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There are plenty of beautiful, strong women in games. Men too, in fact. So, given the choice, with whom do you tie the knot?
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Crowd-sourcing isn’t the only way to get a game made, you know. Sometimes publishers give you money.
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Find out what awesome or not awesome titles are coming your way.
Another week, another edition of “On Shelves.” This week, like the weeks preceding it, is pretty dry. You’re looking at a bit of DLC, a couple of low profile titles, and not much else. This is likely our last lull week, with big titles on deck for the week following that of the 22nd.
That being said, here’s this week’s:
Victoria II: A House Divided
PC
ESRB Pending
Paradox Interactive
OilRush
UNIX, Mac, PC, PS3
ESRB Pending
Unigine Corp
The Sims 3: Master Suite Stuff
Mac, PC
ESRB Teen
Electronic Arts
Assassin’s Creed Revelations – Mediterranean Traveler Map Pack
Xbox 360, PS3
ESRB Mature
Ubisoft
Quarrel
Xbox 360
ESRB E10+
Denki
Scarygirl
Xbox 360, PC, PS3
ESRB E10+
Square Enix
And there you have it. If you don’t see anything you like, just wait a week – FFXIII-2 and Soul Calibur are on their way.
Will you be picking up any of these games, or waiting until the next week’s drop?
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All Aboard - Train Conductor 2: USA review
Voxel Agents new game has just hit the Android market and you better get on track.
I recently got an Android phone - my first smartphone - and whilst I was glad to have a navigational tool and have something to help me on my way, I was also looking forward to playing some of the games I'd constantly heard about. The games for the android aren't really dissimilar from those on the iPhone, but hey, I have an Android and I'm loving it, so why not check out a few games?
However, I was stumped from the get go, most of them I had heard in passing or were on the iTunes store, so I was drawing a blank. I eventually heard someone mention a new game called Train Conductor 2, a game by Australian Developers Voxel Agents. I was a bit hesitant at first, I mean how much fun can conducting trains really be.
The game is in the vein of games such as Flight Control, not just for it's transportation aspect, but also it's game mechanics of moving your desired mode of concern to where it's meant to be. I was going to get Flight Control, but I remembered that I'd purchased it off Steam some time ago and think that was enough. Flight Control is a bit repetitive and the music - while catchy - can be a bit repetitive. Train Conductor 2, never has that problem.
I often praise games with great sound and music, but I always feel like some games just capture the spirit of where it's set or where they're coming from when it comes to the sound design and music, TC2 definitely has that . The game takes place in the greatest country in the world: America - if you didn't get that from the title. You play a train conductor in Miami, initially and you have the cool sounds of a breeze and the gulls then a nice bit of funk begins to play as you're told by a red-headed girl that you will need to make sure these trains get to where they're going.
It's as simple as that, four tracks, several trains, no time limit and you have to make sure they don't crash into one another. The game is quite leanient with close calls with the game which add to the excitement, but if your trains are going to crash, they will crash. The game relies on fast reflexes and strategy, as you see one track light up, you may have to stop another train in it's tracks on number 4, just so you can slide the next one in from number 2, but wait, there's another one coming from number 1, what do you do then?
The game's difficult curve is mixed with over 7 different levels, as each level is barely similar to the last. The Miami level focuses on you making sure you can just maneouvre your trains from one track to the next, but once it becomes dark, the night takes over the game. Ghosts and Aliens roam the American countryside messing with your trains. These are my favourite levels as they aren't restricted to the game's toughest mechanic of crossing trains while making a move. The ghosts and demon trains will simply float through one another and it is magnficent during the challenge maps to see ten of them flow perfectly to where they're going in just a matter of seconds.
