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February 15th, 2007, 19:38 Posted By: wraggster
via ign
One of the many franchises that SEGA is working on rejuvenating on the PSP is its air combat classic After Burner. Scheduled for release at the end of March, After Burner: Black Falcon is a return to the arcade series of yesteryear with controls, speed and visuals that perfectly match the original that we sunk hundreds of quarters to play back in the good ol' days. We covered the game's single-player portion in our hands-on last month, but we recently had a chance to spend some time with the game's multiplayer modes.
Black Falcon will feature both cooperative and competitive multiplayer for play over an Ad-Hoc local network. With support for up to four players in the competitive Mad Cow mode (and two for the co-op), SEGA is aiming to provide gamers with a brand-new way to experience its classic franchise.
Though we were only able to play through a single mission, our initial take is that the cooperative play is a great deal of fun. Seeing your buddy boost ahead of you, perform a barrel roll and then take out a line of enemy jets is a pretty cool sight to see, almost as rewarding as when you're the one pulling off the Maverick-inspired stunts.
The host's game dictates which missions will be available to the players, and the host will be able to save any progress you make, enabling you to play through the entire story cooperatively. For points and cash, the host is able to set whether everything is split evenly between the two players or whether all of the winnings will go to the host - useful if the host is a new player and needs some quick cash to get up to speed.
Both players will share a total of six lives per level. That is, if one player dies five times but the other manages to survive the entire mission, you'll be able to finish. Black Falcon also uses rubber banding to keep both players reasonably close together so that the action stays hectic.
The competitive Mad Cow mode is something like the Oddball mode from Halo. One player will start in possession of the cow, which is actually tethered to the bottom of his or her jet and looks rather silly (in a good way). Points are racked up for every second someone can keep the cow, while the other players attempt to take out the carrier. Doing so will earn the cow for the player, and that person will start racking up points.
The person carrying the cow will regenerate health over time, helping them keep it longer, and they're able to fire off an EMP charge behind their jet in order to take out people behind them. This takes the place of the roll maneuver, so they need to manually dodge missiles as they come in.
Mad Cow seems like an okay bit of fun, but we're not sure how much strategy is involved here so it may wind up getting old pretty quickly. When we snagged the cow we just kept boosting forward while moving from side to side and dropping EMP charges. Being as you can't see what's going on behind you, this is really your best option. You can throw on the brakes and let your opponents fly right by and then attempt to take them out from behind, but this seems more risky than anything else. Still, we only had time for one round of Mad Cow so we'll see if it's more fun when we can sit down and really dig into it.
After Burner: Black Falcon is currently slated for release on March 20th, so get your thrusters warmed up.
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February 15th, 2007, 19:36 Posted By: wraggster
via ign
Crush is a game that I want to play. Developed specifically for the PSP by Kuju Entertainment (Battalion Wars, Fire Warrior), it's one of the most original games yet created for the PlayStation Portable and a title with a ton of potential (it does have similarities to Super Paper Mario after all). What's most surprising thing about this project, though, is that it isn't a sandbox game or some kind of epic actioner -- it's just a clever puzzler.
In it, you assume the role of Dan, a guy who has spent most of his life trying to work out various personal issues and a dude who can't shake his terrible insomnia. His life has gotten pretty bad to be honest, and in a last ditch effort to keep himself from going crazy, our young hero has succumbed to the miracle of hypnosis. As Dan is put under, he's charged with one mission: to solve the mysteries of his past, uncover his repressed memories, and save his sanity before it's too late.
What really makes this concept interesting is that "the mysteries of Dan's past" are actually a series of reality-defying brainteasers. Set in four different environments (a city, the seaside, and two others), each puzzle challenges players to solve problems in multiple dimensions. Best described as an Escher painting come to life, each subconscious enigma begins as a 3D world with an exit that's seemingly impossible to reach. In truth, that's your only real goal (well that, and collecting marbles that actually unlock a gateway) and all you have to do to reach that goal is walk to the open door.
The trick is that getting from your starting point to the door is easier said than done; there's never a straight line from point A to B, and users have to figure out how to overcome such challenging obstacles. Rooftops without access ladders, 20-foot jumps, and doorways upside down and underneath you are just some of the conundrums you can expect.
