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	<title>GamingAngels &#187; jinkwell</title>
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	<description>Gaming Community for female gamer or girl gamer</description>
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		<title>Guest Review: Magdalena #1</title>
		<link>http://www.gamingangels.com/2010/04/guest-review-magdalena-1/</link>
		<comments>http://www.gamingangels.com/2010/04/guest-review-magdalena-1/#comments</comments>
		<pubDate>Mon, 26 Apr 2010 13:00:49 +0000</pubDate>
		<dc:creator>jinkwell</dc:creator>
				<category><![CDATA[Super Angels]]></category>
		<category><![CDATA[Bryan Roudtree]]></category>
		<category><![CDATA[Magdalena]]></category>
		<category><![CDATA[ron marz]]></category>
		<category><![CDATA[top cow]]></category>

		<guid isPermaLink="false">http://www.gamingangels.com/?p=31804</guid>
		<description><![CDATA[Combine the powers of Ron Marz&#8217;s written words with Nelson Blake II&#8217;s visual storytelling and there&#8217;s real potential for an engrossing comic. [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://cdn.gamingangels.com/wp-content/uploads/2010/04/MagdalenaTPB.jpg"><img class="alignleft size-medium wp-image-31805" title="MagdalenaTPB" src="http://cdn.gamingangels.com/wp-content/uploads/2010/04/MagdalenaTPB-201x300.jpg" alt="" width="201" height="300" /></a><em>Combine the powers of Ron Marz&#8217;s written words with Nelson Blake II&#8217;s visual storytelling and there&#8217;s real potential for an engrossing comic. Perish that thought because these two forces have come together to bring forth Magdalena, courtesy of Top Cow Productions, Inc. </em></p>
<p><strong>Writer:</strong> Ron Marz, Bryan Rountree<br />
<strong>Artists:</strong> Nelson Blake II, Sal Regla, Dave McCaig<br />
<strong>Page Count:</strong> 32<br />
<strong>Price:</strong> $3.99<br />
<strong>Shelf Date:</strong> 4/21/2010</p>
<p>Summary: The Magdalena has been the official protector and warrior of the Catholic Church for over two thousand years, sworn to defend the Faith with the Spear of Destiny against all manner of supernatural threats. However, Patience, the latest Magdalena, has seen through the hypocrisy of her masters and struck out on her own. When her old mentor comes to her with a mission to prevent Armageddon, will she be able to resist the call?</p>
<p>The material itself is quite blasphemous, featuring the controversial topic of Jesus Christ&#8217;s relationship with Mary Magdalene. Considering the Vatican&#8217;s stance regarding said relationship, Magdalena may offend some by diverting away from canonical themes. From the generations of Magdalenas descended from the union of Jesus Christ and Mary Magdalene to the near social commentary of the Vatican&#8217;s hypocrisy, Magdalena pushes forward with little regard for religious accuracy. Mind you, that isn&#8217;t necessarily a bad thing.</p>
<p>Despite the religious ties, the comic is engrossing enough that Catholic overtones shouldn&#8217;t discourage some skeptics. Credit goes to Ron Marz for narrating on the background of Patience, slowly immersing new readers into the realm of Magdalenas. A two-page spread, the &#8220;Mantle of Magdalena&#8221; (written by Bryan Rountree), provides a detailed background of the legacy of these Magdalenas. Kudos goes to the artists for creating crisp, clear panels for a smooth visual narrative. Whether it&#8217;s dynamic action sequences of Patience taking down demonic foes or secretive meetings within the Vatican, the art direction keeps the audience&#8217;s attention.</p>
<p>Patience, the current Magdalena, is a character already shaping up to be more than a one-dimensional heroine. Fiercely independent and extremely powerful, her conflict with the Vatican provides an interesting plotline as she continues her valiant fight against evil, supernatural forces. Within the first read through of Magdalena #<a href="http://search.twitter.com/search?q=%231" rel="nofollow" target="_blank" title="Search Twitter for &quot;1&quot;">1</a>, I was already becoming impatient to read onto the next issue. Solid writing, intriguing narrative and beautiful art combines to create a powerful first issue.</p>
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		<title>Guest Article: Gaming Decade in Review</title>
		<link>http://www.gamingangels.com/2010/01/guest-article-gaming-decade-in-review/</link>
		<comments>http://www.gamingangels.com/2010/01/guest-article-gaming-decade-in-review/#comments</comments>
		<pubDate>Mon, 18 Jan 2010 14:39:48 +0000</pubDate>
		<dc:creator>jinkwell</dc:creator>
				<category><![CDATA[Angel Life]]></category>
		<category><![CDATA[Grand Theft Auto IV]]></category>
		<category><![CDATA[History of video game consoles]]></category>
		<category><![CDATA[Nintendo Wii]]></category>
		<category><![CDATA[PlayStation 2]]></category>
		<category><![CDATA[Unreal Engine]]></category>
		<category><![CDATA[Video game]]></category>
		<category><![CDATA[Video game industry]]></category>

		<guid isPermaLink="false">http://www.gamingangels.com/?p=25558</guid>
