Thursday, May 7, 2009

Dante’s Inferno PSP Bound

Kotaku is reporting that EA’s anticipated horror-themed God of War clone Dante’s Inferno is now headed to the PSP as well as the PlayStation 3, Xbox 360, and PC.

The title, which finds players guiding their character through a videogame version of the nine circles of Hell, sparked an intense Hollywood bidding war for the film rights before it was even officially announced. Early buzz for the actual game has been largely positive and it’s one of numerous titles I’m actually looking forward to trying out in 2010.

So far, there are no details about how the portable version might differ from its bigger brothers, but EA is saying that it will release on the same day as the console titles. Cool news for those who don’t have a PS3/Xbox 360/Gaming PC, but I’d have to wonder who would actually want to play it on the PSP if they had the option to play it on a television screen or PC monitor. I guess maybe people who have lives and occasionally leave their house, which disqualifies me completely.

Source article: Dante’s Inferno PSP Bound

Sunday, May 3, 2009

PSP Review - Secret Agent Clank

I'll nominate this game to be the game of the year!!! Yeah!

04/17/2009 Written by Adam Wolfe
Email: Wolfehound@playstationlifestyle.net
Site: http://playstationlifestyle.net


The second Ratchet and Clank game has made its way onto the PSP. This time around, Clank takes center stage as the main character. Now with Clank as the lead man, can this game stand with the previous games? Does Clank fill Ratchet’s shoes?

As the game opens up, Clank is sent to the Boltaire Museum to halt the theft of a priceless jewel known as the “Eye of Infinity”. Once there, he sees Ratchet being arrested in connection with the theft. Ratchet does not seem to be himself, and in fact is acting quite evil. Clank vows to find out what has happened to Ratchet and who is behind the theft. In order to clear Ratchet’s name, Clank will have to investigate all over the galaxy, fighting enemies both old and new in hopes of freeing Ratchet before it’s too late.

The gameplay is very similar to previous Ratchet and Clank games. There is still plenty of platforming, and you can still smash crates and kill enemies for bolts, the currency system for the game. Where it does differ is that Clank is the main hero this time around, and instead of a physical weapon Clank relies primarily on ‘clank fu’ instead. Clank fu is basically hand to hand combat. You can also buy upgrades for these, adding crazy moves to your arsenal.

The wacky weapons are also back this time around, but Clank’s weapons are more discrete. He will be equipped with a boomerang tie, cuff link bombs, a flamethrower briefcase, and more. Just like the famous James Bond flicks, not everything is not what it seems when it comes to Clank’s attire.

One of the main focuses of Clank’s gameplay is stealth. You will have to sneak up behind an enemy and hit Square, triggering a mini-game in which you will have to hit a series of buttons in a certain amount of time. In addition to the stealth kills, Clank will also be able to hide in pipes, under flowerpots, and even pose as a statue. For each area you complete without being detected, the game will give you a health bar bonus. The stealth tactics also work well since Clank’s weaponry is not exactly the strongest, so an all out attack would go south rather quickly.

Other than the stealth elements, the rest of Clank’s time is spent fighting enemies and platforming. But there are two other play types that you will encounter. The rhythm button games (a la Sly Cooper) will help you navigate lasers, dance or play cards. There is also some downhill skiing and speedboat driving which will have you trying to escape enemies by knocking them into cliffs, or dropping bombs in their path.

Clank isn’t the only character you get to control. You will have to play some arena based levels with Ratchet, which are exactly like the previous games’ arena battles. These are fought in jail, and you will have to survive waves of enemies for the designated number of rounds. The enemies you will be facing are all the guys Ratchet and Clank put behind bars, so you will be seeing quite a few familiar faces. Since Ratchet is in jail, Clank will have to find and buy all of Ratchets weapons during his levels. This only adds another level of depth to the game since you will have to decide who needs the new weapons more, Ratchet or Clank.

