Archive for PSP Reviews
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Some of my fondest gaming memories are playing Phantasy Star 2 on the Sega Genesis in controller-swap co-op. Over the years the traditional Phantasy Star series has died out, and since been reborn as an online pseudo-MMO similar to Guild Wars. While I’d love to see a new strong story based Phantasy Star, there’s still fun to be had for the series in its current form. The latest iteration of this is Phantasy Star Portable for the PSP; a game that closely resembles Phantasy Star Universe on the
Xbox 360. The one key difference is lack of online play, and therefore no fees. What we have instead is local AD-HOC co-op play for four players.
Phantasy Star Portable is divided into two separate game modes. The single player story mode has players creating a character from four races and three classes, and customizing the look of the character with an incredibly in depth character editor. The developers went as far as to allow you change your characters eyelashes, good luck trying to see them on the PSP’s 3.5″ screen. After you are done with character customization, you’ll be off through various missions intertwined with comic book style cut scenes. Honestly, the story didn’t interest me much, and after finding the skip all cut scenes button I rarely paid attention to what was going on. Any progress you make with your character in this mode is transferable to the game’s Multi-mode, and this is where you’ll have the most fun.

I don’t even see eyelashes.
This four player co-op mode has players joining up via the PSP’s Wi-Fi connection to hack and slash their way through various missions. I always enjoy seeing RPGs where players can fall into roles. The ranged player in Phantasy Star Portable may fight the game’s lock on system a bit, but using dual blasters with an ice upgrade is something not to be missed. The melee combat is equally as satisfying with a combo system that’s less about button mashing and more about timing. At times it looked like we were in some sort of kung-fu action movie as we defeated the strange creatures of Phantasy Star; what’s up with all the chick-like things anyway? Phantasy Star Portable even offers co-op specific missions, designated in the mission hub, that forces players to do various co-op actions. Basically this means - “I stand on this pad while you go through that door.”
It’s all about level grinding, item collecting, and finding those oh so rare weapons that give you just a little bit of an edge in battle with your buddies. The items and weapons truly are the focus of the game, with tons of options available at your finger tips thanks to a quick pallete for switching between them. As you complete missions you’ll earn points, discs and grinders that let you upgrade and customize weapons further. Depending on your character class you may find it difficult to use a weapon or piece of armor, so obviously you’ll want to trade it. No such luck here as my partner and I couldn’t find this option buried in the myriad of menus. It seems like an odd feature to leave out, so instead you’ll just be selling your stuff at the in-game shops. Thankfully all the rare items are given to each player in the game when one player picks them up, so this helps balance it out.

Laser swords make everything cooler.
So even though you can’t trade the weapons and armor, there’s still the RPG fashion show aspect of the game. Picking up that big halberd with the blue laser thingy always yields “ooohs” and “aaaahs” from the crowd. If each player uses a different race or class you can see a great variety of the available items in the game. Although we couldn’t test it directly, we heard some players were having slowdown issues when playing with more than three players, so you might want to keep that fashion show limited to two or three.
Fans of the recent Phantasy Star games will be right at home on the PSP with Phantasy Star Portable. It’s pretty amazing what this little system can do, and my buddy and I easily blew through three hours of a Friday night. If you can get passed the game’s quirks, there’s a lot of fun to be had in co-op here.
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The team at Sony Bend is back with another PSP game to try once more to prove that shooters can be done well on the PSP, this time with a faster-paced game in the Resistance series. Resistance: Retribution attempts to link Resistance: Fall of Man and Resistance 2 with a new hero, a new gameplay style, and a smaller screen.

Resistance: Retribution is pretty much a mix of various parts of the first and second games in the series. The story takes place a few weeks after Fall of Man’s ending with James Grayson, initially a British Royal Marine, finding his brother in a Chimeran conversion center too late to do anything to help him besides being the one to have to kill him. This causes his mental breakdown and eventual desertion to take on the Chimerans himself before being arrested and sentenced to death by firing squad, but is offered a pardon in exchange for helping the Maquis resistance movement in their fight against the Chimerans that are rapidly overwhelming them. Much like Fall of Man, the story here is presented more like a documentary with the same Rachel Hunter narrating once again and plenty of cutscenes to further the story along during levels.
Resistance: Retribution eschews the series’ FPS roots and goes for the third-person shooter style that the Sony Bend guys are used to working with in the two Syphon Filter games they’ve made on the PSP before. Instead of being more of a stealthy shooter, Retribution’s a faster-paced shooter with some Gears of War-style cover gameplay that helps the gameplay fit the PSP’s control set-up very well. The cover can be a bit of a hassle to work with at times, usually for cover near doorways or walls since it doesn’t let you snap to the wall all that easily. The game does offer up a ton of ammo and health containers, more than enough to keep you from ever getting worried about running out.
