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	<title>Critical Gamer &#187; Xbox Live</title>
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		<title>The Simpsons Arcade Game: review</title>
		<link>http://www.criticalgamer.co.uk/2012/02/10/the-simpsons-arcade-game-review/</link>
		<comments>http://www.criticalgamer.co.uk/2012/02/10/the-simpsons-arcade-game-review/#comments</comments>
		<pubDate>Fri, 10 Feb 2012 11:46:40 +0000</pubDate>
		<dc:creator>Luke K</dc:creator>
				<category><![CDATA[Latest Reviews]]></category>
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		<category><![CDATA[The Simpsons Arcade]]></category>

		<guid isPermaLink="false">http://www.criticalgamer.co.uk/?p=14003</guid>
		<description><![CDATA[If you're cowering in your late twenties to mid thirties and you've been gaming since you were a wee lad or lass, you'll almost certainly have fond memories of The Simpsons Arcade Game. It was arguably the jewel in Konami's crown at one point, further cementing its position as one of the major players in arcades during the early nineties. Over twenty years later, a perfect home version is finally available; but with the rose tinted specs removed and crushed underfoot, what do we see?]]></description>
			<content:encoded><![CDATA[<!-- Start Shareaholic LikeButtonSetTop Automatic --><!-- End Shareaholic LikeButtonSetTop Automatic --><p><a href="http://s630.photobucket.com/albums/uu24/Luke_K/Interviews/Reviews/?action=view&amp;current=simpsonsarcadegame530-1320861491.jpg" target="_blank"><img class="aligncenter" src="http://i630.photobucket.com/albums/uu24/Luke_K/Interviews/Reviews/simpsonsarcadegame530-1320861491.jpg" alt="Photobucket" border="0" /></a></p>
<ul>
<li><span style="font-size: medium;"><strong>Format:</strong> <em>XBLA (version reviewed), PSN</em></span></li>
<li><span style="font-size: medium;"><strong>Unleashed:</strong> <em>Out Now</em></span></li>
<li><span style="font-size: medium;"><strong>Publisher:</strong> <em>Konami</em></span></li>
<li><span style="font-size: medium;"><strong>Developer:</strong> <em>Backbone Entertainment</em></span></li>
<li><span style="font-size: medium;"><strong>Players:</strong> <em>1-4 (offline), 2-4 (online)</em></span></li>
<li><span style="font-size: medium;"><strong>Site:</strong> <a href="http://www.konami.com/simpsonsarcade">http://www.konami.com/simpsonsarcade</a></span></li>
</ul>
<p><span style="font-size: medium;">If you&#8217;re cowering in your late twenties to mid thirties and you&#8217;ve been gaming since you were a wee lad or lass, you&#8217;ll almost certainly have fond memories of The Simpsons Arcade Game. It was arguably the jewel in Konami&#8217;s crown at one point, further cementing its position as one of the major players in arcades during the early nineties. Over twenty years later, a perfect home version is finally available; but with the rose tinted specs removed and crushed underfoot, what do we see?</span></p>
<p><span style="font-size: medium;">For those that don&#8217;t know, this is a scrolling beat &#8216;em up for up to four people. Players take control of one of the four older Simpsons – Homer (who punches people in the face), Marge (who, being a woman, carries a vacuum cleaner at all times), Lisa (who hits people with her skipping rope), or Bart (who rides and – yes, hits people with – his skateboard) – and fight their way through eight brief stages. Why? Because an entirely out of character Smithers steals a diamond (what?), kidnaps Maggie when she accidentally takes said diamond (whatwhat?) and, when you finally catch up to him, he tries to kill you with explosives (whatwhat<em>what??!?</em>). </span></p>
<p><span style="font-size: medium;">Whether you go for &#8216;sharp&#8217; or &#8216;smooth&#8217;, the heavily pixelated graphics are undeniably dated – yet still manage to hold up surprisingly well in 2012. This is thanks to the Groening flavoured graphic design which, in turn, has changed very little in the Simpsons cartoon series over the years. Take note publishers, this is how to get your developers to create graphics that age well. Not lens flare, cleavage and muddy browns – smart and original art direction.</span></p>
<div class="wp-caption aligncenter" style="width: 436px"><img class=" " title="mb" src="http://i630.photobucket.com/albums/uu24/Luke_K/Interviews/Reviews/b5e72877a571ac57954eae1f363892cf.jpg" alt="" width="426" height="320" /><p class="wp-caption-text">Mr Burns looks on as Marge and Homer... um... er...</p></div>
<p><span style="font-size: medium;">The sound hasn&#8217;t aged too badly either, though the music and sound effects are supremely forgettable. Unfortunately, the rather more important element of gameplay has suffered the most bumps and crashes on the journey through the decades. You move from left to right beating up everyone and everything that gets in your way till the next stage – and that&#8217;s it. There&#8217;s the occasional health pickup, and it can be fun taking the opportunity to pick up and throw Snowball II or Santa&#8217;s Little Helper at an enemy – but, apart from two super-brief minigames you only play once each, that really is your lot.</span></p>
<p><span style="font-size: medium;">Combat, such as it is, is achingly simple. There is a button to attack and a button to jump. Yes, you can jump attack – woohoo! Of slightly more interest are the combination attacks possible when two players team up, but they add little to the experience. You&#8217;ll still be doing little more than button-bashing your way through the same handful of enemy designs across eight stages, and it&#8217;s even possible (depending on difficulty chosen and number of players present) to finish the whole game in less than half an hour; indeed, there is an achievement/trophy for doing so. </span></p>
<p><span style="font-size: medium;">The value of this package, therefore, hinges on replay value. There are no secrets to speak of, and no alternative routes, so the game itself contains very little. The Simpsons license has been squandered quite badly, too. Although the voices of the original actors are present, they only speak the same few words throughout. There is no original, fully-featured script; no easter eggs to hunt down. That said, it can be fun (the first time through, at least) to see how many characters and references you recognise in both the foreground and background – especially as the game was made so early in the cartoon&#8217;s life. People old enough to remember the original release will probably wistfully think “mode 7” when they come up against the giant Krusty ball boss&#8230;</span></p>
<div class="wp-caption aligncenter" style="width: 436px"><img class=" " title="vc" src="http://i630.photobucket.com/albums/uu24/Luke_K/Interviews/Reviews/42e62abec37db21b611f53af149047e149d598d4_jpg__620x364_q85_crop_upscale1.jpg" alt="" width="426" height="250" /><p class="wp-caption-text">This vacuum cleaner picks up dust from tiny nooks, cleans carpets, and easily kills human beings!</p></div>
<p><span style="font-size: medium;">This release <em>is </em>a little more than a simple ROM dump. Local multiplayer is still present but online multiplayer has been added too, if you don&#8217;t have £120 worth of joypads to play with but want to try it as a four player game (which is easier and a little more enjoyable). There are online leaderboards too, with an admirably large selection of filters. Finishing the USA ROM grants access to the Japanese ROM; which is almost entirely the same game, the largest difference being the presence of smartbomb-style pickups now and again. Also, finishing the game as each of the four characters gives access to extras from the main menu – none of which, sadly, are very interesting. A sound test does have a certain retro appeal, though.</span></p>
<p><span style="font-size: medium;">Finally, there is the issue of price. PlayStation Plus subscribers get the game for free, and they should rush to download it immediately if they haven&#8217;t already. It may crush fond memories of just how good it was, but it&#8217;s still far from being a terrible game, and is sprinkled with an important pinch of Simpsons magic. The XBLA release costs 800MP – which, to be frank, is far too much. Almost everybody who grabs this game will have exhausted its supply of fun in less than a week, and it&#8217;s easy to imagine many getting all they can out of it in a single day.</span></p>
<p><span style="font-size: medium;">So who is this for? If you have young kids yourself who love The Simpsons then they&#8217;ll doubtless have a blast with this, though it&#8217;s difficult to say for how long. If you&#8217;re determined to revisit the game for yourself then go ahead – but don&#8217;t say we didn&#8217;t warn you. If you never played the game the first time round and find yourself playing this home re-release, well&#8230; you may find yourself wondering what all the fuss was about. </span></p>
<p><img class="alignleft size-full wp-image-12650" title="critical score 5" src="http://www.criticalgamer.co.uk/wp-content/uploads/critical-score-5.png" alt="" width="75" height="72" /></p>
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		<title>Grumpy Gurevitz: Is it GAME Over?</title>
		<link>http://www.criticalgamer.co.uk/2012/02/09/grumpy-gurevitz-is-it-game-over/</link>
		<comments>http://www.criticalgamer.co.uk/2012/02/09/grumpy-gurevitz-is-it-game-over/#comments</comments>
		<pubDate>Thu, 09 Feb 2012 08:07:04 +0000</pubDate>
		<dc:creator>Steven G</dc:creator>
				<category><![CDATA[3DS]]></category>
