Leapfrog Toys for Christmas

At the recent Dream Toys 2013 event, Leapfrog Toys were showing off some great products for Christmas.

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LeapPad Ultra

The LeapPad Ultra is the brand new kids’ learning tablet aimed at 4-9 year olds. Ready to go straight out the box, it is bigger, brighter and better than ever before.

It comes armed with a seven-inch touch screen, 100% kids safe Wi-Fi, peer-to-peer gaming and chat functions, a long-lasting rechargeable battery, plus two megapixel front and back cameras and video recorders.

There is also 8GB of storage that can store over 40,000 photos and a learning library of over 500 educator approved games, apps and more.

LeapPad Ultra comes with 11 apps and 10 songs out of the box and retails for £119.99.

Learn more about the LeapPad Ultra here.

LeadReader Reading and Writing System

LeapReader is a revolutionary new learn-to-read-and-write solution for 4-8 year olds offering three unique literacy experiences in one – Learning to Read, Learning to Write and Learning Through Listening.

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LeapReader reads words and sentences aloud whilst also encouraging children to trace letters, words and numbers through stroke-by-stroke audio guidance.

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By practising these skills together, children learn to become confident, independent readers.

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LeapReader also has a built-in rechargeable battery and comes with a sample book as well as a preloaded audio book and trivia game.

The LeapReader retails for £39.99.

Learn more about the LeapReader Reading and Writing System from here.

Review: Ratchet & Clank: Nexus

 

Our favourite platforming duo return for the latest, and final, ‘future’ entry in the series for this generation. Do they have one more good adventure left in them, or will they simply fizzle out in their intergalactic swan song for the PS3?

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Ratchet and Clank’s journey starts out all too normally, despite obviously being an eyebrow-raising setup for disaster that is. Escorting the, villainous Vendra Prog to the Vartax Detention Center is the aim; all Ratchet and co have to accomplish is not getting ambushed by her nefarious twin brother Neftin Prog en route. Ah well, never mind, cue ensuing chase and capture plot!

After utilising your sparkling new Lombax approved gravity boots to escape from the aforementioned ‘situation’ you eventually get dumped on one of the games five planets to attempt to discover the whereabouts of your missing captive. From here on out, it’s back to basics with learning how to perform basic moves and combat roles with the diverse myriad of weaponry Ratchet can have at his disposal. Exploration for bolts is encouraged as they are the currency for purchasing new weapons; on top of this, raritanium, a much rarer resource is used to upgrade your arsenals effectiveness. Bolts are scattered around in much the same way as previous games as either a reward for killing enemies or in some of the liberally scattered, destructible crates that grace the map.

Upgrading your weapons is a must, as Ratchets basic melee attack will not only leave you vulnerable to attack from range, but it’s also pretty weak. Each weapon, on your first playthrough, will level up to a maximum of three via using it against enemies. Each level can give inordinate bonuses such as double damage; along with unlocking more options for the generic upgrades that require the fabled raritanium. Due to the simply insane amount of gloriously unique weapons on offer, that’s going to take some time! Along with some old favourites, some new additions have also made an appearance such as the Repulsor which is essentially a shotgun that can be upgraded to fire stasis like rounds that suspend enemies helpless in mid air. Other new toys to play with include a jack in the box themed Nightmare Box that scares enemies and focuses their attention for some time. Especially useful on the higher difficulties against the games later bosses.

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The jetpack makes a welcome return to help add some verticality to not only the platforming but the combat as well. Only available in certain, designated areas the jetpack gives a great amount of freedom to movement and exploration with it’s satisfying handling model. One of the planets let’s you use it liberally and entirely, save for refuelling. The all important controls are tight and responsive when platforming too, meaning it’s very rare that you miss a jump or fail to avoid a well telegraphed boss attack.