Retribution still offers movement with the analog nub and aim with the face buttons, but the developers have created a very forgiving auto-aim system that entails having a large box around the smaller crosshairs that will target anything in the general direction that you’re facing, much like how the Ratchet and Clank games tend to handle their auto-aim on the consoles. This does a good job of avoiding potential control issues that can arise with a more hands-on aiming set-up, though you can enable that if you want that type of challenge. All of the classic alternate fires are back and work fairly well with the press of the L button, though you’re not really required to use them much throughout the main campaign.
While it does play well and is quite a bit of fun to play, Resistance: Retribution’s gameplay does seem to fit the portable mold fairly well. Levels are fairly short at about 30 minutes at most to complete a level and the gameplay and atmosphere does start to get a bit tedious at this point, which makes taking breaks a good idea. This certainly isn’t the kind of game that lends itself to long sessions that reviewing tends to require at times, which made it a bit of a chore to get through at times until breaks were taken to make it a fresher experience for each return. The enemy AI is decent at best with most enemies standing around as you take shots at them and then charge at you when you’re not putting pressure on them, so you rarely see them use the environment the same way that you can.
The only issue with that kind of plan for Retribution seems to be a bit of a flaky checkpoint/save system where you should be able to save after reaching any checkpoints and continue from there, but one particular area seemed to not want to follow that logic even after seeing the memory stick icon that says that it’s saving your spot after quitting. We’d see the opening cinematic for that level every single time until it was soundly defeated once and for all.
The multiplayer in Retribution brings some decent fun, especially for a system that isn’t really well-suited for online multiplayer yet with PSN integration just now starting to take place in the past few months. There’s the usual assortment of modes here that you’d expect in a multiplayer shooter, from team deathmatch to capture the flag to free for all and others that have the Resistance vibe and are fairly easy to get into most of the time. Unless you’re playing with friends, expect to see spawn camping and all that good stuff that general makes PSP multiplayer games better for having good single-player components.
The biggest gimmick that Resistance: Retribution has is its PSP to PS3 connectivity features, dubbed PSP Plus and Infected mode. PSP Plus allows you to connect your PSP to your PS3 with a copy of Resistance 2 loaded up and enable the ability to play Retribution with the Dual Shock 3. While cool, this would be most effective with a slim PSP and video out cables so you don’t have to wreck your neck by focusing on the tiny PSP screen while using the DS3 and losing the tactile feeling that you get with the PSP screen in your face. If you have just the first-gen PSP, this is not really a great feature for you.
The Infected mode simply infects your PSP copy of Retribution so that James Grayson has caught the Chimeran virus, which allows him to breathe underwater, his health regenerates, and he gets a nifty new outfit and the explosive Magnum from Resistance 2. Having the infected mode be something unlockable by beating the game for those without a PS3 and Resistance 2 would have been a great idea, since it is a really cool change of pace compared to the regular campaign, but that seems to not be the case here. The other downside is that you cannot permanently unlock infected mode after doing it once, as it gets cured once you exit the game or turn off your PSP, so you must do it each time you start the game if you want those extras again and again.
Visually, Sony Bend has done a great job of capturing the Resistance style and topping their previous efforts in quality visuals on the PSP. The animations are pretty good at times, though you’ll see enemies act strangely at times, like hags stopping in place for no reason and other weird things behaviors from enemies during the game. The levels look pretty good at times, though everything here still keeps the Resistance look and feel despite being on the PSP. Load times between levels can be on the long side, though you get a bit of story behind what’s going on at that moment, which helps a little bit.

The music is very good in Retribution to add a spooky and creepy vibe at times, which isn’t a surprise when the composer behind the music was also behind BioShock, as well. The voice acting and sound effects are done well, which make the cutscenes nice for both the change of pace and to hear more of Grayson’s “charm” along with nice cues when different enemies enter the area.
Sony Bend has done another great job in bringing good, solid shooter action to the PSP once again with Resistance: Retribution. There are a few bumps along the way, but the experience is good enough that anyone with a PSP that wants to try something that’s not quirky or cute for the first time since God of War should give it a shot. The PS3 connectivity features add some interesting new things to check out, but it would be nice to see anyone have access to them once they beat the game or re-infect their PSP’s each time they play the game. By now, we’re ready to take a break from Resistance and catch up with Insomniac’s other on-going franchise with the recent announcement of Ratchet & Clank Future: A Crack in Time.