		<description><![CDATA[2010 marks the beginning of the end of what I consider to be the most crucial decade in the video game industry. [...]]]></description>
			<content:encoded><![CDATA[<p>2010 marks the beginning of the end of what I consider to be the most crucial decade in the video game industry. Consoles rose into prominence across millions of households to become a permanent fixture in the living room. With affordable broadband Internet available to the masses, online gaming became an innovative outlet to increase the longevity of a title. Now that we’re in 2010, I’d like to review critical past events and trends to see where the indicators are heading for the closing year. While a decade is indeed hard to surmise with a mere top 10 list, I hope my selection spurs a discussion of what other gamers think should have (or not) been included in the list. Without further ado:</p>
<p><a href="http://cdn.gamingangels.com/wp-content/uploads/2010/01/2010.jpg"><img class="aligncenter size-medium wp-image-25559" title="2010" src="http://cdn.gamingangels.com/wp-content/uploads/2010/01/2010-300x190.jpg" alt="2010" width="300" height="190" /></a></p>
<p>#10: Rise of Downloadable Content</p>
<p>More often than not, content needs to be cut out of games due to budget and time constraints. It’s rare for these cuts to ever see the light of day, unless some publishers are motivated enough to re-release the title. While PC gamers often enjoy expansion packs with the click of a button, their console brethren are not so lucky. That all changed when Xbox LIVE and PlayStation Network started to offer downloadable content (DLC).</p>
<p>Of course, DLC is now becoming a profitable enterprise itself. For example, the Call of Duty franchise profited greatly with map expansion packs. For the most part, DLC is welcome to the gaming community – it adds to the gaming experience. What’s disconcerting is when companies deliberately cut out certain parts of the game to release as DLC on a later date, or even announcing DLC right at the heels of a title’s release, prompting gamers to wonder about the status of a true, complete game. DLC is becoming ubiquitous in this industry, but there is growing fear that companies are charging consumers more for content that should have been free and included with the game anyway (I’m looking at you Lumines Live!). However, there are companies that do recognize rewarding their loyal fan base with free DLC. Naughty Dog released some free DLC for Uncharted 2 and Harmonix unveiled a few free tracks for Rock Band 2. While consumers fear that developers won’t look kindly to tight wallets, it’s up to companies to decide whether content should be priced or free.</p>
<p>#9: End of Console Exclusive Arrangements</p>
<p>Squaresoft splashed major headlines in the gaming community when they broke off ties with Nintendo to partner up with Sony back when the cartridge vs. disc war was brewing. At the time, console exclusivity was the norm. You’d never see Mario and Luigi on the Sega Genesis or Sonic the Hedgehog on the Nintendo 64. It simply wasn’t done.</p>
<p>Nowadays, most games developed by third-party publishers are multiplatform – the Nintendo Wii is the exception due to its limited capacity. Tecmo’s Ninja Gaiden, Namco Bandai’s Tales of Vesperia and 2K’s BioShock were all re-released on the PlayStation 3 at a later date. On the other hand, Capcom’s Devil May Cry 4, Square Enix’s Final Fantasy XIII and Rockstar Games’ Grand Theft Auto IV all went multiplatform. While these moves may grate on the nerves of mono-console enthusiasts, it’s a welcome change for the general gaming community. Timed exclusives will still exist, with whichever console offering up the highest bid, but third-party companies are realizing that going multiplatform makes business sense. Who can blame them for breaking off exclusivity for the sake of better profit margins?</p>
<p>#8: Unreal Engine and Its Successors</p>
<p><a href="http://cdn.gamingangels.com/wp-content/uploads/2010/01/Unreal_Comparison.jpg"><img class="alignright size-medium wp-image-25561" title="Unreal_Comparison" src="http://cdn.gamingangels.com/wp-content/uploads/2010/01/Unreal_Comparison-300x190.jpg" alt="Unreal_Comparison" width="300" height="190" /></a></p>
<p>Game engines are tools that provide a reusable platform to aid in the creation of games while significantly reducing costs since development teams don’t have to start from scratch. Prior to game engines, titles were designed from the ground up to optimize a system’s hardware, but couldn’t be reused between games. That all changed in the 1990s with developers licensing portions of software but adding in custom game assets. There are numerous game engines out on the market, but few have left as large an impact on the gaming community than Epic Games’ Unreal Engine. Some folks might decry that developers are cutting corners by tweaking an engine to suit their purposes, but it’s quite an accomplishment when most of the industry has accepted the Unreal Engine as one of the standards for running a title.</p>