So how do you solve this mystery? The only way to do it is to "Crush," which is to stomp your foot like Heihachi (with the Left Trigger) so that you can transform the environment into a 2D plane instead of a three-dimensional one. What angle the camera is pointed at and what kind of surface you're standing determines what happens following each crush as well -- so this can mean that, depending on your angle, you might create a platform ladder or activate some kind of machine to help you progress. Once you "Uncrush" back to the 3D world, you can travel to your next spot and repeat if necessary.
As complicated as it might sound in the written word, it's pretty easy to get the hang of when you see it. All the stages I saw, for example, took place in a nighttime neon city that had all manner of bizarre puzzles to solve. But as I watched the producer crush and uncrush his way through the various areas to get to the next area, it quickly became evident how simple and addictive this sucker could be. Swapping between the 2D and 3D planes is an extremely cool concept and limiting users only to jumping and crouching puts an emphasis on choosing the right camera angle and one other simple goal: to get the hell out of there.
Unfortunately SEGA hasn't given a solid release date for Crush yet (it's just "summer" for now), so it's still up in the air as to how long it will be before we can sit down and play it at length. Company reps did tell me, however, that there's still a lot of work to be done and that the final game will have somewhere between 40 and 50 stages (and possibly even downloadable content, but that decision hasn't been made yet). With an order that high, it could be several months before it's shown again.
But personally, I'm willing to wait those months if it means we're getting a high-level puzzler out of it. Crush has a very compulsory feel to it, and the idea that there's actually a story to tell (told Memento style as you regress further and further into your memories) is a nice extra touch. The art style is pretty sweet too and the camera doesn't seem to have any noticeable problems. Hopefully, Crush can impress me this much again the next time it crosses our path.
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February 15th, 2007, 19:34 Posted By: wraggster
via ign
Mayhem and motors have always gone hand in hand, and one franchise that attempted to capitalize on this concept is the Full Auto series. With a heavy emphasis on concepts like "Destruction Matters," Full Auto let drivers race through streets, trashing buildings and other environmental objects in their attempt to finish first. The sequel added to the mayhem with more cars, new environments and arena style combat. Well, the car combat is now spilling over to the portable track with Full Auto 2: Battlelines for the PSP.
While the game may have the same name as the PS3 version, this isn't a scaled down port of that title. Instead, Deep Fried Entertainment, who's developing the PSP version, overhauled just about every single facet of the racer. For example, the career mode no longer takes place in Meridian City. Nor does it have an AI informing you of what you need to do or what races you have to enter to proceed. Instead, the battles now take place across the entire world, with races found in the USA, Europe and Asia. While there are various events that you'll enter, such as coming in first place or defeating specific rivals, there's also a lot more choice provided to drivers. Players now have the option to decide whether they want to complete every single event available to them, or if they'd rather blaze through the game and face off against the "boss" racers.
The number of vehicles has changed as well for the PSP version. Battlelines now features 15 cars, nine of which are completely new to the series. While there are no licensed cars within the game, players will easily pick up on car bodies inspired by Mustangs, Vipers and other machines. Players will be able to customize these cars with a number of car skins and vinyls. While each car has five skins, over 200 vinyls are included in the game for every car. Players will also have the option to choose from 18 weapons (10 of which are new) to equip their machine, although there's a new twist to the arms placement. Weapons can now be mounted on the front, side or rear of the car, giving you additional flexibility in battle. For instance, if you place machine guns on the front and side of your car, you can fire three spreads of bullets instead of the customary two.
Battlelines isn't just a single player experience; up to four players can engage in ad hoc battles in arenas or races. Every multiplayer option from the PS3 version of the game has been brought over to the PSP game, and the various events from the single player have also been carried over into multiplayer. This means that you aren't necessarily going to try to be first in a race, because you may need to eliminate a number of obstacles or defeat specific cars to win.
Of course, the PS3 version of Battlelines used both analog sticks to help you control the car and target your opponents. Due to the lack of a second analog nub, the PSP provides limited auto targeting to help you take down other racers. It also gives you the opportunity to take advantage of Destruction Matters moments. Whenever the reticule flashes yellow, players can hit the triangle button and lock onto an object. If they fire once the reticule turns red, they can trigger the moment and spill the obstacles on the road, blocking or even destroying opponents. Bolstered by songs from Wolfmother, Sum 41 and Stone Sour, car combat fans should be ready to take first place when Full Auto 2: Battlelines hits shelves this march.
