Tag Archives: PlayStation Portable

Metal Gear Acid 2 (PSP) Review

Developer: Kojima Productions / Publisher: Konami || Overall: 9.3/10

The strategy genre is one in which I’ve had the opportunity to delve into more as of late. Just the luck of the draw I suppose, but ever since finishing the first Metal Gear Acid, I’ve been excited for more action from the series, and little less than a year it has come with Metal Gear Acid 2 (MGA2). Metal Gear Acid 2 is a vast improvement over its predecessor; a more refined formula of what had been initially introduced with the series.

The gameplay mechanics of MGA2 are essentially the same as those in the original Metal Gear Acid, just with improvements, but these improvements don’t change the basic game. If you’ve played through the first, then MGA2 will feel very familiar. Movement on the map has changed just a little bit; instead of watching an arrow come out of the player to plan a move out thoroughly, the player’s character will actually move in a “real-time” fashion. Other enhancements make basic movements much more streamlined. One thing that might be annoying is that instead of immediately having you chose the direction to face after you move, you have to remember to press the triangle button and then press the X button (as opposed to the circle button, which is the confirm button). The visual interface has also been enhanced to show what moves are available when picking an action. The basic strategies you have to manipulate have stayed relatively the same and are generally in line with the usual strategy game. The speed in which a mission progresses is a major aspect, as it helps to keep the game interesting.

The amount of available cards to acquire has been more than doubled. Approximately 550 cards are in Acid 2’s library, up from the 200 to collect in the first. Obviously a number of new cards had been added, but the main bulk of new cards come from being able to upgrade cards – a new feature that remedies the deterioration of lower-leveled cards through the game’s progression. Having so many cards also makes it a challenge to complete the collection. The concept of “Interference” has also been carried over, and MGA2 puts more stress on using it correctly over than the original had. Interference is the concept of an equipped item influencing a certain stat that another equipped item has. Used effectively, it could make things a little easier. It can also make things a little harder. There are a couple of new types of cards, most significant of which being automatically triggering cards that can help quite a bit during a mission, such as a hit % increase or an attack increase.

The biggest improvement over the first MGA is the sheer amount of opportunities of extra missions to earn extra points and cards and more varied game design. Once you complete an area in Metal Gear Acid 2, you can replay the area in several different ways, including Eliminate, Sneaking, and Special Mission. In Eliminate, you basically just kill all the enemies on the map. Sneaking, you have to get through the level without being detected at all. Special Missions are a lot more like puzzles, making you devise a way to complete an objective within the constraints of the challenge, whether it is allowing only a limited amount of cost to complete the objective, using a pre-made deck of cards, or completing something in one turn. There are special clear bonuses if you get an S rank after completing any story mission or extra mission given in the form of cards, so it is definitely worth your while to do your best in everything you do.

As for the visuals and sound, MGA2 has definitely been enhanced over the first. The biggest being the visual style, the game looks more like a comic book with outlined characters, as well as being vibrantly colored. It’s a nice change from a “regularly” colored game, even if it is funky to see Snake wearing blue shin guards. Sound is used in a better way overall, with most guns sounding unique from each other. What could be seen as a lacking aspect in the sound, however, is the absence of any voice-overs. It’s unfortunate that another game in the series has a lack of a vital aspect to sound in games nowadays. The story is pretty interesting, and completely independent from the first. For much of the game, Snake is dealing with amnesia and not knowing who he is other than a mercenary. Not that the story that is included was a bad choice to use, but I had become personally interested in the way the story of the first MGA could have been continued, but alas, a new story is what is given, and its delivered (yet again) in drawn stills. The inclusion of quite a few more bosses through the game breaks up the monotony of killing regular guards, and definitely solves the biggest qualm I had with the first MGA.

A big extra part of the game is the ability to watch movies in actual 3D with the accompanied Solid Eye plastic-coated cardboard “glasses” that slide over the PSP. As you collect more cards, more movies are available to watch in 3D. The movies to watch are basically every movie from Metal Gear Solid 3. And some movies of extremely hot chicks not usually wearing all that much or getting squirted with water or something like that. The music that plays over those movies made me feel kind of weird, just because all you were basically doing was looking at this girl smiling in the camera seeming like she didn’t really know what to do. I wasn’t too crazy about the movies they put in there, but the 3D was quite effective. The only unfortunate thing is that you can see the pixels of the PSP pretty well, so it looks like you’re actually watching a “bricked” image, if you can understand that.

Metal Gear Acid 2 is an awesome sequel, definitely one of the games that define the PSP for its visual quality, capabilities, and possibility of having add-on things, like the Solid Eye, for specific games. A lot more excitement is to be had with the second Metal Gear Acid, and more bosses integrated into the overall gameplay stresses that point. If you liked the first Metal Gear Acid, you’ll find enjoyment with Metal Gear Acid 2.

Grand Theft Auto: Liberty City Stories (PSP) Review

Developer: Rockstar Leeds / Publisher: Rockstar Games || Overall: 9.5/10

Grand Theft Auto has finally made its way to a portable system in pure 3D. Only possible by taking advantage of the Playstation Portable’s technology, Grand Theft Auto: Liberty City Stories is an amazing transition of this generation’s Grand Theft Auto games from console to handheld. Regarded as the first major release on the PSP, Liberty City Stories is a major reason for owning the pricey handheld.

Taking place in Liberty City, the same city as in Grand Theft Auto III, you take the role of Toni Cipriani. For Grand Theft Auto III patrons, you’ll remember Toni Cipriani from nearer to the beginning of the game that had the mom who’d yell through the window during the cutscenes where you would take missions from Toni. Being part of Salvatore Leone’s gang, Toni will visit many familiar places and will see familiar faces that you will instantly recognize from GTA III. But, since Liberty City Stories is a prequel to Grand Theft Auto III, all the events that had actually taken place in Liberty City during GTA III haven’t actually happened yet. As such, certain buildings will be under construction to reflect that Liberty City Stories is a prequel. Not to mention certain people still being alive. However, Liberty City is still intact just as it was played on the Playstation 2, but there are enough changes and shake-ups to the city that will make Liberty City Stories unique.

The most important thing to mention about the game is the controls. Unfortunately for the PSP, it just doesn’t have as many buttons or analog sticks as the Dual Shock controllers do. But the hardware limitations don’t stop the game from having good enough controls to make those limitations almost not be a factor. Almost. There are two pre-set configurations in the Controls menu which will change the functions of the shoulder buttons for car use. SETUP1 will make L the “Look” button, that when pressed you move the analog stick the direction you want to look at while driving, and the R button the hand brake. SETUP2 will give a closer feel to the controls of the console games, making the shoulder buttons look left, right, or behind when both are pressed. There are no differences between the setups for when you’re on foot. There is also the option to change how you control the character – either with the analog stick or the directional buttons. Whatever movement selection is not used for primary movement, it will become less important, yet necessary, controls such as honking the horn, starting a special mission, radio station cycle, weapon cycle, and target cycle. Since the analog stick on the PSP is just about at a perfect sensitivity for moving and driving around, it’s more beneficial to use the directional pad as the other functions. But any way you slice it, the only real problem you might have is when it comes to shooting and targeting with weapons. When you get into instances where there is a requirement for high-speed shooting and targeting action, the PSP’s controls are not as responsive as a Dual Shock controller’s and you may get frustrated having to try something over and over again.