Puzzles now incorporate a new ‘portal’ style gun letting you target two available points and create a beam to bridge the gaps, not particularly taxing, but they do offer some respite from the constant fighting. Other puzzles use our much neglected friend Clank to participate in small 2D platforming sections where gravity can be manipulated using the right thumbstick. Navigating the small, maze-like areas can be potentially difficult with the many, often moving, hazards in your path. The goal being to guide him to a sleeping pink dog, punch it (don’t ask) and then hightail it back to the start whilst being chased by the understandably angry dog.

Not the longest game by any means, Ratchet and Clank took approximately 7-8 hours to complete, acquire all the ‘hidden’ collectibles and finish the arena mode. On my subsequent playthrough on the newly unlocked challenge mode, which is essentially a more difficult new game plus, I managed to complete it on hard in approximately 3-4 hours with very little stress. Having said that, I still haven’t levelled all the weapons to max, nor bought the super expensive final armour upgrade either, so there’s definitely still some incentive to go back, aside from it being just simple, unequivocal fun that is.

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The visuals, art style, weapon and character designs are fantastic. In true Insomniac fashion, they’ve made a brilliantly welcome world with vibrant colours, unique villain character models and gloriously excessive guns to play with. Considering the amount of effects that can be going off on screen in any large battle, it’s impressive to see a game looking this pretty without sacrificing performance. The voicework and script work well if slightly lacking on the series trademark humour front; yet still manages to crack a smile from time to time.

If you’re a fan of the series, it would be a shame to pass this up, from cameos such as the largely useless Captain Qwark to the final level’s museum section, the love for the franchise is clearly evident. Being a budget title, the ride may be short and sweet, but it’s back to basics approach will not only entice old fans, but garner new ones in the process.

5

Reviewed on PS3, available only on PS3.

Gioteck Shows Off the Headsets Range for the PS4

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Gioteck, the gaming accessories manufacturer, has announced the launch of its range of headsets for PlayStation 4.

Beating the competition to release a range of accessories in time for the console’s launch, Gioteck’s design team has updated models from the current product range to ensure they are compatible with the next-gen PS4 console as well as creating a new fresh design within its popular chat range.

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The new range of seven headsets has been created to give gamers a third-party alternative to official Playstation products, offering them unique chat and audio headsets with cutting-edge design at affordable prices. Gamers will be able to get their hands on a majority of the range later this month (29th November) with the exception of the EX-06, which will hit shelves on 7th December.

Available from all good retailers, including GAME, ASDA, Tesco and Sainsburys, check out the new range below:

Chat & Stereo:
EX-06 (RRP: £69.99)
Key features:

  • Wireless w/USB connection
  • Phono-out sound connected directly  to TV with chat cable connected to controller
  • Removable boom microphone
  • Over-ear stereo bins with 40mm drivers
  • Padded headband
  • Integrated volume and mute control
  • Adjustable headband
  • Leatherette sponge head strap
  • Noise cancelling microphone

EX-05s (RRP: £39.99)
Key features:

  • Wired headset
  • Central USB connector which connects to the PS4 controller for chat
  • Phono-out sound connected directly  to TV
  • Rich detailed audio delivering the highest quality of sound
  • Advanced noise reduction
  • Sure-fit over-ear enclosures
  • Integrated audio controls
  • Brushed aluminium detailing on the headband for premium look and feel

AX-1 (RRP: £29.99)
Key Features

  • Wired headset
  • Connect directly with PS4 controller via one cable for chat and game sound
  • Adjustable headrail (extends 1.5 inches) for custom fit and comfort
  •  Individual game and chat volume control
  • 180⁰ rotating microphone arm
  •  Enclosed earcup design to eliminate sound interference
  •  Amplified 40mm HD stereo speakers

HS-1 (£19.99)       
Key Features

  •  Wired headset
  • Connect directly with PS4 controller via one cable for chat and game sound
  • Supports game and chat audio
  • Provide pipe game audio and chat audio through one cable directly from the DualShock 4 controller
  • Individual game and chat volume control

Chat Only:

MH-1 (£19.99)

