Rabu, 27 Januari 2010

2004 Yamaha YZF-R1 - United Way



2004 Yamaha YZF-R1 - United Way
An R1 Bridges The Custom Divide.
September, 2009
By Justin Fivella
Photography by John Zamora
2004 Yamaha Yzf R1 With Model

Hot Road Rides In The Spotlight
Not long ago the streetbike scene was split; On one end you had the go-fast replicas that performed well but looked stock, and on the other you had the bling machines that looked great but were better left parked.

Thankfully though, with the help of riders like Morgan Recchia the gap is finally being bridged. "I wanted to build a show bike that would appeal to all types of riders-from the bike night custom scene to the full-on racer enthusiasts," Recchia said.

And build a win-all bike he did. Starting with a 2004 Yamaha R1, Recchia wasted little time in hittin' the high notes. The plastics were given a graphical treatment and then blanketed with some shine. They even received a 3M clear bra treatment to keep 'em immaculate for years-and the result is red hot.

When it came time to make the bark match the bite the motor was massaged with some high-comp, oversized JE pistons and a ported head that allowed the 1051cc mill to pound out some extra ponies at the wheel. As you'd expect, a Power Commander III, velocity stacks and a custom exhaust were also utilized to maximize the moving motivation.
2004 Yamaha Yzf R1 Front

Since straight-line performance is only half the battle, Recchia added hlins suspension on either end as well as a custom magnesium swingarm to pinpoint the ideal geometry. To help this red rocket hold a tight line some Two Brothers adjustable clip-ons and a Roland Sands triple clamp were also called into play.

In the end, the R1 strikes a healthy balance between performance and poise, and Recchia admits he puts both to the test on a regular basis, "Most customs are trailer queens, but this one has seen many knee dragging weekends and will continue to see many more."

2004 Yamaha YZF-R1
Front End: hlins fork internals, Two Brothers Racing clip-ons, Roland Sands triple clamp, Galfer Wave rotors and lines, GPR stabilizer

Rear End: hlins shock, magnesium swingarm

Motor: JE Pistons (1051cc), ported head, Power Commander III, Quickshifter, race harness, K&N air filter, velocity stacks, high velocity fuel pump, iridium plugs, AFAM sprocket kit, DID ERV chain, throttle kit, custom exhaust

Paint: Rock and Roll Paintworks, JRT Designs

Accessories: Gilles rearsets and chain adjusters, LED kit and strobes, HID, integrated taillight, CRG levers and bar-end mirrors, Zero Gravity windscreen, Supermoto axle sliders, Probolt dress-up kit, quick-release fasteners, Targa fender eliminator

Owner: Morgan Recchia

2002 Suzuki Hayabusa - Skin Deep



2002 Suzuki Hayabusa - Skin Deep
Ed Hardy-inspires the of a modded bod.

WORDS AND PICS: JOHN ZAMORA
MODEL: MONICA RENEE
WARDROBE: NEW WEST DESIGNS
MAKE UP: LIZA MACAWILI
September, 2009
2002 Suzuki Hayabusa Lead

Much like tattoos, the custom Hayabusa has been both admired and feared. In years past, mainstream sportbike riders considered fitting an oversized rear tire nothing short of blasphemy. Over time it slowly grew more popular and eventually gained social acceptance. And we'll be damned if fat tired customs aren't as commonplace as a celebrity with some skin art.

One man who was influential in the Hayabusa's aftermarket development is Ricky Monjaraz, a SoCal dude who's deep in the scene. He's been making aftermarket parts since he was kid, and when his dad created RIS Designs in the early 1990s it solidified Ricky's calling.

After years of carving out his spot it was no coincidence that the Ed Hardy crew looked to him for help when building a promotional bike.
2002 Suzuki Hayabusa With Model
"I chose a haybusa but decided...

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2002 Suzuki Hayabusa With Model
"I chose a haybusa but decided to give it an all-new look."

"Ed Hardy Motorsports asked if we could build a bike to showcase some new parts, so I chose a Hayabusa but decided to give it an all-new look."

When it came time to lay color over the highly customized Canni Design bodywork, RIS enlisted the help of the airbrush kings at H2O Cycles. H2O's owner, Louis Grasse, explained: "I wanted the opportunity to show off some of our freehand work. We used a sticker only as an outside guide for the design but the rest was freehand airbrush. It turned out to be a total of 65 hours of airbrushing."

Originally, RIS said that we would have about two weeks to finish the job before an upcoming show. We actually had about seven days!"

The combination of the new custom skins with updated ink not only made the bike socially elegant, but also gave a rebirth to an aging design. Now the 'Busa looks as much at home in the window of a trendy boutique as it would in front of a dingy tattoo parlor on the wrong side of the tracks.

As with all things non-traditional, some sportbike purists will probably shun the new finish, but in the end it's a motorcycle like this that will bring custom sportbikes to a higher level of public awareness.

Don Ed Hardy
You've seen the flashy hats and t-shirts, but who is the guy behind the designs?

Don Ed Hardy is one of America's most celebrated tattoo artists, and was mentored by none other than the legendary Sailor Jerry.

His unique mixture of numerous styles has landed him worldwide fame, and now even a clothing line and motorcycle parts were created in his honor.
2002 Suzuki Hayabusa Right View 2002 Suzuki Hayabusa Gas Cap 2002 Suzuki Hayabusa Grips

2002 Suzuki Hayabusa
Front end: Performance Machine "Torque" wheel and rotors, Pirelli Diablo tire

Rear end: Performance Machine "Torque" wheel, Pirelli Diablo tire, 6-inch-over swingarm with 240mm tire, Tricky air ride, Galfer Wave rotor and lines, Regina chain

Motor: K&N air filter, Brock's Performance Alien exhaust, Power Commander

Paint: Paul Wong at H20 Cycles (www.h20cycles.com)

Polish/chrome: RIS Designs

Bodywork: Canni Designs (www.cannidesign.com)

Accessories: RIS Designs clear clutch cover, flame levers, adjustable kickstand, clear stator cover, foot pegs, fork caps, fairing spikes, clear gas cap, flame clutch and brake levers, chain guard, front rotor inserts, grips, mirror block-offs, brake and clutch reservoirs, front tank cover, rear caliper bracket, Drastik Plastix LEDs, Street Racer Parts gauges, Grip Ace switch system

Owner: Ricky Monjaraz

gambar modifikasi motor








The Legend of Zelda: Spirit Tracks



The Good

* Exciting and well-designed dungeons
* Controlling phantoms is fun and adds new depth to the series
* Lengthy story with plenty of side quests
* Innovative boss fights
* Frantic multiplayer.

The Bad

* Not too challenging.

There is something immensely appealing about the simple act of blowing your train's horn in The Legend of Zelda: Spirit Tracks. You'll find yourself making the classic "toot-toot" sound often as you travel around the world of Hyrule, reveling in the way it makes your inner 10-year-old kid giggle with glee. Playing Spirit Tracks brings up similar feelings; it's fun and familiar, basking you in the nostalgia of the Zelda series' well-trodden gameplay formulas while adding enough changes to make it feel exciting again. And while its look will undoubtedly bring up comparisons with 2007's superb Phantom Hourglass, Link's new adventure does away with its predecessor's repetitiveness and pacing issues, making Spirit Tracks the superior of the two Zelda games available on Nintendo's handheld console.

You'll find plenty of new yet familiar scenarios in Spirit Tracks.

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It not just an art style that Spirit Tracks shares with Phantom Hourglass. This new game is a sequel, and while, you'll play as a new Link, several familiar faces from the 2007 game make an appearance in Spirit Tracks (some as direct descendants of old characters and some as older versions of their Phantom Hourglass selves). Spirit Tracks takes place 100 years after the events of Phantom Hourglass, and the land of Hyrule is in peril. The demon king Malladus is stirring, threatening to break free from the Tower of Spirits (his prison for the last century) and throw off the chains that have kept him suppressed. These chains are actually the game's Spirit Tracks, a series of lines crisscrossing the world that the inhabitants of Hyrule have been using to drive their trains on. Young Link starts the game as a newly graduated engineer, off to see Princess Zelda and gain his official train driver's qualification. Once there, Zelda confides to Link her fear that Malladus may be on the rise and urges him to take her to the Tower of Spirits so they can both investigate. But before they reach the tower, they are attacked. The tower then breaks into several pieces, and the evil Chancellor Cole and his sidekick Byrne steal Zelda's body for use as the resurrected Malladus' new body. Zelda's spirit remains, however, becoming Link's guide as he strives to prevent the demon king's rise and to reunite his beloved princess back with her physical form.

It's certainly a first for the series for Zelda to die (for all intents and purposes) right at the start of the game and for her spirit to join you for the rest of the adventure, but it's not the only new addition. As well as being a Na'vi-like fairy companion for Link, Zelda can take control of phantoms, which are heavily armed guardians of the Tower of Spirits (and who players of Phantom Hourglass will remember as the near-invincible soldiers guarding the Ocean Temple). You can control both Link and the Zelda-possessed phantoms, and it's this new play mechanic that invigorates the tried-and-true Zelda formula. Similar in concept to the domination rod in Twilight Princess, Zelda-phantoms will dutifully accompany Link as he explores the tower, but you can also assign them specific paths by tracing a line on the DS's touchpad, or even get them to activate switches, carry items, or attack enemies. The cooperative puzzles you'll need Zelda-phantoms for start off quite simply--getting their invincible frames to block a column of fire so you can move Link past, for example, or hitching a ride on their shields to traverse lava pits--but by the end of the game they'll get increasingly complex and will require you to use different types of phantoms (each with its own special abilities, such as being able to roll through obstacles, carry fiery swords, or warp around levels) to solve problems. Even more tricky are several boss battles that require you to control a Zelda-phantom and Link. These fights are tense and exciting, requiring fast reflexes as you're forced to quickly switch between the two characters to find an opponent's weak points.