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		<guid isPermaLink="false">http://www.criticalgamer.co.uk/?p=13997</guid>
		<description><![CDATA[It has been widely reported by the gaming press, including on Eurogamer, that the UK's largest independent video game retailer is in financial difficulties. The firm had a poor 2011, and whilst many had hoped the Christmas season might bring a last minute reprieve it was not to be and sales were down close to 15% compared to the year before.]]></description>
			<content:encoded><![CDATA[<!-- Start Shareaholic LikeButtonSetTop Automatic --><!-- End Shareaholic LikeButtonSetTop Automatic --><div class="wp-caption aligncenter" style="width: 522px"><img src="http://i1022.photobucket.com/albums/af345/groovybitz/emptyshop.jpg" alt="" width="512" height="245" /><p class="wp-caption-text">This is what your local GAME might look like soon enough.</p></div>
<p><span style="font-size: medium;">It has been widely reported by the gaming press, including <a href="http://www.eurogamer.net/articles/2012-02-01-game-in-trouble-as-doubt-cast-on-ability-to-stock-new-games">Eurogamer</a>, that the UK&#8217;s largest independent video game retailer is in financial difficulties. The firm had a poor 2011, and whilst many had hoped the Christmas season might bring a last minute reprieve it was not to be and sales were down close to 15% compared to the year before. To put this into context, most major high street retailers in the UK experienced a <em>rise</em> in sales compared to twelve months earlier, as Christmas 2010 had been so poor due to excessive snow and ice keeping shoppers away from their town centres. </span></p>
<p><span style="font-size: medium;">To be fair GAME have, for a while now, been issuing profit <a href="http://www.cueentertainment.com/game-issues-profit-warning/">warnings</a> and talking of reducing the number of shops they have over the next one to two years. This of course is taking place at the same time as HMV recently having to reorganise its debts with its lenders. However, HMV have a broader range of products, less stores but larger ones (and hence can sell more and try a greater variety of activities) and have earnestly started moving the business into new areas, albeit some more successfully than others. The firm has invested in live music and venues, and started to transfer space in stores (which was set aside to plastic boxes) to fan related merchandise and technology.</span></p>
<p><span style="font-size: medium;">This is not to say that HMV has the answer, but I mention it as a way of demonstrating that specialist music, film and game retailers are having to find new ways and that this is hardly new. Over the last few years we have gone from having, perhaps, 3-5 retailers offering such products per high street to 1-3, with some towns having barely 2. Those two are often HMV and GAME. There is now a serious chance that over the next 2-3 years this will reduce further to one or in some cases none. </span></p>
<div class="wp-caption aligncenter" style="width: 416px"><img src="http://i1022.photobucket.com/albums/af345/groovybitz/amazon-logo.jpg" alt="" width="406" height="237" /><p class="wp-caption-text">The all conquering Amazon. It&#39;s taking sales from bookstores, toy stores and of course videogame stores. It&#39;s also the perfect platform to migrate from physical product to digital download or stream. Something it is pushing more and more.</p></div>
<p><span style="font-size: medium;">Let&#8217;s look at the reasons why and what this means for both the games industry as a whole and the consumer. Whilst it would be easy to say it&#8217;s down to the increase in downloaded content (legal or illegal), it would not be true for the overall market. For PC, clearly, it has had a huge impact but the average store dedicates very little floor space to PC titles. Meanwhile in console land, whilst you can get a small selection of titles as downloads, most are retail only, or are retail only for a long time before they go onto Xbox Live, for example. Sony has started doing near simultaneous releases for a few titles, but it does not release numbers for the PSN store; though it&#8217;s safe to say that if a game is on for significantly more money there than it is priced in shops that it can&#8217;t be picking up many sales at present. </span></p>
<p><span style="font-size: medium;">So what does the trouble at GAME signify? It could just be that the business expanded too fast and inherited too many shops, with a range of leases and costs which are unsustainable. In other words the business has put itself into the situation it now finds itself and is not systematic of any type of global change. I suspect though that this is not the only reason the firm finds itself in trouble. It expanded rapidly, largely on being the only place which had a good selection of titles and in more recent times in supplying a strong second hand offering. </span></p>
<p><span style="font-size: medium;">Both areas are now under attack, from both Supermarkets such as Tesco and due to the online side of the business such as Amazon, Play and many independent &#8216;warehouse&#8217; only operators using the Amazon/Ebay marketplace. Whilst GAME also has a strong online presence, it&#8217;s not actually that easy to use, and doesn&#8217;t offer great prices. This is because the focus of the business has remained its stores. </span></p>
<p><span style="font-size: medium;">So we have established that most consumers are buying boxed games still, but the market is being redefined by the online retailers and supermarkets. Yet that is not the only factor in play here. We are buying less games. Sure some games are selling in huge numbers, and for more money per purchase, but we are buying less overall. </span></p>
<div class="wp-caption aligncenter" style="width: 412px"><img class=" " src="http://i1022.photobucket.com/albums/af345/groovybitz/STEAM.png" alt="" width="402" height="293" /><p class="wp-caption-text">When discussing market size, services such as PSN, STEAM and others are rarely included in such figures. However, it&#39;s clear that if you are a PC gamer, you download, you don&#39;t get the box.</p></div>
<p><span style="font-size: medium;">The size of the UK market shrunk last year. The UK is not alone. Some people are hoping a new console generation will solve this. I doubt it will in the short term. In the medium to long term it will as people who currently play games continue to, whilst new younger generations join the ranks of hardcore gamers. However at present, there will be no sudden demographic shift where we immediately find new consumers to join our ranks. Such a culture change last took place during the Wii/DS generation and at least 30% of that has since found that smartphones suffice, as they were never hardcore gamers to begin with.</span></p>
<p><span style="font-size: medium;">As I&#8217;m sure many of you will have noticed the games we buy take longer than ever to complete. Aha, I know what are thinking; Modern Warfare 3. This takes a bus ride to complete. That as we know is the single player experience only. The online is an ongoing all consuming social experience, with more special op operations being added, more multiplayer maps and modes. Even the Elite experience is designed to take up your gaming hours with stat analysis! Yet check out the games sale&#8217;s figures. It made <em>more</em> than Black Ops but sold less copies in 2011, as reported by <a href="http://www.eurogamer.net/articles/2012-01-12-uk-2011-modern-warfare-3-sales-lower-than-2010-black-ops-sales">Eurogamer</a>.</span></p>
<p><span style="font-size: medium;">So back to the idea of launching new consoles. The Vita is out pretty soon and as it offers an HD experience in your hand it, ironically, will split consumer spending even more. It won&#8217;t increase the size of the hardcore market but take purchases away from the PS3, Xbox and WiiU. In case you missed it we are now in the midst of a deep economic slow down, which for some people is starting to look like a depression, or at least a slow and ongoing contraction (which could last up to a decade). Whilst the entertainment sector as a whole is less effected during downturns (as reported by <a href="http://www.time.com/time/arts/article/0,8599,1853769,00.html">TIME</a>, quoting the ever popular Michael Pachter), as people need escapism and spend less on holidays and other high price ticket items, it&#8217;s clear that new consoles and games costing £35 or above are now falling into the luxury area of disposable income for many, bar a few yearly purchases where value is eked out through replay and DLC offered throughout the year. </span></p>
<p><span style="font-size: medium;">So less games are being bought, which means less games being traded, which results in less profits on second hand sells for the retailers such as GAME. The more money we spend on AAA titles and then investing in DLC to go with them also means we are more likely to play them to death and not trade them in (compounded by the &#8216;online pass&#8217; feature meaning second hand copies lack online functionality). </span></p>
<p><span style="font-size: medium;">So back to the present. In the short term this has been an awful week for GAME. Whilst they have managed to secure support from publishers and creditors it seems logical that consumers will slowly start to place pre-orders elsewhere in case the inevitable happens soon. Also will you be taking your games there to get reward points? What happens if the company goes down the pan and you haven&#8217;t spent those points? The time to redeem could be now, which could actually give the firm a short rebound, but if we don&#8217;t take in new games to part-ex against other new titles their business model will dry up. Publishers meanwhile will start to encourage the platform holders to push digital delivery, at decent prices (perhaps) and at the same time as the game launches on the high street. The days where they had to protect their retail distribution is perhaps starting to end.</span></p>
