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    <title>Game Magazine</title>
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    <id>tag:blogs.inquirer.net,2010-01-07:/gamemagazine//29</id>
    <updated>2010-01-07T12:35:41Z</updated>
    
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<entry>
    <title>Game! 2009 issue out soon</title>
    <link rel="alternate" type="text/html" href="http://blogs.inquirer.net/gamemagazine/2009/03/26/game-2009-issue-out-soon/" />
    <id>tag:blogs.inquirer.net,2009:/gamemagazine//29.8770</id>

    <published>2009-03-26T04:53:04Z</published>
    <updated>2010-01-07T12:35:41Z</updated>

    <summary> GAME! March 2009 gets your ready for the biggest gaming event of 2009, E-Games&apos; Domination III . With bigger prizes up for grabs, exciting tournaments and a star-studded line-up, the third anniversary of E-Games is sure to be a...</summary>
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        <![CDATA[<a href="http://blogs.inquirer.net/gamemagazine/wp-content/uploads/2009/03/game-mar0922.jpg" title="game-mar0922.jpg"><img src="http://blogs.inquirer.net/gamemagazine/wp-content/uploads/2009/03/game-mar0922.jpg" alt="game-mar0922.jpg" width="274" height="352" /></a>

GAME! March 2009 gets your ready for the biggest gaming event of 2009, E-Games' Domination III . With bigger prizes up for grabs, exciting tournaments and a star-studded line-up, the third anniversary of E-Games is sure to be a feast for all gaming enthusiasts.

The world of Zhu Xian Online may prove to be confusing to newbies, GAME! walks you through all the basics of the game by understanding the different types of quests to come your way.

We also give you great gaming previews of upcoming releases such as WWE: Legends of Wrestlemania which brings all the classic WWE superstars back into the ring, the third installment of the feudal-Japanese Adventure, Yakuza 3 and the Middle Earth epic battle, Lord of the Rings: Conquest. Read our reviews on such games as Prince of Persia, DJ Max Fever and Big Bang Mini to see how they survive our ratings.

GAME! visits the first Xbox network gaming center in the country, XBX interactive, decked out with 16 Xbox 360 consoles, VIP rooms and the best Rock Band set in town. Read about all of this and more in the latest issue of GAME!, available in leading bookstores and newsstands for P80.]]>
        
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<entry>
    <title>Big Bang Mini: Trippier than your dad&apos;s disco records</title>
    <link rel="alternate" type="text/html" href="http://blogs.inquirer.net/gamemagazine/2009/03/23/big-bang-mini-trippier-than-your-dads-disco-records/" />
    <id>tag:blogs.inquirer.net,2009:/gamemagazine//29.8768</id>

    <published>2009-03-23T06:01:49Z</published>
    <updated>2010-01-07T12:35:41Z</updated>

    <summary> Platform Used: Nintendo DS Reviewer: Ryan A. Rubis Publisher: SouthPeak Interactive Developer: Arkedo Studio ESRB: E (Everyone) Official Website: http://www.bigbangmini.com/ Price in peso: P995.00 Unconventional doesn’t even begin to describe Big Bang Mini. Somewhere between the inexplicably amazing lenticular...</summary>
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Platform Used: Nintendo DS
Reviewer: Ryan A. Rubis
Publisher: SouthPeak Interactive
Developer: Arkedo Studio
ESRB: E (Everyone)
Official Website: http://www.bigbangmini.com/

Price in peso: P995.00

Unconventional doesn’t even begin to describe Big Bang Mini. Somewhere between the inexplicably amazing lenticular box art, the manic shooting action, the pyromania and the animal cruelty, I got lost. Perhaps the best way to categorically describe Big Bang Mini would be that it’s an odd amalgam of the PlayStation 2 launch title Fantavision (an apt comparison the four-person team over at Arkedo apparently resent!) and your everyday manic Cave or Treasure shoot-‘em-up.

Big Bang Mini’s controls are a simple affair—you play as a sentient object on the bottom screen, dragging it to wherever you want to move, with shooting being controlled by flicking the stylus towards wherever you want to fire. Here’s the thing though: you can’t move and shoot at the same time, and you can’t just spam shots like crazy—going all kamikaze will result in an unconscionable hail of bullets as every shot you miss explodes in a shower of sparks that fly back to your ship. This game definitely requires a lot of finesse and strategy, but don’t let that discourage you.

Each of the nine worlds has its own distinct theme with varying styles of music and visuals while staying true to the psychedelic look. From bitpop and pixel art to pompous faux-pop art, each world is adorned with unique backgrounds, firework effects, enemies, and player crafts. Conversely, your ship’s abilities change drastically as you move on, so don’t get comfortable with just one playing style. The game does so much stuff to throw you off—visually and gameplay-wise—that it’s amazing.

Big Bang Mini is just pure, indecipherable awesome. It’s not often you see games coming along that can be quantified as a “labor of love,” but Big Bang Mini is just that. It’s value-priced to boot, so you really have no excuse to check it out, even if you’re only remotely interested in shoot-‘em-ups.

Scorecard: (Rate using 1 to 5 scale, 5 being the highest.)
Graphics: 4.5
Sounds: 4.5
Fun Factor: 5.0
Replayability: 4.5
Overall Score: 4.5]]>
        
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<entry>
    <title>LittleBigPlanet: One Little Big Investment</title>
    <link rel="alternate" type="text/html" href="http://blogs.inquirer.net/gamemagazine/2009/02/27/littlebigplanet-one-little-big-investment/" />
    <id>tag:blogs.inquirer.net,2009:/gamemagazine//29.8765</id>

    <published>2009-02-27T07:03:19Z</published>
    <updated>2010-01-07T12:35:40Z</updated>

    <summary> Reviewer: Ryan A. Rubis Publisher: Sony Computer Entertainment America Developer: Media Molecule ESRB: E (Everyone) Official Website: http://www.littlebigplanet.com/ Platform Used: PlayStation 3 Price in peso: PhP 2,495.00 LittleBigPlanet hits all the high notes developer Media Molecule wants it to...</summary>
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Reviewer: Ryan A. Rubis
Publisher: Sony Computer Entertainment America
Developer: Media Molecule
ESRB: E (Everyone)
Official Website: http://www.littlebigplanet.com/
Platform Used: PlayStation 3
Price in peso: PhP 2,495.00

LittleBigPlanet hits all the high notes developer Media Molecule wants it to hit: a charming, almost sickeningly saccharine environ and character set housing a deceptively powerful user-generated level editor—both free and paid downloadable content, and a fun, multiplayer hub where people can just jump in and play through all the levels cooperatively.

While the core platform action is, in my opinion, quite lacking—I am willing to look past that and marvel at LittleBigPlanet’s entire package and what it presents to the player. The core game is a well-designed, albeit bog-standard sidescrolling platformer rife with excellent design and witty cues spread throughout. On a personal note, I’m not really a fan of the Eurotrash design elements littered throughout the game. Sackboy’s Mr. Bean–like demeanor, the floaty physics, and the overtly sugary tone remind me of overrated Amiga fodder such as James Pond and Zool.

Aside from the woefully broken, Fatal Fury–style hopping from foreground to background, controlling Sackboy’s exploits is a relatively simple affair; anybody who’s ever touched a joystick the past thirty years should be able to grasp the controls, so finding companions for the hilariously hectic multiplayer modes should be easy.

The main platforming levels, fun as they are, serve as mere foreplay to the real meat of the game: the level-creation mode. Creating and sharing levels is a snap, and even the laziest videogame enthusiasts out there are bound to at least try and make their own juvenile creations come to life. Really don’t feel like making levels? No problem, as both user- and officially generated content are proliferate. Of particular note is the official Metal Gear downloadable content, really great and inspired stuff. Nevertheless, therein lies LittleBigPlanet’s greatest weakness—the game is entirely derivative and doesn’t seem to stand on its own as a unique and individual title.

Graphics: 4.0
Sounds: 2.0
Fun Factor: 4.5
Replayability: 5.0
Overall Score: 4.0]]>
        
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<entry>
    <title>Command and Conquer: Red Alert 3</title>
    <link rel="alternate" type="text/html" href="http://blogs.inquirer.net/gamemagazine/2008/11/28/command-and-conquer-red-alert-3/" />
    <id>tag:blogs.inquirer.net,2008:/gamemagazine//29.8764</id>

    <published>2008-11-28T13:51:03Z</published>
    <updated>2010-01-07T12:35:40Z</updated>

    <summary>History redefined, again By Lance Tan Ong With all the war games that pop up every year, it is great to have a title that offers an unconventional take on World War II, courtesy of its parallel universe filled with...</summary>
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        <![CDATA[<em>History redefined, again</em>

<strong>By Lance Tan Ong</strong>

With all the war games that pop up every year, it is great to have a title that offers an unconventional take on World War II, courtesy of its parallel universe filled with “what if’s.” This paradox has paved the way for imagination to run wild and offer us unforgettable units and characters over the years. And thank the stars—the pattern continues to show with the title’s newest installment, Command and Conquer: Red Alert 3.

