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Naruto Shippuden: Ultimate Ninja Storm 3 Review

Written By Kom Limpulnam on Jumat, 08 Maret 2013 | 19.51

Naruto Shippuden: Ultimate Ninja Storm 3 is a game that knows its audience. Picking up where its predecessor left off, it tells the ongoing tale of young ninja Naruto Uzumaki's struggles as the Nine-Tails' jinchuriki and his complex relationship with Sasuke Uchiha. It also covers the five kage summit and the outbreak of the fourth great ninja war.

If you like bad rhymes, rejoice! Killer Bee's got a million of 'em for ya.

If none of this means anything to you, Ultimate Ninja Storm 3 is not the game for you. It spends tremendous amounts of time on storytelling, and there are so many characters, factions, rivalries, chakras, jutsus, and other aspects of Naruto history and lore at play that unless you have a working familiarity with all this stuff ahead of time, you're going to be completely lost. The series hasn't lost its knack for eye-popping boss battles and amazing ninja powers. But even diehard Naruto fans will find that this latest entry fumbles the pacing in its single-player Ultimate Adventure mode by spending far too much time hitting you with conversations and cutscenes and not nearly enough time letting you meaningfully participate in the story.

Of course, you can always skip the story sequences and get right to the next gameplay section, but the story is such a focus here that if you don't have an interest in watching this game unfold its tale, then there's little point in playing the game at all. Well over half of the time it takes to get through the single-player campaign is taken up by cutscenes and chitchat. You often watch several minutes of cutscenes, take control of a character to move him or her through an environment, maybe stopping to talk to other characters now and then, and then watch several more minutes of cutscenes. Sometimes, those cutscenes are action-packed and entertaining, but there are also lots of long expository sequences in which characters just stand around calmly talking to each other. Yes, there are intense battles from time to time, but there aren't nearly enough of these to support the bloated narrative.

When you do have to fight, you find that you can easily pull off incredible-looking techniques regardless of which character you happen to be controlling at that moment. There are dozens of playable characters in Ultimate Ninja Storm 3, but they all do attacks, build up chakra, and perform combos with the same button presses and combinations. This is a pick-up-and-play game: all accessibility, little depth. It's more about spectacle than skill, though the speed at which it moves means it does reward rapid reflexes, and it's exhilarating for a while to perform massively powerful, terrific-looking jutsu attacks with a few quick and easy button presses.

But there aren't tricky combos and high-level techniques to master; once you've got a handle on the basics, you can get better at implementing those techniques, but you aren't going to experience the gratification that comes with mastering higher-level skills, because there aren't any. The result is an experience that's immediately enjoyable, but doesn't stay rewarding for long. You may have a particular interest in playing as Deidara or Orochimaru or some other character, but because they all play so similarly, the unlocked characters you're frequently showered with as you progress through the Ultimate Adventure mode don't give you access to new strategies and new ways to play.

During specific fights, the free-flowing combat gets replaced by visually spectacular quick-time events that fully capture the kinetic energy of the anime's over-the-top battles. Whether it's a scene in which Naruto and Sasuke fight it out on the surface of a lake as a previous encounter comes flooding back to them or a sequence in which the massive, fearsome beast Nine-Tails threatens to destroy Hidden Leaf Village, these sections make for incredible viewing. These encounters and others present you with a choice of taking the legend approach or the hero approach. Your choice has a typically minor effect on how the battle plays out, and no effect on how the rest of the story plays out. It also determines whether you earn more hero experience or more legend experience, each of which gives you access to different types of items to use in battle. This does provide an incentive to return to earlier battles and choose the alternate approach just to see what impact it has, but that impact is usually disappointingly minor.

Ultimate Ninja Storm 3 also introduces mob battles in which you take on numerous easy, incapable enemies at once. They're mechanically dull, but moves that let you leap instantly from one enemy to another give these battles a visual energy, at least on the PlayStation 3. On the Xbox 360, these battles are interrupted by severe hang-ups that not only break up the flow of battle but can also result in the game failing to recognize your button inputs. The PS3 version doesn't suffer from this problem, but on both consoles, load times are frequent and long.