<p>While Unreal Engine 1 and 2 were mostly featured in first-person shooters, Unreal Engine 3 demonstrated its versatility. Not too many people will recognize that Epic Games’ latest incarnation was employed in 2K’s BioShock, Gearbox Software’s Borderlands or Rocksteady Studios’ Batman: Arkham Asylum (mere coincidence that all these titles start with a “B”). While Unreal Engine 2 has more than 70 titles under its belt, Unreal Engine 3 can easily boast that it not only has more gaming licenses, but is utilized in other capacities including construction design, driving simulation and film storyboards. With Unreal Engine 3’s versatility, it’ll be interesting to see how developing companies will utilize and push the engine for upcoming titles.</p>
<p>#7: Digital Distribution</p>
<p><a href="http://cdn.gamingangels.com/wp-content/uploads/2010/01/Valve_Steam.jpg"><img class="alignleft size-medium wp-image-25564" title="Valve_Steam" src="http://cdn.gamingangels.com/wp-content/uploads/2010/01/Valve_Steam-300x190.jpg" alt="Valve_Steam" width="300" height="190" /></a></p>
<p>Piracy has been rampant within the PC community, nearly crippling it. Recent sales figures reveal that the console market is the dominant segment, so it isn’t surprising that most publishers cater to them, leaving PC gamers in the dust. Admittedly, PC gaming will never really die with Blizzard Entertainment carrying the torch.</p>
<p>Steam, developed by Valve Corporation, changed the way games are being distributed in the market to revamp and revitalize PC gaming. With the traditional consumer packaged goods model no longer considered cost effective, more companies are looking to the future of digital distribution. Major publishers are seeing the benefits of going digital with Steam paving the way. Besides cost, another major gripe about getting games is that there isn’t easy access to titles. Walk into a local GameStop, Best Buy or other major retailer and compare what they have in stock for consoles to the barren shelves of PC titles. While piracy is still a major problem, Steam has helped to curb it somewhat because their services are so accessible and streamlined. Steam offers secure downloads, generous sales discounts (to the point where I question how they make profit) and integrated services to create a burgeoning PC community.</p>
<p>#6: PlayStation 2 Fulfills 10-Year Cycle</p>
<p>Credit goes to Sony for creating a console that truly stands the test of time. The PlayStation 2 (PS2), a sixth-generation console, had a rather rocky start with poor design leading to performance failures. But with improved versions released year after year, getting slimmer and more aesthetically pleasing, it had a way of worming into households worldwide to become the best-selling console to date. Throw in an expansive library of notable gems and the console becomes a worthy addition.</p>
<p>While the PS2 wasn’t the first console to utilize discs or online gaming, Sony pioneered the use of DVDs. Utilizing this format provided more content to be loaded onto discs, pushing the PS2’s capabilities to even provide competition with early releases of seventh-generation consoles. Moreover, the PS2 laid the groundwork to make a console more than just a hub for gaming, but rather, an interactive entertainment center. And if that wasn’t enough, it has the distinction of being the first console involved in a nuclear weapons conspiracy; speculations that the PS2 could be adapted as a guidance system for long-range missiles cropped up in December 2000. Take note that the PS2 isn’t done just yet, having licensed games for 2010; it’ll take quite some time to discontinue the bugger.</p>
<p>#5: Video Games Beat Hollywood Soundly in 2007</p>
<p>In 1999, SEGA confirmed that the Shenmue project cost approximately 70 million US dollars over the course of its 7-year production. Back then, that kind of figure was absolutely unheard of! In fact, that figure still boggles the mind – think of how much Shenmue&#8217;s real value is if you factor in modern day inflation! Nowadays, it&#8217;s commonly accepted that Triple-A games have production budgets that rival Hollywood films, with matching marketing campaigns. Infinity Ward&#8217;s Call of Duty: Modern Warfare 2 cost between 40 and 50 million US dollars to produce; now add that to a marketing launch budget of 200 million US dollars! With budgets like that, it was only a matter of time before video games would have the gross sales to match that kind of spending power.*</p>
<p>2007 was the year for video games. Blockbuster heavyweights like Bungie&#8217;s Halo 3, Infinity Ward&#8217;s Call of Duty 4: Modern Warfare and Nintendo&#8217;s Super Mario Galaxy were released in tandem. They went public alongside risky, new IPs like Ubisoft&#8217;s Assassin&#8217;s Creed, Naughty Dog&#8217;s Uncharted: Drake&#8217;s Fortune, 2K&#8217;s BioShock and BioWare&#8217;s Mass Effect. Those are just games that I&#8217;m listing right off the top of my head – I know there are tons of noteworthy gems that I didn&#8217;t add. This was the debutante party for video games, demonstrating that it had the consumer clout to trump other entertainment industries by the billions. Sure, Hollywood could boast about 9.68 billion US dollars in domestic revenue, but by the same token, the video game industry had already raked in 17.9 billion US green ones.** Based on the quality of titles released and the significant sales figures, 2007 marks the year this industry could no longer be regarded as an up and comer – it heralded video games as a legitimate powerhouse.</p>