<p><span style="font-size: medium;">The loss of GAME or HMV won&#8217;t mean the end of retail or a lack of competition for the consumer. We have 3-4 supermarkets in the UK of a decent size. In addition we have a plethora of online retailers all able to sell a product which is not required to be sold on the high street. After all it&#8217;s just a box with a disc in it. </span></p>
<p><span style="font-size: medium;">The next generation of consoles will offer discs, but ultimately though, game retail will stop being physical and the next generation of consoles will offer all titles as near simultaneous digital copies, at competitive prices, as the publishers will learn a lesson from the (eventual) demise of GAME. Whilst it&#8217;s always been in their interests to protect and look after their retail channels, times are a changing and they now must look after themselves and their future distribution partners i.e. the platform holders themselves.</span></p>
<div class="wp-caption aligncenter" style="width: 450px"><img src="http://i1022.photobucket.com/albums/af345/groovybitz/gaikailg.jpg" alt="" width="440" height="295" /><p class="wp-caption-text">As predicited TVs are now shipping with game streaming software built in. This of course is a threat to everyone in the industry, but is much more of an immediate threat to one trick ponies such as GAME.</p></div>
<p><span style="font-size: medium;">Assuming the next generation of consoles also offer a streamed game service in parallel to downloaded content for those with broadband fast enough (it&#8217;s safe to assume that a large enough market will exist 5-7 years from now with super fast broadband in many countries), it is clear that there is no hope for businesses such as GAME and HMV. In the UK it could be argued that the decline in the high street retailing of games really started with the demise of Woolworths and Zaavi (which is now online only), but the troubles at GAME have demonstrated that perhaps we have become perilously close to the tipping point which will lead to a fundamental change in the way in which the majority of gamers purchase and access future content.</span></p>
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		<title>SSX online pass not required for multiplayer</title>
		<link>http://www.criticalgamer.co.uk/2012/01/31/ssx-online-pass-not-required-for-multiplayer/</link>
		<comments>http://www.criticalgamer.co.uk/2012/01/31/ssx-online-pass-not-required-for-multiplayer/#comments</comments>
		<pubDate>Tue, 31 Jan 2012 12:22:34 +0000</pubDate>
		<dc:creator>Anthony H</dc:creator>
				<category><![CDATA[Critical News]]></category>
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		<guid isPermaLink="false">http://www.criticalgamer.co.uk/?p=13969</guid>
		<description><![CDATA[SSX joins the slew of games set to ship with an online pass code included with new copies of the game. The good news is that it is not required to enjoy the game’s multiplayer mode.]]></description>
			<content:encoded><![CDATA[<!-- Start Shareaholic LikeButtonSetTop Automatic --><!-- End Shareaholic LikeButtonSetTop Automatic --><p><span style="font-size: medium;"><img class="aligncenter" title="SSX" src="http://i833.photobucket.com/albums/zz259/IUrbanFoxI/CG%20Pics/SSX.jpg" alt="" width="426" height="240" /></span></p>
<p><span style="font-size: medium;">SSX joins the slew of games set to ship with an online pass code included with new copies of the game. The good news is that it is not required to enjoy the game’s multiplayer mode.</span></p>
<p><span style="font-size: medium;">An EA spokesperson told <a href="http://www.gameinformer.com/b/news/archive/2012/01/30/ssx-39-s-online-pass-isn-39-t-too-bad.aspx" target="_blank">Game Informer</a> that the code will not affect how you play the game’s two multiplayer modes, Explore and Global Events. However, in-game credits earned from the Global Events mode will be withheld from players without an online pass.</span></p>
<p><span style="font-size: medium;">The official statement reads: “In SSX, players without an Online Pass are able to compete and play in both of SSX&#8217;s online game modes, Explore and Global Events with no restrictions. In Global Events, the top finishers from each event are awarded with in-game credits. These in-game credits earned during play will not be awarded to the player if they do not have an Online Pass; these credits will be stored so that at any time, if a player redeems an Online Pass code, all the credits that they had previously earned in Global Events will be immediately awarded to them.”</span></p>
<p><span style="font-size: medium;">Credits in SSX are used to unlock extra equipment for characters and to gain entry to some events. EA’s statement goes on to reassure that those without an online pass will not be barred from any content in the game. </span></p>
<p><span style="font-size: medium;">“Economy balance makes it possible to unlock all available content and allows you to participate in all event drops across both Explore and Global Events, with credits earned solely in Explore.”</span></p>
<p><span style="font-size: medium;">SSX will be released on Xbox 360 and PS3 in Europe on March 2, following the US release on February 28.</span></p>
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		<title>Quarrel: XBLA review</title>
		<link>http://www.criticalgamer.co.uk/2012/01/27/quarrel-xbla-review/</link>
		<comments>http://www.criticalgamer.co.uk/2012/01/27/quarrel-xbla-review/#comments</comments>
		<pubDate>Fri, 27 Jan 2012 16:22:51 +0000</pubDate>
		<dc:creator>Luke K</dc:creator>
				<category><![CDATA[Latest Reviews]]></category>
		<category><![CDATA[Reviews]]></category>
		<category><![CDATA[Xbox 360]]></category>
		<category><![CDATA[Xbox Live]]></category>
		<category><![CDATA[360]]></category>
		<category><![CDATA[Denki]]></category>
		<category><![CDATA[UTV Ignition]]></category>
		<category><![CDATA[xbla]]></category>

		<guid isPermaLink="false">http://www.criticalgamer.co.uk/?p=13964</guid>
		<description><![CDATA[This game sees pirates fighting ninjas, and cavemen fighting robots. Oh, still here? Most people rushed off to buy the game before the end of the first sentence. Well for the rest of you, here's a review of the actual game – a turn-based strategy word 'em up. Where innocent people are killed.]]></description>
			<content:encoded><![CDATA[<!-- Start Shareaholic LikeButtonSetTop Automatic --><!-- End Shareaholic LikeButtonSetTop Automatic --><p><a href="http://s630.photobucket.com/albums/uu24/Luke_K/Interviews/Reviews/?action=view&amp;current=Quarrel_logo.jpg" target="_blank"><img class="aligncenter" src="http://i630.photobucket.com/albums/uu24/Luke_K/Interviews/Reviews/Quarrel_logo.jpg" alt="Photobucket" border="0" /></a></p>
<ul>
<li><span style="font-size: medium;"><strong>Format:</strong> <em>XBLA<br />
</em></span></li>
<li><span style="font-size: medium;"><strong>Unleashed:</strong> <em>Out Now</em></span></li>
<li><span style="font-size: medium;"><strong>Publisher:</strong> <em>UTV Ignition</em></span></li>
<li><span style="font-size: medium;"><strong>Developer:</strong> <em>Denki</em></span></li>
<li><span style="font-size: medium;"><strong>Players:</strong> <em>1 (offline), 2-4 (online)</em></span></li>
<li><span style="font-size: medium;"><strong>Site:</strong> <a href="http://www.denki.co.uk/games/quarrel/" target="_blank"><em>http://www.denki.co.uk/games/quarrel/</em></a></span></li>
</ul>
<p><span style="font-size: medium;">This game sees pirates fighting ninjas, and cavemen fighting robots. Oh, still here? Most people rushed off to buy the game before the end of the first sentence. Well for the rest of you, here&#8217;s a review of the actual game – a turn-based strategy word &#8216;em up. Where innocent people are killed.</span></p>
<p><span style="font-size: medium;">In effect, it&#8217;s an electronic board game for 2-4 players. Each themed &#8216;board&#8217; is split up into several parts, with each player allocated an equal number of sections at the beginning of the match. Each section houses a number of little people (or robots. Or Scotsmen), and each of these little people represents a space for a letter (up to a maximum of eight). If you &#8216;quarrel&#8217; with another player whilst using a piece of land containing four little people, you can make a word up to a maximum of four letters. With us so far? </span></p>
<p><span style="font-size: medium;">Two players at a time &#8216;quarrel&#8217;, both using the same eight letters. Each set of letters is always an anagram. Each letter carries a number, as in Scrabble; the highest scoring word, which isn&#8217;t necessarily the longest, wins. If both players produce a word of equal value, victory is awarded to whoever submitted their word first. The little chaps on the winning team throw letters at the losing team until they burn and die; and the losers have always led pure, innocent, blameless lives. We know this because, without fail, we see their souls ascending to heaven.</span></p>