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February 15th, 2007, 19:33 Posted By: wraggster
via ign
Tales of Destiny 2 hit the Japanese PSP on Thursday morning. That officially left us in an anomalous state -- no Tales game in the pipeline.
Well, enjoy the silence while it lasts, cuz it's lasting exactly six days. Bandai Namco updated its Tales Channel website with news of a "surprising announcement," to take place on 2/21.
There have been promises of "surprising announcements" at the Tales Channel site before, but they tended to result in something unsurprising, like a new Tales game. Sure enough, the announcement appears to be for a new game in the series. Bandai Namco promises a new entry in a popular sub-series of the franchise.
Destiny? Eternia? World? Check back around 2/21 for the announcement.
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February 15th, 2007, 19:04 Posted By: wraggster
Via guardian
An anonymous UK developer, writing in the comments section of, this Gamesblog post has provided a scathing assesment of the PSP's future. "There are virtually no PSP games being developed in the UK," he claims, citing comparatively high development costs and small userbase as key explanations.
"At a GDC conference in Brighton last year, everyone walked away from the PSP. Developers had to budget for PS2 content on a handheld with a tiny userbase. Its not cost effective, (especially when the alternative DS has a massive userbase and is cheap to develop for).
At the same time, Nintendo had sent Wiimotes that plug into Gamecube devkits to all registered developers. Instead of forking out thousands of quid to Sony for devkits that they still weren't releasing, studios were coming up with innovative Wii ideas. Instead of training coders to program the world's most complicated Cell processor, the Gamecube team just switched to the Wii."
A quick look at the PSP release schedule shows a flurry of activity heading into mid-March (just in time for Easter), but things thin out afterwards. Stalwarts like SOCOM and Metal Gear Solid should prop things up, but in terms of true Triple A titles coming from British developers, there's really only Manhunt 2, plus Sumo Digital's conversions of Virtua Tennis and Driver 76.
It could be argued, of course, that major UK-developed DS titles are just as rare. Diddy Kong Racing DS, perhaps. What else? Britain has never really been a major force in the handheld market, with publishers usually outsourcing portable conversions to smaller third-party studios, which are often given just six months to port console code across to handheld platforms.
Look at Metacritic's review scores for Nintendo DS games. As far as I can tell, only two of the top 20 - Metroid Prime Hunters and Tony Hawk's American Sk8land - were developed outside of Japan. This is in stark contrast to the console development market where the West has a growing share of the Triple A segment. Interestingly, at least 12 of the PSP top 20 are Western releases (although only a couple of them originated in the UK).
In Japan, there are loads of cool little developers like Tose, HAL Laboratories and AlphaDream, bashing out colourful imaginative handheld titles. The UK has the excellent Sumo Digital, of course, but considering the fact that the DS is cheap to code for - why aren't there many, many more? Britain is stuffed with small studios - Scotland might well have more mobile game developers than any other country outside of the Far East. What's preventing them from embracing handheld?
This isn't about opportunity, it's about psychology. There is no Western equivalent of kawaii - studios just don't get cute. I've been in dozens of them and the cultural references are always similar: Blade Runner, Lord of the Rings, Aliens, Frank Miller, William Gibson, Buffy, Star Wars - this is not the stuff of cute, effective handheld gaming.
PSP panders to a peculiar Western vision of portable gaming - a 'proper' console, playing 'proper' console games on a smaller screen. Thing is, I don't know about you, but I don't want to feel cool and edgy on the bus, I like the warmth of cute, iconic graphics. I don't know why.
No PSP development in the UK? Sony's embattled platform has masses of potential - it's a beautiful piece of kit. But it is being failed. There must be a combination out there of Japanese aesthetics and the Western vision of cool. Until then, the handheld development coma continues, only the faintest blips of awareness puncturing the darkness.
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February 15th, 2007, 18:56 Posted By: wraggster
Heres the press release:
The Sony PSP® will find itself endowed with an entirely new and unique take on the fighting game genre in early March 2007. The Con was previously released in the US, but SouthPeak Games have confirmed that the version that reaches UK shores will come with a set of enhancements based on user feedback.
