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  1. Update: An Activision representative confirmed to Gamespot that developer Edge of Reality would be handling development and that the game will merge the universe High Moon Studios created with the universe Michael Bay created in the recent films. Original Story: A trailer shown at the American International Toy Fair this weekend revealed that a new Activision-published Transfomers game is slated for release in 2014 - Transformers: Rise of the Dark Spark. There's no word if it's tied to High Moon Studios' recent Transformers games (the last one being Transformers: Fall of Cybertron in 2012), but the plot looks to be split between choosing to play as the Autobots or Decepticons and either saving the world or destroying it. No word on which developer is handling the title just yet either. Transformers: Rise of the Dark Spark is slated for release sometime in 2014 on Xbox One, PS4, Wii U, Xbox 360, PS3, 3DS, and PC. Another game in the series, Transformers Universe, which is a free-to-play browser game is also being prepped for release this summer to coincide with the film release of Transformers: Age of Extinction. For now you can check out the trailer for Rise of the Dark Spark below. Source: Polygon,
  2. Jason Clement

    NISA Reveals Huge 2014 Game Lineup

    Yesterday NIS America held a press event in San Francisco where they presented their game lineup for 2014 and it's easily probably the biggest year yet for the niche publisher. First off, NISA announced four brand new titles to their lineup: Battle Princess of Arcadias, a sidescrolling brawler RPG for PS3 (via PSN); Disgaea 4: A Promise Revisited (also for Vita), which is the definitive version of the game and comes complete with all the DLC from the PS3 plus brand new content; Danganronpa 2: Goodbye Despair, the Vita sequel to the recently released Danganronpa: Trigger Happy Havoc (which we reviewed here); and Fairy Fencer F, NISA's newest acquisition and a PS3 title that sports talent from Final Fantasy veterans Nobuo Uematsu and Yoshitaka Amano. Also revealed were release dates for previously announced games such as The Witch and the Hundred Knight, which is now coming in March for PS3, and Demon Gaze, which is coming in April for Vita. Mugen Souls Z (PS3) and Hyperdimension Neptunia Producing Perfection (Vita) still don't have specific release dates yet, so stay tuned for announcements about that later in the year. In all, that brings NISA's lineup to 8 games for 2014, and they remain one of the few publishers bringing some exclusive love to the Vita over the year. Hopefully this is a good sign of what to expect similarly from other niche publishers like Atlus and XSEED when they reveal their lineups soon as well. Source: Press Release Are you excited for any of these announced titles?
  3. Developer: Gust Corporation Publisher: Tecmo Koei Platform: PlayStation 3 Release Date: March 5, 2013 ESRB: T for Teen For the past few years, the long-running Atelier franchise has been one of the very few series that I don't mind playing in annual doses. These strange RPG titles blend a focus on unconventional item-crafting with light-hearted character interactions, while also making very significant improvements with each PS3 release. As much as I enjoyed the previous PS3 games (well, minus Rorona), it was about time for Gust to break away from the Arland trilogy of games with a new setting and characters. Fortunately for me, Atelier Ayesha does just that by being a completely independent title and having a more approachable overall structure. The question is: Does it do enough to appeal to a wider audience as well as satiate fans of the most recent releases? Meet the young apothecary, Ayesha Altugle, who lives by herself crafting medicine after her grandfather and, more recently, sister passed away. Upon visiting her sister's grave, who was believed to be spirited away three years ago, Ayesha notices a silent phantom figure that resembled her sister, Nio, before it shortly disappears. An elderly alchemist who happened to nearby, Keithgriff, notices the strange occurrence and tells her that it was quite possibly no coincidence at all and her sister may very well still be alive. Ayesha fails to press too much information out of Keith, however, who only tells her vaguely that if she wants to possibly save her sister she must pursue alchemy and uncover the mystery behind special glowing flowers within three years time otherwise she will forever lose any chance of seeing Nio again. In contrast to the most recent PS3 Atelier games, which were usually overwhelming bubbly and energetic from the get-go, Atelier Ayesha starts with a surprisingly bleaker overall tone. In terms of setting, there are hints of constant decay across the region and the disappearance of Nio serve as lingering undertones throughout. Of course, the game doesn't get oppressively morbid by any means, and it is certainly more whimsical than most games with its character interactions alone, but it is an interesting, albeit subtle, tonal shift from the earlier games. Unfortunately, the storytelling itself isn't as intriguing as it is built up to be in the long run, and interesting aspects about the setting are not fully touched upon, possibly reserved for the upcoming Atelier Esha & Logy, but it does earn itself some endearing moments through its characters and interactions. As for the gameplay, the various events and character interactions Ayesha encounters meshes together to help structure the game. By gaining 'memories' they will open various benefits throughout the game, like stat increases, alchemy recipes exploration bonuses, and much more, and it serves