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PlayStation Store Price Adjustments

By Michael Pugliese - May 5th, 2008

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It looks like Sony is finally showing some love to us up here in the Great White North. Changes that have already taken effect as of May 1st will see Canadian prices for downloadable content at the PlayStation Store align more closely with the US pricing model. The reasoning stated in an earlier press release by Sony was due to the ongoing strength of the Canadian dollar.

This price adjustment is most welcome as I never really understood why I had to pay a few dollars more for a download than someone over the border, especially when the Canadian dollar has been consistantly on par or better with US currency. So what does everyone think? Will this adjustment be persuading you PS3 and PSP owners to purchase more off the PlayStation store, or did it really never bother you?


FLASH FOCUS
Patapon In Your Browser

By Shaun Hatton - April 2nd, 2008

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Intrigued by the world of Patapon but don’t have a PSP? Not a problem!

A few weeks ago, I played Patapon for the first and only time, and it was wonderful. So wonderful, in fact, that I’ve now put the PSP on my list of things that I need to get. Just for this game? No, but Patapon has pushed me of the fence.

While Bugsy did write a comprehensive review of the Patapon experience, there’s just some things that can’t be put into words. One of these things is the joy of actually playing the game and taking in the sights and sounds for yourself.

Sony Europe has put up a site promoting the game. Although this is just a simplified Flash version of the game with predetermined notes (as opposed to giving you the option of what chants to, er, chant), it does a good job of scraping the surface of what Patapon feels like. Check it out. It rocks.

LINK: patapon-game.com


REVIEW
Patapon

By Michael Pugliese - March 17th, 2008

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Developed by Pyramid / Japan Studios and published by Sony Computer Entertainment for PSP.

OVERVIEW
GRAPHICS
SOUND
CONTROLS
FUN
REPLAY
I didn’t quite know what to make of Patapon when I first put it into my PSP. At first glance, it was an extremely stylized if simple rhythm game, with plenty of charm. After my time with it, I found a much deeper experience than I had first bargained for, offering much more than a standard rhythm-based experience. Simply put, I wasn’t prepared for everything this game had to offer.

Being a fan of rhythm games, I was definitely looking forward to seeing what the little, black, eyeball-looking things would bring to the genre. Like I mentioned, I expected nothing more than a hit-buttons-to-the-beat experience and that’s what I got in the early stages of the game. What I didn’t know was coming, was the strategy-RPG gameplay that fuses with the rhythm that allows Patapon to become its own genre of game.

The game, based on French artist Rolito’s design, is a stylistic marvel on the PSP. Despite the simple feel of the visuals, they go a long way to immerse the player into this striking world of dark shapes and bright backgrounds. As the different units of your Patapon army get upgraded with new equipment you’ll see that the endearing characters reflect those upgrades, and can manage to somehow look quite impressive marching across the battlefield. The game’s bosses will often dwarf your miniature forces, and it is often intimidating when your army goes up against these enemies.

Fortunately because this is a rhythm game at heart, the game sounds as good as it looks. The songs that the little guys sing to are catchy and cheery. As you beat your virtual drums to motivate the Patapon, you’ll need to understand that your army needs to express themselves through song as well. Stages become a collaboration of music, as the miniature forces respond in chant to each set of drumming performed by the player. The result is some strange, refreshingly unique music that sticks in your mind and brings a smile to your face.

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REVIEW: WipEout Pulse

By Michael Pugliese - February 27th, 2008

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Developed by Sony Studio Liverpool and published by SCE for PSP.

OVERVIEW
GRAPHICS
SOUND
CONTROLS
FUN
REPLAY
One of the games I brought home with my sparkling new PSP system back in 2005 was WipEout Pure, the newest entry at the time to a highly-regarded series I had never played. It turns out that as an introduction to both the series and new handheld, I couldn’t have chosen a better title. It sported fantastic visuals, an awesome soundtrack, and great pick-up-and-play gaming that I kept going back to long after its release. Fast-forward to 2008 and a new WipEout game, WipEout Pulse. After many hours of playing this new installment I was happy to find some fantastic visuals, another awesome soundtrack, and most importantly great pick-up-and-play gaming that keeps me going back.

I am continuously surprised at the graphics that talented development teams like Studio Liverpool can squeeze out of Sony’s handheld. Everything about WipEout Pulse is stylish. From the menus to the vehicles and tracks, things are clean and crisp. Bright colours bring the 12 different tracks to life and really look as I imagine race tracks in 2207 may very well look like. What really is astonishing is the sense of speed portrayed during each one of the races, even in the slower speed classes. WipEout Pulse is definitely a title to be used for showcasing the PSP’s graphical prowess.

Accompanying the pretty pixels that move so quickly across the screen during each race, the soundtrack shines as another of Pulse’s high-points. Featuring bass-heavy techno, break beat, and house tracks from artists such as Aphex Twin, Loco Dice, Stanton Warriors, and Kraftwerk, the music perfectly sets the tone for the fast-paced futuristic action happening on screen.

The racetracks themselves are designed with only speed in mind, and speed is definitely a difficult thing to control at times. This isn’t a bad thing mind you, but some tracks will require a few attempts to make it through alive, let alone in a qualifying position. Controlling the ships through the many hairpin turns scattered throughout each level can be a daunting task, and often requires the player to memorize these trouble spots to make it through unscathed. I often found myself repeating a race once or twice before learning the track well enough to place well.

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REVIEW: Harvey Birdman: Attorney At Law

By Shaun Hatton - February 21st, 2008

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Developed by High Voltage Software and published by Capcom for Wii. Also available for PlayStation 2 and PSP.

OVERVIEW
GRAPHICS
SOUND
CONTROLS
FUN
REPLAY
Capcom’s Ace Attorney series for Nintendo DS has been a cult success. The games are rich with story, character development, tension, and humour. Harvey Birdman: Attorney At Law, on the other hand, is a cartoon from [adult swim], and is not known for its rich story, character development, or tension. It is, however, funnier than just about anything else you’ve ever laughed at. And if you don’t think so, well, you may not have a soul.

Given my open fandom of the show and how much I enjoyed the Ace Attorney titles, I was really looking forward to the release of Harvey Birdman: Attorney At Law for the Wii. In fact, I had booked the day off work just so I could buy it upon its release and play it all day. Things didn’t quite work out, as the game was pushed back from its initial November release. When the game finally did come out, I was too busy playing through other titles to remember to pick it up. But I remembered this past weekend.

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