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	<pubDate>Tue, 11 Nov 2008 13:24:28 +0000</pubDate>
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		<title>Touch Mechanic, brief test on Nintendo DS</title>
		<link>http://gameztoday.com/touch-mechanic-test-nintendo-ds.html</link>
		<comments>http://gameztoday.com/touch-mechanic-test-nintendo-ds.html#comments</comments>
		<pubDate>Mon, 01 Sep 2008 20:38:27 +0000</pubDate>
		<dc:creator>Dan</dc:creator>
		
		<category><![CDATA[DS]]></category>

		<category><![CDATA[console]]></category>

		<category><![CDATA[touch mechanic]]></category>

		<guid isPermaLink="false">http://gameztoday.com/?p=141</guid>
		<description><![CDATA[When the cars of Gran Turismo returning to stand or that the meteors V12 Need For Speed finish their course, is a game french much more discreet who takes over for revealing behind the scenes, the preparation of customisation and sometimes repair these cars lines profiled. His name: Touch Mechanic or the umpteenth virtual realization [...]]]></description>
			<content:encoded><![CDATA[<p>When the cars of Gran Turismo returning to stand or that the meteors V12 Need For Speed finish their course, is a game french much more discreet who takes over for revealing behind the scenes, the preparation of customisation and sometimes repair these cars lines profiled. His name: Touch Mechanic or the umpteenth virtual realization of the myth of the young prodigy who reached the summit of his art by dint of will. But to become the king of mechanics on portable console, it is not enough to want.</p>
<p>Equally clivant that sport without the sweat and guitar without crossed, here is the mechanical tasks without sludge with Touch Mechanic. This title, straight out of the stands Kando, in fact place the player in the shoes of an apprentice mechanic. There&#8217;s no races, no steering but simply the joy of tinkering cars in record time. With the touch screen as a workshop, the player and his pen Dremel tools ten busy around cars modelled in 3D. It should zoom in turn on the engine, brakes and the rear skirt for repairs requested. Each time, the goal is roughly déboulonner of anything that interferes, then replace a defective part before rising overall and repainting. There is no real diagnosis to be made. Just a way forward and so the game becomes fairly quickly cyclical. That is its main shortcoming: it runs in circles. We feel however that developers have sought to burst the codes of practice to try and give a real rhythm to their game, but despite impatient customers and patrons intractable, it is very rare to feel under pressure. And ultimately, the success is easy without being really gratifying.</p>
<p>Employed manuel if any, the engineer responsible for its cars as a doctor of his patients. In this sense, Touch Mechanic is a little Trauma Center of the car with heads of authoritarian workshop instead of the nurse Angie. However, modelling some careful mechanical parts proves that the game is a little more realistic and teaching that his counterpart surgery. Indeed, the hero follows the instructions of his employers successive and, in true passion, he continues his repairs beyond working hours to create a better progression game at two levels. Explanations: during half the game, we must listen and obey the bosses and during the other half, we have to use what one has learned to prepare his own body and win competitions tuning. With money earned in the garage, it is possible to buy new pieces to fit his own car. At the player then see if it is rather sport, racing, dub or donk. Whatever the style chosen, the gradual construction of his car is a phase of Thursday&#8217;s most interesting even if, once again, we must settle for a field action a bit limited. For more challenge, but it will return.</p>
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		<title>XIII Century : Death or Glory gets a full review on PC</title>
		<link>http://gameztoday.com/xiii-century-death-glory-full-review-pc.html</link>
		<comments>http://gameztoday.com/xiii-century-death-glory-full-review-pc.html#comments</comments>
		<pubDate>Mon, 01 Sep 2008 20:31:52 +0000</pubDate>
		<dc:creator>Dan</dc:creator>
		