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LocoRoco was one of those rare games that didn’t look or play like anything else on the market. Its unique brand of platforming did not come from side-scrolling gameplay in the traditional sense. Instead, the developers built its originality from the ground up, creating an action/adventure with heavy influence from puzzle designs not typically seen in video games. To top it off, they wrapped this bright, colorful package in a control scheme that would have the player manipulating the world instead of the main character.
LocoRoco was pure, unrelenting innovation. Whether you liked or loathed the gameplay, it was impossible not to value what the developers had accomplished. But as we’re all aware, the downside of innovation is that it only happens once; without drastic changes or an entirely new game concept, the gameplay that once blew minds won’t be as impressive the second time around.
The developers of LocoRoco 2 surely knew this and decided to stick with the same format anyway. But while that means you won’t be stunned by what this sequel has to offer, it does contain several impressive moments. The levels are longer, deeper and less forgiving; berries are hidden more cleverly (unlike the first game, you won’t find a cluster of five in the same obvious area); underwater stages have been added; and you now have the ability to smash through barriers using a LocoRoco-protecting shell.
Of course, the question on most gamers’ minds will be: does the new or enhanced content justify a purchase? Fans of the original will be pleased, so a purchase is definitely justified. But given the similarities between the two games, those who didn’t like the original should pass on LocoRoco 2. However, if you haven’t played the series before but enjoy platformers and puzzle games, skip this review, skip the first game and jump ahead to the sequel.
LocoRoco 2 doesn’t begin with any drastic changes. You’re still in control of Kulche, the always-smiling yellow LocoRoco. The first batch of levels are almost too familiar with colors, windpipes, long crevices and semi-predictable patterns that closely mirror the original game. That changes when water is introduced. By holding the circle button (which is still used to split or connect your LocoRocos), Kulche will sink below the surface. Now you can control him while submerged just as you do outside of water – by tilting the world around him.
Water isn’t a groundbreaking addition but it does present a few challenges. For starters, jumping is not possible. When holding one of the shoulder buttons and pressing the other, Kulche will float upward. Depending on how the level is tilted, you may actually be floating left or right. Spikes and other enemy traps are used to keep things interesting. Upon reaching the surface, Kulche will float on top of the water’s surface as normal and may jump out to reach land.
Pulling a trick out of the bouncy ball playbook, LocoRoco 2 introduces the use of shells. These rock-hard casings have somewhat of an oval shape (excluding the ice shell, which is completely round). Shells bounce more intensely, they are impervious to spikes (and will destroy them!), and can plow through any designated barrier. You’ll know which barriers by the light color and odd speckles placed all over them.
Water and shells gave Sony something to hype, but the best part of LocoRoco 2 is the level design. The twisting and frequently winding levels were to be expected; just how far the developers were willing to go, however, is what’s surprising. In simple terms, these levels are like giant pinball machines – the most complex of their kind yet are still completely manageable (and easy enough to play through) that you won’t have to pull your hair out.
LocoRocos are constantly being pushed, pulled and bounced off each environment, the variety of which includes ice, grass, dirt, wood and various undefined sticky and rubber-like materials. Some levels will send you gliding through the air while others twist you around like food going through a human’s digestive system. There are half-pipes (that you’ll slide up and down), corkscrew trap doors (that will spin you around), creature cannons (back from the first game), and shape-changing objects that will deform your LocoRocos to conform to each scenario.
Toward the end you’ll encounter a stage that takes place entirely on one platform, which is being pulled up to something big (I’ll keep that spoiler a secret). There is nothing underneath the platform to catch your LocoRoco if it falls. Tilting the world tilts the platform, thus making it much easier to fall. At the same time, enemies fly by and drop large boulders on the platform which tilts sharply in either direction.
This exciting level can be as easy or as difficult as you want. If you’re a perfectionist, chances are you’ll want to capture every berry available, which feels next to impossible. That feeling is a common one while playing LocoRoco 2; if you just want to run through the stages and enjoy them as is, the game is pretty easy. But the moment you crave perfection from yourself, the game is all but a nightmare. As with the original, backtracking is only possible to a point – once you’ve hit a certain part of each stage, there’s no going back. Checkpoints are not a part of the LocoRoco 2 experience. In other words, those who want every collectible must play flawlessly.
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The third iteration of MLB: The Show is a charm for the PlayStation Portable. Kudos to Sony for not tinkering around with something that already works – there isn’t a whole lot of new in MLB 08 when compared to last year’s game in terms of action based gameplay.

