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	<title>Critical Gamer &#187; PS3</title>
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	<link>http://www.criticalgamer.co.uk</link>
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		<title>Twisted Metal gets March 7 UK release</title>
		<link>http://www.criticalgamer.co.uk/2012/02/07/twisted-metal-gets-march-7-uk-release/</link>
		<comments>http://www.criticalgamer.co.uk/2012/02/07/twisted-metal-gets-march-7-uk-release/#comments</comments>
		<pubDate>Tue, 07 Feb 2012 12:39:15 +0000</pubDate>
		<dc:creator>Anthony H</dc:creator>
				<category><![CDATA[Critical News]]></category>
		<category><![CDATA[PS3]]></category>
		<category><![CDATA[Sony]]></category>
		<category><![CDATA[David Jaffe]]></category>
		<category><![CDATA[Eat Sleep Play]]></category>
		<category><![CDATA[Twisted Metal]]></category>

		<guid isPermaLink="false">http://www.criticalgamer.co.uk/?p=13989</guid>
		<description><![CDATA[David Jaffe confirmed via Twitter that Twisted Metal will now be released in Europe on March 7, following Sony Computer Entertainment Europe’s decision to cut graphic content from copies of the game destined for our shores.]]></description>
			<content:encoded><![CDATA[<!-- Start Shareaholic LikeButtonSetTop Automatic --><!-- End Shareaholic LikeButtonSetTop Automatic --><p><span style="font-size: medium;"><img class="aligncenter" title="Twisted Metal" src="http://i833.photobucket.com/albums/zz259/IUrbanFoxI/CG%20Pics/TwistedMetal.jpg" alt="" width="426" height="240" /></span></p>
<p><span style="font-size: medium;">David Jaffe confirmed via <a href="https://twitter.com/#!/davidscottjaffe" target="_blank">Twitter</a> that Twisted Metal will now be released in Europe on March 7, following Sony Computer Entertainment Europe’s decision to cut graphic content from copies of the game destined for our shores.</span></p>
<p><span style="font-size: medium;">It was confirmed last week that SCEE territories would see a delay due to localisation issues with the game. However, the Eat Sleep Play boss was quick to reassure fans via <a href="http://www.neogaf.com/forum/showthread.php?p=34776044#post34776044" target="_blank">a post on NeoGaf</a> that cut content will not affect story or gameplay and just tones down the gorier details.</span></p>
<p><span style="font-size: medium;">“In the scene we&#8217;ve released on the net from the intro &#8211; where the girl stabs Tooth in the eye &#8211; the SCEE version has this but we cut away right before the scissors make contact with Tooth&#8217;s face”, Jaffe explained. “It&#8217;s CLEAR what she&#8217;s doing and I think we even keep the sound effects in and such &#8211; but the last few frames are gone.”</span></p>
<p><span style="font-size: medium;">He then went on to cover the nature of the gameplay changes. “Only a few content cuts for the game &#8211; for example, I think the guy on the gurney from Meat Wagon is dead so you are exploding a corpse covered with TNT vs. a screaming man trapped to the gurney.”</span></p>
<p><span style="font-size: medium;">It still sound joyously messed up and brilliant to us, we just have to wait until March 7 to enjoy it. Those in the US are completely unaffected by the changes and will be able to play the full game next week on February 14.</span></p>
<p><span style="font-size: medium;">If you are struggling to wait for the game’s release you can check out the demo available on PSN to get your vehicular carnage fix.</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>
		<category><![CDATA[PS3]]></category>
		<category><![CDATA[PSN]]></category>
		<category><![CDATA[Xbox 360]]></category>
		<category><![CDATA[Xbox Live]]></category>
		<category><![CDATA[EA]]></category>
		<category><![CDATA[EA Sports]]></category>
		<category><![CDATA[SSX]]></category>
		<category><![CDATA[SSX Deadly Descent]]></category>

		<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>300 Chinese workers threaten suicide at Xbox 360 factory</title>
		<link>http://www.criticalgamer.co.uk/2012/01/11/300-chinese-workers-threaten-suicide-at-xbox-360-factory/</link>
		<comments>http://www.criticalgamer.co.uk/2012/01/11/300-chinese-workers-threaten-suicide-at-xbox-360-factory/#comments</comments>
		<pubDate>Wed, 11 Jan 2012 10:45:31 +0000</pubDate>
		<dc:creator>Luke K</dc:creator>
				<category><![CDATA[Critical News]]></category>
		<category><![CDATA[iPhone]]></category>
		<category><![CDATA[Microsoft]]></category>
		<category><![CDATA[Nintendo]]></category>
		<category><![CDATA[PC]]></category>
		<category><![CDATA[PS3]]></category>
		<category><![CDATA[Sony]]></category>
		<category><![CDATA[Wii]]></category>
		<category><![CDATA[Xbox 360]]></category>
		<category><![CDATA[360]]></category>
		<category><![CDATA[Foxconn]]></category>

		<guid isPermaLink="false">http://www.criticalgamer.co.uk/?p=13924</guid>
		<description><![CDATA[In an uncomfortable reminder of exactly how and why manufacturers of complicated electronic products enjoy such huge profit margins, here is a story which brings the word 'suicide' into the world of console manufacturing – again. If the word 'Foxconn' means anything to you at all, it will almost certainly be due to reports of workers on the Chinese company's Xbox 360 manufacturing line committing suicide. This latest story, thankfully, did not result in any deaths.]]></description>
			<content:encoded><![CDATA[<!-- Start Shareaholic LikeButtonSetTop Automatic --><!-- End Shareaholic LikeButtonSetTop Automatic --><p><img class="aligncenter" title="foxconn" src="http://i630.photobucket.com/albums/uu24/Luke_K/News/foxconn-120724_copy1.jpg" alt="" width="450" height="338" /></p>
<p><span style="font-size: medium;">In an uncomfortable reminder of exactly how and why manufacturers of complicated electronic products enjoy such huge profit margins, here is a story which brings the word &#8216;suicide&#8217; into the world of console manufacturing – again. If the word &#8216;Foxconn&#8217; means anything to you at all, it will almost certainly be due to reports of workers on the Chinese company&#8217;s manufacturing lines committing suicide. This latest story, thankfully, did not result in any deaths.</span></p>