The game looks fantastic and has 3-D trains on a fairly 2-D background, but there's always something going on. During the Miami level, a shark swims under the bridged tracks, during the Roswell level, you'll see agents come and go and during the New York level, the underground can be quite lively. The game really situates itself with it's location and even though it kind of uses stereotypes, it never really detracts from the game. It's a bit like if they sat down with a big whiteboard and started with a bunch of levels and then just listed everything they could about those cities. Oh and finally, the character design of the girl is incredibly well-done and cute even. But during the Seattle level, she seems to have a minor crazy streak when you run over a yeti, saying I don't know what that was "but I liked crushing it."
In fact, I tried doing the tutorial later on to show someone she said that and she followed it up with "I feel like a sandwich," despite the lack of voices I feel like they have her character, if a bit mentally skewed, down to a T. Oh and there's also some evil guy during the ghost levels, but I think he just runs an old amusement park and is getting away with it, due to a lack of meddling kids.
The game looks like a triple-A title from the guys at Rovio or Half-Brick but it's just an indie studio here in Australia. The game's design and music is never boring or ever a problem, and levelling up to the next map is never a chore as it accumulate's how many trains you've conducted over the entire game. The levels do get a little bit out there at times with the paranormal levels such as the Seattle level where yeti-like creatures hide in the snow and block your path. I was half expecting Bigfoot to slowly come in Frogger style and cause havoc with the tracks and then you'd have to fix them.
The game has some strong leaderboards, even with a few thousand downloads and I cannot reccommend this any more than I have above. I know I'm usually meant to critique these games harshly but I feel like this is one of those games that just knows everything about what it's doing. The only criticism I have is that I wish there were more levels and that there were a Free trial version for iPhone users. I think the game is almost perfect, even for just a mobile game, I could imagine it being a great little XBLA or Steam game that you could smack on for a few minutes and enjoy yourself.
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Some box copies of SWTOR have a major issue when it comes to registration codes; namely, that they’re not in the box.
Registration codes are annoying, tedious fact of life when it comes to PC gaming. Nearly every game you buy off a store shelf or download through a digital distributor comes with some sort of multi-character, gibberish code that you must enter in order to prove you’re using a paid copy of the game. It’s an archaic way to do things, but it works well enough that publishers aren’t on the hunt for anything new.
The only problem with registration codes is that sometimes, they don’t work as expected. Recent purchasers of Bioware’s MMO epic Star Wars: The Old Republic are reporting two such issues. The first involves digital distribution codes, some of which are reportedly coming up as invalid. The second involves box copies of the game not containing a code at all, forcing players to go through (shudder) EA support.
This isn’t the first time EA has had problems with registration codes; earlier in the year, numerous players noted that the code included with their copy of Battlefield 3 was printed so crooked it ran off the card, making it unusable.
In the meantime, EA and Bioware are likely trying to get this worked out. The problems reported run the gamut – some Origin purchasers are even reporting that they receive no code, and the Origin system is telling them there’s no record of them ever purchasing the game.
Combine this problem with the long queue times experienced by a large part of the player base and Old Republic seems to be having a bit of a rough launch.
What do you think of missing registration codes? Are publishers allowed to make a mistake now and then, or is this completely unacceptable?
[Destructoid]
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The quirky Nintendo DS word puzzle game shows up in the iTunes store and supports iOS 5’s cloud-saving technology.
Scribblenauts is a game that depends as heavily on your imagination as it does on your vocabulary. Instead of providing you with a puzzle and a few tools to use to solve it, Scribblenauts instead asks you to invent your own tools. This added element makes the game more fun and gives it much greater replay value.
Now, a “remastered” version of the title is available for your iPhone or iPad device. The game boasts levels from both Nintendo DS titles in addition to a few new ones designed exclusively for iOS devices. All of the controls have been translated into touch commands, naturally, but the bulk of the gameplay remains the same – type words, use items, solve puzzles.
You’ll also be able to save your game via the new iOS 5 iCloud functionality, which allows you to save your game at any time on your iPhone or iPad and pick up from right where you left off with another device. So if you run out of time while playing on the subway, for instance, you can resume the same puzzle a few hours later from the comfort of your living room.