The graphics look the same, the play by play is somewhat better, but there are still a few hiccups. Fielding on the small screen is definitely not as easy as it is on the PlayStation 3: balls that are hit up the middle always go right through the pitcher, for example. The only other disappointment is there’s no ’strength’ meter when throwing the ball to another infielder, so unlike on the PS3 version where you can tell if you’re putting too much behind the ball, you’re basically on your own here. The batting has been enhanced in season mode with what’s called “progressive batting performance,” which allows for streaks and slumps to enhance or detract from a batter at the plate. So if you’re in a 0-for-9 slump, this will affect your next plate appearance.
The batting model hasn’t changed since last year, you use the right bumper to guess pitch (buttons for pitch type, stick for location) and swing away using the x button or square for power swing. The batting zones have changed somewhat – and if you don’t like them you can revert back to the ‘classic’ zone batting. Pitching mechanics are still well done; timing is everything using a pitch meter but it works fine even on a handheld.
Actual gameplay is very good (although not much different than last year), using a set of custom sliders downloaded in-game. The default sliders are very playable, and you can adjust everything to your liking; you can create your own players too. If you’d rather not wait for the next roster update, you can manually move players over to correct teams, which is a very nice feature.

Road to the Show Mode is also included in the hand held version. This RPG-esque mode centers on your personal baseball career. You’ll have to achieve certain goals to earn ability points; the goals can be frustratingly random: after going 3-for-3 in one game, my fourth at bat required me to get a hit because we needed a runner on. Hey, manager, I already got three hits, what’s your problem? While it’s fun to play in the minor leagues in RTTS, it’s a little disconcerting playing as the New Hampshire Fisher Cats in a “home” stadium in a desert. Here’s hoping SCEA can fit in more minor league stadiums next year. If you’re not a fan of playing, you can select the manage-only mode and the computer is a formidable opponent at the default difficulty level.
The best new feature is the ability to have in-game saves while in season mode. There was nothing more frustrating when things were getting good in the game while you’re in the restroom and someone is banging on the door because they have to use it. Before you had to leave on your PSP and hoped the battery didn’t die out; now you can save and shut off your system until a better time arrives to finish your game. This feature should be required on all sports games!
The online features for the PSP version of the Show are similar to the PS3 version, and that’s very impressive. Unfortunately you do have to have a separate login for the PSP version so you can’t combine your PS3 and PSP records but pretty much all the other online features are here – even leagues! The game has already been supported with roster updates and SCEA seems to really stand behind their games, even posting on their community forums (which are also accessible directly through the PSP). Online games do have their share of lag but the games are overall easily playable, much more so than say MLB 2K8 on the consoles. The thought of playing a full online league on a handheld isn’t entirely appealing compared to a console game, but it’s nice to have that feature available.

While the audio is still very good, there is some repetition of the announcers (especially when you swing at a bad pitch) and the same audio gripes that were with the PS3 version apply here: you can import your own music for the menu screens but you cannot select your own songs as player entrance music, which begs the question why bother with custom soundtracks if you can’t use them?
Quibbles aside, MLB 08 The Show packs quite a bit into this smaller platform and it makes a great companion to the console counterpart and is easily the best handheld baseball game on the market.
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With nearly a full year of of game releases ahead, Gamasutra is picking out noteworthy titles due in 2009 for each home and handheld platform. Looking at the PlayStation Portable’s slate, we’ve previewed 15 standout titles, from Japanese RPGs like Phantasy Star Portable to quirky releases such as Prinny: Can I Really Be The Hero?
With nearly a full year of of game releases ahead, Gamasutra is picking out noteworthy titles due in 2009 for each home and handheld platform, this time for Sony’s PlayStation Portable.
Though most developers seem to have shifted their handheld focus to the Nintendo DS (and the iPhone, to some extent) — with some even abandoning PSP development altogether — several major Eastern studios still plan strong support for the system in 2009, most notably Capcom and Square Enix.
We’ve previewed 15 standout titles coming to the PSP in 2009, from an array of Japanese RPGs to returning first-party favorites.
DJ Max Portable Fever | Download
Release Date: January 27th
Developer: Pentavision
Publisher: PM Studios
After several PSP releases restricted to Asia, this Korean rhythm game series will finally debut in the states with five difficulty levels, goal-based challenges, a Network Battle Mode, and over 100 catchy music tracks collected from DJ Max Portable and DJ Max Portable 2.
In this Bemani-style title, players tap their directional pad and buttons in time with falling bricks, each correctly timed tap playing an instrument along with the song. Each track is accompanied by stylish background animations, usually featuring anime characters.