The princess becomes your constant companion..

You can control only Link and Zelda in the Tower of Spirits, an area you'll have to visit several times to gain new maps that open up spirit tracks to different parts of the gameworld. Phantom Hourglass veterans who are worried that the Tower of Spirits is simply another name for the annoying Ocean Temple in that earlier game needn't fear; while you'll make multiple trips to the Tower of Spirits, the repetition and the time limits of the Ocean Temple have been done away with. You won't ever need to repeat the same levels. Outside of the Tower of Spirits and its dual Link-Zelda mechanic, Spirit Tracks plays similarly to most other adventures in the series. You'll venture into a multilevel dungeon, obtain a new weapon, and then use that new weapon to defeat a powerful boss creature at the end of that dungeon. Many of Link's weapons will be familiar to series veterans, including favorites such as the boomerang, the bow, and bombs. There are new weapons, too, including a hookshot-like whip, which Link can use to latch onto beams to swing across chasms Indiana Jones-style, and a special wand that can erect walls of sand.

Such adherence to formula may be the undoing of lesser games, but consistently clever level design and the tricky-but-never-cheap puzzles in Spirit Tracks mean the game is a winning experience at all times. Though the game doesn't stray far from what made the Zelda series great, you'll still feel a palpable thrill when you figure out the way to get that final dungeon key or use your newly found weapon to take down an initially intimidating boss. The game itself is not too difficult--there are only a few puzzles in the final two dungeons that may get you stuck--but the problems you'll have to solve are almost all uniformly engaging and make creative use of Link's abilities and weapons.



What's also surprisingly engaging is riding your train around on the spirit tracks covering Hyrule. You would think that having fixed railway lines to travel on would make moving from location to location boring, but the game throws enough variety at you to make most trips interesting. As well as using your train's horn to scare away livestock clogging up the tracks or using your cannon to blast away roving enemies, you'll have to contend with demon trains cruising the tracks. You'll need to plan ahead to avoid these enemies, keeping a close eye on your map and switching lines when necessary to make sure you don't end up on a collision course. Crashing into one of these enemies is the biggest negative of riding a train in Hyrule. You'll become familiar with the crushing feeling of inevitability that comes when you've made a mistake switching lines and are forced to simply wait until the collision. And every hit sends you right back to where you started your trip, resulting in a fair bit of repetition.

You have to plan ahead to avoid other trains on the tracks.

Driving the train is easy: You have three speeds to switch between using a lever on the right of the touch screen, as well as a rope for the horn, which you can pull at any time (toot-toot!). The rest of the game's controls are similarly simple and intuitive, with the touch screen and stylus used for all movement and actions. You simply hold the stylus on the screen to move Link and tap or slash on enemies to attack. It was a winning control scheme two years ago when used in Phantom Hourglass, and it has lost none of its positives today. The DS's microphone gets another workout this time around, though. You can use it as a weapon by blowing into it to send a gust of wind at enemies, and you need to use it to play the spirit flute. You'll learn several songs that you can play on the ocarina-like instrument throughout the course of your adventure, with each song having special effects, such as healing you in dungeons and unveiling hidden chests.

Side quests aside, Spirit Tracks features more than 14 hours of play in the main story, but there's plenty to do outside of trying to stop Malladus. As in most Zelda games, there are plenty of hidden secrets and chests to track down, and many are inaccessible until later in the game when you've unlocked all of Link's weapons. The train is also used in several of Spirit Tracks' side quests. You'll be asked to use your train to ferry fussy passengers, move livestock from town to town, and even hunt down and capture cute rabbits for relocation to a bunny sanctuary. Your rewards for these tasks range from extra hearts to whole new sections of Spirit Tracks, leading to previously inaccessible areas and even more hidden goodies.

The game also comes with a fun four-player competitive mode which, in a plus, can be played by using one game cartridge and the DS' download play mode. It's a pretty simple set-up--you and three other players race around single-level dungeons trying to grab as many force gems before the timer runs out. Dying--either by getting hit by a roaming Phantom or falling victim to an environmental hazard such as lava or a deep pit--will cause you to drop some of your collected gems, which your competitors can then swoop up. And while you won't be able to use your weapons, you can cause mischief to your fellow players in other interesting ways. If a Phantom is chasing you, for example, running past another player will cause the Phantom to switch their brutal attention onto them instead. You can also activate switches to open trapdoors which, if timed correctly, can send your competitors hurtling to their doom, allowing you to pick up their hard-earned gems. Multiplayer games--especially with a full complement of players--are usually hectic and lots of fun as you scramble to grief other players in order to steal their gems. But with only six maps available, multiplayer is more an interesting little distraction rather than a fully-fledged time sink.

Using Zelda-phantoms adds a whole new dimension to the Zelda formula.

The Legend of Zelda: Spirit Tracks hasn't improved markedly on the visuals seen in Phantom Hourglass, which isn't a problem considering that the first game looked great on the DS. Spirit Tracks is just as impressive, with the colorful world containing a surprising amount of detail to help bring the land of Hyrule to life. This game has an abundance of charm, from the endearing conversations you'll have with Zelda, to the many kooky and interesting personalities you'll come across and even the varied enemies. And while there's no dialogue in the game, aside from some grunts and squeals, the audio is impressive, with a tuneful soundtrack mixing seamlessly with classic sounds from the Zelda series' history (including that familiar yet still triumphant trill when you open chests).

You'll find plenty that's familiar in The Legend of Zelda: Spirit Tracks, but the inclusion of new mechanics, such as controlling both Link and Zelda, and the simple joy of driving the train lift this game above being just another Zelda adventure. This game is a top-notch adventure, and whether this is your first or 15th time in Hyrule, Spirit Tracks is a must-play.
By Randolph Ramsay, GameSpot

Rabu, 20 Januari 2010

inFamous



The Good

* Moving around the city is easy and exciting
* Fast combat with a variety of awesome powers
* Engrossing story with interesting characters
* Powerful moral choices
* Great pacing and lots of different mission types.

The Bad

* A variety of both gameplay and visual glitches.

Imagine waking up one day and finding yourself in the middle of a burning crater, destroyed buildings and dead people everywhere. You soon learn that you are no longer like other humans. Electricity courses through your body, endowing you with superpowers and, by extension, the power to control the fates of those around you. Will you become a noble hero, striving to bring peace to a city in ruins? Or will you lash out in anger, crushing the weak humans who are no longer your equals? In Infamous, the choice is yours. These moral dilemmas intertwine your fate with that of the city, but it's the amazing freedom that makes this experience so incredible. From unleashing electrical blasts to corral your enemies, to scaling the highest skyscrapers with finesse and ease, Infamous lets you seamlessly control the powered-up hero you've always wanted to be. The buggy visuals and gameplay glitches can't quite live up to the excellent action, but the overall experience crushes these small problems like so many petty criminals. It's not easy being a superhero, but it is an absolute blast.

Just look at that agility.

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A powerful bomb has exploded in Empire City, bringing the thriving island metropolis to its knees. Gangs now rule the streets, causing cops and citizens alike to cower in fear, and a deadly pandemic has forced the government to quarantine the whole area. At the center of the cataclysmic blast is Cole, an ordinary bicycle messenger. Of course, he isn't so ordinary anymore. The explosion killed thousands and leveled buildings like they were fragile card houses, but it gave him superpowers. Cole can shoot lightning bolts from his fingertips and withstand an inordinate amount of punishment, so he is the one who must track down the bombers and bring order to the city. The story is rooted firmly in typical comic-book struggles, but the characters are so well developed, the problems so believable, that the deeper you plunge into the conspiracy the more fascinating it gets. As the story pushes you toward the chilling conclusion, you'll become completely immersed in this universe. The cutscenes add to this impact, employing stylish, animated illustrations that would be equally at home in a comic-book.

However, the story is not just a static tale of vengeance and betrayal. You have a choice in how it plays out, which gives you a strong connection to the events, sucking you further into the world. Whenever Cole is faced with a moral decision, the action pauses and Cole spells out his thoughts to you. Should he let the hungry citizens eat the government-delivered food, or scare them off and take it all for his friends? The abrupt stop in the action lacks the immediate impact that a more organic choice would have given, but it makes you face the consequences head on, forcing you to consider both sides of the coin before brashly rushing in. The problems are often black and white, presenting a clear path toward being a superhero or villain, but there are a few twists to the classic formula that make the problems feel much more authentic. There isn't always an obvious good or evil route, so you'll have to put yourself in Cole's shoes, decide how you want the situation to play out, and live with the consequences--both in how the story plays out and in the look of the city itself.

Don't mess with the guy with superpowers. Lesson learned.

