<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	>

<channel>
	<title>Ugly Baby Studios &#187; Console Games</title>
	<atom:link href="http://www.uglybabystudios.com/category/reviews/console-games/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.uglybabystudios.com</link>
	<description>All the Fun...None of the Poop!</description>
	<lastBuildDate>Tue, 08 Jun 2010 02:56:57 +0000</lastBuildDate>
	<language>en</language>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.3.1</generator>
		<item>
		<title>Mass Effect 2 Review</title>
		<link>http://www.uglybabystudios.com/2010/05/11/mass-effect-2-review/</link>
		<comments>http://www.uglybabystudios.com/2010/05/11/mass-effect-2-review/#comments</comments>
		<pubDate>Tue, 11 May 2010 21:50:59 +0000</pubDate>
		<dc:creator>Jason Ward</dc:creator>
				<category><![CDATA[Console Games]]></category>
		<category><![CDATA[Consoles]]></category>
		<category><![CDATA[Gaming]]></category>
		<category><![CDATA[Reviews]]></category>

		<guid isPermaLink="false">http://www.uglybabystudios.com/?p=570</guid>
		<description><![CDATA[Mass Effect 2's intro is among the most exciting, gripping, well executed game opener's I've ever seen. If it had been a CG cut scene I'd have been on the edge of my seat, but getting to actually play through that explosive, shocking--the list of adjectives could go on for days--introduction, well...had me on the edge of my seat, fiddling with thumbsticks as I desperately tried to save Commander Shepard and her crew from certain doom.]]></description>
			<content:encoded><![CDATA[<div class="shr-publisher-570"></div><table border="0" cellspacing="2" cellpadding="2" align="left">
<tbody>
<tr>
<td>
<a href="http://www.uglybabystudios.com/wp-content/gallery/xbox-360/shepard.jpg" title="Mass Effect 2: For people who want damaged goods characters" class="shutterset_singlepic108" >
	<img class="ngg-singlepic ngg-center" src="http://www.uglybabystudios.com/wp-content/gallery/cache/108__320x240_shepard.jpg" alt="108  320x240 shepard Mass Effect 2 Review" title="Evil Shepard" />
</a>
<a class="shutterset_" title="Mass Effect 2: For people who want damaged goods characters" href="http://www.uglybabystudios.com/wp-content/gallery/xbox-360/shepard.jpg"></a></td>
</tr>
</tbody>
</table>
<p> It&#8217;s fair to say that Mass Effect 2 is a pretty awesome game. So awesome, in fact, that if the &#8216;net could burst from an overfilling of positive reviews, this is the game that would have doomed the whole damn thing. Going into the experience I wasn&#8217;t really sure what to expect. I&#8217;d finished the first Mass Effect, and while it was a pretty good game I felt like it lacked in a few areas, not the least of which was a dry-as-dirt first quarter spent wandering the Citadel like a chimp on a banana hunt. So it goes without saying, then, that when I approached the new Mass Effect I was pretty much steeled for a dull introduction to what would eventually be revealed as a pretty good game.</p>
<p>I was wrong. Mass Effect 2&#8242;s intro is among the most exciting, gripping, well executed game opener&#8217;s I&#8217;ve ever seen. If it had been a CG cut scene I&#8217;d have been on the edge of my seat, but getting to actually play through that explosive, shocking&#8211;the list of adjectives could go on for days&#8211;introduction, well&#8230;had me on the edge of my seat, fiddling with thumbsticks as I desperately tried to save Commander Shepard and her crew from certain doom.</p>
<p><span id="more-570"></span></p>
<p>Perhaps my favorite part of the new game is having the ability to pull my existing character from the first Mass Effect into the new game, with an opportunity to make a few different choices in career and appearance. I opted to change neither, of course, and begrudgingly accepted that I would now start over with my character&#8217;s level progression. I was rather surprised and pleased to learn that although I was starting at a &#8220;low&#8221; level again, this time around my Shepard was actually much more powerful than in the previous game, which in turn made the leveling seem more satisfying than I&#8217;d expected it to be. Far from making me feel artificially powered down, instead it seemed more like my Shepard had been down for awhile and just needed a little loosening up.</p>
<p>In Mass Effect 1, I played as close to &#8220;neutral&#8221; as possible, but ended up with a slight leaning toward Paragon. This time around, I made a role playing choice: death had changed Shepard, and she would be hardcore Renegade. As the game progressed there were, I&#8217;ll admit upfront, a handful of choices I made that scored me paragon points, though in the interest of posting no spoilers I won&#8217;t tell you which those were. For the remainder of the game, however, I managed to steer pretty closely to the Renegade side, even taking cognizance of Samara&#8217;s statement that she might have to kill me once we&#8217;d completed the mission; thus, when the opportunity presented itself, I chose to kill her and recruit her evil daughter, Morinth, figuring she wouldn&#8217;t kill me unless I opted to sleep with her. Well&#8230;maybe not <em>sleep</em>.</p>
<p>ME2&#8242;s combat and weapons/upgrades management system is greatly simplified and streamlined compared to its predecessor. Gone are the long hours of sifting through countless iterations of ammo types and levels, or various levels of weapons of every sort. In its place is a slick, easy to use interface with a leaner set of options that, while taking away some of the flexibility of its predecessor, greatly improves the player&#8217;s ability to outfit each member of his or her team with the best gear quickly and efficiently. Too, the new combat system is much more TPS (Third Person Shooter), and the player&#8217;s ability to aim well really pays off. <em>Headshots are your friend</em>. Except when they&#8217;re aimed at <em>your</em> head, of course.</p>
<p>Visually, ME2 is a delight, with a wide variety of different locales all rendered in gorgeous detail. The sci-fi trappings are not just futuristic, but they also look used and lived-in, creating a sense of a galaxy populated by living, breathing people. There are the occasional graphical glitches that seem to be the hallmark of the HD generation, with little bits of pop-in here and there, but for the most part it&#8217;s hardly noticeable. It&#8217;s also fair to say that you&#8217;ll be so engrossed in the story that you probably won&#8217;t notice most of the little glitches even when they do happen.</p>