		<category><![CDATA[PC]]></category>

		<category><![CDATA[rts]]></category>

		<category><![CDATA[xxxi century]]></category>

		<guid isPermaLink="false">http://gameztoday.com/?p=137</guid>
		<description><![CDATA[Dominated by Medieval II: Total War by The Creative Assembly, the world of medieval strategy game receives a visit from a new challenger with XIII Century: Death or Glory. Developed by Unicorn Games Studio, this new title on paper has all the ingredients required for a refund faithful at the time, with historical battles playable [...]]]></description>
			<content:encoded><![CDATA[<p>Dominated by Medieval II: Total War by The Creative Assembly, the world of medieval strategy game receives a visit from a new challenger with XIII Century: Death or Glory. Developed by Unicorn Games Studio, this new title on paper has all the ingredients required for a refund faithful at the time, with historical battles playable by five major players in the Middle Ages. It remains now to see if the team&#8217;s game has taken steps to enter history.</p>
<p><strong>It&#8217;s just a flesh wound</strong></p>
<p>Grouped in a menu shaped history book in graphic style typical of the period that interests us, the five campaigns XIII Century we will fight under the banners of five different countries: England, France, Germany , Russia and Mongolia. It is also not forced to choose a country that does not interest us or follow any order at the beginning of the game, it just finished the tutorial to access all this content. A number of missions against a bonus remain locked until we have proven our value in combat, while a mode &#8220;personalized mission&#8221; can invent our own conflicts without worrying shadow of any loyalty history. In all cases, we found very quickly on a battlefield of varying size, with an army already trained and deployed (no management of buildings / resource program) under our command and an enemy equally equipped to crush. Not too surprisingly, our troops are divided into squads of dozens of men, that we can organize according to our whims through an interface not very friendly but relatively well fichue. With one click, you can then change the speed of walking or training soldiers of our army, which will constantly monitor training loufoques (spearhead, in a circle rejected, online, etc..) is imposed just to show off before the officers. When you&#8217;ve finished playing nice commanding a little eccentric, you finally decide to go into combat, to be literally massacred by the IA.</p>
<p>There is indeed not too much room for fun in the battles of XIII Century: Death or Glory and we will understand very quickly when enemy forces driving our army laughing. The title of Unicorn Games Studio imposes a reflection thrust the player before charging blindly, and will be used preciously few minutes of calm preceding each working skirmish in the placement of our troops. Exploiting the strengths and weaknesses of each is also a priority for anyone who does not want to see his dying archers atrociously in a cavalry charge, and we will quickly adapt to the system of stone-leaf-chisel (cavalry effective against archers , Pikemen effective against cavalry, etc.). To take the victory. In the case of a mistake, I. A. we will anyway not a free gift, and will identify instantly the fault of our plan to transform it into a yawning chasm. Too bad we can not count on a similar initiative on our side, since our troops have a tendency to push apathy when they do not decide to completely ignore our direct orders or to use a route convoluted to three meters. Hard then to have real control over the unfolding events, especially when the slightest error in timing can cost the lives of an entire regiment. The frustration then move quickly enough, when yet another battalion will refuse to move or horsemen decide that die under the blows of launches is more interesting than annihilate archers designated as priority targets. The lack of visual or auditory feedback battles may also lead to situations embêtantes well, and sometimes we do not even notice an attack because of lack of fishing packaging sound, which is limited to a constant hubbub not very convincing.</p>
<p><strong>This is not a campaign</strong></p>
<p>Another major flaw of Death or Glory is noted then when the battle will be won (somehow), since the game we catapultera directly from the menu, with a new mission to choose. No driver over the horizon, zero continuity between battles and absolutely no scenario to follow the programme XIII Century, which can coup not to involve the player in what happens. &#8220;Campaigns&#8221; are limited to a wholesale switch missions that could very well could take the form of a list, while the absence of a phase of pseudo-managing the Total War we will move it all fairly quickly and without much discussion. Turning to the multiplayer mode n&#8217;arrangera unfortunately not given, since it merely a smaller set of cards and a direct connection to IP completely archaic and more uses an interface not quite practical. This is the kind of weaknesses that XIII Century could not afford to have him displaying graphics still well dated and animations frankly not convincing. It may advise the coup as absolute fanatics of the period who have already spun Medieval II: Total War in every sense, since the title of The Creative Assembly has yet ultimately much higher on all fronts. Too bad.</p>
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		<title>The Sims 2: Life in the Apartment, complete test on PC</title>
		<link>http://gameztoday.com/sims-2-life-apartment-complete-test-pc.html</link>
		<comments>http://gameztoday.com/sims-2-life-apartment-complete-test-pc.html#comments</comments>
		<pubDate>Mon, 01 Sep 2008 20:21:20 +0000</pubDate>
		<dc:creator>Dan</dc:creator>
		