Empire City is split into three large islands, and by the end of the game, you'll be able to travel across the whole city, jumping into missions or on top of buildings without restrictions. Moving around the city feels almost perfect, given that the ease of climbing and leaping makes the whole world burst with possibilities. You can easily grab on to windows, pipes, and other fixtures on the outside of buildings, which makes climbs from the dirty streets to the breezy rooftop quick and painless. There's a slight stickiness to Cole's leaps, so when you jump close to objects that you can grab, you'll be pulled into their path. This simple mechanic makes sliding along thin wires or bouncing across tiny posts incredibly fun, letting you worry more about where you want to go rather than how you're going to get there. As you progress through the game, you unlock the ability to glide through the air and grind railroad tracks, which makes the already dynamic movement even more freeing. The whole system is so immediately satisfying that it's possible to get lost in this huge metropolis for hours, joyfully dashing across towering buildings, skating along railroad tracks, and shimmying up lampposts.

Although leaping from building to building is a blast on its own, there are worthwhile goodies hidden around the city that give you a tangible reason to explore every nook and cranny. There are 350 blast shards scattered in all sorts of odd places, and collecting them gives you the ability to store more electricity, which means that you have even more power with which to zap enemies and innocent bystanders. There are also drop points scattered across the three islands that give important details about the events that unfolded before the bomb changed everything. To find these hidden items, you need only tap L3 and they will appear on your radar, eliminating the frustration of having to hunt down hundreds of collectables. However, it's when you start tracking down these items that a slight problem with the movement crops up. The stickiness of your jumps is great when you're sprinting across rooftops, but it makes landing in precise locations rather tricky. Cole latches on to everything near him, so trying to drop down a story to nab a tucked-away shard can be trying at times. The benefit of being pulled into every climbable object far outweighs this slight annoyance, but it can be grating when you just want to grab a tiny ledge and Cole's sticky fingers won't obey.



The combat is as seamless and enjoyable as the exploration, which keeps the action consistently thrilling. You start with a standard electrical blast that subdues citizens and criminals rather quickly, but you unlock even more powerful tricks throughout the game, which keeps the combat varied and intense. Sticky grenades, high-powered rockets, and an impressive shockwave blast can all be integrated into your normal fight routine with ease, which makes it possible to exterminate your foes in creative and sadistic ways. The controls for the combat are spot-on, ensuring that you can never blame the game if you miss a headshot or accidentally zap a friendly doctor instead of a crazed gunman. As you complete missions and kill enemies, you earn experience points, which are used to upgrade your already impressive abilities. Although the core moves don't differ drastically between good and evil characters, the upgrades throw in some interesting twists. For instance, as a good guy, Cole can use his grenades to handcuff weaker enemies to the ground, whereas his evil side can split grenades into multiple parts, creating more potent blasts.

Cole always travels in style, even in cutscenes.

Though you have superstrength and the ability to conduct electricity, this game isn't a cakewalk. Whether you're good or evil, the city is overflowing with enemies, which forces you to be alert even when walking casually down the street. Bad guys perch atop buildings armed with high-powered sniper rifles and rocket launchers, and they are crack shots with plenty of ammunition. If you're not careful, you will die often, but the difficulty never seems unfair. The versatile combat system lets you attack the hostiles in a number of unique ways. For instance, in one mission, you must bombard a specific building. You can move in slowly, taking out the surrounding villains as meticulously as possible and clearing an open path to unleash your destructive power. Or if you're feeling adventurous, you can grind a nearby railroad track, toss handfuls of grenades and missiles as you glide by, and destroy your mark without bothering with the surrounding humans. The versatility of the fights combined with a forgiving checkpoint system ensure that, even when the odds are stacked against you, there is always a way to weather the storm.

The missions are as varied as the ways in which you can approach them. There are quests that focus on exploration, pure combat, careful tracking, deft platforming, escorting important people, and various combinations thereof. The most rousing is an intense battle in a prison courtyard. Powerful enemies swarm from all sides, filling the screen with fire and explosions. You toss grenades and missiles into the fray, conjure shockwaves to slow down the onslaught, and then slink behind cover to take a breather. It's intense and thrilling, cleverly mixing every element of the game into a superb blend of chaos and fun. The side missions provide an interesting respite from the exhilarating main missions, giving you bite-sized tasks that clean up sections of the city when you finish them. Certain side missions force you to choose between two morally aligned tasks. Completing the good one will make the evil one unavailable, and vice versa. Not only are these missions satisfying, but they further reinforce your moral standing and make the two sides of the karmic coin feel unique.

Cole's good guy act of the day: making sewers enjoyable.

The visuals cannot quite match the thrilling combat and amazing exploration, but they do a fine job of bringing this chaotic city to life. Cole is nicely detailed and impressively animated; he leaps and climbs with silky-smooth moves. The lighting is also quite well done. During some missions, Cole must enter the sewers to power up darkened districts of the city, and these sections are stunning. The light dances against the murky water and dank walls, creating an eerie yet inviting view of the slinkiest place in the city. Fire is also brilliantly realized, which makes it a joy to cause cars and toxic barrels to combust. Not everything looks so good, though. The other characters don't have the same believable animation as Cole, which makes the in-game cutscenes feel pretty sloppy. The buildings and roads have a hazy look, and textures jarringly pop in as you quickly leap across the city. There are also a number of graphical glitches. Cole will walk through railings and other solid objects all too often, the frame rate struggles when the screen is brimming with effects, and there are far too many jagged edges.

Empire City may not be the prettiest place, but what it lacks in stunning beauty it makes up for in pure entertainment. One of the most remarkable aspects of Infamous is how it continually improves throughout the quest. The pacing is excellent. It doles out new abilities, introduces powerful story twists, and concocts exhilarating missions at a steady rate, which means the game never loses steam during the course of the lengthy adventure. And when the credits finally roll, you'll just want to keep playing, to see what the other morality choices reveal and to squeeze every ounce of entertainment from this amazing world. Infamous is an exhilarating and incredibly fun open-world game.

Borderlands



The Good

* Satisfying gunplay
* Tons of weapons, shields, and helpful items
* Four unique and equally fun-to-play characters
* Distinct, appealing artistic style
* Great system of rewards.

The Bad

* Online issues at launch, including broken Friends list functionality
* Lonelier, slower-paced for a solo player
* Massively unsatisfying "climax"
* Lackluster loot sharing system.

On the hostile, bandit-ridden planet of Pandora, there is one thing that draws off-world attention: The Vault. This mysterious alien structure is rumored to hold treasures of fantastic power and wealth, and so it attracts fortune-seeking corporations and individuals alike. In Borderlands, you are one such individual, but the satisfaction of unlocking the Vault's secrets pales in comparison to the rollicking good time you'll have on your way there. Borderlands is all about the journey, not the destination, and like most trips, this one is much better when you have some friends along for the ride. Solo players can still have a good time, because the bloody and entertaining combat is paired well with rewarding loot and engaging experience systems. But Pandora is a lonely place for a solitary mercenary, and lone wolves will find the pace deliberate and the friendly characters too few and far between. Those who take advantage of the two-player split-screen mode or four-player online cooperative mode will experience the game as it's meant to be played, though PlayStation 3 owners will have a tougher time of it. Getting into a public online game is problematic, and it's next to impossible to invite anyone from your friends list to join you. Yet the core experience still satisfies, and the pleasing rhythm of killing enemies, gathering loot, and cashing in is punctuated by fighting bosses, completing quests, and leveling up. As a solo merc, this rhythm is slow and methodical, but as a team, the pace quickens to an invigorating clip and pretty soon you've spent hours having a riotously rewarding time.

Whether in a vehicle or on foot, killing dudes in Borderlands is just plain fun.

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The world of Pandora has a dusty, run-down feel, yet it manages to be vibrant and eye-catching at the same time. The art style features black-line borders and a colorful palette that give the game a not-quite-comic, not-quite-cel-shaded look. It takes some getting used to, and occasional jaggies and slow-to-load textures reflect its less-than-perfect technical execution. Yet what Borderlands lacks in precision it more than makes up for in style, and hours into the game you'll still be appreciating the thoughtful design touches that bring this world to life. Though the different environments occasionally feel too similar, there is enough distinct detail to keep them from blurring together. Your vanquished enemies also do their part to keep things visually interesting by dying in a variety of gruesome and entertaining ways. Bodies explode, limbs fly off, and burning enemies occasionally disintegrate from the ground up until only the mask of their face is left hanging in midair. It sounds (and is a bit) horrifying, but when the mask drops comically to the floor and finally burns up, don't bother stifling that chuckle. The art design resonates well with Borderlands' irreverent sense of humor, and the game is playful without feeling too goofy.

You travel through this world as one of four characters, each with a unique look and attitude. You don't really get to appreciate the character designs if you play solo because you have no AI teammates, but you do hear frequent quips that give you a little bit of character-specific flavor. The most important difference between characters is the action skill, which is a special ability that can give you an edge in combat. The Hunter can release a vicious bird of prey; the Soldier can throw down an automatic turret flanked by shields; the Siren can turn invisible and speedy, damaging all enemies in the vicinity; and the Berserker flies into a damage-resistant rage and delivers brutal punches to his enemies. You unlock these abilities after playing for a short while, and not only are they all fun to use, but each one can be customized in a couple of strategically distinct ways. You can tweak and upgrade your ability by investing skill points in appropriate skills. So, for example, upgrading the Hunter's bird of prey not only can increase the amount of damage it does, but can make it attack multiple targets, steal health from them, slow them down for easy sniping, and cause them to drop more loot. Expanding your action skill makes you more deadly in combat, and it's one of the most rewarding parts of leveling up. Killing enemies, finishing quests, and completing in-game bonus challenges earn you experience points, which in turn earn you a new level. Leveling up boosts your overall fortitude and grants you a precious skill point to use however you see fit.

