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AndrewG009

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Borderlands releases October 20

  This year it seems Gearbox sees fit to give me quite the pleasant birthday gift. Borderlands is being released on October 20 and if you ask me that seems like something to peak my interest. Now, I haven't been exceptionally happy about a lot of the news coming out of Gearbox recently. I would be a lot happier if Alien: Colonial Marines actually had a release date. I would have been ecstatic if Brother's in Arms: Hell's Highway hadn't completed deviated from the formula that had made the prior installments so much fun. But in hindsight, Gearbox has come a long way.

Currently, I'm in love with Fallout 3. Bethesda has, as they have done in the past, proven that they know how to make a title that makes me feel like God has drunkenly kissed me. Borderlands, from all current appearances, seems to be borrowing all of the best shooter qualities from Fallout 3 and combining them with the RPG elements of the title. For instance, if you utilize a weapon the dice-roll of the shot seems to still occur, however it isn't as significant as Fallout 3 where it is virtually impossible to shoot from the hip below level 20. Granted it takes some practice in any title to anticipate the reaction of any weapon and where the shot will land, but more often than not, even at level 20 I'm still inclined to use VATS in Fallout 3. Furthermore, I've noticed from watching the gameplay that the shooting in Borderlands seems more welcoming, especially to players who may find this their first outing in the first-person-RPG-shooter. Additionally, the ability to expand outwards in whatever class the player chooses in a definite draw.

As in any role-playing game your character ultimately stands to level up significantly. Additionally though, through the utilization of weapons and technology, not only will the character proficiency increase with the said items, the items themselves will level up. The turret, which takes on various configurations, levels up overtime in the same way as the turret in Too Human. Granted, it isn't finest comparison, but the point is understood. Ultimately there is one thing that'll set this apart from the rest of the herd in my mind and that is the ability for co-op.

Co-op isn't just a feature or even a bullet point on the back of a video game's box anymore, to most gamers it has become an expectation and I'm pleased that this is no difference with Borderlands. Four player co-op will be implemented and there is no limit apparently on the character classes in-game. For instance, should four players all want to play as soldiers, they can. I think the potential there for a good time is ripe and the possibility of an exceptional title really is in the works that can be played in its entirety with up to three other people. I think this is worth at least a try, if not an entire playthrough.

After all, what's the worse thing that can happen? The controller bites my hand? Here's looking towards October 20th and a full summary following therein.

--Andrew
just keep shooting.

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Batman: Arkham Asylum Demo Impressions

The days of the campy Adam West Batman series are long dead and I admit that sometimes I miss Adam West in the role. However, the precedence now set for Batman by the long standing comic book series, cartoons and now the harrowing success of The Dark Knight have set the bar for what anyone, not just gamers, would expect from a Batman title relatively high. Despite the somewhat shadowy accusations against Eidos about impeding reviews of Batman: Arkham Asylum, after playing the demo I have a feeling that the game has a significant potential to stand on it's own. Really, if you own a Playstation 3, Xbox 360 or PC, there isn't much of an excuse not to give the demo a try. That is, unless you don't like Batman, and how could you not like Batman? It's Batman! 
 
All that aside though.  
 
The demo opens with Batman, having captured The Joker, heading towards Arkham Asylum. For anyone who isn't up to date on their Batman mythos, Arkham Asylum is a hospital for the criminally insane. Many, if not all, villains in the Batman-verse usually end up there at least once and more than one story has been built around the Asylum. As a fixed piece of madness in the DC universe, Arkham as the primary setting of the story is an excellent locale choice. Upon entering the prison, Batman comments to Commissioner Gordon on how easily the Joker gave up after holding City Hall hostage. The reasoning for this becomes vastly apparent as Joker breaks free causing Batman to give chase. This fleshes out to reveal that the Joker and the rest of the inmates are apparently in control of Arkham, which Batman must now wrestle from their dominion. 
 
  At the point in the demo where the Joker breaks free, I noticed a something that became overwhelming satisfying. A majority of the voices are spot-on from the cartoon series. The Joker is played by Mark Hamill, Kevin Conroy does the irreproachable voice of Batman that I have come to know and love over the years, but it seems almost all the voice actors from the series have recapitulated their roles in Batman: Arkham Asylum. Why is this important? What may seem like fan service transcends that simple boundaries and it becomes more than that. It actually plays into the hands of the developer to further immerse the player. When I heard the Joker's voice, to me, it was the Joker and I would stop for a moment and listen to whatever deranged dialogue he was uttering. But the real sustention of the title comes from the gameplay mechanics and those feel parlous in their solidarity. 
 