Outside of the single-player campaign, Ultimate Ninja Storm 3 lets you mix it up with other players locally and online. The online play functions well and allows you to jump into ranked or unranked matches and to set up tournaments for up to eight players. As with story battles, the accessibility and the impressive visuals make fighting against other players enjoyable from the get-go, but the simplicity of the action prevents it from holding your interest for long. The fighting system doesn't allow for much of a nuanced, tactical approach, and so your online opponents tend to spam the same few powerful attacks over and over again. It becomes routine and predictable quickly, and the prospect of unlocking more titles and images for your ninja info card (a profile that is made visible to and traded with your opponents) isn't a compelling reason to soldier on. This game is only for those who care to see Naruto's story continue to play out, and though it has its moments, it doesn't deliver quite the level of excitement you'd hope for from a game bearing the Naruto Shippuden name.


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Naruto Shippuden: Ultimate Ninja Storm 3 Review

Naruto Shippuden: Ultimate Ninja Storm 3 is a game that knows its audience. Picking up where its predecessor left off, it tells the ongoing tale of young ninja Naruto Uzumaki's struggles as the Nine-Tails' jinchuriki and his complex relationship with Sasuke Uchiha. It also covers the five kage summit and the outbreak of the fourth great ninja war.

Ultimate Ninja Storm 3 introduces mob battles that pit you against multiple opponents simultaneously.

If none of this means anything to you, Ultimate Ninja Storm 3 is not the game for you. It spends tremendous amounts of time on storytelling, and there are so many characters, factions, rivalries, chakras, jutsus, and other aspects of Naruto history and lore at play that unless you have a working familiarity with all this stuff ahead of time, you're going to be completely lost. The series hasn't lost its knack for eye-popping boss battles and amazing ninja powers. But even diehard Naruto fans will find that this latest entry fumbles the pacing in its single-player Ultimate Adventure mode by spending far too much time hitting you with conversations and cutscenes and not nearly enough time letting you meaningfully participate in the story.

Of course, you can always skip the story sequences and get right to the next gameplay section, but the story is such a focus here that if you don't have an interest in watching this game unfold its tale, then there's little point in playing the game at all. Well over half of the time it takes to get through the single-player campaign is taken up by cutscenes and chitchat. You often watch several minutes of cutscenes, take control of a character to move him or her through an environment, maybe stopping to talk to other characters now and then, and then watch several more minutes of cutscenes. Sometimes, those cutscenes are action-packed and entertaining, but there are also lots of long expository sequences in which characters just stand around calmly talking to each other. Yes, there are intense battles from time to time, but there aren't nearly enough of these to support the bloated narrative.

When you do have to fight, you find that you can easily pull off incredible-looking techniques regardless of which character you happen to be controlling at that moment. There are dozens of playable characters in Ultimate Ninja Storm 3, but they all do attacks, build up chakra, and perform combos with the same button presses and combinations. This is a pick-up-and-play game: all accessibility, little depth. It's more about spectacle than skill, though the speed at which it moves means it does reward rapid reflexes, and it's exhilarating for a while to perform massively powerful, terrific-looking jutsu attacks with a few quick and easy button presses.

But there aren't tricky combos and high-level techniques to master; once you've got a handle on the basics, you can get better at implementing those techniques, but you aren't going to experience the gratification that comes with mastering higher-level skills, because there aren't any. The result is an experience that's immediately enjoyable, but doesn't stay rewarding for long. You may have a particular interest in playing as Deidara or Orochimaru or some other character, but because they all play so similarly, the unlocked characters you're frequently showered with as you progress through the Ultimate Adventure mode don't give you access to new strategies and new ways to play.

During specific fights, the free-flowing combat gets replaced by visually spectacular quick-time events that fully capture the kinetic energy of the anime's over-the-top battles. Whether it's a scene in which Naruto and Sasuke fight it out on the surface of a lake as a previous encounter comes flooding back to them or a sequence in which the massive, fearsome beast Nine-Tails threatens to destroy Hidden Leaf Village, these sections make for incredible viewing. These encounters and others present you with a choice of taking the legend approach or the hero approach. Your choice has a typically minor effect on how the battle plays out, and no effect on how the rest of the story plays out. It also determines whether you earn more hero experience or more legend experience, each of which gives you access to different types of items to use in battle. This does provide an incentive to return to earlier battles and choose the alternate approach just to see what impact it has, but that impact is usually disappointingly minor.