Final Fantasy Agito XIII | Download
Release Date: No date announced for U.S. (2009 in Japan)
Developer: Square Enix
Publisher: Square Enix
Originally planned as a mobile title and designed as a handheld supplement to the FFXIII and FF Versus XIII games, Final Fantasy Agito XIII shares the same themes and mythos around which the other FFXIII games are centered.
The RPG follows a group of magic academy students as they defend their kingdom Orience, whose military has been obliterated, against an invading army. Combat in the game uses a modified version of Crisis Core: Final Fantasy VII’s Active Time Battle system, allowing players to control three characters and summon legendary creatures.
Dissidia: Final Fantasy | Download
Release Date: Mid-year
Developer: Square Enix
Publisher: Square Enix
Dissidia collects 22 playable characters from 20 years worth of Final Fantasy games — eleven heroes and just as many villains — and lets them battle it out in the name of either Chaos, the god of discord, or Cosmos, the goddess of harmony.
The 3D fighting game allows popular characters like Cloud Strife and Kefka Palazzo to clash while also gaining XP and Gil, customizing their equipment, summoning over 50 creatures, and advancing Dissidia’s overarching storyline.
Kingdom Hearts: Birth By Sleep | Download
Release Date: No date announced for U.S. (Summer in Japan)
Developer: Square Enix
Publisher: Square Enix
Birth By Sleep serves as a prequel to the first Kingdom Hearts game, taking place 10 years beforehand and focusing on Terra, Ventus, and Aqua — three characters who briefly appeared in the Japan-only Kingdom Hearts II Final Mix+.
Each character was once a knight that wielded a Keyblade like series hero Sora, and each will receive their own scenario with different gameplay styles in Birth By Sleep. Of course, the action RPG will feature a gang of Disney characters like King Mickey, Donald Duck, and Snow White.
LocoRoco 2 | Download
Release Date: February 10th
Developer: SCEJ
Publisher: Sony Computer Entertainment
Already out in Japan and Europe, this colorful sequel brings back the smiling jelly-like creatures and the original game’s “tilt and roll” platforming, featuring 25 new stages and six new minigames.
The LocoRocos have also learned several new abilities and can now swim underwater, sing together and collect music notes, swing on vines, and climb into shells to roll and destroy obstacles.
Monster Hunter Freedom Unite | Download
Release Date: Spring 2009
Developer: Capcom
Publisher: Capcom
While the Monster Hunter series isn’t that popular in North America yet, Monster Hunter Freedom Unite (or Monster Hunter Portable 2nd G, as it’s known in the East) was not only the top-selling PSP game in Japan during 2008, it was the top-selling title across all platforms in the region, moving over 2.5 million units and even beating out Pokemon Platinum.
This expansion to Monster Hunter Freedom 2 adds new items, monsters, weapon and item improvements, G-Rank missions, and an area called Ocean of Trees. Players also now have the option of recruiting a Felyne Warrior for missions.
Patapon 2 | Download
Release Date: No date announced for U.S. (Already available in Japan)
Developer: Pyramid/Interlink
Publisher: Sony Computer Entertainment
The stylish 2D rhythm/real-time strategy game returns, but adds several new tribe units for players to control while tapping out drum beat commands, including a flying, spear-throwing bird, and a wizard that can bless your group or cast attack spells on enemies.
This follow-up also features a four-player cooperative mode in which players work together to fight off monsters while transporting a giant egg, eventually completing drumming challenges to crack the egg open and fetch the magical mask hidden inside.
Phantasy Star Portable | Download
Release Date: March
Developer: Sonic Team, Alfa System
Publisher: Sega
Based on Phantasy Star Universe and its Ambition of the Illuminus expansion, this hack-and-slash RPG allows players to form an adventuring party with AI characters — or three other nearby friends — to complete missions and raids.
Phantasy Star Portable also adds a new story mode, new characters, and over 150 weapons and items exclusive to the PSP version.
PixelJunk Monsters (also available for PS3) | Download
Release Date: January 24th
Developer: Q-Games
Publisher: Sony Computer Entertainment
Though PlayStation 3 owners can already play this addictive Tower Defense game on their PSPs via Remote Play, Q-Games recently revealed that lots of requests and fan mail compelled the studio to release PixelJunk Monsters and its unique, hand-drawn 2d visuals as a PSP-native title.
Not much has been disclosed about the handheld version, but the studio says that it won’t be just a direct port, and will include new content.
Prinny: Can I Really Be The Hero? | Download
Release Date: February 17th
Developer: Nippon Ichi Software
Publisher: Nippon Ichi
The Disgaea series’ lovable, exploding penguin mascot gets its own title in the form of a 2.5D-ish sidescroller. Naturally, Can I Really Be The Hero? will feature cameos from various popular Disgaea characters.
