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Japan Prefers PS3 in the Home

Online pollsters What Japan Thinks conducted a pre-Wii/PS3

asking consumers in Japan the whens, whats, wheres, and hows of their portable gaming habits. Predictably, the Nintendo DS still dominates the market there with the PSP in a distant, but not yet deadly second.

The most curious part of the survey, though, comes from the final question asked: Which of the following two non-portable game machines do you think you want to own in the future?

The majority voted Playstation 3 at 20.3%, outpacing the Wii's 15%, the lowest percentage out of all options. If this poll is any indication, it's good to know that Sony still has a viable future in Japan despite all the negative press, but the margins aren't as wide as they could be, especially when nearly half of the respondants opted for "Neither" or "Don't Know."

If you'd like to check out the survey and come to your own conclusion, check it out here .

Virtua Fighter 5 Also Heading to Xbox 360

If next-gen has taught us anything, it's taught us to re-think the way games are developed and distributed. High development costs and (so far) small hardware numbers are pushing game-makers to reach as wide an audience as possible to recoup their budget. As a result, Sony is bleeding exclusives to the Xbox 360, making it harder to justify the greater cost of the Playstation 3.

Virtua Fighter 5 is the latest title to have its distribution split. In a joint statement between SEGA of America and SEGA Europe today, the company revealed that it would be porting the game to Microsoft's console for release in late Summer 2007.

Despite the loss of exclusivity, Virtua fans are going to be hard pressed to wait several long months over the February 20th date for the PS3 version. It is unknown whether or not any new features will be added to the 360 incarnation.

Go! Sudoku Review

Graphics:
8.0
Gameplay:
10.0
Sound:
8.0
Control:
9.0
Replay Value:
10.0
Online Gameplay:
7.0
Overall Rating:
9.0
Publisher:
SCEA
Developer:
Sumo Digital
Number Of Players:
1-4
Genre:
Genre
Release Date:


So you paid $600 for this brand-new, hulking entertainment machine…and you want to play

?! Like most launches, the PS3's release list is a mixed bag with only two or three stand-out titles, but it's a good thing that Sony seems to be keeping up with their downloadable content. They released two new games this week, one being a semi-port of the sadly over-looked PSP title: Go! Sudoku.

There isn't much to say about the game itself. Either you're familiar with the puzzle's single rule or you're not (and if you're not, it's this: fill in the blank cells so that every row, column, and 3×3 box contains the numbers 1 through 9). As is so often the case with phenomena like Sudoku, it's easy to learn, but tough to master. The great thing about Sudoku, though, is that it requires no math or outside knowledge, meaning that every puzzle is solvable given enough time and reasoning.

What sets Go! Sudoku apart is its presentation and helpful little touches that make playing more efficient. It's graphically minimalist and aesthetically relaxing – the kind of simple, synaesthesiac style that'll put you in a trance. Gleaming, crystalline "cells" lay atop one of four mind-soothing backgrounds as basic beats set the mood, focusing your mind on the complexities of the puzzle at hand. Not to mention, it's all in beautiful HD!

In the end, there's not much more you can do from a visual standpoint to enhance the puzzle's format, but Go! Sudoku helps out with the actual solving. One of the key techniques in Sudoku is to "tag" cells with small numbers you believe can fit there as a simple reminder when you come back to that square later on. Likewise, you can set "tags" in this game by hitting circle and you can erase them with square. Go! Sudoku goes a little bit further by erasing the tags that no longer fit. For instance, say you tag a cell with a 6 and a 7, but somewhere else along that row/column/box you fill in a 7, it'll automatically erase the appropriate hint in the tagged cell, leaving only 6, which you now know goes in that spot. It doesn't make the game easier, but it does make it faster and more efficient. In addition, the game will also alert you as to when you've completely filled in a row/column/box or when you've used up all of a particular number.