There are also some puzzle based levels in which you will be playing as Clank’s little robotic sidekicks. You will remember them from previous games as the little guys that helped open up doors and disable various security barriers. Well this time around, you get to control them and they will be in charge of navigating the complex locks and security systems, as well as fighting off enemies in order for Clank to gain access to certain areas.

The last fan favorite you will be playing as, of course, is Captain Qwark. His levels are pretty comedic since he is writing an autobiography, and you will be fighting all of his epic battles…at least the way he remembers them. From opera fights, to giant cactus people and saving nuns and orphans, Qwark has done it all. Each level is relatively similar, with you simply punching and shooting your way through them. However, Qwark’s, but with Qwark narrating what is going on they all are fun in there on way.

Since Secret Agent Clank is jam packed with many different game types, the gameplay never grows stale. The development team at High Impact Games chose to spice things up by switching up the gameplay and the tone constantly, providing gamers with a far different experience than previous Ratchet installments.

The visuals are crisp and stylized, making Secret Agent Clank one of the better looking PSP titles out there. The voice overs have been well implemented, with characters still played by the original actors. All of the corny dialogue is still in place, with Captain Qwark standing out in particular.

Secret Agent Clanks ends up being a worthy installment in the Ratchet series, and is a blast to play. On top of that, it really puts a spark back in the series by going in such a bold new direction. The length is pretty good, roughly 6~7 hours, and the short missions really make this perfect for traveling or quick play sessions. I hope to see more games like this on the PSP, and all fans of Ratchet and Clank should pick up this enjoyable title.


Source article: PSP Review - Secret Agent Clank

Wednesday, April 29, 2009

Patapon 2 Review

April 17, 2009 by no-reality_allowed

After a year the original rhythm game Patapon has earned its sequel. The first game was a huge success and garnered critical acclaim. Is Patapon 2 the sequel we’ve all been waiting for or has this series lost its footing in the rhythm?

The gameplay in Patapon 2 hasn’t changed at all from the first. You use the face buttons to issue your drum commands, the left/right arrows move the screen, the select button shows your list of commands, and the start button allows you to quit the mission. I should note my tiny gripe that the start button still doesn’t allow you to pause the game. I understand this is a rhythm game but having to put the PSP in sleep mode every time I needed to pause was just annoying.

Patapon 2 has an RPG element which involves levelling your units (more on that later) and collecting equipment to make your army stronger. The stronger weapons and pieces of armor also include various status effects like sleep, freeze, and burn. My major annoyance about this game that wasn’t change from the original game is that you still get all your weapons from missions. In missions the weapons you get are all completely random and if you happen to kill an enemy and they drop a rare weapon but have a horde of enemies you have to fight that weapon might disappear if you take too long. This gets increasingly frustrating if your bow units happen to kill enemies behind towers and you have a tower or two to get through, and not to mention the Karmens you have to fight.

The first Patapon had around 35 missions, while Patapon trumps this by having 80 missions. Missions usually take 5 minutes but can stretch up to 20. There are three types of missions: Hunting missions involve hunting various creatures for materials, boss battles which pit you against one of the game’s giant behemoths, fortress missions which involve you commanding your army through the defenses of a Karmen fortress, and missions that are similar to fortress missions but without the fortress. Fortress, boss battles, and hunting missions can be played repeatedly. Fortress and boss battles increase in level and difficulty every time you complete it.

One of the big additions to the single player campaign is the Hero unit. These are stronger than your regular Patapons and wear masks. These masks have different abilities that boost your Hero’s stats and can be acquired in multiplayer mission (more on that later). Hero Patapon can take the form of any class and rank of Patapons, and each class has a special ability which can be activated by performing a set of Just Timings. Just Timing is beating the drum (button) perfectly on beat and the amount needed to trigger your Hero’s special ability depends on the difficulty.