Scribblenauts recognizes thousands of words, so the more creative you are with your solutions, the more fun you can have. Here’s a quote on the game from Samantha Ryan, the Senior Vice President of Warner Bros Interactive Entertainment’s Production and Development branch (whew):
““Players can let their imaginations run wild by solving challenges with objects they’ve created such as a ‘colossal, winged, rainbow car’ or a ‘shy, frost-breathing, robotic hippopotamus,’ and easily share the results with their friends.”
Scribblenauts is available as of today and both the iPhone and iPad versions of the game will run you $4.99.
Are you excited to see ports of great games slowly making their way to iOS devices?
Via GamingBits
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The Burnout series is synonymous with fun for me. Being a PS2 owner from way back when I was a cursey teen instead of a cursey adult (or someone in their early 20's) as I am now, it's like a Pokémon evolution except not cool and really just learning about controlling my emotions and maturity and all that lame stuff. Included in that evolution was getting a PS3, and eventually being excited about the release of Burnout Paradise. I actually owned a PSP at one point and playing Burnout Dominator was bliss for me. Long bus rides filled with angsty or beat-punching music as I swerved corners and took badasses down whilst everyone just kinda looked at the weird fat kid and wondered where his guardian was.
Burnout Paradise was a personal low in the series. Despite, friends having the initially pre-release, I convinced myself that a free-roaming city was actually "really cool" and that it totally wouldn't be "lame" and you'd have a lot more freedom. I was wrong. Really wrong. I don't know about you but being in a free-roaming cityscape and having no sense of direction, as well as a poorly intuitative, linear map design really doesn't bode well with someone thinking in free-roaming mode. So burned by that Burnout experience, the announcement of another Burnout game spurred the pessimist in me and I was excited once again, but when I saw the first video's for it, I wasn't too pleased. I was less than pleased and the optimist inside me died...just a little...not too much, I hope.
I did go into Burnout Crash with less than a positive aspiration for what the game actually might be. I know people don't like people who waffle on, so let's just say Burnout Crash is good and there is a demo you can play, it's free, it'll give you a good indication of what it's like except for some modes but let's also say that Burnout Crash is initially underwhelming.
The 2D opening is cutesy to say the least but so mediocre it doesn't really register on my mental spectrum as being a video game. It reminds me of the animated sequence in Catch Me If You Can and I'm half expecting the little ute (or pick up truck for our US readers) to hit a tiny Leonardo DiCaprio and send him flying against a 2D wall...but yes, it's underwhelming and my memories of Burnout begin to fade, like the opening screen does. I left the opening on too long to start writing the opening paragraph, the visuals humming away in the background with my PS3 and then a song begins.
This is where my opinions change by a simple video and musical manipulation. The song by The Primitives, aptly titled - at least for this game - Crash and I'm brought back to a simpler time in my childhood called the 90's, when this song was not written. It's an 80's New Wave pop song and whilst I became a fan of New Wave some time in my late teens, the song still resonates and I'm back to apart of what makes the Burnout series amazing, the mind numbing, heart racing music. When I say mind numbing, I don't necessarily mean it in a bad way, it's just beautiful background fodder. Much like the Clair De Lune in Burnout Paradise or Shotgun by The Outline in Burnout Revenge, it brings you into a different element when it comes to the game.
One of my fondest memories of Burnout Paradise is watching the sun slowly set just as Clair De Lune began and I started a Takedown Race and watched the shadows stretch and pull the landscape of the city as I raced from night into day and won with 12 Takedowns when I only needed 5. I get weird when it comes to games and music. Most pieces just wash over me and I just shrug my shoulders, but when there's a piece that's memorable, it really sticks. Whether it's the beautifully whimsical music from Legend of Zelda, a series I've barely played or the block rocking minimal piano and beats of Minecraft - it all sticks in my mind like Tetris tessalated musical blocks.