You can also spend your skill points on other improvements, and each character has three different skill trees that highlight different tactics and abilities. So the Soldier can essentially become the team medic by developing the skills that allow him to shoot teammates to regenerate their health and that make his turret create a healing radius. Or he could choose to become more deadly, increasing his turret damage and combat rifle performance. Though your weapon proficiency improves based on how much you use a given weapon type, different characters have skills that favor different types of guns, so it's to your advantage to play to your character's strengths. The Berserker can certainly become proficient with the sniper rifle, but his melee-focused action skill and preference for rocket launchers make him a better choice for wading into the fray. Though the branching skill trees offer intriguing ways to specialize, your initial character choice has the biggest impact on how you'll go through the game. Fortunately, each character is fun and deadly in his own way, so you can't choose poorly, and you'll probably want to experience what each one has to offer. Playing cooperatively allows you to enjoy and benefit from the other characters' abilities, something you don't get to appreciate when playing solo, unless you start a new game.

This guy isn't nearly as scary when you have three other mercs backing you up.

Expanding your abilities and leveling up is one of the main ways that Borderlands consistently rewards you. Loot is another. Loot can be found in containers, dropped by enemies, or given to you as a quest reward. It includes money, ammo, shields, mods that boost and alter your grenades, mods that boost your skills, and, of course, guns. Guns are classified in familiar categories: pistols, submachine guns, shotguns, combat rifles, sniper rifles, rocket launchers, and so on. Each class feels distinct, and the shooting mechanics are well tuned and satisfying, which makes it fun to blast baddies. Base damage, clip size, fire rate, accuracy, and bullet spread are just some of the variables within each class, and some guns have more exotic features, like bladed pistols that increase melee damage or a shotgun that also shoots rockets. They can also do elemental damage, which comes in a variety of flavors that put a special kind of hurt on and can even do damage over time. Equip an incendiary gun if you want to burn flesh, or a corrosive gun if you want to deal extra damage to creatures with tough hides.

You will come across a huge number of guns in your travels, though most are only good for selling back to the many vending machines around Pandora. However, you will continually find better guns throughout your journey, and because a sweet gun or awesome shield could be be found on the remains of any human or animal and in any inanimate storage container, you'll spend a lot of time searching and picking things up. There is a lot of stuff to pick up in Borderlands, and it can be a bit unsettling when you realize just how much of the game you might have to spend looking down at the ground, pressing a button to grab your loot. Initially, it feels like you're looking down and pressing a button far too often. But as you progress, you'll become a more proficient loot-grabber, and you won't be bothered by the action. You'll even grow to love the sight of a battlefield littered with the tiny towers of light that seem to proclaim, "Grab me!" Watching your loot fly towards you and hearing it lodge in your inventory is satisfying, though there is another kink in the works. You can hold the reload button to pick up all the ammo and money nearby (something you'll want to do often), but if you hold the button while looking at a gun, you'll immediately equip it. This can cause you to equip some bogus guns if you're not careful, but this is quickly remedied and rarely too bothersome. You can compare guns within your inventory, and if you've used up your limited space, you can check the specs on a fallen gun easily and drop one from your inventory if you like.

Corrosive skag spit vs. incendiary sniper rounds.

Unfortunately, dropping items is also the only way you can give them to your teammates, and there's no way to exchange ammo or money. If teammates are using the same type of gun, this can lead to some problematic ammo shortages, which is another reason to play to your character's strengths. This can also lead to disputes over who gets that fancy new shotgun, so it's best to have a gentleman's agreement in place over how to handle these issues. Borderlands allows you to resolve disputes by melee attacking a friendly player and challenging him to a duel. If your teammate melees you back, a colored dome pops up and the two of you fight to the death. The loser doesn't actually die, just loses some health, and there's no way to put a wager on the match, so the victor doesn't necessarily receive the spoils. As long as you're playing with a respectful group, you should be able to avoid loot-hoggers and the like, but it's still a bit disappointing that there isn't a better way to pool and equally distribute your collective resources.

Even more disappointing are the serious online issues that plague the PS3 version. After waiting for slow-to-load menus and enduring possible lock-ups, you can get into a public match and play at a good connection speed. However, inviting players from your friends list into a game is nearly impossible, because the game inexplicably populates the "Invite Friends" window with a small, random fraction of your friends who may not even be online. Not being able to play with your buddies is a big problem, and anyone hoping not to play solo is resigned to the luck of the draw. When you do manage to join up with other players, Borderlands does a good job of adjusting enemy difficulty to accommodate you, though the larger the level gap, the easier it will be for higher level players, and the tougher it will be for lower level players. It's worth noting that the story-related missions--that is, the ones you have to perform in sequence--reflect the host's progress, and players who are behind the host may not get credit for completing certain missions.

Having some friends on your side makes things a lot more pleasant, given that about 99 percent of life on Pandora is your enemy. Human enemies range from bandits that are smart enough to wear shields and take cover to psychos that light themselves on fire and sprint toward you, screaming about rending your flesh from your bones. The local wildlife is universally hostile and includes skags (toothy dog-beasts), spiderants (armored insect monsters), rakks (raggedy death bats), and scythids (wriggling prehistoric grubs). Every type of enemy appears in various incarnations, ranging from young and weak to badass and on fire. These variations are generated anew during each encounter, so even when you kill a clutch of enemies in that same gully for the fourth time, it will be a different bad-guy loadout. You'll fight hundreds of each enemy type throughout the game, and the fact that groups are varied goes a long way toward staving off repetition. The two-seater vehicles also offer some locomotive variety, and many of the areas are much more fun to traverse on four wheels than on two legs. You can conjure the lone vehicle type from the many Catch-a-Ride stations. The touchy handling takes some getting used to, and you can run into some exaggerated physics problems when crashing into rocks. However, there's nothing quite like vehicular homicide to stave off bandit-killing fatigue. In or out of a vehicle, the simple act of killing enemies is pretty fun, and since you're constantly reaping loot and experience rewards, even repeated encounters have some incentive attached to them.

The crisp inventory screen makes managing guns, shields, and other items quick and easy..

The combined incentives of killing enemies, gathering loot, cashing in, and leveling up are the main driving forces in Borderlands. The various quests you undertake cover a good variety of motivations, but most follow the pattern mentioned in the previous sentence. The 1 percent of life on Pandora that isn't your enemy will often have quests for you, though only a handful of characters are voice-acted. Of these, there are a few standouts, including the bumpkin car-rental mogul and the borderline sociopathic archaeologist, but for the most part Borderlands offers precious little in the way of non-player character contact. This makes playing solo a lonely experience. Though the action is still satisfying and the world is still interesting, solo players will have a slower-paced adventure in which the flashes of comedy also serve to underscore how sparse those flashes are. The main story is thin and the final encounter is pointless and thoroughly unsatisfying, so anyone hoping Borderlands will deliver a climactic conclusion is almost certainly going to be disappointed.

After you uncover the secrets of the Vault, you are once again set loose into Pandora, where you are free to quest on and remember why you enjoyed your previous hours with the game. Borderlands has tens of hours of quests to fulfill, and you'll likely find yourself enticed back to explore new skills, find new guns, and kill more enemies. Though the core action doesn't change drastically over the course of the game, it is woven together in such a way that once it ensnares you, you'll want nothing more than to plunge into Pandora at any chance you get. Combat is satisfying, and upgrading your skills and equipment is engaging. The constant stream of loot and experience is rewarding, and sharing it with some friends makes the experience that much richer and more exciting. Alas, PS3 owners will have to wait for a fix in order to fight alongside their friends. Despite this upsetting issue, Pandora is still a great planet to visit if you want to shoot some stuff and reap the rewards.

Uncharted 2: Among Thieves



The Good

* Exciting, brilliantly paced adventure
* Excellent, varied combat
* Thrilling acrobatics and exploration
* Fun and intense co-op
* Joyous multiplayer complete with a perks system.

The Bad

* Clumsy cover system in tight spaces
* Platforming sections limit exactly what you can climb on.

There isn't much time to relax when you live the life of a treasure hunter. The ever-imperiled Nathan Drake is at it again, traveling the globe, searching for a lost artifact, and trying not to get shot, all for the sake of his noble (saving humanity) and selfish (impressing a lady) ambitions. Uncharted 2: Among Thieves doesn't veer far from the great formula established by Uncharted: Drake's Fortune, but a few tweaks and a strong focus on details make this a better game in every way. Your journey once again becomes an incredible adventure, constantly thrusting new obstacles in front of you that not only offer variety, but are also an absolute blast to overcome. The stunning visuals bring these exotic locales to life, giving you a scenic tour of a tropical jungle, crumbling ice cave, and dilapidated city, among others, while making every new place feel unique and welcoming. The gameplay isn't perfect--the cover mechanic is too sticky in tight places and there's some inconsistency when it comes to climbing obstacles--but these small problems are largely inconsequential. Uncharted 2: Among Thieves is an awesome game that continually surprises, impresses, and entertains.