Sony was kind enough to provide a starter pack of Go! Sudoku for free, giving you roughly 15 puzzles spread over the four available difficulties. It's a good opportunity to feel out which one is right for you and then go purchase whichever difficulty levels you choose for about $2.99 each. The trickier packs contain less puzzles, but they are much harder and therefore take longer than their easier kin. The Mild pack features somewhere around 500-600 Sudoku puzzles making it arguably the best value, but if you're a puzzle fiend, the whole shebang shouldn't cost you more than twelve bucks. Even if you only download the starter, you get access to the classic (untimed) and arcade (timed) modes, as well as multiplayer.

Go! Sudoku is a great fit for Sony's downloadable content. It's cheap, engaging, aesthetically pleasing, and the amount of puzzle content is vast. Not to mention, it's a great way to unwind after a hectic session of Resistance or to clear your mind just before going to bed (wireless controller, how we love thee!).

Blast Factor Review

Graphics:
9.0
Gameplay:
9.0
Sound:
8.0
Control:
9.0
Replay Value:
9.0
Overall Rating:
9.0
Online Gameplay:
Not Rated
Publisher:
SCEA
Developer:
Bluepoint Games
Number Of Players:
1
Genre:
Genre


The dual-stick shoot-em-up has so far defined next-gen downloadable content thanks to the auspicious success of Geometry Wars: Retro Evolved. Combining a simple presentation with a never-ending challenge designed to crush your soul seems to be the perfect formula for a revival of the arcade mentality, only now without the creaky stand-up cabs or the smell of copper on your palm that comes from tightly gripping a stack of quarters in your sweaty little paws.

Now we leave our nostalgia at home, where we can keep a close eye on it or stash it under the bed when company comes over (right next to the crusty Playboy). After all, they might think we're nutty for indulging in such childish passions! Oh, but we have an outlet thanks to the shiny, new next-gen consoles sitting in our living rooms – powerful media machines that wouldn't look out of place in any modern entertainment center but seem to be doing as much for games from the 1980s as they are for those from 2006.

What was once old is new again and it's little surprise that the PS3 debuted with two retro-inspired games on its Playstation Network service in order to cap on the trend. The primary of the two, Blast Factor, is austere and brooding. With levels segmented into "cells," it shares a lot more in common with Mutant Storm (another early release on Xbox Live Arcade) than Geometry Wars, but the idea is generally the same across all three titles: dodge and destroy successive waves of enemies in your little geometric cage in order to advance.

A small variety of malevolent anti-bodies stand between your little pod and the disinfecting of one of seven specimens. Like the other games I've mentioned in this review, each enemy has its own specific pattern and when two or more are thrown at you in tandem, it becomes a delicate dance properly balancing your extermination techniques. For instance, white platelets will home right in on you as they appear while the larger "Big Tips" require you to shift the playing field in order to knock them over and expose their weak underbellies.

Blast Factor does a good job of incorporating your special abilities into the elimination of your enemies. At your disposal are two techniques which are always at the ready. By tilting the SIXAXIS quickly left or right, you can send a wave across the screen in that direction, which pulls all baddies along with it. The second is a repulsor mapped to the R2 button that pushes enemies away in a concentric ring around your ship. These can effectively be used together in order to defeat specific enemies, get yourself out of danger, or bunch viruses up to create a score-boosting chain. It adds a lot to a game which would've otherwise been a well-constructed, but otherwise completely derivative clone of other titles in the same vein.

The game features around 98 or so "cells," but you won't be accessing them all each time through. One of the niftiest bits of Blast Factor is its branching levels design. Performing well on a particular cell by meeting the target time will send you to more difficult ones, while doing poorly will keep you trudging through the easiest of the bunch. Tack on some tough boss battles down the line and you've got a game with a fair amount of replay value. There's also an online score ranking to participate in if you crave the competition.

As one of the first downloadable games for the PS3, Blast Factor is spectacular in its own right, but without bursting onto the scene as Geometry Wars did, it's unlikely that it'll ever garner the same level of popular acclaim. Nonetheless, it plays well, runs smoothly, and heralds the kind of game play which will keep score-hounds coming back to it again and again.

