young woman.  She proceeded to walk me through the game, but oddly enough, she really didn&#8217;t have anything to say other than telling me where to go.</p>
<p><img class="alignnone size-full wp-image-61722" title="SSM11384" src="http://gamerlimit.com/files/2010/06/SSM11384.jpg" alt="" width="590" height="786" /></p>
<p>I&#8217;M REPORTING ON YOUR GAME! I&#8217;M PUMPED UP FOR THIS! I WANT TO HAVE TO CHANGE MY PANTS AFTER I&#8217;M DONE PLAYING!&#8230; is what kept running through my mind.</p>
<p>The silence between us was extremely awkward, and to break it, I kept recalling facts about <em>Fallout 3 </em>that could open up discussion about <em>New Vegas</em>.  I got little response.</p>
<p>As time progressed, it turned into one of those moments where your teacher stands behind you as you type up an essay at the computer lab.  You feel the pressure of someone standing over you, examining every one of your tiny slip-ups in an effort to diminish your self-esteem at a later time.  You&#8217;re just anticipating something to happen, and all you want is for the person to leave.</p>
<p>I know I&#8217;m a sexy man, and that I have the charm and look to turn any woman into a feeble sheep, but c&#8217;mon, impress me.  At this point you&#8217;re probably thinking, &#8220;So you had a bad run-in with a proctor, how&#8217;s the demonstration overall?&#8221;</p>
<p>That&#8217;s the thing, without someone talking you up, guiding you, showcasing the high points of the game, etc. <em>Fallout: New Vegas</em> is way too vast to experience through a demonstration. Don&#8217;t get me wrong, finding those marquee moments are what makes this game so enthralling &#8211; when you have the complete version and essentially an infinite amount of time at your disposal &#8211; but if you&#8217;re restricted to 15 minutes of gameplay, you don&#8217;t have time to find those moment.</p>
<p>I think we all can agree that it&#8217;s not a game where you can just pick-up and play.  There are options about how you talk to people that determine the path you follow.  For example, upon meeting a hotel lobbyist, all I wanted to do was fight him to see how the VATS system improved the melee combat, so I picked all the confrontational dialogue boxes.</p>
<p><img class="alignnone size-full wp-image-61723" title="SSM11385" src="http://gamerlimit.com/files/2010/06/SSM11385.jpg" alt="" width="590" height="400" /></p>
<p>After I killed the guy, my character was permanently banned from the hotel and I was forced to restart the demonstration because I broke it.  Someone whispering in my ear that I need to be nice to the lobbyist, so that I can see all the casino games and witness how luck plays a larger role would have piqued my interest.  Instead, I felt like a wandering child walking into the middle of the street.</p>
<p>To no surprise, I broke the demo a few more times, and eventually I just gave up to go play <em>Brink</em>.  With no direction and a limited time to play, it&#8217;s impossible to get the full spectrum of <em>New Vegas</em>.  In all honesty, this is a game that would have greatly benefited from a hands-off demonstration &#8211; showcasing all the new and improved characteristics.</p>
<p>Likewise, this hearkens back to my <em><a href="http://gamerlimit.com/2010/06/e310-brink-impressions-pushing-impressive-to-the-gamer-limit/">Brink</a> </em>impressions.  There are games that you may know nothing about, but because the people behind its development are so enthusiastic, you can&#8217;t help but not get excited for them.  On the other hand, there are games you dream about daily, but then your impressions turn sour after a terrible presentation.  To put it bluntly, you essentially assume the lack of effort is attributed to the fact that they know the title will sell well, and therefore, they can&#8217;t be bothered to put together a solid demonstration.</p>
<p>Nonetheless, my hopes still remain high and that the full release will put my worries to rest.  Until then, I&#8217;m still bashing my head against the wall out of utter confusion.</p>
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		<title>E3&#8217;10: Brink Impressions &#8211; Pushing impressive to the (Gamer) Limit</title>
		<link>http://gamerlimit.com/2010/06/e310-brink-impressions-pushing-impressive-to-the-gamer-limit/</link>