		<category><![CDATA[PC]]></category>

		<category><![CDATA[simulation]]></category>

		<category><![CDATA[the sims 2]]></category>

		<guid isPermaLink="false">http://gameztoday.com/?p=131</guid>
		<description><![CDATA[It was believed that we had done everything, but no: The Sims persist and Maxis sign a new add-on rather unusual, since the mixture any new opportunity to move into an apartment and that of practising witchcraft, already explored Abracadabra within reach of the first episode of Sims. So what relationship between the magic wand [...]]]></description>
			<content:encoded><![CDATA[<p>It was believed that we had done everything, but no: The Sims persist and Maxis sign a new add-on rather unusual, since the mixture any new opportunity to move into an apartment and that of practising witchcraft, already explored Abracadabra within reach of the first episode of Sims. So what relationship between the magic wand and to sign the lease? No, but this should not prevent the offspring of Will Wright to have fun and do make to their head once more.</p>
<p><strong>Touch the mat to the nearby </strong></p>
<p>The main innovation brought by this add-on is the possibility, as the title suggests so well, to live in an apartment. If up to four families can live on the same field, we can not control one, while neighbours are considered as NPC with whom it will be possible to interact. The buildings available in the new district Belladona range from small studio at the student standing duplex. Note that it is impossible to build apartments without going through the cheats. A half-dozen lots préconstruits can be installed in other areas so that everyone can enjoy life in an apartment, Montsimpa to Veronaville. However, before the eyes bigger than their stomachs and move into a luxury residence with a swimming pool and jacuzzis to all floors, it must be remembered that there is a rent to pay each Monday. To alleviate our Sims can always take a roommate (one) through a classified ad. But beware: they are totally autonomous and the player has no control over them, just as animals Animals &amp; Cie. And, as in real life, we may also fall on a fairy of the homeless as a nightmare on the streets. Fortunately, it is possible to put them at the door and resume a life of solitary with a single click. You can not say that life in Apartment revolutionizes the basic gameplay, which sent more than ever warmed up. After hearing the promises of Sims 3 and its open neighbourhood, it is inevitably disappointed that the temporal paradox own the Sims 2 is also de rigueur in buildings: one family with which one plays ages, the other living in a sort of parallel dimension where time did not exist. For the rest, interactions with neighbours no different from what it was already possible to make on the lots.</p>
<p><strong>When you arrive in town &#8230;</strong></p>
<p>Fortunately, even if it may seem strange, La Vie en apartment is not limited to apartments. Maxis has indeed added a few features here and there that are supposed to come spice up the lives of our Sims. First, if one searches in the interface increasingly overloaded after each extension, we end up falling on the indicator of popularity. A simple gauge that allows us to know in a split second if that Sim is appreciated or not by its citizens. A Sim People may be pistonné to get a promotion, or even benefit from a reduction in his rent. On the contrary, an unpopular Sim will eventually have problems with neighbours. To raise or lower the gauge, just go into a community and interact with other Sims. It might even be rubbing five new communities of citizens, as the nerds or sores, each with its preferences for hobbies and subjects of conversations. An interesting concept, which should give the impression to evolve in a real small town, but sealed by the &#8220;difficulty&#8221; out of home, this from the very first episode: between the time of loading and bars that need s&#8217;étiolent inexorably, to carve out a good reputation is really long and tedious and, ultimately, not really profit compared to the efforts. In addition, developers have played the card fanservice adding small claimed more horns and a screaming by fans of the Sims 2. Among others: a new view on the ground in construction mode to see through the eyes of a Sim and admire at the same time the new ceilings, the possibility of raising or lowering objects that hangs on the walls and a handful of new furniture varied, with some good ideas as the retractable bed, the park puppy, the giant screen, hélipad the library that hides a secret passage, and some returns, as the spiral staircase, the bed vibrant and drinks. These small more sympathetic, but giving the unpleasant impression of having been dumped in bulk in a data disk that serves as a catch-all. And so far, nothing that really justifies a purchase.<br />
<strong>I put a spell on you &#8230;</strong></p>
<p>And yet, La Vie en Apartment proposes a new interesting experience for Sims, or at least for those of Sims 2, but did not even mention the case of the game: it is witchcraft. Already explored by The Sims first name through the extension Abracadabra, it signs here his big comeback in a form quite close enough. After being initiated by a witch, a Sim can start to turn in the performance of magic and follow one of three ways: the light, that of Shadow, and the balance. By studying one of these schools of magic, Sim then unlocks new spells that can be launched in producing ingredients through its magic cauldron. And following the alignment of these sorts, they are beneficial or evil: you can fill a Sim joy, to induce vomiting, bees to launch its continuation or to remove all the leaves from the garden, or even invoke a servant to the household. What forget the bills and work for a little while. The players benefiting from the add-on Pets &amp; Cie may even invoke a familiar take the form of a cat and spectral who will act as the cat-dit, small needs less. In terms of additional places for neighbourhoods, it is still far from Magicland of Abracadabra, since there are only a palace of Light and Dark Castle to meet the high-witch of these two alignments. The return of the magic still saves this extension allowing the player to depart daily, but does not forget the aging game engine, which seems no longer able to go very far.</p>
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		<title>Full test of Space Siege on PC</title>
		<link>http://gameztoday.com/full-test-space-siege-pc.html</link>
		<comments>http://gameztoday.com/full-test-space-siege-pc.html#comments</comments>
		<pubDate>Mon, 01 Sep 2008 20:11:24 +0000</pubDate>
		<dc:creator>Dan</dc:creator>
		
		<category><![CDATA[PC]]></category>

		<category><![CDATA[rpg]]></category>

		<category><![CDATA[space siege]]></category>

		<guid isPermaLink="false">http://gameztoday.com/?p=128</guid>
		<description><![CDATA[The idea of Space Headquarters was commendable, since developers Gas Powered Games attempting with this title to remove the hack and slash the grip of the heroic fantasy and involve us in history through a &#8220;revolutionary &#8220;Cybernetic implants. Too bad that the spiritual heir of the Dungeon Siege series is ultimately unworthy of the pedigree [...]]]></description>
			<content:encoded><![CDATA[<p>The idea of Space Headquarters was commendable, since developers Gas Powered Games attempting with this title to remove the hack and slash the grip of the heroic fantasy and involve us in history through a &#8220;revolutionary &#8220;Cybernetic implants. Too bad that the spiritual heir of the Dungeon Siege series is ultimately unworthy of the pedigree of its creators.</p>
<p><strong>Want to know more?</strong></p>
<p>The unusual context of Space seat does not alter the basic rules of the hack and slash, and it moves our hero Seth Walker a left click of the mouse drawing using the right mouse button. A classic bar allows skills in addition to operating up to ten special powers or objects (grenades, turrets deployable, etc.). To add a little pepper in our struggles, knowing that most of them use the energy to recharge a flinguant to go. Technically, there are all the ingredients necessary for good rigolades hours, and yet the sauce never took. The lack of energy and capacity varied or interesting really make fighting incredibly monotonous, and we pass the bulk of our time simply select an enemy until our basic weapon facing the work. Because you can not shoot in moving (while the enemies are, strangely) on bored quickly enough, to relive again and again the same bastons against monsters who change their appearance (aliens, robots, cyborgs, etc.). but who remain the final all similar. The arrival of our robot sidekick HR-V, which was presented as a big innovation by the team Thursday, will not add little to gameplay because the guy is not exactly a fine tactician and he will constantly remind order to avoid premature death.</p>
<p>It is fortunately very easy to resurrect, using the spare parts of Space Headquarters. Each trunk open enemy killed or destroyed hard cash actually precious few scraps of metal to be used for anything and everything in the title of Gas Powered Games. Improved features of Seth and HR-V (armor, points of life, etc.). Or even arms pass through this debris miracles, which are also used to &#8220;buy&#8221; or médikits grenades in Checkpoint rooms. The trouble is that the collection of these toys is supposed to replace the usual loot so important in the hack and slash and that it is therefore never pick up objects on the enemies that it kills. The ten weapons used in the final s&#8217;obtiendront a very linear in the following scenario, and there was therefore no chance of getting a &#8220;Assault Rifle D&#8217;+15 of the Owl&#8221; to detour a passageway Simply because the team decided Thursday that it would use light machine guns during the first part of the game, it was also smart to give a different role in each of weapons since, in the state, each toy that there are instantly makes its predecessor obsolete. The frequency with which our arsenal is maintained is also quite poorly regulated and sometimes we use certain weapons for just over half an hour before finding the next toy fashionable.</p>
<p><strong>Half man, half robot</strong></p>
<p>But, of course, all these considerations are futile revolutionised by ethical choices and the system of cybernetic implants, is not it? And maybe not. Once again, you will find here a glaring lack of ingenuity in exploiting concepts which, on paper, seemed interesting. As weapons, robotic grafts to recover over scenario only at the whim of developers, with a commentary on the various members of our crew will encourage us to use / ignore this technology. Once installed the thing, against, do not wait any reaction on their part, the &#8220;dilemma&#8221; no longer interested. And we no longer by the way. The famous &#8220;ethical choice&#8221; promised by Gas Powered Games is completely non-existent, and it eventually very quickly by installing all implants because it is the only thing &#8220;new&#8221; to be done and they release access to most of the skills of our tree talents. The latter is divided into two parts (and combat engineer) where he will spend the two points that we receive at each level. The character customization is still rather limited because the levels of XP are actually given arbitrarily to some &#8220;key points&#8221; scenario without that we can influence them whatever their achievement. Yes, yes; Gas Powered Games invented the hack and slash without loot and XP.</p>
<p>Despite all these flaws, the game even happens when we push forward steadily, without knowing really why, indeed. There is constantly towards our destination (and three different endings to the key) without really having fun during the trip, although all is not completely catastrophic. The fighting can be quite distracting through the exploitation of many elements destructible / explosives in sets, and later ultra-bourrin amusera without doubt the fans of action pure and hard. The cooperative multiplayer mode may be attractive for the same reasons, so he took his side défouloir by providing us at the outset what the game as weapons, implants and points of skills. It was only then worry about the battle which, if nothing transcendent in the end, can still be fun to several although there would also quick to play the last Shadowgrounds. In the end, we must recognize that lack Space Siege by far the target had been set, and that is not its graphic aspect dated and completely devoid of imagination in the design or soundscape more or less non-existent who will save from oblivion ahead.</p>
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		<title>Jaleco unveils Kizuna for Wii</title>
		<link>http://gameztoday.com/jaleco-unveils-kizuna-wii.html</link>
		<comments>http://gameztoday.com/jaleco-unveils-kizuna-wii.html#comments</comments>
		<pubDate>Mon, 01 Sep 2008 20:04:52 +0000</pubDate>
		<dc:creator>Dan</dc:creator>
		