 As the first punch landed against the group of thugs released in the demo, I was impressed by not just the first punch, but the overall combat. The standard strike makes any player feel like they are playing virtually any beat'em-up title. However, the counters and expanded fluidity that shines through in the fighting is what inspired me to play the demo a few more times, just to make sure I wasn't dreaming. The combos flow together seamlessly, whether grappling down from the ceiling or landing in a group of bad guys, the combat makes the player feel like Batman. Simply said, I couldn't get enough of it. It was interesting to watch how different combos could be strung together as well as a few smaller nuances that didn't become apparent until additional playthroughs. For instance, if Batman is in amidst several thugs and stringing together strikes and combos, when finally taking down a bad guy the camera will shift and a slow-motion takedown will be visible in all of its glory, followed by bats flourishing around Batman to symbolize a 'Batman-like' takedown, I imagine. 
 
Additionally, detective mode allows the Caped Crusader to see how scared, via mental conditions ranging from calm to terrified and heart rate, as well as if the thug is armed or not. Conversely, this also allows the player to be aware of how many of the bad guys are still active in a specific area, which helps a great deal for keeping something or someone from sneaking up on the Dark Knight. Detective mode also points out where it would be possible for Batman to grapple, utilizing his iconic Bat Claw to move from ledge to ledge. Surprisingly enough, from what I've seen of the demo this was done properly design-wise and I couldn't be happier as the detective mode nor the Bat Claw movements haven't felt intrusive or clunky so far. 
 
Comprehensively, what impresses me most is that the demo never felt like I wasn't playing what I imagined should be a Batman game. Connecting with characters like Joker, Zsasz and Oracle as well as unlocking character bios has monopolized my interest in what the whole package is going to be like, and while I wish I could have been given a bit more I believe the demo served ample purpose. It made me want to play more, and around the fifth time I replayed the demo, I had a feeling this game had its hooks in pretty deep. Sincerely though, the source material is sturdier than most franchises out there and despite the controversy, I think the game deserves a look. After all, it isn't like Eidos doesn't need the help. Once I've collocated a playthrough, I'll post a synopsis that I can only hope won't be wrought with hatred towards one of the few comic book figures I grew up loving. 
 
 --Andrew  
almost got 'im
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New Super Mario Bros. Wii Preview Impressions

After reading through the GamesRadar preview of New Super Mario Bros. Wii and seeing where the formula of the classic Mario platformer has progressed to I started having a few thoughts of my own. Looking back, it really has been quite the ride. One of the first games I played was Super Mario Bros. for the Nintendo Entertainment System. Yes, it would have been easier to play had I been older, but in a way, I like knowing that I have grown up alongside Mario, Luigi and the rest of the Mushroom Kingdom. It was immensely entertaining for me to understand Super Mario Bros. from a very unique, almost naive perspective. However much of a change Super Mario Bros. 2 was, it continued the series in a creative, if not uninspired way. Truly though, I'm sure many gamers can agree that the pinnacle of the series on the NES, which may very well have set the precedence for every Mario title thereafter was Super Mario Bros. 3
 
  It's not so unbelievable if you look back at the game mechanics then and now as time has gone on. In Super Mario Bros. 3, Mario begins in World 1, designed in the best way possible from the previous 2 titles and since has become customary to players of the series. This has been carried on, moving from level to level spread across multiple worlds, from title to title. Super Mario World, Mario 64, and while the platform changed slightly with Super Mario Sunshine and Super Mario Galaxy, the underlying mechanic has remained. New Super Mario Bros. on the Nintendo DS established the modern incarnation of the solo and multiplayer platforming experience for those players with a consistent love for Mario and Luigi and it stands to be that New Super Mario Bros. Wii stands to to take that formula and once again rewrite the formula without taking away from what truly makes a great experience. 
 