		<comments>http://gamerlimit.com/2010/06/e310-brink-impressions-pushing-impressive-to-the-gamer-limit/#comments</comments>
		<pubDate>Sat, 19 Jun 2010 14:18:29 +0000</pubDate>
		<dc:creator>Curtis Takaichi</dc:creator>
				<category><![CDATA[E3 2010]]></category>
		<category><![CDATA[E3 Impressions]]></category>
		<category><![CDATA[Editorial]]></category>
		<category><![CDATA[Feature]]></category>

		<guid isPermaLink="false">http://gamerlimit.com/?p=61507</guid>
		<description><![CDATA[Over the course of the last few days, I’ve had the opportunity to talk to a ton of producers, play a zillion games, and witness a million more previews.  After a while, one begins to notice certain attitudes from the developers that actually provide a ton of information about their products without much being said. [...]]]></description>
			<content:encoded><![CDATA[<p><img class="alignnone size-full wp-image-61584" title="SSM11375" src="http://gamerlimit.com/files/2010/06/SSM11375.jpg" alt="" width="590" height="320" /></p>
<p>Over the course of the last few days, I’ve had the opportunity to talk to a ton of producers, play a zillion games, and witness a million more previews.  After a while, one begins to notice certain attitudes from the developers that actually provide a ton of information about their products without much being said.</p>
<p>Games you know that will sell well to the public, but have poor demonstrations, naturally lessen the enthusiasm.  On the other hand, games you may not know anything about suddenly pop-up on the public’s Christmas list due to their solid presentations.  And I’ll be the first to admit, Senior Producer Greg Hounsom sold me on the game.</p>
<p>While it’s impossible for me to know how <em>Brink </em>will do once it’s released, it is a game that instantly went from invisible to a massive fleet on my radar.<span id="more-61507"></span></p>
<p>Because of global warming, a fraction of the population is forced into a utopian society called The Ark.  Through the course of time, The Ark has become overpopulated and is sharply divided between the “Have and Have-nots.”  Thus the world of <em>Brink</em> is divided into two factions: Security and Resistance.</p>
<p>Factions aside, the game is divided up into four classes: soldier, medic, engineer, and operative.  Each of the classes have distinct abilities that are used to accomplish specific objectives.  For example, the soldier can set explosives to knock down walls or obstacles that will open up access to computers or broken valves for either the operative to hack or the engineer to repair.</p>
<p><img class="alignnone size-full wp-image-61585" title="SSM11374" src="http://gamerlimit.com/files/2010/06/SSM11374.jpg" alt="" width="590" height="320" /></p>
<p>When a player completes his objectives, he’s granted experience points that are used to purchase a variety of items.  The use of the experience points, the purchasing power of them and the layout of the menus is what really grabbed my attention in the demo.</p>
<p>When a player wants to upgrade a weapon, he’s brought to a menu that shows the gun and all the different points on it that can be altered.  The standard machine gun, for example, has at least five different points on it that can be changed: e.g. barrels that add more damage and precision, a variety of grips that increase stability, et al.  In honesty, I was extremely impressed by how well the menus are laid out and how easy they are to navigate.</p>
<p>As well, players can purchase a number of different moves that add to their abilities and the functions of their weapons.  While appearances are strictly aesthetic, there is a variety of clothes and styles that give the player the opportunity to personalize their character.</p>
<p><img class="alignnone size-full wp-image-61586" title="SSM11386" src="http://gamerlimit.com/files/2010/06/SSM11386.jpg" alt="" width="590" height="400" /></p>
<p>The hallmark of the game is the SMART System.  Similar to <em>Mirror’s Edge</em>, players have the ability to quickly climb up and jump over obstacles that would normally require a jump + crouch combination.  Depending on the character’s build determines how agile he is.  Obviously, big guys have difficulty moving as quickly as smaller guys, but are able to take more damage.</p>