		<category><![CDATA[Wii]]></category>

		<category><![CDATA[kizuna]]></category>

		<category><![CDATA[rpg]]></category>

		<guid isPermaLink="false">http://gameztoday.com/?p=125</guid>
		<description><![CDATA[Jaleco has released without warning a new Wii title of his hat. Responding on behalf of Ôgon no Kizuna, it is an action-RPG where you embody a certain Rain (or Lain), embarked on a fight against the monsters Galvaran, a demon once defeated by Gelade, father Young heroes of history. Piochant both side Dynasty Warriors [...]]]></description>
			<content:encoded><![CDATA[<p>Jaleco has released without warning a new Wii title of his hat. Responding on behalf of Ôgon no Kizuna, it is an action-RPG where you embody a certain Rain (or Lain), embarked on a fight against the monsters Galvaran, a demon once defeated by Gelade, father Young heroes of history. Piochant both side Dynasty Warriors as Shadow of the Colossus, the game will propose fighting in real time with a gauge that fills up over the beating to finally give access to special attacks. Against boss, imposing as it should, clashes will take a little more technical because it will necessarily find the weak point of giants and sometimes their climb above to hit a specific location. The Wiimote will be used to target, while the Nunchuk trigger attacks. Drapé in a made-cel shading, the soft will be divided into chapters and will establish links with several characters, some which can then lend a hand in combat, for example. Announced for winter 2008 on Japanese soil, Kizuna is one of its development team a few prestigious names like Shôda Miwa, a writer known for his work on Final Fantasy XII, as well as Yôichi Yamaguchi, director and programmer on the project, who officiates in parallel on the future Little King&#8217;s Story.</p>
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		<title>Tomb Raider Underworld dives into water</title>
		<link>http://gameztoday.com/tomb-raider-underworld-dives-water.html</link>
		<comments>http://gameztoday.com/tomb-raider-underworld-dives-water.html#comments</comments>
		<pubDate>Wed, 27 Aug 2008 20:39:58 +0000</pubDate>
		<dc:creator>Dan</dc:creator>
		