PICTURE OF MARIO MUSICAL BLOCK
Of course, the Burnout series is just more than music and so I actually start playing Burnout Crash and stop listening to the Primitives for the 12th time....and I press start and the song actually starts to play in full, kicking off with a lovely little animated explosion of the pick-up. The menu kicks in after a failur to login to the PSN/Autolog network and a voice gives me a warm douchey welcome, sadly often associated with Burnout games. No one I really know is a frat kind of person and I feel EA keeps those voice over guys for that reason, I kinda liked it when it was the chick running Crash FM, but meh, that was then, this is now.
So far, the visual design is nothing like the little opening animated feature, with a nice little neon sign design floating as the menu and I kick off the game itself (after adjusting the sound settings, music up, voice over off). So after I'm told I'll be on the wildest ride of my life I choose the first mission and go on a bit of a rampage and you know what, it's fun. It's consistently fun, it's a whole lot of fun. Seeing those little cars coming, which is indicated in-game by a yellow arrow, and noticing all the little details on the houses and cars and just everything, I want to look at it closer but also destroy it at the same time. It's like being Clockwork God with a magnifying glass, but alas, my creations are not my own, only the destruction. But alas, before all the destruction there's a tutorial and it's a bit annoying.
Last time I was in a gaming DMV I decided not to play the game, that game was Driver, I was 8, things were different. Here it's nice little tutorial that tells you about all the great things including the "Crazy Special Feature", which didn't exactly hype me up despite the vocal inflection and after playing Bastion last week I feel all voice overs need better voice actors or better writers, seriously. There could have been a lot more to do with the wacky voice-over, there are a few amusing lines here and there such as the description of the area being remembered as "all field" and the voice over actor pausing and being like "oh...it still is", I laughed at that, but the humour was far and few between and like Dreamworks movies, relied too much on pop culture than raw wit.
Old system of "More stars to unlock more cars" gives you a good old sense and even with the top-down look, Burnout Crash becomes a lot less like the Burnout series minute by minute. What I feel is Criterion should have just called it Crash. I understand that they may have possibly been sued by Universal for use of the fluffy Bandicoot character, but using the brand recognition of Burnout really doesn't work here. It's a real identity crisis where it's clear they want to re-establish their brand for whatever reason. I remember Burnout selling like hotcakes, with every iteration since the 3rd one, and personal favourite, Takedown. The actual game itself does get a big hand from musical and sound cues, but a better focus on gameplay and making the game a lot more interesting, in regards to the voice work and writing, would have been better. For example, whilst the game out and out visually wants to have a rough design, it wants new players to the franchise to remember "to use that Crashbreaker" in an overly excited tone as if the big flashing x button on screen and the fact that other than kinda moving/sliding around the map, there isn't much else to do in-game, other than be amused and giggle when a bank truck comes along and the bombastic voice of Shirley Bassey claims "HEY, BIG SPENDER"...I giggled...like a girl.
Despite my girl giggling, there will be a lot of references young player - new players - won't get and will be baffled why they're in the game at all. Hearing Spandau Ballet's Gold when I blew up a golden truck was amusing for me but may only reach 5% of the people who play the game, seriously after reading the above paragraph, who knew 1. Who Spandau Ballet was/is? and 2. Who Shirley Bassey was? The identity crisis Criterion creates is more of a cultural problem than a gaming problem. Licensing those tracks would have cost them/EA millions, literally, and if it was worth it, I feel like we're on the inside of an in-joke, but everyone keeps beating the outside of it and it just keeps making a hollow thud.
I do want to give a handshake this week to two people, the guys who chose the music and the visual designers. As much as I've bitched about the visuals in the game, I do have to say the mix of eclectic styles of Neon-signed - almost Las Vegas in tone - and the cute top down car creations, it all works. It melds into this odd piece of automotive Americana, filled with the right colours here and there to look it mildly entertaining as well as watchable. When almost every week there's a lot of grey and brown being sloshed around, it's good to see emerald, aqua and crimson red to be thrown into the mix. Sure, the game does have a fairly consistent use of black on the menus, but it adds to the steel and burning rubber style Burnout is known for, and that's where it really takes a different side to the Burnout series.