<p>The 5.1 mix is fantastic and really works to enhance the mood of the game. I tend to play in darkness as much as possible, with the surround sound cranked up so as to really immerse me in the experience, and ME2 did not let me down. From environmental sounds to enemies trying to flank me, the audio track is rendered with superb attention to detail and had me completely living in the experience within minutes of powering on the game.</p>
<p><span style="color: #0000ff;"><strong>Enjoyed:</strong></span></p>
<p style="padding-left: 30px;"><span style="color: #0000ff;"><strong></strong></span><br />
Virtually everything. Mass Effect 2 is a cornucopia of goodness, and I feel comfortable calling it the best game of this generation so far. The artwork, audio, voice acting, writing and gameplay all work together with the precision of a well crafted symphony, sucking the player into the experience in ways that few games ever will.</p>
<p><strong><span style="color: #ff0000;">Disliked:<br />
</span></strong></p>
<p style="padding-left: 30px;">The fact that the game ended at all comes to mind immediately, but thanks to the DLC the game can go on for a bit longer. If there&#8217;s one thing I dislike about the experience, it&#8217;s that there hasn&#8217;t been enough DLC to keep me happy yet. The other thing I wasn&#8217;t fond of is the fact that the lesbian love experience is nonexistent this time around. I played my Shepard as a female and had previously established a relationship with Liara, so I was disappointed that I wasn&#8217;t able to continue that.</p>
<p><strong><span style="color: #339966;">Would have changed</span></strong>:</p>
<p>Beyond the obvious &#8220;no graphical glitches,&#8221; which I accept as par for the course in the HD generation, my big gripe really is just with the reduced accessability to the love interest of your choice. There&#8217;s plenty of hetero-love to be had, but the fact that the first game allowed gay relationships while the second one doesn&#8217;t seems like a step backward, so I&#8217;d have carried that element forward. Hopefully it&#8217;ll return in Mass Effect 3.</p>
<p>All in all, Mass Effect 2 is a top tier game well worth your time and money, even at full price. By now it&#8217;s possible to find it on discount pretty regularly, so don&#8217;t let anything stop you: if you own a 360, this is a shouldn&#8217;t-miss experience.</p>
<p><map name='google_ad_map_570_0f4aafcfccedda3e'>
<area shape='rect' href='http://imageads.googleadservices.com/pagead/imgclick/570?pos=0' coords='1,2,367,28' />
<area shape='rect' href='http://services.google.com/feedback/abg' coords='384,10,453,23'/></map>
<img usemap='#google_ad_map_570_0f4aafcfccedda3e' border='0' src='http://imageads.googleadservices.com/pagead/ads?format=468x30_aff_img&amp;client=&amp;channel=&amp;output=png&amp;cuid=570&amp;url=http%3A%2F%2Fwww.uglybabystudios.com%2F2010%2F05%2F11%2Fmass-effect-2-review%2F' title="Mass Effect 2 Review" alt=" Mass Effect 2 Review" /></p>]]></content:encoded>
			<wfw:commentRss>http://www.uglybabystudios.com/2010/05/11/mass-effect-2-review/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Preview: Halo Reach Beta</title>
		<link>http://www.uglybabystudios.com/2010/05/03/preview-halo-reach-beta/</link>
		<comments>http://www.uglybabystudios.com/2010/05/03/preview-halo-reach-beta/#comments</comments>
		<pubDate>Tue, 04 May 2010 05:59:12 +0000</pubDate>
		<dc:creator>Juliet Flores</dc:creator>
				<category><![CDATA[Console Games]]></category>
		<category><![CDATA[Previews & Betas]]></category>

		<guid isPermaLink="false">http://www.uglybabystudios.com/?p=572</guid>
		<description><![CDATA[In a word. Fun! For a Beta, it&#8217;s pretty well rounded with just some minor things I noticed that will probably be fixed before release. I witnessed multiple grenades bouncing up after hitting stairs in at least one level. I&#8217;m pretty sure those things are heavy and gravity pulls the other way, as a rule. The four major &#8221;classes,&#8221; [...]]]></description>
			<content:encoded><![CDATA[<div class="shr-publisher-572"></div><table border="0" cellspacing="2" cellpadding="2" align="left">
<tbody>
<tr>
<td>
<a href="http://www.uglybabystudios.com/wp-content/gallery/xbox-360/halo-reach.jpg" title="" class="shutterset_singlepic109" >
	<img class="ngg-singlepic ngg-center" src="http://www.uglybabystudios.com/wp-content/gallery/cache/109__320x240_halo-reach.jpg" alt="109  320x240 halo reach Preview: Halo Reach Beta" title="Halo Reach" />
</a>
</td>
</tr>
</tbody>
</table>
<p>In a word. Fun!</p>
<p>For a Beta, it&#8217;s pretty well rounded with just some minor things I noticed that will probably be fixed before release. I witnessed multiple grenades bouncing <em>up</em> after hitting stairs in at least one level. I&#8217;m pretty sure those things are heavy and gravity pulls the other way, as a rule. The four major &#8221;classes,&#8221; &#8220;power ups,&#8221; (whatever they&#8217;re calling them this time around), aren&#8217;t as balanced as they could be, either. The player choses which &#8220;class&#8221; they&#8217;ll play at the beginning of the match and after death, right before respawn, which helps to somewhat balance them out, but it&#8217;s easy to see which are more advantageous than others.  In their own right each is pretty useful, though the one that stands out as the most useful is the shield. Basically you get limited god mode for a short time; you can&#8217;t move but no one can kill you, either (from what I&#8217;ve seen.) The next standout is the cloak, which draws attention mostly for its flaws. I say flaws because, as I&#8217;d sit motionless in the cloak, I&#8217;d inevitably be sniped (headshot) from <em>all the way across the map</em> after having just watched the shooter spawn, <em>after</em> I cloaked&#8230; The other two powers sprint and the jetpack, are pretty balanced, each with their obvious advantages and disadvantages.</p>
<p>All in all I&#8217;m impressed with the beta so far, and look forward to playing the &#8220;gold&#8221; version with its various problems hopefully ironed out. Visually the beta has smooth, crisp graphics and familiar gameplay, with a blend of new and old weapons. The biggest problem I have with it is that, like many other online multiplayer games, there is no way to filter out players who have no lives and have spent the last eight years of their lives playing Halo ad nauseum, practicing their e-penis waving skills. The only time they are in any danger of losing is if a scenario works out as a 4v1 and they run out of ammo.</p>
<p>Beta is fun, can&#8217;t wait for release!</p>
<p><map name='google_ad_map_572_0f4aafcfccedda3e'>
<area shape='rect' href='http://imageads.googleadservices.com/pagead/imgclick/572?pos=0' coords='1,2,367,28' />
