Music Reviews
More Pages: Music Page 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295

List price: $39.99 (that's NaN% off!)

It seems to me you could expose your child to classical (or another genre of) music with a well-chosen CD; and you could allow him/her more musical freedom by buying them a child's set of percussion instruments. The combination (CD/instruments) would be cheaper than the Music Blocks toy. My daughter still plays with her percussion instruments -- they're not as pleasant for adults, perhaps, but she has a LOT of fun.
Also, not to be pedantic, but I don't see how arranging the five blocks can lead to "over a million" compositions. There are 5!=120 ways to arrange the 5 colored blocks into the 5 holes, and -- unless I'm mistaken -- only 6 ways to arrange each block.
This leads to 5! * 6^5 = 120 * 7776 = 933,120 ways.

- Return to Hogwarts to explore a richer world, with dazzling, authentic recreations and immersive environments
- Gain greater magical control and learn advanced second-year spells
- Hop onto Harry's Nimbus 2000 broom and explore as you get involved in Wizard Duels, Quidditch league games and much more
- Uncover wonderous magical items, like the Invisibility Cloak, broomsticks, Chocolate Frog Famous Wizard Cards, and potion ingredients
- Interact with popular characters from the books, like Gilderoy Lockhart, Hermione Granger, Draco Malfoy, and Rubeus Hagrid
List price: $39.99 (that's NaN% off!)
Used price: $19.99
Buy one from zShops for: $22.89

Rock my world
great game
- Based on the original worldwide smash Max Payne for the PC
- Thrilling pulp crime fiction story keeps the players guessing right until the end
- 12 levels in three chapters
- Fully voiced in-game narrative
- More than 10 weapons, including dual handguns, sawed-off shotguns, grenades, and Molotov cocktails
Used price: $12.99
Buy one from zShops for: $15.50

A AWSOME GAME
One of the best handheld games ever
Great game for the GBAThe Game Boy Advance market isn't entirely free of Mature rated games, but Max Payne definitely joins an extremely small club with its M rating slapped on the box. Rockstar obviously isn't afraid to push the content well within that rating, as Max Payne features as much carnage as a Paul Verhoven action flick. The situations aren't exactly kid-friendly, either: a cop, with a murdered wife and daughter, goes solo up against drug traffickers, mob bosses, and cult leaders in twelve chapters of guns a-blazin'. Max Payne is essentially an action shooter with the basics of an adventure game -- hitting triggers or switches to open doors -- thrown in. The hook of the game design is its implementation of what's called "Bullet Time," an effect stolen from the film version of The Matrix; players can...no, scratch that, must utilize Max Payne's bullet time ability to slow down the passage of time. One tap of the R trigger sends time on a slowdown, and puts Max in a superhuman dive in the direction he's facing. This gives players the ability to avoid enemy bullets, as well as lock in on these bad guys to take 'em out with a few blasts from the gun. The Bullet Time meter is limited, but as long as your aim is true and bad guys get shot, it'll replenish. But successfully blasting through an area without Bullet Time enabled is nearly impossible, so wasting what little Bullet Time you have is definitely not a good thing. Mobius Entertainment, the UK development studio behind lower-key GBA titles such as Army Men: Turf Wars and Drome Racers, the group behind bringing the Remedy-created action series to the Game Boy Advance. Max Payne, and the team has pulled off an outstanding job rebuilding, from scratch, all of the elements that made the PC and console versions so damn fun to play. Mobius already had an existing pile of tools and technology it created for the long-in-the-can A Sound of Thunder title the team developed for BAM, and the studio tweaked this engine to more mimic the style of game that Max Payne is. The engine, and its ability to manipulate 3D characters, is what makes Bullet Time possible on the Game Boy Advance. The effect is incredibly believable since Max and his enemies are real-time 3D objects, which gives the developers freedom in their animations. These characters fly around the screen with smooth grace and motion, flailing arms and legs when they hit the ground; the animations only enhanced further when the Bullet Time kicks in. But the impact isn't just limited to character motions. The engine also allows for destructible and interactive objects; crates, bottles, and water coolers explode; hotel beds vibrate. And walls can be shot as well, leaving holes pecked in the surface, or blood caked up there if an enemy gets too close to the "action." All of these effects are also slowed down when Bullet Time is initiated, making the effect even more believable...and awesome to watch on the GBA screen. Max Payne is split into three parts of multiple chapters, but it's essentially twelve missions long. The challenge comes from completing a chapter without losing all of your lives; Max only gets four chances in a level, but losing a life doesn't set players back very far. Lose all the lives, though, and you'll have to restart that chapter from the beginning, regardless of how deep you were. Throughout these levels you'll find painkillers tucked away in crates or medicine cabinets, items that replenish health by hitting the Select button. There are also a ton of different weapons, from clubs and grenades, to shotguns and double-fisted automatics...as well as plenty of ammunition to fill 'em. But with only 12 missions, players can finish the adventure in just about four hours. That isn't exactly a long time, and this was the huge downside to the PC and console games as well. The other downside is in the game's newer isometric perspective: since the "camera" can only show so much of the area, there are many times within Max Payne where players will blindly blast off-screen enemies to get rid of them. It's kind of unfair to have enemies attack so far beyond the borders of the LCD screen, and it's just a little awkward to be able to nail them without being able to see them. But even with the short length and off-screen action issues, Max Payne is a surprisingly awesome conversion that almost came out of nowhere. The Game Boy Advance isn't exactly a powerhouse of a gaming system, but Mobius' versatile technology allows for as much Max Payne gameplay as the isometric perspective allows. Rockstar's shooting two for two on the Game Boy Advance, with their Hat Trick, Grand Theft Auto on the way...and after experiencing the outstanding handheld versions of Duke Nukem and Max Payne, we're extremely eager to hit the portable streets next year.

