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Location: Puerto RicoMember since: Sep 28, 2007

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Reviews (4)
Sep 20, 2009
Mortal Kombat
Mortal Kombat Kollection brings gamers the last three games in the Mortal Kombat series. Starting with Mortal Kombat: Deception and adding the story-based adventure Mortal Kombat: Shaolin Monks and finally returning to its arcade-styled fighting roots with Mortal Kombat: Armageddon. Each of the three games in the collection brings its own style and content to the table so while all three games include familiar faces such as Sub-Zero, it doesn’t mean that each of the games will play alike and that‘s a very good thing. Plus, both Deception and Armageddon also included interesting mini-games … a first for the series. The art of Deception Personally speaking, ask me what Mortal Kombat game still spins in my PS2 and I’ll cheerfully bring up Mortal Kombat: Deception. While Deadly Alliance was not a bad entry in the MK franchise, it was Deception that took the series to a new level on the PS2. For one thing, Konquest mode was far deeper and involving in Deception and the free-roaming story mode was actually really entertaining enough to give the game’s arcade mode a run for its money. The roster was also better than Deadly Alliance and it was good to see some returning favorites such as Frost and Bo’ Ra Cho make the cut. Aside from an amazing roster of fighters and a deep Konquest mode, the action felt more diverse thanks to interactive environments and the solid controls. Deadly Alliance introduced the concept that each fighter would have two different fighting styles and Deception is no different. This gives fighting fans a chance to pull off unarmed and armed combat moves to mix up the action. This game also introduced fun mini-games such as Chess Kombat (basically chess with MK characters as chess pieces) and Puzzle Kombat (an MK version of Capcom’s Super Puzzle Fighter). This is also the game that brought online multiplayer to the series. The Shaolin way While Deception brings arcade fun, Shaolin Monks is more of a story-based adventure rather than a traditional fighter. The game follows the interesting pairing of Liu Kang and Kung Lao who have been summoned by the powerful God Raiden. They go on a quest through Outworld to find and defeat Shang Tsung once and for all. Shaolin Monks was not only an interesting concept to take familiar Mortal Kombat characters out of the ring but it actually worked. While you can play the game on your own, the real fun comes in playing the game with a friend in Co-op mode that has the second player taking up the role of the powerful Liu Kang and his powerful fists or Kung Lao and his cool bladed hat. The game also contained Fatalities and cool move, combos and acrobatics such as wall running and swinging. You also earn experience points to level up your characters … which come in handy seeing as the game is actually very challenging. Let's armaged-it-on Ask me what other Mortal Kombat game also spins in my PS2 and I’ll immediately tell you that it’s Armageddon. A direct sequel to Deception, Armageddon not only brought back fighters from the all MK games even early ones such as the return of Night Hawk but it also introduced a very deep character creation feature that allowed you to come up with your own fighters. You can also create your own Fatality, which was a major plus seeing as you can be as gruesome as you want. While Konquest mode in this game wasn’t as open or as good as Konquest mode in Deception, the story found in this one isn’t so bad.