Key Features
·         Chat only, connects directly to PS4 controller
·         Leatherette ear-cup for comfort
·          30mm high-quality driver
·          Comfortable headband and book mike
·          Noise isolating microphone for clear voice communication
·          180⁰ rotating microphone arm for users to switch from left to right ear
·          Push/pull mute functionality
·          Flat anti-tangle cables

EX3-R (RRP: £19.99)

Key Features
·         Chat only, connects directly to PS4 controller
·         Advanced sound quality
·         New sleek design inspired by the PS4 console
·         In-ear comfort aided by soft rubber moulds for the speaker
·         Intuitive controls on face of headset
·         Flexible earhook customised for the perfect fit
·         Noise cancelling microphone

EX-03 (£14.99)

Key Features
·         Chat only, connects directly to PS4 controller
·         Rubber coated body with over-ear design for comfort
·          Topped with midnight camo faceplate
·          Flexible earhook and microphone
·          Noise cancelling microphone for clear voice communication
·          Ear buds sit comfortably in the ear canal, reducing external ambient noise
·          Large sound chamber for fuller sound
·          Rechargeable battery for 6+ hours of continuous game time, easily recharged via micro USB connector

join the Gioteck army and stay up-to-date on Twitter (@gioteckarmy) and Facebook

Review: Rain

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It’s all too common these days. A game about a young boy and girl trapped in an unfamiliar, and rather unpleasant, world trying to figure out why their forms can only be seen in the rain. Another one of those is it?

You play as a nameless young boy who unknowingly crosses over into a different world to discover that he is invisible unless he is standing in the rain. His primary goal is to catch up to a silhouette of a girl who seems to be suffering from the same lack of visibility. Soon it becomes obvious that they are not alone as strange creatures prowl the night looking to generally cause you grief.

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Rain has a very dark feel to it aided and brought to life by a sound track that wouldn’t sound out of place in an original Resident Evil title. In fact the game’s theme is Clair de Lune by Claude Debussy which is pretty melancholy on its own. Vulnerability caused by fear of the Unknown (no that isn’t a typo) and no combat ability at all with fixed camera angles and old school survival horror music make Rain quite chilling. The journey the two characters share becomes very involving despite the fact there isn’t a single spoken word in the entire game.

There was enough emotion to make the ending endearing but throughout most of the game focus is given to creating the haunting atmosphere. I would have liked more of the emotional side of the characters’ journey to play a bigger part earlier but the conclusion is still satisfying once that journey is over.

The actual gameplay of Rain is split between platforming, relatively simple puzzles and sneaking past evil nasty things that lurk in the Rain world. It’s quite a strange concept to get used to that if you step out of the rain you will become completely invisible, apart from a few subtle footsteps on the ground and the occasional bottle that you knock over. Before long your used to it and more often than not the game won’t ask you to use the mechanics as if you where Sam Fisher to stealth past assault rifle toting villains.

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The same goes for the puzzles and platforming. You are never really required to do anything that seems to work against the game’s mechanics although sometimes you may think so. On a few occasions I found myself adamantly trying to complete a puzzle or enemy encounter the way I assumed it was supposed to be done. Every single time this happened the correct course of action turned out to be the more obvious, simple one. The real key to playing through Rain smoothly without constant retries is to just go where the camera points you and not over think a problem.

And there’s absolutely nothing wrong with that because Rain is certainly more focused on the journey and discovering what’s going on. But in that capacity I did find it unnecessary how many times I failed a puzzle because I released ‘O’ instead of holding it and had no time to retry but rather had to wait for the fail screen and retry. A game that’s so heavily centred around a story and discovery really doesn’t need to have brutally timed puzzles that only serve to cause failure and ultimately break the pace.

That’s not to say I ever spent 3 hours attempting the same puzzle and getting frustrated to the point where I tried to wring out my pad like a dish cloth. But difficulty that comes from awkward timing rather than clever puzzles is never a good thing and It just doesn’t add anything to the experience on Rain. The puzzles are quite simple but fit nicely into Rain’s pace and frankly I would have been much happier had I not had to retry once during my entire playthrough. Luckily you will spend more time enjoying the puzzles or enemy encounters than not and it certainly isn’t enough of a problem to spoil the game.