As the plot suggests, campaign mode will put you in the perspective of your choice of affiliation: either the Allies, the Soviets, or the new faction known as the Empire. This time around, you can opt to tackle a mission by yourself, or team up with a friend or with the computer to undertake missions together and make life a lot easier for you. This is a wholesome new approach to the usual RTS story mode that should be a standard to follow in future installments. Other than the campaign mode, there is multiplayer mode to keep you satisfied.

The Empire is generally Japan on steroids which is a refreshing break from Yuri’s troops in the Red Alert 2 expansion  Red Alert 3 offering a wide variety of units that are somehow inspired by animé enthusiasts.

<!--more-->You cannot help but be awed by the game’s production value and get goosebumps when you fully engage yourself in the story. Everything you will see is vintage and stunning Red Alert, with the bizarre upside-down world of warfare. Also, it is imperative that we praise those who are part of this game, and this means even the personalities involved. As to production, the music definitely suits the theme, as always.

Strategy fans should take notice of Red Alert 3. It plays out the way RTS games should, but even better. The improvement seen in the latest installment of Red Alert shows that EA has definitely taken a long look at the past in order to make a great Red Alert game. So who knows what will happen in the future? Let’s see Starcraft 2 top this game when the time comes. But until then, knock yourself out with some paradox action.

Publisher: Electronic Arts
Developer: Electronic Arts LA
Website: http://www.ea.com/redalert
ESRB: T (Teen)
Price: PhP 2,300.00

Graphics: 5/5
Sounds: 4.5/5
Fun Factor: 5/5
Replayability: 4/5]]>
        
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<entry>
    <title>Every day is a Gaming Holiday with GAME!</title>
    <link rel="alternate" type="text/html" href="http://blogs.inquirer.net/gamemagazine/2008/11/28/every-day-is-a-gaming-holiday-with-game/" />
    <id>tag:blogs.inquirer.net,2008:/gamemagazine//29.8762</id>

    <published>2008-11-28T13:43:08Z</published>
    <updated>2010-01-07T12:35:40Z</updated>

    <summary>Magazine’s December 2008–January 2009 Issue Join IP e-Games as they look back on the year that was and on how they managed to get on top of the Philippine online gaming scene with their latest and continuously improving lineup of...</summary>
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    <content type="html" xml:lang="en-us" xml:base="http://blogs.inquirer.net/gamemagazine/">
        <![CDATA[<a href="http://blogs.inquirer.net/gamemagazine/wp-content/uploads/2008/11/game-december-2008-january-2009-cover.jpg" title="game-december-2008-january-2009-cover.jpg"><img src="http://blogs.inquirer.net/gamemagazine/wp-content/uploads/2008/11/game-december-2008-january-2009-cover.jpg" alt="game-december-2008-january-2009-cover.jpg" align="left" height="288" width="224" /></a><em>Magazine’s December 2008–January 2009 Issue
</em>

Join IP e-Games as they look back on the year that was and on how they managed to get on top of the Philippine online gaming scene with their latest and continuously improving lineup of online games.

Take the first few steps towards perfection with this issue’s mini-walkthrough of Zhu Xian Online. Don’t be left behind—do those quests correctly with GAME!’s comprehensive guide to survive <em>RF Online’s</em> levels 1 to 30.

Be the first to get a glimpse of upcoming console and arcade hits such as <em>King of Fighters XII, Tom Clancy’s H.A.W.X, and Dragon Age: Origins.</em>

Read up on GAME! Magazine’s reviews of Command and Conquer: <em>Red Alert 3, NBA Live 09, Star Wars: The Force Unleashed, Silent Hill: Homecoming, and Castlevania Order of Ecclesia</em>.

Get a chance to WIN a Nintendo DS Lite simply by sending your letter to editors@gamemag.ph, along with the scanned copy of the accomplished survey form on page 63, and you might celebrate this year’s Christmas with a Nintendo DS Lite in your hands.

For writing applications, e-mail us at editors@gamemag.ph. To subscribe, call 759-2286 or 813-6848 local 815.

Log on to <a href="http://www.gamemag.ph/" target="_blank">www.gamemag.ph</a> for your daily gaming dose.]]>
        
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<entry>
    <title>X-Play Brings EA Sports NBA Street Online</title>
    <link rel="alternate" type="text/html" href="http://blogs.inquirer.net/gamemagazine/2008/11/08/x-play-brings-ea-sports-nba-street-online/" />
    <id>tag:blogs.inquirer.net,2008:/gamemagazine//29.8760</id>

    <published>2008-11-08T08:13:18Z</published>
    <updated>2010-01-07T12:35:40Z</updated>

    <summary>By Pepper Laforteza Electronic Arts, Inc.-- renowned for developing interactive entertainment software, such as the Sims and NBA Live—and I-Play Online Games Incorporated (X-Play)—a joint venture of IP e-Games Ventures Inc. and GMA New Media Inc.—announced that X-Play will be...</summary>
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        <![CDATA[<strong>By Pepper Laforteza</strong>

<a href="http://blogs.inquirer.net/gamemagazine/wp-content/uploads/2008/11/img-002.jpg" title="img-002.jpg"><img src="http://blogs.inquirer.net/gamemagazine/wp-content/uploads/2008/11/img-002.jpg" title="img-002.jpg" alt="img-002.jpg" width="324" align="left" height="219" /></a>Electronic Arts, Inc.-- renowned for developing interactive entertainment software, such as the Sims and NBA Live—and I-Play Online Games Incorporated (X-Play)—a joint venture of IP e-Games Ventures Inc. and GMA New Media Inc.—announced that X-Play will be bringing in the highly anticipated EA Sports title NBA Street Online.

NBA Street Online is an action-packed mid-session game of the Filipino's favorite sport: basketball. Unlike NBA Live or any other similar titles, NBA Street Online offers no-holds-barred match-ups among today's NBA superstars, rendered in high detail. The game is currently being launched in the Asia-Pacific region, with the Philippines being one of the first countries to play.

“NBA Street Online brings to the market the online version of a very popular sport enjoyed by millions of Filipino basketball enthusiasts. Who wouldn't want to be Kobe, Lebron, or Melo? And who wouldn't want to pit his basketball skills against the next guy—never mind that it's virtual. It's exciting enough that it's EA Sports. Having already the top casual games in the dance and music genres under X-Play’s belt, I have no doubt that X-Play will take gaming on to the next level with NBA Street Online,” remarked Judd Gallares, President and COO of GMA New Media Inc.

The game will be free-to-play, as with most of e-Games’ current titles, and will have an item mall where players purchase accessories, outfits, avatar customizations, and consumable items to help their characters level up.

NBA Street Online is room-based, with up to six players duking it out in a no-rules basketball match. A lineup of 120 NBA superstars are available for the players to recruit to their team. As the game progresses, characters perform Matrix-style tricks and gravity-defying dunks, not just once but sometimes with a combo of two successive dunks, without touching the floor—these would make even the non-NBA enthusiast's jaw drop.

Game controls are simple enough. The arrow keys control your character’s movement, with the W, S, A, and D keys acting as commands which are push (the opponent), pass, steal, and dunk. Jace Yang, Line Producer for NBA Street Online, stated that there will be support for game pads or other input devices. Players will be able to have the feel of a console game while playing their next favorite online game.

Skills increase as each character levels up, making each character as unique as the individual who created him. An extensive skill tree would allow skill customization, with the player in direct control of his or her character's growth.

A notable feature of the game is its incredible AI, which takes over a player when he or she disconnects from the server. With this, matches do not stop due to intermittent connections or hardware failure.

The game would function normally with the following technical specifications:
3.0 Ghz Processor
512 MB RAM
Nvidia GEforce 6600
112 Kbps

The installer is currently at 800 MB, which is relatively small when you've seen the mind-bending graphics.

The Philippines should prepare to be taken by storm once NBA Street Online goes online later this year.]]>
        
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<entry>
    <title>Fight Your Way to Immortality</title>
    <link rel="alternate" type="text/html" href="http://blogs.inquirer.net/gamemagazine/2008/11/08/fight-your-way-to-immortality/" />
    <id>tag:blogs.inquirer.net,2008:/gamemagazine//29.8758</id>

    <published>2008-11-08T08:02:00Z</published>
    <updated>2010-01-07T12:35:40Z</updated>

    <summary>Begin the journey to immortality as e-Games brings you Zhu Xian: Journey To immortality, the newest online game that will surely hit the country by storm. Get to know the basics of the game and be ready for the ultimate...</summary>
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    <content type="html" xml:lang="en-us" xml:base="http://blogs.inquirer.net/gamemagazine/">
        <![CDATA[<a href="http://blogs.inquirer.net/gamemagazine/wp-content/uploads/2008/11/game-cover.JPG" title="game-cover.JPG"><img src="http://blogs.inquirer.net/gamemagazine/wp-content/uploads/2008/11/game-cover.JPG" title="game-cover.JPG" alt="game-cover.JPG" width="278" align="left" height="345" /></a>Begin the journey to immortality as e-Games brings you Zhu Xian: Journey To immortality, the newest online game that will surely hit the country by storm. Get to know the basics of the game and be ready for the ultimate battle online.