Ultimate Ninja Storm 3 also introduces mob battles in which you take on numerous easy, incapable enemies at once. They're mechanically dull, but moves that let you leap instantly from one enemy to another give these battles a visual energy, at least on the PlayStation 3. On the Xbox 360, these battles are interrupted by severe hang-ups that not only break up the flow of battle but can also result in the game failing to recognize your button inputs. The PS3 version doesn't suffer from this problem, but on both consoles, load times are frequent and long.

Outside of the single-player campaign, Ultimate Ninja Storm 3 lets you mix it up with other players locally and online. The online play functions well and allows you to jump into ranked or unranked matches and to set up tournaments for up to eight players. As with story battles, the accessibility and the impressive visuals make fighting against other players enjoyable from the get-go, but the simplicity of the action prevents it from holding your interest for long. The fighting system doesn't allow for much of a nuanced, tactical approach, and so your online opponents tend to spam the same few powerful attacks over and over again. It becomes routine and predictable quickly, and the prospect of unlocking more titles and images for your ninja info card (a profile that is made visible to and traded with your opponents) isn't a compelling reason to soldier on. This game is only for those who care to see Naruto's story continue to play out, and though it has its moments, it doesn't deliver quite the level of excitement you'd hope for from a game bearing the Naruto Shippuden name.


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Former Epic Games president Mike Capps parts ways with studio

Former Epic Games president Mike Capps has announced he is leaving his advisory role within the studio, and will no longer be affiliated with the prominent developer.

Capps had held his advisory role since December 2012, when he stood down as Epic Games president.

"When we announced that I wanted to transition out of my leadership role at Epic, the plan was for a continued but less active role, service on the board of directors, and ideally, being that eccentric semi-retired guy who still comes to playtests and gold parties," said Capps on his Facebook page.

"I'm sad to say that plans have changed, and as of February 11th, I'm no longer affiliated with Epic Games. I have many wonderful memories of my time at Epic, and I wish my friends there all the best in their future projects."

Capps intends to remain part of the video game industry, but is now focusing on family.

"Games have been so good to me, and I'm delighted to have the time to give back. I'm a member of several game industry boards, and I'm proud to serve as an advocate for our art in Washington. I'm considering seats on a few company and advisory boards, as well as options for teaching at one of the world-class universities in the North Carolina Triangle area. And mostly, I'm focused on being a new dad in a few short weeks. Time is flying by, and I've still got a dozen games I want to play before the UnSleep begins!"

Epic Games' next title, Gears of War: Judgment, will be released on March 19 in the US and March 22 in Europe.


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SimCity launches in the UK without major connectivity woes

The launch problems that have hobbled SimCity since its US release on Tuesday seem to have avoided the game's UK launch.

SimCity was made available in the UK at midnight and, so far, seems to be working. GameSpot has managed to successfully and repeatedly login to SimCity, which requires a constant connection to the game's servers in order to function, and play the game this morning.

EA said this week that it was "confident" the game's European launch would avoid the same missteps that saw the game's US release completely hobbled by connectivity problems.

"Good news, Mayors--we just added a brand new #SimCity server: Europe East 3. Hop on and start building," tweeted the official SimCity account this morning. In total two new servers for Western Europe and an additional server for Eastern Europe.

EA's next test will be whether the game's European launch can cope with the stress of the peak evening and weekend period.

Overnight, Amazon pulled digital copies of the game from sale, citing the ongoing server issues, while EA disabled some of the game's features--including Cheetah speed, leaderboards, and achievements--to reduce stress on the servers.

GameSpot's SimCity review has also gone live, where the game received a score 5.0. "The bugs will probably be fixed, the wrinkles smoothed, and the online problems sorted out. What hurts most, though, is that it didn't have to be this way. SimCity's makers looked to MMOGs for ideas on how to bring players together, but didn't absorb the lessons MMOG developers learned long ago on how to implement practical online play. SimCity (the game) isn't the pinnacle of the series, but it's super fun. SimCity (the service) is a disaster," said reviewer Kevin VanOrd.

After posting yesterday to say that EA was committing "everything we have" to fixing the game, SimCity senior producer Kip Katsarelis returned to the EA forums to once again apologise for the troubled launch and to update fans on the current status of the game.

"Server capacity is our biggest obstacle," said Katsarelis. "We launched in North America on Tuesday and our servers filled up within a matter of hours. What we saw was that players were having such a good time they didn't want to leave the game, which kept our servers packed and made it difficult for new players to join. We added more servers to accommodate the launch in Australia and Japan, and then more yesterday to accommodate the launch in Europe. As of right now, we are adding even more servers which will be going live over the next three days. And, our plan is to continue to bring more servers online until we have enough to meet the demand, increase player capacity and let more people through the gates and into the game."