Given the intentionally limited colour palette Rain looks very good. The almost constant rain effects surprisingly never really intrude but definitely leave a mark. Subtle footsteps and rustling newspapers and dustbins react to your presence as you walk invisibly under shelter reminding you that you still exist. Rain certainly isn’t colourful but it does a very good job of not becoming boring or lifeless.

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Rain is a very enjoyable platformer that explores a mysterious world and interaction between two nameless strangers trying to help one another find their way. The lack of speech somehow makes their interaction all the more poignant. A lack of emotion until the end of the game hinders Rain’s exploration of this relationship in full but overall Rain has a satisfying conclusion.

Occasionally the timing of the puzzles can be frustrating, and waiting for your companion to catch up can be tedious, but overall the gameplay is simple and effective. On occasion it feels as though the gameplay sections are in the way of the rest of the game which is a shame but again it’s not enough to spoil the real enjoyment of Rain. Definitely worth a play for anyone interested in an emotion driven platformer with an atmosphere in keeping with Limbo.

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Only available on PS3

Review: Girl Fight

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Tacky is a difficult word to define. Well on the face of it Girl Fight seems to be quite a tacky concept. Lets get some scantily clad ladies to fight each other and we’ll wrap a nice Beat ‘Em Up excuse around the whole thing. Tacky though it may seem I’m still a man so there has to be at least some appeal to it. If nothing else just a reason for some more mindless violence, a thing sorely lacking in video games. Yeah.

First booting up Girl Fight you will be presented with a menu as baron and featureless as the game itself. There is the inevitable roster of beat ‘em up classics like arcade mode and training but nothing even close to the edge of the box yet alone outside of it. I stepped sheepishly into the training arena to try to get to grips with the controls and the general principles behind Girl Fight.

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Nothing is explained and before I know it I’m choosing one of the 8 characters and selecting the two PSI AMPS I want to use. Essentially during combat you build up a special meter, called PSI, and when it reaches a certain amount you can activate one of them granting you stuff like health with every strike, reducing the damage dealt by your foe and gaining more ‘PSI’. Those are the three you start with and more will can be unlocked as you progress. It’s a nifty idea and the only thing Girl Fight does that we haven’t quite seen before but it’s no game changer.

Fumbling around the training room pausing the game, finding the commands for a combo and then remembering them and trying to perform it reminds me why I so loved the ability to show combos on screen in Tekken. It’s not a complicated feature but oh my does it make a difference. Videos of characters performing the move help somewhat too and at least give you an idea of the timing. Am I pressing them as fast as possible or timing it with my character’s movements? Who knows, just figure it out. That being said with only 8 characters on offer even combined there is a very short combo list and even less variation. It wouldn’t take long at all to learn them all.

If you where to spend time on Girl Fight that is. Even if you did want to there really isn’t all that much to keep you coming back. Arcade, versus, online and training. That’s it. If you want to avoid going online and have nobody to play with then you are limited to arcade and training. Even another arcade mode cleverly dressed up so that it looks like something else would be better. Just some collectables, a level up system or side scrolling mini-game. It may not have been a great feature but it would have been something. As it stands there is a ‘plot’ which is entirely driven between fights explaining why the girls are being experimented on and pitted against each other. Whoever wins is granted freedom. Nothing clever, nothing exciting. Nothing even really appealing.

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With a title like Girl Fight you would expect that at least if the appeal of the fighting is minimal there’s going to be something to look at for the blokes. And there is certainly an attempt to make the game as sexy as possible. Chest wobble is almost on par with Dead or Alive (almost). Even if that’s your thing it makes no difference because the graphics are just too bad. The textures are low quality and there really is little to no sex appeal even for the shameless among us. You know who you are.

With massively increased graphics fidelity there may have been at least something to look at in Girl Fight. But there isn’t. Poor fighting mechanics, a complete void of features and a story a child could have written join forces with the low quality visuals and generic music to create an entirely underwhelming experience. This is certainly one to avoid even if you’re just after watching ‘hot’ Girls Fight. From a developer like Kung Fu Factory with decent experience on making fighting games this is a massive disappointment.