Final Fantasy XII Review

Graphics:
9.5
Gameplay:
10.0
Sound:
9.0
Control:
10.0
Replay Value:
10.0
Overall Rating:
10.0
Online Gameplay:
Not Rated
Publisher:
Square-Enix
Developer:
Square-Enix
Number Of Players:
1 Player
Genre:
RPG


Until its US release, you could probably say that the wave of anticipation for Final Fantasy XII had already broken on the shores of fan apathy. A quiet hope was all that lingered after beloved producer Yasumi Matsuno (Final Fantasy Tactics, Vagrant Story) was excised from the development team. Having had their fill of the obnoxiously emotional characters and overcooked designs that only rabid fangirls could get excited about, some die-hards hoped that Matsuno would bring a remarkably different design ethic to a series that seemed to be wallowing braindead in a pool of its own stagnant drool.

Despite the mysterious "reworking" of the game after his departure, most of Matsuno's proposed changes seem to have made it through to retail intact – License board, Gambits, real-time battle system, etc. – all of which come together to form the most flexible Fantasy yet. Whether you enjoy total control over your party or care to mediate the tedium of constantly pressing the X button, Final Fantasy XII gives you the option to (quoth the Burger King) "Have It Your Way."

There were some initial concerns that the automation allowed by the Gambit system (basically a series of if-then routines for your characters) would make the game unbearably dull. I admit, after getting my hands on the demo that came with Dragon Quest VIII I, too, was skeptical. Given separate scenarios for active and wait modes, I had trouble deciding whether the new battle system was too convoluted or too simplistic. The truth lies in the fact that options make the game. Finally given control over setting Gambits and the ability to switch from active to wait (and vice versa) at any time, fighting becomes a thoroughly enjoyable experience. Personally, I kept my party leader under full control while setting basic Gambits for my other two party members. Likewise, I left it on active for most battles, reserving wait mode for the intensely strategic boss encounters.

No longer must you suffer the tedium of grinding levels – well, at least not in the way you're used to it. FFXII can be a difficult game, but the ability to cut through mobs like a machete through dense jungle brush makes it a much more satisfying chore. Effectively, battles can be tough, but they're over quick and you don't have to sit through loading or result screens. Fighting in FFXII is completely seamless and as much of it as you'll have to do, it remains engaging throughout.

The story is also a well-deserved change of pace. Machiavellian in true Matsuno style, it's a labyrinthine plot full of politics and ambiguous morals. It's not nearly as complex as the narratives he crafted for Final Fantasy Tactics or Vagrant Story, but the vestiges of intrigue help pull XII out of fan fiction hell (no doubt there will be plenty of it anyway). The characters are classy and well thought out, an ensemble cast whose players rarely descend into needless melodrama or writhing angst. Eschewing drama bomb plot devices like love triangles or amnesiatic heroes with dark pasts, Matsuno lets the world breathe in all of its diversity. Ivalice and its various races get as much attention as individual characters and rarely does one try to trump the other. In fact, "main character" Vaan spends the entire game as an observer of the events unfolding in front of him, which is a far different take on the protagonist compared to Nomura's egocentric tendencies. If anything, sky pirate Balthier is the male lead as he cheekily makes known through the game.

Speaking of class, Square-Enix has more than paid its dues for that horrible laughing scene in Final Fantasy X (as well as the rest of the wretched dialogue). XII is extremely well-translated and the voice acting is among the best I've heard in any medium. Actors actually sound like they're acting instead of just reading off of a script, there are few awkward pauses, and the voices fit very well. Vaan sounds like an actual teenager without being whiny while the Viera, Fran, pleases the ear with the harmonic tones of her Bjork-alike voice. All parts are well played and the only unfortunate thing I can say about the VA is that it suffers from some bad compression (likely due to the amount of spoken dialogue crammed onto the disc).

Luckily, the soundtrack suffers from no such faults. Composer Hitoshi Sakimoto fills the landscape with the epic sounds we've come to expect from Final Fantasy games. Matsuno's love affair with Sakimoto is evident – he's scored every one of the titles Matsuno has held significant sway over. If you've played Vagrant Story or Final Fantasy Tactics, you'll recognize his style right off the bat.