  I was disappointed at first when I saw the NSMBW during the Nintendo Keynote at E3 2009. Watching it played, I almost felt like it was going to be a multiplayer port of the DS title to the Wii and that would be it. Somehow though, it seems like I may have been thankfully wrong. Granted, the multiplayer is an important factor. Gameplay video will easily confirm that, as the camera pulls out a significant amount to make room for Mario, Luigi and two Toads all on-screen at once. This doesn't mean you can't play the game alone, it just means the character will look very lonely while doing so. And that isn't necessarily a bad thing. One of the greatest assets that the franchise as a whole has always possessed is the ability for it to be fun without being mutually exclusive in sway to single or multiplayer experiences. On the DS, the title has been one of the few I consistently carry with me. The single player experience, while strong on its own in a way that I would've purchased the title had that been all there was to the package, came alongside an equally weighty multiplayer mode as well. It seems to me this is the direction Nintendo is swaying towards and if done right as a separate game mode could prove to be one of the most dauntless factors to the title. For instance, I should be able to play NSMBW by myself and have a great time. Independent of that fact, were a group of friend to come over and play, the multiplayer adventure mode should warrant a playthrough, and if the video I have seen and impressions I read are any indication, the title is proving quite able. 
 
But is a single and multiplayer romp enough? What about alternate game modes that made the DS version have such replay value? I admit that if I wasn't playing through the single player or head-to-head multiplayer, I frequently enjoyed playing the other modes, such as those jam packed with mini-games. I'm aware that this works for a DS, because there are times when an isolated gaming experience is all that would be possible like one of being on an airplane or stuck in the back row of an insurance seminar. The Wii version has the capacity to be enjoyable in the same way all of the Mario titles do, but what are the overall possibilities? Single player may or may not be workable with a full-fledged storyline. I have a feeling Nintendo would opt to leave out a deep story for the sake of a more accessible game. Essentially, the release of Super Mario Galaxy 2 would cover the base of a 'Mario title with a story' even if it proves to be paper thin and New Super Mario Bros. Wii could easily be touted as a multiplayer adventure where the option to coexist or compete through levels would be maintained until the credits roll. Modes outside of this, at that point, become nothing more than after thoughts and since most of what Nintendo puts there name on turns gold or prints money anyway, I wouldn't be especially surprised to see this title in a top ten list somewhere.  
 
Ultimately, I believe that the most important point that Nintendo must consistently keep in the back of their minds is, as will all games, this: What makes a Mario title fun? If this is accomplished, then no one in the world can really bash the title. For all of the flaws than any of the titles in past have eked by with, they have done just that, gotten by because they proved to overcome any flaw by being an amazing time. Super Mario Bros. was ahead of its time, giving birth and laying the groundwork for the modern platforming and every time a Super Mario game is released, it becomes a vehicle capable of setting the bar again and redefining their genre just a little bit more. All aside, I'm interested to see how the title plays when I'm finally afforded the opportunity to play through it. In the meantime, I'm going to to give New Super Mario Bros. on the DS another go and hope that when I finally do get to try it on the Wii, it isn't a collided mess.
 
  --Andrew  
Same  old song and dance.
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To Download - Shadow Complex

 

  
  Having been born in 1985 I like to think that I was born in a position to witness the evolution of video games from an exceptional perspective and seeing Shadow Complex makes me believe that genres, over time, are capable of evolving quite well. After watching Shadow Complex in action, it becomes clear that the title takes notes from both Super Metroid and Castlevania: Symphony of the Night. Heavy influences aside, it leaves the title poised to be encapsulated as a true next-gen side-scroller possibly redefining the genre once more.
 
 Initially, I was concerned that the game would be overshadowed by its source material and would be overshadowed and lost, having no real identity of its own. However, after watching multiple examples of the gameplay, this couldn't be further from the truth. Shadow Complex, set in Orson Scott Card's Empire-verse, follows the exploits of Jason, the most average hiker you'll ever meet who while hiking in the woods with his girlfriend stumbles across a complex belonging to an organization with insidious plans to instigate a civil war in the United States. As the game goes on, Jason will collect weapons and equipment, a la Super Metroid / Castlevania, that propels him from average Joe to badass extraordinaire. Even looking at the in-game map, it reminded me vehemently of the source material, however, I never felt like it wasn't doing them justice. After all, anyone can steal an idea, but to properly pay homage is an exercise in talent. Built on the Unreal 3 engine, the game area is 780 squares in size, as opposed to the roughly 300 square size of Metroid, it's easily illustrated that the game is daunting in size.

