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  • We'd teleport all of you to Tokyo to enjoy this year's TGS with us, but since we can't, experience the shows most game-filled booth in this new video straight from Japan...

  • For all you gaming addicts looking for a fix, check out these treats: Opoona - Wii A very unusual little game for the Wii that combines community and relationship-building elements with a traditional RPG - a bit like, say, Animal Crossing but with a proper adventure to work through. Even better is the way it uses the Wiis Remote and Nunchuck, allowing you to move with the analog stick and battle by swinging the remote. Crazi Taxi: Fare Wars - PSP We reckon this is just about old enough now
  • Let’s be honest, PlayStation Home is probably not where your heart is. Sure, it’s only in Beta, but it hasn't been the experience people were hoping for when the virtual world was first announced in 2007. Slowly but surely, Sony and its partners are molding the service into a place you’d want to call home. EA Sports’ contribution is the EA Sports Complex.

  • Floating above the enormous swarm of mecha ants clamoring beneath me, eager to tear my flesh asunder with their razor sharp titanium mandibles, I’m reminded of a quote from Henry David Thoureau:
    “Thank God men cannot fly, and lay waste the sky as well as the earth.”
    How wrong you were sir, how wrong you were.

  • It’s awesome when you can support a game that doesn’t have a trillion dollar Slurpee campaign behind it. For our office, Earth Defense Force has always been that game. There’s nothing grandiose or eye catching about the title on paper, yet it still delivers on every conceivable level. It’s a mystery why there aren’t more games simply focused on delivering nonstop thrills, wave after wave of giant enemies, and a ridiculous amount of upgradable weaponry that any person who’s played a game in the last ten years can easily understand instantly?!

  •  

    Earth Defense Force: Insect Armageddon is the type of video game that knows it’s a game and revels in it. The game sports a plot similar to that of a B-level action flick – massive insects have begun an invasion of our planet and it’s up to the Earth Defense Force to put a stop to it. Having gotten our hands on this goofy title at E3, it took us no time at all to figure out why developer Vicious Cycle’s previous EDF games have gathered such a loyal cult following. Put simply, the game is fun. Big, stupid, constantly one-upping itself fun.

  • Bid welcome to Earth No More - a game thats an awful long way away (were talking 2009 here, people), but has a mission statement that makes it damn hard to ignore. From a development house splintered from Remedy (of Max Payne fame) and 3D Realms, its all part of a concept known as the “cinegame.” “Our ultimate goal is to bring games to the same level as film and television in terms of providing an interactive experience with emotional consequence,” says Samuli
  • The game's called Eat Lead: The Return of Matt Hazard. It's a third-person shooter. It's coming out on PS3 and 360 early next year. It's being made by Dead Head Fred developer Vicious Cycle Software. But who exactly is Matt Hazard, where the hell is he returning from and why should we care? To clarify the first two points, watch the video below. To find out if we should actually give a monkeys, keep reading after the movie

  • A monochrome game where a stickman chases shadows around logic-defying structures hanging in space, you say? Yeah, that’ll be Echochrome. But that hasn’t stopped us from loving every head-scratching minute. The first hour or two playing Echochrome was mostly spent just enjoying the novelty of its concept.

    You don’t control the walking/jumping/falling character as such; you control the level (or the camera,

  • A monochrome game where a stickman chases shadows around logic-defying structures hanging in space, you say? Yeah, that’ll be Echochrome. But that hasn’t stopped us from loving every head-scratching minute. The first hour or two playing Echochrome was mostly spent just enjoying the novelty of its concept.

    You don’t control the walking/jumping/falling character as such; you control the level (or the camera,


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