<p><span style="font-size: medium;">Let&#8217;s back up a bit. While it&#8217;s clear you can still win if you pit three mini murderers against five, facing an opponent with seven when you have just two doesn&#8217;t bode well for victory. This is where tic tacs come in. No, sorry, tactics. During your turn, you can select one of your pieces of land to attack an opponent&#8217;s section and initiate a quarrel; or you can bolster your defences by transferring little people from one of your adjoining sections to the other. Two pieces of land with four little people may well be a better choice than one with seven and the other with just one.</span></p>
<div class="wp-caption aligncenter" style="width: 436px"><img title="scr" src="http://i630.photobucket.com/albums/uu24/Luke_K/Interviews/Reviews/quarrel_xbla_0.jpg" alt="" width="426" height="240" /><p class="wp-caption-text">Scotsmen vs robots vs cavemen! Sadly, you don&#39;t get to pick your characters (we&#39;d all go for ninjas, right?).</p></div>
<p><span style="font-size: medium;">If you fight an opponent using a larger team than yours and win, you take &#8216;prisoners&#8217; equal to the number of extra letter spaces your foe had. More generally speaking, lose while attacking and you lose all but one of your current team; lose while defending, you lose everybody on that section and the land itself. &#8216;Reinforcements&#8217; are scattered for you at the end of your turn (which lasts until you end it or until you&#8217;ve done all you can do), and you can call in one extra wordperson at the start of one quarrel if you&#8217;ve accrued enough points (though you can hoard them). Finally, bonus points are awarded for taking the same little team through multiple enemy territories (and winning).</span></p>
<p><span style="font-size: medium;">Whew. Got all that? </span></p>
<p><span style="font-size: medium;">So: it&#8217;s a word game that makes you think in more ways than one and, for a little extra pressure, you&#8217;re working against the clock while composing a word when playing online. It&#8217;s much simpler and easier to learn than we&#8217;ve probably made it appear – and it&#8217;s also very, very addictive. Offline game modes aren&#8217;t huge but, countering that, AI opponents get agonisingly clever very quickly. Even when you&#8217;ve finally conquered the smarmy avatars of your computerised nemeses, there&#8217;s always the option of a Quick Match to just jump in and play to scratch that violent word game itch.</span></p>
<p><span style="font-size: medium;">Of course, the real pleasure to be had in any word game comes from human opponents; and this is where Quarrel features its most baffling, daftest omissions. There is, for example, no offline multiplayer. Go back and read that as many times as you like, we&#8217;re afraid the &#8216;no&#8217; really <em>is </em>supposed to be there. Okay, so splitscreen Quarrel would be open to cheating but come on; not even some kind of mode incorporating taking turns?</span></p>
<p><span style="font-size: medium;">There currently aren&#8217;t many people playing online, and virtually all those who are only seem to want to play two player matches; neither of which is the game&#8217;s fault. However, why oh why is it only unranked matches (which make it easy to find members of a Party) that offer a lobby list? There isn&#8217;t even a rematch option for ranked matches (either that, or every opponent we played was so terrified of our brainpower that they quit the second the match ended). Brownie points are won, however, for anticipating the infamous Rage Quit. When this happened to us in a ranked match, we were automatically handed the victory; during an unranked match, an AI opponent jumped in.</span></p>
<div class="wp-caption aligncenter" style="width: 436px"><img class=" " title="ze" src="http://i630.photobucket.com/albums/uu24/Luke_K/Interviews/Reviews/Souffle-610x343.jpg" alt="" width="426" height="240" /><p class="wp-caption-text">The anagram here is clearly, er, foseflus.</p></div>
<p><span style="font-size: medium;">As for the words themselves, well&#8230; almost anything goes. Swearing is forbidden (one we tried was rejected as “undesirable!”), though plurals and slang (and letters of the Greek alphabet, and even a type of Armenian folk music – yes, really) are acceptable. The slang seems to be American-centric however, with “ho” and “crappers” being two delightful examples we came across. The potato/potato situation is unclear as, though we never saw any British English used, we saw American English wielded successfully a few times. Also Denki, please note; it&#8217;s commendable that you don&#8217;t allow hyphenated or apostrophised words but bearing that in mind, <em>costar is not a word!!!</em> That cost us a game. Bitter, us?</span></p>
<p><span style="font-size: medium;">The 400MP price is surprisingly low, until you discover that the game started out on iTunes last year – where there&#8217;s a free version, and even the &#8216;Deluxe&#8217; release is only £1.99. Nonetheless, this still represents great value for money, as it does have multiplayer options &#8211; unlike the iTunes release. If you can encourage a few online friends to buy it, it becomes an essential purchase. Either way, this is a great way to spend those Microsoft Points burning a hole in your avatar&#8217;s pocket. </span></p>
<p><img class="alignleft size-full wp-image-12653" title="critical score 8" src="http://www.criticalgamer.co.uk/wp-content/uploads/critical-score-8.png" alt="" width="75" height="72" /></p>
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		<title>Microsoft to phase out MS Points?</title>
		<link>http://www.criticalgamer.co.uk/2012/01/24/microsoft-to-phase-out-ms-points/</link>
		<comments>http://www.criticalgamer.co.uk/2012/01/24/microsoft-to-phase-out-ms-points/#comments</comments>
		<pubDate>Tue, 24 Jan 2012 12:34:46 +0000</pubDate>
		<dc:creator>Anthony H</dc:creator>
				<category><![CDATA[Critical News]]></category>
		<category><![CDATA[Microsoft]]></category>
		<category><![CDATA[PC]]></category>
		<category><![CDATA[Xbox 360]]></category>
		<category><![CDATA[Xbox Live]]></category>
		<category><![CDATA[Microsoft Points]]></category>

		<guid isPermaLink="false">http://www.criticalgamer.co.uk/?p=13956</guid>
		<description><![CDATA[Microsoft Points, the currency used to purchase a variety of digital goods from Xbox Live, Windows Phone and Zune marketplace could be phased out according to a report.]]></description>
			<content:encoded><![CDATA[<!-- Start Shareaholic LikeButtonSetTop Automatic --><!-- End Shareaholic LikeButtonSetTop Automatic --><p><img class="aligncenter" title="Live points" src="http://i833.photobucket.com/albums/zz259/IUrbanFoxI/CG%20Pics/Livepointscard.jpg?t=1327408007" alt="" width="426" height="240" /></p>
<p><span style="font-size: medium;">Microsoft Points, the currency used to purchase a variety of digital goods from Xbox Live, Windows Phone and Zune marketplace could be phased out according to a report.</span></p>
<p><span style="font-size: medium;"><a href="http://www.insidemobileapps.com/2012/01/23/exclusive-microsoft-to-discontinue-its-virtual-currency-system-microsoft-points/" target="_blank">Inside Mobile Apps</a> claims that Microsoft will cease to use the points system by the end of the year, switching over to a regional currency based model similar to that of the PlayStation Store and other app marketplaces.</span></p>
<p><span style="font-size: medium;">Of course, when contacted Microsoft slung the usual line that they “do not comment on rumours or speculation.” However, according to the report, mobile developers that have publishing agreements with Microsoft have already received a warning about the change and have been told to plan their upcoming releases in accordance with it.</span></p>
<p><span style="font-size: medium;">You don’t need to panic about spending your remaining points at the moment though, as those with an outstanding Microsoft Points balance will have it converted into the regional currency of their account. Although, as this is an unconfirmed story, there’s no word as to how fair the exchange rate will be.</span></p>
<p><span style="font-size: medium;">Microsoft’s point system has been a much debated topic amongst gamers since its introduction. Many support the system, especially when they can find a good deal buying the points from a retailer instead of directly from Microsoft. However, lots of people end up buying more points than they need due to the set value of points on each card, meaning there is a high possibility of purchasing several points that you are unable to use without acquiring additional points.</span></p>
<p><span style="font-size: medium;">Spotted on <a href="http://www.mcvuk.com/news/read/microsoft-points-to-be-phased-out/090194" target="_blank">MCV</a></span></p>
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		<title>Trine 2: review</title>
		<link>http://www.criticalgamer.co.uk/2012/01/18/trine-2-review/</link>
		<comments>http://www.criticalgamer.co.uk/2012/01/18/trine-2-review/#comments</comments>
		<pubDate>Wed, 18 Jan 2012 10:14:49 +0000</pubDate>
		<dc:creator>Anthony H</dc:creator>
				<category><![CDATA[Critical Hits!]]></category>
		<category><![CDATA[Latest Reviews]]></category>
		<category><![CDATA[PC]]></category>
		<category><![CDATA[PS3]]></category>
		<category><![CDATA[PSN]]></category>
		<category><![CDATA[Reviews]]></category>
		<category><![CDATA[Xbox 360]]></category>
		<category><![CDATA[Xbox Live]]></category>
		<category><![CDATA[Atlus]]></category>
		<category><![CDATA[Focus Home Interactive]]></category>
		<category><![CDATA[Frozenbyte]]></category>
		<category><![CDATA[Mac]]></category>
