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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

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