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Now Playing: Chaos Online (MOBA)

Written By Kom Limpulnam on Kamis, 07 Maret 2013 | 19.51

My thoughts/highlights:

What are the big changes from LoL/Dota2? Where to start....ummmm....you can buy anywhere...

I haven't played all the characters yet, just the elephant and the panda. (I laughed)

Asian players have a hive mindset! (laughed again)

Microtransactions (YES!!)

"In a way it sounds like pay to win" (no it sounds EXACTLY like pay to win)


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FIFA 13 Ultimate Team Asia All-Stars Singapore Qualifiers Recap

disapointed with UT this year, didnt hardly play it compared to UT 12. 

The single matches being scrapped  was a bad idea, while the leageu tournement rankings should of been a choice, not enforced. 

This meant soo many teams with pace abuse players, same teams , same players. Sweaty arcady , scripted football thanks to the speed being higher on UT gameplay. Just frustrating. 

Also getting coins was easier, which was good... but that then lead to trade being not as effective. Because playing in divisions allowed people to get good players quicker. 

I have soo many ideas on how they could of added more cards , and depth. 

And no place for silver squads , because everyone had golds with fast players. Just didnt feel good anymore. 

I only play fifa now for offline play against a buddy, on manuel settings. 

EA next time ,,, bring back singles.


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The Walking Dead season two coming fall 2013, says Telltale

Telltale clarifies earlier reports to say gamers will be able to play more of The Walking Dead this year.

Telltale's second season of its critically acclaimed The Walking Dead will begin its episodic release in Q3 2013.

Speaking to Game Informer, a Telltale representative said "the current estimated release window for Season Two of The Walking Dead is for fall of 'this' year (2013), and not 'next' year (2014) as has been reported after a recent interview. We apologize for any confusion and thank you and all of our fans for your continued excitement for Telltale's series."

In a previous interview with Eurogamer, Telltale CEO Dan Connors suggested the game's second season wouldn't see a release until the second half of 2014.

Telltale writer Gary Whitta has already teased the possibility of some new The Walking Dead content being released to bridge the gap between season one and season two, and presumably he's not talking about Activision's FPS take on the TV series being released this month.

The Walking Dead picked up two gongs at the BAFTA Game Awards on Tuesday night.

Alongside season two of The Walking Dead, Telltale is working to adapt Bill Willingham's Fables graphic novels.

Martin Gaston
By Martin Gaston, News Editor

Has absolutely never at all had the song from Beauty and the Beast sung to him at any point during his life, ever.


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Tiger Woods PGA Tour 14 Screens

Written By Kom Limpulnam on Rabu, 06 Maret 2013 | 19.51

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Castlevania: Lords of Shadow - Mirror of Fate Review

Castlevania: Lords of Shadow - Mirror of Fate stirs up conflicting emotions. On the one hand, it's a good action game that draws you into the depths of Dracula's castle with its beautifully tormented gothic design. Equally pleasing are the flexible and responsive controls that bring the exciting combat system to life. Apart from these highlights, however, Mirror of Fate struggles with a handful of issues. Prevalent quick-time events, and the often mundane situations that call for them, often feel unwarranted. The story, despite its good points, concludes with a twist that can be seen coming from a mile away. At the end of the day, demon slaying and clever platforming are the biggest reasons to stick until the lukewarm conclusion. Thankfully, the tight and entertaining gameplay prevents the experience from slipping into mediocrity.

Simon always was the forceful type.

You play as three different characters as you fight your way through hordes of enemies in search of Dracula. The prologue recaps a part of Gabriel Belmont's story from the original Lords of Shadow, and then you set out as his grandson, the crimson-clad Simon Belmont. Once Simon arrives at Dracula's throne, the game switches perspectives, putting you in the shoes of the mysterious Alucard, and eventually Trevor Belmont, Simon's father. The start of each act cascades back in time, leading up to the events of the act before it.