When you complete a certain amount of perfect beats your Patapon will get into Fever mode where the music gets faster, your Patapon get stronger/faster, and their specific skills get much stronger. For example the Tatepon’s shield gets much bigger when the defense beat is used, Yumipons get faster and fire 3 arrows at a time, and Yaripons throw their spears farther.

One of the biggest gripes with the first game was the fact that if you upgraded your Patapon to a faster class for example, and wanted to change it for a stronger class you’d have to throw out the first Patapon to make room and losing all the materials and Ka-ching you spent on it. In Patapon 2 they have added an evolution map that has a vast majority of classes to upgrade to. The best part about this is if you create an ice resistant Patapon for a mission but need a fire resistant for the next mission you can just switch their caps in the equipment screen. You can also level up each separate class up to 10. Within the map are 6 memories to unlock advanced Patapon units. Once you unlock a class near a memory you’ll get the memory and be able to create new Patapons of that memory. The brute Dekapons, horse riding Kibapons, and musical Megapons return once again accompanied by the fist-fighting Robopons, magician Mahopons, and the flying Toripons.

Mini-games return to Patapon 2 and include some old favorites with new ones. The mini-games from the first game return with a twist. When you start up the game it’ll ask you which level you would like to start at. As you play the mini-game and if you get a perfect score you will unlock the higher levels. The newer mini-games have a twist on the gameplay by having notes move across the screen which you must hit at the right moment.

There isn’t much to say about the story. It takes place immediately after the first game and after landing on a mysterious new island you encounter the new enemy tribe called the Karmen. After that it’s your job to guide the Patapon tribe to through this new land. There’s also another tribe you encounter led by a Dark Hoshipon, but I’m going to keep as little spoilers as possible.

Rolito does it once again with the designs in Patapon 2. Each sprite is colorful and their animations are full of personality, style, and wit. The bosses are huge, menacing, and their animations all feel different giving each one its own personality. Rolito’s designs truly stand out and are a huge part of what makes the game so adorable.

The music in Patapon 2 is just as amazing as the first game. I found myself tapping my foot to the beats and humming the songs when I wasn’t playing. As you beat your drums and your Patapon army begins singing it’s hard not to smile. You’ll mainly hear the sound of your drums and Patapons singing during gameplay but the background music is a treat to the ears and I really hope they release a soundtrack.

Probably the biggest addition to Patapon 2 is multiplayer. Once you unlock your Hero character you are able to join 3 friends via Ad-Hoc in a co-op mode where instead of commanding your squad you control your hero. The mission is to transport a magical egg to the end of a level, and then hatching it by completing a minigame.You acquire eggs from bosses and some missions. You can then play these with your hero character and unlock upgrades for your hero. After each mission is a rhythm mini-game that involves hitting the correct beat for Ka-ching. The better your score the better the reward will be when the egg hatches. The big rewards are masks for your hero. There are 4 per egg to acquire. If you don’t happen to have 3 friends you can play all these missions by yourself with the aid of 3 AI heroes. You can also acquire new heroes to help you by playing the missions. Acquiring newer masks for your hero will aid you in the story mode by allowing you to use them.


Source article: Patapon 2 Review

Does Assassin’s Creed Portable = Assassins Creed 2?

I'm just glad that this game will also be released in PSP. Yipeee!! As I don't have a Playstation 3.

Assassin’s Creed Portable is billed as an “exclusive PSP entry into the Assassin’s Creed series” - but will it be essentially the Assassin’s Creed 2 game also due for release for the “holiday” period? Well, if you visit the site then wherever you are in the world you will get treated to the teaser trailer for Assassins Creed 2- but no info to let us know more about Assassin’s Creed Portable. If you visit the home site for the game developers, you can see that the only platforms listed for it are PS3, Xbox360 and PCs.

But the story does not end there, because according to a just-done interview with Sébastien Puel - the producer of Assassin’s Creed 2 - the game will be available on PS3, X360, PC and also on PSP!!

Artwork gives a feel for the setting in Medieval/Renaissance Italy in the 15th century:

And the main character Ezio, has a very sinister medieval look.