Plenty of the aspects of the Grand Theft Auto games actually work well for the handheld arena. Mostly the Taxi, Ambulance, and Vigilante missions, as well as a few other special non-story missions can easily be initiated and completed within a very short amount of time. Even story missions are finer tuned and shorter to complete. Another big point to the formula is the loading times. The only time you’ll see noticeable loading times are when you first start up the game, move around to other parts of Liberty City (which are the same as Grand Theft Auto III), and right before missions. While it could get annoying when you constantly retry the same mission, the loading times are very acceptable in the end and typically don’t take out a chunk of your playing time. There is also a slight lag between switching radio stations as the audio loads, but nothing too out of the ordinary. As a consequence the UMD will be spinning most of the time, since the data will stream off, resulting in less actual playtime unless you’ve got an outlet nearby.

As for graphics and sound, they’re exactly what is to be expected from the series. Not only that, it is truly amazing how they could pack it all in into such a small package. Compared to GTA III, the game looks to be on the same level, if not better. The cars look realistic, as well as the damage to the cars. Buildings themselves also look exactly how they should be remembered. The most impressive thing about it all is that the actual distance that you can see is a whole lot better than what had been done in almost any other GTA game. You might also notice a little bit of ghosting and frame rate, which is very solid, can drop at points. Radio stations are just as diverse as they were in GTA III, not to mention a couple more were added, along with the ability to play custom tracks off your memory stick. To utilize the custom tracks, however, you have to download a free program to your computer that will convert CDs into a format that the game can read – MP3s can’t be directly used. Voice work is also nothing short of what is to be expected. All the voice actors that played reoccurring characters from the series have reprised their roles, and while it may sound a little tinny at times, there really isn’t anything to complain about in that regard.

Besides a little bit of a shake-up in the control scheme, everything about the game gives the same experience of its console brethren. There’s a great story in a huge city filled with tons of things to do for everyone, even veterans of the series that will spark enjoyment on some level, and you can take it anywhere you want. Grand Theft Auto: Liberty City Stories is by far the best game you can spend your money on at this point in the PSP’s life.

Infected (PSP) Review

Developer: Project Moon Studios / Publisher: Majesco || Overall: 8.5/10

Just in time for the holidays, Infected is the right game to spend your free time with. Instead of killing your zombie-like family members, you can kill computerized zombies on your PSP in the corner of Aunt Suzy’s house with no one ever being the wiser. If your Aunt Suzy happens to be tech savvy, you can take your zombie shooting obsession online with the PSP’s wi-fi capabilities. Just be careful, because the PSP screen is so big it might attract the zombies of your real life — your family members.

The story of the single-player mode in Infected is very simple. A disease breaks out that turns people into mindless zombies, and they start causing lots and lots of problems. Like eating and infecting people. It’s basically run-of-the-mill when it comes to that much. Before each new mission, you’ll get a dose of humor in one way or another – either through voice-only briefing or an actual cutscene. After the preliminary story material, you proceed to select and finish the next mission.

In Infected, you shoot zombies, and as if that isn’t obvious enough, with weapons. As you upgrade your weaponry through the Upgrades screen, you’re able to use more powerful weapons and power-ups. Every time you start you’ll begin with the least powerful weapon, the Pistol. As you kill more and more zombies, you’ll build up your Ballistic weapon gauge, and as it fills up more and more you’ll work your way up to a shotgun, machine gun, and two types of rocket launchers.

In the single-player mode, there are different kinds of objectified missions. They range from evacuation of citizens, defending a certain target, simply eradicating all of the zombies in sight, or a combination of types of objectives to make a mission harder and more complex. The concepts of the objectives are very easy to learn and understand through straightforward tips given. Because the single player mode is not story driven, the motivation to play the game comes from the gameplay itself. The game is easy to learn, but to master it you’ll need to learn how to use the controls almost by reflex to get further in the game. Luckily for those who require a little more or little less challenge, you can change the difficulty between missions with no penalty. Infected is a fun game, and when it starts getting less than that, you can fix it. There are quite a few single-player missions to go through, but they won’t take too much time to complete. There is also a ranking of how well you do a particular mission, so you can go back and get that gold medal in the mission you originally got a silver or bronze on.

Multiplayer is a fairly important aspect of the game. While it isn’t as technically immersive as the single-player mode, multiplayer does arise some interesting concepts. Other than just combating against other enemies in deathmatches, when you beat an opponent, you will infect them with a “virus” named after you. By infecting your opponent with your virus, you can spread it around farther and around the world; when a player gets infected by a virus, to clear that virus they must either defeat three other people in multiplayer or three tagged single-player missions. By defeating other opponents in multiplayer, they spread your virus to the other players, and the process repeats. But if you play the tagged (called “infected”) levels in single-player mode to replay, you can stop another person’s virus from getting spread farther. It brings up a new kind of massive competition, and if you really got into it, you could work up to the point of having your virus the most infected. To keep track of these stats, Infected uses the PSP’s web browser to check all the stats corresponding with your stats and also the overall trends through all the copies of Infected spread through the world. It’s definitely a cool thing to see a game use the PSP’s web browser and have this kind of interactivity level for a game. Not to mention it doesn’t cost anything extra for it.

As for graphics and sound, the graphics are pretty cool. The textures shown in the game could have been a little less bland, but they’re tolerable. Between shooting zombie mall Santas and the like, it’s not going to matter as much. Cutscenes are nicely animated and generally well-made. As for sound, the voice acting included in the game isn’t bad at all. Sound effects are awesome since there’s lot of explosions and guns shooting. The best part hands down is the soundtrack. Full of hard rock and death metal (if that’s what they can be called) songs, a large selection of which are composed by Slipknot, it genuinely creates an overall feeling that is needed in an M-rated zombie-shooting game. It might not float many people’s boats, but if you’re like the music that is on Slipknots latest album, Vol. 3: The Subliminal Verses, you’ll dig the other few songs by other groups in the game as well. In total, there are 22 songs and all can be turned on or off in the options screen.

Your character’s appearance is a fun aspect of the game. You can basically create your own character or unlock different “avatars” by buying them or finding them through the game. Other than being able to make anyone from a goofy lookin’ nerd to a person who looks like he could be in a Good Charlotte-Green Day band, you can play as all the members of Slipknot! What fan would pass up the opportunity to go around shooting a bazooka with Corey Taylor?

Where Infected really does suffer is in its controls. While it can be considered part of the challenge of the game to get used to the controls, the game really would have benefited from a second analog stick. It’s just an unfortunate fact that camera angles and control hold the title back from being better. As a consequence, the controls in general aren’t very sympathetic to your inability to adjust the camera, especially since the view is locked to being right behind your character showing the waist up.

If there’s one thing to say about Infected, it’s that there’s definitely fun to be had with it. While on its own, it isn’t a console-selling “killer-app,” Infected does bring out a concept or two to show what is possible with the PSP. Infected shouldn’t be overlooked — it’s a fresh experience, filled with humor that will make you either burst out laughing or cringe in embarrassment.

