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Posted on 10.04.05 by A 47 Danger @ 9:56 am
I just finished playing the Indigo Prophecy last night. The game has it’s good points and it certainly has it’s bad points. Let me lay it down for you. Not in an old school sort of way. That would involve rhyming. Not much rhymes with Indigo. Indigo Prophecy can be best described as an interactive movie. A thrilling plot mix well with cinematic camera shots. This makes for an experience you don’t want to put down. If it were a book, Indigo Prophecy would be a page turner. The story starts out with a long cinematic clip where you find yourself murdering a stranger. In a bathroom. For no good reason. You see, a stranger might just be a friend you never met. This though, or all the blood, makes you very sad and worried. At this point, you have some choices to make. You can hide the body, clean up the mess, and leave the diner restroom. Or you can split out the backdoor and cry your little eyes out. You can even clean up, sit down at your diner table, finish your meal, tip the waitress, and then leave. There is a vast array of options here, and in many of the sequences throughout the game. The controls for the game are very simple. Moving is done with the left analog stick. Actions and conversations are done by flicking the right analog stick. If you want to move a dead and bloody corpse, you would walk up to the body and flick the right analog stick up. Simply done. There is also a time limit on conversations and many actions. The game does a good job of keeping up the story’s pace by putting a price on the time you take. If you don’t clean up a body fast enough, a police officer comes into the bathroom and arrests you. Game over. The action sequences of the game are controlled with almost rhythm game style controls. Two circles show up, and you have to flick your thumbsticks to match the pattern. While a neat idea, this pissed me off. I really wanted to see the action sequences. That’s a compliment in a way. With the smooth motion capture movement of the game, the actions sequences are great. I wanted to sit back and watch them, but instead I had to flick my thumbs and concentrate on the circles. Any focus on the action going on and you would fail. Game over. The rhythm style action was okay, but what really got me was the action sequences that involved pressing the left and right triggers as quickly as possible. That’s ridiculous. First off, you have to press them insanely fast. Second off, it hurt. Third, it’s annoying. Fourth, that’s not gameplay. That’s moving your index fingers really fast. There are multiple endings to the game. However, I wasn’t able to press the triggers fast enough to see the good ending. That’s stupid. Nothing should depend on moving your index fingers as quickly as possible, back and forth. Indigo Prophecy gets a lot of credit for innovation and for a great story. This is missing in so many games these days. It’s sad that the games misses the mark on the action play. It’s a great game with flaws. It’s worth a rental or a used purchase. I’m sure your local used game store will already have multiple copies available by now. Filed under: PC and PS2 and Review and Xbox Comments: None |
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Posted on 10.03.05 by A 47 Danger @ 7:38 am
I am going out on a limb here today. Some people will disagree with this prediction, as this may be the best game to ever be made. If I am wrong, I will eat my hat. There really hasn’t been enough hat eating recently. When did that phrase go out of style? Oh yeah, the worst game of the week. I’m going to say it is Bratz: Rock Angelz.
It’s not that I am against a fashion doll that inspires little girls to grow up to be a real pain in the ass for no reason in particular. Wait, that’s exactly what it is. At least I can chat face-to-face with my favorite Bratz characters in this new game. Maybe I can get some questions answered and they can take a little responsibility for their blithe. Either way, I’m going to give my Bratz some wicked hair extensions and a mini-skirt! Filed under: A 47 Danger and GameCube and PS2 and Rant Comments: None |
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Posted on 09.09.05 by A 47 Danger @ 4:50 pm
It’s not a one store fluke anymore. We Love Katamari has appeared in Minneapolis, MN and San Diego, CA at Target stores. Run out to your local Target store and scoop this title up before they realize the mistake. We love Target! Filed under: A 47 Danger and General and PS2 Comments: 1 Comment |
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Posted on 09.08.05 by ClackyJ @ 11:23 pm
So far, I’ve had the game in my PS2 for an hour, and I’ve completed four of the missions. 3 of them were normal “roll around and get junk” (one played cooperatively, which is not nearly as difficult as you might think) and the other was 1 underwater mission, which is equally frustrating and superfun, as the physics are reflective of the situation. The game plays exactly like the first Katamari, so that ain’t bad. The only real unfortunate difference, so far, is that when the katamari is blocked due to an object obstructing the view, the Japanese “katamari damacy” characters don’t pop up. Instead, the game tries to cut a heart- or clover-shaped hole in the object, which often makes it a little hard to keep a close eye on the ball and the surroundings. But I’m willing to accept that tiny fault, as this seems to be a well-crafed sequal to the original. UPDATE! UPDATE 2! I’ll continue to play and post any updates as I see fit, but for now, here’s a little thing to tidy this little review up… Filed under: ClackyJ and General and PS2 and Review Comments: 4 Comments |
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Posted on 08.23.05 by A 47 Danger @ 8:18 am
The worst part about Burnout 3, besides DJ Stryker, were the EA Trax. The “popular” music EA forces you to listen to over and over and over again. It looks like those bastards at EA are out to pop our few remaining brain cells with Burnout Revenge. Please “enjoy” the following list of all the “songs” from EA Trax in Burnout Revenge. If you don’t want to read the whole list, I can sum it up in one word. Yellowcard. Yellowcard.
Filed under: A 47 Danger and GameCube and General and PS2 and Xbox and Xbox 360 Comments: 1 Comment |
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Through a magical twist of fate, copies of We Love Katamari ended up in the hands of a few Way I Play bloggers two weeks before it should have. What’s that mean? That means we’ll be posting reviews of the game while we work through it. Enjoyment!