There are some problems that even grenades can't solve.

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Treasure hunter Nathan Drake is off on another adventure, chasing an ancient artifact that is rumored to hold mysterious powers. After being lured into his latest adventure by his smarmy friend Harry Flynn, he quickly realizes the ramifications of his latest discovery. He then begins a new quest to thwart an evil warlord from grabbing this sacred object for himself and growing all-powerful in the process. The plot contains a number of not-so-surprising twists, but it stays interesting throughout because Drake and the supporting cast are so realistic and likable. His motivations are pure, but Drake takes on the formidable task with a roguish smile and sarcastic comments, making him inherently likable and rather funny. The playful back-and-forth with his friends also sounds realistic. Depending on what the situation warrants, the characters toss casual insults or helpful advice, and the ease with which they converse brings a feeling of authenticity to the action. This crisp dialogue, along with the finely crafted cutscenes and well-developed characters, helps the narrative of Among Thieves shine, making it a strong part of this excellent adventure.

Drake doesn't take his duty as a world-class treasure hunter lightly. He is well equipped to tackle anything that comes his way, whether he's fighting well-armed mercenaries, making treacherous leaps across near-bottomless pits, or using his noggin to piece together ancient puzzles. Taking down hordes of nameless soldiers is incredible in Uncharted 2 because of the wealth of awesome weaponry and the smooth shooting mechanic. Your arsenal packs a mean punch, and it's sadistically satisfying to let loose a deafening point-blank blast from a pistole or knock a sniper off a ledge with a perfect shot from your rocket launcher. The grenades are easy to aim, making it a joy to lob one right at the feet of a chain gun-toting madman and watch him soar with arms flailing into the clear blue sky. If you get close to your enemies, Drake isn't afraid to get his hands dirty. You can quietly snap the neck of an unsuspecting foe if you can sneak behind him unnoticed, but even in a face-to-face brawl, the fisticuffs are impressive. Mashing on the square button delivers powerful haymakers, but you'll need to avoid and counter the retaliatory punches of your enemies to finish them off. These killing blows are over-the-top, displaying your surprising power in slow motion as your enemies crumple to the turf.

Given that Drake can't withstand a bullet barrage, cover plays a huge part in Uncharted 2. While stop-and-pop action has been seen in other shooters, the levels in Among Thieves are designed to take advantage of vertical space to give these tussles a more dynamic feel. In many of these set-piece battles, you have the choice to stand meekly behind cover, peppering enemies from afar when you can risk sticking your neck out for a second, or to dance away from the action, strategically positioning yourself right where your foes are most vulnerable. This maneuverability adds a feeling of controlled chaos to battles, letting you constantly change your strategy to adapt to the different tactics your enemies will use to bring you down. Unfortunately, the controls are less than precise in cramped corridors, making it difficult to smoothly slide from cover to cover without mistakenly exposing your vulnerable backside. It's a small complaint, but it can be frustrating during some of the more intense battles if you find yourself sitting in the open air when you meant to hide behind a nearby desk. Nevertheless, the combat is explosive and unpredictable in Uncharted, and the huge variety in the levels forces you to constantly change your strategy.

Drake hangs around the strangest places.

Drake's impressive agility plays a major role during combat, but it's when he has the freedom to explore that his leaping prowess is fully revealed. You can climb up walls, swing from ropes, shimmy across ledges, and even leap from one moving vehicle to another during a thrilling chase sequence. The platforming sections do not demand that you be ultraprecise. Drake easily grabs onto any ledge he jumps near, so you need to worry more about what path you're going to take rather than how to land a ridiculous leap of faith. The environments you have to navigate are organic. You can climb a large variety of structures to continue on, whether it's a traffic sign in a war-torn city street, an icy rock face in a frozen cave, or a dangling branch in a tropical jungle. The only problem is that the platforming is pretty linear, so you often can't interact with surfaces that seem like they should be climbable. While this minor quibble chisels away a bit at the believability of your actions, the platforming sections are well designed and quite entertaining. And just when you get comfortable making your way across a treacherous precipice, a handhold will fall apart in your hands, making you quickly figure out a new way across and ensuring you never relax during these awesome sequences.

The majority of your quest is made up of these combat or platforming sections, but there are thoughtful puzzles you must solve as well. These quiet moments are not as entertaining as the action sequences, but they have their own charm. Here, you must perform such tried-and-true tasks as reflecting a beam of light onto a specific surface or placing ornamental blocks onto the correct squares, but there is a twist to the formula that gives Drake even more personality. Drake’s journal contains everything you need to know to solve the puzzle at hand, and you must manually flip through the pages to find what you need. The book is filled with pictures and brief notes, and you must carefully analyze these diagrams to figure out the solution. The puzzles are far from challenging, but flipping through the book feels realistic, and piecing together the mysterious clues gives you a taste of what a real treasure hunter might experience. The doodles that Drake added to the journal are another cool aspect, although they don't have anything to do with your quest. One page depicts the various moods of his longtime friend Sully, and the goofy caricatures are pretty amusing.



All of these different elements, along with the lighthearted story, are mixed together perfectly, providing an intoxicating pace that continually builds upon the previous section. The incredible rate at which Uncharted moves is staggering, seamlessly urging players from one incredible experience to the next, without ever staying on one mechanic for too long. This effortless pace is showcased exceptionally well during a stage that takes place on a train halfway through the adventure. It seems like your options would be limited onboard a narrow vehicle, but every new car you leap to has a surprise, and the sheer breadth of different actions makes this one of the highlights of a fantastic quest. Whether you're gunning down enemies in a tight passenger car, hanging desperately on to handholds on the outside of the train, sniping enemies way off in the distance, trading punches with a hulked-up mercenary, or dodging fire from a pesky helicopter, this section is an adrenaline rush. And the scenery is just as varied. You will fly past a wide variety of backgrounds, which gives the impression you really are onboard a fast-moving vehicle. From beginning to end, Uncharted 2 keeps up its brisk pace, creating an experience that is exhilarating, thrilling, and never boring.

Who fights in an ancient temple?!

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All of this incredible action is complemented by some of the most impressive visuals on PlayStation 3. As you travel through lush rain forests, into snow-covered wastelands, across the ruins of a crumbling city, and to the many other places Drake ventures in his quest, you will be treated to a huge array of breathtaking sights. It's easy to get lost in the atmosphere, swinging the camera around to admire the sights while briefly forgetting about the angry man with a gun shouting at you in the distance. The animation is particularly impressive. Drake moves and reacts with eerie believability, whether he's stumbling realistically after a long jump, quickly reaching behind his back to grab a weapon, or just walking up a long flight of stairs. The attention to detail during the cutscenes is just as striking. The characters move and interact with each other with subtle touches that make them seem almost lifelike. There are lots of little details that add even more to the experience. When you're in the jungle, you can see squirrels scamper up the towering trees, and you get wet when you wade through a river. And even with all this detail, the game runs smoothly, even during the most hectic fights.

If you're hankering for some more treasure hunting after finishing the campaign, there's a three-player cooperative mode as well. This mode places you in modified levels from the main quest, and you must mow down a bunch of enemies on the way toward achieving your ultimate goal. The exciting combat makes the transition intact, and playing through these gorgeous locations with a few buddies is certainly fun, but it's not quite as engaging as the main adventure. Enemies swarm from all around you--throwing grenades from the front, sniping from above, and unleashing torrents of Gatling gun bullets from behind--and it can feel a bit overwhelming at times. The sometimes finicky cover controls don't always function during the heat of these ultraintense battles, and it can feel claustrophobic as you desperately roll out of the way to avoid a screaming rocket blast. Despite the small problems, this is a welcome diversion for people who love the main quest but crave sentient companions.

Making insane leaps is one of the best aspects of multiplayer.

The competitive multiplayer is even better. The levels are once again modeled after the environments from the main quest, but your impressive agility in battle combined with the powerful weaponry make for explosive competitions. There are a number of gameplay types, which are variations on such popular formulas as Deathmatch, Capture the Flag, and Territories. But the sheer thrill of battle raises these beyond the forgettable squall of other shooters. Your agility is the main differentiating factor. It is simply incredible to spring away from your vicious buddy who is happily wielding a shotgun, leap across a gaping ravine, and grab on to a far-off ledge with just your fingertips. Frantically slamming on the X button to hoist yourself to safety while your opponent comes storming after you is a heart-racing experience, and turning the tables on your pursuer as he tries to make the same treacherous leap is so satisfying. There is also a perks system that gives you rewards beyond mere fun for sinking time into this endeavor. These rewards increase your killing power and make the mode even more fun.

Uncharted 2: Among Thieves is a complete package. The perfectly paced campaign is pure joy from beginning to end, seamlessly combining top-notch shooting, smooth platforming, clever puzzles, and a playful story into one of the most engaging and satisfying adventures around. Competitive multiplayer is just as compelling, displaying the same fun gameplay elements from the main quest in a chaotic battle against other players. The cooperative mode has its own unique pull, letting players merge their efforts to take down an unrelenting force of angry attackers. The few flaws--touchy cover controls in tight spaces and linear platforming sections--are so slight they barely stand out among the sea of fantastic features. Uncharted 2: Among Thieves is an incredible game.
By Tom Mc Shea, GameSpot

Demon's Souls



The Good

* Amazing, unique online features
* Dark, beautiful level design that draws you in
* Fantastic creature design and animations
* Intense, methodical combat mechanics
* Unique world structure.