<p>As I played through the demo, I found that the mechanic was very subtle, as if it was as natural as running and jumping, and due to level design, it was extremely useful.   On the other hand, being the focal point of the game’s marketing, it didn’t stand out enough.  In fact, I was more impressed with the customization (mentioned earlier) than I was with the SMART system.</p>
<p>Currently, matches are comprised of a maximum of 16 players, and aside from using experience points to purchase new items, they’re also used in a leveling system. Whether you kill an enemy or complete an objective, experience is continually awarded.  Generally, leveling based shooters tend to put a sour taste in my mouth, but Hounsom assured me that players will be paired according to level and that it’s the devs priority to keep games balanced.  Likewise, those who enjoy a challenge will be able to join games above their standing; let’s just hope it’s not the other way around.</p>
<p><em>Brink </em>will be released sometime in the Spring of 2011, and I’m dying for a beta release to keep me fulfilled.  Until then, everyone will just have to suffer.</p>
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		<title>E3&#8217;10: Sonic Colors Impressions &#8211; The Colorblind will be missing out</title>
		<link>http://gamerlimit.com/2010/06/e310-sonic-colors-impressions-the-colorblind-will-be-missing-out/</link>
		<comments>http://gamerlimit.com/2010/06/e310-sonic-colors-impressions-the-colorblind-will-be-missing-out/#comments</comments>
		<pubDate>Thu, 17 Jun 2010 21:02:50 +0000</pubDate>
		<dc:creator>Curtis Takaichi</dc:creator>
				<category><![CDATA[E3 2010]]></category>
		<category><![CDATA[E3 Impressions]]></category>
		<category><![CDATA[Editorial]]></category>
		<category><![CDATA[Feature]]></category>
		<category><![CDATA[Wii]]></category>

		<guid isPermaLink="false">http://gamerlimit.com/?p=61012</guid>
		<description><![CDATA[When we all heard Sonic was trying to make another comeback, we all sighed. As much as we want to see the blue blur return to stardom like Robert Downey Junior&#8217;s career, we all felt that the likelihood of it was becoming slimmer with each failed game. After having the opportunity to play the hands-on demo, I [...]]]></description>
			<content:encoded><![CDATA[<p><img class="alignnone size-full wp-image-61216" title="SSM11369" src="http://gamerlimit.com/files/2010/06/SSM11369.jpg" alt="" width="590" height="320" /></p>
<p>When we all heard Sonic was trying to make another comeback, we all sighed. As much as we want to see the blue blur return to stardom like Robert Downey Junior&#8217;s career, we all felt that the likelihood of it was becoming slimmer with each failed game.</p>
<p>After having the opportunity to play the hands-on demo, I can definitely say that SEGA is taking the right steps to bringing our beloved hero back from the dead.  While it&#8217;s tough to say how the public will perceive it, I was surprisingly impressed overall with the demonstration.</p>
<p><span id="more-61012"></span></p>
<p>Harken back to the old Sonic days, players will immediately notice many of the characteristics that made the original games so popular.  For instance, many of Sonic&#8217;s iconic moves, like the Spin Dash, are making their appearances plus some new fancy ones to compliment his arsenal.</p>
<p>As well, the visuals maintain the same vibrant colors and the levels are as grand as ever.  Interestingly enough, the colors, from the title, correspond to the different types of wisps found within the game.  From the demonstration and my understanding, the game will feature at least three different wisp colors.</p>
<p>Releasing the wisps from the holding containers and a flick of the wrist will temporarily grant Sonic a special ability.  For example, the yellow wisps allows Sonic to drill through dirt gaining access to hidden areas and obtaining secret rings and 1ups.</p>
<p>The green wisps, on the other hand, transform Sonic into a laser beam destroying any enemies or breakable objects in his path.  Aiming the green wisp in the correct direction at specific points in the level will send Sonic into hidden locations.</p>
<p>As well, there was mention of a white wisp, but from my demonstration I never encountered his ability.</p>