Join the celebration as Audition Dance Battle celebrates its second year of reign on the virtual dance floor.

Beginners have a spot in Perfect World. Simply read on this issue’s beginners guide and you are sure to end up on top of the pack.

Read up on <strong>GAME! Magazine’s </strong>reviews of Tales of Vesperia, Mercenaries 2, Ratchet and Clank: Quest for Booty, Spore Creature Creator, Rock Band 2.

WIN a Radeon video card simply by taking this issue’s challenge. Send those letters to the editor at editors@gamemag.ph, and you might win a special prize if you are the sender of the letter of the month.

For writing applications, email us at editors@gamemag.ph. To subscribe, call 759-2286 or 813-6848 local 815.

Log on to www.gamemag.ph for your daily gaming dose.]]>
        
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<entry>
    <title>Bangu Bang Mania goes Open Beta</title>
    <link rel="alternate" type="text/html" href="http://blogs.inquirer.net/gamemagazine/2008/10/23/bangu-bang-mania-goes-open-beta/" />
    <id>tag:blogs.inquirer.net,2008:/gamemagazine//29.8756</id>

    <published>2008-10-23T10:36:33Z</published>
    <updated>2010-01-07T12:35:40Z</updated>

    <summary>  by Pepper Laforteza Bangu Bang Mania, the country&apos;s first locally developed Massively Multiplayer Online Game, announces its ramp up to open beta. Bangu Bang Mania&apos;s open beta phase marks the launch of a new gameplay mode, called Adventure Mode,...</summary>
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        <![CDATA[ <a href="http://blogs.inquirer.net/gamemagazine/wp-content/uploads/2008/10/bangu_bang_mania_by_bangubangmania.jpg" title="bangu_bang_mania_by_bangubangmania.jpg"><img src="http://blogs.inquirer.net/gamemagazine/wp-content/uploads/2008/10/bangu_bang_mania_by_bangubangmania.jpg" alt="bangu_bang_mania_by_bangubangmania.jpg" width="310" height="190" /></a>

<strong>by Pepper Laforteza
</strong>
Bangu Bang Mania, the country's first locally developed Massively Multiplayer Online Game, announces its ramp up to open beta.

Bangu Bang Mania's open beta phase marks the launch of a new gameplay mode, called Adventure Mode, where people can play solo or play co-operatively with other players, in different dungeon type scenarios. In these scenarios, players will be facing dangerous new Bangu, with never-before-seen weapons and parts, which would be awarded randomly to those who finish the stages.

With open beta also come new parts and stages for the players to enjoy, including a weapon that acts as a countermeasure against ranged weapons.

Players of Bangu Bang Mania will be delighted to know that ViTas Development will be awarding not only in-game items to its loyal players, but will also, every now and then, be giving away real-life goodies, such as MP3 players. ViTas announced through Bangu Bang Mania's website that it will award the players who submitted the most bug reports during the game's closed beta phase with Creative Zen MP3 players and other techie devices, such as USB flash drives. With more players entering the game, prizes will become bigger and better.

Interested parties may sign up for the open beta phase via the game's website at http://www.bangubangmania.com or learn about ViTas at http://www.vitasdevelopment.com.]]>
        
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<entry>
    <title>Siren: Blood Curse -- Your Summer of Episodic Horror</title>
    <link rel="alternate" type="text/html" href="http://blogs.inquirer.net/gamemagazine/2008/10/16/siren-blood-curse----your-summer-of-episodic-horror/" />
    <id>tag:blogs.inquirer.net,2008:/gamemagazine//29.8751</id>

    <published>2008-10-16T10:31:37Z</published>
    <updated>2010-01-07T12:35:40Z</updated>

    <summary> Platform: PlayStation 3 Release Date: Out Now Developer: SCE Japan Studio Publisher: Sony Computer Entertainment By: Ryan A. Rubis It begins… August 2007. An American television crew arrives in Japan to investigate and document the legend of Hanuda, a...</summary>
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        <![CDATA[<a href="http://blogs.inquirer.net/gamemagazine/wp-content/uploads/2008/10/1.jpg" title="1.jpg"><img src="http://blogs.inquirer.net/gamemagazine/wp-content/uploads/2008/10/1.jpg" alt="1.jpg" width="533" height="305" /></a>

Platform: PlayStation 3
Release Date: Out Now
Developer: SCE Japan Studio
Publisher: Sony Computer Entertainment

By: Ryan A. Rubis

It begins…

August 2007. An American television crew arrives in Japan to investigate and document the legend of Hanuda, a "vanished village" where human sacrifices are said to have taken place some 30-odd years ago. If this sounds familiar—no, it wasn’t that kinky Japanese porn video you had on your hard drive a week ago—Siren: Blood Curse is actually a re-imagining of 2004’s Siren for the PlayStation 2, reworked and put up for download on the PlayStation Store.

Although I for one am particularly not a fan of microtransaction rape, Sony’s somewhat-unique distribution system for Siren: Blood Curse is what admittedly got me interested in the game. Although the game will also be released on Blu-Ray—in Japan, Singapore and Europe, at least—Sony is definitely pushing the envelope as far as the term “downloadable game” goes: Much like previous PlayStation Store entries Gran Turismo 5: Prologue and Warhawk, Siren: Blood Curse is a full, retail game crammed into one gargantuan download—the entire game takes a whopping 9.8GB off your PS3 hard drive; good luck downloading all of that with your puny broadband connection. Aside from being able to download the entire game in one transaction, Sony also offers a piecemeal solution for both the less fortunate of bandwidth, as well as gamers who prefer to take the experience one step at a time.

<a href="http://blogs.inquirer.net/gamemagazine/wp-content/uploads/2008/10/2.jpg" title="2.jpg"><img src="http://blogs.inquirer.net/gamemagazine/wp-content/uploads/2008/10/2.jpg" alt="2.jpg" width="514" height="291" /></a>

The game is divided into 12 episodes—one can elect to either grab all 12 episodes at once, as I’ve mentioned earlier, or download self-contained “chapters” (groups of four episodes), or just get one episode at a time. As silly as this all sounds, it honestly makes sense to just get one chapter or episode at a time if you’re one of those obsessive-compulsive people who have massive backlogs and just can’t bear to see a bunch of unfinished chapters just lying there on their hard drive. I’m one of those people, by the way.

And admittedly, the episodic nature of the game does lend itself well to the entire scope of things—each chapter is self-contained, the upside being there’s no need to fuss about what to carry over or do in the next chapter; you’re playing the game from six different perspectives throughout the game, so having ammo and stuff carry over to another character in another time period would be ridiculous. It’s kind of like watching an ongoing TV series—a lot of action and movement going on in each unique episode, but everything kind of ties together by the conclusion. One downside of the episodic format is that both the characters and plot aren’t really fleshed out during the entire game. But who cares about story, really—just plop me into some random creepy house inexplicably, and I’ll figure out the rest.

And without hyperbole, that’s actually how most of Siren works. Most of the game is about figuring out what works for each environment—if there’s a puzzle to be solved, zombies to be killed, or stealth sections to slink by—and just doing it. The game avoids being too ambiguous with its objectives and practically shrieks and directs the player on what to do, and if you failed, it isn’t because you suck at survival horror; it’s just that you were doing it wrong. Game didn’t give you a gun? Okay, turn off the flashlight; you’ll need to do some sneaking. Have at least a pistol? Whip it out and kill everything in sight. Can’t move forward? There’s a fetch quest or puzzle to do nearby, do it. Not that there’s anything wrong with that, of course, but at least the game delivers without much filler—ideally, of course.

<a href="http://blogs.inquirer.net/gamemagazine/wp-content/uploads/2008/10/5.jpg" title="5.jpg"><img src="http://blogs.inquirer.net/gamemagazine/wp-content/uploads/2008/10/5.jpg" alt="5.jpg" width="532" height="302" /></a>

However, the game’s linearity does tend to catch up with itself sometimes. You’ll find yourself wandering aimlessly around the maps looking for stuff to do—until you open up your map and find everything clearly laid out for you. Great. The game’s ugly side rears its head whenever the game is unclear about whatever goals you’re supposed to do to progress towards, exposing the wonky level design and overall uninteresting environments while you’re itinerant. Because it’s so linear, there can be a ton of downtime once you get lost, and the initial spooks the game throws at you soon grow flaccid as frustration sets in.