		<category><![CDATA[psn]]></category>
		<category><![CDATA[Trine 2]]></category>

		<guid isPermaLink="false">http://www.criticalgamer.co.uk/?p=13946</guid>
		<description><![CDATA[Having a knight, a wizard and a thief simultaneously adventuring together seems like a fairly reasonable Halloween costume line-up or an unspecialised MMO raid party. It also sounds like the most obvious cast for a side-scrolling adventure game. In 2009, Frozenbyte struck the hearts of many with their game Trine that perfected this seemingly obvious formula. Two years on and they have made a sequel, but does it live up to the original game’s charm? If you just want this review in its simplest form, the answer is an absolutely corking “Yes and more.”]]></description>
			<content:encoded><![CDATA[<!-- Start Shareaholic LikeButtonSetTop Automatic --><!-- End Shareaholic LikeButtonSetTop Automatic --><p><span style="font-size: medium;"><strong><img class="aligncenter" title="Trine logo" src="http://i833.photobucket.com/albums/zz259/IUrbanFoxI/CG%20Pics/Trine2logo.jpg" alt="" width="426" height="240" /></strong></span></p>
<ul>
<li><span style="font-size: medium;"><strong>Format:</strong> <em>PC (version reviewed), Mac, PSN, XBLA<br />
</em></span></li>
<li><span style="font-size: medium;"><strong>Unleashed:</strong> <em>Out Now</em></span></li>
<li><span style="font-size: medium;"><strong>Publisher:</strong> <em>Lace Mamba Global/Focus Home Interactive, Atlus</em></span></li>
<li><span style="font-size: medium;"><strong>Developer:</strong> <em>Frozenbyte</em></span></li>
<li><span style="font-size: medium;"><strong>Players:</strong> <em>1 – 3</em></span></li>
<li><span style="font-size: medium;"><strong>Site:</strong> <a href="http://www.trine2.com" target="_blank"><em>www.trine2.com</em></a></span></li>
</ul>
<p><span style="font-size: medium;">Having a knight, a wizard and a thief simultaneously adventuring together seems like a fairly reasonable Halloween costume line-up or an unspecialised MMO raid party. It also sounds like the most obvious cast for a side-scrolling adventure game. In 2009, Frozenbyte struck the hearts of many with their game Trine that perfected this seemingly obvious formula. Two years on and they have made a sequel, but does it live up to the original game’s charm? If you just want this review in its simplest form, the answer is an absolutely corking “Yes and more.”</span></p>
<p><span style="font-size: medium;">If you missed the first game then we’ll recap. It all started when a wizard, thief and knight touched an artefact called the Trine. It bound their souls together and sent them on an adventure. Part of being Trine-bound meant that players could instantly switch between characters to overcome certain puzzles and obstacles. The wizard conjures physical objects into existence and levitates them, the thief is highly mobile with her grappling hook and the knight is proficient at bludgeoning nasties to death. This aspect has not changed at all in Trine 2.</span></p>
<div class="wp-caption aligncenter" style="width: 436px"><img title="T2 1" src="http://i833.photobucket.com/albums/zz259/IUrbanFoxI/CG%20Pics/Trine22.jpg" alt="" width="426" height="240" /><p class="wp-caption-text">The knight makes short work of goblins but can&#39;t solve puzzles unless they involve a good bashing.</p></div>
<p><span style="font-size: medium;">What has changed are a number of features from the original game that have been chopped to make the experience flow more smoothly. The inventory and special items have completely disappeared. You can no longer give specific characters benefits like unlimited air underwater or extra health with random trinkets. The only collectible items are experience orbs, poems and pieces of concept art. Characters no longer have an energy reserve either, meaning there is no penalty to constantly using fire arrows or spamming an area with summoned cubes and planks. This streamlining makes the game a lot easier to pick up and encourages experimentation and using abilities, instead of punishing overzealous use. It makes the game a lot more fun.</span></p>
<p><span style="font-size: medium;">Puzzles are usually a case of navigating tricky terrain to get from the left side of the screen to the right, with the occasional door mechanism or gaping pit thrown in for good will. Whilst this might sound quite samey, each situation feels unique and can require some real brain power to solve. The one downside we found was the overreliance on the wizard and his block conjuring abilities. Summoning physical stepping stones into the world was always the most obvious (and in many cases only) way to get through most tricky areas. The thief can get herself through some situations with her grapple; but the knight seems fairly useless outside of combat or tasks that involve breaking things. That is of course the knight’s function, but we found ourselves puzzling and platforming a lot more than we were fighting.</span></p>
<p><span style="font-size: medium;">Joining the improved mechanics are the gloriously designed environments. Level design remains as fiendish as ever, with several puzzles making you um and ah for minutes before the necessary element snaps in your brain and you discover the solution. Couple this with beautiful scenery and animated 3D backgrounds that are genuinely awe inspiring and you get a visual treat that even the fussiest of graphic grinches can’t grumble about.</span></p>
<div class="wp-caption aligncenter" style="width: 436px"><img title="T2 2" src="http://i833.photobucket.com/albums/zz259/IUrbanFoxI/CG%20Pics/Trine23.jpg" alt="" width="426" height="240" /><p class="wp-caption-text">And you thought the dragons in Skyrim were big...</p></div>
<p><span style="font-size: medium;">The excellent presentation doesn’t stop at the amazing graphics; just about everything you experience serves as an immersive influence that compels you to play. Trine 2 feels like an interactive fairy tale that caters to everyone. The narrator tells the story as you go along and each character occasionally chirps in with their own bits of quirky dialogue. These serve to advance the story, but also provide the player with hints should you find yourself staring at the same chasm or sealed door for long enough.</span></p>
<p><span style="font-size: medium;">The major new feature in Trine 2 is online multiplayer. The original game only allowed local co-op play, but the sequel has now opened the floodgates to the scary wide world of the Internet. Use the server browser or jump into a quick match though matchmaking to drop into the main adventure with up to two other players. Having three people tackle the puzzles and goblin ambush attempts is a fantastic experience and unlike the majority of current online games out there. </span></p>
<p><span style="font-size: medium;">Multiplayer can also make it much easier in places, and it almost feels like cheating. There are so many occasions in singleplayer that will leave you thinking “This would be much easier with another person helping.” If you can trust yourself not to simply levitate your teammates on a wizard plank to the other side of the problem and then wait for the game to respawn you with them then online is a real laugh. Even if you do decide to cheat the game a little bit, it is very fun and a joy to play. You will giggle every time someone accidently summons a cube above you that thwarts your heroic jump attempt.</span></p>
<div class="wp-caption aligncenter" style="width: 436px"><img title="T2 3" src="http://i833.photobucket.com/albums/zz259/IUrbanFoxI/CG%20Pics/Trine21.jpg" alt="" width="426" height="240" /><p class="wp-caption-text">Stand on the knight&#39;s shield in multiplayer for a cheeky leg up.</p></div>
<p><span style="font-size: medium;">Local multiplayer is also very well implemented. Good support like this is to be expected on consoles, but even the PC has brilliant local play capabilities. You don’t even need a set of spare USB gamepads to play on the same PC. The game supports multiple mice and keyboards which works brilliantly, if you can find the space to use them. It took us a slight fiddle in the game options to get it all working, but it wasn’t a huge feat and definitely worth the effort.</span></p>
<p><span style="font-size: medium;">Trine 2 is an incredible game and easily tops the brilliant original. It is a charming adventure that can appeal to a very wide audience, but at the same time does not compromise on the challenge with several brilliant physics and platform based puzzles in the mixture. The boxed collector’s edition even comes with an artbook, original soundtrack and a copy of Trine 1. If you like your swords and spells applied to side scrolling adventures then it doesn’t get much better than this. Likewise, if you’re looking for an adventure game that is easy to get into and great fun to play, Trine 2 will not disappoint.</span></p>
<p><img class="alignnone" title="Trine 2 score" src="http://www.criticalgamer.co.uk/wp-content/uploads/critical-score-9.png" alt="" width="75" height="72" /><img class="alignright size-full wp-image-13133" title="Critical Hit" src="http://www.criticalgamer.co.uk/wp-content/uploads/Critical-Hit.jpg" alt="" width="426" height="175" /></p>
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		<title>Grumpy Gurevitz: 2011, the year hardcore gaming fought back!</title>
		<link>http://www.criticalgamer.co.uk/2012/01/02/grumpy-gurevitz-2011-the-year-hardcore-gaming-fought-back/</link>
		<comments>http://www.criticalgamer.co.uk/2012/01/02/grumpy-gurevitz-2011-the-year-hardcore-gaming-fought-back/#comments</comments>