<p>Right now, the story behind <em>Colors</em> is a bit of a mystery at the moment.  After probing one of the senior producers a bit, my understanding is that Dr. Eggman wants to turn the Sonic universe into a giant amusement park.  Instead of small fury animals, wisps are being captured &#8211; possibly acting as a power source? &#8211; and it&#8217;s up to Sonic to release them from their internment.</p>
<p><img class="alignnone size-full wp-image-61217" title="SSM11370" src="http://gamerlimit.com/files/2010/06/SSM11370.jpg" alt="" width="590" height="786" /></p>
<p>Each of the levels are selected from a HUD screen that displays Dr. Eggman&#8217;s vast empire.  From the demo, two different stages were playable plus a boss: a tropical environment and a night level.  It was a nice touch seeing those two environments because they created a bit of nostalgia that reminded me of the old Sonic levels.</p>
<p>Similarly, instead of the old-school, platform camera angle, the game utilizes a variety of angles to capture Sonic&#8217;s motion.  At one moment, there will be an angle hovering behind him as he dashes through the stage, and as he turns the corner, the angle will shift to bring that traditional feeling.</p>
<p>Overall, Nintendo has been making a huge push this year to deliver a variety of top notch games, especially with its most iconic characters.  And while <em>Sonic Colors</em> may be overlooked due to Nintendo&#8217;s push, it is definitely a game everyone should take a moment and test out before pushing it aside. Since the series&#8217; drop-off I haven&#8217;t really picked it up, but I&#8217;m certain SEGA is at least moving in the right direction with this latest title.</p>
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		<title>E3&#8217;10: XCOM Impressions &#8211; Suburbia is anything but ordinary</title>
		<link>http://gamerlimit.com/2010/06/e310-xcom-impressions-suburbia-is-anything-but-ordinary/</link>
		<comments>http://gamerlimit.com/2010/06/e310-xcom-impressions-suburbia-is-anything-but-ordinary/#comments</comments>
		<pubDate>Wed, 16 Jun 2010 18:35:23 +0000</pubDate>
		<dc:creator>Curtis Takaichi</dc:creator>
				<category><![CDATA[E3 2010]]></category>
		<category><![CDATA[E3 Impressions]]></category>
		<category><![CDATA[Editorial]]></category>
		<category><![CDATA[Feature]]></category>
		<category><![CDATA[PC]]></category>
		<category><![CDATA[X360]]></category>
		<category><![CDATA[bannertop]]></category>

		<guid isPermaLink="false">http://gamerlimit.com/?p=60995</guid>
		<description><![CDATA[Alien conspiracies and government cover-ups shrouded in mystery, what&#8217;s not to like?  Producers Drew Smith and Harvey Whitney took me into a back room where it was set up like a 1950&#8242;s kitchen. The stainless steal sink; the red, plastic, and metal chairs; and the vase ornaments mantled on the shelves gave the room a distinct [...]]]></description>
			<content:encoded><![CDATA[<p><img class="alignnone size-full wp-image-60998" title="XCOM" src="http://gamerlimit.com/files/2010/06/XCOM.jpg" alt="" width="590" height="320" /></p>
<p>Alien conspiracies and government cover-ups shrouded in mystery, what&#8217;s not to like?  Producers Drew Smith and Harvey Whitney took me into a back room where it was set up like a 1950&#8242;s kitchen.</p>
<p>The stainless steal sink; the red, plastic, and metal chairs; and the vase ornaments mantled on the shelves gave the room a distinct feeling.  It was vintage, but it was uncomfortable and very eerie &#8211; A pristine environment that mirrors <em>XCOM&#8217;s </em>world.<span id="more-60995"></span></p>
<p>The hands-off demonstration opens up with the player roaming around in a secret government facility.  It looks like an airplane hangar, but really it&#8217;s a central headquarters that deals directly with the extraterrestrial.</p>
<p>The player moves through the environment conversing with various NPCs, acquiring new weapons from a Q-like character named Mal, and selecting from three missions.  As someone who has only heard minimal details about the original, the game moves away from a RTS format into a first-person shooter.</p>
<p>While the game differs in type, many of the strategy qualities stay the same.  When selecting your mission, you have to consider which one you want to play.  Choosing one mission over another may mean that too much time has elapsed for it to still be relevant to the story; thus, it&#8217;ll disappear.</p>