X-Men Legends II: Rise of Apocalypse (PSP) Review

Developer: Raven Studios / Publisher: Activision || Overall: 8.5/10

X-Men Legends II: Rise of Apocalypse for the PSP has made the transition from console to portable almost flawlessly. Though it is a port, it’s by far the best kind of port as it preserves the game’s original build in practically every way. Aside from a few annoyances, X-Men Legends II: Rise of Apocalypse is a great action RPG; one you can really get a lot of play-time out of.

The story of X-Men Legends II starts up in the middle of a mission where the X-Men and the Brotherhood have seemingly joined forces to rescue Professor Xavier, who is being held hostage. It isn’t until later do we learn the reason why – a mutant known as Apocalypse has arisen and plans to do things that aren’t exactly approved by the X-Men or the Brotherhood. Xavier and Magneto realized the only chance they had to defeat Apocalypse and his minions would be to join forces and set aside their differences, for the time being, to do so. Story progression is a strongpoint in the game, and really drives the motivation to play.

X-Men Legends is your more or less simple action RPG dungeon crawler. For those who have played Untold Legends: Brotherhood of the Blade, there will be recognizable similarities between the two. X-Men Legends II can be viewed as a superior version of Untold Legends, with almost all the aspects of gameplay executed in a better way. Just like in Untold Legends, you’ll be beating on a bunch of enemies, collecting equipment, and getting new quests to go on constantly. Unfortunately, they both share some similar problems, first of which would be the loading times. There’s quite a bit of loading involved in the game, and can last up to about fifteen to twenty seconds depending on what level is loading. The load times alone make the game unable to be played in short bursts; you’ll have to have a bit of free time to make any significant progress. Another similarity between the two games that is striking the large spiders you fight in the first part of the game. They look exactly like the spiders in Untold Legends, and it’ll almost feel like you’re playing Untold Legends with the X-Men.

The control scheme is fairly simple. You have two buttons that are your regular melee attacks, one button to pick stuff up, and one to jump. And just like in the console version, you hold down the R shoulder button and select one of four assigned special skills to use. Special skills are attained just by simply adding on levels to your characters, and if you let the game control what skills are assigned and what stats are upgraded after each level, it’s very easy. You can take things into your own hands, but it might be more trouble than it is really worth. There are practically no real camera issues, as the camera is automatic and will always be positioned in such a way that it will show you most of what you need to see at all times.

The graphics and sound in Legends II are very impressive. In general, the game is very comparable to the Playstation 2 version graphically. The CG cutscenes are also in widescreen to compliment the PSP’s screen, not to mention they’re at a very high quality; you won’t see any pixilation in the CG cutscenes. It isn’t cel-shaded like its console counterparts, but this stylistic change really doesn’t affect the look — you can’t really notice the difference. The soundtrack and sound effects are great, but where the sound falls is in the voice acting. There is a great cast of voice actors, and even Patrick Stewart lends his voice talent as Professor X. However, the fault isn’t exactly in the voices (though some voices could have been better), but the actual things they say. When you’re watching a mission briefing, you’ll often sit through at least a stupid exchange of witty quips by members of the X-Men and the Brotherhood. Sure, it gives more character to the overall game in some way, but the mission briefings end up being more corny than useful.

X-Men fans will definitely enjoy X-Men Legends II. If it comes down to the question of which version of the game (console or PSP) to get, something to take into consideration are the extras tossed into the PSP version — nine exclusive missions and four new playable heroes. Also, the inclusion of local (Ad-Hoc) and online (Infrastructure) WiFi multiplayer modes is nothing to look over either.

X-Men enthusiasts and action RPG fans will definitely find a game worth their time in X-Men Legends II: Rise of Apocalypse. Just for the sheer amount of time you could spend on playing the game, it is definitely worth a purchase. The portable version of the game allows you to take the game anywhere, which might compliment your needs more than a console version, with no loss in the integrity of the game. Its one thing to port a game, but it’s another to be a good port. X-Men Legends II: Rise of Apocalypse is an excellent port of an excellent game.

Burnout Legends (PSP) Review

Developer: EA London / Publisher: EA Games || Overall: 9.3/10

The PSP’s first Burnout game isn’t an entirely new title in the Burnout series; rather, it is more like a compilation of all of the best parts of Burnout 1, Burnout 2, and Burnout 3, using the physics and gameplay engine of Burnout 3. Burnout Legends is a perfect arcade racer for the PSP, capturing the feel of its console counterparts amazingly well. Burnout Legends works perfectly for a portable without skimping on what makes the Burnout series great in the first place.

To put it bluntly, Burnout Legends is a great game. Just like every other game in the series, it revolves around high speed racing action full of dodging traffic and crashing into your competitors as you try to place in an event. The basic formula for Burnout is amplified by the sheer amount of modes and things you can do in the game; you’ll never be bored. For PSP owners that haven’t gotten around to buying any of the Burnout games prior to Burnout Revenge, Burnout Legends is a must-have. Even for people that have all the Burnout games, Burnout Legends’ value will come with its portability and its truthfulness to its console roots.

As for the modes and events you’ll see in the game, they should be familiar to any Burnout fan. There are the World Tour, Single Event, and Multiplayer modes with the events of Race, Time Attack, Road Rage, Pursuit, Crash, Eliminator, Grand Prix, Face-Off, and Burning Lap – it’s all here. In World Tour mode there’s also the different car classes of Compact, Muscle, Coupe, Sport, and Super. Each World Tour class has its own set of challenges that includes a mixture of the previously mentioned events, with each class getting more difficult and speeds reaching higher levels.

As for the events: In Race, you’ll go up against three other opponents and try to get in first place. Time Attack is a Single Event mode-specific event in which you just try to get the fastest time you can for a particular track. In Road Rage you’ll attempt to get a certain amount of takedowns before your car is destroyed. In Pursuit, you’ll drive a cop car and attempt to chase and bring down another car within a time limit. For Crash, there are exactly 100 levels in which you try to rack up as much damage as you can, by crashing. In Eliminator, it’s like a regular race except that the racer that places last in each lap is eliminated. Grand-Prix offers a run-of-the-mill tournament mode in which you’ll race through a certain amount of tracks and earn points based on what you placed in each race. Face-Off is a one on one race, and Burning Lap is basically like Time Attack except you’re in a supercharged car with the nitro gauge filled up the whole way. Needless to say, there’s plenty to do in the game.

The PSP’s analog nub isn’t plagued by sensitivity issues, and feels just about perfect control-wise. The only thing that might make a difference, though, is your thumb could start to hurt after a long hour or so of playing. Because of the absence of a second analog stick on the PSP, you’ll have to resort to pressing a button for your gas.

The graphics in Burnout Legends are really some of the best you’ll be seeing at this stage of the PSP’s life. It’s nothing short of eye candy (for a handheld) and looks very similar in terms of graphical quality compared to Burnout 3. The sound also compliments the game very well, on the sound effects and music side. Though there are 21 songs in the soundtrack, it isn’t very diverse after long amounts of playing and you’ll start wanting to hear stuff that is a little bit different than the punk/rock repertoire included. Sound effects overall are very nice as well, but during Crash mode, the sound can get a little bit irritating when you sit there waiting for the end of a Crash event. It is just the long monotonous noises of car horns that can get on your nerves, especially since the volume isn’t decreased in-game while the monetary damage is calculated.