<p><span style="font-size: medium;">On January 2nd, as reported at <a href="http://kotaku.com/5874706/report-mass-suicide-threats-at-xbox-360-plant" target="_blank">Kotaku</a>, <em>three hundred </em>employees stood on the roof of the Foxconn Xbox 360 manufacturing plant in Wuhan, threatening to jump to their deaths. The workers had asked for a raise; the factory&#8217;s response was to tell them to keep their jobs at the same pay rate, or leave with compensation. The majority chose to leave; but when their bosses reneged on the deal and refused to hand out compensation of any kind, the rooftop protest began. After intervention from the mayor of Wuhan, the group finally came down, unharmed, the evening of the following day. Microsoft issued this statement to Kotaku regarding the latest incident:</span></p>
<p>“<span style="font-size: medium;"><em>Microsoft takes working conditions in the factories that manufacture its products very seriously, and we are currently investigating this issue. We have a stringent Vendor Code of Conduct that spells out our expectations, and we monitor working conditions closely on an ongoing basis and address issues as they emerge. Microsoft is committed to the fair treatment and safety of workers employed by our vendors, and to ensuring conformance with Microsoft policy</em>.”</span></p>
<p><span style="font-size: medium;"><a style="font-size: medium;" href="http://en.wikipedia.org/wiki/Foxconn" target="_blank">Foxconn&#8217;s Wikipedia entry</a> includes a fairly brief but fully supported list of the best known criticisms and fatal incidents. Foxconn  (which has been forced to install anti-suicide nets at multiple sites) also manufactures the Wii, the PlayStation 3, the iPhone, the Kindle, motherboards, and much more. </span></p>
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		<title>Resident Evil: Operation Raccon City &#8211; Triple Impact trailer</title>
		<link>http://www.criticalgamer.co.uk/2012/01/10/resident-evil-operation-raccon-city-triple-impact-trailer/</link>
		<comments>http://www.criticalgamer.co.uk/2012/01/10/resident-evil-operation-raccon-city-triple-impact-trailer/#comments</comments>
		<pubDate>Tue, 10 Jan 2012 13:52:52 +0000</pubDate>
		<dc:creator>Anthony H</dc:creator>
				<category><![CDATA[Critical News]]></category>
		<category><![CDATA[PS3]]></category>
		<category><![CDATA[Xbox 360]]></category>
		<category><![CDATA[Resident Evil]]></category>
		<category><![CDATA[resident evil 6]]></category>
		<category><![CDATA[resident evil operation raccoon city]]></category>

		<guid isPermaLink="false">http://www.criticalgamer.co.uk/?p=13923</guid>
		<description><![CDATA[Put on your zombie spotting goggles and get ready for an action packed visual feast as a new trailer for Resident Evil: Operation Raccoon City lurches out of the shadows.]]></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/2uUJpar0iH4?version=3&amp;hl=en_GB" /><param name="allowfullscreen" value="true" /><embed width="560" height="315" type="application/x-shockwave-flash" src="http://www.youtube.com/v/2uUJpar0iH4?version=3&amp;hl=en_GB" allowFullScreen="true" allowscriptaccess="always" allowfullscreen="true" /></object></p>
<p><span style="font-size: medium;">Put on your zombie spotting goggles and get ready for an action packed visual feast as a new trailer for Resident Evil: Operation Raccoon City lurches out of the shadows.</span></p>
<p><span style="font-size: medium;">The trailer doesn’t give us a glimpse of anything in-game, but instead we get a five minute long CGI scene setter that shows the Umbrella Security Service and US Special Ops forces in action. </span></p>
<p><span style="font-size: medium;">It starts with the Umbrella team hunting down civilians in an attempt to contain evidence of the Raccoon City disaster. The Spec Ops team on the other hand is out looking for survivors that can expose the sinister company.</span></p>
<p><span style="font-size: medium;">Things kick off when the two teams meet and begin exchanging fire. If you thought Resi 4 and 5 were action heavy, Operation Raccoon City will make them look like a walk in the zombified park. The new take on the series is being handled by Slant Six Games who have formerly worked on titles in the SOCOM series.</span></p>
<p><span style="font-size: medium;">Resident Evil: Operation Raccoon City will be release on March 23 in Europe on Xbox 360 and PS3, three days after its release in the US. </span></p>
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		<item>
		<title>Sonic Generations: New Year catchup review</title>
		<link>http://www.criticalgamer.co.uk/2012/01/05/sonic-generations-new-year-catchup-review/</link>
		<comments>http://www.criticalgamer.co.uk/2012/01/05/sonic-generations-new-year-catchup-review/#comments</comments>
		<pubDate>Thu, 05 Jan 2012 10:26:54 +0000</pubDate>
		<dc:creator>Stephen K</dc:creator>
				<category><![CDATA[3DS]]></category>
		<category><![CDATA[Latest Reviews]]></category>
		<category><![CDATA[Microsoft]]></category>
		<category><![CDATA[Nintendo]]></category>
		<category><![CDATA[PC]]></category>
		<category><![CDATA[PS3]]></category>
		<category><![CDATA[Reviews]]></category>
		<category><![CDATA[Sony]]></category>
		<category><![CDATA[Xbox 360]]></category>
		<category><![CDATA[Critical Gamer]]></category>
		<category><![CDATA[Sega]]></category>
		<category><![CDATA[Sonic Generations]]></category>
		<category><![CDATA[Sonic Team]]></category>

		<guid isPermaLink="false">http://www.criticalgamer.co.uk/?p=13910</guid>
		<description><![CDATA[How long and twisting the road for Sonic the Hedgehog has been these twenty-odd years since he burst into the gaming scene. Not to get excessively allegorical here, but the path has been much like the stages he blazes through: plenty of ups, some noticeable downs, and a few loops that may nauseate you. Sonic Generations is a game that joyfully celebrates every step of the journey with reckless abandon, and that optimistic attitude alone makes it easy to like. But keep in mind that we are, after all, celebrating everything Sonic, and that means putting up with a bundle of nagging problems. This is a shame, because Generations' splendid combination of both the old and the new could have meant the greatest Sonic game this world has ever seen.]]></description>
			<content:encoded><![CDATA[<!-- Start Shareaholic LikeButtonSetTop Automatic --><!-- End Shareaholic LikeButtonSetTop Automatic --><p style="text-align: center;"><img class="aligncenter" src="http://i1195.photobucket.com/albums/aa400/Emblem180/SonicGenerationslogo.png" alt="" width="426" height="195" /></p>
<ul>