But when it works, Siren is genuinely creepy. Relying on “whoa, what the hell was that?” moments to mystify the player, “oh God, it’s coming at me, help” scenarios whenever you think you’re done with a puzzle, and plain ol’ “zombies, zombies, I’m drowning in them” in between, as long as you’re going about your goals briskly, there’s no shortage of amazingly scary moments in the game. A unique “sight-jacking” system even furthers the game’s pace by splitting the screen and showing what’s happening to the other characters in medias res, or even providing some insights as to what the zombies were before they became worm-chow, adding to the tension of either solving a delicate puzzle, or blasting away hordes of the undead while you’re at it. At best, sight jacking helps you navigate and figure out what to do next, but at worst it’s a pain in the butt because it’s taking up half the screen.

As you would imagine, it was a pain to get Siren up and running (although background downloading was a nice addition, I wish that PSN downloads would just install themselves post-download), but luckily us Region 3 gamers can just grab the Asian version on Blu-Ray—a bit more expensive, but if you don’t really care for the episodic format and are on a scrawny 1Mbps connection, then that’s an option to consider. And if you were missing Kyoya and the gang from the first Siren, don’t worry—Siren: Blood Curse Americanizes everything much better than the slipshod Asian horror flick remakes we’ve seen lately. No Jessica Alba here, though—bummer, I know.]]>
        
    </content>
</entry>

<entry>
    <title>Bangu Bang Mania&apos;s Open Beta Changes</title>
    <link rel="alternate" type="text/html" href="http://blogs.inquirer.net/gamemagazine/2008/10/09/bangu-bang-manias-open-beta-changes/" />
    <id>tag:blogs.inquirer.net,2008:/gamemagazine//29.8748</id>

    <published>2008-10-09T03:14:03Z</published>
    <updated>2010-01-07T12:35:39Z</updated>

    <summary> by Pepper Laforteza The Bangu&apos;s world has changed so much since we had last seen it. Many things have been modified to make the Bangu fighters&apos; experience better. With the large change in the game’s Graphical User Interface (GUI)...</summary>
    <author>
        <name></name>
        
    </author>
    
    
    <content type="html" xml:lang="en-us" xml:base="http://blogs.inquirer.net/gamemagazine/">
        <![CDATA[<a href="http://blogs.inquirer.net/gamemagazine/wp-content/uploads/2008/10/04.jpg" title="04.jpg"><img src="http://blogs.inquirer.net/gamemagazine/wp-content/uploads/2008/10/04.jpg" alt="04.jpg" width="425" height="320" /></a>

<strong>by Pepper Laforteza
</strong>

The Bangu's world has changed so much since we had last seen it. Many things have been modified to make the Bangu fighters' experience better. With the large change in the game’s Graphical User Interface (GUI) and gameplay, BBM players have new challenges to overcome and new enemies to face.

<strong>GUI and Graphic Modifications</strong>
The GUI system has been revamped for a better and more pleasurable experience. It has been replaced by a new world map theme, which gives the players a view of how the Bangu world looks.

Remember the old BBM stages? Well, they've been replaced with ten spanking new levels! Gone are the Trainstation AM/PM, VR Red/Yellow/Green/Blue stages, which are now replaced with the following levels:

1.	Sierra Station
2.	Downtown: Street AM
3.	Downtown: Street PM
4.	Downtown: Rooftop AM
5.	Downtown: Rooftop PM
6.	Sewer A
7.	Sewer B
8.	Highway
9.	Container Yard A
10.	Container Yard B

More changes to the graphic system include the new Cel Shading, or Toon Shading feature, which gives the Bangu a more animé-ish feel to them. The stages have also been modified, renewing their 2D look with a more 3D feel, using better light and shadow rendering.

<strong>Adventure Mode</strong>
New players, rejoice! With BBM's new Adventure Mode, you can now safely learn the tricks of the trade. You won't be fighting veterans on your first day, as you can opt to play solo, or with another party member, in this mode which matches you up against renegade Bangu in the city. Each stage will give you different renegade Bangu to fight, so no two stages will have the same enemies to fight.

The renegade Bangu will also attack players in numerous waves, with their numbers constantly changing, so entering the same stage will yield a different playing experience. You won't be able to predict what type of Bangu, and how many of them, are coming out next with this new system.

What exactly will you get if you join in on the adventure? You get drops and more playing experience, that's what. The next renegade Bangu you defeat may drop rare parts and weapons, among other things. That, and you get enough practice in fighting in the stage. You can use what you've learned from the renegade Bangu to own other players.

Newbies aren't the only ones who can participate in Adventure Mode. Veterans of the game can also join in and get the chance to get rare weapons, as some parts and weapons will come only from boss fights.

What exactly will you be facing in each stage?

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<p class="MsoNormal" style="text-align: justify; line-height: 200%"><span style="font-size: 11pt; line-height: 200%; font-family: Arial"><o:p> </o:p></span></p>