There are a couple of nifty points to the game, such as the amount of cars and game sharing. As a total, there are 89 cars to unlock and if you can find a friend you can challenge them a “Collector Challenge” in which you can win a car they have that you want in your quest to collect all the cars in the game. Game sharing allows you to play with a friend in a one-on-one race or let them play a single-player demo of the game. So, anyone with a PSP (no UMD required) can play a game of Burnout Legends against you.

As for what’s bad about the game, there really aren’t many things to pick out. The game can be buggy at times, the most apparent bug being shaking floor texture panels. Once during a Crash event, I hit a car so hard that I opened up a portal to a void in which my car just kept falling. Even after Crashbreaker (if I had even thought in the first place it would do anything), I wasn’t able to get out of the void until the end of the event. It may have just been a fluke to discover the void, but the floor textures shaking around should have been fixed. What could be seen as a discerning point about the game is that there is no Infrastructure mode present that would allow you to play the game over the Internet.

Burnout Legends is a recommendable game to any PSP owner who likes arcade racers. For what is included in the game and its myriad of challenges, modes, events, and amazing value of gameplay, it really is worth the price. It can’t be stressed any more that Burnout Legends is one of the greatest PSP games on the market right now.

FRANTIX (PSP) Review

Developer: Killer Game / Publisher: Sony Online Entertainment || Overall: 7.0/10

FRANTIX is 185 levels of puzzle fun. Taking place in a fantasy land, FRANTIX ends up being a glorified version of Chip’s Challenge, with a distinct challenge presented in each and every level. As one of the three heroes Kaz, Bear, and Uri, as well as the “bonus hero” Meeper (from the short film “The Chubbchubbs”) you’ll go on your frantic race against the clock to complete each puzzle as fast as you can.

In the beginning of the game, you’ll only be allowed to select one hero, Bear. However, once you get through the introduction/tutorial part of the game called Tutorialandia, all the other heroes will be unlocked. Somewhere later on, the “bonus hero” Meeper will become available. First, if you’re wondering why Meeper is even in the game, its because FRANTIX includes the short film “The Chubbchubbs” (made by Sony Imageworks) on the UMD itself. When watching the movie, it isn’t as full featured as the regular movie watching functions available on the PSP, so you can’t exactly pause or fast forward or anything. The short film also gives inspiration for a world called The Chubbchubbs in FRANTIX as well.

FRANTIX, like most puzzle games, has no story. You’re plopped down in a “world” and with your “hero” of choice you go around and collect crystals, completing any challenges presented in the way of you achieving all the crystals in the level. It’s a simple concept, and the game itself is pretty simple when you think about it, but there are a few puzzles that will make you stop and think about how to complete. Sometimes it’ll take downright luck that allows you to finish a level. As an extra challenge and bonus, if you finish a level quick enough, you’ll get a gold gem.

The main things you’ll encounter and have to avoid or manipulate are hazards (like water, quicksand, and lava), creatures (like catdragons and monsters), boxes, bombs, missiles, portals, doors, and walls. The game uses all of these elements to create the challenges involved in playing the game. There’s nothing too out of the ordinary, but the game will keep you busy and manage to not be monotonous in its execution.

Gameplay in itself is very simple. You move on a grid, push things, and collect things. Though you’re able to use the analog stick, it just isn’t as precise as using the D-Pad throughout the game. You’ll have to have fast reactions sometimes and really practice a level before you can finish a level sometimes. Loading is not a problem in the game at all. If you have to restart a level, you can do so instantly without having to load the level again. The only loading to actually be seen is in the middle of levels and even then it only lasts for a few seconds. In the end, the game is definitely geared toward being a perfect handheld game.

The six worlds available for you to play are a nice mix, and definitely the most original of all would be the world of The Chubbchubbs. The detail of the environment is equal to the level of Untold Legends: Brotherhood of the Blade. Or at least it reminded me of it. Basically, that means it’s pretty good, and you’ll see relatively nice sprites and environment. You’re also able to “zoom” in to your character to see the action up close. But the graphics really aren’t anything too special, though nice. The sound is a strong point as well, especially because of the soundtrack which is a sort of mix of electronic and fantasy-ish music. The sound effects aren’t bad either.

Though FRANTIX does have an abundance of levels, nice gameplay features, and good challenges, it’s just not overall a compelling title. While, yes, you can have a lot of fun with the game, it doesn’t give off a special sort of flare to really make it have a better feel. Despite any of the shortcomings, FRANTIX is an original handheld game for the PSP that is worth a look.

GripShift (PSP) Review

Developer: Sidhe Interactive / Publisher: Sony Online Entertainment || Overall: 7.5/10

What is GripShift? You tell me. Calling it a racing game alone doesn’t do it justice as it contains a unique mix of platforming and puzzle-type challenges all while in a speed buggy. GripShift isn’t all that amazing, but what it tries to accomplish is bring something new to the table. And while GripShift possibly has the makings of a perfect formula for a handheld game, some gameplay issues hold it back from being as good as it could’ve been.

There’s not much to explain about GripShift; you just pick up the game and start playing. You play through hordes of levels, each with a number of goals needed to be completed, and the difficulty of these levels progressively become more difficult with each level completed. Just by the sheer amount of levels present in the game, it will keep you busy for a long time to come. A total of one-thousand credits are available to earn through challenges, races, and bonus games, and when specific amounts of credits are acquired, new unlockable items make themselves present in the game, including new racers, cars, tracks, bonus games, and things of the like. It is also a prerequisite to earn a certain amount of credits before going to a new “level” of tracks, since they’re separated into their respective difficulties.

To earn credits, you have to complete certain challenges within the level you select. The most common way to earn credits is through the single-player challenge mode, where you can do one of four things to progress. If you simply complete a track within the time that’s given to you, you’re able to unlock the next level, but if you complete a track before a certain time, you can achieve up to three credits, one for a bronze time ranking, one for silver, and one for gold. It’s basically a finish-this-as-fast-as-you-can sort of thing, and you’re awarded accordingly. Each level has its own time limit and goals. The other things you can do in each level are collect all the collectible stars present or a “bonus credit” in the level and end up finishing the level before your time is up. Needless to say, once you get to the harder levels, it can get pretty freakin’ hard. Nitrous boosting is a very important part of completing your tasks because it can help you get over gaps and almost fly around while you have some juice to use.

During race mode, you’re able to race against three other computer opponents and beat them. If you’re able to get into first place, you’ll get three credits. When you play the races in challenge mode, however, you’ll go up against only one opponent, except the difference is that there are stars to collect, and to get the credits for collecting all the stars, you have to obviously collect them all and then beat your opponent. During the races, you’re able to use three types of weapons against your foes, including a homing missile, a box of TNT, and a shield. It’s a skimpy selection, but it does well enough since you won’t really be racing that much during the game. Once you achieve a certain amount of points, you can unlock certain bonus games that are completely different from anything else in the game. You’re able to earn credits by achieving certain goals within each bonus game.

What I personally love about the game are the load times. There are no loading times at all when you restart a level (and that happens quite a bit), or the loading only takes a couple seconds before you go to a new level. It was definitely the right thing to do in a game like this, especially when the PSP has become admonished because of long load times. The lack of any really noticeable loading definitely gives the game a good reason to be played in quick bursts and to keep up at trying to complete a level after multiple failures without becoming frustrated for reasons other than the actual challenge of the level.

