Well, I've had plenty of ups and downs for the past two weeks since I've been offline, but I think everything is getting back to normal now. Got a new connection and a new comp. Everything should be fine again by Monday hopefully.
Long story short, I'm back now! :)
Friday, March 28, 2008
Saturday, March 22, 2008
Tribute to a Good Friend.
I just recently learned that a close friend of mine, Shane Clayton, died two years ago - he was my old arcade-going and MK-lovin' buddy that I grew up playing games with. Up until now, I've been wondering if he was doing well since we lost touch a while back. I lost contact with him 4 years ago and just this Sunday, his mom called to tell my family about what had happened. :(
My beginnings in guide writing are actually based upon a suggestion from him. "Dude, you should write your own guides for these games". That statement may seem simple and at that time there wasn't a lot of seriousness behind it but it did have some impact on how I first started when I began writing for video games.
On a lighter note, hopefully he is still laying down the rest of the competition in Punch-Out!! up above.

I always think of Little Mac when I think of him. Won't ever forget you, good buddy. RIP.
My beginnings in guide writing are actually based upon a suggestion from him. "Dude, you should write your own guides for these games". That statement may seem simple and at that time there wasn't a lot of seriousness behind it but it did have some impact on how I first started when I began writing for video games.
On a lighter note, hopefully he is still laying down the rest of the competition in Punch-Out!! up above.
I always think of Little Mac when I think of him. Won't ever forget you, good buddy. RIP.
Sunday, March 16, 2008
Going offline
Just a little head's up for anybody that tries to contact me for the week coming up. I'll be without a comp and internet service for probably most of next week, so you won't get a reply for a while.
For those that do email me, I'll get back to you as soon as I can.
See you then. :)
UPDATE: (3/22)
Got back online for today to check my email and this post.
I'll probably be off for most of next week too, then I'll get back to updating everything of mine - DMC4 guide + another guide I'm working on.
What's new with me...
Well, my Xbox 360 died and is on it's way for repair. That really didn't suprise me though. Something much more tragic than that happened though - see post above.
For those that do email me, I'll get back to you as soon as I can.
See you then. :)
UPDATE: (3/22)
Got back online for today to check my email and this post.
I'll probably be off for most of next week too, then I'll get back to updating everything of mine - DMC4 guide + another guide I'm working on.
What's new with me...
Well, my Xbox 360 died and is on it's way for repair. That really didn't suprise me though. Something much more tragic than that happened though - see post above.
Wednesday, March 12, 2008
Silent Hill: Origins (PS2) review
Player(s): 1
Memory: 179KB
Do you have fond memories of playing your old Playstation 1 games on your Playstation 2? Remember how you would turn on the graphics filter and faster loading to make the polygons of some games would look smoother and the overall game load faster? Remember how some games would indeed look smoother and load faster, but they would have sound bugs or some other type of bug throughout them because of the extra stuff that you tried to force on them? Well, that is the sort of problem that we have here with Silent Hill Origins on the PS2.
I'm not going to go into detail about the story of the game, gameplay or any other features such as that. Please view my review of Silent Hill Origins on the PSP for that info. The PS2 version is the exact same from a gameplay perspective and the story remains the same with no added features.
If the PSP version has been played prior to starting up Silent Hill Origins for the PS2 then one can immediately notice the redone character models and slightly better backgrounds (and enemies). The game can be played in 4:3 or 16:9 aspect ratio and has multiple languages that can be chosen as the game begins. All files now have pictures that can be viewed prior to reading the text which provides a slightly more immersive experience when picking up any of them.
So what's so bad about the game? Well, the game is not absolutely terrible by any means. For the most part it still plays just as well as the PSP version, but the PS2 version suffers from some sounds bugs among other bugs and an overall darker look. Music will cut off while in some rooms, door opening sounds will not play when interacting with a door, the radio sound effect while touching a mirror cuts on and off in a choppy manner when compared to its PSP counterpart and sometimes the sound effect of picking up an item will sound distorted and nearly scare you more than a random sound that was actually meant to scare the player. All of these sound bugs happen randomly but some of them happen quite often - especially the door opening bug.