<table class="MsoNormalTable" style="margin-left: 2.75pt; border-collapse: collapse" border="0" cellpadding="0" cellspacing="0">
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<p class="TableContents" style="text-align: justify; line-height: 200%"><strong><span style="font-size: 11pt; line-height: 200%; font-family: Arial">Sierra Station<o:p></o:p></span></strong></p>
</td>
<td style="border-style: solid none solid solid; border-color: black -moz-use-text-color black black; border-width: 1pt medium 1pt 1pt; padding: 2.75pt; width: 105.9pt" valign="top" width="141">
<p class="TableContents" style="text-align: justify; line-height: 200%"><strong><span style="font-size: 11pt; line-height: 200%; font-family: Arial">Downtown (Street)<o:p></o:p></span></strong></p>
</td>
<td style="border-style: solid none solid solid; border-color: black -moz-use-text-color black black; border-width: 1pt medium 1pt 1pt; padding: 2.75pt; width: 93.5pt" valign="top" width="125">
<p class="TableContents" style="text-align: justify; line-height: 200%"><strong><span style="font-size: 11pt; line-height: 200%; font-family: Arial">Highway<o:p></o:p></span></strong></p>
</td>
<td style="border-style: solid none solid solid; border-color: black -moz-use-text-color black black; border-width: 1pt medium 1pt 1pt; padding: 2.75pt; width: 99.7pt" valign="top" width="133">
<p class="TableContents" style="text-align: justify; line-height: 200%"><strong><span style="font-size: 11pt; line-height: 200%; font-family: Arial">Sewer<o:p></o:p></span></strong></p>
</td>
<td style="border: 1pt solid black; padding: 2.75pt; width: 99.7pt" valign="top" width="133">
<p class="TableContents" style="text-align: justify; line-height: 200%"><strong><span style="font-size: 11pt; line-height: 200%; font-family: Arial">Container Yard<o:p></o:p></span></strong></p>
</td>
</tr>
<tr>
<td style="border-style: none none solid solid; border-color: -moz-use-text-color -moz-use-text-color black black; border-width: medium medium 1pt 1pt; padding: 2.75pt; width: 99.7pt" valign="top" width="133">
<p class="TableContents" style="text-align: justify; line-height: 200%"><span style="font-size: 11pt; line-height: 200%; font-family: Arial">Sweeper<o:p></o:p></span></p>
</td>
<td style="border-style: none none solid solid; border-color: -moz-use-text-color -moz-use-text-color black black; border-width: medium medium 1pt 1pt; padding: 2.75pt; width: 105.9pt" valign="top" width="141">
<p class="TableContents" style="text-align: justify; line-height: 200%"><span style="font-size: 11pt; line-height: 200%; font-family: Arial">Signal Jammer<o:p></o:p></span></p>
</td>
<td style="border-style: none none solid solid; border-color: -moz-use-text-color -moz-use-text-color black black; border-width: medium medium 1pt 1pt; padding: 2.75pt; width: 93.5pt" valign="top" width="125">
<p class="TableContents" style="text-align: justify; line-height: 200%"><span style="font-size: 11pt; line-height: 200%; font-family: Arial">Speedster<o:p></o:p></span></p>
</td>
<td style="border-style: none none solid solid; border-color: -moz-use-text-color -moz-use-text-color black black; border-width: medium medium 1pt 1pt; padding: 2.75pt; width: 99.7pt" valign="top" width="133">
<p class="TableContents" style="text-align: justify; line-height: 200%"><span style="font-size: 11pt; line-height: 200%; font-family: Arial">Slime Squirter<o:p></o:p></span></p>
</td>
<td style="border-style: none solid solid; border-color: -moz-use-text-color black black; border-width: medium 1pt 1pt; padding: 2.75pt; width: 99.7pt" valign="top" width="133">
<p class="TableContents" style="text-align: justify; line-height: 200%"><span style="font-size: 11pt; line-height: 200%; font-family: Arial">Heavy Lifter<o:p></o:p></span></p>
</td>
</tr>
<tr>
<td style="border-style: none none solid solid; border-color: -moz-use-text-color -moz-use-text-color black black; border-width: medium medium 1pt 1pt; padding: 2.75pt; width: 99.7pt" valign="top" width="133">
<p class="TableContents" style="text-align: justify; line-height: 200%"><span style="font-size: 11pt; line-height: 200%; font-family: Arial">Soarer<o:p></o:p></span></p>
</td>
<td style="border-style: none none solid solid; border-color: -moz-use-text-color -moz-use-text-color black black; border-width: medium medium 1pt 1pt; padding: 2.75pt; width: 105.9pt" valign="top" width="141">
<p class="TableContents" style="text-align: justify; line-height: 200%"><span style="font-size: 11pt; line-height: 200%; font-family: Arial">Trasher<o:p></o:p></span></p>
</td>
<td style="border-style: none none solid solid; border-color: -moz-use-text-color -moz-use-text-color black black; border-width: medium medium 1pt 1pt; padding: 2.75pt; width: 93.5pt" valign="top" width="125">
<p class="TableContents" style="text-align: justify; line-height: 200%"><span style="font-size: 11pt; line-height: 200%; font-family: Arial">Puncturer<o:p></o:p></span></p>
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<p class="TableContents" style="text-align: justify; line-height: 200%"><span style="font-size: 11pt; line-height: 200%; font-family: Arial">Root Cutter<o:p></o:p></span></p>
</td>
<td style="border-style: none solid solid; border-color: -moz-use-text-color black black; border-width: medium 1pt 1pt; padding: 2.75pt; width: 99.7pt" valign="top" width="133">
<p class="TableContents" style="text-align: justify; line-height: 200%"><span style="font-size: 11pt; line-height: 200%; font-family: Arial">Supply Carrier<o:p></o:p></span></p>
</td>
</tr>
<tr>
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<p class="TableContents" style="text-align: justify; line-height: 200%"><span style="font-size: 11pt; line-height: 200%; font-family: Arial">Security<o:p></o:p></span></p>
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<td style="border-style: none none solid solid; border-color: -moz-use-text-color -moz-use-text-color black black; border-width: medium medium 1pt 1pt; padding: 2.75pt; width: 105.9pt" valign="top" width="141">
<p class="TableContents" style="text-align: justify; line-height: 200%"><span style="font-size: 11pt; line-height: 200%; font-family: Arial">Riot Control<o:p></o:p></span></p>
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<p class="TableContents" style="text-align: justify; line-height: 200%"><span style="font-size: 11pt; line-height: 200%; font-family: Arial">Wheeler<o:p></o:p></span></p>
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<td style="border-style: none none solid solid; border-color: -moz-use-text-color -moz-use-text-color black black; border-width: medium medium 1pt 1pt; padding: 2.75pt; width: 99.7pt" valign="top" width="133">
<p class="TableContents" style="text-align: justify; line-height: 200%"><span style="font-size: 11pt; line-height: 200%; font-family: Arial">Shoveler<o:p></o:p></span></p>
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<td style="border-style: none solid solid; border-color: -moz-use-text-color black black; border-width: medium 1pt 1pt; padding: 2.75pt; width: 99.7pt" valign="top" width="133">
<p class="TableContents" style="text-align: justify; line-height: 200%"><span style="font-size: 11pt; line-height: 200%; font-family: Arial">Wrencher<o:p></o:p></span></p>
</td>
</tr>
<tr>
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<p class="TableContents" style="text-align: justify; line-height: 200%"><span style="font-size: 11pt; line-height: 200%; font-family: Arial"><o:p> </o:p></span></p>
</td>
<td style="border-style: none none solid solid; border-color: -moz-use-text-color -moz-use-text-color black black; border-width: medium medium 1pt 1pt; padding: 2.75pt; width: 105.9pt" valign="top" width="141">
<p class="TableContents" style="text-align: justify; line-height: 200%"><span style="font-size: 11pt; line-height: 200%; font-family: Arial">Gyrotor<o:p></o:p></span></p>
</td>
<td style="border-style: none none solid solid; border-color: -moz-use-text-color -moz-use-text-color black black; border-width: medium medium 1pt 1pt; padding: 2.75pt; width: 93.5pt" valign="top" width="125">
<p class="TableContents" style="text-align: justify; line-height: 200%"><span style="font-size: 11pt; line-height: 200%; font-family: Arial">Drill Bit<o:p></o:p></span></p>
</td>
<td style="border-style: none none solid solid; border-color: -moz-use-text-color -moz-use-text-color black black; border-width: medium medium 1pt 1pt; padding: 2.75pt; width: 99.7pt" valign="top" width="133">
<p class="TableContents" style="text-align: justify; line-height: 200%"><span style="font-size: 11pt; line-height: 200%; font-family: Arial"><o:p> </o:p></span></p>
</td>
<td style="border-style: none solid solid; border-color: -moz-use-text-color black black; border-width: medium 1pt 1pt; padding: 2.75pt; width: 99.7pt" valign="top" width="133">
<p class="TableContents" style="text-align: justify; line-height: 200%"><span style="font-size: 11pt; line-height: 200%; font-family: Arial">Magnetaur<o:p></o:p></span></p>
</td>
</tr>
</table>
<strong>NPCs</strong>
NPCs have come to the new world. Perhaps their existence means there will be a quest system to follow?

Pai and Mai – Twins from China who sell Bangu merchandise in their shop

Dr. Ed – A scientist involved in the production and designing of Bangu. He manages your game options and will also be the help NPC in future versions

Rivet – Spunky mechanic girl who manages a Bangu workshop. She will be the Upgrade NPC in future versions

Bjorn – Owner of the “Bianca Salon and Haute Couture.” He will be the Avatar customization NPC in future versions

<strong>Refresher Course</strong>
Remember how a Bangu is assembled? Well, some of the parts have more features now. You'd better take down some serious notes! Well, let's get through the basics.

HP – Your Hit Points. Determines the amount of damage you can take before entering Repair Mode

Defense (DEF) – Determines the amount of damage you take whenever you get hit

Block Defense (Block DEF) – Determines the amount of damage you take whenever you successfully block an attack

Resistance (RES) – Your Resistance against specific types of weapons (ranged, melee, etc.)

Head – As of the moment, the Head serves only as an accessory. In the future version of BBM, however, the Head will determine how much Energy Points (EP) you gain during a battle. EP is used to cast skills

Torso – Determines part of your Bangu Hit Points (HP), your Defense (DEF), and your RES to specific types of weapons

Shoulders – Determines your Block Defense (Block DEF) and also adds additional DEF

Legs – Determines your basic movements such as Walk Speed, Dash Speed, Dash Distance, Jump Height, Jump Distance, and air movements such as Air Jump, Air Dash, and Hover

Melee Weapons – Equipped either on your left or right arm, categorized as Slash, Blunt, or Pierce types. Each melee weapon has its own attack properties. Some melee weapons are for dealing strong one-hit attacks and some are for dealing multiple combo hits. Most melee weapons can be canceled into another weapon you’ve equipped for more combo possibilities. Melee weapons can also hit opponents standing side by side.
Ranged Weapons – Also equipped either on your left or right arm, categorized as Single, Burst, or Thrower. Single weapons shoot one generally powerful projectile, Burst weapons shoot, at most, five long-range projectiles, and Thrower weapons shoot more than five projectiles but on a shorter range. Just like the melee weapons, each ranged weapon has its own attack property for various purposes. Some can be for supportive fire and some can be for combo-ing.

Back Weapons – Equipped at the back part of your Bangu torso, categorized as Missile, Cannon, and Mine. Missile weapons shoot out a homing projectile that chases down enemy targets. Cannon weapons shoot a powerful projectile on a specific trajectory and have a wide explosion range. Mine weapons are dropped either on the ground or float in mid-air, exploding when an opponent gets near or when its time runs out, depending on the weapon. Back weapons function much like ranged weapons but have a differing trajectory for different strategies or combos that ranged and melee weapons cannot do.

<insert></insert>

<strong>Kagenui</strong>
Number of Hits: 4
Ground Damage: 350, 450, 450, 600
Air Damage: 900
A fast four-hit Slash weapon that pushes off your opponent straight up to the air, making him open for a juggle combo. Perfect for beginners

<strong>Joy Hammer</strong>
Number of Hits: 1
Ground Damage: 1150
Air Damage: 900
One-hit Blunt weapon that pummels opponents to the ground. Has a wide range and fast startup. Use with caution, though, as it has a long recovery period when blocked. The Joy Hammer’s damage, however, can be prevented by canceling it into another equipped weapon

<strong>Morning Star</strong>
Number of Hits: 2
Ground Damage: 700, 850
Air Damage: 900
Two Blunt weapons mostly for combo starting. Its air attack is a strong overhead attack that launches your opponent horizontally to the air, allowing you to chase after him or herwith a juggle combo. Its ground attack is a strong punch that pushes your opponent forward, which has two uses: as a combo startup or as a finisher by pressing attack again

<strong>Shock Rod</strong>
Number of Hits: 5
Ground Damage: 350, 350, 400, 500, 600
Air Damage: 1000
A five-hit Pierce weapon that stuns your opponent in a field of electricity, allowing you to hit him or her with another attack.