However, it being a top-down game, it does have it's visual misdemeanours, such as the
The game's reward system is quite classic too. The star system is something I've always favoured in the series, with the whizzing or rushing of the flaming stars to come crashing into my self-gratification coz I pressed da buttons and dey do da ting dat it was programmed to do. The actual gameplay itself is quite simple, you're in a runaway car and you're going to crash. It's a lot more interesting to imagine you're a man who recently just went through the worst day in the world and intend to have the most creative day in the world, which includes ending with a multiple car pile-up, however, he keeps having a Groundhog Day-Quantum Leap scenario where he wakes up in a new car and new body everyday and ends it all the same...or I might be insane.
A few minor gripes about the game itself as there were a few framerate issues, even playing on the first level, but nothing to noticable as the game went on. The gameplay element of The Good Cops was a bit weird and has never really come up in previous parts of the Burnout canon...I guess, there really isn't a canon to a series about cars that gone and done smashed demselves up. However, the game does require a bit of strategy and it would have been interesting, if a bit farfetched, if you could place the cops at an entering intersection of yout choice.
See putting in extra obstacles such as The Ambulance, sometimes makes me feel as though they're dragging out the level, but then again hearing the words "Paging Dr. Beat" followed by the song by Miami Sound Machine, just makes me want to throw on some more 80's tracks and start dancing...nobody wants that. But it is a nice touch, if a bit cheap, I say cheap but honestly it resonates with my pop culture brain like a meth addict and I can't wait for that siren blaring bohemoth to come screaming through the streets again.
Having elements such as Tornados and Magnets are incredibly fun and don't outstay their welcome, the actual gameplay does begin to get stale in the other modes, but it's really just a personal preference and I think you should try out the other modes such as Rush Hour and Pile Up, I highly recommend them but they're not particularly my thing.
Rush Hour is a personal pain as I hate almost all timed missions in games and it just frustrates me. It almost seems like it'd be a lot interesting if it was an extra option that you could turn on or off, even have it as a version of the game like a Quick Match section of the game. Meanwhile, Pile Up is just cause as much destruction as possible, it's fun if a bit boring after a while, all the same gameplay elements are there. A co-op implementation would have been freaking amazing with you having to smash into a friend's car on the same interesection and see who could do the most amount of damage on a stretch of road, like a drag-race + Burnout...just an idea, Criterion.
Other than the music, which turns a bit generic but fun after Crash plays, the sound design is phenomanal with firey auto crashes sifting through my ears and the sound of poker machine winnings as points rack higher and higher like the possible animated body count, if the game was any ballsier...coz that's totally a word. The random sound effects add to the crazy style The money has always been an interesting thing to me, not just money in general, God knows how the economy works, but the actual pricing of each car and the potential for costs and multipliers is just something I've wanted to calculate, make a big chart of, actually do math...yep, definitely insane.
In the corner I'm informed I'm a Wannabe, which gives me the assumption that the writers or designers of the game, and a lot of game worlds for that matter, really have this disdain towards players from the get go, but then again I'm a bit of a wuss who can't take any form of criticism whatsoeverpleaseloveme. But the actual gameplay elements are never really against the player, there is a balanced sense of both challenges and even with a plot-less game, there is a drive - whoa, pardon the pun there, been left over for weeks - to actually see the next intersection, the next car and the insanity that will ensue. For example, really how determined are these drivers, logic is best not put in the way of the Burnout series...especially when car magnets are concerned.
Burnout Crash is not a bad game, it's just not a Burnout game. It does take the basic game mechanics of Crash, my honest to God, favourite part of the series, something I always look forward to and just made it a Downloadable Title. I'm looking forward to the good old days of burning through a city doing challenges and having some real fun, but for now, I guess this will tire me over. It's not expensive, it's a lot of fun, it's great to listen to and look at, it's like the
perfect girlfriend...there's your selling caption for Burnout Crash - Burnout Crash: The Perfect Girlfriend. So Burnout Crash is out, but is it really a Burnout game?
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