<p>*Figures taken from http://most-expensive.net/video-game</p>
<p>**Figures taken from http://blogs.pcworld.com/gameon/archives/006324.html and http://cbs2.com/entertainment/Movie.Revenue.Hollywood.2.1360123.html</p>
<p>#4: Penny Arcade and its Influence</p>
<p><a href="http://cdn.gamingangels.com/wp-content/uploads/2010/01/Penny_Arcade.jpg"><img class="alignright size-medium wp-image-25560" title="Penny_Arcade" src="http://cdn.gamingangels.com/wp-content/uploads/2010/01/Penny_Arcade-300x157.jpg" alt="Penny_Arcade" width="300" height="157" /></a></p>
<p>Penny Arcade started out as a webcomic series on video games and gaming culture, fostered by the dedication of its creators: Jerry Holkins and Mike Krahulik. The real kicker is what Holkins and Krahulik enacted following their success. They gave the gaming masses two fantastic movements worth supporting: Penny Arcade Expo (PAX) and Child&#8217;s Play. If you&#8217;re deeply entrenched in the video game community, surely you will have heard of at least one of these two gems. Why are Penny Arcade&#8217;s contributions so significant? Quite simply, it revealed the communal and humane qualities of the gaming community.</p>
<p>What PAX set out to do was unify all gamers (tabletop, console and computer) in celebration of this growing culture. Created in 2004, PAX has grown in leaps and bounds; PAX 2009 took over the Washington State Convention and Trade Center to accommodate attendees – a grand total of 60,750 people! And this year marks the first time PAX will be held outside Washington with the advent of PAX East 2010. Conventions aren’t your thing? Penny Arcade has something that may fit your charity needs of helping out fellow gamers and generally raking in good karma with Child’s Play. Founded in 2003, Child’s Play sets out to improve the lives of sick children through donations of toys and games to hospitals worldwide. It’s a shame this charity doesn’t get nearly as much coverage in the gaming community considering what it has done to refute mainstream media’s tendencies to vilify the industry. Since its inception, Child’s Play has raised more than 6.7 million US dollars! Who wouldn’t want to get behind that? Scrooges, disgruntled folk and embittered souls need not apply. Considering all the good Penny Arcade has done for the gaming community, it deserves a nod of respect (and appreciation).</p>
<p>#3: Nintendo’s Rebirth</p>
<p>By 2002, Nintendo was “The Sick Man of Video Games,” even facing heavy antitrust fines by the European Commission. However, instead of going down the lane of has-beens, the company completely revamped itself to eventually dominate the industry. While the casual market has always been there, video games were not quite as accessible (or interesting) to the broader audience. Nintendo changed all that when they introduced both DS and Wii to the masses. The company outdid Microsoft and Sony, with the Wii selling more units than the Xbox 360 and the PlayStation 3 (combined) within the first half of 2007!</p>
<p>While Nintendo’s products are certainly not for everyone, even facing derision from some segments of the gaming community, no one can deny what a powerful effect the company has had in the past decade. It not only managed to successfully grab the elusive market of casual gamers, both the Wii and the DS became some of the biggest products to ever hit the public. Nintendo truly understood how to pull in groups that are outside what most consider the core gaming market, from female audiences to more senior segments. Essentially, Nintendo opened the public’s eyes to make video games more socially acceptable with entire families playing together as opposed to sitting on the couch to watch a movie. In addition, Nintendo expanded its products to become more lifestyle oriented, introducing Wii Fit. Instead of facing strict competition from Sony and Microsoft, Nintendo carved its own niche to sit comfortably on its throne as overlord of the casual gaming populace.</p>
<p>#2: World of Warcraft … ‘Nuff Said</p>
<p><a href="http://cdn.gamingangels.com/wp-content/uploads/2010/01/WoW.jpg"><img class="alignleft size-medium wp-image-25562" title="WoW" src="http://cdn.gamingangels.com/wp-content/uploads/2010/01/WoW-300x170.jpg" alt="WoW" width="300" height="170" /></a>Do I really need to explain why Blizzard’s World of Warcraft deserves a place on this list? Almost everyone must have heard of this game by now! And if you haven’t, I’ll presume you’re living under a rock … in Antarctica. More than half of the world’s MMO subscribers play World of Warcraft, boasting about 11.5 million subscriptions a month!* Blizzard commands a massively loyal following, able to host their standalone annual convention, BlizzCon, to a sell out crowd.</p>