This gorgeous looking game has the beaked critter slashing at ninjas and executing mid-air range attacks in which the perspective slightly tilts to better show the mayhem.
Star Ocean: Second Evolution | Download
Release Date: January 20th
Developer: TOSE
Publisher: Square Enix
Essentially a remake of Star Ocean: The Second Story from the PlayStation, Second Evolution includes new playable characters, artwork, animated cutscenes, fully voiced dialogue, and more.
As with the original classic sci-fi RPG, players follow a young Federation officer transported to the world of Expel, where he is championed as the prophesied Hero of Light and is on a quest to find a way back home.
Resistance: Retribution | Download
Release Date: February
Developer: Sony Bend
Publisher: Sony Computer Entertainment
Insomniac’s PlayStation 3 series goes portable with his third-person shooter, featuring online multiplayer for up to eight players, with modes like Deathmatch, Containment, Capture The Flag, and Assimilation.
Retribution will also include PSP Plus, a new technology enabling users to play the games on their televisions with a wireless PlayStation 3 controller, so long as they also have a copy of Resistance 2 in their PS3.
mTenchu: Shadow Assassins (also coming to the Wii) | Download
Release Date: No date announced for U.S. (February in Japan)
Developer: Acquire
Publisher: From Software (Ubisoft will publish the Wii version in North America)
Though the PSP version of this stealth action game won’t feature the motion controls of its Wii counterpart, some would count that as a plus!
Players can pick from two different ninjas, Rikimaru and Ayame, to sneak and assassinate their way through more than 10 missions and 50 side quests. Players will have the usual ninja tools like shuriken and caltrops at their disposal, as well as a ninja cat that can be used to distract guards and scout areas.
Undead Knights | Download
Release Date: Late 2009
Developer: Tecmo
Publisher: Sony Computer Entertainment
Undead Knights has players leading a horde of zombies, killing then adding their enemies to their armies. Different enemy types will retain their abilities in their undead forms - for example, archers will join you as zombie archers.
Players can also organize their brain-hungry troops to form themselves into ladders to scale walls, or battering rams to break down doors. The game will offer a local ad-hoc multiplayer mode for up to four players, with options for both competitive and cooperative play.
Ushiro | Download
Release Date: No date announced for U.S. (2009 in Japan)
Developer: Level-5
Publisher: Level-5
Translated as “Back,” Ushiro is a horror RPG in which players take the role of a grim reaper-like shinigami from Japanese mythology.
Players prevent different characters from committing crimes or even suicide by listening to their problems, possessing and taking control of them, and fighting “Form” demons with the help of summons and spells.
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Genre: Trivia
Publisher: Sony Computer Entertainment
Developer: Relentless Software
Release Date: September 23, 2008
As far as trivia games are concerned, the Buzz! series has been a huge hit for the PlayStation 2. With thousands of questions that include multiple topics and a host who is as quirky as they come, the game is entertaining and has spawned a huge following in Europe. It was only a matter of time before the title came to America, and while it came to the continent at the late stages of the console, it has also proven itself to be a huge hit on this side of the Atlantic. With the PS2 versions already big hits with the trivia crowd and the PS3 version destined to do the same thing, it was inevitable that Sony would release the game on its portable system as well, with Buzz! Master Quiz for the PSP.
Buzz! Master Quiz is split up into both single- and multiplayer modes. The single-player mode features questions from the five classic Buzz! categories: Brainiac, Lifestyle, Movies, Music and Sports. In this version, those categories are presented in six different challenge modes. Snapshot has you answering questions correctly in order to reveal parts of a picture, and answering the question related to the picture gives you bonus points. Top Rank has you ranking the four answers given in the requested order, whether it be oldest to youngest, least to most, etc. Quickfire lets you answer a set number of questions as quickly as possible in order to gain more points. Time has you answer as many questions as possible in the given time limit. Picture This has you answering questions based only on the portion of the picture shown at the time. Finally, Virus gives you highly pixelated pictures that slowly clear up over time. As this is happening, your points slowly deplete. Answering correctly stops the bleeding and adds points, while incorrect answers deplete a few more points before pausing for the next question.