Developed in Japan by Think And Feel Inc, The Con tells the story of a fighter indebted to an influential organiser of illegal street fights. Obviously, the game’s objective is to make money through fighting, but all is not as it seems and not all fights are created equal.
In some clashes, the player will have to take their fair share of tactical losses as well as striving for pugilistic victory. This skewing of priorities is supported by a betting system that allows the player to gamble on either side winning each fight. This opens up new avenues for generating cash via subterfuge and feint as well as guile and technique, where making money may be more important than winning with honour.
The Con’s versatile fighting engine opens up tactical possibilities never seen before in a fighting game. Punches can be faked, guards can be deliberately lowered and dives to the floor can be initiated, making The Con the only game where losing a fight can benefit the player more than winning – provided it’s done convincingly. If the crowd don’t buy your performance, you’ll lose your winnings. Fights aren’t strictly a one-on-one affair, either. Battles can involve up to three fighters on each side.
The Con also provides a remarkable amount of player customisation. The player’s team of three characters can be moulded with an exemplary range of appearance-altering options. Physique, clothing and accessories are all up for modification and the ability to import photographs allows for an infinite number of player faces – familiar, famous or otherwise.
Also part of The Con’s complex package is the multiplayer mode, which takes a traditional route of providing one-on-one matches. Single-UMD game sharing is included, but players with two copies of The Con get the added benefit of being able to place unlocked items as a stake in their victory.
As part of the enhancements introduced for the European release of The Con, players will find loading times have been shortened and tweaks have been made to the overall difficulty level.
This refined version of The Con will be released for the Sony PSP® on March 2nd.
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February 15th, 2007, 18:28 Posted By: wraggster
Point your eyes at these new photos of Transformer characters Optimus Prime and Bumblebee, two classic heroes revamped for the new generation Transformers movie - and the recently revealed game, of course.
These images show the toy figures made for both Autobot characters, giving us a good idea of how Michael Bay's - director of the all-live-action Transformers movie - redesigned robots in disguise will look in the Xbox 360, PS3 and PC videogame released this summer.
Screens Here
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February 15th, 2007, 18:25 Posted By: wraggster
Racing fans probably aren't complaining about the Sony's PlayStation Store, part of the online experience of the PlayStation 3. In addition to the downloadable game GripShift and PlayStation port of Jet Moto for the PlayStation Portable, demos for Motorstorm and Gran Turismo HD Concept are currently available for free.
Two more games that would give Driver's Ed teachers headaches are headed to the online store today. First up is the demo for Full Auto 2: Battlelines, the PS3 combat racing from Sega and developer Pseudo Interactive. Full Auto 2 was originally released on December 7
via gamespot
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February 15th, 2007, 18:24 Posted By: wraggster
Source: A widely circulated scan allegedly from the latest issue of Famitsu.
What we heard: Though neither Shadow of the Colossus nor ICO were runaway hits in the US--selling 566,859 and 189,799 copies domestically--they do have a rabid fan base. In Japan, though, they have a following so passionate, a pack of hyperactive hari-krishnas on meth would look like three-toed sloths on valium. Within the first 24 hours of Colossus' release, 80 percent of its launch shipment was sold.
So little wonder, then that the Ico crew is working on a new project for the PlayStation 3--allegedly, anyway. Today, a scan (picture) allegedly from this week's Famitsu, everyone's favorite Japanese gaming magazine, got ICO/Shadow fans all hot, bothered, and unladylike. The ad shows two sentences--one in black in the background and another in red overlaying it.
According to a native Japanese speaker, the black sentence says. "The ICO and Wanda and the Colossus team is hiring production staffers for a new project for PS3." (Wanda and the Colossus was Shadow's Japanese title.) The red sentence then says, "Are you recruiting now? When you finish the game, what's going to happen to PS3? It's too late, old timer." At the bottom of the scan is a Sony Computer Entertainment copyright notice in English--a trait shared by the PlayStation Japan Web site--and the SCE logo.
The official story: Sony Computer Entertainment America reps did not respond to requests for comment. But they shouldn't have to, since all the easily excitable forum-posters spreading the hullabaloo seem to have forgotten that ICO and Colossus director Fumito Ueda announced in 2005 that this next project would be for the PS3.