as an interesting replacement for Atelier Meruru's kingdom development system. Ayesha can also chronicle these events in her diary through the use of 'memory points' to reap even more benefits. Memory points are generally gained through exploration, completing quests, synthesizing, and defeating monsters. In conjunction with storytelling and gameplay, this facet melds together rather cohesively, especially when working towards the many endings and narrative events. During Ayesha's journey she will also traverse across the region. Navigation is simple with a straightforward overworld map through the various locales, with time passing as Ayesha explores and travels to new areas. Contrary to the narrative, the game is also less pressing time-wise than previous Atelier games, due to its more ambiguous objectives and structure, which is probably rather welcoming for newcomers. In addition to expanding the narrative, traveling allows Ayesha to gather new items for synthesizing and to fight various monsters in a simple turn-based combat system. The combat system of Ayesha seems to utilize some familiar framework of the Arland trilogy, with support meters that build up through a battle: so party members can defend, follow-up attacks, status enhancing skills, and use devastating finishing moves during combat. New to Atelier Ayesha, however, is an extra layer of depth, with a positioning based system where allies can attack from behind, side, and, of course, the front of enemies. While it does sound like an improvement overall, I think it takes a couple steps back from the pace of Atelier Meruru. Battles and attack animations are quite noticeable slower (and less flashy) than Meruru's, and Ayesha herself feeling less useful in combat. Considering Atelier Ayesha's lack of difficulty and the relatively simple combat, the slower combat system feesl like one step forward, and two steps back, like much of the game in general. Through the use of Alchemy, or rather, the act of synthesizing, makes for an important aspect of the Atelier series and Atelier Ayesha isn't too different, in theory. Having said that, synthesizing is a bit more contrived and not as integral in this Atelier compared to the Arland trilogy. The quantity and quality of item forging isn't as important, that isn't necessarily a bad thing for newcomers who just want to meet the bare minimum for quests, but it is actually less intuitive than previous games for veteran synthesizers. Deeper nuances of crafting feel restricted until Ayesha raises her skills a fair bit and gains much better quality ingredients. A bigger problem is that, alchemy really feels like it is much less purposeful in general, since it mainly used for basic quest design for revenue, and its overall benefits feeling much more passive compared to what I found to be the much more actively rewarding Atelier Meruru. One of my bigger nitpicks is with the clumsy design for town based quests or 'delivery requests'. While the goal/task/log interface is intuitive for more story/character pertinent missions, or objectives in various other locations, the local quests or 'delivery requests' in towns are never marked. So the game pretty much expects you to remember what NPCs wanted what. I know I said alchemy doesn't feel as important, since it isn't exactly for anything beyond town requests, but it is the main means of obtaining specific items for the NPCs. Players will definitely want the funds from delivery requests since they are the game's most consistent source of revenue. Considering how there is quite a few delivery requests with deadlines and several towns, it seems like a needless annoyance to not have it noted when the general interface is done rather well. It's apparent that Atelier Ayesha isn't a very high budget title if you go by looks alone, with that in mind, I do appreciate the new shift in art direction. The prude in me appreciates the more conservatively dressed character designs who actually have pretty faithful character models to complement it. Though, almost to contrast, the environments are still very stark and bland throughout, with the few exceptions of the visual vibrancy with certain flowers motifs for presentation. On the audio front, Atelier Ayesha has an excellent musical score, and is almost in a different league comparison to the Arland trilogy, and it plays with a bunch of musical styles. The soundtrack is a real treat overall from whimsical waltz-like themes, toe-tapping worthy jazzy tracks, to the more stirring and foreboding choruses. Voice acting is also not bad, but has some drawbacks, primarily due to budget constraints. Compared to the Japanese release there is significantly less recorded voice acting overall, and the dub in general relegated to English-only with no Japanese alternative, which that alone incited some unfortunate internet controversy. Taken all into account, however, Atelier Ayesha does some seriously impressive stuff with the soundtrack, and even the English dub is decent too for the most part despite its constraints. Atelier Ayesha is both a pleasant diversion and also a disappointing departure from what the previous Arland trilogy established. While the change in tone, setting, characters, and presentation are most certainly welcome, I feel like it takes a noticeable step back as a game with a far less engaging and rewarding structure, especially in comparison to Atelier Meruru. It makes for a more approachable Atelier game, but not necessary the most entertaining. It's definitely a good game in its own right, but I can only hope that the upcoming Atelier Escha & Logy takes some cues from the Arland trilogy, while capitalizing and fully-expanding upon the things