The multiplayer mode is executed pretty well, especially for a portable game. Using the same quiz types as the single-player mode, the multiplayer mode presents three different ways to play the game. Pass Around, good for up to eight players, asks participants to pass around the PSP
to other players so that they can also answer questions. Aside from players suddenly trying to sabotage others by passing too late or playing in their place, it works well enough. Game Sharing emulates the console version of the game by having players play on their own PSP systems. However, this is one of the handful of PSP games that only requires one UMD to play, making it a great pick for gamers tired of buying multiple copies of one game to play multiplayer. Finally, Quiz Host has the user playing the role of Buzz as he is given the question, the answer, and the ability to add or reduce points for players as he sees fit. If you like playing a trivia game but have people who aren’t inclined to pick up a controller, this is a good alternative; it’s also good for people who want to play using their own rule set.
As good as the game is, there are a few flaws that are too significant to ignore. The first flaw is that the question set is somewhat limited. Granted, 3,000 questions is a pretty significant number to have in a portable quiz game, but when you can complete the single-player game and see a few questions more than once, you know that a few more questions would’ve helped to prevent this from happening. The other flaw is more of a cheating method than anything else. While most games completely obscure any questions or answers displayed when the game is paused, Buzz! Master Quiz doesn’t really do that. The game tries to obscure the screen with static and large text boxes, but the answers and questions can still be seen clearly enough. For a trivia game, this is something that shouldn’t ever happen.
The controls for Buzz! Master Quiz are rather simple. The directional pad handles menu navigation, while the face buttons handle menu selection and choose which answer is selected during each question. That’s really all there is to it.








As far as graphics are concerned, there’s really not much to talk about. There are a few questions that contain movie clips and pictures, and all of them look clean on the PSP screen. Buzz himself is rendered nicely and moves very well without any major hitches. For the most part, though, the game is almost entirely text-driven. Without any need for anything other than clean text, this is one game that cannot be judged by the graphics it displays.
Like the graphics, there isn’t much to talk about when it comes to sound. The music, for example, is exactly the same music found in previous Buzz! titles. It sounds very appropriate for a game show, but it doesn’t stand out otherwise. Sound effects also follow the same rule: They’re good, but nothing else makes them stand out. While the same can also be said for the voice work done for both the announcer and Buzz, it’s still amazing to see a portable title with all of the questions spoken out loud. This little detail makes the game feel like something original instead of a cheap port of a PS2 game.
Buzz! Master Quiz is a pretty good trivia game that somehow feels right at home on the PSP. The single-player mode lends itself to the portable nature of the system rather well, and the multiplayer isn’t as bad as one would think. The presentation of the package is well put together, making it one of the better quiz games out there on any console, despite the issues it has. With the recent lack of PSP games out, Buzz! Master Quiz is one of the safer bets if you feel like picking up something new for Sony’s portable console.
Score: 7.8/10













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Looking back on the year that just was, it is somewhat difficult to choose a list of the year’s best PSP games. Not because there were so many titles to pick from mind you, but because there were too few. Although Sony did experience a slowdown in sales of PSP software during 2008, the year was filled with some very high-profile quality releases. Grab a cup of egg nog, strap on the yuletide cheer, and get ready as we count down the best 10 PSP games of 2008:
10. Secret Agent Clank (June)
Following along the theme of mascots that have to save their bigger and more renowned partners, Secret Agent Clank was the 2008 answer to Daxter. Secret Agent Clank played differently than earler entries in the series, however, by mixing up the gameplay with action, shooting, stealth and quick-time button pressing. For those who love 3D adventure games, this might be worth a look.
9. Wipeout Pulse (February)
The original Wipeout Pure on PSP got everything right. Sublime graphics, lightning fast action, and impressive downloadable content features really showed the world what the platform was capable of. We had to wait until 2008 for a sequel, but boy did Studio Liverpool deliver. Any fan of racing games owes it to themselves to check this game out immediately. The rest of us Wipeout fanatics have already played it.
8. Star Ocean: First Departure (October)
Quite possibly the standout RPG of 2008. This handheld conversion satisfied fans of the series and newcomers alike with its memorable characters, fun but complex battle system, and crisp graphics. Lovers of retro RPGs always have something to play on the PSP, and 2008 was no exception.

Beautiful anime cutscenes helped carry along the story in Star Ocean: First Departure.
7. Patapon (February)
Quirky and addictive, patapon is another unique PSP title that defies explanation. Half rhythm game, half strategy game, Patapon re-launched the PSP as a casual platform in Japan. Both Patapon and Loco Roco sold enough copies worldwide to warrant sequels, so we will be hearing from this game well into 2009.
6. Harvey Birdman: Attorney at Law (January)
Everyone´s favorite talking lawyer bird from the PS2 and Wii made an appearance on the PSP early in 2008. The game was short but sweet, much in the way that Parappa the Rapper still managed to charm us after all these years. Unfortunately the DS seems to be attracting more of the adventure/novel style of game, so PSP owners are hungry for more. We miss these kinds of games, and we hope that developers see fit to release more of them in 2009.