		<category><![CDATA[DS]]></category>

		<category><![CDATA[PC]]></category>

		<category><![CDATA[PS2]]></category>

		<category><![CDATA[PS3]]></category>

		<category><![CDATA[Wii]]></category>

		<category><![CDATA[Xbox 360]]></category>

		<category><![CDATA[rpg]]></category>

		<category><![CDATA[tomb raider underworld]]></category>

		<guid isPermaLink="false">http://gameztoday.com/?p=121</guid>
		<description><![CDATA[Lifting of hell that had plunged the angel of Darkness, Lara Croft was really having a health since Tomb Raider: Anniversary who managed to find the spirit of the series while also injecting a bit of fresh air. The challenge for Underworld, currently under development, was the confirmation, especially on Next Gen. Present at the [...]]]></description>
			<content:encoded><![CDATA[<p>Lifting of hell that had plunged the angel of Darkness, Lara Croft was really having a health since Tomb Raider: Anniversary who managed to find the spirit of the series while also injecting a bit of fresh air. The challenge for Underworld, currently under development, was the confirmation, especially on Next Gen. Present at the Games Convention and accessible to the public as the press, the title has left close to the time a small session of Archaeology extreme enough promise in whole.</p>
<p><strong>The Little Mermaid </strong></p>
<p>With a little behind other licenses successful video game, Tomb Raider has finally decided to make his driven cross and truly step Next Gen. Unlike Tomb Raider: Anniversary, conceived for the PS2 and then adapted for the new machines, Tomb Raider Underworld was designed with the Xbox 360 and PS3 in mind. During the level presented, it discovered Lara, quietly installed on a boat, preparing to take the leap into the middle of the ocean. On the surface, it can obviously afford a few lengths of crawl, but it will probably things interesting for our archaeologist shock can be found on terra firma, a few dozen metres further. After a shark attack just missed, Lara reached without major difficulties a first platform and then tries to recover a small climbing where you will have the opportunity to see that the fine has not lost its flexibility.</p>
<p>The gameplay, very Indiana-Jonesque in his style, of course, had what he needed when grab branches, balconies overcoming a parapet, bridges croulants and other small wonders of the gaming architecture: always dependent on acrobatics Lara, the game offers a good share of exploration-based waterfalls and catching up unlikely. As always in the series, these phases of gameplay aïgu require a sense of observation and reflexes, the game is obviously still Radin alternative path, and ruthless on the &#8220;off-piste.&#8221; With a little experience, we learn also to recognize the walls exploitable, &#8220;good&#8221; branches, catches rock authorized by the game; animations Lara deliver even, in most cases, information on its ability to pass a jump or not, tending the arm for example. Tomb Raider Underworld is therefore the item on the gameplay, despite some worries of not properly wicked camera when the lens too close to Lara. Just can we blame the developers a certain severity on some jumps a little limits, which send systematically and without further ado, the player fifteen meters below.</p>
<p><strong>Come back successful? </strong></p>
<p>This shift from pure platform, soon followed by the discovery of a lost first temple, to be honest looked more like a big tutorial, to circumnavigate the potential of the game in terms of achievement and gameplay. In addition to a panel enriched animations, like when Lara dismisses gently brush it before each of his steps (a little closer detail, for example, what we found in Uncharted: Drake&#8217;s Fortune), then swim in familiar territory on the side of playability. There are all movements submitted for every day in a series of events rather well views, small reels here to resume balance, roulades side now more &#8230; by dint of motion capture sessions, Lara cheek gymnast competition to pave a path among the obstacles the game, to light years of its rigidities of the past. Most tatillons may nevertheless be objected that our adventurer custody a few scars of its residual stiffness of yesteryear, specifically the lack of fluidity sequences during breaks, which are still quite slow to emerge: you jump, you move suspended on landmark another outlet, rappelling down a suspended its Grapple, you turn on the camera and re-jumping, etc.. Despite obvious progress in recent episodes, it is still very far from the intuitiveness of a Prince of Persia.</p>
<p>Visually finally, Tomb Raider Underworld impressive. Whether the turmoil of the ocean, subtle reflections on the surface of water, abundant flora, calibrating environnemennts or look teenager Lara, we must admit that the game is many strengths on its side to seduce retinas. From time to time struck a few freezes on the Xbox 360 version we&#8217;ve tried, TRU is in any event a great game, and should easily rinse the eyes of many players. This bodes well for the best a few weeks before leaving the game, especially since the few puzzles and enemies entrevus during our test session had the air of perfect recital gameplay &#8220;the Tomb Raider&#8221; - can be therefore expect solid, it was probably classic for this comeback of Lara Croft. Five years after being burned in the angel wings of Darkness, it will be satisfied without chicaner.</p>
<p><em>Tomb Raider Underworld is scheduled on PC, PS3, PS2, Xbox 360, Wii and DS on November 21</em></p>
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		<title>The Lord of the Rings Online: Shadows of Angmar takes you to the Mines of Moria</title>
		<link>http://gameztoday.com/lord-rings-online-shadows-angmar-takes-mines-moria.html</link>
		<comments>http://gameztoday.com/lord-rings-online-shadows-angmar-takes-mines-moria.html#comments</comments>
		<pubDate>Wed, 27 Aug 2008 20:33:23 +0000</pubDate>
		<dc:creator>Dan</dc:creator>
		