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Reviewed on PS3

Review: NBA 2K14

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I think it’s a rather important fact to establish that I know very little about basketball. I believe it has something to do with placing a ball in some sort of elevated netting. That’s about the extent of my knowledge yet I still got excited about NBA 2K14. I’ve always found sports games have a way of being particularly addictive and satisfying regardless of their chosen specialty.

Unfortunately it seems to be a genre where load time considerations are right at the bottom of the list and indeed NBA is no exception to that ‘rule’. Once you get up and running it’s certainly playable but before and between games you can expect to be waiting just a little longer than you’d like. Admittedly I’d like not to wait at all but it’s amazing how quick you can become bored on a loading screen reading the same old ‘tips’ over and over again. Luckily once you’re playing a game everything works smoothly.

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To start I decided to go on what is as close to a tutorial as I could find. You will go through all the basics of the control system and eventually do some tests with the AI using moves and skills to achieve an objective. It all seems very progressive and constructive and soon I felt comfortable with the control system. Some of the text based explanations of the task I was required to perform where ambiguous resulting in an irritating trial and error session but for the most part things where well explained.

If you choose to use it, and you should, the Pro Stick system means that most of your time will be spent manipulating the ball using the right thumbstick. For example a half circle is used for passing a ball around your back. It all feels very intuitive and helps make proceedings feel much more natural than just pressing a button to pass or shoot. It takes a little time to get the hang of but luckily the tutorial is more than enough to help you on your way.

Things all started going wrong for me when I went into a proper game. Having little knowledge of the sport didn’t help with choosing a matchup because for all I know I might have been pitching a world leading super team against a bunch of weekend amateurs. But I was prepared for my ignorance to cause some problems and hopefully diminish as I learned the game.

But that wasn’t made easy. OK so the tutorial told me how to move around and handle the ball with skill that I can only dream of but there is no support what so ever in line with ‘Basketball for Dummies’. I appreciate that a vast majority of the people playing NBA 2K14 are likely well versed in the world of NBA but I’m not and although the rules aren’t the most complex a simple 10 minute explanation would’ve helped me enormously. I can’t be the only gamer out there who would enjoy the game but doesn’t know the sport. Just a rigged tutorial game or at least some of the tutorial with AI to play against would have been enough.

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So after a mixed learning curve and figuring out the buttons I would need that the tutorial didn’t explain I got to fumbling around the court. The Pro Stick control system certainly keeps things smooth and slick. There are some touchy graphics, especially (and predictably) where the crowd is concerned but for the most part things look nice. The movement of the players is realistic and nothing looks rigid or robotic. Even the announcers do a pretty good job of helping the realism by providing facts and nuggets of information that don’t directly coincide with what happened 2 seconds ago.

The AI also assists with the realism, at least as far as ridiculously easy to score exploits go. The apposing AI will do a great job of defending and stopping you from just running around dunking all day long. At times I found it a little too tight hindering the flow of the game but it’s certainly better than the alternative. Again thanks must go, at least partially, to the improved control system. Being able to pass accurately (or inaccurately if you’re desperate) and have command of most of the moves you need on the thumbstick much better equips you to compete and win. Improved too is the mechanic for taking shots which are satisfying but not ridiculously simple.

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Overall I found NBA 2K14 to be satisfyingly challenging and complex without becoming bogged down in statistics and strategy. As a basketball noob I would’ve liked some more gentle hand holding in the early stages but there’s nothing that can’t be figured out after a few hours of playing. Those familiar with basketball will undoubtedly feel right at home and find the Pro Stick tutorial enough to get going.

There are enough new features and improvements to make NBA 2K14 appealing to returning players. If you’re good enough there’s definitely enough space for some impressive manoeuvring and skilled shots with the Pro Stick and the AI is competent enough to help you along. Although the opposition sometimes defends like they’re protecting a vault filled with the secret to eternal life it does stop things becoming stale with one move working 90% of the time and carrying you through the entire game. A good choice for returning NBA gamers and well worth it for basketball enthusiasts but noobs like myself might be left a little disappointed and confused.