  Intriguingly enough though, it seems that there is a series of almost endless achievements. In the same spirit as Geometry Wars 2, upon garnering the high score in a game type it becomes visible on Xbox Live for anyone in your friends list to beat, Shadow Complex effortlessly takes this to the next level. Out of all possible sources, Giantbomb put it succinctly, " Say you need 100 headshots for the achievement. Once you hit that mark, you'll see your friend has, say, 138 headshots, giving you a new goal to beat. All the game's achievements will have a unique leaderboard that shows these stats for everyone playing the game."

Conversely, I think it is interesting that games are starting to include alternate gameplay modes that would otherwise have been cut from the title because of inability to fit them into the main storyline. Very much like the Special Ops. mode that will be included in <span >Shadow Complex</span> implements Proving Grounds, which allow for the player to experience level playthroughs that wouldn't have really fit in with what the creators envisioned to be along the proper storyline, but still wished to see implemented somehow in the game. Personally, I think this is an ingenious idea. Like the All Fronts content recently released for Gears of War 2, which gave players expanded content that was initially cut from the title, the 'Director's Cut' content of relatively any title is welcome.

Seemingly though, it seems that tribute is more the order than simply trying to copy what made the source material great. Shadow Complex appears to be well done and a truly updated entry into the 2D side-scrolling genre. Not trying to beat the nostalgia so much as proper due, I'm looking forward to the title releasing August 19, 2009 on XBLA for 1200 MSP ($15) as it is looking to be worth every single point. 
 
 Check the videos out for yourselves. Rip-off of what many gamers grew up loving or set to truly revitalize the genre? I'm guessing that this is setting up for a definitive return to the 2D 'Metroidvania' style many have come to love over the years and truly appreciate for their gameplay mechanics and exploratory components.

--Andrew
Here's to Samus and Alucard
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Wolfenstein Origins Developer Diary

  

Since Wolfenstein 3D was the first FPS I ever played, thanks to my dad, I'm looking forward to this. Return to Castle Wolfenstein felt a bit woeful, so I have high hopes for this.

--Andrew
Halt!
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What Keeps Me Playing - Fallout 3

I’ve now clocked thirty-five hours of exploring the Capital Wasteland, killing mutants and slavers, emptying my inventory countless times. Interestingly enough, I lost interest in Bethesda’s fantasy oriented title Elder Scroll: Oblivion after roughly five clocked hours, yet have been unable to shake the desire the play Fallout for another thirty-five. It seems the difference is in a few basic principles. Primarily, the orientation of the genre is science fiction as opposed to fantasy, essentially capturing the source material perfectly and expanding upon it in a way that, while not perfectly in line with previous incarnations, illustrate and flesh out the franchise even further. Bethesda additionally goes a step further and allows for the game to be played from various perspectives, opening the door to multiple playthroughs and, with the implementation and extrapolation of game achievements and the gamer scores, from various angles. Along with the main quest, side quests as well as downloadable content demand the attention of the player and are so flush with content they can keep any gamer entranced well beyond the estimated one-hundred hours of gameplay.

First and foremost, Oblivion is not a bad game. It is a well-written and thought-out title that has the ability to drive any fantasy fan into a fit of immersion that has the potential to leave them drooling and sitting in a pile of awe. My primary issue with the game was that the fantasy left a lot to be desired for me as a player. I enjoy alternate titles in the genre to be sure; Lord of the Rings: Two Towers, Fable and Fable 2 are a few of my choice titles. Fantasy games are not bad, but my preference as a gamer naturally gravitates towards titles such as Fallout 3, which is why my initial predisposition is quite obvious as this point. But, I never once in this article want to knock Oblivion. Bethesda knows what their doing when it comes to games.

I’ve played Fallout, Fallout 2, Tactics and even Brotherhood of Steel. Before the Fallout series came into being, the post-apocalyptic world was never done so well. The original Fallout was designed to be a dungeon crawling role-playing game, in the same vein as Blizzard’s Diablo and Interplay's Wasteland. The exception here was that the entire world felt like a dungeon dungeon to me, always leaving the player feeling, in some capacity, at the mercy of the game world. This constant danger not only persisted to keep the player feeling vulnerable, but in that susceptibility, created a genuinely entertaining environment. The constant challenge on the horizon is one of the prime appeals of the Fallout series. However, Fallout 3 was altered with formulaic precision from its predecessors, without subtracting the elements that, in my opinion, made it enjoyable.