<area shape='rect' href='http://services.google.com/feedback/abg' coords='384,10,453,23'/></map>
<img usemap='#google_ad_map_572_0f4aafcfccedda3e' border='0' src='http://imageads.googleadservices.com/pagead/ads?format=468x30_aff_img&amp;client=&amp;channel=&amp;output=png&amp;cuid=572&amp;url=http%3A%2F%2Fwww.uglybabystudios.com%2F2010%2F05%2F03%2Fpreview-halo-reach-beta%2F' title="Preview: Halo Reach Beta" alt=" Preview: Halo Reach Beta" /></p>]]></content:encoded>
			<wfw:commentRss>http://www.uglybabystudios.com/2010/05/03/preview-halo-reach-beta/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>To Underworld and back again</title>
		<link>http://www.uglybabystudios.com/2009/01/21/to-underworld-and-back-again/</link>
		<comments>http://www.uglybabystudios.com/2009/01/21/to-underworld-and-back-again/#comments</comments>
		<pubDate>Thu, 22 Jan 2009 00:34:49 +0000</pubDate>
		<dc:creator>Mike Kukuk</dc:creator>
				<category><![CDATA[Console Games]]></category>
		<category><![CDATA[Consoles]]></category>
		<category><![CDATA[Ranting & Raving]]></category>
		<category><![CDATA[Reviews]]></category>
		<category><![CDATA[video games]]></category>
		<category><![CDATA[Fallout 3]]></category>
		<category><![CDATA[Kukuk]]></category>
		<category><![CDATA[Review]]></category>
		<category><![CDATA[RPG]]></category>
		<category><![CDATA[Xbox 360]]></category>

		<guid isPermaLink="false">http://www.uglybabystudios.com/?p=429</guid>
		<description><![CDATA[Imagine for a moment - a book that writes itself.]]></description>
			<content:encoded><![CDATA[<div class="shr-publisher-429"></div><p><em><strong>
<a href="http://www.uglybabystudios.com/wp-content/gallery/xbox-360/fallout-logo.jpg" title="" class="shutterset_singlepic40" >
	<img class="ngg-singlepic ngg-left" src="http://www.uglybabystudios.com/wp-content/gallery/cache/40__160x90_fallout-logo.jpg" alt="40  160x90 fallout logo To Underworld and back again" title="fallout-logo.jpg" />
</a>
The story of one character&#8217;s trip across the wastes&#8230;</strong></em></p>
<p>Imagine for a moment &#8211; a book that writes itself. All you would need to be <em>is</em><strong> </strong>that character, be placed in that world, have it be an interesting setting that you can interact with on many levels, and the &#8216;story&#8217; would flow from that point. <em>Fallout 3</em> <em>is</em> that &#8216;book&#8217;. Sure, you can follow the quests (whether main or side), but you <em>don&#8217;t have to </em>- there is tons to see and do aside from that. You might still stumble into the occasional quest that starts suddenly, but you can always back off &#8211; no one is <em>forcing</em> you do it, or even <em>complete</em> them.</p>
<p>I have played quite a bit of Fallout 3, and I suppose now is a good time for a review, although &#8211; <em>maybe</em> a bit late. I have also played Fallout 3 as a &#8220;good guy&#8221;, &#8220;bad gal&#8221; and a &#8220;neutral guy.&#8221; Bear in mind, I have had no experience with previous Fallout games, so I will <strong><span style="text-decoration: underline;">not</span></strong> be making any sour whining noises about that, and how &#8216;it does not meet my sex fantasy expectations of what a dream game needs to be&#8217; &#8211; <em>blah, blah, blah.</em></p>
<p><em><span id="more-429"></span><br />
</em></p>
<p><em>Backdrop</em><br />
<em>Fallout 3</em> is a wasteland, filled with blowing sand and burning seeps, radioactive areas that are dangerous, leaking barrels killing or damaging the unwary. There are also lots of rocks, big shelves and walls, caverns, &amp; cliffs to sneak around or get to the top of so as to see better, to get a vantage point or just protect your back. Many buildings are rubble, others you can explore. It just takes investigation, and curiosity  &#8211; and sometimes <em>that&#8217;s half the fun.</em></p>
<p>The story&#8217;s backdrop, we have all heard about &#8211; 1950 science fiction nuclear aftermath. Giant radiated movie ants and roaches, and even a mini game of &#8216;whack a mole&#8217; (short &#8211; part of a quest, pound 10 moles with a stick). <em>Everything</em> that seems like debris adds ambiance, is dangerous or, is something actually useful &#8211; <em>if you can just find out for what.</em> But there is plenty of funny 1950&#8242;s childhood retro fear here on tap, so feel free to enjoy it. Typically, (for me) 1st person view was the most fun to play in, but I tried 3rd person too, as it is good for running and skipping sneaking all the time, which does eat up a lot of <strong>REAL</strong> time by the way.</p>
<p><em>Similarities</em><br />
Also, I have taken the time and looked previous fallout games over somewhat, and can see there <em>are</em> differences, such as what monsters didn&#8217;t make the cut, number of weapons, plot, perspective of play (1st/3rd, overhead) and other various nuance. Granted, <em>Bethesda</em> does have a <em>certain way</em> of doing things, and Fallout 3 is a fine example of that style. I would <strong>not </strong>say that it is <em>&#8220;Oblivion with guns&#8221;</em> because that game had a lot of sword-based &#8216;club-bashing&#8217; of monsters. Not like real swordplay, but kind of. If you play Fallout 3 in <em>that</em> way (melee) you <em>will</em> probably have a similar experience, play wise. Other similarities include dialog interaction with NPC&#8217;s, as that is identical.</p>
<p>A final similarity would be &#8216;dungeons&#8217; that look increasingly similar to each other after about 40 &#8211; 50 hours or so. This game at least leaves the player with a better rational of <strong>why</strong> opponent characters are in those areas, but not always. &#8220;dungeon&#8221; areas begin to all look a lot alike after awhile though, and that is part of what brings on a sense of boredom, along with similar monsters being there, and similar various stuff to collect. Once one hits the level 20 cap it&#8217;s pretty much dullsville incorporated, unless you start really toying with the game.</p>
<p>Many folks complained about travel in STALKER, as anywhere you wanted to go it was <em>walking.</em> Well, the same applies here, with an exception that <em>once you have been there</em>, you can always <em>fast travel</em> back to shortcut your time to a mere load screen. There are dangers, of course, like the occasional enemy in the immediate area who jumps you, but that does not always happen. This is also a similarity with <em>Oblivion</em> and <em>Morrowind</em>, although <em>Morrowind</em> referred to it as &#8220;teleporting.&#8221;</p>
<p><em>Gameplay</em><br />