In his interview, Sébastien Puel says:

Since a good part of the action takes place in Venice, Ezio is able to dive and swim. . ….Ezio will also have the possibility to blend into any kind of group of citizens in the crowd, making the navigation all the more fun and believable….. The new “climb leap” move gives the player the opportunity to launch himself a couple of meters high in the air while climbing a vertical building to reach a higher ledge that would be inaccessible without this move…..For Assassin’s Creed 2, there will be various new types of gameplay to break and vary the flow of the game and add intense “WOW” moments, one of them involving a certain flying machine that Leonardo Da Vinci conceptualized and developed …….complete interview

You can also view the trailer in the following link: Does Assassin’s Creed Portable = Assassins Creed 2

Monday, April 27, 2009

Tenchu: Shadow Assassins

April 17th, 2009

Tenchu: Shadow Assassins

The original “Tenchu,” way back in 1998, was an influential step towards what the stealth genre has become today. While it may not have been as innovative as other titles, like “Metal Gear Solid,” it created an engrossing stealth experience on par with that of franchises with much larger budgets. Sadly, after the original, the franchise fell into the hands of different developers, and over time have strayed further away from what the core “Tenchu” experience was all about. “Tenchu: Shadow Assassins” does away with that trend and finally falls back into the hands of original developers Acquire, and the result is a thrilling journey through the “Tenchu” universe that brings back memories of the series roots.

“Shadow Assassins” has players taking the role of Rikimuru and Ayane, both of which have graced the “Tenchu” universe before. The game takes takes place in feudal Japan and has the two protagonists working for Lord Gohda, and taking upon them whatever tasks he needs of them. When Lord Gohda’s daughter is kidnapped, hell breaks loose within the Gohda dynasty, and he sends the two out to find his daughter and get to the bottom of the kidnapping.

Tenchu: Shadow Assassins

The game, surprisingly, controls very similar to that of “Resident Evil.” Your character has many cool moves at his/her disposal, but does control like a tank. On the PSP this can become a problem, as the consoles nub can sometimes hinder your character’s already rigid movements, but it’s not something that will detract from the overall experience. Stealth is the name of the game here, and you will spend the majority of your time lurking in the shadows, darting from shrub to shrub, and slowly progressing through the water, all while looking for an advantageous position to quickly end your opponents life. Once you sneak up behind an enemy you’re given the option to dispose of them in four different ways, depending on which direction on the analog nub you press. The executions are sleek and satisfying, but it is somewhat disappointing that you aren’t given more options for extermination. There are environmental kills to mix things up a little, such as dragging enemies under water, or jamming them into a barrel, but for the majority of the time, you will be limited to four methods of disposal. Most levels have you offing a General or warlord that differs from a normal lackey at the end of your mission. The game truly stands out here as it usually offers interesting, unorthodox ways of taking out bosses using methods that you aren’t always able to do. For instance, one mission has you sneaking past a room of guards, going up in the rafters, and disposing of a warlord in the middle of the room. The warlord’s armor allows him protection from normal attacks from behind, which forces you to jump off of a ceiling beam and deliver justice from above. Another mission has you sneaking into a kitchen of sorts to poison the drink of an opposing Emperor. “Tenchu’s” constant assault of sneaking and killing can get repetitive, but if you have a keen eye, you will find more interesting ways to dispose of your enemies, other then the four main attacks.

The music in “Tenchu” is fantastic, and it’s so good that some fans may even want to look for the soundtrack outside of hearing the music strictly in game. While it may be argued that the English being spoken within the heart of Japan takes away from the story, the voice acting is still great, and really goes a long way to compliment a story that’s engaging and, at times, surprising. The graphics deliver as well, and look fantastic for a PSP game.