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Reviewed on PS3

Metal Gear Solid V: Ground Zeroes Gets Exclusives for PS3 & PS4

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Metal Gear Solid and PlayStation are linked together since the start of the PlayStation. And isn’t it fitting that, in the wake of the eighth Metal Gear game to grace PlayStation, and decided to go back to the start, in a big, big way.

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Metal Gear Solid V: Ground Zeroes will be coming to PS3 and PS4 with the exclusive Déjà Vu throwback mission! By setting up shots from scenes based on the events of the past, you’ll be recreating the events of Shadow Moses as you take control of Naked Snake as he tackles Camp Omega in totally new, yet oddly familiar conditions. From Genome Soldiers to Hind D helicopters and FOXDIE, you’ll be seeing old faces and new twists that will have you shouting TIME PARADOX by the end.

First Anniversary of Candy Crush Sage and Half a Billion Downloads

Today Candy Crush Saga celebrates one year to the day since its global hit game, launched on mobile devices and became one of the most successful games of all time.  To mark this anniversary, King has shared a number of incredible key milestones since the game launched and the very first details for a host of new upcoming additions.

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Installed over half a billion times across Facebook and mobile devices, the deliciously colourful game which challenges players to match sweets in a combination of three or more, has become a phenomenon the world over  and remains one of the most played titles across the globe.
To celebrate the anniversary, the communities’ huge achievements and to say a big thank you to all the Candy Crush fans worldwide, King will be launching a range of new updates and in-game anniversary treats over the coming weeks.

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“The past year has been one of the most exciting times for King since Candy Crush Saga launched on mobile,” says Tommy Palm, Games Guru at King. “The incredible milestone of more than half a billion downloads of the game, as well as the continued enthusiasm from our community, really delights the entire King team. Fans can look forward to even more exciting new Candy Crush Saga content over the coming months, including an exciting new twist to the game.”
To mark the festivities, King has also now shared some insights into the playing trends and habits of their Candy Crush Saga fans worldwide:

  • Over 150 billion individual games have been played to date
  • 61 per cent of UK Candy Crush Saga fans say that they play whilst on their daily commute on public transport, while 78 per cent of US fans revealed that they enjoy switching-and-matching most whilst watching the TV.
  • One in every 23 Facebook users worldwide is now a fan of Candy Crush Saga
  • The most popular time that fans play Candy Crush Saga is between the hours of 6-9pm in the evening, and Sundays are the favourite day to play.
  • Level 65 is the most notorious for being the level that people got most stuck on but also generates the most excitement and celebrations once completed.

Fans of the game can join the anniversary celebrations on the Candy Crush Saga Facebook and Twitter pages: #candycrush1year
Players can also download Candy Crush Saga now for free from iTunes, Google Play, Amazon Appstore or play it on Facebook.

Review: Pro Evolution Soccer 2014

 

Another year, another chance for PES to claim the top running spot from FIFA’s largely uncontested reign of dominance. Always prioritising substance over style, Konami’s approach to football games is as stubborn as it is long running. Can PES finally pull one back after years of away losses?

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Sporting the official licences of the UEFA Champions League and Manchester United leads it off to a good start, other teams and leagues are also fully represented, but these two should garner some attention at least. The acquisition of one of the worlds largest football teams is understandable in terms of fan service, yet the decision to spend big on the UEFA Champions League is questionable to me. The only real differences between that and a generic cup are simply some ‘official’ fancy graphics behind the tables before and after a match. It’s a nice touch, but a lot more fun is to be had in Master League.