Game play is <strong><span style="text-decoration: underline;">not</span></strong> at all like your typical shooter, except the barest comparison. Most FPS games (Halo, COD for example) have enemies that attack in hordes, and are all very twitch based, meaning &#8211;  your reflexes and quick aiming ability account for much of &#8216;actual gun skill.&#8217; Not so here, as Fallout is an RPG, so you play <em>a character that must learn to use guns </em>(or whatever) <em>just like in real life</em>, and that takes time to master. While this <em>can</em> leave something to be desired at some levels, by level 20 you will have a pretty tough character. So, although you might get some armor, you will be relying on health packs and good old fashioned brains to fight most of your battles.</p>
<p>This of course, brings up what is so very great about <em>Fallout 3</em> &#8211; it is no cheesy hallway run, where your only reward is some ammo, or finishing the game. You can attack from many, many different directions, and possibilities exist for one who is strategic, creative and patient. Wide open spaces means maybe you can attack from above, below, either side, with an enlisted follower, by setting traps, sneaking, head on, big guns, small guns, melee, or even leading <em>a different</em> enemy into their ranks by trickery. &#8220;Dungeons&#8221; (buildings, caves, metros, etc.) are not so different, as finding an enemy to trick into attacking them isn&#8217;t always available, yet do often have turrets that you can hack and manipulate to your own ends. It&#8217;s a rare game where you can be truly devious in an attack.</p>
<p>What else is different from a <strong>typical</strong> FPS? To start, there is food. There is many, many types of food, and drink. (I have found more than 4 types of booze already&#8230; and it can have good effects and bad, that are useful&#8230; but risky&#8230;). Food like: Squirrel stew, iguana on a stick, iguana bits, insta mash, mirelurk cakes, sugar bombs, to name but a few (so, squirrels survived?). All help your health, and add a bit of radiation (except for a few). Not exactly damage, but it will be over the long term, if you get enough of it (500 rads or so). Food helps your health when you are shot up, as can many other things like water (dirty or purified) but it takes quite a bit if you are really shot up. Stimpacks are more like healthpacks &#8211; for &#8216;no radiation&#8217; health, and there is an area in the interface/Pipboy where you must add it to limbs, head and/or torso too, when you get really shot up and become crippled. You can easily choose which, and, stimpack effectiveness is delivered by medicine skill level.</p>
<p><em>Junk, weapons &amp; skills</em><br />
Junk in <em>Fallout 3</em> can be used to build things if you possess an appropriate schematic, using about 4 items of what could only be considered crap, you can make something of worth (a weapon) that can be used, repaired or sold. <em>Small gun skills</em> are very useful, as is <em>repair</em>, because ammo is hard to come by, as weapons have damage levels that repairing them will increase, which adds effectiveness. <em>Big guns</em> do great damage, but are harder to come by, and use ammo up quick. All ammo has NO weight, so you could always collect it anyway and just sell it. <em>Small guns</em> are plentiful, and have more of a sniper aspect, whereas big guns require more personal exposure for lesser accuracy, and sometimes take awhile to &#8220;wind up&#8221;.</p>
<p>Melee weapons can be a hardship. because not all enemies get in your face &#8211; some either run away, or stand off at a distance and peck at you or just rail gun you.  Some love to throw grenades at you too. Try advancing on a robot with a flame-thrower and you will see where the <em>sneak skill </em>and a stealthboy (temporary invisibility) comes into play. So, obviously, unarmored fists can be a challenge too. The game has a particular level of hardship from around level 5 to about level 8, not sure why, but it gets really tough. <span style="text-decoration: underline;"><strong>If</strong></span> it gets too tough for you, well, just use the interface and set it easy mode, ya crybaby whiner. I suppose <span style="text-decoration: underline;">that</span> is the part of the game where they teach you about &#8220;running away.&#8221; <em>(Do I get experience points for that?) </em></p>
<p><em>Repair skill </em>is a very worthy skill to have. Not only does it help you keep a weapon working well, it brings it to a maximum damage efficiency (according to your skill). It is also good because you can do field repair when needed (if you have another weapon or armor like it with you, it works by combining two similar items), and that also saves weight and makes the items you carry <em>worth more</em>&#8230; that is, less to haul back to <strong>sell.</strong></p>
<p>There are many, many guns, assuming you have the <em>skill</em> to use them&#8230; sniper rifle, hunting rifle, assault rifle, SMG, shotgun, flamethrower, minigun, gatling gun, missile launcher, railspike, minikuke, various &#8216;nades, mines and some &#8216;homemade&#8217; stuff. (really nasty stuff) But, not something you would want to waste, (made from junk you find). <em>Oblivion</em> made you work at becoming skilled at something, and here &#8211; you just assign points for &#8216;surviving&#8217; to the next level, as it is all automatic. Much of the junk you found there was just that. <strong><em>Junk.</em></strong></p>
<p><em>Luck </em>has a part to play in creating a character, but it is a subtle thing. Where <em>Strength</em> allows more weight to be carried, and power (like punching), <em>Perception</em> means you detect enemies earlier than they do you, if it is high enough. <em>Endurance</em> affects health (hit points) amount, <em>Charisma</em> seems to have almost no effect, except in quests with speech and challenges. <em>Intelligence </em>affects number of skill points at level up, <em>Agility</em> affects how many points you get in VATS. All of those give bonuses if high, and supposedly actually affect your character in tangible ways (like <em>Agility</em> effects movement) but I have not seen that in all of them. So, in this way, <em>Fallout 3</em> departs from <em>Morrowind</em> and <em>Oblivion</em> in a major way. <em>Luck</em>, as I have observed, <em>might</em> effect battles and hits, but I have experienced something else&#8230; more intriguing. <em>Luck</em> affected <em>what my enemies</em> <em>went through to get to me</em> once it was high enough. Funny as heck to watch, too.</p>