Tenchu: Shadow Assassins

“Tenchu: Shadow Assasins” is a great step in the right direction for a series that has lacked the right direction for so long. You will, ultimately, get out of the game what you put into it. The game’s ten missions can be completed within 10 - 12 hours on your first playthrough. If you know the direct routes, and enemy walking patterns, you could finish much quicker, but there is a sufficient amount of content available. There are also 50 quick challenge missions for added replayability. Overall, it just great to see the “Tenchu” franchise finally go back to what worked for it so long ago. In an age where originality is consistently craved, going back to one’s roots is quite a risk. For the “Tenchu” franchise, “Shadow Assassins”’s a risk that has payed off.

“Tenchu: Shadow Assassins” was released for the PSP on March 24th, 2009. A Wii version was also released on February 5th, 2009, but this review is based on the PSP version.


Source article: Tenchu: Shadow Assassins

Tuesday, March 31, 2009

Just In: Resistance: Retribution Review

Sony's got a few tricks up its sleeve with its new PSP shooter. It's good for fun on the road -- and syncs up with your PS3 for bonus features when you play at home.

A side-story to the Playstation 3 series, Resistance, has come to the PSP. Now, I'm a little scared when I hear that someone's attempting to bring an action-shooting game to a handheld. Here's why: After playing these shooters on PCs and Consoles for years, few games figure out how to make precise controls work while you're on-the-go. Sony actually pulled it off.

The assisted aiming in Resistance: Retribution hits that happy middle ground between helping you hit a target without babying you. You still have to point your gun the right direction (doy). However, you need to get within an aiming viewcone. Need to zoom in for a more precise shot? You can toggle in a little closer for an over-the-shoulder view.

It's a parallel story that runs alongside the other games to give you a deeper look at the world. Instead of playing in the first-person perspective, the camera sits over your shoulder as you blast your way through a war-torn, monster-filled Europe. Oh, and if you spot any other mobile players rocking a PSP and this game, you can try out some of the cool multiplayer matches built into the game as well. (You can play others locally or over a Wi-Fi connection).

Now, while I do give props for Resistance: Retribution being a fun experience on the bus, this deserves a nod for what it's attempting on the home front as well. If you have a PS3 at home -- and a copy of Resistance 2 -- you can sync up with your PSP and give your character extra powers and unlock different parts of the game. The only downside there being once you end the PSP game, you lose your superpowers until you sync up again.

If you own a PSP, you really have no excuse. Check this out.


Source article: Just In: Resistance: Retribution Review

Castlevania: The Dracula X Chronicles - PSP Game Review

Today we'll review a popular video game developed by Konami. This video game series is about a war between the vampire hunting family of the Belmonts and Dracula. Let's start.


Genra: Action

About This Game: The legendary action game Castlevania: Rondo of Blood (the “lost” chapter never seen before outside of Japan) is reborn on the PSP system with incredible 3D graphics and timeless side scrolling gameplay in Castlevania: The Dracula X Chronicles. Gamers take up the Vampire Killer whip as Richter Belmont as they seek to destroy the maniacal Dracula once and for all in this pivotal piece of the ongoing Castlevania saga. Castlevania: The Dracula X Chronicles also includes unlockable versions of the original Rondo of Blood and Symphony of the Night games, delivering incredible gameplay and value while updating two of the most beloved video games of all time for a new generation of gamers.

Gameplay: 6/10 - This game has some major clipping issues can you say walk right thought a set of stairs or run thought a wall and this is by no means done on purpose.

Learning Curve : Insane difficulty - There are major control issues in pretty much every aspect of this game….all of which are very very frustrating at the best of times…

Graphics/Sound: 6/10 - Looks great…but sound is very bland and boring.

Lasting Appeal: 6.5/10 - If you can get past the first few bosses and levels and get to unlock the kewl extras…by all means..it is very kewl game then…if not…you are gonna drop this game like a sack of bricks or toss your PSP out the nearest window

The Whole Package: 6.5/10 - Great game in theory…that is it I love Castlevania…but control issues and the major difficulty to the point of being unbalanced and broken in almost every aspect….takes away from a clear cut Castlevania standereds

Over all rating 6.5/10 - This game looks great and has some really awesome extras..that is provided you don’t mind the insane number of tries to get past even the first part…..