That's not all of the bugs either. There is also a slight delay in button response sometimes. Again, this happens randomly, but it's annoying when I want to simply view my map or run and have to wait a bit for the game to recognize my command.
Then there's the dark look that the game now carries. Konami could have easily put a brightness option in place on the PS2 version to remedy this issue but there is not one to be found. Some rooms are extremely dark and without your flashlight, all you can see is some slight movement on a nearly black screen. Yes, Silent Hill uses the darkness for its atmosphere, but when a game encourages you to turn off your light for a certain unlockable or to hide from enemies in an area, you would think the player would be able to see somewhat without a light in every room.
The new character designs look rather impressive. The models are much smoother than the PSP models. The jagged edges on the character models were really the only noticeable flaw on the PSP when it came to graphics. I do have a few issues with the way some of the characters look in the PS2 version though, most notable Lisa. She looks so much older in the face unlike her younger look in the PSP version. That's just my personal opinion though.
The 16:9 aspect ratio actually makes the game look much better even when played on a standard television. Everything is zoomed in and can be seen more clearly. The darkness isn't as much of an issue when this is turned on, but if you're on a standard TV then some of the game screen gets cut off.
All arguments aside, the game is still a really great survival horror experience. If you haven't played the PSP version then you should pick up Silent Hill Origins for PS2 if that is your only option. Even if some of the aspects have gone downhill when compared to the PSP version, the game still remains the same from a gameplay perspective and overall story point of view. If you have to choose between both versions then I would easily recommend the PSP version however.
The Good
+ Redone character models and slightly improved overall graphics.
+ New 4:3 or 16:9 aspect ratios and multiple languages.
+ Files now have pictures of the file to view along with the text.
The Bad
- Many sound bugs that were not present in the PSP version.
- Slight button delay at times.
- Very dark appearance with no in-game brightness option.
8.5/10
Memory: 179KB
Do you have fond memories of playing your old Playstation 1 games on your Playstation 2? Remember how you would turn on the graphics filter and faster loading to make the polygons of some games would look smoother and the overall game load faster? Remember how some games would indeed look smoother and load faster, but they would have sound bugs or some other type of bug throughout them because of the extra stuff that you tried to force on them? Well, that is the sort of problem that we have here with Silent Hill Origins on the PS2.
I'm not going to go into detail about the story of the game, gameplay or any other features such as that. Please view my review of Silent Hill Origins on the PSP for that info. The PS2 version is the exact same from a gameplay perspective and the story remains the same with no added features.
If the PSP version has been played prior to starting up Silent Hill Origins for the PS2 then one can immediately notice the redone character models and slightly better backgrounds (and enemies). The game can be played in 4:3 or 16:9 aspect ratio and has multiple languages that can be chosen as the game begins. All files now have pictures that can be viewed prior to reading the text which provides a slightly more immersive experience when picking up any of them.
So what's so bad about the game? Well, the game is not absolutely terrible by any means. For the most part it still plays just as well as the PSP version, but the PS2 version suffers from some sounds bugs among other bugs and an overall darker look. Music will cut off while in some rooms, door opening sounds will not play when interacting with a door, the radio sound effect while touching a mirror cuts on and off in a choppy manner when compared to its PSP counterpart and sometimes the sound effect of picking up an item will sound distorted and nearly scare you more than a random sound that was actually meant to scare the player. All of these sound bugs happen randomly but some of them happen quite often - especially the door opening bug.
That's not all of the bugs either. There is also a slight delay in button response sometimes. Again, this happens randomly, but it's annoying when I want to simply view my map or run and have to wait a bit for the game to recognize my command.
Then there's the dark look that the game now carries. Konami could have easily put a brightness option in place on the PS2 version to remedy this issue but there is not one to be found. Some rooms are extremely dark and without your flashlight, all you can see is some slight movement on a nearly black screen. Yes, Silent Hill uses the darkness for its atmosphere, but when a game encourages you to turn off your light for a certain unlockable or to hide from enemies in an area, you would think the player would be able to see somewhat without a light in every room.