<p><strong>Case in point: </strong>When my luck was low, I had many encounters with Talon merc&#8217;s, and they were always waiting for me, outside some doorway or on the other side of some entrance or exit. When my luck became a 9, I noticed a subtle shift of <span style="text-decoration: underline;">them</span> getting reamed by other enemies long before they ever got near me. Poor idiots. So, Luck did change game play quite a bit, but bear in mind &#8211; I was <em>sneaking</em> at the time.</p>
<p><em>Sneak skill</em> is also a mixed bag&#8230;I mean to say, many enemies will not see you sneaking in the dark, but many still will. It helps some, but it will not make you invisible to all.  I have seen the entire wasteland, and made plenty of effort sneaking around enemies I didn&#8217;t want to deal with. It&#8217;s a mixed bag. Sometimes I could sneak past, sometimes I ran like a chicken, sometimes they saw me, sometimes one brutal shot convinced them <em>it just wasn&#8217;t worth it. </em></p>
<p><em>Perks &amp; VATS</em><br />
Certain perks are good if taken right away, like <em>Educated </em>and <em>Comprehension</em>. You will probably find at least 35 books&#8230;so, double the points will be nice, as there are about 300 to find. Perks have been discussed in many other reviews, and so has character building, so I will dwell on other things. Weight, for example, and how you much can carry, is based on <em>Strength</em> (even average). my character is a 6 strength, so I can carry 210 lbs, which is a large amount of stuff early on. For &#8216;ease of use&#8217; reasons, ammo weighs nothing, as do many &#8216;drugs&#8217; and a few other items. Drugs that boost health, boost damage, intellect, perception, charisma and other needs to &#8216;get &#8216;er done&#8217;. Typically <strong>very</strong> addictive, of course.</p>
<p>VATS is interesting, and several perks make it FAR more useful. Initially, it might feel like a cheat when you hit an enemy in the face several times and all they do is flinch, or you just plain magically miss. It is more effective at close ranges (later in the game &#8211; medium range too) but you will still spend plenty of time finding ways to &#8216;interact directly&#8217;, say, with a grenade or land mine. Some enemies will also <em>recognize</em> a land mine when they see it &#8211; so be prepared, not <span style="text-decoration: underline;">all</span> Scorpions are dumb as a brick.</p>
<p><em>A.I.</em><br />
AI isn&#8217;t bad &#8211; I have found that enemies will sometimes chicken out and run off when attacked, and some will flank the long way, showing up unexpectedly. They also often change their mind about running away. Keep in mind that the game will be very gruesome and gory, perk or no perk. Generally, any AI is on patrol of an area; which isn&#8217;t so bad, as many animals are territorial and do about the same. Scorpions are a &#8216;get in your face&#8217; type, like raiders, only <em>really fast.</em> Centaurs are a bit slower. Although many enemies are &#8216;in your face&#8217;, like <em>Oblivion</em>, some are not, some flank, some retreat&#8230; you will see varied differences in speed, approach and handling. Some enemies hate fire, others hate plasma, some hate melee, some are armored, some are perceptive. It takes awhile to figure out what&#8217;s best for who, but just about anything works by level 20.</p>
<p><em>Animation</em><br />
Some animations in the game are <strong><em>not</em></strong> great, as <em>Oblivion&#8217;s</em> animations were not bad, per say &#8211; but there were times when a dog trying to go down a hill just wasn&#8217;t able to do it on the slope. So, the walk staggered the drop, looking very, very fake, dropping 3 or four feet at a time just to go down the slope (invisible stairway!). Well, dogs here have the &#8216;stagger&#8217; too. Aside from any battles &#8211; <em>your</em> dog can just &#8220;sit and stay&#8221; if that is what you wish. But, he also runs off and finds crap if you ask, like chems, guns, ammo, etc&#8230;which does make him quite useful. I lost my dog &#8211; was too greedy I suppose. I sent him off to get stuff when I didn&#8217;t need it one too many times. Eventually, he did return, but it seemed like forever &#8211; I thought he was long dead. Also, sometimes stuff floats, (like chairs, tables, etc.) and enemies will float away (rare, but it happens).</p>
<p>The animations in the beginning of the game are just <em>horrible.</em> The vault had characters without expressions, and they basically just stood around, and some animations look, well &#8211; <em>cheesy. </em>All in all it&#8217;s not reason to <em>abandon</em> the game, but sometimes it just doesn&#8217;t cut it and can be jarring. <em>&#8220;Oh, yeah &#8211; video game&#8221;.</em> Sometimes the AI is &#8216;ice skating&#8217; when off in the distance. but, But, <em>Oblivion</em> has that too. There are better physics to make up for all of shortfalls, I suppose. And, you don&#8217;t see enemies facing the other direction when they shoot at you, like say, in <em>GRAW.</em> Add to problems &#8211; the &#8216;occasional&#8217; texture pop in when you turn your head to look another direction. It slowly fills, and looks strange. I have experienced a few other weird glitches that were video related, but I reloaded and they went away.</p>
<p>The &#8220;vault&#8221; aspects sort of left me with a &#8220;what do I do?&#8221; feeling, but &#8211; eventually, I would just save and experiment. Interestingly, it put me well on my way to &#8220;vault martyr&#8221;. I did dig around some, and steal as much as I could before I left (lets see <em>other</em> martyrs try <em>that!</em>). After leaving the vault, I finally found Megaton&#8230;which was also slow. Even tried to bang the hooker, but it seemed like all she did was relieve me of my caps (money). I didn&#8217;t even hear any fun noises. Irritated, I reloaded the game file, and did something else. I was <em>just curious</em> anyway, but could get the same treatment from someone at J-lube.</p>
<p>Something you might want to try &#8211; and that is <em>sneak. </em>Not only does it give critical damage if enemies are not aware of you, but it also allows to to listen in on conversations you might not normally hear enemies make. Some of them are <em>hilarious</em> to be sure. I recall tossing some &#8216;nades down onto some raiders who couldn&#8217;t locate me, and one said <em>&#8220;Oh, <strong>SHIT!&#8221;</strong></em><strong> </strong>Then the grenade exploded, and he groaned. His buddy replied <em>&#8220;You deserved it, dumbass.&#8221;</em> I just about laughed myself ill on that one. Super mutant conversations are also somewhat entertaining&#8230;</p>
<p><em>Assessment</em><br />