<p>Blizzard created quite a stir with Starcraft, but it never transcended the video game community quite like World of Warcraft did. Cue commercials featuring Verne Troyer, William Shatner, Mr. T and Ozzy Ozbourne. How about the inspired South Park episode, “Make Love, Not Warcraft,” receiving an Emmy nod? Felicia Day’s The Guild, a popular web series inspired by her addiction to World of Warcraft, has quite a cult following. For many, it’s more than just a game, but an engaging community that spans across the globe. The mere fact World of Warcraft trumps the GDPs of most developing countries in the world is a testament to its power. The scary thing is it’s only going to get bigger.</p>
<p>*Figures taken from http://www.wired.com/gamelife/2008/12/world-of-warc-1</p>
<p>#1: Xbox LIVE</p>
<p><a href="http://cdn.gamingangels.com/wp-content/uploads/2010/01/Xbox_LIVE.jpg"><img class="aligncenter size-medium wp-image-25563" title="Xbox_LIVE" src="http://cdn.gamingangels.com/wp-content/uploads/2010/01/Xbox_LIVE-300x176.jpg" alt="Xbox_LIVE" width="300" height="176" /></a></p>
<p>PC gamers, PlayStation 3 enthusiasts, Wii fans &#8230; before you decry my choice, I will proceed to explain. No, the Xbox 360 doesn’t get a spot because of its absolutely atrocious history of faulty hardware. Rather, I’m bestowing the top spot to Xbox LIVE, the online component, because it really has changed the way gamers interact. Microsoft may have released awfully manufactured consoles, but it got the community aspect down pat. Everything about the online service is clearly streamlined, tapping into online resources that provide an experience that’s more than just about gaming.</p>
<p>At first, I was skeptical about Microsoft’s mission to make Xbox LIVE an integral part of a gamer lifestyle. Midway through the decade, I was a convert. Gamertag profiles are really an integral part of the experience, from customizable avatars to gamerscores for bragging rights. Earning game achievements was a real breakthrough, inspiring competitors to provide similar features. While the online gaming experience is not nearly as awe-inspiring compared to PC counterparts, Xbox LIVE has over 17 million subscribers, creating a strong community. With the addition of Netflix, social media applications (such as Facebook and Twitter) and Zune programming, Xbox LIVE has robust interactive elements. The allure of Microsoft’s online service is how it incorporates a diverse range of features to become more than just a gaming console, but an entertainment and lifestyle hub.</p>
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		<title>Guest Review: Uncharted 2</title>
		<link>http://www.gamingangels.com/2009/11/guest-review-uncharted-2/</link>
		<comments>http://www.gamingangels.com/2009/11/guest-review-uncharted-2/#comments</comments>
		<pubDate>Sun, 08 Nov 2009 18:03:57 +0000</pubDate>
		<dc:creator>jinkwell</dc:creator>
				<category><![CDATA[PS3]]></category>
		<category><![CDATA[infinity ward]]></category>
		<category><![CDATA[Nathan Drake]]></category>
		<category><![CDATA[naughty dog]]></category>
		<category><![CDATA[Uncharted 2: Among Thieves]]></category>
		<category><![CDATA[Uncharted: Drake's Fortune]]></category>

		<guid isPermaLink="false">http://www.gamingangels.com/?p=22295</guid>
		<description><![CDATA[ESRB: T for Teen System: PS3 Genre: Action-Adventure Number of Players: One to Four Developer: Naughty Dog Release Date: Oct 13, 2009 [...]]]></description>
			<content:encoded><![CDATA[<p><strong><a href="http://cdn.gamingangels.com/wp-content/uploads/2009/11/uncharted2-box.jpg"><img class="alignleft size-full wp-image-22299" title="uncharted2-box" src="http://cdn.gamingangels.com/wp-content/uploads/2009/11/uncharted2-box.jpg" alt="uncharted2-box" width="118" height="118" /></a>ESRB:</strong> T for Teen<br />
<strong> System:</strong> PS3<br />
<strong> Genre: </strong>Action-Adventure<br />
<strong> Number of Players:</strong> One to Four<br />
<strong> Developer:</strong> <a class="zem_slink" title="Naughty Dog" rel="homepage" href="http://www.naughtydog.com/">Naughty Dog</a><br />
<strong> Release Date:</strong> Oct 13, 2009</p>
<h1 style="text-align: right;">BUY</h1>
<p>When a sequel is released, it travels through one of three roads. One: it can fall far below its predecessor into a void of abysmal proportions. Two: the sequel can play it safe and remain in the realm of decent mediocrity. Or three: hopefully, it can surpass the firstborn to become a gem in its own right. Suffice it to say, <a class="zem_slink" title="Uncharted 2: Among Thieves" rel="wikipedia" href="http://en.wikipedia.org/wiki/Uncharted_2%3A_Among_Thieves">Uncharted 2: Among Thieves</a>, falls in the third category. Yes, I&#8217;ve jumped on the bandwagon with scores of other reviewers and gamers to give Naughty Dog a huge pat on the back.</p>