2 of 2 found this helpful
Aug 30, 2009
Cool Boarders 2001 (PlayStation 2) Review
Cool Boarders 2001 was released late last year for the PlayStation and was the worst installment of the series yet. Its multitude of gameplay modes was depleted of all fun due to its inexcusably flawed controls that made it impossible to navigate the terrain. Thankfully, Cool Boarders 2001 for the PlayStation 2 is a vast improvement over its PSOne sibling and offers a nice alternative to the competition. Todd Richards, Michele Taggart, Kevin Jones, and Tara Dakides are just a sample of the 10 professional riders included in Cool Boarders 2001. Idol Minds has also added plenty of its own fantasy riders who would be right at home in SSX. This wealth of riders to unlock somewhat remedies the lack of a create-a-rider option that has been a part of the series for some time. Each rider has two licensed boards to choose from and feature the same graphics, dimensions, and characteristics as the real thing. Billboards from the likes of DC Shoe Co., Burton, Billabong, Vans, and Forum litter the courses and provide an air of authenticity to the game. Once out on the mountain, it becomes immediately apparent that the jerky, unpredictable controls of the PSOne game have been completely revamped. Gently carving to line up for a big hit is a breeze, and while different from most snowboarding games, the trick system is pretty solid. Performing grabs, flips, and spins are accomplished with a single button press, and the different permutations can produce some interesting results. Strategically placed pipes, downed trees, ski lift cables, and other objects are ripe for grinding. Each rider has several special moves that may be performed by inputting shoulder button sequences while holding the jump button. The controls tend to lag a bit when attempting combos or sequences of tricks, but once the timing is mastered and the moves are memorized, flying down the mountain is a blast. If you're looking for a variety of events in your snowboarding games, you can't go wrong with the Cool Boarders franchise. Various developers have been piling on the modes for years now--so much so that you begin to wonder just what else could be added. There are nine events included in the career mode, which is broken up into five different categories. The CBX events are reminiscent of SSX in that you must fend off other riders while finding the quickest way down courses with chutes, loops, and death-defying cliff jumps. The downhill events represent the biggest chunk of gameplay. They include a checkpoint mode that asks you to accumulate as many points as possible while racing against a clock and a typical slalom course (against three other riders) called gate run. Boardpark lets you tackle the obstacle-laden stunt courses in search of a high score or hidden sequences. Hidden sequences take a variety of forms, including linked tricks over multiple obstacles and enormous gap jumps. The trickmaster events pit you against one of the game's pros and ask you to duplicate complicated trick combos. The trick events include both the half-pipe and big-air modes. In each of the five categories, there are frustratingly difficult challenge competitions to complete. Similar to the trickmaster mode, they ask you to mimic one of the real pros as he or she goes through a series of trick combinations on multiple obstacles. The list of combinations can be lengthy, and you're allowed just three failed attempts before you're forced to start again from the beginning.
Jun 19, 2008
NBA Street
For years, Midway has been breaking the arcade-sports formula down to a science. The company takes a sport, breaks it down to a four-player match, adds a turbo button, creates some way to set your player on fire by accomplishing a task three times in a row, and includes a code to give your player a huge head. While the company's basketball offerings have always been fairly solid, there's definitely room for improvement. Electronic Arts' latest PS2 offering, NBA Street, capitalizes on this fact, delivering a very NBA Jam-like game of street basketball that features enough well-designed differences to breathe life into Midway's stock formula. NBA Street is three-on-three street basketball. Games go to 21 points, though the winning team must win by two points. Shots from inside the three-point line count for one point, while shots outside it count for two. Outside of the shot clock violation, there are no fouls, and there are no quarters or other time limits. The game also keeps track of your trick points, which are accumulated on defense by stealing balls and blocking shots and on offense by faking out defenders and scoring on various dunks and other shots. Executing tricks also builds your gamebreaker meter. Once the meter is full, you have a limited time to shoot one special shot that is almost guaranteed to land if your player is in range. The shot, if it drops, subtracts points from your opponents' score while adding to yours. For instance, landing a gamebreaker from outside the three-point line will give you two points and take two points away from the opposing team. As games are typically pretty close, the gamebreaker shots can really make the difference between winning and losing. At first, NBA Street's control scheme seems needlessly complex, especially if you're used to playing simpler games, such as NBA Jam or NBA Hoopz. But once you spend some time with the game, the control becomes second nature. Aside from the standard pass and shoot buttons, you have a steal/trick button, a shot-blocking/rebounding jump, and four turbo buttons. Much like EA's snowboarding game, SSX, the different turbo buttons are used to execute different tricks. While driving to the hoop, you can execute lots of different side steps and other tricky footwork in an attempt to shake the defenders. Different turbo-button combinations also translate into different dunks. While any player can attempt any trick or dunk, players with low handle ratings will lose control of the ball if they attempt a more complex trick and players with low dunk ratings will frequently miss difficult dunks.