So. The <em>&#8216;Oblivion&#8217;</em> trees are gone, and so are long load times. There is still loading, but it is shorter, and the frame rate (at least on a 360) is pretty decent, especially when installed to the hard drive. Very little water to be seen, maybe a river and a few radioactive ponds. So, I have seen the entire wasteland, and it is a big place. I finished the main quests and side quests, but I see a 200 hour game potential if one is in no hurry, however, the main quest will probably tap at about 15-20 hours, max. For $60 or so you can go out and write your own (although imperfect) adventure,&#8230;. so, <em>what&#8217;s stopping you?</em></p>
<p><strong>&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;</strong></p>
<p>With all of that in mind, here is an example of the book that I mean, in my own words, following my actions, <em>early on</em> in my game. Your experience will likely be quite different (I mean, aside from the shooting &#8211; but hey, you can always <em>run away</em>).</p>
<p><em>My characters story&#8230;.</em><br />
I headed off into the wastes looking for some adventure, and a scrap. I pointed myself  via one of the little arrows on the compass, just to see how the feature worked. Checking my map, I had been to a few of them. But one steered me to an old broken freeway overpass, and from my concealed rock-ledge perch, I saw some raiders at the entrance of the overpass, and so I snuck along a lower rock line so as to not be seen in my ambush. I crept right up to the side of it, keeping low, to the overpass edge. Suddenly &#8211; one of them heard my steps &#8211; but, my back was covered, and so was my right flank. Hidden from my view, she came along the wall, turned and ran up to me in the open with a bat, and I let her get in close and &#8211; <strong>BLAM! </strong>- <em>shotgun says no way.</em></p>
<p>This alerted another raider, and he came running with an assault rifle &#8211; big mistake &#8211; he also got in too close, and my shotgun said so. This in turn alerted another raider (or  &#8211; already was) who ran up with a knife. Well, you know what they say, <em>&#8216;bring a knife to gunfight&#8217;</em>, and all that. I crept up the bridge after resupplying via their ammo cans. I figured that higher on the overpass was a probably great place for a guy with a sniper rifle.</p>
<p>I got up a ways, and daybreak began to dawn, a bit too quick for my tastes, breaking cover, I ran up to a big semi truck to grab for use as protection, but was seen. Poor Mr. Ballbat didn&#8217;t have a chance. <strong>BOOM!</strong> Another raider tried to flank me left, and &#8211; <em>hey &#8211; I was right! He had a sniper rifle. </em>Didn&#8217;t do him much good, I forced him into a close up scuffle, and shotgun beats sniper at 4 feet any day. I saved, took a few steps and saw more raiders up ahead. One came running with a flame thrower, one with a bat, one with a knife. I set a mine and threw a grenade &#8211; somehow, the flame thrower guy skirted around, but the other guys got mowed. He cornered me next to the truck, and had just enough distance where I was getting real cooked, as he was real quick with that fire tosser. <strong>Yeeouch!!!</strong></p>
<p>Taking damage, I threw 2 more &#8216;nades &#8211; the first one killed him, the second was a waste. Then, the supposedly protective truck next to me exploded, damn near killing me. <em>Dang! I forgot about that.</em> I had just one little health bar left &#8211; I was almost dead, heart pounding in my ears.</p>
<p>Curious, I reloaded my game and tried it differently. I ran up quickly and set a mine right at a pile of planks that crossed a collapsed section of the overpass, where &#8216;Ol flamey would be forced to cross. He saw me, and I tossed a grenade, which missed. I threw another, it also missed. He hit the mine, and that was a big boom &#8211; body parts flew everywhere. <strong>Yuck!</strong></p>
<p>But&#8230; the other guys were gone! I couldn&#8217;t figure it. I looked around, and thought&#8230; <em>hmmm&#8230; wonder if the force of the grenade blast knocked them off the bridge&#8230;  ???</em> I walked back across, and down under the bridge and searched where I thought they might be. I found one &#8211; obviously the fall killed her. I never did locate the other guy. <em>Poor rat bastige.</em></p>
<p>Got me another sniper rifle tho, and a number of rounds. <em>Ugh. What a mess.</em><br />
&#8211;</p>
<p><map name='google_ad_map_429_0f4aafcfccedda3e'>
<area shape='rect' href='http://imageads.googleadservices.com/pagead/imgclick/429?pos=0' coords='1,2,367,28' />
<area shape='rect' href='http://services.google.com/feedback/abg' coords='384,10,453,23'/></map>
<img usemap='#google_ad_map_429_0f4aafcfccedda3e' border='0' src='http://imageads.googleadservices.com/pagead/ads?format=468x30_aff_img&amp;client=&amp;channel=&amp;output=png&amp;cuid=429&amp;url=http%3A%2F%2Fwww.uglybabystudios.com%2F2009%2F01%2F21%2Fto-underworld-and-back-again%2F' title="To Underworld and back again" alt=" To Underworld and back again" /></p>]]></content:encoded>
			<wfw:commentRss>http://www.uglybabystudios.com/2009/01/21/to-underworld-and-back-again/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Review: World of Goo (WiiWare, PC)</title>
		<link>http://www.uglybabystudios.com/2008/10/14/review-world-of-goo-wiiware-pc/</link>
		<comments>http://www.uglybabystudios.com/2008/10/14/review-world-of-goo-wiiware-pc/#comments</comments>
		<pubDate>Tue, 14 Oct 2008 16:50:36 +0000</pubDate>
		<dc:creator>Jason Ward</dc:creator>
				<category><![CDATA[Console Games]]></category>
		<category><![CDATA[Featured]]></category>
		<category><![CDATA[PC Games]]></category>
		<category><![CDATA[independent developer]]></category>
		<category><![CDATA[PC Gaming]]></category>
		<category><![CDATA[Reviews]]></category>
		<category><![CDATA[wiiware]]></category>
		<category><![CDATA[world of goo]]></category>

		<guid isPermaLink="false"></guid>
		<description><![CDATA[You point, you click, you drag, and if you have 2 brain cells floating around in your skull you will have figured out the basic mechanics of the game exactly 5 seconds into the first level. Now don't mistake that for me saying the game is easy--this game will kick your ass in ways that most others could only achieve by breaking your thumbs.]]></description>
			<content:encoded><![CDATA[<div class="shr-publisher-98"></div><p>
<a href="http://www.uglybabystudios.com/wp-content/gallery/wiiware/wog.jpg" title="" class="shutterset_singlepic35" >
	<img class="ngg-singlepic ngg-left" src="http://www.uglybabystudios.com/wp-content/gallery/cache/35__100x75_wog.jpg" alt="35  100x75 wog Review: World of Goo (WiiWare, PC)" title="wog.jpg" />
</a>