<p>To give some perspective, I played through <em>Uncharted: Drake&#8217;s Fortune</em> and enjoyed it well enough. It certainly wasn&#8217;t my game of the year, but it was fun while the game play lasted. Fast forward to 2009 with the return of Nathan Drake and a slew of new features, leaving me intrigued about what improvements Naughty Dog has made to the growing franchise. While I was genuinely excited about the single player campaign, I was unsure about the multiplayer aspect of the game. I&#8217;ll admit it, I was one of many rolling her eyes, wondering why Uncharted 2 was joining a long list of single-player focused games slapping on a multiplayer feature. However, after investing significant hours into both the single and multiplayer modes, I was pleasantly surprised. Enthralled even!</p>
<p>Before I wax on some sweet poetry, let me get critical aspects out of the way. Just like its predecessor, Uncharted 2 suffers from similar weaknesses. If puzzles aren&#8217;t your thing, it&#8217;s a minor factor. But for gamers who do enjoy solving difficult puzzles, it can be somewhat frustrating to realize that there&#8217;s some major hand holding going on. Throughout the game, I never put down the controller in frustration that I couldn&#8217;t figure out a particular problem, so there was never that sense of satisfaction at having solved one. Predictable AI movement is another factor; hide behind a crate long enough and it becomes easy to figure out attack patterns. But…</p>
<p>Done with the bitter pill? Let&#8217;s move on to a lighter, sweeter note. Naughty Dog kept the Hollywood-esque plotlines, awesome voice acting and funny dialogues. Add in improved shooting mechanics, none of the gimmicky six-axis controls and smoother cover positioning. Now you have yourselves Uncharted 2! And the game definitely holds no punches; from the very beginning, you&#8217;re thrown into the adventure. Naughty Dog adds a different dynamic, though, humanizing Nathan instead of smothering us with his snarky comments. From beginning to end, the transition between game play and cut scene is smooth; instead of breaking up the flow of the action, it left me feeling engaged with the story. By the time I finally beat Zoran Lazarević, I was thoroughly amused by the story, clichés and all. Actually, scratch that. I was tickled by the sixth chapter! When the action finally came to a close, I was… satisfied &#8211; a content gamer, happy with the polished single campaign.</p>
<p>It doesn&#8217;t end there, though. I was a skeptic at first, wondering if the additional modes were going to be any good. Cue dramatic music because my mind was blown away. The co-op campaigns were especially fun. My friends and I strapped Bluetooth headsets and chatted away while strategizing how to take down enemies. We died multiple times and enjoyed it, bless our masochistic hearts! Whether I was pleading for someone to help me as enemies flanked me into a corner, or shot down the opponent daring to hold my buddy in a chokehold, I was having fun. Key word: FUN. I would have loved it to be a four-player co-op, though.</p>
<p>When I tried out competitive multiplayer matches, I noticed that the mechanics played pretty closely with the Call of Duty series, not that that&#8217;s necessarily a bad thing. (Maybe that&#8217;s where the <a class="zem_slink" title="Infinity Ward" rel="homepage" href="http://www.infinityward.com/">Infinity Ward</a> shout out comes from?) With each successive match, I gained major moolah which I could then use to buy certain perks. However, for those stepping into competitive matches for the first time, it could be a little discouraging because opponents would have far better weapons, defense features, etc. As many do in the Call of Duty series, you just have to keep playing until you gain enough money to start buying your way into power. No pain (in this case, lots of dying), no gain folks! Now that&#8217;s one way to get players to keep investing their time into Uncharted 2!</p>
<p>Naughty Dog has successfully managed to balance and polish both the single player campaign and multiplayer matches, one of few companies able to do so. What that means for us lucky gamers is that there is some major replay value involved. No game will be perfect, but Uncharted 2: Among Thieves comes pretty damn close.</p>
<p align="center"><a href="http://cdn.gamingangels.com/wp-content/uploads/2009/11/uncharted2-2.jpg"><img class="alignnone size-medium wp-image-22298" title="uncharted2-2" src="http://cdn.gamingangels.com/wp-content/uploads/2009/11/uncharted2-2-300x166.jpg" alt="uncharted2-2" width="300" height="166" /></a><a href="http://cdn.gamingangels.com/wp-content/uploads/2009/11/uncharted2-1.jpg"><img class="alignnone size-medium wp-image-22297" title="uncharted2-1" src="http://cdn.gamingangels.com/wp-content/uploads/2009/11/uncharted2-1-300x166.jpg" alt="uncharted2-1" width="300" height="166" /></a><a href="http://cdn.gamingangels.com/wp-content/uploads/2009/11/uncharted2.jpg"><img class="alignnone size-medium wp-image-22296" title="uncharted2" src="http://cdn.gamingangels.com/wp-content/uploads/2009/11/uncharted2-300x166.jpg" alt="uncharted2" width="300" height="166" /></a></p>