<li><span style="font-size: medium;"><strong>Format: </strong><em style="font-size: medium;"> 360 (version reviewed), 3<em>DS, PC, PS3,</em><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>Sega</em></span></li>
<li><span style="font-size: medium;"><strong>Developer: </strong><em>Sonic Team</em></span></li>
<li><span style="font-size: medium;"><strong>Players: </strong><em>1</em></span></li>
<li><span style="font-size: medium;"><strong>Site: </strong></span><span style="font-size: medium;"><a href="http://www.sega.com/sonicgenerations/">http://www.sega.com/sonicgenerations/</a></span></li>
</ul>
<p><span style="font-size: medium;">How long and twisting the road for Sonic the Hedgehog has been these twenty-odd years since he burst into the gaming scene. Not to get excessively allegorical here, but the path has been much like the stages he blazes through: plenty of ups, some noticeable downs, and a few loops that may nauseate you. Sonic Generations is a game that joyfully celebrates every step of the journey with reckless abandon, and that optimistic attitude alone makes it easy to like. But keep in mind that we are, after all, celebrating <em>everything</em> Sonic, and that means putting up with a bundle of nagging problems. This is a shame, because Generations&#8217; splendid combination of both the old and the new could have meant the greatest Sonic game this world has ever seen.</span></p>
<p><span style="font-size: medium;">In a time-warping tale that makes little to no sense, Modern Sonic (the current hedgehog you know and possibly might love) and Classic Sonic (the portly dude from the Genesis days) must work together and save the world or their dimension or something. Regardless, it&#8217;s a flimsy setup that serves as a nice excuse to travel through Sonic&#8217;s colourful past. At first the stark white hub world is devoid of said colour, but that all changes as both hedgehogs explore a timeline that stretches from the early &#8217;90s to 2010.</span></p>
<div class="wp-caption aligncenter" style="width: 436px"><img class=" " src="http://i1195.photobucket.com/albums/aa400/Emblem180/SonicGenerationsscreen1.jpg" alt="" width="426" height="240" /><p class="wp-caption-text">What&#39;s this? Classic Sonic in a stage from 2004? That&#39;s completely bananas!</p></div>
<p><span style="font-size: medium;">We&#8217;re sure you remember how to play Classic Sonic: hop and spindash your way through a wild rollercoaster of badniks while you you try to nab (and desperately keep) shiny, life-giving rings. For all the eye-popping pizazz and polygonal shenanigans, the gameplay remains remarkably close to the source material; Sonic Team clearly spent time on getting it right. Ducking is no longer required to spindash (tapping a dedicated button is an option now), which is the only relevant change &#8211; and it&#8217;s a good one. Creative stages are layered with fun routes to take, but the controls can be touchy, bordering on frustration now and then. The levels don&#8217;t quite rival the best of the Genesis/Mega Drive days, but they fit in as fresh additions of their own. Of course, Classic Sonic is only half the story, and probably the less interesting side.</span></p>
<p><span style="font-size: medium;">Sonic has been tearing around the third dimension like a loon for years, loyal Sega always trailing behind and trying to steer him in the right direction with erratic results. The formula has been improving recently, and Sonic Generations is the best result yet. Among other stunts, Sonic can squeal around turns in a spindash, gain boost to rocket through loops, and cross huge chasms with the physically impossible homing attack. The blinding speed might throw you off at first, breaking the stages into stop-and-go stumbles; but practice will reveal tight stage design that rewards level memorisation and quick wits. Such intensely rad action makes it all the more disappointing when a glitch rears its ugly head or the controls fail you entirely. Nobody else does what Sonic Team does, but that doesn&#8217;t mean they always do it well.</span></p>
<div class="wp-caption aligncenter" style="width: 436px"><img src="http://i1195.photobucket.com/albums/aa400/Emblem180/SonicGenerationsscreen2.jpg" alt="" width="426" height="240" /><p class="wp-caption-text">And Modern Sonic in a stage from 1992? That&#39;s totally nuts!</p></div>
<p><span style="font-size: medium;">Something they deliver in ridiculous abundance, however, is nostalgia; gallons of the stuff. Every level is ripped straight from a past Sonic title and positively packed with accurate details, whether it&#8217;s a familiar floating platform from the reimagined Chemical Plant or Seaside Hill&#8217;s faithful go-kart section. Anyone who&#8217;s played a Sonic game or two will get something out of it, but for those select fans who can pick out samples of Sega Saturn commercials mixed into a Sonic R remix, a true delight is in store.</span></p>
<p><span style="font-size: medium;">Although the music can&#8217;t always rise to that level of jaw-dropping wonder, Sonic Generations&#8217; rhapsodic smorgasbord of pumped up remixes is akin to stuffing your ears with gummi bears. These songs accompany stages brought to life with a delightful vibrancy that can differ radically from zone to zone. The sense of speed is genuinely thrilling, and grabbing a screenshot of the action would reveal textures of unexpected detail. It&#8217;s almost painful to admit that the beautiful environments and great animations are marred with a so-so frame rate that can dip into nearly unplayable slideshows during the more hardware-intensive moments. For a game focused so specifically on speed, this is 100% uncool.</span></p>
<div class="wp-caption aligncenter" style="width: 436px"><img class=" " src="http://i1195.photobucket.com/albums/aa400/Emblem180/SonicGenerationsscreen3.jpg" alt="" width="426" height="240" /><p class="wp-caption-text">And a remake of City Escape, complete with a new rendition of its jaunty theme song? That&#39;s entirely bonkers!</p></div>
<p><span style="font-size: medium;">But for better or worse, there&#8217;s more to do in Sonic Generations than run fast. A hodgepodge of bite-sized challenges (often used to shoehorn in the non-playable extended cast) helps out with variety, but there are plenty of misses among the hits. Battles against Dr. Eggman and Sonic&#8217;s past rivals are similarly iffy, concluding with an abysmal final boss. Although a stupidly easy stage ranking system and a shop that sells passable special abilities also fall short of their potential, collectathon enthusiasts (you know who you are) will have a field day finding hidden red rings and unlocking oodles of prizes, including a fully functional Genesis that plays the original Sonic the Hedgehog.</span></p>