5. Midnight Club LA Remix (November)
This open world racing game gives players a real-life version of Los Angeles to tear up with their customized rides. Even more amazing is that the PSP delivers all of this in the palm of your hand. An amazing game in terms of graphics, scope, polish and execution. Any street racing fan with a PSP needs this game, now. Read our review of Midnight Club LA PSP.
4. R-Type Command (May)
Like a number of other PSP titles, this game takes and established franchise in a totally new direction by veering into turn-based strategy for the first time. This move might have been a disappointment given the lack of solid space shooters on the PSP. On the other hand, no-one can accuse Irem of releasing an uninspired or unoriginal game, since R-Type Command is unlike anything we’ve seen before. Turn based strategy combat on a 2D horizontal battle screen. Seriously, check this game out if you enjoy the strategy genre.
3. Echochrome (May)
You know those M.C. Escher paintings that go all twisty and give you a headache? Well Echochrome is basically a game where you are trapped in crazy perspective world from one of those images. This puzzler delighted fans of the genre on PSP, before moving to the PS3 as a downloadable title. Another interesting thing about this game is the distribution model – in North America, Echochrome was sold via download on the Playstation Store, leading the way toward a digital download service on the PSP.
2. Crisis Core: Final Fantasy VII (March)
Another amazing PSP game that landed in March. Crisis Core almost needs no introduction at this point, but suffice to say that Square Enix did the franchise proud with this competent spinoff. It ties up loose story elements and reunites most of the beloved cast of the original game. The title is more than just fan service, however – there is also a fun and innovative (if a little bit too random) combat system in Crisis Core. Like other quality releases this year, Crisis Core sets new standards for future handheld games. If Agito XIII is anything like this, we will be very pleased.
PSP World Game of the Year 2008:
God of War Chains of Olympus (March)

God of War PSP was an outstanding project for a number of reasons. First of all, it is one of the very best handheld versions of a console game to date. Daxter is another example of a successful console-to-psp translation but God of War really stands on its own. The graphics, animations, and mature storyline all set new standards for quality in handheld action games. Chains of Olympus wins our game of the year award because it points the way forward as a shining example of what a blockbuster game should be on the PSP.
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As usual, the end of the year comes around, and journalists start writing editorials which gamers misconstrue as news. This results in opinion being stated as fact far more often than at any other time during the year. Therefore, when you read all the doom and gloom surrounding the PSP, it’s tough to take it seriously.

Thus far, all we’ve really seen is a whole lot of op-ed pieces - like that Yahoo one - getting a whole lot of attention. What follows is the inevitable N4G or Digg pick-up, where it makes the rounds amongst mainstream gamers and fanboys who know as much about this industry as I know about gardening. Before you know it, it’s “death to the PSP.” Now, we will be the first to acknowledge the lack of software in the last half of 2008, despite the excellence of Crisis Core: Final Fantasy VII and God of War: Chains of Olympus earlier in the year. We’ve also heard plenty regarding the possible screen flaw in the redesigned PSP-3000, and there’s no denying that this revamp didn’t generate the same kind of sales spike as 2007’s structural overhaul. And of course, the Nintendo DS has a very large lead and always has from the start of this new handheld generation.
But in case everyone has forgotten actual facts taken from 2008, the PSP had its best year ever in terms of overall sales…and that was before we even hit December. More than a few times throughout the year, Sony’s unit outsold Nintendo’s on a monthly sales basis. For the first half of 2008, the PSP was the best-selling game console in Japan, and yes, that includes the DS and Wii. Every time we examined the numbers during the year (and here’s another example), we noticed the PSP closing the gap on the DS and in the end, 2008 was yet another growth year for Sony’s sleek portable unit. Granted, it probably hasn’t grown as quickly as Sony would’ve hoped, and it definitely needs more software help, but the PSP is far from dead. It’s far from being discontinued. Sony has already said they will be focusing firmly on delivering more PSP software for owners, and there is the very real possibility of a PSP-4000 upgrade in 2009.
These are the facts of the case. Merely numbers. No opinion or interpretation or anything else. The PSP is most certainly behind the DS, it most certainly needs more software, and it most certainly isn’t performing as well as Sony initially hoped. But it had its best year ever in 2008, it’s catching on in all three major territories, the PSP/DS gap closed significantly over the past year, and Sony has shown no sign whatsoever of saying “goodbye” to the PSP. Take it or leave it, you savvy fact-finding consumer, you.
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