Atelier Ayesha tried to do different. Pros: + Likable characters and some endearing scenes + Pleasant new art direction + Plenty of things to do and is the most approachable PS3 game in the series + Excellent soundtrack and decent English voice acting Cons: - Battles are too slow considering their simplicity and game“s lack of difficulty - Narrative and setting are underutilized - Alchemy/Synthesizing is not very rewarding... for series built on it - Clumsy quest interface Overall Score: 7.0 (out of 10) Good Atelier Ayesha is both charming for what it tries to do different as well as disappointing for what it doesn't do quite as well. While it isn't necessarily the most engaging game in the series, it is the most approachable PS3 title and it will hopefully serve as a solid foundation for the upcoming Atelier Escha & Logy. A download code was provided by the publisher for this review
  4. Hot on the heels of its announcement for the PS Vita version of Blazblue: Chrono Phantasma, Aksys Games has announced a visual novel based in the Blazblue universe called Xblaze Code: Embryo. The story is set some 150 years before the events of Blazblue in which a high school student is thrown into a world of magic and the supernatural and must uncover a hidden truth. Aksys says that there will be several endings and routes to uncover, with one even being a gag. A specific release date has yet to be announced, though for now Xblaze Code: Embryo is aiming for a Summer release on PS3 and Vita. UPDATE: An Aksys rep has confirmed that the game will release on June 24th for $39.99. Source: Press Release
  5. Child of Light, which was first revealed at Ubisoft's E3 2013 Press Conference, is the company's next game to utilize their UbiArt Framework engine, and boy does it look gorgeous. You might recall that UbiArt Framework was the engine that was previously used to design both Rayman Origins and Rayman Legends. In any case, Child of Light is inspired by Japanese RPGs and will be turn-based as evidenced by the trailer. However, the gameplay is said to be more akin to a side-scroller with RPG elements, similar to something like Muramasa or Odin Sphere (but with a battle system more like Final Fantasy's Active Time Battle system). Ubisoft announced that the game will be priced at $14.99 and will be releasing on PS3 and PS4 (via PSN), Xbox 360 and Xbox One (via Xbox Live), Wii U (via eShop), and PC (via Steam) on April 30, so mark your calendars, RPG fans. In the meantime, be sure to check out the trailer below! Source: Ubiblog Are you excited for Child of Light?
  6. It's been a long time coming for fans of the series, but action RPG Drakengard 3 is finally confirmed to be arriving on PS3 in North America on May 20, and by download only in Europe on May 21. As such, Square Enix has also detailed pre-order incentives for the game, opting to go for a specially-timed, three-tier pre-order windows. Basically what that means is - the earlier you pre-order, the more bonuses you get. Here's what the different tiers entail: Tier 1: If you place your pre-order before March 3, you'll receive Japanese voice-over DLC, plus the bonuses in Tier 2 and 3. Tier 2: If you pre-order from March 4 to April 8, you'll unlock the final two remaining bonuses which will be announced at a later point. Tier 3: Pre-ordering from April 9 until launch will get you only the final unannounced bonus. As for the Drakengard 3 Collector's Edition, it will be limited to 5,000 copies overall and will include the following: All three pre-order tiers mentioned above The Complete Novella Official Soundtrack CD Sampler Prequel Stage DLC where you play as Zero's sister, One Caim Costume DLC (protagonist of the original Drakengard) Giant Baby Hat DLC (for your in-game dragon companion) Drakengard 3 Collectible Poster If you're eyeing the Collector's Edition, get ready to part with $79.99 (it's also only available on Square Enix's Online Store. Otherwise, you can snag the Standard Edition for $49.99 (both physically and on the PlayStation Store). Source: Press Release Are you looking forward to Drakengard 3?
  7. Have you ever spent a few years away from home, only to come back and see everything was exactly the way you left it? If you have, then you know about that warm fuzzy feeling you get in the pit of your stomach, and the waves of nostalgia that wash over you are some of the best/strangest feelings you can hope to feel. The good thing is, you don't have to leave home for years on end to get that feeling. In fact, you don't even have to leave your house at all! The only requirements are that you stop playing some of your favorite games for a few months. And if you're like me, that's more than an easy task to fulfill. Alright, now that a few months have passed, let's talk about some of the comfiest places in gaming. The Legend Of Zelda: Wind Waker: Outset Island To be completely honest, you could get the feeling of nostalgia and comfort from any one of the many 3D Zelda games currently on the market. You could even feel comfortable in Clocktown (in Majora's Mask), despite the fact that a creepy giant faced moon was hurtling itself towards the town from the very start of the game. But none of these towns compare to Outset Island, the starting area in The Legend Of Zelda: Wind Waker. The colors! I can see all of them! While quite a few people had trouble getting into the game due to it's cartoon-y cell-shaded art style, I feel that it cemented itself in people's memory thanks to just how comfortable everything looked. That first hour or two of the game made everything seem so nice and peaceful that the moment things actually turned bad, it felt like the rug got pulled out from beneath you. But that