<p>In the demonstration, the producers chose to showcase a rescue mission in California.  On the player&#8217;s way to California, he is accompanied by two other agents.  It&#8217;s imperative to the player to do his best to keep them alive, because if they die in the game, there is no way to bring them back.</p>
<p>Enter California &#8211; the three agents step out of their vehicle into a suburban neighborhood.  Everything looks normal, except for the fact that no one in the neighborhood is around &#8211; it&#8217;s completely dead.  The initial investigation shows small remnants of a black goo smeared in random areas.</p>
<p>And then the intensity begins to stir.  A shrill cry rings out behind a house.  The agents rush to his aid, but upon arriving, all is left is the body of a man covered in the same black goo.</p>
<p><img class="alignnone size-full wp-image-61001" title="j" src="http://gamerlimit.com/files/2010/06/j.jpg" alt="" width="590" height="400" /></p>
<p>What really grabbed my attention about the demo is that the game starts out very mysterious and quiet, and then it slowly begins to ramp up.  It has a progressive tempo that maintains the mystery behind the game, but gives enough information to keep players on edge.</p>
<p>From there another loud cry is emitted from the house across the street.  Upon reaching the woman, a player is met with a small black blob that&#8217;s trying to take over the individual in classic alien fashion.</p>
<p>That&#8217;s when all hell breaks loose.  Black blobs from all over begin attacking the three agents from everywhere.  Armed with a shotgun, a molotov-like grenade, and a lightning gun, the agents begin to destroy every black blob that gets close to them.</p>
<p>What adds to the strategy aspect of the game is being able to understand the weaknesses of the aliens.  The player can take pictures of the blobs for evidence.  That evidence is then analyzed by Hal and is used to make stronger and better weapons to use against the aliens.</p>
<p>After the mayhem ends, the agents proceed to head back to their vehicle where they&#8217;re met with a giant rectangle that appears out of the sky in some extraordinary black hole.  It begins to fire off a beam that pretty much vaporizes everything in its path, including the other two agents &#8211; gone in a blink of an eye.</p>
<p><img class="alignnone size-full wp-image-61002" title="SSM11364" src="http://gamerlimit.com/files/2010/06/SSM11364.jpg" alt="" width="590" height="400" /></p>
<p>The player tries to use every weapon in his arsenal to slow it down, but nothing seems to work.  The demonstration fades to black and it&#8217;s all over.</p>
<p>What <em>XCOM </em>has going for it is the terrestrial mysticism.   You don&#8217;t know why the aliens are visiting earth and you&#8217;re fairly puzzled by them in general.</p>
<p>Similarly, the 1950s vibe creates a great atmosphere that makes players feel slightly uncomfortable.  Everything is the same as we know it, but it feels&#8230; different.  Everything is cold and normal, yet it conflicts with the alien presence.</p>
<p>The producers declined to comment, but what really has my curiosity piqued is if the game will be three player co-op.  I guess we&#8217;ll just have to wait and see until 2011.</p>
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		<title>E3&#8217;10: NBA Jam Impressions &#8211; Is it the shoes? Nope, it&#8217;s just Kobe</title>
		<link>http://gamerlimit.com/2010/06/e310-nba-jam-impressions-is-it-the-shoes-nope-its-just-kobe/</link>
		<comments>http://gamerlimit.com/2010/06/e310-nba-jam-impressions-is-it-the-shoes-nope-its-just-kobe/#comments</comments>
		<pubDate>Wed, 16 Jun 2010 17:17:56 +0000</pubDate>
		<dc:creator>Curtis Takaichi</dc:creator>
				<category><![CDATA[E3 2010]]></category>
		<category><![CDATA[E3 Impressions]]></category>
		<category><![CDATA[Editorial]]></category>
		<category><![CDATA[Feature]]></category>
		<category><![CDATA[Wii]]></category>

		<guid isPermaLink="false">http://gamerlimit.com/?p=60967</guid>
		<description><![CDATA[NBA Jam &#8211; we all have played it, we all have seen it, and we all remember the legends of its existence.  The over-embellished gameplay stuck to us for reasons completely unknown to anyone.  But for some odd reason, seeing our favorite players transposed into the extraordinary games made us fall in love. Fast-forward to the present and [...]]]></description>