The Bad

* Extremely difficult
* Some presentation issues.

The Kingdom of Boletaria is an unforgiving place. Entering it means embracing a seemingly endless cycle of death and resurrection as you slowly tread through sullen swamps, scavenge dark caverns, and sneak between looming castle walls. It's dark and dreary, as if the residents of hell have plunged a dagger into the very idea of happiness and left its lifeless form to wither away. Developer From Software's action role-playing game Demon's Souls houses this kingdom, and you should not expect the game to welcome you as an old friend and willingly share its deepest secrets. This is an uncompromising RPG of the highest order--and a brilliant, atmospheric, and visionary one. It is at once old-fashioned and innovative, a stubbornly difficult dungeon crawler loaded with wholly unique mechanics. Perhaps the game's greatest triumph, however, is that it takes qualities normally associated with frustration and discomfort--constant trial and error, slow progression, harsh enemies--and makes them virtues. It may have an unusual and unforgiving set of rules, but it stays true to them and, in the process, draws you in like few RPGs can. Demon's Souls is a stark and sulky beauty and is one of the finest games of 2009.

Dragons and death are just two of Demon's Souls' specialties.

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Demon's Souls' uncanny ability to ensnare you in its web starts with its five gloomy, meticulously crafted worlds. It takes some of the usual elements of dark medieval fantasy--roaring dragons, demon knights clad in well-worn armor, crumbling stone castles--and then molds them into a cohesive and enthralling universe. Every element is in exactly the right place, from soaring demons that look like manta rays to rows of fiends using their pickaxes to unearth unspecified valuables. Each world feels and looks authentic, as does the hub world (called the Nexus) from which you access them. There isn't much narrative to speak of, just some basic but intriguing backstory regarding the giant beast called the Old One and the demons infesting the kingdom. But you'll barely notice how thin the story strands are, for the kingdom itself weaves a story of its own as you slowly investigate its nooks and crannies, and the characters you encounter seem totally within their element. When you kneel before the Maiden in Black and she prays in her halting, affected speech, you believe in her conviction. When Blacksmith Boldwin sneers at you that he needs your business, you hear the contempt in his voice. Their lips don't move when they speak, but it hardly matters: these world-weary people, and the frightening realm they inhabit, are immediately believable.

The game doesn't just look and feel unforgiving--it plays that way too. You may tackle any of its five main regions at any time, but that doesn't mean you will easily slice your way through each one. If the first few minutes of the tutorial don't betray the challenges in store for you, the same level's gargantuan end boss certainly will. You are meant to die, and you are meant to die often. When you do, you return to the archstone at the beginning of the area and do it all again. When you are resurrected, you get to keep most of what you had on your person--your weapons, your armor, your healing grasses, and so on. However, you lose the most precious commodity you possess: collected souls. Souls are the game's currency, and the primary way of accumulating them is to kill demons. You can't sell looted weapons that you don't need, nor can you put souls in the bank for use later. You can hold onto them, spend them on important items like spice (which replenishes your magical energy), or use them to improve your core attributes (such as endurance, strength, and so on).

If you're afraid of the dark, the Tower of Latria may not be the best choice of vacation spots.

Should you die on your travels, the souls you've amassed aren't necessarily gone for good, however. You can return to the location of your death and touch the bloodstain you left behind, which returns the lost souls to you. Be careful, though: if you die on your way to your bloodstain, it will disappate and be gone forever, along with all your hard-won souls. The whole thing may sound incredibly harsh, and on the surface, it is. You'll cautiously traverse the same hallways and stairwells to find your bloodstain, only to have a lamp-carrying demon shock you with electricity, lift you into the air with the tentacles growing from its face, and take half of your health away with one fateful stab. The constant specter of death means you should plan how you want to spend your souls in advance. Once you get enough, you'll want to hightail it back to the Nexus and improve an attribute, upgrade your weapon, or repair your armor. Eventually, you'll make a breakthrough, and enemies that seemed so dastardly the last time will be mere speedbumps the next. Yet even when you accumulate thousands upon thousands of valuable souls, and you know that the sensible thing to do is to return to the closest archstone and teleport back to the Nexus, your curiosity may push you onward. There always seems to be a terrific surprise lurking around the bend, in the way of awesome new enemies (a giant blob made up of flailing corpses), amazing environments (the thin suspended walkways hanging over Latria's murky swamp), and precious loot (stones used to upgrade your crossbow).

The monsters may be tough, but the game grants you the flexibility you need to take them on as you see fit. You'll create your character using Demon's Souls' robust customization options and select a class when you first begin, but you aren't stuck with one particular play style. As long as you meet the necessary statistical requirements and own the requisite item (a talisman for casting miracles, for example), you can use any weapon, any armor, and any magic you please. It's a good thing, too, for certain circumstances may dictate that you follow an unplanned path. Perhaps you had no intention of using magic, but a simple soul arrow spell can come in mighty handy when you're dealing with flaming bugs fluttering about in the sky. You may plan to pour all your souls into your strength attribute, only to realize that leveling up endurance is the better idea, because you'll be able to absorb more damage with your shield before losing health.

These soaring demons don't just look dangerous--they'll pummel you with spears if you aren't careful.

What makes extreme difficulty and incessant trial and error such wonderful qualities in Demon's Souls, when they are so loathsome in other games? It starts with the deliberate and wonderful combat, which doesn't seem complex at first, but reveals its subtleties in time. Rarely will mindlessly hacking and slashing get you anywhere, unless death is your ultimate goal. You need to contemplate every move, swing only when you are sure you won't be countered, and switch weapons or use items only when you are sure your window of opportunity is wide enough. You'll encounter all sorts of awesome and unnatural beasts, from tumbling skeletal fiends to frightful three-faced larvae, and while they have a set number of attacks, they still behave unpredictably. You will undoubtedly take a lot of damage until you learn the subtleties of fighting each enemy, but combat feels just right. You move with the right amount of weight, combos take time to pull off, and animations are silky smooth. Everything moves and interacts in the way you'd expect. If your sword hits the wall instead of the enemy, it will glance off. If a demon knight rears back just before you do the same, his sword will make contact at the part of your body that you left unprotected. These touches may seem small and unimportant, but when every second counts, and when life and death are separated by a millimeter or two, you rely on such consistency.

The challenging combat is enhanced by a number of innovative online features that invite players to interact with each other. To survive, you not only need to pay careful attention to your environs, but you must be mindful of the clues other players have left for you, both purposeful and accidental. The game's online integration is nothing like you've ever seen, and it's a core component of the Demon's Souls experience. The signs and indications of other players are everywhere. You'll see translucent white ghosts roaming your world, moving about and swinging their weapons, though you can't directly interact with them. These spirits are actually other players. They are fighting the same enemies and sprinting across the same bridges, but they inhabit their own worlds, not yours. You see only their apparitions, but those apparitions may be enough to clue you in to a surprise ambush up ahead or a bit of hidden loot around the corner.

These ghosts are only one of several ways other players will be assisting you on your journey. You'll notice plenty of bloodstains coating the ground; by activating them, you'll witness an instant replay of another player's final few seconds before the unfortunate victim succumbed to death. These bloodstains may warn you of an upcoming drop into nothingness, a particularly difficult enemy encounter, or a deadly trap waiting to be sprung. If you wish to assist a player more directly (after all, self-sacrifice might drop a helpful bloodstain for your fellow players, but it doesn't do you much good), you can leave a note. You must choose from a preselected list, but there are dozens of messages to choose from, and you'll likely find a sentiment that communicates exactly what you need to share. If there's a deadly drop ahead, leave a note (which appears as a rune on the ground) warning your fellow players. Not only will it help them out, but if they find it useful, they can rate it. When a note is rated, it replenishes some of the note-givers health. Low-rated notes fade away quickly, while high-rated ones stick around longer. It's a superb system of give and take in which the writer and the reader can both benefit. Those who offer and receive true help are rewarded, and those who provide incorrect, pointless, or misleading information are simply wasting their own time.

The mines of Stonefang Tunnel have really gone to the dogs.

The most direct way of helping other players, however, is to join them on their quest. Demon's Souls' ingenious implementation of co-op play is hardly straightforward, though it is incredibly imaginative. Players exist in one of two forms: body form and soul form. If you are in body form, you have full hit points, while in soul form, your hit points are generally halved (though a terrific ring you can find early on will give you a boost). You start your adventure in body form, and when you die, you are resurrected in soul form. Because you are only restored to body form when you defeat a boss or use a relatively rare stone, you'll spend most of your time as a soul. When in soul form, you can drop a soul marker; a player in body form can then activate that marker to summon you to his or her world. At that point, you join the player in his or her realm and tackle the challenges at hand together. If you are in body form, you can summon either one or two players, for a maximum party of three. There is no way to invite a friend, and no voice chat to communicate strategies or warnings. Yet while that sounds limiting, this imaginative system works in the context of Demon's Souls' harsh world and backstory. You feel as if you occupy a single node on a vast web of interconnected realms that mesh and overlap in mysterious ways.