didn't ruin the relative safety of the island. And now that it's been remade for the Wii-U in glorious HD, we can all go back to Outset Island once again and feel all comfy and safe, at least until a giant bird totally ruins Link's birthday and forces him to go on a quest that ends with a sword in somebody's head. The Elder Scrolls III: Morrowind: Balmora When you first stepped off of that ship and into the waiting arms of Fargoth in the city of Seyda Neen, you probably followed the exact same path that I did. First and foremost, steal that platter worth six hundred gold. Secondly, rob Fargoth blind. And then finally travel to the next closest city, Balmora. This is where the game really got exciting for me. I'm going to rob this place completely blind Seyda Neen was a backwater town so small that I could see the exit of the city while standing in the entrance. But Balmora was huge, and it was alive. People walking to and from their places of work. Buildings lined the streets, filled with so many things for me to steal. Back alleys lead to houses containing murder mysteries and others with huge rat problems. This was where Morrowind truly started, and I had no idea what to do. Anyone who played the game can probably describe Balmora to you in deep detail. You have the large river cutting through the town, the line of stores with the back alley slums behind them and then the religious buildings near the top of the city limits. It's hard to understand why, but this city was just home for me and most other people during their travels. No matter what happened, Balmora was always waiting for you. Animal Crossing: Your Town I didn't buy a Gamecube until the Wii was released onto the market. I have no idea why that was, but it just turned out that way. The first three games I got with it were Wind Waker, the Zelda promotional disc and Animal Crossing. It cost me $25 total and was a pretty great deal. I originally got Animal Crossing because I thought it would be something fun for the kids to play, but I quickly learned otherwise. Yeah, looks like I'm buying another 3DS game What was supposed to be a game for the kids to play ended up being an obsession for me. I would sit up late at night, pounding my shovel into my neighbor's doors. They of course wouldn't answer the door since it was well past three in the morning, but that didn't mean I couldn't send them threatening letters. And I sent plenty of those. Despite how much of a serial killer I tried to be, I still ended up falling in love with the town and its many animal inhabitants. Something about playing a game where you live in a cartoon town just managed to get to me. I still occasionally load up my original Gamecube save to check up on my town from time to time. I even feel kind of sad when I see someone has moved away. Animal Crossing became my digital home away from home, and all it took was a few late nights of harassing my neighbors. Everywhere In Ni No Kuni When I bought Ni No Kuni, I knew exactly what i was getting into. I've been a fan of Miyazaki's work ever since I sat down and watched the movie Lupin the 3rd: Castle of Cagliostro. If you haven't seen it, then you need to right now. I don't care if you're at work. You need to watch it now. Once you've seen the movie you'll understand the main draw of Miyazaki's movies, and that is their extremely soft and welcoming appearance. And Ni No Kuni matched studio Ghibli's style perfectly. Everything about this game just makes you feel good No matter where I was standing or what I was doing, everything just felt simple and happy. I could have been fighting the Devil and I still would have thought, "Well this place is quaint." The game's style is just that rich. Even from the start of the game you're being bombarded with that sweet, sweet small town feel. It was so great that I didn't mind the game clocked in at around 70 hours; I actually didn't want it to end. You watch Castle of Cagliostro and play this game now. You'll regret neither choice. Catherine: The Stray Sheep Bar I pre-ordered the game Catherine before it came out. Do you know why I would preorder a $60 Japanese puzzle game over all of the other big titles releasing around that same time? Because I knew it would be good, that's why. You just don't turn down a good puzzle game, and you certainly don't turn down a sci-fi horror love story either. Because of all these factors I simply couldn't turn down, Catherine was as good as bought. And you know what? I loved the game! They gave me a trophy as a monument to the time I wasted here But not just for its mind bending puzzles and absolutely crazy story. I mean, they were certainly the main reasons I enjoyed the game so much. But I'd be a foolish fool if I were to ignore the Stray Sheep Bar, an area in the game where you're free to talk with random patrons, order food and drinks, play games and even listen to the jukebox without any worry of something bad happening to you. For the most part anyways. Later on in the game you'll start dealing with some pretty freaky things no matter where you're located, but during the first week or so of the game, there was no better place than the Stray Sheep. I once spent a solid hour playing the arcade game located at the back of the bar just because, and when I finished I went over to the jukebox and I jammed. What other puzzle game can boast of such a feat? Certainly none that I know of. These are just five of my favorite areas from some recently released games (and not so recently released). But now I wonder, what are some of your favorite areas of relaxation in the game world? Why not describe them to me in the comments below? As always, thank you for reading.
  8. Jordan Haygood