			<content:encoded><![CDATA[<p><img class="size-full wp-image-60990  alignnone" title="NBA Jam" src="http://gamerlimit.com/files/2010/06/NBA-Jam.jpg" alt="" width="590" height="320" /></p>
<p><em>NBA Jam &#8211; </em>we all have played it, we all have seen it, and we all remember the legends of its existence.  The over-embellished gameplay stuck to us for reasons completely unknown to anyone.  But for some odd reason, seeing our favorite players transposed into the extraordinary games made us fall in love.</p>
<p>Fast-forward to the present and EA is remaking the game exclusively for the Nintendo Wii.  With updated rosters and the same in your face slam dunks, <em>NBA Jam</em> is reason enough to get excited for the Wii&#8217;s revival.<span id="more-60967"></span></p>
<p>Let me start by saying that this game is really easy to pick-up and play.  With a flick of the wrist and a press of the turbo button, you&#8217;ll be dunking over your most hated rivals.  The best part about the game is that it encourages trash talk and light jesting with your opponents.</p>
<p>The demonstration started when I stepped up to the booth with three random strangers.  We got a 30 second tutorial from the booth host and proceeded to pick our teams.  Right now, there are only two players to choose from, but I was told there will be a third player from the team&#8217;s roster upon release.</p>
<p>Since E3 is in LA and I&#8217;m a huge Clipper fan, I was reluctant to choose the Lakers when my teammate was so adamant about being Kobe.  I easily gave in and was the Robin to his Batman &#8211; Pau Gasol.  Our opponents?  The Trail Blazers (Brandon Roy and LaMarcus Aldridge).</p>
<p>The game tipped off and right from the start it was fierce.  It was almost identical to the original &#8211; no fouls and tons of shoving; it was like I de-aged 15 years.</p>
<p>The first bucket was scored by my teammate and as soon as that happened, we erupted into a taunting roar.  But then, our teammates ran the ball back down the court and shoved the rock right down our throats.  From that moment, the game was a close battle all the way down to the final seconds of the fourth quarter.</p>
<p>Because of our antics and the closeness of the game, small crowds began forming around us and the host began instigating a bit of a feud between the two teams.  &#8221;We got a game Boys;  Kobe doing what he does best, beating everyone to a bloody pulp; Aldridge slamming down on Gasol&#8221;</p>
<p>Similarly, to intensify the situation, the in-game announcer was going through his repertoire of announcements.  &#8221;Boom Shakalaka Boom; Is it the shoes?&#8221;</p>
<p>There&#8217;s something about this game that gets opponents heated and the over-the-top antics really gets players motivated to slam the ball down.  Likewise, the same qualities still exist that were in the original &#8211; shattering the backboard glass and the nets exploding into a ball of fire.</p>
<p>On the Wii, the controls were surprisingly very responsive.  Flicking the wrist up makes the character jump and flicking it down shoots the ball.  The turbo button dictates whether you swipe or shove and it also determines whether you shoot or slam dunk.</p>
<p>The A button passes &#8211; nobody needs to know that button &#8211; and the nunchuck controls the character&#8217;s movement.  Likewise, for the hardest of fans there are more advanced controls that allow the player to perform alley oops and cross-overs.  Essentially, there&#8217;s a lot in the game that will easily appeal to new comers and veterans of the game.</p>
<p>As I hinted earlier, what really appealed to me was the tension the game instantly created; it was fun and the trash talk was flying.  Having four players easily makes the game much more enjoyable and it creates an eerie sense of bonding with the people around you.</p>
<p>As well, taking the current and fusing it with the old made the game that much more appealing.  I&#8217;m definitely looking forward to this title in October.</p>
<p><img class="alignnone size-full wp-image-60991" title="SSM11358" src="http://gamerlimit.com/files/2010/06/SSM11358.jpg" alt="" width="590" height="320" /></p>
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