The result of this unique and amazing set of online features is a curious sense of camaraderie. On one occasion, we joined two other players in the host's instance, and using Demon's Souls' built-in emotes, all three players bowed to one another at the same time. That friendly moment was a microcosm of the sense of community that the game's tightly balanced cooperative features create. By dropping your soul mark, you are not only offering your service to a player in need, but also reaping rewards in the way of souls, as well as learning new combat strategies in your own realm. This is particularly helpful when it comes to Demon's Souls' exceptionally difficult--and exceptionally rewarding--boss fights. The first main boss you fight may give you an idea of the awesome character designs you'll see elsewhere, but its relatively low level of challenge won't prepare you for the dual monstrosities known as maneaters or the nail-biting and exciting storm king battle. Not all of these boss battles are as hard as the gameplay that leads to them, but they are tough nonetheless, and the boss designs are deliciously grotesque.

Nevertheless, other players aren't always your best pals; sometimes, they may be your worst enemies. Once you've progressed far enough (and procured the necessary item), you can invade another player's realm as a black phantom--and other players can invade yours. Don't worry that you'll suddenly be attacked by another player many, many levels above you: your invader must be around the same level as you, so you should be on more or less equal footing. Even so, the presence of an enemy player changes the very nature of your exploration. Not only must you cope with the array of demons seeking to slaughter you, but you must also be on the lookout for the telltale blood-red shimmer of your intruder. As a result, you'll move ahead much more cautiously--and when you do finally meet, the ensuing encounter is tense and exciting. Don't be surprised if you let out an audible gasp when you receive the notification on your screen that another player has penetrated your realm; no matter how often they happen, invasions never lose their potency. If you're the one being invaded, the intrusion is exciting and a little bit scary; you'll look around, wondering if you're being followed, and listen for signs of your foe. When you're the invader, you'll feel vaguely evil scouting about, trying to stay out of your victim's sight, and looking for the best opportunity to attack. And there may be surprising moments in which these various systems coalesce. For example, you may join another player in his or her realm, only to have a black phantom appear. The unspoken (there is no voice chat) partnership between you and your collaborator makes banishing a black phantom from his realm almost as satisfying as banishing one from your own. Of course, the souls you earn sweeten the deal.

Yes, you can kill him. But chances are, he'll kill you multiple times first.

Amid all of its elegance, Demon's Souls has a few small but noticeable flaws that bear mentioning. The game's targeting system is picky, so you may find it a chore to lock on to certain enemies when you need to most. The camera is occasionally hard to control when you're targeting demons, like when you need to deal with multiple flying gargoyles as you simultaneously climb a narrow, suspended staircase (there's no death in Demon's Souls more heartbreaking than a falling one). And there are a few areas where the frame rate tends to stutter, though these occurrences aren't frequent and are never overwhelming. Of course, the game's greatest potential drawback is its level of difficulty. If you are easily frustrated, or looking to unwind for the night, Demon's Souls isn't going to fit the bill, though that doesn't mean it's generally cheap: it always abides by its own laws. When you die, it's because the section is legitimately hard--but when you die, you learn. And you can minimize death by paying close attention to the tools you're given: player spirits, notes on the ground, bloodstains, and the cackles and groans emanating from around the corner. You know that walkway that crumbled underneath you and dropped you in the middle of some menacing fiends? Chances are you simply didn't read the note another friendly player left urging you to sprint across.

Demon's Souls harbors many more intricacies as well--nooks and crannies loaded with extra loot, a mechanic known as world tendency that changes the difficulty level depending on certain actions you take, and additional benefits (and risks) should you rescue (or kill) certain non-player characters you encounter on your travels. There's a lot to discover, and the game wants you to figure it all out on your own. But while Demon's Souls doesn't serve the answers to you on a gilded platter, it gives you a number of refined and inspired tools to help you succeed, and its astounding, oppressive world will cast its spell on you. If you crave true innovation, a fair but relentless challenge, and gripping exploration in which every step has consequences, then you crave Demon's Souls.

Assassin's Creed II



The Good

* Huge, beautifully realized world to explore
* Ezio is a terrific new character
* Tombs put a spotlight on the excellent and enjoyable platforming
* A greater variety of missions, weapons, and stealth techniques than in the original
* Incredible production values.

The Bad

* Some additions are a little contrived
* A few gameplay and visual quirks.

"Nothing is true; everything is permitted." We learned this adage in the original Assassin's Creed, and Assassin's Creed II carries on the tradition beautifully, inspiring you to rethink the conspiracy at the heart of the series--and to reconsider what you should expect from a sequel. The franchise's second console outing is an impressive piece of work. Developer Ubisoft Montreal has addressed almost all of Assassin's Creed's flaws by filling its follow-up with fresh and enjoyable mission types and layering on new and mostly excellent features, while still retaining the joy of movement and atmospheric wonder that characterized the original. These enhancements range from the subtle (you can swim now) to the game-changing (there's an economy), but aside from a few small missteps, every tweak makes for a more enjoyable, more engaging adventure. The cohesive story and a terrific new character will draw you in, and you aren't apt to forget the memorable and explosive ending that will have you eager for the third installment.

Say hi to your uncle. No, he is not a plumber.

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Like in the first game, Assassin's Creed II occurs across two timelines: a modern-day chronology starring bartender Desmond Miles, and another featuring one of Desmond's ancestors. When you start the game, you'll catch up with Desmond right where the original left him, though as fans of the original can guess, the Abstergo labs are no longer a safe haven. You'll spend a bit of time with Desmond during the course of the game, though the shoes you most frequently fill are those of Ezio Auditore da Firenze, the charmingly impetuous son of a 15th-century Italian banker. Ezio is an instantly likable firebrand, as passionate about family and honor as he is about wine and women. When you first meet him, Ezio is living a carefree life and has not yet donned his assassin's robe, nor is he familiar with the creed. However, Ezio's devil-may-care freedom is soon cut short by murder and betrayal instigated by the assassins' greatest threat: the Templars.

Assassin's Creed's Altair was an interesting character, but only for the stealthy order he represented, not because you ever got to know the man under the white hood. Ezio is far more appealing, for he's not just quick with a secret blade, but he's a fully realized protagonist. He isn't at the mercy of the plot, but rather, the narrative evolves from his need to uncover the truth behind his sorrows. It's the personal nature of the narrative that makes Assassin's Creed II's story more compelling than its predecessor's. The few modern-day segments featuring Desmond pack a lot more punch this time around as well, and the conspiracies driving that story arc become a lot clearer and, as a result, more provocative. While the original ended on a vague and unsatisfying note, the latest chapter's climax is downright electrifying.

Ezio isn't Assassin's Creed II's only headliner. The Italy he inhabits is a character in and of itself, filled with visual and sonic details that infuse the world with life and elegance. The cities you explore--Florence, Venice, and more--are larger and more detailed than the environs of the first game. Citizens go about their daily lives, and they look authentic doing so. Merchants sweep the street in front of their shops; small groups stroll along, making conversation with each other; and courtesans smirk and cajole as you pass by. These folks aren't cookie-cutter character models. They are dressed differently enough from each other and are animated so expressively that it's as if the population would go about its business with or without your presence. More impressive are the cityscapes themselves as they unfold in front of you, inviting you to take in their splendor. This is an incredibly good-looking game: the lighting is sumptuous, the draw distance is vast, and textures are crisp. The PlayStation 3 version does suffer from some frame rate jitters, more frequent texture fade-in, and lesser color saturation. Both versions are still attractive, however, and apart from a few small flaws, you rarely get the feeling that visual compromises were made to make the game's open world run smoothly.

Make the leap of faith. You'll be glad you did.

Assassin's Creed II's sense of place and time isn't due just to its visuals, however. Its high-quality sound design is equally responsible, delivering a busy-sounding Florence while still allowing the little quips of citizens commenting on your acrobatics to shine through. There's a good variety of such dialogue now, so you won't tire of repeated lines, and because the citizen rescues of the original Assassin's Creed have been excised, you won't hear the monotonous whines of complaining peasants. Two aspects of the sound design are particularly noteworthy: the music and the voice acting. The game's splendid orchestral score is subtle and soothing when it needs to be, never intruding on the exploration and never manipulating your emotions with inappropriate musical melodrama. The simple but effective cello and double bass motif you hear when climbing to a perch and synchronizing your map is the perfect example of this smart melodic restraint. As for the voice acting, it is uniformly excellent. Not only is Ezio voiced with charm and energy, but the surrounding cast is mostly superb--though one particular line delivered by Ezio's uncle Mario might make you cringe.

The greatest beauty of Assassin's Creed II's exquisitely detailed environments is that you can run and jump across the rooftops with ease and climb the tallest towers to get a bird's-eye view of the game's glorious vistas. You control Ezio much as you did Altair, though movement feels a bit tighter and even more fluid than before. The game strikes an excellent middle ground between responding to player input and automating actions like leaping from one surface to the next, so it's simple to leap about the city smoothly without worrying that you're going to plummet to your death on the next hop. You'll still encounter a few awkward moments here and there: simply walking off a ledge onto a rooftop a few feet below can still be bit clumsy, for example. But these moments are few, and in fact, you'll pull off some awesome-looking moves without even trying. One of the many wonders of Assassin's Creed II is that the cities look so natural that they don't seem as if they were created for you to jump around in. Yet you might leap onto a wooden outcropping and find yourself skipping across a series of them, swinging and jumping with fluidity and style. Not only are there more opportunities for organic platforming sequences like these than in the original, but there are entire closed environments called tombs tailored to this kind of jumping.