<strong>Shot Knuckle</strong>
Number of Hits: 1
Ground Damage: 900
Air Damage: 1000
A unique rocket powered Blunt weapon. Pressing the attack button makes your Bangu quickly rocket boost forward. Pressing the attack button again makes your Bangu do a rocket-powered uppercut that launches your opponent straight to the air. Meant for intermediate players

<strong>Dust Wand</strong>
Number of Hits: 3
Ground Damage: 350, 350, 600
Air Damage: 400
Three-hit Pierce weapon that sucks your opponent’s HP for your own use

<strong>Sacred Edge</strong>
Number of Hits: 3
Ground Damage: 550, 750, 0
Air Damage: 800
RARE DROP. Three-hit, wide Slash weapon that sends your opponent flying away and heals you in the process

<strong>Mjolnir</strong>
Number of Hits: 1
Ground Damage: 1150
Air Damage: 900
RARE DROP. Powerful one-hit Blunt weapon that stuns your opponent with a bolt of lightning

<end></end>

<insert></insert>

<strong>Fastball Launcher</strong>
Number of Projectiles: 3
Projectile Damage: 400
Burst weapon. Quickly shoots out three fast moving baseballs. The third ball knocks your opponent to the ground

<strong>Steam Roller</strong>
Number of Projectiles: 5
Projectile Damage: 400
Burst Weapon. Shoots out five bullets. Perfect for supporting your teammates by keeping your opponents busy with a barrage of bullets

<strong>Energy Bow</strong>
Number of Projectiles: 1
Projectile Damage: 800
Single Weapon. Shoots one fast moving energy bow that knocks your opponent down. Also pushes opponents back when blocked

<strong>Stun Gun</strong>
Number of Projectiles: 1
Projectile Damage: 700
Single Weapon. Shoots a slow moving ball of electricity that speeds up as it gains momentum. Stuns opponents that it hits, and also has a unique property of being a ranged weapon that has an explosion range, meaning it can hit opponents standing side by side. Can also be shot in mid-air

<strong>Dust Buster</strong>
Number of Projectiles: 8
Projectile Damage: 300
Thrower Weapon. Sucks in clouds of dirt that pulls your opponent towards you. Meant for advanced combos and strategy setups

<strong>Hyper Mag</strong>
Number of Projectiles: 5
Projectile Damage: 500
Thrower Weapon. Emits a wide-ranged, multi-hit magnetic field in front of your Bangu

<strong>Starlight Wand</strong>
Number of Projectiles: 10
Projectile Damage: 0
Thrower Weapon. Emits a near-stationary wide star wall that shields you from enemy fire, both in mid-air and on the ground. Guarantees that your Bangu is safe

<strong>Laser Rifle</strong>
Number of Projectiles: 5
Projectile Damage: 400
RARE DROP. Burst weapon. Shoots five very fast laser beams

<end></end>

<insert></insert>

<strong>Sprout Layer</strong>
Number of Projectiles: 3
Projectile Damage: 900
Mine weapon. Lays down three sprouts. Each one explodes when stepped on. Perfect for keeping a knocked-down opponent at bay

<strong>Ballista</strong>
Number of Projectiles: 1
Projectile Damage: 1220
Cannon weapon. Quickly shoots out a flaming arrow upwards in an arc. However, it has a long recovery time. Very versatile as it can be used against jumping or flying opponents, combo ending, or supportive fire

<strong>Agent Orange</strong>
Number of Projectiles: 1
Projectile Damage: 1100
Cannon weapon. Drops down a wide explosion ranged bomb that explodes on impact. Best used with hover type legs as it can be used only in mid-air

<strong>Mag Hunter</strong>
Number of Projectiles: 1
Projectile Damage: 1000
Missile weapon. Launches a magnet missile that effectively and quickly tracks down opponents

<strong>Smokestack</strong>
Number of Projectiles: 1
Projectile Damage: 1400
Missile weapon. Launches a powerful and unblockable slow-moving missile. Meant for advanced players or advanced team support tactics

<strong>Fairy Wings</strong>
Number of Projectiles: 8
Projectile Damage: 0
Missile weapon. Launches eight stationary fairies that quickly intercept incoming enemy fire. Mainly a defensive weapon as it does not deal damage or tracks down enemy Bangu. Can be used in mid-air.

<strong>Repair Box</strong>
Number of Projectiles: 1
Projectile healing: 800
Rare Drop. Mine weapon. Drops down a repair box that activates after a few seconds, repairing both allies and enemies within its area.

<strong>Bomb Pack</strong>
Number of Projectiles: 1
Projectile Damage: INSTANT KILL
RARE DROP. Mine weapon. Upon activation, your Bangu explodes instantly, destroying both itself and nearby opponents

<insert></insert>

<strong>Tips for beginners</strong>

1)	Although you start off with a basic Bangu and basic weapons, you also have D200,000 (Dines) in your inventory which you can use to buy some weapons and parts in the shop.
2)	Start off with a melee weapon in one hand, and a ranged weapon in the other. Do not start off with double ranged weapons as these are a bit hard to use and are meant for advanced players with support tactics in mind.
3)	In PvP mode, when your Bangu gets destroyed, you enter a Repair Mode. During this mode, your Bangu HP slowly recovers and your Bangu automatically respawns into the match when full. You can, however, interrupt this process to enter the match quickly with the HP you had before you respawn again to help your teammates.
4)	Do not respawn immediately after your Bangu gets destroyed. Wait for a little time to regain some HP and check if your teammates really do need you back in the fight immediately.
5)	Check part stats carefully to suit your fighting style. High HP builds usually lead to slow movement ratings while Fast movement builds have low HP.
6)	Don’t forget to press Space Bar in the match to display all the players’ names and team colors so you know which ones are your teammates and which ones are your opponents.

<end></end>]]>
        
    </content>
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<entry>
    <title>God of War 3 Revealed!</title>
    <link rel="alternate" type="text/html" href="http://blogs.inquirer.net/gamemagazine/2008/10/02/god-of-war-3-revealed/" />
    <id>tag:blogs.inquirer.net,2008:/gamemagazine//29.8747</id>

    <published>2008-10-02T09:43:44Z</published>
    <updated>2010-01-07T12:35:39Z</updated>

    <summary>By Joan C. Ison Kratos is back, and he’s bringing chaos! Sony Computer Entertainment America (SCEA) has unveiled the upcoming third series of the action/adventure PlayStation 3 game, God of War 3. During SCEA’s press event, CEO Jack Tretton told...</summary>
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        <![CDATA[<strong>By Joan C. Ison</strong>

Kratos is back, and he’s bringing chaos!

Sony Computer Entertainment America (SCEA) has unveiled the upcoming third series of the action/adventure PlayStation 3 game, God of War 3.

During SCEA’s press event, CEO Jack Tretton told very little about the forthcoming game, but GoW fans have been restlessly talking on the Internet ever since the announcement. No date was specified so don’t expect the release until at least next year.

In an interview by GT TV, Game Creator David Jaffe did say there would be more innovation with the third series in terms of controller use (as if the previous GoW series didn’t use all the controller buttons already!) and especially in-game play since he admitted the PSP version (God of War: Chains of Olympus) was all messed up.

News aside, there are two bloody rumors will are much anticipated by both God of War fans and the not-really-fans.

The first is, believe it or not, is that God of War may have a movie adaptation because big-time movie producer Metro-Goldwyn-Mayer Inc. (MGM) has been making a “passing mention of Brett Ratner (director of movies such as Money Talks, Rush Hour, and The Family Man) to direct the action title,” Joystiq.com reports.

Next one is, Internet gaming sites have been posting rumors that God of War might have an online game version because SCEA has been seeking “an online gameplay programmer.” Does this mean there will a lot of Kratos running around Greece if ever this online multiplayer game pushes through? But no matter how many theories writers and players come up with or how difficult it is to imagine what the outcome of this game will be, one thing is for sure, GAME! is always ready to take on the chaos.

Lastly, from a GoW fan, to those who haven’t tried playing this game, be sure to try out at least any of the God of War franchises just for the rush of doing hack and slash because you are definitely missing out on something in your life. And to the fans, if I may remind you, the gods will put an end to Kratos because God of War is a trilogy. Sadly.