List price: $59.99 (that's NaN% off!)


Used price: $7.70
Buy one from zShops for: $19.85

BOOOOOOOOM! a good gameIt is a cool game but i would like it if they had made the explosions a little...better.
since i've already beat the game I can't wait to by Ace Combat 3.
Best flight sim I've played
Ace Combat 2 is #1
- Tactical combat set in WWII Russian front
- Fluid and realistic combat/movement system
- Actions influence later events
- Brilliant AI opponents
- For one player
List price: $49.99 (that's NaN% off!)
Used price: $39.99
Buy one from zShops for: $47.95

Second Review - Lowered My RatingThis is, superfically, the old Avalon Hill board game concept. I liked that concept a lot. With a board game, if something is going on that is just plain nuts the players just ignore it and go on with the game. A computer prevents that. So when crazy things start happening you just can't stop it.
The game is very complex. So complex that it is ponderous to play. Common sense just isn't part of the process. At some very fundamental level I don't understand this game. And I have played everything from Tactics II through France 1940 plus a lot of electronic computer games. I have read the manual (80+ pages) and I have played through the tutorials. But when playing the game incomprehensible things go wrong. My units run out of supply, even when they are in the supply net. The Soviet side has little or no air support while the Germans are just busting with it. How is this possible in 1944?
My units lose combat value rather quickly and fast manuver is just out of the question. I have noticed that even surrounded German units fight better than my unit (when I play the Soviet side).
So... something is wrong with my game play. At this point I am about to give up. I have spent so many hours now just trying to master the basics of the game. I don't think it is worth it to keep going. After all, this shouldn't be like taking a college course in a subject you hate.
So the game is hard? So what? That alone would not lower my scoring to two stars. It is the game itself. It moves so slow. And as the commander you must constantly review the supply situation etc for each and every unit on each and every turn. If there were 20 units that wouldn't be so bad, but when you have to review hundreds of units the burden is amazing. That, along with a lot of other similar problems, sucks all the fun right out of the game.
I think the programmers need to put in a level of subordinate command that would handle at least some of these details. It could toggle off and on just in case someone really wanted to do all of the supply detail and whatnot themselves for every unit. Another level of subordinate command might have some units move on their own or at least alert you that they had possible movements available. Reinforcements fall into that catagory. It is easy to forget to scan the supply centers and see if reinforcements are sitting there read to be moved. And that can be critical.
Another really crummy idea was to make the artillery unmoveable without some kind of special circumstance. All artillery units in the real world have, built in, movement equipment or horses and most artillery can move and shoot very quickly. That is one reasons it was (and is) so effective. The set up time was minimal. In this game you can only move by clicking on extended move. Strange.
I think they need to build in to every game a "starter" kind of game. Something with very simple rules to introduce the game player to the basics without a lot of fluff.
The manual itself explain the rules but it doesn't take enough time telling us WHY the rules were written in such a way. Trying to remember the rule in isolation is almost impossible. I remember a rule because it make sense in context. These rules have to be remembered out of context. Very hard.
So, I still think this is an Ok game but I will probably not be playing it very often if at all. The slow moving, complex and non-intutive nature of the game play simply means the game isn't any fun.
Superior operational level wargameThe scenarios covered by Korsun Pocket cover various phases of the desperate battle fought in early 1944 as the German Army was forced out of the Dnepr region, and the Soviets successfully trapped two German army corps in a "mini Stalingrad" bubble. As the Germans, you assemble and thrust armored divisions to rescue the trapped army. As the Russians, you have to both reduce the pocket before the rescuers arrive, and fend off the massed attacks. Both sides have to contend with interdiction, supply, and sporadic reinforcements. (In the real battle, a few thousand German troops made it out but many were slaughtered in the final breakout.)