Essentially a career mode that lets you play about with team management, signings, financial situations and the like, Master League is where you’ll likely be spending most of your time. It’s inevitably fun dragging your favourite team, kicking and screaming up the league, outperforming the so called ‘greats’ and finally winning that fabled, shiny cup you’ve been eyeing up. There are only two issues marring this great experience, the first being the frequent and oh so lengthy load times, if you opt for short games, you’ll find yourself pondering upon the ratio of time spent waiting at menus and load screens, to actually playing the game itself. Which isn’t good. The second, somehow more infuriating, problem being the infamous resilience of Konami to modernise their bland, uninspired and unintuitive menus. FIFA gets around both of these issues with both ease and grace. Their pause menus resemble a smartphone/tablet interface whereas PES’s look like they’ve been ripped straight from the PS2. When FIFA loads a match, you jump into a training mode, along with objectives to complete whilst you wait. In PES, you get a generic load screen with no indication of progress to gaze at disparately.

When you do finally make it to a game, you’re in for quite the treat however. Subtle controls and delicacy will serve you well once some of the assists are turned off. The physics of both the ball, the players momentum and their inertia factor in to create a more realistic sense of immersion. Getting shots on target is easy, precise placement of said shot is another story. Overcooking it even just a little will turn a guaranteed effort into a laughable skyward miss. Fortunately, there are always options available to you in front of goal, a chip or a slower, more deliberate shot are both performed via holding a shoulder button whilst shooting. Alternatively the brave, or those with just more experience, can opt for a manual shot. Despite requiring more pad dexterity, if performed correctly, is often a superior attempt.

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Defending has been given a slight tweak in that it’s more about controlling the attacker and altering pace as opposed to jabbing limbs in their vague direction; hoping they don’t make a meal of it. Positioning is paramount and trying to perfectly maintain speed whilst wingers are flying past, tempting both you and the opposition into making a move is hard, satisfying when accomplished correctly, but hard nonetheless. The through ball is the deadliest tool I’ve noticed, often splitting defenders wide open, literally leaving them standing whilst a lurking striker pounces.

There are of course the feints and the dummies to help progress the attack, yet these are incredibly difficult to perform and time correctly. The returning training mode attempts to place you in familiar scenarios and then teach you how to progress, the problem being that the instructions are disconcertingly vague and often leave you floundering around trying to guess the timings of the required moves.

Once the AI is set to a comfortable level, the games flow smoothly; probably more realistically than FIFA. Unless the computer is set to a brain dead, moronic level, you won’t be smashing in goals left right and centre. The AI holds the ball, makes smart passes and aggressively attacks when the times right. Of course at some point, you’ll want to test your battle hardened skills against scary, real life people.

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When you’re bored of thrashing your same screen, couch companion, the online proving grounds are your reward. Two main options are available, either the simple, jump-in, play against the most ‘over powered’ teams and rage because you want to play as your home town team. Or, the infinitely more entertaining Master League Online in which it vaguely mirrors the offline mode. You start by picking a league that represents your playstyle: Galactico, Association, Continental and Lega Catenaccio, each of these specialise in certain player types; give discounts for signings if they correspond. For example, the Association specialises in fast and physical styles, so purchasing a player with these qualities whilst you’re in the Association league will be cheaper than if not. Of course that’s only the start, winning, and to an extent, losing will earn you points to spend on more competent signings; inevitably, this is where the addiction starts! Building your squad of nobodies who can’t score for toffee into a ferocious team of unrelenting force is the dream to chase; maybe one day, achieve…

Despite utilising many new and impressive player movement systems, physics engines and the like, it can look a little rough around the edges. Player animation looks and feels great, but the detail on the crowd looks a tad outdated. Sound effects are competent but the commentators repeat themselves far too often, you may well hear the same lines recycled several times in one match and it just comes across as stunted and breaks the immersion time after time.

As far as the gameplay goes, once you finally get past the loading screens, it doesn’t get a lot smoother than PES. Matches play out well, the handling feels weighty yet fluid and the online Master League is predictably addictive. The consistent downside of Pro Evo remains to be the presentation and distinct lack of consideration to newcomers; that’s what will continue to keep it down unless it swallows it’s pride, let’s go of it’s ancient ‘distinct’ look and learns from it’s peers.