What holds GripShift back from being a must-have PSP game is the lack of polish when it comes to actual gameplay. While there are some parts of the game that are good (like level design, challenge, and the sheer amount of levels and things to do), there are three main aspects that I can pick out as worth noting. For one, the sensation of speed is off tremendously relative to the actual mph (or kmph) to what you feel like you’re going in the game. When it feels like you’re going around thirty mph, it says that you’re going something like fifty five. Not that it’s a really big deal (because you’re not really going to be looking at how fast you’re going most of the time), but it reflects on the how well the game is polished. Another aspect is the control. Unfortunately, whether it was the programming or the actual hardware limitations, the PSP’s analog nub makes it hard control especially around the tight bends and fast turns. Another aspect that is quite un-fulfilling is the race mode. GripShift is no Wipeout Pure when it comes to racing, especially with the limited selection of weaponry involved, and due to the sensitivity of the controls being a bit off it can be harder than it should be. But, all of these elements really don’t take a huge toll on the overall feel of the game, as you’ll just have to compensate with the game’s downsides.

When it comes to graphics and sound, it’s a mixed bag. The graphics are nice to say the least, and definitely what should be seen on the PSP at this point of its life. Music and sound effects are a different deal though. I don’t know why, but GripShift has an awfully weird music selection for a driving game, especially one that involves frustrating platforming, time limits, and star collecting. I couldn’t really even tell you what genre of music it is, but it sounds like a hybrid of hip-hop, rock (with a light amount of ska), and a little bit of electronica. Not only that, but I couldn’t even distinguish if there was more than one group/band on the soundtrack just by listening to it. I would have appreciated a little bit more of a regular rock soundtrack as it would have just blended better, but in the end the music really doesn’t take away from the experience. Sound effects are fine, especially the car screeching sounds that your buggy makes at every direction change. Depending on which driver you select for your persona in the game, you’ll hear their sayings as they fall off the level into oblivion or when time is running up. The driver selection is basically a stereotypical cast; the one I use the most is the stoner surfer guy that I think is on the front cover of the game and he says stuff like “Whoaaaaaa” and “duuuuuudeeee” and “hurry up dude!” all the time.

If its one thing that GripShift is good for, it’s wasting time. If you can get past the small control issues and tolerate the music and sound effects, you’ll find one heck of a game that’s loaded with enough challenge to keep any bored person busy. Especially with a thousand credits to collect (which might not seem like a lot, but when you gain only one or two credits every once in a while it will seem like a major feat to accomplish) and quite a few aspects to unlock with the credits gained during play, it’s a game that will take a lot of hours to finish.

Grand Theft Auto: Liberty City Stories (PSP) Preview

Developer: Rockstar Leeds/Rockstar North | Publisher: Rockstar Games

The name Grand Theft Auto has stricken fear into the hearts of politicians and conservative moralizers as of late with the aftermath of the Hot Coffee mod. But now they have even more reason to be afraid – Grand Theft Auto: Liberty City Stories is coming to the PSP in October. It was worse enough for them that the game was only limited to households, but with the first true incarnation of a full 3D handheld GTA, the possibilities become endless. You could jack a car while jacking a car in real life (though you really shouldn’t do that)!

Those who played through GTA III should remember Toni Cipriani. The reason why, is because he is the main character in GTA: LCS. Taking place a couple years after GTA: San Andreas, in 1998, Liberty City is in the midst of a mafia war for control over the city. Problems galore have washed over Liberty City from political corruption to massive organized crime and drug trafficking. It’s up to Toni to clean up the mess and put the city under Leone’s control.

Probably the reason why there is so much interest behind GTA: LCS is because it is not a throwback to its top down roots like GTA Advance for the GBA is, and is touted to be as immersive as the console versions have been come to be known as, all on a handheld. Not only that, but many of the radio stations from GTA III will make its way back and then some.

Furthermore, in regards to the radio stations and music, GTA: LCS will allow for a “custom” radio station playing music off of your memory stick rather than music included on the disc itself. This adds to the variety of the game and is something yet to be seen, other than in the Xbox versions of the GTA games. While the radio stations will probably not be as diverse in their music selection as the console counterparts, Rockstar will probably have packed the game’s disc to the limit. GTA: LCS will not be “stripped” like many port-downs appear to be.

The game shouldn’t even be called a port as it will feature a whole new story, voice acting, the same (if not, larger) city we saw in GTA III, and the massive amount of things to do that are signature to the series. GTA: LCS should not disappoint, and with the enhancements the series has gone through with Vice City and San Andreas, it’ll be nice to play with those improvements as well as with motorcycles in the city we first visited in the world of GTA.

Developed by Rockstar Leeds and Rockstar North, Grand Theft Auto: Liberty City Stories will be released exclusively for the PlayStation Portable on October 24, 2005.

Wipeout Pure (PSP) Review

Developer: Studio Liverpool / Publisher: Sony Computer Entertainment || Overall: 9.0/10

As one of Sony’s PlayStation Portable launch games, Wipeout Pure is an all-new made-just-for-the-PSP Wipeout game. With controls adjusted to compensate for the difference in the PSP to a traditional console controller, the transition appears to be a very well conducted one. Coming from a background of not playing too many of the futuristic racing games like the notable F-Zero series or even any other of the Wipeout games, I found myself amazed by how fun Wipeout Pure is. In all of its impressive beauty, Wipeout Pure is one of the most fun and addicting games I have played for quite some time, especially for a handheld.

Wipeout Pure is one of the sustaining reasons to own a PSP. Not only does it really show what the PSP is capable of in terms of graphics, but also shows how well the PSP does with franchises carried over from the console market, obviously allowing you to take games in your favorite series’ wherever you go. And because it’s not a direct port of any other Wipeout game, unique ships and weapons have been created for the PSP version, giving it a different feel than other games than the previous games in the franchise. With eight different teams (more simply, ships) to choose from, each ship has its advantages and disadvantages. Depending on the situations you face and how well you can maneuver your hover ships through race tracks, certain stats in ship performance will become a major factor in choosing which team you go with.

Wipeout Pure’s first impressions are that it’s a beautiful game, and can even compete with the graphics of games being released on the PS2. A pleasant part of the graphics and presentation Wipeout Pure emits is the attention to detail. Even while going upwards of 400 km/h on your hover ship, you can take some time and pay attention to the scenery around you as you blast by it. The frame rate stays at a good level for the most part, but if there are a lot of explosions and things happening at the same time on the screen (which can happen at times), the frame rate can go down a bit, but its nothing that really shouldn’t be expected for that kind of action happening. Of course, what enhances the graphics and the look of the game even further is the PSP’s beautiful LCD screen.