 If you haven&#8217;t already done so, turn on your Wii or PC and download <a href="http://www.2dboy.com" target="_blank">2DBoy</a>&#8216;s masterpiece of game design, <a href="http://2dboy.com/games.php" target="_blank">World of Goo</a> right now. Yes, it really is <em>that </em>good.You may have seen review scores elsewhere: 9, 9.5, 10&#8211;and it deserves every single one of them. While we don&#8217;t do numeric scores here, if we did you could rest assured that World of Goo would get an 11. <em>And a half</em>. I&#8217;m sure you&#8217;re asking in your very best faux Eric Cartman voice, &#8220;But why?&#8221; Well let me tell you.</p>
<p><span id="more-98"></span></p>
<p>In one theory of game design (one with which I agree wholeheartedly), it is deemed wise to make your game accessible&#8211;which is to say that it should be easy for people to pick up and play with minimal instruction. World of Goo achieves this better than any game I have ever seen-it literally requires <em>no instruction whatsoever</em>. You point, you click, you drag, and if you have 2 brain cells floating around in your skull you will have figured out the basic mechanics of the game exactly 5 seconds into the first level. Now don&#8217;t mistake that for me saying the game is easy&#8211;this game will kick your ass in ways that most others could only achieve by breaking your thumbs.</p>
<p>For the first 2 or 3 levels you will have a chance to become increasingly familiar with the basics of the game and the behavior of the goo balls with which you will build structures of varying types; after that the challenges will ramp up quickly. World of Goo never cheats or pulls a fast one on you&#8211;the mechanics are always simple, and the goals all share in common that they require you to think. As you progress through the game you will be introduced to numerous new kinds of gooballs with varying properties. Some of them stick together and stay forever. Some can be set and reset over and again. Some fly. Some burst into flame.</p>
<p>But there&#8217;s something more than even the game itself that is truly an inspiration: the guys who built it. World of Goo was created by just two guys&#8211;in debt, no office, working out of Coffee Shops in San Francisco. Seriously. Gamasutra has an <a href="http://www.gamasutra.com/php-bin/news_index.php?story=20534" target="_blank">interview with these guys</a> and it&#8217;s quite amazing and enlightening to look at what they&#8217;ve achieved and the way in which they&#8217;ve achieved it.You should read the full interview for a lot of insight into their process, but here&#8217;s an excerpt from Kyle Gabler, one of the devs, that should be taken seriously to heart by anyone who has a dream, some skills and the passion to work their ass off:</p>
<p>&#8220;<em>Here&#8217;s my financial situation. I have $60,000 of student loans. When I left EA, I had $30,000 in the bank, so a net worth of negative $30,000. So, I guess if we can start a company with negative $30,000, then I think everyone should know that it&#8217;s possible to start a company. You don&#8217;t have to have money. All you have to do is be stupidly optimistic.</em> &#8221;</p>
<p>Amen, brother!</p>
<p><map name='google_ad_map_98_0f4aafcfccedda3e'>
<area shape='rect' href='http://imageads.googleadservices.com/pagead/imgclick/98?pos=0' coords='1,2,367,28' />
<area shape='rect' href='http://services.google.com/feedback/abg' coords='384,10,453,23'/></map>
<img usemap='#google_ad_map_98_0f4aafcfccedda3e' border='0' src='http://imageads.googleadservices.com/pagead/ads?format=468x30_aff_img&amp;client=&amp;channel=&amp;output=png&amp;cuid=98&amp;url=http%3A%2F%2Fwww.uglybabystudios.com%2F2008%2F10%2F14%2Freview-world-of-goo-wiiware-pc%2F' title="Review: World of Goo (WiiWare, PC)" alt=" Review: World of Goo (WiiWare, PC)" /></p>]]></content:encoded>
			<wfw:commentRss>http://www.uglybabystudios.com/2008/10/14/review-world-of-goo-wiiware-pc/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Rock Band 2: Day One Impressions</title>
		<link>http://www.uglybabystudios.com/2008/09/15/rock-band-2-day-one-impressions/</link>
		<comments>http://www.uglybabystudios.com/2008/09/15/rock-band-2-day-one-impressions/#comments</comments>
		<pubDate>Mon, 15 Sep 2008 06:19:27 +0000</pubDate>
		<dc:creator>Jason Ward</dc:creator>
				<category><![CDATA[Console Games]]></category>
		<category><![CDATA[Impressions]]></category>
		<category><![CDATA[guitar hero]]></category>
		<category><![CDATA[Reviews]]></category>
		<category><![CDATA[rock band]]></category>

		<guid isPermaLink="false"></guid>
		<description><![CDATA[Beyond the 84 on disk and 20 downloadable free tracks provided by Harmonix, it's also possible to export 55 of your Rock Band 1 tracks for use, and this operation is easy and seemless to achieve as long as you're willing to spend the 400 MS Points ($5) required. While sort of a shame that you have to pay to transfer songs you already own, we can thank the music industry's greed for that extra squeeze. Fortunately at only $5 for 55 songs you're paying just under 10 cents per song, making the fee more of an annoyance than a true obstacle.]]></description>
			<content:encoded><![CDATA[<div class="shr-publisher-96"></div><p>Today saw the release of Harmonix and MTV Games&#8217; Rock Band 2 for Xbox 360 (sorry other platforms, you&#8217;re just going to have to wait!), and I spent several hours with the title&#8211;with of course some friends&#8211;to really get to know the game. Rock Band 2 starts out much the same as Rock Band 1 (even to the point of having a remarkably similar intro sequence set in what appears to be the same desert), and aside from new items such as an improved calibration utility and access to the new &#8220;Challenges&#8221; in multiplayer it never really diverges from the first game in any significant ways.</p>
<p><span id="more-96"></span></p>
<div style="text-align: left">Character creation is largely unchanged, with a limited number of hair styles, faces, etc from which to choose. More outfits become available as you progress through the game, but the consensus among the group I played with was more or less &#8220;who cares? Let&#8217;s get to the music already&#8221;, and I couldn&#8217;t agree more. Rock Band 2 offers 84 new tracks out of the box, with a code to allow you access to an additional 20 songs via download in the near future for a total of 104 songs. At $59.99 that comes out to about 58 cents per song, which is not too bad of a deal.</div>
<div>
<p style="text-align: left; margin-top: 0px; margin-bottom: 5px">