Despite its predictability, the story puts an interesting twist on the tale of the fabled Belmont clan. Traditionally, generations of Belmonts have faced off against Dracula in a never-ending battle to save humanity, with very little character development along the way. Mirror of Fate boldly reverses this trend, completely rewriting the Belmonts' history in the process. The notion of telling the story in reverse is as promising as it is unorthodox, but it needs to be handled delicately to work. By revealing big clues early in the game, Mirror of Fate fails to do so. Granted, the details of the plot are interesting, connecting characters in unprecedented ways that upset pre-Lords of Shadow lore, but these surprises, intended for the end of the game, are apparent too early into your adventure.

Every character possesses different skills and secondary items, but they all wield a whip of sorts. With their trusty lashes, they can conquer pretty much anything. Secondary items and magic are somewhat underutilized, and you're only forced to use them on rare occasions. Your primary weapon is often the most effective tool in battle, and like any good battle system, some attacks are better than others for a particular enemy-type. Discovering the right formula for a quick, painless kill is challenging, but the reward of impressive displays of might and speed are worth the time it takes to get it right.

Your weapon is quite useful outside of combat, too, aiding your progress into the castle depths. When grappling across chasms, or rappelling down walls, you need a keen sense of spatial awareness and timing to keep your footing and health in check. Fending off monsters while navigating precarious platforms builds tension, and they are the best moments Mirror of Fate has to offer, but since time is the only element at risk due to an overabundance of checkpoints and a generous revival scheme, the game lacks the invigorating urgency that the threat of death can deliver.

When you aren't confronted with throngs of enemies or tricky platforming sections, you might struggle with some of the environmental puzzles strewn throughout the castle. While it may seem like arranging mirrors to direct a laser around a series of twists and turns isn't the most logical way of powering on a contraption from the middle-ages, it's a mildly challenging diversion and a welcome change of pace. The few puzzles in the game are generally well designed, but they primarily task you with finding the appropriate arrangement for a series of objects. They're enjoyable, if fairly simple in their execution.

Throughout the course of each chapter, you spend a good amount of time developing your character's skill set and learning the particulars of each attack. Developing your grasp of combat mechanics is a fulfilling journey, but the prevalence of quick-time events repeatedly deflates the value of this progress. This is most obvious during boss fights, which demand precision and quick reflexes. The problem is that every boss battle concludes with a multipart quick-time event, and failing to hit the right timing simply resets the cinematic to the last successful input. Performing complex finishing moves with one or two well-timed button presses feels like a cop-out after mastering the tricky techniques and quick reflexes required during the heat of actual, not pseudo-cinematic, combat.

Mirror of Fate is best when it separates interactivity and passive entertainment, so the fact that it hurts itself by blurring the two so frequently is a major disappointment. Worse than that, there are numerous occurrences of a particular door in the later half of the game that can only be open by enduring repetitive, button-mashing quick-time events, and that's after you've acquired the skill that's supposed to enable you to open the door to begin with. Quite annoyingly, any treasure chests you find require the same rapid button presses to open.

With the return to 2D, there's a renewed attention to exploration and discovery. There aren't any fake walls or turkey roasts hidden away in bricks (barrels are a different story), but there are a fair amount of tempting opportunities lying in wait. Most hidden passages are easy to spot, and the handy map-notation tool makes returning to explore suspect locations a mostly simple affair. Unfortunately, the rewards fail to impress, and since there's very little variety to what you discover, the sense of wonder soon fades. You might discover a health or magic upgrade, or perhaps a new entry for your bestiary, but that's about it. It takes time to get used to the game's compartmentalized, as opposed to singular, map, but it's not too hard to navigate when the time comes to backtrack for secrets. The element of exploration is a nice nod to the past, but Mirror of Fate fails to match the joy of discovery found in previous Castlevanias.

All told, Mirror of Fate is a fun and occasionally challenging action game with successful elements and an unfortunate, but small, selection of poor design choices. By taking liberties with the series' lore, it opens the door for an exciting conclusion to the Lords of Shadow timeline. Had some of the inconsistencies in gameplay been ironed out, the experience would have felt much more cohesive, but as it stands, Mirror of Fate is a good, but not great, addition to the historic Castlevania series.


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Tomb Raider - Now Playing

This week we check out SimCity, Tomb Raider, Naruto Shippuden: Ultimate Ninja Storm 3, MLB 13: The Show, MLB 2K13, DmC: Devil May Cry - Vergil's Downfall, The Sims 3: University Life and The Showdown Effect.

Posted Mar 1, 2013 | 3:09 | 21,301 Views


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