The new character designs look rather impressive. The models are much smoother than the PSP models. The jagged edges on the character models were really the only noticeable flaw on the PSP when it came to graphics. I do have a few issues with the way some of the characters look in the PS2 version though, most notable Lisa. She looks so much older in the face unlike her younger look in the PSP version. That's just my personal opinion though.
The 16:9 aspect ratio actually makes the game look much better even when played on a standard television. Everything is zoomed in and can be seen more clearly. The darkness isn't as much of an issue when this is turned on, but if you're on a standard TV then some of the game screen gets cut off.
All arguments aside, the game is still a really great survival horror experience. If you haven't played the PSP version then you should pick up Silent Hill Origins for PS2 if that is your only option. Even if some of the aspects have gone downhill when compared to the PSP version, the game still remains the same from a gameplay perspective and overall story point of view. If you have to choose between both versions then I would easily recommend the PSP version however.
Graphics: 9.0
Controls: 8.5
Sound: 8.0
Gameplay: 8.5
Controls: 8.5
Sound: 8.0
Gameplay: 8.5
The Good
+ Redone character models and slightly improved overall graphics.
+ New 4:3 or 16:9 aspect ratios and multiple languages.
+ Files now have pictures of the file to view along with the text.
The Bad
- Many sound bugs that were not present in the PSP version.
- Slight button delay at times.
- Very dark appearance with no in-game brightness option.
8.5/10
What once was near perfect has now been broken, yet upgraded a bit in the process. The nightmare that plagues Silent Hill still continues regardless!
Friday, February 29, 2008
Devi May Cry 4 - Angelo Credo Move List
BUSTER MOMENTS
This is a list of the appropriate times that a Buster can be performed to Credo. Buster = Nero's Devil Bringer grab (O [PS3] or B [X360]).
ATTACKS FROM START OF BATTLE
ATTACKS NEAR DEATH
This is a list of the appropriate times that a Buster can be performed to Credo. Buster = Nero's Devil Bringer grab (O [PS3] or B [X360]).
| Boss Attack | Description |
| Normal Grab | Grab Credo with a Buster after dodging one of his series of attacks. |
| Beatdown | Grab Credo with a Buster after stunning him from continuous hits that break his shield. He will stagger. |
| Javelin Counter | While Credo tosses javelins at Nero, grab a javelin with a Buster by pressing the O button while it flies at Nero (not the instant before it hits, but a bit before that time) then aim at Credo before Nero tosses it back to impale Credo. |
ATTACKS FROM START OF BATTLE
| Boss Attack | Description | Avoidance |
| Javelin Toss | Credo dashes backwards then takes out a glowing javelin and tosses it with his right hand. He tosses two more javelins with his left hand followed by his right hand again. He will stop if any of them hit your character. | Jump or roll the right before they reach your character. You can also run to the side from a far distance. Use a Buster as it flies toward your character to counter this and throw it back. |
| Sword Combo 1 | While walking toward Nero, Credo readies his sword then performs a normal slash, upward slash, downward slash, then ends the combination with an overhead slash. | Dodge the first two slashes with a roll then roll from the overhead slash. You can also jump away from him or use a DB snatch to vault over him before he starts slashing. This move can also be interrupted with a well-timed slash to counter his first slash. |
| Sword Combo 2 | EWhile walking toward Nero, Credo leans back then performs two quick flashes followed by an overhead slash. | DB snatch him to vault over him or jump away from him. This move can be interrupted with a well-timed slash to counter his first slash. |
| Counter 1 | After blocking an attack, Credo unleashes a rising slash into the air then performs a falling overhead slash. | Roll to the side to avoid each slash - one roll for the rising slash then another for the falling overhead slash. |
| Counter 2 | After blocking an attack, Credo hovers slightly above the floor then slashes, sending an energy wave to the ground in front of him. | Roll right as Credo slashes or jump before he slashes. |
ATTACKS NEAR DEATH