    PlayStation 3

    From the album: Kaptain's Gallery

    © Sony

  9. This is pretty cool! Trailer that recaps the events from the previous games for you to catch up on before the concluded Lightning Returns. Pretty excited for the upcoming game released in XIII days from today. I am getting close to finishing up paying off my preorder from last summer (waiting for my swagbucks amazon to get here). Anyways woo! Go Lightningt Go! Anyone else besides me getting the game? ~nudges Kiky~ Geeet it lol. It's Lightning's final appearance!
  10. Sony's PlayStation Plus service is steadily gaining momentum as they recently revealed that subscriptions are up threefold since the launch of the PlayStation 4 last November. A large part of that is likely due to the fact that a PS Plus subscription is being required to play PS4 titles online, but Sony UK boss Fergal Gara mentioned that he believes the value offered by the service continues to be a driving force in getting new members to join. In the meantime, Sony recently announced the February lineup of Instant Games for PlayStation Plus, which includes titles like Outlast and Metro: Last Light.
  11. We're at the tail-end of January, and you know what that means - the reveal of next month's PlayStation Plus Instant Games by The PlayStation Blog! For February, a whopping six games will be cycled into the PlayStation Plus lineup, including three PS3 titles, two PS Vita titles, and one PS4 title. Hopefully the PS4 will get more games on a monthly basis in the future, but for now it's understandable (if disappointing) since it only launched a few months ago and thus has limited games so far. In any case, here are the Instant Games that PlayStation Plus subscribers have to look forward to next month- Outlast (PS4) Metro: Last Light (PS3) Payday 2 (PS3) Remember Me (PS3) Street Fighter vs Tekken (PS Vita) Modnation Racers: Road Trip (PS Vita) What do you think of February's Instant Game lineup? Let us know!
  12. Lightning Returns: Final Fantasy XIII is just a little less than a month away from release at this point, and Square Enix is looking to whet fans' appetites not only with a new demo out this week, but also a new trailer that looks at the evolution of the battle system in this final part of the trilogy. Unlike the previous two installments of Final Fantasy XIII, Lightning Returns' battle mode is a solo venture, making it somewhat more action-oriented in turn. You'll need to initiate special tactics, such as staggering the enemy through certain combinations, and know when to guard or evade if you hope to defeat enemies as you progress. Take a look at the trailer below to see what I mean. Lightning Returns: Final Fantasy XIII is slated for release on PS3 and Xbox 360 on February 11.
  13. Harrison Lee