<p><span style="font-size: medium;">Sonic Generations is a truly great game weighed down with sloppy troubles. Racing against the excellent system of leaderboards shows just how well put together the core gameplay is, and if not for the low frame rate and overall splapdash production, it wouldn&#8217;t have much holding it back. In short, imagine a shiny car of the coolest variety. Now imagine bashing it with a crowbar three or four times. Do you still like the car? Of course; it&#8217;s of the coolest variety! But seeing what it <em>could</em> have been makes the dents even more cringe-worthy. Sonic Generations is a gleeful tribute to the best of Sonic, but like our unfortunate hotrod, it takes a beating along the way.</span></p>
<p><a href="http://www.criticalgamer.co.uk/2010/10/29/enslaved-odyssey-to-the-west-review/critical-score-7/" rel="attachment wp-att-12652"><img class="alignleft size-full wp-image-12652" src="http://www.criticalgamer.co.uk/wp-content/uploads/critical-score-7.png" alt="" width="75" height="72" /></a></p>
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		<title>Rayman Origins: New Year catchup review</title>
		<link>http://www.criticalgamer.co.uk/2012/01/02/rayman-origins-new-year-catchup-review/</link>
		<comments>http://www.criticalgamer.co.uk/2012/01/02/rayman-origins-new-year-catchup-review/#comments</comments>
		<pubDate>Mon, 02 Jan 2012 12:05:10 +0000</pubDate>
		<dc:creator>Luke K</dc:creator>
				<category><![CDATA[Hidden Gems]]></category>
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		<category><![CDATA[Rayman Origins]]></category>
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		<guid isPermaLink="false">http://www.criticalgamer.co.uk/?p=13896</guid>
		<description><![CDATA[If you owned a SNES and/or Mega Drive (AKA Genesis) way back when, your gaming life would have been spent riding a surfboard of pleasure over a stormy sea of side-scrolling platformers. Many were terrible. Many were not; many were carefully crafted adventures that considered fun and wonder rights rather than privileges where gamers are concerned. Do you remember these games? Rayman Origins certainly does. ]]></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=RaymanOrigins_1jpg-.jpg" target="_blank"><img class="aligncenter" src="http://i630.photobucket.com/albums/uu24/Luke_K/Interviews/Reviews/RaymanOrigins_1jpg-.jpg" alt="Photobucket" border="0" /></a></p>
<ul>
<li><span style="font-size: medium;"><strong>Format:</strong> <em>Wii (version reviewed), PS3, 360</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>Ubisoft</em></span></li>
<li><span style="font-size: medium;"><strong>Developer:</strong> <em>Ubisoft Montpellier</em></span></li>
<li><span style="font-size: medium;"><strong>Players:</strong> <em>1-4 (offline only)</em></span></li>
<li><span style="font-size: medium;"><strong>Site:</strong> <a href="http://raymanorigins.uk.ubi.com/#">http://raymanorigins.uk.ubi.com/#</a></span></li>
</ul>
<p><span style="font-size: medium;">If you owned a SNES and/or Mega Drive (AKA Genesis) way back when, your gaming life would have been spent riding a surfboard of pleasure over a stormy sea of side-scrolling platformers. Many were terrible. Many were not; many were carefully crafted adventures that considered fun and wonder rights rather than privileges where gamers are concerned. Do you remember these games? Rayman Origins certainly does. </span></p>
<p><span style="font-size: medium;">The first thing to hit you about this game, long before you even get to take control, is the amount of time and love that has clearly been poured into the graphics. Hand-drawn, sumptuously animated and relentlessly detailed, it looks like no other commercial release of the last ten years or more. Though the shamelessly bright colours and bloodless violence invite comparisons to a cartoon, in truth it looks more like what it truly is; an inventive, aggressively non-aggressive videogame.</span></p>
<p><span style="font-size: medium;">The sound too stands out for all the right reasons, with the nonsense language (including split-second snatches of real words) refusing to ever make you cringe, with the moments of unintelligible sing-song delightful rather than twee. The music too is wonderful. Rather than a looping soundtrack that could be slapped onto the end of any cutesy-looking game, this is a title that has been <em>scored</em>. Two orchestras, a wealth of instruments, and a range of styles ensure that you&#8217;re presented with a perfectly happy audio-visual marriage.</span></p>
<div class="wp-caption aligncenter" style="width: 436px"><img title="ray1" src="http://i630.photobucket.com/albums/uu24/Luke_K/Interviews/Reviews/Rayman-origins-gameplay.jpg" alt="" width="426" height="240" /><p class="wp-caption-text">Despite running at a lower resolution than this, the Wii version still looks wonderful.</p></div>
<p><span style="font-size: medium;">Children of the eighties will remember the best of the 16-bit platformers, and to say that Rayman Origins plays like one of these goes a long way to making any review redundant. For the benefit of the uninitiated, the basic premise runs thus: each level starts at the left of the screen, and the exit is somewhere (very) far to the right. A combination of enemies and tricky jumps – often resulting in instant death – stand between you and success. To get through you&#8217;ll be jumping on heads (and here, punching faces) and using a range of abilities, most of which are unlocked as you progress through the game. Many moments require <em>very</em> precise manoeuvres and lightning reflexes. You will die often, and be thankful for checkpoints. Above all, you will have an enormous amount of fun during the ride.</span></p>
<p><span style="font-size: medium;">To an extent, difficulty is dictated by how much content you want to experience in your first run through the game. Like any platformer worth its proverbial salt, there are collectibles; &#8216;Lums&#8217;, vaguely fairy-like creatures which hang in mid-air (sometime stationery, sometimes not). Grab a king Lum and, for a brief period, all other Lums turn red – doubling their value. Do you go for the highest Lum total you can manage in the level – usually meaning close encounters with invincible enemies and bottomless pits – or just grab what you can while making your way safely to the exit as soon as possible? </span></p>
