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Review by Racewing<br />
Publisher : Ubisoft<br />
Genre(s) : Action<br />
Developer : Pipeworks Software Category : Adventure<br />
Release Date : 12/6/05<br />
# of players : 1<br />
Rating : “M” for Matue (Blood and Gore, Intense Violence, Sexual Themes)<br />
Analyzing Prince of Persia: Revelations can be likened to a game of<br />
baseball. In fact, I keep getting this nagging feeling that someone’s<br />
already done it before, but whatever. In any case, let’s get started!<br />
The game’s at bat; how will it fare?<br />
Strike one! This is an enhanced port of Prince of Persia: Warrior<br />
Within. Now, before you turn the page, I already know that everyone<br />
whines about Warrior Within, so I won’t do the same. In fact, I totally<br />
respect and like it. However, facts are facts: it’s still the weak link in<br />
the Prince of Persia series. It’s got the most disjointed gameplay, uses<br />
backtracking to confusing ends, contains hardly any humor, and makes<br />
the Prince all emo.<br />
Through all this, however, Warrior Within delivered all the quality<br />
brain-busting gameplay the series is famous for. Revelations also<br />
sports a smattering of super-hard rooms that weren’t in the console<br />
version for people who have already conquered Warrior Within. These<br />
rooms are brutal and you will lose many lives in them, guaranteed.<br />
Unfortunately, in the end, this is still Warrior Within, and that’s going<br />
to turn a lot of folks off. Why Ubisoft didn’t just start with enhancing<br />
the classic Sands of Time, we’ll never really know.<br />
Strike two! Loading. There is so much loading here. While it’s not as<br />
bad as Midnight Club 3, it’s still very much enough to annoy. Expect to<br />
wait a few minutes when first booting up the game, and when loading<br />
saved games. Stray too far from automatic checkpoints before dying,<br />
and you’ve got up to a minute’s <strong>worth</strong> of loading time there as well.<br />
The game doesn’t control too badly with the analog nub, the camera<br />
system has been converted well, and the gameplay is just as rock-solid<br />
as its big brother... or at least, it would be if the framerate weren’t<br />
2.75 of 5<br />
so wishy-washy. This<br />
brings us to strike<br />
three: whether it<br />
be the lack of the<br />
PSP’s power, or just a<br />
shoddy port in general,<br />
the framerate is<br />
inconsistent enough<br />
to make previously<br />
elementary parts of the<br />
gameplay hard as heck.<br />
There are also very<br />
serious game-freeze<br />
bugs and audio-sync<br />
issues. Nothing’s worse<br />
than having the game<br />
completely crash,<br />
forcing a cold reboot<br />
just as you’re about to<br />
finish that room that’s<br />
been frustrating you for<br />
almost an hour.<br />
All of these factors combine to create a package that’s pretty safe to<br />
pass over unless you’re a total Prince freak. It’s a shame, really; being<br />
able to take a series of this caliber wherever you go should be a much<br />
more enjoyable undertaking than it turned out to be. Pass this one up<br />
and go play any given Prince of Persia on the consoles instead. Your<br />
brain cells will thank you.<br />
Rating : 2.5 of 5<br />
2nd opinion by Roger Danish • Alternate Rating : 3 of 5<br />
Like Ubi’s King Kong for PSP, Prince of Persia: Revelations is sloppy port with some serious glitches. Still, it<br />
manages to entertain and fills a large genre gap for the handheld system. For serious fans only.<br />
54_PRINCE OF PERSIA: REVELATIONS HARDCORE GAMER MAGAZINE_VOLUME 1_ISSUE 8_WARM BUN<br />
Now this is refreshing. Marc Ecko’s Getting Up: Contents Under<br />
Pressure deserves special recognition for being an urban settingbased<br />
game that, for once, is not a pandering, embarrassing<br />
exercise in stereotypes and cop killing. It’s unfortunate that<br />
the game’s setting places it in proximity to crap like Crime Life:<br />
Gang Wars and 25 to Life, because Getting Up is a rare title that<br />
portrays urban life in a positive light, emphasizing self-expression<br />
where others glorify murder.<br />
Getting Up also humbles other urban games in terms of gameplay,<br />
crafting an enjoyable experience that builds on elements found in<br />
titles like Prince of Persia and Jet Grind Radio. Much of the game<br />
is spent trying to figure out how to reach certain out-of-the-way<br />
spots to tag with graffiti while working within the limits of your<br />
character’s physical abilities. This is where the game is most fun; all<br />
the climbing and wall-jumping moves are easy to pull off, and even<br />
the stealth portions are well done.<br />
It always seems like combat breaks things up whenever the game<br />
thinks you’re having too much fun with exploration, though. Getting<br />
Up’s fighting engine could’ve used a lot of work; enemies tend to<br />
block any move that doesn’t drain your special attack meter, and<br />
weapons do way too much damage compared to other attacks. You<br />
probably won’t bother using more than a few basic moves for much<br />
of the game either, as many attacks require too much thumb work<br />
to perform and only result in a sliver of damage to an opponent.<br />
Then there’s the game’s centerpiece, the graffiti tagging. Now, as<br />
2nd opinion by 4thletter • Alternate Rating : 4 of 5<br />
HARDCORE GAMER MAGAZINE_VOLUME 1_ISSUE 9_WARM BUN<br />
Review by Sardius<br />
impressive as it is to be able to tag on almost any flat surface in<br />
the game, there is simply nothing here that makes tagging at all<br />
exciting or fun. Whereas Jet Grind Radio took a simplified approach<br />
to graffiti in order to keep the game flowing at a quick pace, tagging<br />
in Getting Up is a slow, laborious process that boils down to<br />
painting over an outline. Awkward controls make this even less fun<br />
than it sounds.<br />
Also of note is that for a game about<br />
self-expression, it’s really strange that<br />
Getting Up does not allow you to design<br />
your own graffiti tags. The default tags<br />
in the game give plenty of ideas for<br />
hilarious possibilities—a personal favorite<br />
is one that simply says “BALLS” in<br />
huge capital letters—but the lack of<br />
a tag creation mode means that<br />
one will never be able to bomb<br />
the streets with curse words and<br />
poorly-drawn genitalia, as<br />
was very much possible in Jet<br />
Grind Radio.<br />
Getting Up offers a moderate<br />
amount of fun, but it has its<br />
fair share of problems. Jet Set<br />
Radio Future is still the king of<br />
its genre, but this is the next<br />
best thing.<br />
Rating : 3.5 of 5<br />
Fun platforming, Nina Simone on the soundtrack, and cool-looking graffiti? I could get used<br />
to this. Highly recommended.<br />
Publisher : Atari<br />
Genre(s) : Action/Adventure<br />
Developer : The Collective Category : Graffiti<br />
Release Date : 2/14/2006 # of players : 1-2<br />
Rating : MATURE; Blood, Strong Language, Violence<br />
3.75 of 5<br />
MARC ECKO’S GETTING UP_REVIEW_55