Monday, March 30, 2009

Featured site: PSPWarez.org

PSPWarez.org forum has a lot to offer when it comes free downloads of psp games, music, movies and themes. Registration is simple and absolutely free! You only need a working email address to sign-up and to verify that we're humans. Hehe.

http://www.pspwarez.org/

Don't forget to help the site to maintain their site.

Cheers!

-wendi

Q&A: Sony's John Koller Talks PSP's Downloadable Future

Sony's PSP is, as ever, a puzzling contradiction.

Industry pundits thought the powerful portable game player would outsell the DS, but Nintendo's touchscreen handheld has now moved more than 100 million units worldwide, as compared to Sony's 50 million. Sales of PSP in February were down 18 percent versus last year. When the two systems launched in 2004, Sony said Nintendo's kid-friendly image would doom the DS to a younger audience, but it's the PSP that sells mainly to teenagers while Nintendo brings in adults with software like Brain Age.

PSP's ability to download content onto a Memory Stick should have given it a huge advantage in the age of digital distribution, but the online PlayStation Store has been slow to get going. Very much like Nintendo, it is in danger of having some of its market swallowed by Apple and the iPhone unless it figures out how to compete in the age of games on demand.

John Koller, Sony's head of PlayStation marketing, wants that to change. He's committed to ramping up the amount of content in the PSP store, overhauling the user experience and launching upcoming games like LittleBigPlanet in direct-download form.

Wired.com spoke with Koller for Monday's feature on the portable gaming market. The full transcript of the Q&A is below.

Wired.com: The big story these days is iPhone, DSiWare, downloadable content on portable gaming systems. So let's start off with an overview of where Sony is right now with downloadable games on PSP.

John Koller: Holistically, the idea of digital distribution fits into the world as we go forward. Not to say that retail isn't of extreme importance, because it is. But the idea of offering content to consumers, to make it easy, you can wake up in the morning, download something and go, it's very appealing. So one of our big pushes this year is to be sure that the right kind of content and the right kind of games in particular are placed on the PlayStation Network for download on the PSP.

We've been engaged in a wide range of conversations with publishers over the last year, year and a half about software and games overall on the PSP. One significant topic that hasn't necessarily been covered a lot is inclusion of digital copies of the games that they're launching on [Universal Media Discs, or] UMDs. In the back half of this year, we should see a good rise in the amount of content that comes to PSN for the PSP. We're aware that most of the content thus far has been for PlayStation 3, and that's based on the usage model and who has been demanding that content. But as we continue, and there's more of a desire from the consumer for PSP content, we're going to really increase the size and amount of content that's available.

Wired.com: Why the back half of this year? What changes between now and then that makes it a better time to put things on the PlayStation Network for PSP?

Koller: Much of it has to do with the development cycle. A lot of the big games that we announced at Destination PlayStation a few weeks ago had UMD (versions) that will be launching in the second half of the year. And marrying those launches with the digital versions of those launches obviously makes development sense. We're looking at a wide range of content throughout the year, but the back half will be heavier than the first.

Read full article here: Sony's John Koller Talks PSP's Downloadable Future

GDC09: Duke Nukem Games Are Coming… But on DS/PSP

Duke Nukem fans have been waiting for Duke’s return for some time. It’s been ages since we’ve last heard, or seen, anything about the currently-in-development, Duke Nukem Forever. We were eye-fucked last year with a quick trailer showing off Duke’s new looks, and ass kicking techniques that he’s brining to the table. Screenshots were posted in December 2008 displaying a crisp, nice-textured models of the game which, off the bat, gave me a boner. So, there is a Duke Nukem game coming out. However, it’s not the one you’re thinking about. No, no. It’s coming out for Sony’s PSP and Nintendo’s DS. Duke Nukem Forever is going to have to wait a couple of more years.