<p><span style="font-size: medium;">Lums, in turn, unlock Electoons (think Super Mario&#8217;s stars/shines). There are 246 of these in total, though only a relatively small number are required to unlock each world; and collecting a total of 200 will allow access to an extra eleven levels. Almost all levels have three Lum target numbers to achieve; the first two will give you one Electoon each, while the third will award you with a medal to look at. Each level is ended by freeing an Electoon from its cage, and there are hidden areas sprinkled throughout the game hiding extra Lums or cages; and once completed, each level has one last Electoon to surrender as a reward for a speedrun.</span></p>
<div class="wp-caption aligncenter" style="width: 436px"><img class=" " title="ray2" src="http://i630.photobucket.com/albums/uu24/Luke_K/Interviews/Reviews/RO_10Ways_SWIM.jpg" alt="" width="426" height="240" /><p class="wp-caption-text">Ah, underwater sections. You were never allowed to make a platformer without them.</p></div>
<p><span style="font-size: medium;">Though it works superbly as a singleplayer game, up to four of you can run, jump, glide, wallrun, and walljump your way through simultaneously; and, of course, stop to slap each other about should you feel the need. Extra players can certainly help during the side-scrolling shooter sections (which, incidentally, somehow fit in perfectly). There are extra characters to unlock but, as many are too similar and there is no coherent story within the game at all, it doesn&#8217;t act as much of an incentive. </span></p>
<p><span style="font-size: medium;">You won&#8217;t much care who you&#8217;re playing as. Partly because you&#8217;ll be having too much fun and/or concentrating too hard on a particularly tricky section, but also because you&#8217;ll want to see how many industry references you can spot. There are subtle, never-intrusive nods in the level designs to Mario, Sonic, Angry Birds, Snake, Super Meat Boy, and doubtless many more we&#8217;ve missed. These tasteful homages go hand-in-hand with the intricacy of the graphical detail and the power of the soundtrack to create levels that look, sound, and feel <em>alive</em>. It&#8217;s so much more than idiot smiles and squeaky voices. Every single level is bursting with character, energy, and an utterly unique sense of self.</span></p>
<p><span style="font-size: medium;">It is, sadly, not an endless parade of positives. Though it took us a respectable ten hours or so to run through the story, collecting roughly 60% of the Electoons along the way, it was mostly fairly easy to get through. That&#8217;s not necessarily a problem; the fact that the game occasionally leans too heavily on trial and error – particularly for the bosses and the final leg of the story – is. There&#8217;s nothing wrong with the time-honoured balancing act of quick reflexes and unexpected circumstances, but the ball is now and again dropped here.</span></p>
<p><span style="font-size: medium;">Replay value is a thorny issue. Many (though not all) will happily work for and play the ten exhilarating, peril-laden chase levels that must be completed for the final hidden area; but only the most hardcore platformer freaks (or trophy/achievement addicts) will go through the same levels again and again until they have every last Electoon, medal and speed trophy.</span></p>
<p><span style="font-size: medium;">Considering the tidal wave of price cuts due to lack of sales, this last is perhaps not an issue. If you loved the platformers of the nineties you&#8217;ll love this; and if you weren&#8217;t there for that era, perhaps Rayman Origins will make you regret the fact that you missed out.</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>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>
				<category><![CDATA[3DS]]></category>
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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>
<div class="shr-publisher-13899"></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%2F2012%2F01%2F02%2Fgrumpy-gurevitz-2011-the-year-hardcore-gaming-fought-back%2F' data-shr_title='Grumpy+Gurevitz%3A+2011%2C+the+year+hardcore+gaming+fought+back%21'></a><a class='shareaholic-tweetbutton' data-shr_count='horizontal' data-shr_href='http%3A%2F%2Fwww.criticalgamer.co.uk%2F2012%2F01%2F02%2Fgrumpy-gurevitz-2011-the-year-hardcore-gaming-fought-back%2F' data-shr_title='Grumpy+Gurevitz%3A+2011%2C+the+year+hardcore+gaming+fought+back%21'></a><a class='shareaholic-googleplusone' data-shr_size='medium' data-shr_count='true' data-shr_href='http%3A%2F%2Fwww.criticalgamer.co.uk%2F2012%2F01%2F02%2Fgrumpy-gurevitz-2011-the-year-hardcore-gaming-fought-back%2F' data-shr_title='Grumpy+Gurevitz%3A+2011%2C+the+year+hardcore+gaming+fought+back%21'></a><a class='shareaholic-fbsend' data-shr_href='http%3A%2F%2Fwww.criticalgamer.co.uk%2F2012%2F01%2F02%2Fgrumpy-gurevitz-2011-the-year-hardcore-gaming-fought-back%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 The Movie: Hands-on preview</title>
		<link>http://www.criticalgamer.co.uk/2011/12/23/joe-danger-the-movie-hands-on-preview/</link>
		<comments>http://www.criticalgamer.co.uk/2011/12/23/joe-danger-the-movie-hands-on-preview/#comments</comments>
		<pubDate>Fri, 23 Dec 2011 10:37:21 +0000</pubDate>
		<dc:creator>Luke K</dc:creator>
				<category><![CDATA[Hands-On]]></category>
		<category><![CDATA[360]]></category>
		<category><![CDATA[Eurogamer Expo 2011]]></category>
		<category><![CDATA[Hello Games]]></category>
		<category><![CDATA[Joe Danger]]></category>
		<category><![CDATA[PC]]></category>
		<category><![CDATA[PS3]]></category>
		<category><![CDATA[psn]]></category>
		<category><![CDATA[xbla]]></category>

		<guid isPermaLink="false">http://www.criticalgamer.co.uk/?p=13887</guid>
		<description><![CDATA[If you've already played Joe Danger, you're almost certainly excited for Joe Danger: The Movie. If you missed that game for whatever reason, check out our Hello Games interview and Joe Danger review (oh go on then, the preview as well) to find out why that title is so darned loved. Done it? Everybody ready? Okay.]]></description>