Bogus or not bogus?: Not bogus.
via gamespot
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February 15th, 2007, 18:19 Posted By: wraggster
Rockstar has cleared the charges against Vice City Stories this afternoon, confirming that the game will retail for GBP 19.99 when it launches on 9th March, which leaves you enough spare pennies to start your very own crime syndicate.
Originally a PSP game, it will be ported to PS2 and feature enhanced graphics as well as improved draw distance and overall performance.
Like Liberty City Stories on PlayStation 2, which was also ported from PSP, it won't feature a multiplayer mode - something Rockstar is keen to do, but only if it's done properly.
"We couldn't recreate the same thing we did on the PSP on the PS2, so unfortunately it's not on it," a PR spokesperson told Eurogamer.
It's certainly something Rockstar could do on Xbox 360 and PS3, which leaves us dribbling with gang-banging excitement for its potential next-generation offering.
However, you don't necessarily have to wait that long for a free-roaming city rampage, as Crackdown recently proved.
via eurogamer
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February 15th, 2007, 18:10 Posted By: wraggster
26 bits of media - including screenshots and renders - from Oblivion on PS3 have leaped on a charger and galloped into our inbox, and they're presented here in all their fantasy RPG glory.
Bethesda's PS3 version of its critically acclaimed role-player is a launch title for the console here in the UK and, if you take the plunge with Sony's new machine, then Oblivion is a must if you're an RPG fan. That's if you've not already experienced the adventure on PC or Xbox 360, naturally.
screens here
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February 15th, 2007, 18:09 Posted By: wraggster
It's no secret that Sony's financial team has been on the ropes recently, but a senior exec has said that a price cut could be a factor in the firm's plans to break even in fiscal 2007.
"We may look at the price as part of our strategy to expand the market when the timing is right," Senior Vice President Takao Yuhara told reporters in Tokyo. "Such factors, including price cuts to some extent, are factored in" under the plan to break even in fiscal 2007.
Sony has already shaved a few quid of the price of PS3 in Japan, but the company is holding the line regarding knocking down the price down in the UK and Europe.
via cvg
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February 15th, 2007, 18:08 Posted By: wraggster
Ever wondered why PS3 bruiser Genji: Days Of The Blade features that infamous giant marauding crab? Well after some digging the mystery has finally been solved, thanks to a confession by Genji creator Yoshiki Okamoto.
"Obviously no-one among us believes there were giant crabs in feudal Japan," Okamoto told PSM3 via his translator. "But Okamoto is allergic to crabs and that's the reason why, if you find its weak point, you can kill it with one blow. It's Okamoto's way of defeating the crab he hates." Massive damage indeed.
You can read the full crab-based bombshell in the latest issue of PSM3, which is on magazine stands now.
via cvg
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February 15th, 2007, 18:06 Posted By: wraggster
Sony Worldwide Studios president Phil Harrison has confirmed that Sony will be making "exclusive announcements" and next month's Games Developers Conference.
Speaking to 1UP, Harrison refused to elaborate on Sony's plans for the event, only adding that Sony "have some interesting announcements to make".
"I think it's no secret that we're going to make a couple of exclusive announcements there," he said.
Harrison also said that Sony will not allow competitors to change its plans and that the firm will continue to plow its own furrow.
"It's important to understand from our point of view, we are not focused on one competitor, trying to adjust or change our strategy because of what one competitor is doing in the market," he said. "We have our strategy, we're here to grow the market, we're here to build out the PlayStation brand and experience on a worldwide basis, building on the success that we have and we're continuing to do that."
via cvg
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February 15th, 2007, 18:06 Posted By: wraggster
Sony Worldwide Studios president Phil Harrison has confirmed that Sony will be making "exclusive announcements" and next month's Games Developers Conference.
Speaking to 1UP, Harrison refused to elaborate on Sony's plans for the event, only adding that Sony "have some interesting announcements to make".
"I think it's no secret that we're going to make a couple of exclusive announcements there," he said.
Harrison also said that Sony will not allow competitors to change its plans and that the firm will continue to plow its own furrow.