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Reviewed on PS3, also available on Xbox 360, PC, PSP, PS2 and 3DS.

Sucker Punch Knocks Out a release date for InFamous Second Son

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Sucker Punch released new trailer for the PlayStation 4 title, InFamous: Second Son and have finally revealed the release date for the game of 21st March 2014.

 

Uncharted Coming to the PlayStation 4

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Naughty Dog have been busy again with more announcements this time with “UNCHARTED” for the PlayStation 4. Little is known about the title, which was unveiled alongside a teaser trailer below which is narrated by a “mysterious voice”.

‘Left Behind’ DLC Coming to ‘The Last of Us’ Early 2014

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Last night / early this morning Naughty Dog announced that The Last of Us single-player DLC was coming out early 2014 for the PlayStation 3.

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The DLC will take place before the events of The Last of Us, ‘Left Behind’ and will see Ashley Johnson reprise her role as Ellie in a campaign that begins in a military boarding school in the Boston quarantine zone.

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You the player will control Ellie for the duration of the new DLC, but you will also be joined by her best friend and mentor Riley, voiced by Yaani King.

Turtle Beach Brings Next-Gen Headsets to PS4

Turtle Beach today announced the launch of the PX4 – a wireless headset designed to be fully compatible with the PlayStation 4 – in time for the new console’s launch on the 29th of November. The PX4 is the only wireless headset on the market that is compatible with the new console at launch.

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In addition to the PX4, Turtle Beach announced that the wireless programmable surround sound XP510, PX51, and Call of Duty: Ghosts Phantom headsets are all equipped to offer next-gen audio on the PS4 with a firmware update. The update will be available at turtlebeach.com when the PS4 launches.

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The new PX4 wireless headset is fully equipped for next-gen gaming, boasting Dolby® Surround Sound and interference free dual-band Wi-Fi to provide the ultimate “secret weapon” to gamers, and supreme audio quality to film and music fans. The PX4 has an MSRP of £149.99 GBP.

Built in, dual-pairing Bluetooth offers the ability to take phone calls or stream music from a mobile phone or other Bluetooth devices without interrupting gameplay and EQ presets enable users to personalise their audio experience.

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To maximise flexibility, Turtle Beach’s newest wireless headsets also provide a wired connection for mobile devices. The headsets can use that connection to get chat audio through the PS4’s DualShock controller and use an optical cord for game audio to provide a fully-integrated headset experience.

Adventure Time: Explore the Dungeon Because I DON’T KNOW is Out Now

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D3Publisher  and Cartoon Network Enterprises today announced  Adventure Time: Explore the Dungeon Because I DON’T KNOW! is now available, published by NAMCO BANDAI Games Europe in the UK on Xbox 360, and the PlayStation 3. The game will also be coming on Nintendo´s Wii U system on 6th December, and on the Nintendo 3DS system on the 13th December, 2013.

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Adventure Time: Explore the Dungeon Because I DON’T KNOW! is an action adventure game with a completely new storyline from Pendleton Ward, the creator of the Emmy Award-nominated Adventure Time television series, in collaboration with game developer WayForward.  The adventure begins in the Land of Ooo as players help Princess Bubblegum save the Candy Kingdom by exploring the mysteries surrounding a massive Secret Royal Dungeon.  Adventure Time: Explore the Dungeon Because I DON’T KNOW! features the voices of the show’s most popular characters and players can select from multiple fan-favorite characters with up to four players, including Finn, Jake, Marceline, Ice King, and more.  A wide selection of upgrades is available at the player’s disposal and they can showcase a number of attack moves, special abilities, and skills to defeat baddies throughout the dungeon.

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“By collaborating with Pendleton Ward, the famous creator of the Adventure Time animated series, WayForward and D3Publisher have put an obvious care into making a brand new entertaining adventure game for fans of all ages.” said Mathieu Piau, EMEA Marketing Director for NAMCO BANDAI Games Europe. “Grab your friends now and share the radical fun of the multiplayer experience in Adventure Time: Explore the Dungeon Because I DON’T KNOW!