Other sources:
www.shacknews.com
www.ign.com
www.1up.com]]>
        
    </content>
</entry>

<entry>
    <title>Resident Evil 5: Pure Evil Returns…Next Year</title>
    <link rel="alternate" type="text/html" href="http://blogs.inquirer.net/gamemagazine/2008/09/24/resident-evil-5-pure-evil-returnsnext-year/" />
    <id>tag:blogs.inquirer.net,2008:/gamemagazine//29.8745</id>

    <published>2008-09-24T15:47:28Z</published>
    <updated>2010-01-07T12:35:39Z</updated>

    <summary> Platform: PlayStation 3/Xbox 360 Release Date: March 13, 2009 Developer: Capcom/Team Takeuchi Publisher: Capcom By: Ryan A. Rubis I realize that I deserve to be violently castrated for this statement -- but, as the old adage goes, “If it...</summary>
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        <![CDATA[<a href="http://blogs.inquirer.net/gamemagazine/wp-content/uploads/2008/09/12.jpg" title="12.jpg"><img src="http://blogs.inquirer.net/gamemagazine/wp-content/uploads/2008/09/12.jpg" alt="12.jpg" width="473" height="269" /></a>

Platform: PlayStation 3/Xbox 360
Release Date: March 13, 2009
Developer: Capcom/Team Takeuchi
Publisher: Capcom
By: Ryan A. Rubis

I realize that I deserve to be violently castrated for this statement -- but, as the old adage goes, “If it ain’t broke, don’t fix it.” That’s exactly what the new series helm Jun Takeuchi had in mind during the development of Capcom’s latest survival-horror entry, Resident Evil 5. In the wake of former Resident patriarch Shinji Mikami’s unceremonious departure, Capcom has ostensibly taken Mikami’s last piece of work for the series -- Resident Evil 4, naturally—infused it with jaw-dropping HD graphics and pumped the action way up. Those are no ordinary puns -- Resident Evil 5 is RE4 on steroids, or perhaps more appropriately, injected with the T-virus.

<strong>You Are Not Alone in the Dark
</strong>So what keeps this game from being Resident Evil 4 Turbo Hyper Fighting HD Remix? For starters, main protagonist Chris Redfield (last seen in Code Veronica dodging the tranny surprise that is Alfred Ashford) isn’t fighting the good fight alone. Sheva Alomar, member of Africa’s branch of the -- hold for the acronym -- BSAA will be playing the ever-reliable support role this time: the Goose to Tom Cruise’s Maverick, if you will. Unlike the Otacons and Slippys of yore, however, Sheva plays a more active support role, electing to follow Chris around and supplying him with health and ammo. She also plays an active role in blasting zombies away, because apparently a Caucasian man killing African zombies is a racist, but both white and black people killing multi-ethnical zombies is A-okay. Even though there are hardly any Asians in Africa. Well, admittedly, Capcom hasn’t spilled enough of the story to explain why I see Mexicans in the middle of an African jungle, but I’ll let that slide for now.

Capcom’s been showcasing the same E3 build for a couple of weeks now, and honestly, nothing’s really changed much from Resident Evil 4’s formula of controls—the robust, free-looking environmental movement is still present, just tweaked ever so slightly. What has changed is the menu system, so instead of hitting Start and waiting a couple of seconds (even more, if you’re one of the poor sods that played the PS2 port) for Leon to open up his briefcase, we now have the “quick swap” system, so said the Capcom rep, a superimposed inventory screen shows up in real time after you hit a face button. Awesome news—because I’ve always found the ability to pause the game and casually browse the inventory during an intense boss battle off-putting and highly unrealistic. Outbreak apparently had a similar system in place, but nobody really cares for that game so it doesn’t count. Promised but absent on the current build was the ability to aim using the right analog stick, putting an end to a huge control-related niggle many had with RE4 (well, the Wii version already took care of that).

<strong>Visceral Visuals</strong>
Resident Evil 4 looked superb at the time—in fact, it still does look pretty damn good—but RE5 totally blows it out of the water. Hordes of zombies come at you at once (I’m talking Dead Rising numbers), but even more impressively, every chunk you blow out of the little buggers registers and shows up as damage. Even the environments themselves are destructible, a nice step-up from the untouchable pre-rendered backdrops we played through some ten-odd years ago. One of the levels in the demo build, a suburban ghetto filled with shanties (“Africa? This looks like the Philippines,” I muttered) was bursting with destructible, corrugated-iron houses, minute touches as crack-addled walls, dirty rugs hanging out to dry, and bizarrely, what I assumed was feces smattered on tile floors. Sorry, Wii fans, this level of detail is totally unattainable on the system. Guess Resident Waggle will have to wait.

While zombie AI shouldn’t be that hard to simulate (I mean, seriously, they’re supposed to be brain-dead), RE5’s aforementioned hordes of zombies and critters move and gang up on you at an organic pace much like the previous game’s undead did, while critters like the Ganados and the creepy alien-head bursting dudes have their own parallels here. Ganados, of particular note, have changed from hulking-yet-nimble beasts to aggressive, turban-wearing, Flea Man-type annoyances. Bastards could still kill you with one hit, though. There is thankfully little handholding with Sheva, as she just kind of takes potshots from the side and throws ammo at you. She can fend off on her own too, unlike frail, annoying little Ashley.

Although still a ways to go, Resident Evil 5 is shaping up to be one of the better games of 2009. It’s not looking to be as mind-blowing or as groundbreaking as Resident Evil 4 was, but it’s up there either way, based on how fantastic it’s looking and playing right now.]]>
        
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<entry>
    <title>Final Fantasy Tactics A2: Grimoire of the Rift</title>
    <link rel="alternate" type="text/html" href="http://blogs.inquirer.net/gamemagazine/2008/09/18/final-fantasy-tactics-a2-grimoire-of-the-rift/" />
    <id>tag:blogs.inquirer.net,2008:/gamemagazine//29.8743</id>

    <published>2008-09-18T02:43:57Z</published>
    <updated>2010-01-07T12:35:39Z</updated>

    <summary>Reviewer: Karen Capco Publisher: Square Enix Developer: Square Enix Website: http://na.square-enix.com/ffta2/ ESRB: Everyone (E) Price: PhP 1,800.00 ANOTHER year, another kid who gets lost in a magical realm by way of a moldy old tome he found in the school...</summary>
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        <![CDATA[Reviewer: Karen Capco
Publisher: Square Enix
Developer: Square Enix
Website: <a href="http://na.square-enix.com/ffta2/">http://na.square-enix.com/ffta2/</a>
ESRB: Everyone (E)
Price: PhP 1,800.00
<a href="http://blogs.inquirer.net/gamemagazine/wp-content/uploads/2008/09/111.jpg" title="111.jpg"><img align="left" width="234" src="http://blogs.inquirer.net/gamemagazine/wp-content/uploads/2008/09/111.jpg" alt="111.jpg" style="margin-top: 5px; float: left; margin-right: 10px; border-width: 1px" title="111.jpg" /></a>ANOTHER year, another kid who gets lost in a magical realm by way of a moldy old tome he found in the school library. But looking past the fluff of the young moogles and the downy cheek of our pre-pubescent hero, Final Fantasy Tactics A2: Grimoire of the Rift (Holy mouthful, Batman!) is still the battle-hardened turn-based strategy game it was before, give or take a few new scars.

<strong>Reap the Rewards </strong>

While reviewers and gamers alike praised the Law system of the first FFTA as adaptability to different situations suddenly became a factor in making or breaking a battle, the fact remains that the system was never rewarding enough. Sure, a pat on the back is good, but hey, a new piece of equipment is surely better.

In FFTA2, players are rewarded for abiding by the law, both at the start of the battle and at the beginning. Players are given different "clan benefits" to choose from such as increased EXP or increased speed.

At the end of the battle, they are given new equipment or material with which to forge new equipment with. Break the law and you are rendered unable to resurrect units—any fallen units which do not get resurrected by the end of the battle are lost forever. Finally, we get a carrot to go with that stick.

<strong>One Step Forward, One Step Back </strong>

The gameplay is still classic tactics…and so are the visuals. Nothing new in the graphics department—sure, more colors, better resolution, but better doesn’t necessarily mean good. Also, some classes are way too gimmicky—the Tinker being the perfect example—although the fun that you have unlocking them more than makes up for it. FFTA2 still has plenty of fight left in it—partly from its pedigree. Here’s to hoping that the next iteration delivers on all counts.]]>
        
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<entry>
    <title>The Responsibility Enigma</title>
    <link rel="alternate" type="text/html" href="http://blogs.inquirer.net/gamemagazine/2008/09/11/the-responsibility-enigma/" />
    <id>tag:blogs.inquirer.net,2008:/gamemagazine//29.8741</id>

    <published>2008-09-11T00:21:36Z</published>
    <updated>2010-01-07T12:35:39Z</updated>

    <summary>By Lance Tan Ong CENSORSHIP is, for the longest time, an all too prevalent issue in the world of gaming. Whenever there is a game that challenges the boundaries of imagination and is subjected to media exposure, it is of...</summary>
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        <![CDATA[<strong><a href="http://blogs.inquirer.net/gamemagazine/wp-content/uploads/2008/09/11.jpg" title="11.jpg"></a>By Lance Tan Ong</strong>

CENSORSHIP is, for the longest time, an all too prevalent issue in the world of gaming. Whenever there is a game that challenges the boundaries of imagination and is subjected to media exposure, it is of no surprise that criticism from certain figures can be heard loud and clear with the content of games these days.