The exquisitely elaborate environments match the music note for note. Taking cues from MMORPGs, Final Fantasy XII's many regions are divided up into several expansive areas. Dungeons can also be long and complex. Unfortunately, the areas are zoned, meaning that they are separated by a slight load time. This, in and of itself, isn't a problem, but it does belie the size of the environments somewhat. The draw distance extends quite far, but it's cosmetic since these zones are still clearly sectioned into smaller pieces.

It can't be denied how fantastic the world looks, though. Cities feel alive with people milling about all over the streets, the architecture is rich and varied in art style (though there is in odd conformity in the reuse of tall rectangular walls), and there's an overall clarity to the aesthetics that makes everything feel coherent and real. Character animations can't be overlooked, either. Good lip-syncing and a lack of visual stutter put Final Fantasy X to shame.

Final Fantasy XII shapes up to be a solid game all the way around. Well, it's a lot better than solid, but the point is that Square-Enix has crafted a game where the fundamentals support the rest of the content with ease. Glitches, for instance, are pretty much non-existent and there are a good number of helpful little touches that make play progress more smoothly. For instance, when you attempt to cast a revitalizing spell in battle, such as Poisona (to get rid of poison), it will automatically target the character in your party that is afflicted and cure them. You can also re-order the spells in your battle menu so that the ones you use most are right at the top and you don't have to scroll through all of them to find the ones you want. These are interface improvements that lift FFXII, in sometimes subtle ways, above its peers and even its own predecessors.

The lone sore spot is the game's last few hours. It's not that they aren't engaging, but because it all seems to end so briefly. As long as the game is (60+ hours for story), by the finale, you can't keep from feeling that you were somehow cheated. The narrative hints at other parts of the world that you never visit or even get to see (notably, Rozzaria) and just when you think you're headed into the third and final act, you're done. It doesn't end on a cliffhanger or anything, but you get the idea that there was supposed to be even more to this behemoth (pun intended!). Perhaps they are saving it for the upcoming DS side story, FFXII: Revenant Wings.

That said, there's a fair amount of extra content and side quests. You can complete all of the hunts and tough optional boss battles, there are several side quests which elicit rewards in the form of rare armor/weaponry, extra espers, and quite a few hidden areas which you may not have noticed on your first trip through various dungeons. FFXII is more about exploration than any Final Fantasy before it and it's evident in the very design of each region, which often features multiple paths. The hunts and side quests will have you rooting through every nook and cranny of the map. And, of course, there's always the age-old past-time well known by RPG fanatics as "maxing out your characters."

Final Fantasy XII ultimately proves itself more than deserving of your money. Originally anticipated, then treated by skepticism, XII sets itself up to become one of the top games in the series and the hallmark of the PS2 generation. Deviations from past Final Fantasies may turn off some players, but this game is so classy, it's like mouthwash for the nasty taste FFX/X-2 left in gamers' mouths. It redeems a hallowed series which had begun to spiral into teeny-bopper, pop-idol-infested hell. Please, for the sake of supporting games which are, you know, good , buy it!

E3 Gets Name/Date Change

First, it's cancelled. Then it's downsized and moved to a new location. Then it's cancelled

. Now it's back, complete with new moniker and date. Oh it's also been moved back to LA.

So what did the International Data Group decide to call it's new function? Game Pro Expo (yes, after the ragazine of the same name) it is. The GPE will now take place in mid-October so that it can completely lack relevace or interest gamers at all, despite pushing the idea on LA Convention Center members that the new show will rival E3 in terms of size and economic impact.

Occuring in the Fall eliminates the event's key asset – building anticipation for games and hardware that would normally release in its newfound timeslot. Instead, you'll probably get to play games you've already seen and heard about for months. Forget surprise announcements altogether. Instead, IDG is injecting the Game Pro Expo with a healthy dose of competition, filling in the gaps by pitting gamers against each other in tournaments or contests. They also plan to include a consumer component to the show, perhaps reopening it to the non-industry crowd in some aspects.