"It's important to understand from our point of view, we are not focused on one competitor, trying to adjust or change our strategy because of what one competitor is doing in the market," he said. "We have our strategy, we're here to grow the market, we're here to build out the PlayStation brand and experience on a worldwide basis, building on the success that we have and we're continuing to do that."
via cvg
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February 15th, 2007, 18:01 Posted By: wraggster
PSP game M.A.C.H. is a aerial combat-racing experience set in the near future that plonks you in the pilot seat of high speed jet planes. New screens have been released.
M.A.C.H. features a total of 11 customisable aircraft, Top Gun's able to beef up their rides by enhancing speed and weapon load-out via unlocks. Instance-action Arcade, tournament-based Career, Challenge and multiplayer modes form the foundation for the air combat and manoeuvring action.
The game's due out this Spring from Vivendi and has been developed by Kuju Entertainment.
Screens Here
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February 15th, 2007, 01:38 Posted By: wraggster
via pspfanboy
The Pink PSP is all the rage (everywhere but America). But, the Pink PSP headphones are not as nice. At least, according to PSP GadgetZ. The man that buys everything PSP-related was surprised to see that although his new black headphones worked fine, these pink official earbuds do nothing at all. Is it just a one-time defect, or is the entire line-up of pink headphones from Sony busted up? I'd like to think the former, but just in case, you may want to avoid this import.
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February 15th, 2007, 01:36 Posted By: wraggster
via pspfanboy
sthpark7791 from the PlayStation boards just posted some really sexy pictures of his new import silver PSP. Obviously, it's quite shiny, but he has a few other things to say:
It feels "stronger" than the original black PSP.
The analog nub has more resistance.
Buttons are a lot harder.
So not only is it sexy, it appears to have some added functionality too! This really makes me angry that SCEA still refuses to bring any other color here to the States. What's up with that? Interested importers can pick up a system from SuccessHk for $196, the same cost as a US system. Or, for the poor, you might be interested in simply getting an official replacement faceplate.
Screens Via Comments
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February 15th, 2007, 01:09 Posted By: wraggster
via ign
SEGA's Virtua Tennis 3 could be the most accurate console-to-PSP port that we've seen so far. In fact, if you were to play it alongside the PS3 version (which we have in-house and previewed last week), it would be difficult to tell the difference between the two. Impossible as that may sound, it's because of the PlayStation Portable's small LCD screen -- it keeps the resolution and detail discrepancies from being immediately noticeable (they are there; they're just hard to spot.)
But when I say that Virtua Tennis 3 is an accurate port, it isn't in reference to the visuals. No, what it really means is that the game's PSP content is identical across the board. In fact, some could say that the handheld version is actually bigger than its PS3 counterpart because it allows people on four different machines to play each other (via ad hoc). Without an online feature, you can't do that on Sony's next-gen system.
Besides the ability to play human opponents, Virtua Tennis 3 also boasts every other feature that you've already heard of. All 12 mini-games (which are divided into "Training" and "Court" types) are included here with personal favorites like Alien Attack (pinpoint robot smashing), Avalanche (avoid giant tennis balls while collecting fruit) and several others stealing the show. Players can even create their own athlete and take them through the "World Tour" mode where they can earn better skills and stats, compete in tournaments and exhibition matches, and eventually become the undisputed world champion of net sports. It may sound traditional, but at least it's fun.
Now if you like a smidgen of realism in your arcade Tennis, don't worry -- you'll have around 20 different stars to choose from. Maria Sharipova, Andy Roddick, Gael Monfils, Roger Federer, and a bunch of other folks whose last names drive our spell-check programs crazy have made the cut. Each star has their own strengths and weaknesses too, so the person you choose will always affect your capabilities on the clay and on the grass at all times.
"Is there anything to worry about" you ask? Well, right now, I'd have to say not really. Though Virtua Tennis 3 doesn't blow us away with its features or add anything drastically new over its predecessors, it still does what it's always done, and that to play a monster game of tennis. Admittedly, the PSP analog nub is a little stiff, but it isn't anything we haven't run into before and it seems to work pretty well with the couple of guys we tried it with. The majority of this game is all about "pick up and Play" and being smart with your volleys / smashes / lobs anyway and blinding speed isn't really necessary.
Anyhow, we'll be back with more on the PSP version of Virtua Tennis 3 as we near its release in late March. Certainly, the good news for us all is that it's already fun to play and lends itself well to the portable market because of its coin-op nature and multitude of mini-games.
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