    Review: Call of Duty: Ghosts

    Developer: Infinity Ward Publisher: Activision Platform: PS3, Xbox 360, PS4, Xbox One, PC Rating: M for Mature Release Date: 11/5/2013 This review is based on the PS3 version of the game You've probably heard a good deal about Call of Duty: Ghosts, whether it's the 720-1080p debacle, the combat dog Riley, or the infamous scene that appears to have been lifted directly from Modern Warfare 2. As I played through the PC, PS4 and PS3 versions, I wanted to have the experience that would surpass all of those controversies. I wanted to feel as though I could recommend Ghosts as a fantastic entry into the next generation of gaming, the perfect place to start for franchise new-comers and series veterans alike. What this latest iteration in the Call of Duty series left me with, however, was the sour taste of spoiled milk. The formula that Activision and Infinity Ward pioneered years ago is no longer fresh enough to keep the franchise afloat. With Call of Duty: Ghosts, the franchise is finally starting the sharp decline gamers have forecasted for years. Let's get the obvious out of the way - Ghosts is not the same sort of revolution that Black Ops II attempted to forge. It takes a step back and reverts to many of the same conceits and gameplay elements that were found in the later Modern Warfare games. Mechanically it feels almost identical to Modern Warfare 3. It even bears some of the same mass-conflict, post-apocalyptic vibes in the environments and missions. That wouldn't be such a detriment to the experience if I felt like I'd really enjoyed what Ghosts had to offer. Instead, I left with the impression that the only developer with any creative leanings was the former second-son, Treyarch. The tightly-scripted and narrative-driven campaign, arguably one of the biggest dividing lines between Battlefield and CoD, is an entertaining amusement park ride that offers little substance and few lasting memories. In fact, the coolest parts are the ones that made no sense, like random bits of semi-Zero G space combat and remote-controlled dog sequences. While CoD has always tried to keep a little sense of believability, Ghosts goes all out in the absurdity department, which may have actually made the campaign more fun in the end. Set pieces, however, can only carry a game so far. Ghosts claims to have an engaging, emotional story and strong characters. This is where things truly start to go wrong. It's a shame the characters couldn't have been better written. Everyone feels like the stereotypical grim soldiers we've come to expect from the franchise. As the protagonist (whose name I forget), you're supposed to feel a connection for your brother and ally Hesh. Instead, I ended up wishing the guy would just shut up and go away. His writing, like many characters, felt a bit forced and annoying. I much preferred the best character in the whole CoD franchise, Riley. The unenviable companion of the lead brothers, Riley is the loyal and ever-deadly tool of your enemy's demise. He can be given orders to attack and flush out enemies, adding a small level of strategic application. Moreover, Riley's just an awesome sidekick. There's even a portion of a level devoted to carrying him to safety after he gets shot. Clearly, Infinity Ward's focus for Ghosts was the dog despite marketing attempts to convince players it's about gameplay. If the average narrative and boring characters had been given as much attention as Riley's fur, Ghosts's campaign may have ended up a better product. The next-gen "engine upgrade" isn't the technical leap gamers were hoping for. While the visuals aren't awful, they don't really differentiate themselves from previous entries. There are more particles and higher-definition textures but don't be fooled; this very much looks like a Call of Duty game. When the landscape is exploding in tearing apart in spectacular fashion, it looks pretty great. But it's the lack of improvement in the small details that disappoint. At least the audio is solid, with some great vocal performances and a good soundtrack to back up the cinematic action. I just wish it added more to the aging experience. The multiplayer is the biggest draw for this franchise and that hasn't changed with Ghosts. Several new modes, including Cranked, make an appearance