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Alone in the Dark: Inferno Review
Fri, 21 Nov 2008 18:06:00 PST
When reviews editor Nick Suttner gave the original release of Alone in the Dark for the Xbox 360 a B- in his 1UP review, I was surprised -- and responded as such in my C- review for the game, in an accompanying small review in EGM. Nick was able to look past some awfully frustrating design issues and camera problems to appreciate the "variety, creativity, and downright commendable ambition" of the game. Since I found those problems to be much more overwhelming, we decided it made more sense for me to review Alone in the Dark: Inferno, the PlayStation 3 port that comes packed with a ton of tweaks and fixes -- and a little bit of new content.
Fri, 21 Nov 2008 17:37:00 PST
For me, karaoke's purely a social event. It's not just about the singing; it's about the performance. After all, what good's singing all the right notes if you can't jump on a table and dance? That's exactly why Lips is so remarkable -- it goes beyond singing by encouraging spirited performances in an beautifully designed and nonthreatening environment.
Company of Heroes: Tales of Valor Hands-on Preview
Fri, 21 Nov 2008 16:34:00 PST
I could happily play Company of Heroes expansions until I died. No other strategy title has ever grabbed -- and held -- my attention like it has, and I feel comfortable saying it's among my favorite games of all time. So you can imagine how excited I was when I recently got a chance to play through the first three minicampaigns of the new standalone expansion, Company of Heroes: Tales of Valor.
First 'Paid' Avatar Items Appear on Xbox Live Marketplace
Fri, 21 Nov 2008 16:30:00 PST
A few days ago, Xbox Live product unit manager Jerry Johnson said Microsoft would be "continually releasing and unlocking clothes for the next six months" for the new Xbox 360 Avatars and that they would be "coming out in theme packs." At the time, we didn't know what he was talking about, but were relieved we wouldn't have to pay Microsoft points for individual items.
Fri, 21 Nov 2008 16:05:00 PST
Innovation is risk, and Mirror's Edge puts everything on the line. In the opening cinematic, lithe protagonist Faith tells us of the Flow, the way that Runners -- information couriers in the game's sterile, totalitarian metropolis -- see the city. "Rooftops become pathways and conduits, possibility, and routes of escape. The Flow is what keeps us running, keeps us alive." While narrative in its delivery, her sentiment echoes the design aspirations of Mirror's Edge, a first-person adventure like no other where the world is viewed as more than a shooting gallery or a tactile means to an end.