Ezio interrogates his victim. Bonus: Death soliloquies are much shorter now.

Tombs are more intricate levels in which you must retrieve an important artifact (and if you collect all of them, you are in for a special treat). Some of them are platforming puzzles of the best kind, in which you must figure out how to get from your starting point to the destination, in the manner of Prince of Persia: The Sands of Time. Ezio can't run on walls like the Persian prince, but he's incredibly agile nonetheless, and swinging and hopping about rafters and chandeliers within the tombs is great fun. A few tombs throw some additional challenges at you, such as a time limit in which to reach your goal. The best tombs, however, are those in which you pursue an enemy but run into obstacles that force you to give chase using an alternate route. The chases are excellent, and they require quick reactions, but not so quick as to be unreasonable. Flawlessly keeping up with your target without breaking your momentum is one of Assassin's Creed II's greatest thrills, and as long as you are paying close attention, you can pull it off on the first attempt.

The climbing and jumping wouldn't be as rewarding if Ezio weren't so graceful, but he is one of the best-animated characters yet seen in a game. You'll admire his footwork early in the game in particular, when his assassin's garb does not veil the incredible animations of his legs and feet. When Ezio climbs, his hands are grabbing something and his feet are resting on something. Except on rare occasions, you won't see him pulling himself up using an invisible handle or stepping on a nonexistent ledge. It's a small touch, but it goes a long way toward making these acrobatics look believable. Ezio seems even more nimble than Altair; his legs move inward and cross a bit differently during a climb, and moves connect even more slickly. The only imperfection you are likely to notice is the lack of a transition animation when you bend to loot a body or treasure chest (more on this to come).

Of course, Ezio is more than just a talented gymnast without a fear of heights. He's not afraid to shed blood when the time is right, and he's got a number of ways to exact revenge. The dual hidden blades are his best deadly toy in this regard. You can still stealthily pull off a low-profile assassination (sneak up behind a guard and stab him in the neck) or conduct a high-profile kill (pounce on your target and plunge your blade into him in a single, dramatic move). But the best addition to hidden blade kills are double assassinations: Walk between two unsuspecting guards, sink a blade into each of them, watch them crumple to the ground, and keep walking as if you were none the wiser. If you get really enamored with the dual blades, you can hang from a ledge and wait for an enemy to walk above you, stab him, and toss him to the ground below. It's particularly satisfying to do so above the Venetian canals, because the body will splash into the water and then float to the top. Or if you'd rather conduct your bloody business from above rather than below, you can wait for your target to walk below and then assassinate him in one spectacular move.

Courtesans possess many talents, not the least of which is distracting guards while you glide past.

If you want to take the direct approach instead, you've got more to unsheathe than a basic sword. One of your brand-new combat moves is the ability to disarm an opponent and take his weapon. For a treat, try taking a giant axe from one of the heavily armored guards and planting it in his head, or skewering another with a stolen spear. If you like, however, you can stick with what you've got and simply pick up your fallen foe's weapon off the ground once the skirmish is done. As before, you can toss throwing knives at pesky archers, but Assassin's Creed II also gifts you with a special ranged powerhouse late in the game. Or perhaps you like to play with your victim before it's time to recite the requiem. If so, stab him with your poison blade and watch him stumble about as he tries to gain his bearings before you slice his throat. If that weren't enough, you can purchase improved weapons and armor pieces from blacksmiths scattered around the cities. By the time you are finished, Ezio may be decked out in some impressive-looking gear--and sporting some highly effective weaponry. The essentials of combat remain the same throughout, however: When battle is initiated, you lock onto targets, dance about each other looking for an opening, and time counter moves to pull off a bloody and satisfying kill. Combat isn't difficult, but the addition of larger-scale battles makes it more exciting in this outing. Nevertheless, it's disappointing that enemies still dutifully wait their turn to attack.

Blacksmiths aren't the only vendors willing to take your cash. Assassin's Creed II sports an entire economy. You earn florins by completing missions, looting treasure chests, pickpocketing strangers, or stealing from dead bodies and covered Venetian gondolas. Your main source of income, however, will likely be your uncle's villa, which serves as your base of operations and is a tourist destination. The adage "You have to spend money to make money" is true. You can spend florins on villa upgrades, such as purchasing a brothel or a church, and in turn, the villa will earn more florins from tourists, and you can take the profits from a chest inside the living quarters. You can then use your florins to dye your garb, purchase treasure maps to point out the locations of all those glowing chests, or buy a new pouch to hold more throwing knives. Most importantly, you'll want to visit a doctor, who not only will inform you that a weekly bleeding is part of a healthy lifestyle (yuck), but will keep you stocked in health packs. That's right: Your health does not replenish on its own any longer, so you'll need to make occasional visits to the doctor to replenish your inventory.

A deadly assassination can look like a harmless hug to the untrained eye.

If you'd rather just avoid physical damage altogether, you can still keep a low profile, and there are many improvements in this regard as well. You've still got a few old tricks to rely on: benches to sit on and haystacks to hide in, for example. But contrivances of the original (remember Assassin's Creed's scholars, and walking at a snail's pace in prayer?) have been replaced by more natural and sensible mechanics. If you want to blend with the crowds, you can walk into a group of citizens and be automatically hidden. It's fun to move smoothly from one roving group to another and avoid the watchful eye of nearby guards, though there are sadly few occasions when doing so is essential. Or you can slink past guards by hiring a group of courtesans to distract them with their feminine wiles, or by hiring a group of thieves to engage them. You can even throw smoke bombs and use the resulting cover to sneak past. You can still fight your way through most situations, but there's something uniquely satisfying about taking the stealthy approach.

Yet even if you don't often need to be sneaky if you don't wish to be, you'll still need to stay out of the public eye if you can by keeping your notoriety levels low. Notoriety works much as it does in the Hitman games: The more bad deeds you're caught doing, the higher your notoriety levels rise, and the more likely it is that guards will recognize you. If you want to roam the city without worrying about being chased by every group of guards you pass, you can reduce or eliminate your level of notoriety by bribing town criers or by assassinating key guards. The easiest way to reduce your notoriety, however, is to remove the "Wanted" posters that appear whenever your notoriety meter begins to fill. This is one of Assassin's Creed II's more artificial elements, simply because "Wanted" posters appear in places that no guard would ever see. Nevertheless, "Wanted" posters give you another reason to clamber to the rooftops, which is never a bad thing.

The story missions tying all of this exploration and combat together are vastly improved over those of the original, often stringing multiple objectives together and usually making good use of Ezio's skills. Eavesdropping missions are gone completely, and beat-'em-up tasks are mostly optional. Instead, you will be rescuing prisoners, tailing important targets from the rooftops, assassinating wrongdoers, and plenty more. Some of the best missions act as set pieces and often involve Ezio's ever-positive friend, the resourceful Leonardo da Vinci, who will not only upgrade your synchronization (health) bar, but provide you with a few amusing gadgets, like your poison blade and smoke bombs. In one exciting scene featuring your talented comrade, you drive a horse-drawn carriage at a breakneck pace. In another, you take to the skies in one of da Vinci's flying contraptions, using the heat rising from the city's chimneys to stay aloft while kicking archers out of the way. If you thought Assassin's Creed lacked variety, you'll find plenty in the sequel.

Solve every glyph puzzle to reveal one of the game's many secrets.

Optional tasks are compelling as well. You can still climb to the tops of towers and make a leap of faith into a bale of hay or autumn leaves beneath, and doing so is just as unrealistic and awesome as it ever was. The flags of the original have been replaced by feathers, which tie in to story events early in the game. New missions include assassination assignments retrieved from messenger pigeons and timed rooftop races, which are always enjoyable in a game that makes the simple act of moving from one location to the next such a pleasure. You also run the risk of being pickpocketed, in which case you can chase after the perpetrator and tackle him, pilfering not just your stolen funds, but the florins of other victims as well. Another intriguing addition is the hidden glyphs you locate on certain buildings by activating your eagle vision. These glyphs tie the story's dual timelines together in an intriguing way and initiate puzzle sequences that in turn unlock short video snippets. The puzzles aren't that great, but the snippets are so weirdly fascinating that you'll want to collect all of them so that you can watch them in sequence. There are enough historical and religious conspiracy tidbits in here to keep you interested, and they're just outrageous enough to delight Dan Brown devotees.

At first, Assassin's Creed II might seem as if it has added more than its foundation was meant to handle, but once all the new features are completely introduced, it develops that magic that so few games can cast. This is the rare sequel that offers fans of the original the basics they would expect, while adding and changing so many other aspects that even those who didn't appreciate the first should take the plunge, without hesitation. A few more contrivances notwithstanding, Assassin's Creed II is a better game than its forebear and is a beautiful and memorable experience on its own terms. But it's more than just a game--it's an escape to a place and a time that feel so welcoming, you'll be making return trips even after your initial adventure is over.