The opening cinematic sets the stage to submerges the player into the post-apocalyptic world. From the moment the player is born in Vault 101, takes the G.O.A.T exam and subsequently escapes into the wasteland around what was Washington D.C. Bethesda seemingly has thought of everything. Character customization is spot on, allowing for players to create themselves in virtually any image they choose. Additional creation is extrapolated following the S.P.E.C.I.A.L process and the G.O.A.T exam that gives the player the abilities they’ll come to rely on later in the game. While being the training level that essentially establishes many of the rules for the player this is never done in a way that feels tedious and remains interesting enough to get the player through the vault. Even prior to the final escape, the player is given the opportunity to make last minute changes. Pending the player’s satisfaction, the character sets foot out into the wasteland.


Though wandering through the wasteland, at times for hours, the game never feels tiresome. Whether intended or not, Bethesda created a universe that allows the player to feel like an explorer. Random encounters with creatures, mutants and wasteland inhabitants, friendly or not, create a vast world that doesn’t cease to be remarkable. In particular, when discovering a new location, there is a satisfying ‘Cha-ching!’ sound and an on-screen prompt notifying the player where exactly they have found themselves. I find this tremendously compelling given that this occurs before the player even starts to investigate the settlement and intermingle with the populace. Coupled with branching dialogue options as well as the actions afforded the player, regardless of playing good or evil, provide the gamer numerous prospects to experience the game from an assortment of perspectives. In-game quests, be they downloadable content, side or mainstream, further provide the player with a plethora of fun and compelling content to sink their teeth into and keep the gaming community playing this game. Very much like a pusher, this title gives you the main quest from what you receive in the box of Fallout 3. But if you want more content, gameplay or achievements, then you have to pay. So far, four additional packs of content have been released and the ending of the main quest has been effectively removed. Theoretically, if Bethesda continues to create downloadable content, players can effectively play Fallout 3, wandering through the wasteland, until Fallout 4 is released or the end of time, whichever occurs first.


Shaping a universe is never easy, be it Oblivion or Fallout, but Bethesda handled it in such a way that was convincing and stood out in an extraordinary way. They crafted and molded a science fiction oriented world that pulls the player in and immerses them in a post-apocalyptic future. Regardless of the previous incarnations of Fallout, the game is accessible for those seeking to play, but crafted in such a way as to interest those who have been playing for years, while still paying service to the Fallout faithful. But with the chance offered to play multiple times, be it good, evil or neutral, through the title, I believe that coupled with the various perks and abilities the longevity of the game is assured. Additionally, with the commitment Bethesda has professed with downloadable content continued play has been cemented with relative certainty. Thus, with all the extras on top of the initial package received upon purchase, there is enough content for any willing gamer to supersede the one-hundred hour gameplay estimate and explore every last facet of a world Bethesda has created.


--Andrew
Guns and 50's music.
2 Comments

Is the PSP Dead?

I will never forget the day I opened up the crisp cardboard box containing my first PSP. That box didn't just hold some sort of gadget or toy, inside that box at the time lie dormant the very things of which dreams are made. I remember when I first saw what would become the Playstation Portable. I was haplessly streaming videos from E3 2004 and trying to keep an eye on whatever information I could via whatever site was claiming to have the most updated information on the most regular basis. Looking back at the time, I was kind of pathetic in my geekdom, but nonetheless a moment I fondly look back on.

When my eyes gazed upon it, I was dumbstruck. I couldn't look away. The Playstation 2 was still moving by the boatload and the Playstation 3 was a madman's distant dream. The PSP could very possibly fill the void. It wouldn't be difficult when matched up against the competition at the time. Microsoft was still fumbling slightly with the Xbox and Xbox Live service, Apple wouldn't unveil the iPhone for sometime and
Nintendo was knee-deep in the Gamecube and trying to shake the image of pushing the most kid-friendly system, both a blessing or a stigma, while showing off what would become the DS. It seemed like compared to the only offering on the table at the time, the PSP was poised to blow the DS out of the water.
The PSP was virtually a Swiss Army knife to many. Besides playing titles on the proprietary UMD format (really, thanks so much for that Sony), the little machine could play music, movies via UMD or loaded on a memory stick, could access the internet / Playstation Network and with a hacked system it became possible for gamers to easily play Playstation 1, Super Nintendo, Sega, Dreamcast or any other title compatible with the emulation software. Following the release of the Playstation 3, remote play via PSP to PS3 connectivity became possible and is still being fleshed out based on the much flaunted ten-year plan Sony has for the Playstation 3.