			<content:encoded><![CDATA[<!-- Start Shareaholic LikeButtonSetTop Automatic --><!-- End Shareaholic LikeButtonSetTop Automatic --><p><a href="http://s630.photobucket.com/albums/uu24/Luke_K/Previews/?action=view&amp;current=BigImage.png" target="_blank"><img class="aligncenter" src="http://i630.photobucket.com/albums/uu24/Luke_K/Previews/BigImage.png" alt="Photobucket" border="0" /></a></p>
<p><strong>NOTE: Previously published and subsequently lost to an evil electronic gremlin, it only recently came to my attention that this had not been republished. The day of our Joe Danger: Special Edition review seemed as good a time as any to put it back up again.</strong></p>
<p><span style="font-size: medium;">If you&#8217;ve already played Joe Danger, you&#8217;re almost certainly excited for Joe Danger: The Movie. If you missed that game for whatever reason, check out our<a href="http://www.criticalgamer.co.uk/2009/11/16/joe-danger-hello-games-interview/"> Hello Games interview</a> and <a href="http://www.criticalgamer.co.uk/2010/06/18/joe-danger-review/">Joe Danger review</a> (oh go on then, <a href="http://www.criticalgamer.co.uk/2009/11/06/joe-danger-hands-on-with-hello-games/">the preview</a> as well) to find out why that title is so darned loved. Done it? Everybody ready? Okay.</span></p>
<p><span style="font-size: medium;">No longer restricted to his motorbike, stunt rider Joe now laughs in the face of death and twiddles the nose of peril using a variety of vehicles. Yes, there&#8217;s a police motorbike in there; but in the demo levels I played there were also a minecart, a snowmobile, a pair of skis (“not sure if skis count as a vehicle!” admits Hello Gamer Sean Murray) and&#8230; wait for it&#8230; a jetpack! That got the last of you on board, I think.</span></p>
<p><span style="font-size: medium;">The ground-based transportation used the same control method as the first game; hence you&#8217;ll still be performing tricks to fill your boost meter, wiggling about in mid-air in a vain attempt to collect all those stars first time around, ducking then jumping with painful precision, and so on. It&#8217;s still very much a racing/platforming/stunting (henceforth known as &#8216;raplunting&#8217; at Critical Gamer) game, and will be instantly familiar to Joe Danger fans – yet it&#8217;s oh so different.</span></p>
<p><span style="font-size: medium;">Firstly there&#8217;s the &#8216;scripting&#8217;, hence the word Movie in the subtitle. Murray was keen to stress that there won&#8217;t be any lengthy cutscenes or anything like that; but there will be what I feel the need to pretentiously describe as &#8216;dynamic context&#8217; (forgive me) for what Joe&#8217;s doing and why he&#8217;s doing it. For example, one level saw Joe punching other riders in the face, knocking them off their bikes. This isn&#8217;t because indiscriminate violence is fun (well, not entirely), but because these are the baddies of the movie scene. </span></p>
<p><a href="http://s630.photobucket.com/albums/uu24/Luke_K/Previews/?action=view&amp;current=Skis.png" target="_blank"><img class="aligncenter" style="border: 0pt none;" src="http://i630.photobucket.com/albums/uu24/Luke_K/Previews/Skis.png" alt="Photobucket" width="426" height="240" border="0" /></a><span style="font-size: medium;">Another, snowy level sees Joe zooming down a mountain with targets to land on. Said targets are actually rockets slowly rising from silos; fail to land on and disable them (blow them up), and they launch. And then, one presumes, Bad Things Happen. Once you&#8217;re past the rockets the bad guys, none too pleased at your do-gooding antics, chase after you and lob grenades in your way. Red grenades you need to duck under and green you need to jump over (or was it the other way around?). You have what I estimate to be 0.3 milliseconds each time to identify what type of grenade it is and take appropriate action. Funstrating!</span></p>
<p><span style="font-size: medium;">You&#8217;re also now able to change lanes at any point on the magic green line (as I found when I repeatedly smashed into oncoming traffic), but the biggest dollop of new was smothered over the aforementioned jetpack. Although I was assured (twice) that the controls for this were considered fiddlier than they should be and were in for some tweaking, I found it fun and easy to use. Especially surprising considering my bloody awful performance for the first five minutes or so of play using the easier vehicles.</span></p>
<p><span style="font-size: medium;">It&#8217;s perhaps best described as like riding your bike in zero gravity. Accelerate pushes you forward in the direction you&#8217;re facing, holding brake sends you backwards; but you can go in all directions rather than just left and right, and boost works both forwards and backwards. This has a lot of potential for the risk and reward Joe thrives on, hinted at in the demo. Do you want to bypass hazards wherever possible and finish the level as quickly as you can, or brave the route full of instakill to scoop up all the collectables? There will be many more vehicles in the final game, and some – such as a promised parachute and hang-glider – will use a similar control method.</span></p>
<p style="text-align: center;"><img class="aligncenter" title="shot2" src="http://i630.photobucket.com/albums/uu24/Luke_K/Previews/JetPack.png" alt="" width="426" height="240" /></p>
<p><span style="font-size: medium;">The half dozen or so levels on offer were tightly designed, sometimes bordering on evil (would fans have it any other way?), and above all fantastic fun. I was surprised, therefore, to find that they&#8217;d all been made in just three weeks; a mad rush with fantastic results to get something playable together for the game&#8217;s first public outing at GamesCom. Nonetheless, it&#8217;s not necessarily representative of the final game. It sounds like the newer elements will be pushed much further to the fore in the finished product, and certain features were of course missing at the expo. The plan, it seems, is also to assign certain types of level to certain types of vehicle. So for example, skis might be used primarily for stunt levels, bikes for race levels, jetpacks for score attack levels (I must stress here that these examples are pulled from my own fevered mind). Brilliantly, vehicles you unlock as you play can then be used in previous levels to play them in a completely different way. </span></p>