		<category><![CDATA[PC]]></category>

		<category><![CDATA[lord of the rings online]]></category>

		<category><![CDATA[mines of moria]]></category>

		<category><![CDATA[mmorpg]]></category>

		<guid isPermaLink="false">http://gameztoday.com/?p=118</guid>
		<description><![CDATA[Unveiled in spring at the event Connect 08 from Codemasters, the first expansion The Mines of Moria for The Lord of the Rings Online: Shadows of Angmar was back for the Games Convention in Leipzig. The opportunity for us to follow the developers of MMORPG for a short visit in the kingdom of Durin, history [...]]]></description>
			<content:encoded><![CDATA[<p>Unveiled in spring at the event Connect 08 from Codemasters, the first expansion The Mines of Moria for The Lord of the Rings Online: Shadows of Angmar was back for the Games Convention in Leipzig. The opportunity for us to follow the developers of MMORPG for a short visit in the kingdom of Durin, history to see what&#8217;s new is preparing to Middle-earth.</p>
<p>For the team Thursday, one of the biggest changes in the Mines of Moria affect the title of a viewpoint scénaristique because we cease to put spokes in the wheels of the King to Sorcerer focus on the awakening of evil between Moria and Lothlorien. For this presentation will concentrate on the famous underground kingdom of dwarfs, we will visit after the passage of the Fellowship of the Ring, which presages a happy foutoir saw chaos raised by their passage. It appears that the invasion of goblins, orcs and other creatures even more dangerous in the halls of Durin has particularly irritated the dwarves who have therefore sent a delegation army to resume the territory. In practice, this means that we will be mainly serving bearded happy in this first part of the add-on and we will give them a helping hand to do the housework under the mountain. The goal of developers here is clear to us in detail visit places never seen from the Mines of Moria - as mine shafts, underground lakes or large forge - and give life to a part of &#8216;history of Middle-earth that has been qu&#8217;effleurée by Tolkien himself. Lovers of dwarves should have for their money with an astronomical amount of information about their history, their success and their big mistake inflamed that Gandalf had terrasser.</p>
<p>Players level 50 will therefore what to do in the corner, especially as the architecture dwarf is paradoxically focuses on a gigantic tinged with an arrogance evident. The distance display thrust of the same title showed its limits in some halls that were discovered, so they stretched as far as the eye for miles and miles of terrain accessible to 100% if the we believe developers. It should be noted that the team has also sought Thursday to change a little pleasures for example by imagining what might resemble a vivarium in the vast underground mines, or proposing some caves still raw will doubtless enjoy the speleologists grass. And if the exploration program is obviously in this add-on, we must not forget rather than eradicate the new models of Orcs and goblins that have been modeled specially for the occasion. As for the opportunity to kick the buttocks of Durin&#8217;s Bane, it has still not been confirmed nor refuted by the way, by developers, who are decidedly with the nerves of some players.</p>
<p>A presentation of Mines of Moria would of course not be complete without mention of two new classes promised by Turbine: Runekeeper and Warden. If you have not really been able to see these two new adventurers in action, the team game we still delivered a few details about the new gameplay they provide. Presented as a &#8220;lightweight tank&#8221; equipped with a shield and a spear, and the Warden will use the &#8220;Gambit System&#8221; which combines an operating stances on various roles (aggro boost generation, damage increased, and so on.) a range of combos to follow to activate some buffs or side effects. The Runekeeper, in turn, is the first real &#8220;magician&#8221; Lord of the Rings Online and will be in charge of swing spells remotely as much to damage his enemies for treating its allies. It will use it for a system which will increase significantly our power carefully if one is having fun heals the spammer, and vice versa for the sorts of damage. Note that the models used for the creation of Warden and Runekeeper are Haldir and Celeborn, two inspirations elvish for an extension under the sign of the dwarfs. Beyond all these major additions and an increase in the maximum level at 60, there will obviously arrival of a package of quests, objects, achievements and other additional gadgets, but also the introduction of objects that legendary we will be able to evolve as levels through their bar XP integrated. What occupy the many heroes who always travel on Middle-earth in sum, especially if one considers that two other huge areas of the extension have not yet been revealed.</p>
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		<title>NeverWinter Nights 2 : Storm of Zehir is unveiled</title>
		<link>http://gameztoday.com/neverwinter-nights-2-storm-zehir-unveiled.html</link>
		<comments>http://gameztoday.com/neverwinter-nights-2-storm-zehir-unveiled.html#comments</comments>
		<pubDate>Wed, 27 Aug 2008 20:28:03 +0000</pubDate>
		<dc:creator>Dan</dc:creator>
		
		<category><![CDATA[PC]]></category>

		<category><![CDATA[nwn 2]]></category>

		<guid isPermaLink="false">http://gameztoday.com/?p=115</guid>
		<description><![CDATA[Announced at the very end of the spring by Obsidian Entertainment, the expansion Storm of Zehir for NeverWinter Nights 2 was already presented during the Games Convention in Leipzig. It was therefore able to discover some of the many new features planned for the second add-on, all placed under the sign of nostalgia than innovation.
Small [...]]]></description>
			<content:encoded><![CDATA[<p>Announced at the very end of the spring by Obsidian Entertainment, the expansion Storm of Zehir for NeverWinter Nights 2 was already presented during the Games Convention in Leipzig. It was therefore able to discover some of the many new features planned for the second add-on, all placed under the sign of nostalgia than innovation.</p>
<p>Small reminder for those who have not followed the scenario started in NeverWinter Nights 2 and continued in Mask of the Betrayer is well and truly completed, and will therefore not be extended by Storm of Zehir. Instead of our heroes end of 2006, the fabrication is a brand new avatar who could even add three companions also created by us. It will be in addition to this the opportunity to receive a helping hand from some additional characters during our progress, even if it should be possible to play solitaire for antisocial masochistic. In all cases, our adventure begins aboard a small boat which set sail for adventure, which ultimately failed miserably on the reefs of a mysterious island after a storm. Commencera then our heroic journey, it will very quickly develop a few bandages and weapons of fortune from the remains of our boat. Reception of indigenous will actually not very friendly, and it is very likely that we will have to chart our way through the sword on this terra incognita. The discussion may still serve to calm everything small world as long as you have the right skill (intimidation, diplomacy, bluff, etc.), while a new system of dialogue - which we leave to change their interlocutor the fly - is expected to combine the strengths of each member of our group. This classic introduction aside, it is unclear for the moment any scenario that awaits us in of Zehir Storm, except that we trimballera in some corners never seen before in video gaming of the Forgotten Realms and that it should have a tone a little lighter than those used in previous episodes.</p>
<p>Once you leave the zone of our sinking, the game will go in an entirely new view called Overland Map, which strongly recalls the sight of a strategy Heroes of Might and Magic or King&#8217;s Bounty: The Legend. It actually moves our group on a map dézoomée to extremes between different places important, and we will even go monsters who walk in the same way in the region. If it decides to attack, we will carry the game almost immediately in sight &#8220;classic&#8221; NeverWinter Nights 2 where we will settle our accounts in the usual way before returning to the adventure. Some quests generated at random sometimes even appear on this Overland Map, and could also use some skills usually under-exploited in the Ports of Dungeons &amp; Dragons in video game (spot, find, etc.) to discover hidden objects on the map. It also happens that we encounter in the open market special trip, or patrols of bandits with whom we can negotiate at these peregrinations in aerial view and which should make our trips a little more exciting than before.</p>
<p>The arrival of Storm of Zehir will also batch of monsters, dungeons and exclusive objects, and they are apparently incorrigible Yuan-Ti that will play the major role of bad guys this time. It will be possible to embody a Yuan-Ti Pureblood or Gray Orc as new races, while Swashbuckler (fighter lightweight), Doomguide (class prestige anti-death living) and Hellfire Warlock (class prestige invocateur demons) will strengthen the number of playable professions. Please note that the rules used are always those of the 3.5 edition of Dungeons &amp; Dragons, even if the scenario should serve as a link between this set and the most recent edition 4. On the side of XP, will begin on Storm of Zehir at 3 and we should finish the intrigue around the 15 level according to the developers, even if the cap will remain fixed at 30. The life of the whole east, for its part, estimated between 15 and 25 hours of gameplay according to the number chosen at the beginning of the game and our tendency to batifoler right to left, or not at all. A fairly rich content for an add-on that promises to be still very comprehensive, but perhaps a little too classic after Mask of the Betrayer.</p>
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		<title>Too Human, full test on Xbox 360</title>
		<link>http://gameztoday.com/human-full-test-xbox-360.html</link>
		<comments>http://gameztoday.com/human-full-test-xbox-360.html#comments</comments>
		<pubDate>Wed, 27 Aug 2008 20:22:41 +0000</pubDate>
		<dc:creator>Dan</dc:creator>
		