So is the PSP dead? And if it isn't, why then is Sony releasing the PSP Go?

It's always remarkable, be it a failure or not, to watch a genre move forward, but when a gaming platform makes the same progress, it is always interesting to watch. This however, is not the case with the PSP Go. I'm still trying to imagine what exactly is the direction Sony wants to take the market, but if the design of the Go is any indication whatsoever, they want to hold all of the cards via downloadable content. And not just minor updates or simple DLC, I'm talking about downloading entire titles and removing retail marketeers out of the equation in their entirety so that every dollar, euro and cent goes to Sony in one incarnation or another. Design-wise the Go is all about mobile platforming via downloaded content. All one needs to do is look at the integrated 16 gigs of memory. But why take retail out of the equation besides keeping all the money for themselves? Don't retailers like Target, Best Buy, Amazon.com and even Gamestop give Sony the marketing coverage it needs? Is the average Sony consumer really that informed to base all of their purchases off what they see on the PSN? Personally, I think Sony is hoping for just that.

I've tried caring about the PSP Go since I saw it, but I just can't bring myself to begin appreciating it in any further capacity than wanting to try it out, and this is coming from a proud PSP owner. I love my PSP, I want Sony to do better in this console generation so that they'll still be around when the dust settles and a new generation is at hand, but at this rate, I'm sincerely concerned. The Nintendo DS and DSi have both buried Sony, capturing a significant amount of the handheld / mobile market share and to make it worse for the PSP Go, Apple has made up significant ground with the iPhone / iPod Touch. Add to the mix that there really doesn't seem to be any indication that such success won't let up any time soon, and that's a significant problem.

My primary issue is that Sony hasn't announced any sort of strategy to allow those who already own any kind of UMD to upload them or have them on the Go, while still passing on all the costs of the product development to the early adopters. To me, it seems like Sony is significantly banking on the customer loyalty that their brand has garnered over the years, but how much more loyalty can there be if the loyal keep feeling screwed over? Take for instance the 60gb Playstation 3, which had the closest thing to acceptable backward compatibility for PS2 and PS1 titles. Instead of working to make full-backwards compatibility the standard, Sony pulled the model and it has since become nothing more than a sought after relic for those willing to be price gouged on eBay. I apologized to you once Sony, but I can't do it anymore. I have a collection of PS1, PS2, PS3 and PSP titles all sitting on my shelf. Is it so much to ask that I can actually play my old games on the newer systems as opposed to getting screwed out of that simple right by being forced to purchase them again via the Playstation Network so Sony can turn another couple of bucks off of me? I applaud Final Fantasy VII for selling as it did, but what about those of us who already own the original discs and simply want to play it on their PS3? Not so much luck.
I would really like to give Sony my money, but if my original, out-of-the-box PSP is still chugging along and doing what I want it to do, when I want it to do it, then the PSP Go becomes nothing more than a superfluous amount of money. It ultimately comes across like Sony is trying to reinvent the wheel with the Go, and if this truly was the case, why not just implement phone capabilities into it? Why not be more transparent about the development process and give the gamers what they want instead of either telling us what we want or giving us what you think we want. A little inquisition can go along way to getting a desired result.

I like you Sony and we go way back, but I agree with many others that you need to seriously reevaluate what exactly it is you want to do as far as handhelds go. When Nintendo unveiled the DSi, they added just enough to warrant purchasing it, but Nintendo recognizes that it's still the clumsy little sister when compared to the hotter, more experienced system that is the DS. But, we all grow up eventually, right? It seems like the PSP Go just doesn't have enough to convince me yet that it's the hotter, sleeker version of what I already own. In the meantime, Sony please figure this out or you're going to go the way of Sega.

Best of luck.


--Andrew
To the best laid plans.


Thank you to Billy Berghammer for the piece that inspired this one.
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