When starting the game for the first time, there isn’t a story sequence or back-story to read; you dive right into the game. While it’s not at all important, there is a small piece of background story given in the instruction booklet, mostly to explain where Wipeout Pure fits in with the rest of the Wipeout games. Most of your time will be spent in the single player mode, which gives you five different modes to play: Single Race, Time Trial, Free Play, Zone and Tournament. Single Race is a regular race in which you race against other racers for one race only. Time Trial allows for you to race the track and get the best time you can without any other racers in the way. Free Play is similar to Time Trial, but instead of having an amount of tracks to race through, you just keep going on the same track for as long as you want. Free Play will allow anyone to brush up on their skills and memorize each of the tracks included in the game to better compete against other racers. Zone is a somewhat out-of-place mode, in which you go as fast as you can in curiously bright white tracks in a unique hover ship. Zone is a different approach to racing, and can be most analogized to a Survival mode in a fighting game, basically going as long as you can and getting points along the way. More tracks in the Zone mode are unlocked when you achieve enough points in your trials. Tournament is obviously the biggest part of the game, allowing you to pit yourself against the seven other teams and their racers in an assortment of leagues. Beginner-level leagues allow for you to get used to the controls and the speed of the game. The real challenge doesn’t start until the more advanced levels, where you go faster and more laps are added to the requirement of completing the particular race. During the beginning leagues, each race seemed to be too short, but this is solved (and you even get a feeling that races can be TOO long, mostly because of the challenge of the other racers) as you get to the increasingly harder leagues. The game covers all the aspects of difficulty throughout playing the game, and it is really a good way to do it. Rather than having an overall difficulty, you can keep racing in the league that you most prefer for speed and lap amount, but that won’t allow you to unlock more things in the game. After getting so used to the faster leagues, it can be hard to race in the lesser advanced leagues because it is so slow in comparison. With each increasing level of difficulty, you have to adjust to the new conditions of speed and the amount of laps. Typically, it will take a few times to defeat a class tournament, just because of the different feeling of speed and reaction time that the game demands in the more advanced leagues. As you race through more and more of the leagues, more tracks and other leagues are unlocked for you to race in, giving an incentive to place in the top three by the end of a particular tournament so you can repeat the same process on a harder level.

When actually racing in a game, a big part of how you try and place is how many Jump Pads you can drive over as well as how you use the weapons that are given when running over Weapon Pads. Jump Pads are vital to winning a race, as they can increase your speed with a burst of energy and propel you forward, helping you inch (or centimeter if you want me to stay consistent) forward closer to your opponents. Weapon Pads also help a tremendous amount, because if you use your weapon with precision you can gain the upper hand over your opponents and slow them down. However, as the amount of speed increases in each of the leagues, hitting a wall or getting clobbered by one of your opponent’s weaponry can take a healthy chunk out of your ship’s health. Instead of using weapons only as a weapon, you can absorb them to charge up your ship’s shields, and avoid being disqualified by blowing up. This brings the possibility of having to make a quick decision about what you should use your weapon for most likely; whether or not it’s more worth it to possibly get in front of your opponent or to use the weapon to charge up your shields. The actual arsenal of weapons includes Auto Pilot, Shield, Turbo, Mines, Bomb, Rockets, Missile, Disruption Bolt, Plasma, and Quake. Auto Pilot, like its name suggests, allows the computer to take over your racer for a few seconds. Shield is a temporary energy field that takes place around your ship for a few seconds, making it impervious to damage. Turbo is a very valuable item because it can boost your racer to very high speeds for a few seconds. Mines and Bombs are backwards weaponry that stays on the race track to hopefully be hit by an opponent that is close on your tail or something of that sort. It can be annoying sometimes because you might hit a Mine or Bomb you left behind on the last go around. Rockets, Missile, Disruption Bolt, and Plasma are all forward shooting weapons that help in slowing down or disabling an opponent. Quake is a very powerful weapon, as it sends a shockwave through the track and slows down all the racers in front of the one that used it. The variety of weaponry included in the game is enough to keep the game interesting, but not too much to make any of them seem really unneeded or give the feeling that it is the main focus of the game. Sometimes when you launch into the air, you can have time to do a barrel roll, and while taking a risk of getting damaged if it isn’t executed by the time you land, it gives a boost of speed after you land.

There are a bunch of random things to mention about the game as well, some good and some not so good. Each league has its own time records because of the difference in speeds that are allowed in each class, so it gives a slight incentive to go and race in different leagues to try and get the best time possible. In Time Trial mode, you can save “ghosts” of yourself for you to race against at a later time. However, each race will take up its own save slot for a ghost, making it almost a requirement to have a larger memory stick handy to utilize the ghost feature to its full capabilities. During tournaments, there is always one or two racers that will always place in first or second, making it hard for you to win tournaments, many of these coming down to the wire and barely passing up your opponent for the win or having them pass you up at the last second for a lower placing. This obviously gets very frustrating when they pass you by less than .001 of a second. Also, sometimes you will have enough speed to fly completely off the track. Instead of flying into a blank void when taking your amusing detour, you can see more of the city or area that you are racing in, making it seem more like you’re actually racing through something rather than a floating road in the middle of nowhere. An autosave function is present in the game as well, which constantly saves your progress after each race, saving quite a bit of time from having to do it manually, and since it only takes a couple seconds immediately after a race, it doesn’t get in the way at all. Load times are also not horrible, only taking around fifteen seconds to load for each new race you’re about to undertake.

The sound quality in the game is excellent. All the weapons sound futuristic, just like they should. But the best part of the sound in Wipeout Pure is obviously the music. The music takes an electronic-oriented approach, with a quite impressive selection to choose from. You’re also allowed to customize your music preferences, whether or not you want to listen to it down to which songs you don’t want to play, though it is hard to get sick of them if you like the kind of music included in the game. Most of the time, however, you won’t notice the music because you’ll be so concentrated on the racing at hand. Downloadable content is available if you have a wireless connection point. At the time of the writing, there are Gamma Pack 1, 2, and 3 are available for download. Supposedly there are five to be released altogether, and they add various items to enhance the game from its retail version, most notably included new tracks to race on. The files are kind of big, though, depending on what is in them. Again, you’ll most likely have to have a big memory stick on hand to have enough space for all of your game saves, and the downloadable content that will eventually be released in Gamma Packs 4 and 5.

Wipeout Pure is a solid arcade racer that can be taken just about anywhere on a PSP, making it a very valuable game in its launch lineup, as well as part of its increasingly expanding game library. With its fun game play and beautiful presentation, Wipeout Pure is definitely a game that shouldn’t be passed up when being considered for purchase with a new PSP or even down the line.

Metal Gear Acid (PSP) Review

Developer/Publisher: Konami || Overall: 8.7/10

If you’ve ever thought a Metal Gear game would fail to deliver an amazing experience, shoot yourself now. Metal Gear Ac!d takes a completely different spin on the franchise in what can be best described as a “card-based-strategy-board-game.” Similar to strategy games like Final Fantasy Tactics, the major difference between this game and the rest of the card-based genre is that Ac!d is not an RPG, as cards (and luck of the draw) dictate every part of the game. Metal Gear Ac!d delivers a truly unique experience, while still including all the major elements from the Metal Gear Solid series its fans have come to know it for, including interesting characters, and an entertaining storyline.

Like most people who heard about the game being card-based when it was first announced by Konami, it was left to question whether the game would catch on as the “normal” Solid games did. For me, it was hard to imagine what the game would actually be like, and whether or not the gameplay would measure up to the Solid series. When I finally loaded the game for the first time, I went in with lackluster hope that this game would be as good as the Solid games, but I kept an open mind about it. Recently becoming a fan of the Solid series, and just finishing Metal Gear Solid 3 about a month ago, I was ready to get into another Metal Gear game; Metal Gear Ac!d exceeded my expectations.