		<category><![CDATA[Xbox 360]]></category>

		<category><![CDATA[rpg]]></category>

		<category><![CDATA[test]]></category>

		<category><![CDATA[too human]]></category>

		<guid isPermaLink="false">http://gameztoday.com/?p=112</guid>
		<description><![CDATA[Not easy for a game of pass the status of super-awaited blockbuster than wet firecracker potential. Presentations less engaging than expected, preview version marred by many problems &#8230; And now Too Human, which was to mark the comeback of Silicon Knights on the front of the stage, began to worry his world instead of the [...]]]></description>
			<content:encoded><![CDATA[<p>Not easy for a game of pass the status of super-awaited blockbuster than wet firecracker potential. Presentations less engaging than expected, preview version marred by many problems &#8230; And now Too Human, which was to mark the comeback of Silicon Knights on the front of the stage, began to worry his world instead of the aguicher. Result: today, if one looks out of the game, it is mainly to know whether it eventually outsmart the pessimistic predictions. Alas, it seems this is not frankly the program. In any case, not totally.</p>
<p>Born to an improbable mixture, the world of Too Human evokes just as Blade Runner or Star Wars that The Legend of Beowulf. So is there projected in a futuristic world where technology is ubiquitous - spaceships, robots and laser guns the key. But Too Human also seeks to anchor themselves in a mythology much less avant-garde exploiting beliefs and legends northerners. The result is therefore the least unusual since it is found in the skin of Balder, a divine warrior son of Odin, sent to Earth with his fellow Ases to protect humans against the threat of the infamous Loki and his hordes robots, machines and other war zombies. Beyond this basic frame, Too Human tent at the option of cut-scenes long enough, but a few outstanding quality and especially the french dubbing really poor, the mini-debate around the mysterious past of Balder. The ambient Manichaeism therefore gently rocking to an ambiguity more interesting, but the staging penalty to give real substance to the scenario Thursday At least, an interest.</p>
<p>But no matter, Too Human does not confine itself to its history. All these have finally babillages for real function to give us a reason to darken the few dungeons of the game to find the boss places in the passage trucidant its armed creatures of all kinds. Too Human is willing, indeed, an RPG-Dungeon hard and it goes almost inevitably by a perfect linearity in the adventure, based primarily on fighting and the rise of our hero. For the latter, rightly, the player will have to choose initially between five classes: Champion (versatile warrior), Defender (costaud and resistant), Berserk (follower of the body-body), Commando (amateur firearms) and Bio Engineer (capable of treating his comrades). The range is varied enough so that everybody finds his behalf, but in fact, things are quite unbalanced.</p>
<p>More specifically, one feels immediately the complementarity of each character and one imagines already landed in the game with four classmates and clean up all this with passion and power. Unfortunately, the co-op online mode is surprisingly limited to two players and the cast suddenly takes a serious blow. This mode n&#8217;excusera, furthermore, no difference in levels between participants, as is the promise for the most powerful to do the job while his acolyte lower risk of moving from sales quarters of an hour. If one tries to ignore this serious regret, the multi knows to be valuable and fun, but it remains very difficult not emerge feel the frustration of not being able to enjoy the talents of other classes. Too Human seems therefore to the state paradoxically more geared for playing solo so well that only two characters really seem to successfully carve out in these conditions: Berserk and Commando. Two classes, each focussed on a specific aspect of gameplay and are therefore much more effective in these areas that the other three, too bâtardes too timid.</p>
<p>In Too Human, fighting want violent and dramatic, and most of the time, come very well. Silicon Knights has taken up the challenge to focus the handling of his game around the right analog stick. Déroutant the beginning, this choice is quite pleasant when mixed. Simply pointing in one direction so Balder &#8220;slip&#8221; to the enemy target and smashes copiously. A blow to the right, a blow to the left, our warrior will not pray for running in all directions and valdinguer enemies as vulgar rag dolls. By pointing at the same time the two analog sticks in the same direction, Balder will, furthermore, swinging an attack remotely effective or engage in a combination attacks the body-body well brutal. Finally, two strokes short of stick used to project the monsters in the air where they will wait until you sautiez them to better reach the chain. Despite the simplicity of handling, developers have managed to propose a range of moves vaguely varied. Unfortunately, it appears sometimes frustrating, as the fighting seemed dirigiste. The handling the stick and more experienced few failures. Without targeting system, our heroes will be sometimes a little lost kicking in a vacuum which breaks all the pace of fighting that their intensity. These concerns are indeed even more strongly when it draws a firearm, especially when one has opted for class Commando.</p>
<p>But one of the strangest things in Too Human remains without doubt the management of the health of our heroes and the inevitable moments where it will die. Specifically, outside the Engineer Bio, no class is fichue to care properly for the game The only way to recover from life is to reap the rare bonus of living dropped by some monsters. As our man is also unable to ward off a coup and that the system ducking (on rolls by pressing B) is not used much, we die devilishly often in the adventure. And each time, we have to enter twenty-five seconds of a cut-scene quickly unbearable during which a Valkyrie just pick up our corpse to bring to life the last checkpoint - the game ends happily and monsters already dead or wounded remain. Obviously, the death of his hero remains synonymous with a failure on the part of the player and deserves a &#8220;punishment&#8221;. But we still wondered how the guys from Silicon Knights were able to pass an idea as ludicrous, since in addition it makes the game easy, as long as one is patient and zen. It will also count barely a dozen hours to arrive after the main adventure, a snack for a game of its kind. Of course, those who have enjoyed the ride may be delighted with the s&#8217;essayant again in a new class to learn the game from another angle. But there are still widely enough to stay on their hunger.</p>
<p>It is all the more angry against defects Too Human that is sent throughout the adventure potential of the game this way, all the RPG elements that compose it is a frank success. The inventory management jostle where dozens of weapons and armor to varying effects (you can put more runes further customise your own certain items), trees (simple, but effective) to develop new skills his warrior &#8230; The quality of work of developers on these aspects of the game shows no sign of abating. This will be a nice carrot for fans of the genre who will see in these sides to a perfect reason to bear the burdens and blunders of the game because, despite everything, the vicious cycle of RPG-Dungeon and the race to unreasonable level - up to grow and evolve his personal succeed to take some players.</p>
<p>But these courageous GPR physiotherapists, there will also forgive Too Human shaky for its realization. Aesthetically first, the game is not always in the best taste with a particular character design not always very end. But technically, especially, Too Human hardly convincing. While some environments épatent by their gigantism and their exuberant architecture, others leave completely indifferent. The animations are equally difficult to see, in particular those of our desire to robotic hero. Of course, given the size of rooms visited and the number of enemies which will face Balder, the logic would like to simply excuse the relative discretion of the realization of Too Human. Unfortunately, it does not even avoid falling dramatic frame rate. To complicate things a little, management of the camera (obviously deprived of the right stick for the lead) is sometimes problematic and can not always a good grasp of the combat zone, because too low or simply located in the wrong place . When dozens of monsters we are targeting, that the NPC allies are useless, we can not (really) take care that the game starts to slow down and that more and can not focus properly because of the camera, it is better to be well armed &#8230; with patience.</p>
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		<title>Alone in the Dark for PS3, long awaited changes</title>
		<link>http://gameztoday.com/dark-ps3-long-awaited.html</link>
		<comments>http://gameztoday.com/dark-ps3-long-awaited.html#comments</comments>
		<pubDate>Wed, 27 Aug 2008 20:16:23 +0000</pubDate>
		<dc:creator>Dan</dc:creator>
		