<p><span style="font-size: medium;">Although I was at the Eurogamer Expo for nine hours, I didn&#8217;t actually have time to play very many games. Joe Danger: The Movie is the only title I went back to for a second go. It&#8217;s going to be the best raplunter you ever play. I do have one, <em>huge</em> criticism however; I can&#8217;t buy it yet.</span></p>
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		<title>Oddworld: Stranger&#8217;s Wrath HD: review</title>
		<link>http://www.criticalgamer.co.uk/2011/12/20/oddworld-strangers-wrath-hd-review/</link>
		<comments>http://www.criticalgamer.co.uk/2011/12/20/oddworld-strangers-wrath-hd-review/#comments</comments>
		<pubDate>Tue, 20 Dec 2011 16:05:05 +0000</pubDate>
		<dc:creator>Stephen K</dc:creator>
				<category><![CDATA[Hidden Gems]]></category>
		<category><![CDATA[Latest Reviews]]></category>
		<category><![CDATA[PS3]]></category>
		<category><![CDATA[PSN]]></category>
		<category><![CDATA[Reviews]]></category>
		<category><![CDATA[Sony]]></category>
		<category><![CDATA[Critical Gamer]]></category>
		<category><![CDATA[Just Add Water]]></category>
		<category><![CDATA[Oddworld]]></category>
		<category><![CDATA[Oddworld Inhabitants]]></category>
		<category><![CDATA[psn]]></category>
		<category><![CDATA[Stranger's Wrath HD]]></category>

		<guid isPermaLink="false">http://www.criticalgamer.co.uk/?p=13866</guid>
		<description><![CDATA[Is it a first person shooter? Perhaps a third person platformer? Surely it must be an action RPG of sorts? We've had five years to think about it, and the answer is still “yes” to all. This high-definition remake of Stranger's Wrath stands proudly on an outlandish hill of its own and continues to live up to the Oddworld name by being, quite fittingly, odd.]]></description>
			<content:encoded><![CDATA[<!-- Start Shareaholic LikeButtonSetTop Automatic --><!-- End Shareaholic LikeButtonSetTop Automatic --><p style="text-align: center;"><img class="aligncenter" src="http://i1195.photobucket.com/albums/aa400/Emblem180/StrangersWrathotherlogo.png" alt="" width="426" height="130" /></p>
<ul>
<li><span style="font-size: medium;"><strong>Format: </strong></span><span style="font-size: medium;"><em>PSN</em></span></li>
<li><span style="font-size: medium;"><strong>Unleashed: </strong></span><span style="font-size: medium;"><em>December 21</em></span><sup><span style="font-size: medium;"><em>st</em></span></sup><span style="font-size: medium;"><em> (EU), December 27th (NA)<br />
</em></span></li>
<li><span style="font-size: medium;"><strong>Publisher: </strong></span><span style="font-size: medium;"><em>Oddworld Inhabitants</em></span></li>
<li><span style="font-size: medium;"><strong>Developer: </strong></span><span style="font-size: medium;"><em>Oddworld Inhabitants/Just Add Water</em></span></li>
<li><span style="font-size: medium;"><strong>Players: </strong></span><span style="font-size: medium;"><em>1</em></span></li>
<li><span style="font-size: medium;"><strong>Site: </strong></span><span style="color: #000080;"><span lang="zxx"><span style="text-decoration: underline;"><a href="http://www.oddworld.com/?page_id=778"><span style="font-size: medium;">http://www.oddworld.com/?page_id=778</span></a></span></span></span></li>
</ul>
<p style="margin-bottom: 0cm; line-height: 150%;"><span style="font-size: medium;">Is it a first person shooter? Perhaps a third person platformer? Surely it must be an action RPG of sorts? We&#8217;ve had five years to think about it, and the answer is still “yes” to all. This high-definition remake of Stranger&#8217;s Wrath stands proudly on an outlandish hill of its own and continues to live up to the Oddworld name by being, quite fittingly, odd.</span></p>
<p style="margin-bottom: 0cm; line-height: 150%;"><span style="font-size: medium;">The dusty stage is set by a fur-faced bounty hunter known as Stranger; he&#8217;s got survival on his mind and an awesome hat on his head. For reasons unknown, Stranger is desperate for an outrageously expensive medical operation, and tracking down wanted criminals is the only way to scrape up that much moolah. Given this uncreative income solution, one might assume the gameplay hits a single note: shooting outlaws. However, that would be glimpsing only a single piece of this irregularly-shaped puzzle. </span></p>
<p style="margin-bottom: 0cm; line-height: 150%;"><span style="font-size: medium;">At first glance, Stranger&#8217;s Wrath resembles something like Jak &amp; Daxter, albeit with a heftier jump. You&#8217;ll do some light platforming here and there, but it&#8217;s only a matter of time until the bad guys show up. While smacking them around with a torrent of punches is a viable option, taking the sneaky route can also pay off; either way, a mini-map that shows enemy movement is indispensable for letting you know what the odds are. Once you&#8217;ve wrapped your head around this, try clicking the right analogue stick. </span></p>
<div class="wp-caption aligncenter" style="width: 436px"><img src="http://i1195.photobucket.com/albums/aa400/Emblem180/StrangersWrathscreen1.jpg" alt="" width="426" height="213" /><p class="wp-caption-text">Don&#39;t look now, but that freakish chipmunk thing may be staring into your soul.</p></div>
<p style="margin-bottom: 0cm; line-height: 150%;"><span style="font-size: medium;">Just as you&#8217;ve shifted paragraphs in this review, the game&#8217;s genre changes before your very eyes. In your hands is a strange crossbow; what&#8217;s more, you&#8217;re looking at it from Stranger&#8217;s eyes. Enter a surprisingly comprehensive first person shooter that rarely rewards trigger-happy mindlessness. Stranger isn&#8217;t much for guns and bullets, so your ammo will be of the living variety: bizarre little critters can be hunted and plopped into your crossbow, one for each shoulder button. Anything but ordinary, the arsenal includes spiky balls of teeth that latch onto unsuspecting prey, spiders with neutralizing webs, and rapid-fire bees that sting with a righteous fury. </span></p>
<p style="margin-bottom: 0cm; line-height: 150%;"><span style="font-size: medium;">Using both third and first person modes in conjunction, along with the particular abilities they have to offer, is key to taking out even the most imposing cluster of cronies. Big, varied environments offer plenty of opportunity for stealth and shootouts, rewarding &#8211; even requiring &#8211; clever tactics. Mashing the triangle button drains stamina in return for health, which will keep you on your toes and ducking for cover. The unconventional controls take some getting used to, but the fun hybrid Stranger&#8217;s Wrath presents is worth the effort.</span></p>