alongside the usual Domination and deathmatch-style modes. While the variety is nice, Ghosts doesn't do enough to make the experience feel fresh or exciting. If anything, the newer open maps are aggravating at times and the major advancements Black Ops II spearheaded have been reversed. The most notable change is the confusing Squads mode, which eschews regular class creation for spending earned squad points on soldiers. These troops, which double as class set-ups, are also used in the Squads game-mode that pits players and their AI buddies against other units. It sounds novel in concept but isn't all that entertaining. It further complicates the class building process while adding an unnecessary, poorly-executed game-mode. Probably the best new addition is the Extinction co-op game, which pits teams of players with limited resources against a vicious and aggressive alien enemy. The humans will have to destroy alien hives while fending off fast-moving enemies that kill as quickly as they vanish. With limited ammo, Extinction can really get your pulse going. It's too bad there's only one map included because Extinction could have been one of Ghosts surprise saving graces. Hopefully, Infinity Ward adds more content for this mode in future DLC packs. When all is said and done, Call of Duty: Ghosts is a disappointment. The next generation of gaming held so much promise for this franchise. Instead, Ghosts is a lackluster entry that struggles to reach the lofty heights of shooters like Battlefield 4. There are flashes of brilliance amidst the muck but the overall problem is that the franchise is just getting old. A campaign with forgettable characters, aging production values and ho-hum multiplayer don't inspire confidence. For once, I can't wait to see what the creative minds at Treyarch have up their sleeves for next year. Pros: + A campaign that can offer intense moments + Better visuals than previous entries + Riley Cons: - Production values just aren't there - Unexciting multiplayer - Not enough content for Extinction - The addition of Squads Overall Score: 4 (out of 10) Below Average Call of Duty: Ghosts is one of the weakest entries in the series. It's showing its age and doesn't have enough content to warrant the purchase. It's a recommended skip. A retail copy was provided by the publisher for this review
  14. PlayStation Plus members have had a great year in 2013, with big titles ranging from XCOM: Enemy Unknown, Dragon's Dogma: Dark Arisen, Shadow of the Colossus, Ico, and more hitting the service for free at one time or another, and now Sony is upping the ante in January 2014 with even more huge titles from 2013. The biggest Instant Game coming is inarguably Bioshock Infinite, which has been a huge Game of the Year contender for many sites. DmC: Devil May Cry is another big title from earlier in the year that many players may not have gotten around to yet, and the critically acclaimed Brothers: A Tale of Two Sons is also making its debut as an instant game. In all, it's slated to be a huge month for PS+ users, with six Instant Games on the way. You can check out the full list of games below: Don't Starve (PS4) Bioshock Infinite (PS3) DmC: Devil May Cry (PS3) Brothers: A Tale of Two Sons (PS3) Worms: Battle Island (PS Vita) Smart As... (PS Vita) Which PS+ game are you looking forward to playing the most?
  15. Jordan Haygood

    The Last Of Us

    From the album: Kaptain's Gallery

    © Naughty Dog

  16. Jared

    Rain PSN PS3

  17. Tecmo Koei has announced a release date for the latest release in the Atelier series, Atelier Escha & Logy: Alchemists of the Dusk Sky. The game is expected to ship on March 11, 2014 and will be available on PS3. Atelier Escha & Logy focuses on the exploits of dual protagonists this time around - a young man named Logy and a girl named Escha - as they learn to make use of alchemy and lost alchemic technologies in order to survive the impending "Dusk End." New to this entry is the Imbuing system, which allows Logy to customize his weapons and armor, while Escha revised synthesis ability grows along with her. Also new is the ability to add up to 6 characters in battle which makes things a bit more strategic and fast-paced in fights. You can check out the intro for Atelier Escha & Logy: Alchemists of the Dusk Sky below.