		<pubDate>Mon, 02 Jan 2012 11:47:42 +0000</pubDate>
		<dc:creator>Steven G</dc:creator>
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		<guid isPermaLink="false">http://www.criticalgamer.co.uk/?p=13899</guid>
		<description><![CDATA[It's been a year of worry for the traditional gamer. Whilst gaming might seem to be an ever growing past-time, some of the traditional elements which make up the industry have seemed fragile. Publishers have been busy shutting down traditional developers, especially those famed for 3D racers, but beyond too. ]]></description>
			<content:encoded><![CDATA[<!-- Start Shareaholic LikeButtonSetTop Automatic --><!-- End Shareaholic LikeButtonSetTop Automatic --><div class="wp-caption aligncenter" style="width: 436px"><img src="http://i1022.photobucket.com/albums/af345/groovybitz/nothardcore.jpg" alt="" width="426" height="284" /><p class="wp-caption-text">This image has threatened traditional gaming since around November 2006.</p></div>
<p><span style="font-size: medium;">It&#8217;s been a year of worry for the traditional gamer. Whilst gaming might seem to be an ever growing past-time, some of the traditional elements which make up the industry have seemed fragile. Publishers have been busy shutting down traditional developers, especially those famed for 3D racers, but beyond too. </span></p>
<p><span style="font-size: medium;">We have seen shops such as Gamestop starting to seriously invest in alternative delivery platforms such as their own tablet and streaming services, fearing a fast-arriving dead end to their current business model. Indeed in the UK, where GAME have been less aggressive in moving into new areas of the business, we are witnessing the start of what will be a contraction of its street presence over the next five years. HMV, too, are struggling and are being quite open about the idea that they might not be around in the next 2-5 years in any shape or form.</span></p>
<p><span style="font-size: medium;">Alongside this we have seen traditional hardware providers, such as Microsoft and Sony, in effect pour cold water on the idea of an early start to the &#8216;next generation&#8217; as it is only really now that they are generating real profit dollars from their investment in current hardware and software. Whilst they might feel the urge to produce something new in the face of the soon to be released Wii U, both companies will resist in the knowledge that they have healthy, steadily improving install bases and technology which still won&#8217;t look outdated, even compared to the Wii U. I suspect they have noticed that the current generation of hardware is actually perceived to be cutting edge by many consumers today, despite being very behind </span><span style="font-size: medium;">suped</span><span style="font-size: medium;"> up PCs. Hence there is little demand to bring a new, expensive console solution to the market in these difficult economic times. </span></p>
<div class="wp-caption aligncenter" style="width: 522px"><img src="http://i1022.photobucket.com/albums/af345/groovybitz/Iwata3DS.jpg" alt="" width="512" height="288" /><p class="wp-caption-text">Look, look I got some new plastic! But no games or applications to use with it!</p></div>
<p><span style="font-size: medium;">Nintendo&#8217;s own year has been a difficult one, until the final quarter came around with the upturn witnessed in the holiday season. The launch of the 3DS was undermined by a range of mistakes. A high price, which did not actually put off day one early adoption but which did kill day two, three and further afield purchases. This drop in sales and consumer relevance was then compounded by the device having no actual new software (quality or otherwise) for months after release! It was almost as if Nintendo itself was surprised by the release of the console. One suspects that this observation might be closer to the truth than some might realise. Could it be that Iwata suddenly panicked when he saw the drop off in DS hardware and software sales in late 2010 and early 2011, and thought a hardware launch, which was due for November 2011, should be brought forward? Could it be that he actioned this change of timeline, forgetting that the software development teams couldn&#8217;t speed up, pro-rata? </span></p>
<p><span style="font-size: medium;">This would explain the lack of software, both in terms of game titles and the also slightly unfinished operating system, which is still having parts of its online functionality added by firmware to this day; but which the software team have admitted were due to be there from day one. </span></p>
<p><span style="font-size: medium;">Indeed Nintendo have taken a bashing on behalf of traditional gamers everywhere. Analysts the world over have decided that Nintendo could be the RIM (the makers of Blackberry products) of the games industry. Everyone likes to be the one who can call the end of the world (just ask the Mayans) and analysts are as human as the next guy (really they are) and Nintendo was their punching bag in 2011. The narrative went like this – people are moving from dedicated gaming devices to iPads and smartphones. Why spend £30 on a game, when you can get freeware or £1 software? The logic was sound, but too simple. People will always buy something they want, you just need to </span><span style="font-size: medium;"><em>give</em></span><span style="font-size: medium;"> them something they actually want, and come the end of the year Nintendo seemed to be achieving this. The 3DS sales are now running ahead of all predictions and confidence is not only building in the platform, but in the traditional games market in general. What started as a bad story for Nintendo and the industry as a whole has started to evolve into a success story.</span></p>
<p><span style="font-size: medium;">Of course the area of growth which has probably received the most headlines, is the continued march of the social and casual gaming market. This encompasses everything from the Just Dance franchise, to the exponential growth of the Farmville type experience. There is no question that the online &#8216;Sim&#8217; style of gameplay is not only hugely compelling but ideal for multi-platform, cloud play. Users can switch from the PC to their tablets, and in theory continue on the Sony Vita, as many of these games start being released in the platform agnostic HTML5 coding language. Indeed as televisions become &#8216;smarter&#8217; with their own implementation of Kinect-like experiences, merged with an appstore, we can expect to see continued growth in the use of such genres. For hardcore gamers, this can be seen as a threat, as it potentially pulls funding from the type of projects they would traditionally welcome. Indeed if one looks, as an example, at Disney Interactive, it is moving evermore into this social and casual space and further away from traditional AAA game titles. </span></p>
<p><span style="font-size: medium;">Should we as traditional gamers be worried by this? Probably not. Firstly the world is not black and white (even though according to my dad, when he was a boy it used to be – just look at old films back from when he was a youngster he tells me) and hence some of us also play those social games (maybe less so the dance titles). After all they are really very similar to RPGs, but often the character is the &#8216;farm&#8217; or &#8216;restaurant&#8217;. However it also means that those AAA titles that are released get an increase in funding, and hence we should see an ongoing rise in production values and overall quality. The end of year titles released in 2011 are probably the best evidence for this. The range of software in your local GAME or Gamestop is reducing, but who can dispute the quality of Batman Arkham City, Skyrim, Uncharted 3 and the top shooters, MW3 and BF3? </span></p>
<p><span style="font-size: medium;">Let us not forget the great games that have come out on XBLA, PSN, Android/iOS and recently on the 3DS, which is starting to have some quality digital titles. If you are a dedicated gamer, and not just someone who dives in to kill some time, you have never really had it so good.</span></p>
<p><span style="font-size: medium;">What will 2012 bring to the story? For sure, we will see the ongoing decline of brick and mortar shops. Boxed product will still exist, and we will probably continue to see the ongoing investment into &#8216;limited edition&#8217; versions which will help to prolong the life of this boxed product. However for many they will only order via online, postal only services. Shops will simply start to close or become trading and part exchange locations.</span></p>
<div class="wp-caption aligncenter" style="width: 426px"><img src="http://i1022.photobucket.com/albums/af345/groovybitz/bioshockinfinite.jpg" alt="" width="416" height="234" /><p class="wp-caption-text">Game of the Year 2012?</p></div>
<p><span style="font-size: medium;">The year ahead, when it comes to software, is going to be a very exciting year. Max Payne 3, Grand Theft Auto 5, MW3 map packs and BioShock Infinite (have Take 2 already sewn up 2012?) are already in our consciousness. The 3DS has some superb first and third party exclusives arriving in early 2012 too, and the industry will have the US and European launch of the Vita to look forward to. </span></p>