Well-known anti-video game advocates like Jack Thompson would like nothing more than to continually pursue his goal to utterly eliminate violent games like, off the top of my head, Grand Theft Auto. Mass Effect created a hullabaloo after a certain reporter condemned the game for its lesbian encounters without even knowing the complete nature of the game or playing it for that matter, which earned her the ire of many gamers. The first trailer of the upcoming Resident Evil 5 was also mired in controversy due to the racial discrimination implied, leaving a bad taste in the mouths of some people. And let us not get started with Mortal Kombat, which easily personifies extreme violence before violence in gaming was even a norm. It is hard to avoid the Midas touch of marketing and media in gaming with the different forms of advertising involved and the issues that pop up.

And then there is the case of one Eliot Spitzer, Democrat and a former New York governor. To cut the long story short, he was busted for being involved in a prostitution scandal with other politicians calling for his removal from office. The former governor opted to resign from his post instead. Is it not ironic that one who has said that he is against violence and smut in video games is involved in getting some “hot coffee” himself? (Note: Hot Coffee is in reference to the controversial mod in GTA: San Andreas that almost earned the game a rare adult rating, and stirred activists to call for the game to be banned.)

And that leads to us, the public. If it is true that games like Grand Theft Auto can influence everyone negatively, then by now, we may very well see someone jack a car in the middle of the street. Calling for the banishment of these games is not going to happen anytime soon, truth be told. The fact is, these kinds of games exist because they sell, and they sell real well, I might add. The God of War and Devil May Cry franchises are some fine examples of what I am talking about. But we know better what the difference between fact and fiction is. So what is the big deal with censorship in that case? It is up to us not to cross the line between fictional violence and sensible fact. And it is up to us, and the parents, to ensure that the children know the major difference between right and wrong, especially in gaming. Responsibility is not really in the hands of a rating system like the ESRB or the CERO; neither does it come from any authoritative figure. The fact of the matter is, real responsibility comes from us, and it is we who should represent gaming in a brighter light. And if the late great George Carlin were still alive, he would agree with me 100%. I do not want to be in Jack Thompson’s shoes right now, that is for sure.

Hey, it’s either that or stick playing with a Barbie video game.]]>
        
    </content>
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<entry>
    <title>CoDWW: The World Will Soon Be at War ... in a Year</title>
    <link rel="alternate" type="text/html" href="http://blogs.inquirer.net/gamemagazine/2008/09/03/codww-the-world-will-soon-be-at-war-in-a-year/" />
    <id>tag:blogs.inquirer.net,2008:/gamemagazine//29.8736</id>

    <published>2008-09-03T09:57:10Z</published>
    <updated>2010-01-07T12:35:39Z</updated>

    <summary> Platform: PC, PS3, Wii, Xbox 360 Writer: Sonny Go Publisher: Activision Developer: Treyarch Website: http://www.callofduty.com/CoDWW MOST gamers have grown tired and weary of games set during World War II. While it may be a period that merits fascination with...</summary>
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        <![CDATA[<a href="http://blogs.inquirer.net/gamemagazine/wp-content/uploads/2008/09/picture-10.png" title="picture-10.png"><img src="http://blogs.inquirer.net/gamemagazine/wp-content/uploads/2008/09/picture-10.png" alt="picture-10.png" width="462" height="257" /></a>

Platform: PC, PS3, Wii, Xbox 360
Writer: Sonny Go
Publisher: Activision
Developer: Treyarch
Website: http://www.callofduty.com/CoDWW

MOST gamers have grown tired and weary of games set during World War II. While it may be a period that merits fascination with documentaries, movies, video games, and stories from grandparents who were veterans of the war, it really is getting old. However, that scenario is more on the European theater, where the Germans swarmed their neighbors like a plague, and the allied forces flew in to fight the Nazi hordes. This time, here is a game that lets you fight off Japanese berserkers. Loyal otakus and weeaboos are advised to look away.

<strong>Call of Duty: World at War</strong> is a first-person shooter game under development for the PS3, Wii, Xbox 360, and the PC. As the fifth installment of the Call of Duty series, minus the expansion packs, it is scheduled to be released in 2009.

<strong>Plot
</strong>This game features two campaigns set in World War II—one in the Pacific theater led by the United States Marine Corps, and the other in the Eastern front of the European theater led by the Soviet Red Army. The enemies are now more vicious than the soldiers of the Imperial Japanese Army were. World at War is aimed for more mature audiences who can actually stomach the brutality of war in a video game, showcasing a whole new degree of realism and in-depth experience inaccessible in history classes and war stories from grandparents. Each level will dig deep into the mentality and the chaos that was World War II, previously unseen in similarly themed games.

<strong>Development</strong>
<a href="http://blogs.inquirer.net/gamemagazine/wp-content/uploads/2008/09/picture-7.png" title="picture-7.png"><img src="http://blogs.inquirer.net/gamemagazine/wp-content/uploads/2008/09/picture-7.png" title="picture-7.png" alt="picture-7.png" style="border: 1px solid grey; float: left; margin-right: 10px; margin-top: 5px" width="454" height="257" /></a>There are a lot of expectations for the fifth installment of the series that toppled Medal of Honor as the most popular WW2 game out there. Infinity Ward, the developers of Call of Duty: Modern Warfare, did well in upgrading the gaming experience with various improvements and innovations. Now, with the new game, World at War developers Treyarch are set on evolving the series even further with the new game. With both Call of Duty 2: Big Red One and Call of Duty 3 among their credentials, they are looking forward to pulling it off with flying colors.

Call of Duty: World at War will have a two-year development, which is double that of Call of Duty 3. They will be enhancing Infinity Ward's COD4 engine by making various improvements on physics and lighting, among others. Environments are now more destructible, especially flammable elements that can be set on fire with the flamethrower. Bullets will also be able to bore holes through thin wood, making gaps big enough for players to climb through.

<strong>Gameplay</strong>
The game will feature various improvements in both design and gameplay. Swimming will be introduced for the first time, which includes conditions of being able to move only in half-speed and not being able to sprint while on water. Also, flamethrowers will be reintroduced since Call of Duty: United Offensive that can interact with various flammable elements in the environment. The game will be more open-ended, drifting away from the more linear progression of previous titles, giving the player more freedom and flexibility to accomplish missions.

<strong>Multip</strong><strong>layer</strong>
The game will feature co-operative gameplay for four people -- split-screen on consoles and online play for the PC. The four can act as a squad and play through missions, utilizing teamwork and taking advantage of gameplay dynamics. Vehicles like boats and heavy machinery will also be featured, as well as new multiplayer squad-based gameplay and a perk system similar to Call of Duty 4: Modern Warfare, which was developed by Infinity Ward.

The competitive multiplayer is still there, making the most of many elements from Modern Warfare that will be implemented in the new game with various improvements. More items will be included in the perk system, like a flak jacket for protection against grenades. Also, the inventory has been modified to suit the period. For example, they replaced the claymore mines with detection lasers used in Modern Warfare with a simple trip mine more commonly used during the 1940s.

<a href="http://blogs.inquirer.net/gamemagazine/wp-content/uploads/2008/09/picture-12.png" title="picture-12.png"><img src="http://blogs.inquirer.net/gamemagazine/wp-content/uploads/2008/09/picture-12.png" title="picture-12.png" alt="picture-12.png" style="border: 1px solid grey; float: left; margin-right: 10px; margin-top: 5px" width="463" height="261" /></a>Weapon customization first used in Modern Warfare will be implemented again for this game. Accessories like bayonets, grenade launchers, and other things like decals and color will be available upon completing challenges that are part of the perk system.

While there is a long wait involved and there will be other great games coming our way during that time, this title does merit at least a post-it note stuck to your monitor for months and months. It is no Starcraft 2 or Diablo 3, but it is a good example of a video-game franchise that has been consistent throughout the years since the first title. Efforts like these are what make PC games something to wait for with their progression along with the more dynamic evolution of hardware compared to consoles.

For more information, news, and updates regarding the game's ongoing development, visit the game's official <a href="http://www.callofduty.com/CoDWW.">website</a>.]]>
        
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