| Boss Attack | Description | Avoidance |
| Sword Spiral | Swords appear all around your character. The swords turn inward and fly toward your character in groups of two at a time. | Slash them all by turning different ways while performing a combo or jump, Air Hike, then roll when your character hits the ground. |
| Light Swords | While hovering, Credo forms a vertical row of swords and shoots them toward your character then he forms a horizontal row of the swords and then shoots those. | Run and jump to the side. |
| Custom Combo 1 | Credo flies forward while in the air and slashes as an energy wave hits the ground. He speeds toward your characters and performs an uppercut slash followed by a downward slash. | Jump then roll from the uppercut slash and the downward slash. |
| Custom Combo 2 | Credo dashes forward and performs three slashes, an uppercut slash that sends him into the air, an energy wave in the air, then flies downward and points his sword and dashes at your character with a thrust. | Roll from the first slash and keep moving to the side you roll from, jump to avoid the energy wave, then roll or jump to avoid the thrust. |
| Energy Wave Combo | Credo flies toward your character and slashes to make an energy wave. He quickly flies into the air and performs another energy wave slash then flies back to the ground to perform one more energy wave slash. | It is possible to roll from all three slashes with good timing but it is easier to jump to avoid them individually. |
Thursday, February 28, 2008
Poll #8 - How far have you made it in the Bloody Palace survival mode in DMC4?
So up to last night I had only made it up to about Stage 27 in Bloody Palace. I never really had experimented that much with Nero's level 3 charge blast outside of shooting Mephistos, Fausts, and Blitzs, but I decided to change the button layout a bit just to see how well the level 3 charge blast worked on other enemies in Bloody Palace. When I reached Stage 40 I was more than conviced that it was helpful - I had to turn it off and leave then though.
Later last night, I decided to play Bloody Palace again with Nero just to experiment with some stuff and before I knew it, I was up in the 60 range of stages. I decided to continue just to see how far I could make it. Credo almost stopped me on Stage 80 - literally one more hit and I would have been defeated as I defeated him. Fighting two Blitz wasn't really that bad with Nero and the armada of Angelos on Stage 99 was fairly easy. Dante on Stage 101 was pretty scary, especially since I had almost lost sanity by then, but I managed to beat him to complete Bloody Palace.
With Nero's charge blast on constant charge, I didn't even really need Exceed moves. Level 3 Ex Streaks helped out some, but the level 3 charge blast was the main savior for me. That move is way too useful.
So, how far have the rest of you made it?
Later last night, I decided to play Bloody Palace again with Nero just to experiment with some stuff and before I knew it, I was up in the 60 range of stages. I decided to continue just to see how far I could make it. Credo almost stopped me on Stage 80 - literally one more hit and I would have been defeated as I defeated him. Fighting two Blitz wasn't really that bad with Nero and the armada of Angelos on Stage 99 was fairly easy. Dante on Stage 101 was pretty scary, especially since I had almost lost sanity by then, but I managed to beat him to complete Bloody Palace.
With Nero's charge blast on constant charge, I didn't even really need Exceed moves. Level 3 Ex Streaks helped out some, but the level 3 charge blast was the main savior for me. That move is way too useful.
So, how far have the rest of you made it?
Poll #7 - Results
Yeah, yeah, I know, I forgot Cerberus. :p
What are your favorite Devil Arms in the Devil May Cry series?
Yamato wins with the runner up of Rebellion. Both Vergil and Dante's trusted weapons are your main favorites!
What are your favorite Devil Arms in the Devil May Cry series?
Agni & Rudra
33 (22%)
Alastor
26 (17%)
Beowulf
32 (22%)
Force Edge
11 (7%)
Gilgamesh
26 (17%)
Ifrit
14 (9%)
Lucifer
18 (12%)
Nevan
11 (7%)
Rebellion
52 (35%)
Red Queen
40 (27%)
Yamato
64 (44%)
Total Votes: 145
Yamato wins with the runner up of Rebellion. Both Vergil and Dante's trusted weapons are your main favorites!
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