Apogee’s Duke Nukem Trilogy has already stuck it to Duke Nukem Forever with its super awesome trailer. Hell, it has surpassed Duke Nukem Forever because the damn game actually exists, for crying out loud. And, to make Forever feel more like a piece of shit, it’s sort of like… six games!

OhGizmo explains that Duke Nukem Trilogy features three games, which have the same stories, but are presented in a different style on DS than on PSP. The PSP versions are M-rated, with content that will be “tasteful, but it’ll still be Duke.” Don’t fucking change the Duke, people. He’s fine the way he is – looking like a racist hillbilly that works for the MIB. He’s cool as is. Porn star name and all. So, for you DS owners thinking about sporting this new Duke Nukem title, know that the DS versions will be T-rated. Meaning you won’t be hearing curse words as much, if not at all, and seeing any tits being exposed by those sexay strippers.

So, what the great news about all this? Well, for one, this is the first playable Duke Nukem game in ages. Duke Nukem: Critical Mass was actually there being played by everyone and their mother on both the PSP and the DS. Slowly, it seems as if Duke Nukem Forever might yet again slip into the abyss of delay and silence. 3DRealms, I think it’s about fucking time you give us something to look at besides wallpapers (although they do look nice). I have little patience… very little patience.

Source article: GDC09: Duke Nukem Games Are Coming… But on DS/PSP

PSP Review - 'Phantasy Star Portable'

Sega's Phantasy Star series has had a pretty interesting history. Premiering on the Sega Master System, the first game was an RPG set in a sci-fi world where the universe's fate depended on the actions of a party consisting of beings, each of a different species. With a story that was deeply engaging and emotional, Master System owners proudly flaunted it over their NES brethren, since it was something that no game on the competing system ever had. When the Sega Genesis debuted, so did the sequel, which carried the same type of combat and story depth into the 16-bit era. The next two games after the 16-bit debut, Phantasy Star III and Phantasy Star IV, were equally as good and brought about multiple endings to the series as well as a sense of finality to the game.

While the series lay dormant during the Sega Saturn era, it came back for the Sega Dreamcast but in a completely different form. Phantasy Star Online was the first RPG from a Japanese company to take the game online. It also ditched the traditional turn-based system in favor of a real-time system, and it completely did away with most of the story from the franchise, choosing to only keep intact the sci-fi setting and the worlds from the series. The change was a polarizing one. Some fans loved the direction that the game was heading toward, while others hated it and wished that the game would go back to its roots. After a brief stint on the Nintendo GameCube and Xbox as well as a sequel appearing on the Xbox 360, PC and PlayStation 2, Phantasy Star Portable comes to the Sony PSP. The question for PSP owners is whether Sega's flagship RPG series fits in well with the other games on the system or feels out of place instead.

Phantasy Star Portable is a direct sequel of both Phantasy Star Universe and Phantasy Star Universe: Ambition of the Illuminus. You play a recent graduate of the Guardians, a group of peacekeepers for the Gurhal System. On your initial mission, you get partnered up with the latest CAST (android) model named Vivienne and must investigate a disturbance in a fully automated plant, where the machines have gone out of control. By the end of the mission, you discover that this may have been the work of terrorists that are using biological weaponry, much like the SEED threat of the previous games. Your overall mission is to stop the terrorists and wipe out the threat once and for all.

For those who have played the recent Phantasy Star titles, this will instantly feel familiar to you. If not, this will feel a bit different from the other Japanese RPGs on the system. Instead of being a turn-based affair, the game takes a real-time action stance. Enemies are automatically seen and combat happens just like any other third-person action game. The action takes place in various outdoor environments and futuristic dungeons separated by doors or gates. For comparison purposes, the game is a lot like the Monster Hunter games, where you go and complete various quests to help the story progress.

Read full article here: PSP Review - 'Phantasy Star Portable'