<p><span style="font-size: medium;">The Wii U will release. Nintendo will see this as a slow burner, as the Wii at its new price is still selling strongly. However for those wanting to upgrade it could spoil the party for the current levels of PS3 growth and Xbox steady sale projections. Why? Because for those who already have a Wii (and only a Wii) and are considering what to step up to then if the Wii U ticks a number of boxes, it&#8217;ll be the natural platform to choose. What are those boxes? </span></p>
<ul>
<li><span style="font-size: medium;">If the Wii U has the same range of &#8216;adult&#8217; software as the 360 and PS3 in addition to being 100% backwards compatible with all their Wii content.</span></li>
<li><span style="font-size: medium;">If it allows them to play all the new Mario titles, along with new Nintendo only IP. Expect Nintendo to make a push to position the Wii U as the first console to take MMOs seriously with a controller designed for them.</span></li>
</ul>
<div class="wp-caption aligncenter" style="width: 421px"><img src="http://i1022.photobucket.com/albums/af345/groovybitz/wiiu.jpg" alt="" width="411" height="253" /><p class="wp-caption-text">The ultimate home based tablet and server solution?</p></div>
<p><span style="font-size: medium;">If the above happens, then who would not buy the Wii U over one of its HD counterparts? Those of us already with a Wii and 360, or PS3 will probably fail to become early adopters. That&#8217;ll be fine by Nintendo though, as once the new inevitable Mario games and Pikmin are released, and once the hardware does eventually drop in price, they know we will still invest.</span></p>
<p><span style="font-size: medium;">What Nintendo decides to do with its online provision for the Wii U though is very exciting. Nothing is really known, but all the rumours suggest a very open online service, perhaps with multiple portals such as EA&#8217;s Origin and Steam. However, if they could be linked with a single Wii U identity (not a friend code!) it suggests a range of delivery services, offers and perhaps even streaming services being offered through the platform, alongside its own propriety content. </span></p>
<div class="wp-caption aligncenter" style="width: 404px"><img class=" " src="http://i1022.photobucket.com/albums/af345/groovybitz/game-maxpayne.jpg" alt="" width="394" height="221" /><p class="wp-caption-text">2012 could be Take 2&#39;s year, at least when it comes to Metacritic scores. Sales will surely follow.</p></div>
<p><span style="font-size: medium;">As the economy continues to stumble, the games industry will clearly find that growth and expansion is stunted by the social and economic factors around them. Yet if any leisure industry will succeed in these tough times, it&#8217;ll be ours; and 2012 will be another step forward.</span></p>
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		<title>Joe Danger Special Edition: review</title>
		<link>http://www.criticalgamer.co.uk/2011/12/23/joe-danger-special-edition-review/</link>
		<comments>http://www.criticalgamer.co.uk/2011/12/23/joe-danger-special-edition-review/#comments</comments>
		<pubDate>Fri, 23 Dec 2011 10:55:43 +0000</pubDate>
		<dc:creator>Luke K</dc:creator>
				<category><![CDATA[Critical Hits!]]></category>
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		<guid isPermaLink="false">http://www.criticalgamer.co.uk/?p=13884</guid>
		<description><![CDATA[The modern gamer's Pavlovian response to bright colours and relentless smiles is a sneer and a derogatory comment. Should such a young whipper-snapper pluck up the courage to give this game a go, however – which they really, really should – within five minutes they'll be wearing a grin goofier than that of Joe himself. ]]></description>
			<content:encoded><![CDATA[<!-- Start Shareaholic LikeButtonSetTop Automatic --><!-- End Shareaholic LikeButtonSetTop Automatic --><p><a href="http://s630.photobucket.com/albums/uu24/Luke_K/Interviews/Reviews/?action=view&amp;current=BoxArt.png" target="_blank"><img class="aligncenter" src="http://i630.photobucket.com/albums/uu24/Luke_K/Interviews/Reviews/BoxArt.png" alt="Photobucket" border="0" /></a></p>
<ul>
<li><span style="font-size: medium;"><strong>Format:</strong> <em>XBLA</em></span></li>
<li><span style="font-size: medium;"><strong>Unleashed:</strong> <em>Out Now</em></span></li>
<li><span style="font-size: medium;"><strong>Publisher: </strong> <em>Hello Games</em></span></li>
<li><span style="font-size: medium;"><strong>Developer:</strong> <em>Hello Games</em></span></li>
<li><span style="font-size: medium;"><strong>Players:</strong> <em>1-2 (offline only)</em></span></li>
<li><span style="font-size: medium;"><strong>Site:</strong> <a href="http://www.hellogames.org/">http://www.hellogames.org/</a></span></li>
</ul>
<p><span style="font-size: medium;">The modern gamer&#8217;s Pavlovian response to bright colours and relentless smiles is a sneer and a derogatory comment. Should such a young whipper-snapper pluck up the courage to give this game a go, however – which they really, really should – within five minutes they&#8217;ll be wearing a grin goofier than that of Joe himself. </span></p>
<p><span style="font-size: medium;">As has been declared before, Critical Gamer&#8217;s official genre for Joe Danger games is &#8216;raplunter&#8217; (racer/platformer/stunter). Though Joe is a stuntman, he acts more like the illegitimate offspring of Mario and Sonic. The racing element is clear; he&#8217;s on a motorbike after all, and a handful of levels feature other racers who must be beaten to the finish line. Many of the levels without opponents have optional time limits to beat. What will likely surprise those unfamiliar with this game is that it&#8217;s much closer to a traditional side-scrolling platformer than it is to a side-scrolling racer.</span></p>
<p><span style="font-size: medium;">There is a jump button. You will use this a lot. Not only are there hazards on the track, there are extra long/high jumps to be made; sometimes in conjunction with – yes – your double-jump, or one of the many springs dotted throughout the game. Another element taken from old-school platformers is collectibles; yet another element pickups that, once activated, only stay in the level for a limited time. </span></p>
<p style="text-align: left;"><span style="font-size: medium;">That&#8217;s not to say that Joe&#8217;s stuntman status is ignored. Far from it. His boost bar, essential for certain jumps and all races, can only be used when full – and can only be replenished by performing stunts. You will therefore find yourself pulling wheelies on the ground and performing various tricks in the air, desperate to fill your boost bar in time for the next boost-demanding section. Some stars require you to constantly stunt your way through the level from start to finish.</span></p>
<p><img class="aligncenter" title="lab" src="http://i630.photobucket.com/albums/uu24/Luke_K/Interviews/Reviews/LABSCREENSHOT.jpg" alt="www.criticalgamer.co.uk" width="426" height="240" /></p>
<p><span style="font-size: medium;">Ah, the stars. While getting from start to finish in each level is usually quite simple, meeting the requirements for all the stars – used as currency to buy access to most of the levels – is much less so. Some events have just one or two stars to win, while others have half a dozen or more. You can earn stars by picking up all collectibles, hitting every target in a level, beating the time limit, beating the time limit <em>and </em>picking up all the collectibles, finding hidden stars within the track, and more. It sounds so simple, doesn&#8217;t it? It is – and this is why you&#8217;ll play this game again and again and again.</span></p>
<p><span style="font-size: medium;">The controls are little more than forward, reverse, boost and duck (hold to crouch, release to jump), with mid-air steering possible. This game is old-school in all the ways it should be. With no convoluted plot, expensive cutscenes, gun-porn weapons roster or celebrity involvement, it relies on good ol&#8217; gameplay. In fact, it relies heavily on trial and error; like Dark Souls, only much more fun and infinitely more fair. The first time you play a track, you&#8217;ll come across a hazard and/or relentlessly demanding course of duck/jump/boost/switch lanes that you&#8217;ll almost certainly fluff and crash (this is an instant death game). Certain events will see you fail time after time, yet you&#8217;ll carry on and love every second.</span></p>
<p><span style="font-size: medium;">Why? Because you can see it&#8217;s doable, if only you can be good enough (and you can instantly restart at any time). Because you want to grab every star the game has to offer, even if you&#8217;re the only one who&#8217;ll ever know. Because you want to earn five stars in one run because it&#8217;ll <em>look cool</em>. And when you still haven&#8217;t managed to get the star for collecting all the coins <em>and </em>beating the time limit after the 53rd attempt, you&#8217;ll finally leave it for later because you can&#8217;t wait any longer to see the next beautifully designed level. Because <em>you&#8217;re having so much damn fun</em>.</span></p>
<p style="text-align: center;"><img class="aligncenter" title="shot 2" src="http://i630.photobucket.com/albums/uu24/Luke_K/Interviews/Reviews/STOMPINGHEADSCREENSHOT.jpg" alt="www.criticalgamer.co.uk" width="426" height="240" /></p>
<p><span style="font-size: medium;">What does the Special Edition bring to the table? Well most significantly there&#8217;s a generous dollop of new levels, a big chunk of which are immediately accessible in &#8216;The Laboratory&#8217; (which is also a new background for the excellent level editor). While brilliant fun, most are perhaps a little too easy for Joe Danger veterans. That final assault course in The Lab though&#8230; evil incarnate. In an unstoppably addictive way. </span></p>