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		<title>Guest First Look &#8211; Need for Speed: Nitro</title>
		<link>http://www.gamingangels.com/2009/10/guest-first-look-need-for-speed-nitro/</link>
		<comments>http://www.gamingangels.com/2009/10/guest-first-look-need-for-speed-nitro/#comments</comments>
		<pubDate>Mon, 12 Oct 2009 18:47:27 +0000</pubDate>
		<dc:creator>jinkwell</dc:creator>
				<category><![CDATA[Wii]]></category>
		<category><![CDATA[EA Black Box]]></category>
		<category><![CDATA[Electronic Arts]]></category>
		<category><![CDATA[Mario Kart]]></category>
		<category><![CDATA[Need for Speed]]></category>
		<category><![CDATA[Wii Wheel]]></category>

		<guid isPermaLink="false">http://www.gamingangels.com/?p=20575</guid>
		<description><![CDATA[EA Black Box hosted a Need for Speed: Nitro preview event recently and I was given an opportunity to test out the [...]]]></description>
			<content:encoded><![CDATA[<p><a class="zem_slink" title="EA Canada" rel="homepage" href="http://eacanada.ea.com">EA Black Box</a> hosted a Need for Speed: Nitro preview event recently and I was given an opportunity to test out the game.  Curious about the Wii title, I was happy to get a test drive.  Never having owned a Wii and little interested in the racing genre, I had no idea what to expect.  I saw other people giving the game a go, latching on to the Wii Wheel, enthusiastically steering left and right.  Naturally, I wanted to give the Wii Wheel a try!</p>
<p>Waiting in line, I passed the time talking to people around me.  One of those people happened to be Assistant Producer Anouk Bachman!  Incredibly generous with her time, she explained the development process for Nitro and what the team hoped to achieve with the game.  During our impromptu interview,she led me over to the Wii Wheels and gave me a general walkthrough of the features available.  Anouk touched on how the team was given carte blanche in creating a game specifically for the Wii, but at the same time, faced incredible pressure to live up to the Need for Speed franchise.</p>
<p>Rather than porting games over to the Wii, she clarified that the development team worked diligently to make sure the game worked with the console.  Instead of shoving a game down a Wii&#8217;s processor, Nitro is specifically geared to utilize and maximize the console&#8217;s features.  Anouk pointed out that Nitro is carving its own path amongst the usual shovelware in the Wii library to stand out as a true gem.  She acknowledged the immense popularity of Mario Kart, and that it would have been easy to copy that successful formula.  However, the team wanted to strike out on their own and create a fun game that is distinctly Need for Speed.  And I got a hands-on demonstration.  I took control of the wheel and never looked back.  It&#8217;s extremely intuitive, and using the wheel makes the game much more engaging.<br />
The most important factor for a console geared towards the casual market is how fun the game can be.  Let me tell you: It&#8217;s mucho fun.  I picked up on the drifting aspect fairly quickly and zoomed through my first race, placing 2nd.  Granted, I played an easier mode with city cars.  It&#8217;s not too easy, but it&#8217;s not terribly hard that you&#8217;ll feel frustrated and chuck your controls at the television.  For the more competitive gamers with a hardcore streak in them, there are more challenging modes available.<br />
Another fun component of Nitro is the ability to customize the vehicle.  I think I enjoyed this part the most.  The level of customization available is awesome!  Sure, there&#8217;s the usual selection of car models and colors.  But there&#8217;s more!  One neat aspect is the ability to deck out the car with licensed decals.  Mine was a pink VW Bus with tokidoki characters and designs.  Yeah, that&#8217;s right!  A pink VW Bus with a mean tokidoki front.  That&#8217;s how I roll!</p>
<p>Nitro is definitely a game that was meant for the Wii: accessible to all.  It&#8217;s easy to pick up the controller and get started on a race right away.  Get your engines ready.  Need for Speed: Nitro will be released on the Wii November 17, 2009.</p>
<p align="center"><a href="http://cdn.gamingangels.com/wp-content/uploads/2009/10/need-for-speed-nitro.jpg"><img class="alignnone size-medium wp-image-20937" title="need-for-speed-nitro" src="http://cdn.gamingangels.com/wp-content/uploads/2009/10/need-for-speed-nitro-300x168.jpg" alt="need-for-speed-nitro" width="300" height="168" /></a><a href="http://cdn.gamingangels.com/wp-content/uploads/2009/10/need-for-speed-nitro-2.jpg"><img class="alignnone size-medium wp-image-20938" title="need-for-speed-nitro-2" src="http://cdn.gamingangels.com/wp-content/uploads/2009/10/need-for-speed-nitro-2-300x168.jpg" alt="need-for-speed-nitro-2" width="300" height="168" /></a></p>
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		<title>Guest First Look &#8211; Need for Speed: Shift</title>