		<category><![CDATA[PS3]]></category>

		<category><![CDATA[alone in the dark]]></category>

		<guid isPermaLink="false">http://gameztoday.com/?p=110</guid>
		<description><![CDATA[Released last June on Xbox 360, PC, PS2 and Wii, and widely criticized because of serious concerns handling and cameras, Alone in the Dark will attempt to redeem themselves in mid-November with an improved version PS3. And developers of Eden Studios seem to have listened to the grievances of all as we have seen in [...]]]></description>
			<content:encoded><![CDATA[<p>Released last June on Xbox 360, PC, PS2 and Wii, and widely criticized because of serious concerns handling and cameras, Alone in the Dark will attempt to redeem themselves in mid-November with an improved version PS3. And developers of Eden Studios seem to have listened to the grievances of all as we have seen in a small presentation of various changes planned for this milling at the Games Convention. If a brand new sequence, offering a pulsating hunting between a monster and Edward, is scheduled is especially later gameplay changes that followed.</p>
<p>First major change planned for Alone in the Dark on PS3: the camera may finally be headed by the player via the right analog stick on the throttle. However, the latter will always interact with the objects, but while leaving the left trigger supported this time. The set also promises to be faster, while the entire character promises a better reactivity in its movements. Another point of importance, the inventory has not been forgotten in this overhaul, since both our jacket open, the game will automatically pause. The combination of objects should still be more flexible and could involve elements without having to comply with a precise meaning. The favorites will also equip themselves quickly, without having to repeat a combination of objects if it has already been done in the past (for example by molotov cocktails, they will automatically build, provided that it possesses the necessary ingredients). The batteries for the flashlight have been abandoned, while the party leadership should show a better playability. Finally, Eden Studios promises for the PS3 version difficulty slightly revised downwards. What good then, or almost, knowing that all these improvements may not be applied to other versions of the game, but only a part of them through a big patch. It is hoped that in any case it will be enough to see this new Alone in the Dark finally have the gameplay that it deserves.</p>
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