Taking place in the future (the year 2016 to be exact), the game starts with an airplane being hijacked. The person or persons behind the hijacking are not known, nor is their intent. The plane is filled with a muscle relaxant called vecuronium bromide that could be fatal if inhaled in excess. To make matters worse, a major presidential candidate named Senator Hach is aboard the airplane. The hijacker demanded only one thing: the prompt delivery of the mysterious project known as “Pythagoras.” This is where you (Solid Snake) enter. The stage has been set, and Snake is sent to a secret base owned by a corporation in the Moloni Republic, located on Lobito Island. It is here that Snake will try to figure out what exactly “Pythagoras” is, as well as uncover the mystery and past events which occurred on Lobito Island, in which Snake plays a big part. About a quarter of the way into the game, you’ll join up with a female agent named Teliko, who will help Snake along the way, and act as a team together. She is also a big part in the story.

The way the story is delivered, Metal Gear Ac!d seems like it shares events from the Solid games, because there are light references to them. For instance: “I’ve been in worse than this before.” All in all, the story is completely different from any other Metal Gear game, and seems like it could be the beginning of a completely new story arc for Snake, but I wouldn’t reject the idea of Ac!d being another part of the main Metal Gear storyline. However, it seems at times like they were trying to make a new Metal Gear story detached from the main timeline, so one has to wonder. Story is either shown as in-game animations or through the usage of drawn stills. While it was initially a let-down there weren’t any traditional CG cutscenes, the artistic style of the stills is fairly appealing as an alternative, and it helps in creating a different approach for Ac!d in storytelling devices when compared to it’s console brethren.

The actual gameplay itself takes a little bit of getting used to, so it’s good that the first couple stages serve as a tutorial; it helps out tremendously in learning the games basic functions. There are four different types of cards you can use through the game: Weapon, Item, Support, and Character. A card can usually be used in two ways: for the special ability grafted into it, or to move. While most cards have this basic option, there will be a few cards that only allow you only one option.

While the basic idea of how to use the cards is easy to get a hang of, they tossed in a bunch of different card characteristics and the vital feature of the game, “Cost.” Cost, as defined by the game, is the amount of time it takes to do a particular action, and is represented on the cards you can play as a big number in the right corner of the card display. Cost directly affects the order your characters and enemies take their turns in, so the more cost you accumulate during your turn, it’ll take longer for you to have your turn again. While Cost is the only aspect of a card I ever really paid attention to, each card has a characteristic called “Interference.” Interference only matters when you equip things to an equipment slot. The Interference of an equipped card can affect cards equipped next to it, such as the power of a weapon and other fairly unimportant things. I never worried myself with Interference, as I hadn’t directly noticed anything different that happened with Interference. It will take a few stages before being able to fully understand how to use the cards efficiently, but once you get used to actually using the cards, your only problem will be in what order the cards are drawn in.

Packed with nearly 200 unique cards, Metal Gear Ac!d offers lots of options for the cards in your deck. When you start out the game, you are able to place 30 cards in your “deck” (which you can compile through the “Intermission” screens between stages of the game), but as the game continues that number will rise higher and higher, allowing for a more customized deck. If you don’t want to deal with manually customizing your deck, you can have the game create the best deck you can have from the cards you currently have.

There are a couple ways to acquire cards through the game. The primary way you’ll achieve cards is by buying them in 3-card Packs from a deck that contains cards that are name after and unique to prior games in the Metal Gear series. Each pack costs a certain amount of points which are achieved after completing a stage. In total, there are four card packs to choose from, but they’re only available to buy after certain points of the game, and each new one costing more per deck than the one before it. You’re told as to when you’re able to buy packs of cards from new card decks because a commercial-like advertisement will pop in after completing a stage/viewing a story scene. You can also gather a few cards by collecting the Packs that are floating around in-game and earning them as a clear bonus.

Using some “special” cards activates a special cut-scene from the game of the deck was based on. For instance, when you use the Cyborg Ninja card, you will see a cutscene from Metal Gear Solid. During the beginning of the game, you will only see characters from the original Metal Gear Solid (the PSOne version). Not until later in the game do you actually see cutscenes from the PlayStation 2 Metal Gear Solid games. It’s impressive that the PSP can replicate the graphics of the PlayStation 2 so well.

The Metal Gear games have always been know for their unique, over-the-top bosses who are usually require doing things that are out of the ordinary to beat. While there wasn’t a whole group of bosses to fight in Ac!d like in the Solid games, Ac!d only had two bosses to really speak of (excluding the final boss), and only one of them actually stands out from regular gameplay, requiring you to do something completely different. To say the least, the amount of bosses worked into the story is not fulfilling, as much of the game is taken up by regular game play. It would have been nice to see more boss stages where they used the aspect of the cards to create a unique situation. This isn’t the only annoyance either. There are instances early in the game where Snake will stop in the middle of his move in order to show some story. This can leave you screwed without any cards to use so that you can move. Fortunately, the occurrence of these situations stop around one third of the way into the game.

As noted above, there are a few cutscenes of characters from the Solid games, as well as a few from the original Metal Gear games on the NES. However graphically, the game isn’t too shabby, especially for a launch game. Ac!d sports graphics that could be best described as “a smoothed out PSOne game.” When one considers the graphics are coming from a handheld, they’re pretty amazing. As I said before, there are no animated cutscenes, so the only movies you’re going to be seeing are the ones from the character cards. I also mentioned that most of the games story scenes are told through in-game animations and still-drawn pictures. I personally liked the still pictures, but they do give off a feeling that the game was rushed to meet the PSP’s launch date, as there isn’t a lot of variety in the pictures you actually see.

The musical score is nothing less than what should be expected in a Metal Gear game; in other words: great. The music accompanies what is taking place on screen, carrying the mood of the game and the specific events that are unfolding, whether they be on Lobito Island or in the airplane. While the music is great, the fact that there are mostly no voice-overs detracts from the experience. As a whole, there is very little actual voice-work at all. The only time you’re going to hear someone talking is during the “commercials” for the new decks that come out, and one word that a boss says before an attack. David Hayter-enthusiasts (the voice actor who plays Snake) might be disappointed at this fact. Once you get used to having no voice-overs in the game, it won’t be that big of a deal, but again, the game feels more rushed because of it.

Metal Gear Ac!d is an excellent extension of the series, and provides an exciting, new way to play the Metal Gear series. The somewhat experimental use of cards in the game can be make it hard for players to get into right off the bat, if you stick with the game, a rewarding experience will develop, as will a new storyline. Metal Gear Solid enthusiasts will definitely enjoy the game, but may find it hard to adapt; it isn’t part of the normal stealth-action genre Metal Gear Solid helped to define. Hardcore fans of the series will find more differences between Solid and Ac!d, but in the end will likely find the game to be worthwhile.

