Pick Up Post: Believe The Hype?

Over the last few months, I haven’t done too much in the way of iPod Touch/iPhone gaming. Most of my gaming time of late has been dedicated to my PlayStation 3 when I’ve have time to spare. However, my car recently broke down, which meant I’ve spent a lot more time on public transportation over the last few days. It’s been a great opportunity to catch up on Castlevania Puzzle: Encore of the Night, which is worth grabbing at regular price, but is on sale right now for a limited time.

Speaking of sales, iTunes has a bunch of games on sale right now. I grabbed a few games that have gotten a lot of positive buzz. Here’s what I got:
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Trade Away Post: September 2010 Edition

Trading games in is not a practice I regularly take part in. I generally like to keep my stuff and would like to think that I only buy games worth owning forever. However, sometimes I roll the dice on certain titles and it doesn’t always work out for any number of reasons.

I recently went to my local video game store to trade in a bunch of games. Here are the games I got rid of and the reasoning behind letting them go.

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One More Try: Mirror’s Edge

During a lapse in my gaming itinerary, I decided to pop Mirror’s Edge back into my 360. Last time I wrote about this game, the game tried really hard to make me not like it. The game succeeded at that. I still love the premise of a free-running first-person game, but I stopped at the end of the second level in frustration, after dying roughly 50 times.

After a few minutes in the training level, I thought I was ready to go. What the training mode didn’t prepare me for was encountering trial-and-error gameplay and crappy combat.

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Some Thoughts On Mirror’s Edge

Released in 2008, Mirror’s Edge was a game I was following closely. The concept of a game built around first-person parkour action seemed totally awesome and totally un-doable. Most first-person games don’t even let you see your own feet, control like you’re a walking turret rather than a person, and platforming elements more often than not are a chore. How could a developer pull off such acrobatics from a first-person perspective?

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