		<link>http://www.gamingangels.com/2009/10/guest-first-look-need-for-speed-shift/</link>
		<comments>http://www.gamingangels.com/2009/10/guest-first-look-need-for-speed-shift/#comments</comments>
		<pubDate>Mon, 12 Oct 2009 02:53:38 +0000</pubDate>
		<dc:creator>jinkwell</dc:creator>
				<category><![CDATA[PS3]]></category>
		<category><![CDATA[Xbox 360]]></category>
		<category><![CDATA[Burnout Paradise]]></category>
		<category><![CDATA[EA Black Box]]></category>
		<category><![CDATA[Electronic Arts]]></category>
		<category><![CDATA[Gran Turismo]]></category>
		<category><![CDATA[Need for Speed: Shift]]></category>

		<guid isPermaLink="false">http://www.gamingangels.com/?p=20588</guid>
		<description><![CDATA[EA Black Box hosted a Need for Speed: Shift demo event recently and I was given an opportunity to attend the event. [...]]]></description>
			<content:encoded><![CDATA[<p><a class="zem_slink" title="EA Canada" rel="homepage" href="http://eacanada.ea.com">EA Black Box</a> hosted a Need for Speed: Shift demo event recently and I was given an opportunity to attend the event.  Needless to say, I jumped at the chance.  Stations were set up with the game running so I took a stab at it.  Mind you, I&#8217;ve never really dug the racing genre so I was a little bit hesitant to give the game a try.  Instead of featuring an open world map like Burnout Paradise, it was closer to a racing simulation, comparable to Gran Turismo or Forza.  Right away, I noticed the level of detail that went into the cockpit area, giving the viewer a sense of actually being the driver.</p>
<p>Familiarizing myself with the controls, I sat on the available bar stool and set to playing.  My first foray into the track was not pretty.  In fact, I didn&#8217;t factor in how sensitive the controls were and set about crashing against the side rails.  And when I crashed, I felt the repercussions &#8211; color faded from the screen and noises suddenly canceled out to create a more visceral experience.  It was actually quite jarring to have that happen and I took my trigger fingers off, gently tapping instead.  Eventually, I finished the race dead last with my mangled car puttering to the finish line.  I was rather discouraged with that first try.<br />
Producer Jesse Abney graciously took the time to answer questions (that he probably answered at least a few hundred times) and give me a walkthrough.  He mentioned that while the game is a racing simulation, the team worked hard to make sure it&#8217;s also accessible to all audiences.  He wanted gamers to be able to just pick up the controller and start playing right away.  At the same time, he was conscious of the staunch followers of the racing genre; the game features a hardcore mode for those looking for a challenge.  Another component that he pointed out was the crashing effects, a nod to first-person shooter games that simulate trauma.  I explained my firsthand experience with crashing against barriers and he looked quite pleased.  After all, I did flinch when I abruptly smashed against concrete.</p>
<p>While the learning curve can be a bit steep, the game can be merciful towards beginners such as me.  Jesse explained that before gamers tackle races, they do a short track test run to gauge their skill level; in my case, I played in the casual mode.  He insisted that I give at least a few more tries to get a hang of the controls before giving up.  Not one to turn down a request, I played another round.  This time, with Jesse guiding me through the race, I fared a lot better.  Yes, I still crashed left and right.  And yes, I finished in the bottom half.  But I felt more comfortable with the controls!</p>
<p>While the controls are easy to latch onto, applying the right balance of pressure and ease can be a tricky thing.  Easing into the racing circuit, I&#8217;m provided directional and speed cues with arrows changing colors &#8211; green to accelerate, yellow to slow down and red to ease on the brakes.  When I crashed, I panned out the camera for a third-person perspective to see how much damage I sustained.  At one point, the hood came off.  Tapping on both the accelerator and brakes, I improved drifting on the track.  As time passed by, I was placing higher in the standings.  By the time my fifth trial rolled on, I had placed 2nd &#8211; a definite improvement.  Playing through, I realized that the system encourages the player to build on skills and move on to higher degrees of difficulty, extending the gameplay.</p>
<p>While casual gamers may not necessarily pick up the game, Shift attempts to draw in everyone.  It offers fine-tuned details, challenging modes and an engaging learning curve that is worth looking into.  Need for Speed: Shift is currently available on the PS3, Xbox 360 and PC platforms.</p>
<p><img class="aligncenter size-full wp-image-20940" title="need-for-speed-shift-2" src="http://cdn.gamingangels.com/wp-content/uploads/2009/10/need-for-speed-shift-2.jpg" alt="need-for-speed-shift-2" width="580" height="326" /></p>
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