<p style="text-align: left; margin-top: 0px; margin-bottom: 5px">Rock Band 2 obviously works fine with Rock Band 1 instruments, though I did notice that my guitar had significant difficulty in activating Energy, a problem I&#8217;ve never had with it in Rock Band 1. Drums appeared to work fine as well, as all three of those playing the game consistently scored in the high 80&#8242;s to high 90&#8242;s in all the songs we tried, including those in day 1&#8242;s various challenges. I&#8217;m actually looking forward to trading up to Guitar Hero World Tour instruments next month now that we know all the instruments will be compatible, as the Rock Band instruments, while nice in the larger guitar sizes, have never really lived up to the quality of Red Octane&#8217;s instruments.</p>
<p style="text-align: left; margin-top: 0px; margin-bottom: 5px">
<p style="text-align: left; margin-top: 0px; margin-bottom: 5px">Beyond the 84 on disk and 20 downloadable free tracks provided by Harmonix, it&#8217;s also possible to export 55 of your Rock Band 1 tracks for use, and this operation is easy and seemless to achieve as long as you&#8217;re willing to spend the 400 MS Points ($5) required. While sort of a shame that you have to pay to transfer songs you already own, we can thank the music industry&#8217;s greed for that extra squeeze. Fortunately at only $5 for 55 songs you&#8217;re paying just under 10 cents per song, making the fee more of an annoyance than a true obstacle. Imported songs work great and are easily accessible just like they always were in Rock Band 1, and if you want to delete individual songs from your hard drive you can do so. Be forewarned, you&#8217;ll need 1.52GB of free space. I had to delete a few demos to free up enough.</p>
<p style="text-align: left; margin-top: 0px; margin-bottom: 5px">
<p style="text-align: left; margin-top: 0px; margin-bottom: 5px">I&#8217;ll continue to post more impressions as we progress through the game and unlock more features, but at this point I believe it&#8217;s safe to call Rock Band 2 what it is: a superbly priced track pack for Rock Band 1, and given what you get for the price it&#8217;s definitely worth a buy if you have the first game. If you don&#8217;t have the first game, I&#8217;d recommend waiting for the Special Edition bundle to come out for Rock Band 2 (or get Guitar Hero World Tour&#8217;s bundle, as the instruments are compatible across both games) and then snag RB1 on the cheap via gamefly or some other used source (or hell, just rent or borrow the disk). All you need is the disk and five bucks to score those 55 songs, making it a bargain even if you&#8217;re starting with RB2.</p>
</div>
<p><map name='google_ad_map_96_0f4aafcfccedda3e'>
<area shape='rect' href='http://imageads.googleadservices.com/pagead/imgclick/96?pos=0' coords='1,2,367,28' />
<area shape='rect' href='http://services.google.com/feedback/abg' coords='384,10,453,23'/></map>
<img usemap='#google_ad_map_96_0f4aafcfccedda3e' border='0' src='http://imageads.googleadservices.com/pagead/ads?format=468x30_aff_img&amp;client=&amp;channel=&amp;output=png&amp;cuid=96&amp;url=http%3A%2F%2Fwww.uglybabystudios.com%2F2008%2F09%2F15%2Frock-band-2-day-one-impressions%2F' title="Rock Band 2: Day One Impressions" alt=" Rock Band 2: Day One Impressions" /></p>]]></content:encoded>
			<wfw:commentRss>http://www.uglybabystudios.com/2008/09/15/rock-band-2-day-one-impressions/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Zuma: Xbox Live Arcade for Xbox 360</title>
		<link>http://www.uglybabystudios.com/2006/02/07/zuma-xbox-live-arcade-for-xbox-360/</link>
		<comments>http://www.uglybabystudios.com/2006/02/07/zuma-xbox-live-arcade-for-xbox-360/#comments</comments>
		<pubDate>Wed, 08 Feb 2006 04:38:21 +0000</pubDate>
		<dc:creator>747899</dc:creator>
				<category><![CDATA[Console Games]]></category>
		<category><![CDATA[Reviews]]></category>
		<category><![CDATA[Live Arcade]]></category>
		<category><![CDATA[Xbox 360]]></category>

		<guid isPermaLink="false"></guid>
		<description><![CDATA[The first time I played Zuma was on the PC, where much like the Xbox 360 version, the gameplay is simple yet challenging. By the time I reached the second level I was hooked on Zuma&#8217;s addictive gameplay. As anyone who&#8217;s even heard of Xbox knows by now, the Xbox Live Arcade offers many extra [...]]]></description>
			<content:encoded><![CDATA[<div class="shr-publisher-45"></div><p>The first time I played Zuma was on the PC, where much like the Xbox 360 version, the gameplay is simple yet challenging. By the time I reached the second level I was hooked on Zuma&#8217;s addictive gameplay.<br />
<span id="more-45"></span><br />
As anyone who&#8217;s even heard of Xbox knows by now, the Xbox Live Arcade offers many extra games for the Xbox 360. Zuma is one of the great games offered by the XBLA, but as I learned recently, playing Zuma on the 360 is a lot harder than the PC version. You get to choose which thumbstick you want to rotate the frog with and which buttons to use to change the color of the balls: I found it easiest to use the bumper buttons to change colors. Pop Cap, the game&#8217;s developer, utilizes both analog sticks, A, B, and the bumper buttons to really make this game enjoyable&#8211;yet challenging&#8211;to play.</p>
<p>In addition to the single player mode, Zuma is also an Xbox Live game. It&#8217;s one thing to play the game standalone, which is a blast, but to receive gamerscore and achievement points really grabs my attention and makes me want to be a better player. To be good at this game you have to think quickly and react even more quickly. While Zuma is a simple game it&#8217;s not mindless, but it&#8217;s so much fun you&#8217;ll find yourself lost in the game for hours on end. Zuma is one of my favorite games on the Xbox 360, and for the small price (it&#8217;s just a few dollars on the service) I highly recomend this game to all gamers.</p>
<p><map name='google_ad_map_45_0f4aafcfccedda3e'>
<area shape='rect' href='http://imageads.googleadservices.com/pagead/imgclick/45?pos=0' coords='1,2,367,28' />
<area shape='rect' href='http://services.google.com/feedback/abg' coords='384,10,453,23'/></map>
<img usemap='#google_ad_map_45_0f4aafcfccedda3e' border='0' src='http://imageads.googleadservices.com/pagead/ads?format=468x30_aff_img&amp;client=&amp;channel=&amp;output=png&amp;cuid=45&amp;url=http%3A%2F%2Fwww.uglybabystudios.com%2F2006%2F02%2F07%2Fzuma-xbox-live-arcade-for-xbox-360%2F' title="Zuma: Xbox Live Arcade for Xbox 360" alt=" Zuma: Xbox Live Arcade for Xbox 360" /></p>]]></content:encoded>
			<wfw:commentRss>http://www.uglybabystudios.com/2006/02/07/zuma-xbox-live-arcade-for-xbox-360/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
	</channel>
</rss>