<p style="margin-bottom: 0cm; line-height: 150%;"><span style="font-size: medium;">You&#8217;ll head into a neon-lit bounty store to accept missions, each of which are concluded with a boss fight that may or may not be a drawn out battle of frustration. They (and any other foe) can be captured dead or alive for some extra change, which can in turn be spent on upgrades and ammo at the local shops. Bounties will send you all over the quasi-open world (sometimes without much direction), but given a long enough stretch, Stranger will break into a dash that cuts travel time in half. This familiar pattern of seeking out new bounties and towns continues late into the game; then the plot takes a sharp, unexpectedly interesting turn.</span></p>
<div class="wp-caption aligncenter" style="width: 436px"><img src="http://i1195.photobucket.com/albums/aa400/Emblem180/StrangersWrathscreen2.jpg" alt="" width="426" height="213" /><p class="wp-caption-text">Stranger&#39;s Wrath and HD make a good pair.</p></div>
<p style="margin-bottom: 0cm; line-height: 150%;"><span style="font-size: medium;">Before that point, the story holds very little with which to be interested. Aside from a few well-produced cutscenes, it consists mainly of random gates that need opening, bounties that need hunting, and obnoxious voice work that tends to repeat ad nauseum. Far more engrossing is the peculiar land you&#8217;ll be exploring. Chicken people and deformed chipmunk ammo alike live in barren canyons and along verdant riverbanks, always fearing the monstrous outlaws that lurk nearby. The art design is simultaneous earthy and alien; complimented by beautifully reworked graphics, a frame rate of silk, and sharp textures. It&#8217;s easy to forget that this was once a game that ran on the original Xbox. The music is almost non-existent and we ran into numerous audio stutters, but your ears probably gave up after the chicken people started squawking regardless. Although a day one patch is promised to fix the stuttering, it is impossible to turn off the chicken voices.</span></p>
<p style="margin-bottom: 0cm; line-height: 150%;"><span style="font-size: medium;">Oddworld: Stranger&#8217;s Wrath was already a fine product, but this updated version sold at a budget price is a regular steal. Putting up with some irritating design decisions will make a few sequences feel unfair, but you&#8217;ll still get in a meaty number of enjoyable hours before you reach the end. If you love Stranger&#8217;s Wrath to death but lifting your old clunker of an Xbox out of storage is giving you back problems, this is the version to own; alternatively, if you&#8217;ve never touched an Oddworld game in your life, this is a great standalone game. Just keep an open mind and prepare yourself for a severe dose of weird; you&#8217;re playing Stranger&#8217;s Wrath now.</span></p>
<p><a href="http://www.criticalgamer.co.uk/2010/03/22/sonic-classic-collection-review/critical-score-8/" rel="attachment wp-att-12653"><img class="alignleft size-full wp-image-12653" src="http://www.criticalgamer.co.uk/wp-content/uploads/critical-score-8.png" alt="" width="75" height="72" /></a></p>
<div class="shr-publisher-13866"></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%2F20%2Foddworld-strangers-wrath-hd-review%2F' data-shr_title='Oddworld%3A+Stranger%27s+Wrath+HD%3A+review'></a><a class='shareaholic-tweetbutton' data-shr_count='horizontal' data-shr_href='http%3A%2F%2Fwww.criticalgamer.co.uk%2F2011%2F12%2F20%2Foddworld-strangers-wrath-hd-review%2F' data-shr_title='Oddworld%3A+Stranger%27s+Wrath+HD%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%2F20%2Foddworld-strangers-wrath-hd-review%2F' data-shr_title='Oddworld%3A+Stranger%27s+Wrath+HD%3A+review'></a><a class='shareaholic-fbsend' data-shr_href='http%3A%2F%2Fwww.criticalgamer.co.uk%2F2011%2F12%2F20%2Foddworld-strangers-wrath-hd-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>Mr Grimm let loose in Twisted Metal trailer</title>
		<link>http://www.criticalgamer.co.uk/2011/12/19/mr-grimm-let-loose-in-twisted-metal-trailer/</link>
		<comments>http://www.criticalgamer.co.uk/2011/12/19/mr-grimm-let-loose-in-twisted-metal-trailer/#comments</comments>
		<pubDate>Mon, 19 Dec 2011 13:23:23 +0000</pubDate>
		<dc:creator>Anthony H</dc:creator>
				<category><![CDATA[Critical News]]></category>
		<category><![CDATA[PS3]]></category>
		<category><![CDATA[Sony]]></category>
		<category><![CDATA[Eat Sleep Play]]></category>
		<category><![CDATA[Twisted Metal]]></category>

		<guid isPermaLink="false">http://www.criticalgamer.co.uk/?p=13873</guid>
		<description><![CDATA[It looks like the Eat Sleep Play virtual scrapyard will fill up fast if the latest Twisted Metal trailer is anything to go by. The new trailer shows us everyone’s favourite chainsaw wielding motorcyclist Mr Grimm getting stuck into the extreme fender bending incidents the series inspires.]]></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/Jjp55M37ysc?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/Jjp55M37ysc?version=3&amp;hl=en_GB&amp;rel=0" allowFullScreen="true" allowscriptaccess="always" allowfullscreen="true" /></object></p>
<p><span style="font-size: medium;">It looks like the Eat Sleep Play virtual scrapyard will fill up fast if the latest Twisted Metal trailer is anything to go by. The new trailer shows us everyone’s favourite chainsaw wielding motorcyclist Mr Grimm getting stuck into the extreme fender bending incidents the series inspires.</span></p>
<p><span style="font-size: medium;">Two specific weapons are shown off; the Flame Saw and the Reaper Rocket. Both do a lot more than scuff the paint, but you wouldn’t expect anything less from an RPG and a projectile chainsaw.</span></p>
<p><span style="font-size: medium;">The gameplay trailer gives us a good idea of what to expect from the game, with a few glimpses of other characters getting the motor oil kicked out of them by Mr Grimm.</span></p>
<p><span style="font-size: medium;">You could try to emotionally blackmail/convince your partner to pick up Twisted Metal for you next year when it is released on Valentine’s Day, or simply pick it up for yourself on February 14 if you don’t celebrate that sort of thing.</span></p>
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