<p><span style="font-size: medium;">Of equal interest are the &#8216;Pro Medals&#8217;. A total of twenty five of the game&#8217;s events have one of these to hand out to those who can earn all of the level&#8217;s stars in one run. The more of these medals you earn the more you unlock, such as extra characters (including the ones available as paid DLC for the PSN release) and, teasingly, content in “future Hello Games titles” (that&#8217;ll be <a href="http://www.criticalgamer.co.uk/2011/12/23/joe-danger-the-movie-hands-on-preview/">Joe Danger: The Movie</a> then). Want a complete Joe Danger outfit for your avatar? You need only collect a complete set of D-A-N-G-E-R pickups a few times. Result! Loading times are also shorter, and mumblemumble anti-aliasing mumblemumble.</span></p>
<p><span style="font-size: medium;">Unfortunately, the few improvements the game needs are, it seems, being held back for the sequel. Joe Danger is ideally suited to splitscreen play, but online modes would have been more than welcome. There&#8217;s still no LittleBigPlanet style community of user content, either; you can swap levels you&#8217;ve made with people on your friends list, and that&#8217;s it. At time of writing, it&#8217;s actually <em>missing</em> the PS3 version&#8217;s ability to save replays and upload them to YouTube.<br />
</span></p>
<p><span style="font-size: medium;">If you have a 360 connected to the internet and you&#8217;ve never played Joe Danger, download this game immediately lest we lose all respect for you. Is it worth buying for those who own the PSN release? Tough call; if you played through once and never went back, then probably not. If you fell in love with it <a href="http://www.criticalgamer.co.uk/2010/06/18/joe-danger-review/">the way we did</a> however, this is the perfect excuse to do it all over again – with Pro Medals and some brand new levels to fight with being the sort of bonuses that make grown men say “squeeee!”.</span></p>
<p><img class="alignleft size-full wp-image-12654" title="critical score 9" src="http://www.criticalgamer.co.uk/wp-content/uploads/critical-score-9.png" alt="" width="75" height="72" /> <img class="alignright size-full wp-image-13133" title="Critical Hit" src="http://www.criticalgamer.co.uk/wp-content/uploads/Critical-Hit.jpg" alt="" width="426" height="175" /></p>
<div class="shr-publisher-13884"></div><!-- Start Shareaholic LikeButtonSetBottom Automatic --><div style="clear: both; min-height: 1px; height: 3px; width: 100%;"></div><div class='shareaholic-like-buttonset' style='float:none;height:30px;'><a class='shareaholic-fblike' data-shr_layout='button_count' data-shr_showfaces='false' data-shr_href='http%3A%2F%2Fwww.criticalgamer.co.uk%2F2011%2F12%2F23%2Fjoe-danger-special-edition-review%2F' data-shr_title='Joe+Danger+Special+Edition%3A+review'></a><a class='shareaholic-tweetbutton' data-shr_count='horizontal' data-shr_href='http%3A%2F%2Fwww.criticalgamer.co.uk%2F2011%2F12%2F23%2Fjoe-danger-special-edition-review%2F' data-shr_title='Joe+Danger+Special+Edition%3A+review'></a><a class='shareaholic-googleplusone' data-shr_size='medium' data-shr_count='true' data-shr_href='http%3A%2F%2Fwww.criticalgamer.co.uk%2F2011%2F12%2F23%2Fjoe-danger-special-edition-review%2F' data-shr_title='Joe+Danger+Special+Edition%3A+review'></a><a class='shareaholic-fbsend' data-shr_href='http%3A%2F%2Fwww.criticalgamer.co.uk%2F2011%2F12%2F23%2Fjoe-danger-special-edition-review%2F'></a></div><div style="clear: both; min-height: 1px; height: 3px; width: 100%;"></div><!-- End Shareaholic LikeButtonSetBottom Automatic -->]]></content:encoded>
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		<title>Joe Danger SE Santa DLC launches today &#8211; for free!</title>
		<link>http://www.criticalgamer.co.uk/2011/12/21/joe-danger-se-santa-dlc-launches-today-for-free/</link>
		<comments>http://www.criticalgamer.co.uk/2011/12/21/joe-danger-se-santa-dlc-launches-today-for-free/#comments</comments>
		<pubDate>Wed, 21 Dec 2011 11:22:01 +0000</pubDate>
		<dc:creator>Luke K</dc:creator>
				<category><![CDATA[Critical News]]></category>
		<category><![CDATA[Xbox 360]]></category>
		<category><![CDATA[Xbox Live]]></category>
		<category><![CDATA[360]]></category>
		<category><![CDATA[Hello Games]]></category>
		<category><![CDATA[Joe Danger]]></category>
		<category><![CDATA[Joe Danger Special Edition]]></category>
		<category><![CDATA[xbla]]></category>

		<guid isPermaLink="false">http://www.criticalgamer.co.uk/?p=13876</guid>
		<description><![CDATA[What's better than Joe Danger? Not an awful lot, as you'll know if you have the game and/or if you've read our review of the original PSN release. Well, how about Joe Danger on a quadbike? Still not good enough? Then how about Santa Claus on a quadbike performing death-defying stunts? And how about if this is DLC that costs, oh... nothing at all?]]></description>
			<content:encoded><![CDATA[<!-- Start Shareaholic LikeButtonSetTop Automatic --><!-- End Shareaholic LikeButtonSetTop Automatic --><p><iframe src="http://www.youtube.com/embed/hn-_LbBJHEI" frameborder="0" width="420" height="315"></iframe></p>
<p><span style="font-size: medium;">What&#8217;s better than Joe Danger? Not an awful lot, as you&#8217;ll know if you have the game and/or if you&#8217;ve read <a href="http://www.criticalgamer.co.uk/2010/06/18/joe-danger-review/">our review of the original PSN release</a>. Well, how about Joe Danger on a quadbike? Still not good enough? Then how about <em>Santa Claus</em> on a quadbike performing death-defying stunts? And how about if this is DLC that costs, oh&#8230; nothing at all?</span></p>
<p><span style="font-size: medium;">As you may know, Joe Danger: Special Edition (which was very nearly mistyped here as &#8216;Ho Danger&#8217;, a different game entirely) launched on XBLA last week, and we&#8217;ll have a review in a few days explaining why you should buy it immediately. For those of you already enjoying the game, you should be aware that as of today the Special Edition exclusive Santa DLC is available to download – for free. Go get it, it&#8217;s certain to jingle your bells. </span></p>
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		<title>Battlefield 3: Back to Karkand Wake Island trailer</title>
		<link>http://www.criticalgamer.co.uk/2011/12/06/battlefield-3-back-to-karkand-wake-island-trailer/</link>
		<comments>http://www.criticalgamer.co.uk/2011/12/06/battlefield-3-back-to-karkand-wake-island-trailer/#comments</comments>
		<pubDate>Tue, 06 Dec 2011 15:05:18 +0000</pubDate>
		<dc:creator>Anthony H</dc:creator>
				<category><![CDATA[Critical News]]></category>
		<category><![CDATA[PC]]></category>
		<category><![CDATA[PS3]]></category>
		<category><![CDATA[PSN]]></category>
		<category><![CDATA[Xbox 360]]></category>
		<category><![CDATA[Xbox Live]]></category>
		<category><![CDATA[Back to Karkand]]></category>
		<category><![CDATA[battlefield 3]]></category>
		<category><![CDATA[BF3 trailer]]></category>
		<category><![CDATA[dice]]></category>
		<category><![CDATA[EA]]></category>
		<category><![CDATA[Electronic Arts]]></category>

		<guid isPermaLink="false">http://www.criticalgamer.co.uk/?p=13812</guid>
		<description><![CDATA[To mark today’s release of Back to Karkand on PlayStation 3, EA has released a new trailer that showcases the Wake Island map.]]></description>
			<content:encoded><![CDATA[<!-- Start Shareaholic LikeButtonSetTop Automatic --><!-- End Shareaholic LikeButtonSetTop Automatic --><p><object width="560" height="315" classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/W5415DCKJM0?version=3&amp;hl=en_GB&amp;rel=0" /><param name="allowfullscreen" value="true" /><embed width="560" height="315" type="application/x-shockwave-flash" src="http://www.youtube.com/v/W5415DCKJM0?version=3&amp;hl=en_GB&amp;rel=0" allowFullScreen="true" allowscriptaccess="always" allowfullscreen="true" /></object></p>
<p><span style="font-size: medium;">To mark today’s release of Back to Karkand on PlayStation 3, EA has released a new trailer that showcases the Wake Island map.</span></p>
<p><span style="font-size: medium;">Originally part of the map rotation in Battlefield 1942, the map has appeared in most subsequent games in the series and was even resurrected in a mod for Battlefield Vietnam. Its Frostbite 2 makeover has packed the horseshoe shaped island with all of the things that make Battlefield 3 exciting.</span></p>
<p><span style="font-size: medium;">As is the trend with the Back to Karkand trailers, things get quite explosive during the carnage filled tour of the new island map. People get shot, jets strafe runways with machine gun fire and helicopters chase boats menacingly. As with every other glimpse of the DLC so far, it looks stunning.</span></p>
<p><span style="font-size: medium;">PC and Xbox 360 players have to wait another week before they can play Back to Karkand on December 13. The new content is free for Limited Edition versions of the game, whereas everyone else must pay 1200 Microsoft Points or $15 for the new maps and toys.</span></p>
<p><span style="font-size: medium;">Last week, EA released a similar gameplay trailer for the <a href="http://www.criticalgamer.co.uk/2011/11/28/battlefield-3-back-to-karkand-trailer-shows-off-gulf-of-oman/" target="_blank">Gulf of Oman map</a>. You can check it out <a href="http://www.criticalgamer.co.uk/2011/11/28/battlefield-3-back-to-karkand-trailer-shows-off-gulf-of-oman/" target="_blank">here</a>.</span></p>
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