Untold Legends: Brotherhood of the Blade (PSP) Review

Developer/Publisher: Sony Online Entertainment || Overall: 8.2/10

Untold Legends: Brotherhood of the Blade is one in the batch of launch games for Sony’s new handheld. If the PSP were a piece of bread, Untold Legends is like the butter spread on top of it. Being a purely hack and slash RPG developed by Sony Online Entertainment, you can tell right off the game is like their other series Champions of Norrath and Everquest, but still has some imperfections. However, the formula of being assigned a quest and going to a dungeon to defeat a bunch of monsters transitions almost perfectly for handheld gaming, as many of the quests can be completed fairly quickly. Since handheld gaming usually consists of short bursts of playing (unlike console/PC gaming), this formula works out very well. Untold Legends serves up an enjoyable experience for many new PSP owners.

When you first insert the game, there is a little bit of loading before you see a Prologue scroll on the screen, telling a little bit of the background of the city of Aven and the character that you will play as. The story in Untold Legends is fairly simple, as it is obvious that the game was not to be played for the story. However, while the story isn’t that great, it does spark a little interest in where they do lead you with it as you play through the game, dungeon after dungeon, thus making the game more enjoyable. Most of the quests that you get through the game boil down to a few categories with different variations, such as get-that-item, kill-that-guy, or save-that-person. While it isn’t all that creative, the particular situations are unique enough (and the story interesting enough) for you to complete the quest and see what happens afterwards.

When you actually start the game, you’re given the choice to play as one of four different races: Knight, Berserker, Druid, and Alchemists. When you first create your character, you’re given some customization (such as hair type, that kind of thing) as to how your character looks like, but it’s not really anything special. Each have different abilities that can be used during the game, and are fairly unique in terms of how you will play the game, and most of all, battling. The shining star of all the parts of Untold Legends: Brotherhood of the Blade is definitely the battle system. The game’s battle system is surprisingly very fun, as there are many different enemies to kill, with hundreds of weapons, armor and accessories to gather and improve your character with and use during your hacking and slashing. The many types of items you can gather makes a big difference when you play the game, because, depending on the type of character you chose in the beginning of the game, as some items you pick up can only be used by a particular race, and also dictate particular battle abilities. You’re also only able to hold a certain amount of “weight” of items, as each of the items have their own unique weight, and you can only hold as much as the weight allows you, so you’re going to want to go in with a light pack when you enter a new dungeon.

Taking your journey through caves, tombs, underground tunnels and the like will be a challenge, as there are many different types of enemies to stop you along the way. You won’t have too much of a tough time as long as you have good enough equipment, but what you should be prepared for is the boss you will ultimately encounter at the end of each level. I recall only a few boss battles that were “out of the ordinary” in terms of what you actually do. For most of the bosses, all you have to do is smack them enough times with your main weapon to kill them. It isn’t too often you see a boss that you have to do something unique (or semi-unique) to defeat them. An example of one boss that doesn’t require you just hitting your “X” button as fast as you can is when you go against a giant spider that climbs up and attacks you for a few seconds, then climbs back down. There is a little bit of strategy involved in it (with timing, mostly) to make the boss a little bit more challenging, but for the most part you won’t run into too many of those. One thing you can be thankful for is that when you defeat a boss deep inside a dungeon, you can easily return to the city of Aven by selecting the command from the Start menu. If they hadn’t added this to the game, it would have made quests twice as long, as you’d have to backtrack through the whole dungeon you had just gone through, but fortunately don’t have to. When you return to Aven, you basically have to talk to the people who sent you on the quest to get some rewards for completing it, and then continue in looking for another quest to go on. If you’re ever not sure about what to do for a particular quest, a helpful quest journal is in the status screen that helps you remember or direct you where to go.

Another great part about the game is the amazing visuals and sound, albeit because of the PSP’s own abilities. Untold Legends: Brotherhood of the Blade displays more or less smoothed out PlayStation-quality graphics, and amazing stereo surround sound (with the headphones). Adding onto the visual aspect of the game, the 16:9 LCD screen of the PSP makes the game look better than it actually is. Considering this kind of visual experience is coming from a handheld, it makes it all the more better and really one of the forerunners in graphical abilities for the platform. There isn’t much to complain about the graphics, as they are beautiful and very detailed, but an annoyance that I’ve found through playing the game comes when you zoom into the character. The annoyance is not because the game doesn’t look good – it’s because when you are zoomed in, you are at a weird angle, and not able to actually see any enemies coming at you. Though it is nice they have the option for you to zoom into your character and feel as if you’re right in the action as you slay monsters one after the other, being at the weird angle puts you at too much of a disability in playing the game to really warrant its use. As for the sound, the game has good sound effects and a nice soundtrack. While the soundtrack pretty much sounds the same, and there isn’t much change in the mood as you go from area to area, it’s still a good accompaniment to the journey you’re on. Unfortunately, the sound is not actually implemented in the game all that well. I’ve noticed through playing that once a song ends, it will take a while for it to actually go back and loop the song, leaving you in silence and listening to the sound effects. This problem is more overtly seen (or heard, rather) when you’re walking through the forests outside of the city of Aven (and where most of the dungeons of the beginning part of the game are). Another nice aspect of the sound is that it’s in surround. When you come closer to an enemy, you can hear its noisemaking in the general direction of where it is, as well as listening to environmental factors in the general direction they come from as well. Yet again, the surround sound does not get pulled off seamlessly. While in dungeons, you will hear a lot of environmental sounds, which sound fine at first, as you can hear it in both ears, and it slowly fading in one ear faster than another as you get away from it, but too often does the sound cut off abruptly, making it fairly annoying, as most dungeons are full of these environmental sound effects. And if you were wondering, there are no voice-overs for characters as they talk.

If there was one thing that I’d pick out to be the biggest displeasure of the game, it would be the loading times. There’s quite a bit of loading as you jump from dungeon to dungeon and back to the city, about twenty or thirty seconds worth as you travel to a new area. As you’re traveling through the world, you will run into a loading screen a little more often than one would like, but it is sort of tolerable, considering that Untold Legends: Brotherhood of the Blade is an earlier title and they haven’t yet perfected the art of loading on the PSP yet. There is also a little bit of character concept art that you can look at while there is loading. I usually take that time to give my fingers a rest from using the buttons and analog stick. You also confront some loading time when you go to your menu screen to look at the items you have. The control scheme of the game is fairly straightforward, and is quite easy to learn. You’ll basically be hacking and slashing within a few minutes. Movement in the game is dedicated to using the PSP’s analog stick. While the stick isn’t as great as the PlayStation 2’s analog stick, it does take some getting used to before you won’t give the fact a second thought. Personally, I think it is really cool that they included an analog stick on the PSP for controlling movement, and gets the job done very well.

While the game has its advantages and disadvantages, for a launch game, it is a very well executed one. While you’re able to play by yourself, there is a way to “hook up” with your friends through a Wireless LAN connection (known as Ad Hoc) to allow interaction in the game with up to four other friends (who have a PSP and a copy of the game) to play with each other in the same world. If there’s one thing to say about Untold Legends as a whole, it’s an extremely good time waster. If you’ve got an hour or two to burn once in a while, this game is really for you, as you will be sucked into the game play and not even notice how fast time goes by. For a launch game, I am very impressed with the outcome, and as a part of a grip of other launch games debuted for the PSP, Untold Legends: Brotherhood of the Blade is a definite candidate for your first game as a PSP owner.