Korsun is a vast improvement in AI over prior boardgame-syle wargames. It feints, carefully assembles striking forces before attacking, and conserves resources. It does not merely react to local battles or movements - it is (or appears to be) using a "whole board" approach, as in Go.
It is easier to assess unit strengths in Korsun and predict combat outcomes. The computer actually roles dice. The units' rating is a combined quanta of strength, proficiency and leadership, and does not appear to be based on counting rifles or AFV. On the complexity side (like a good game, the game mechanics are like an onion, yielding as much complexity as preferred), a player who ignores supply, transport and bridges is asking for trouble. Unit reinforcement is handled manually, and choosing which units to reinforce is quite a decision.
The differences in design are manifested in the mechanics of gameplay. In earlier wargames, "general offensives" by nearly every viable unit on the board were common. In "Korsun", this is suicide, since once units begin to suffer casualties, they tend to stay understrength. Casualties are easy to track and matter a lot in an immediate drop in unit strength. Attacks must be selective and balance armor, infantry and available artillery support. Unit integrity matters. Supply, artillery and most engineer units have virtually no defensive capabilities, so if they fall victim to rampaging armor, you're screwed.
I agree with one negative reviewer that this IS a hard game (although the "Ardennes" remake is easier.) I haven't found the grail yet, and that is how it should be, since the replayability is important for a $40 game, isn't it? I would recommend, however, that Matrix include an easier beginners scenario, especially for people who haven't been exposed to the Norm Koger's "Operational Art of War" games or similar simulations.
Other recommended wargames: The "Combat Mission" series (squad level), and the Koger "Operational Art" games for machines not running XP.
Excellent game!
Used price: $6.75
Buy one from zShops for: $9.65
A strange Glowing Bug Man has been seen roaming around the halls of the museum: things start to happen, property is wrecked, specimens get mixed up, and all sorts of other devilment occurs. Who is this man? Where has he come from? Is he the one creating havoc? The museum must stay closed while the pandemonium and ransacking continues. Help Scooby and the gang find out what's happening. Assist them in restoring the exhibits and spotting clues to solve the case. And never fear, help is always on hand from Nigel Nightwatch, head of the museum's security department.
This CD-ROM is aimed at children ages 5 to 10 and covers a large range of abilities. The broad age span is accommodated through three levels of difficulty, thus creating the appropriate challenges for a particular age or ability. The activities offered are full of fun and excitement and allow players to investigate by using logic, critical thinking, research, deductive reasoning, matching, and sorting--all necessary to encourage the development of thinking and problem-solving skills (and your children won't even realize they're learning!). Some of the activities can be printed out so enjoyment can continue even after the PC has been switched off.
Accompanying the package is a simple leaflet explaining installation, but it should be noted that the excellent user's guide, which is clear, concise, and comprehensive, can be accessed from the main menu. This should be read before beginning, and help may be needed for younger players. --Susan Naylor

Great GameMy four year old loves these games. He will play it for a long time. There is problem solving and mazes and other activities in each game.
My problem with this game (and the other Scooby Games) is that there is no variability. Once your child solves the game and plays it again, the puzzles are essentially the same. The clues might change and the villian might be different, but the puzzles are the same and the clues are in the same places.
This is not a problem for my kids though. They both enjoy the game and play it for many hours.
Enjoy.
Great fun but...First the positive- the scooby gang are in a museum and a green glowing bug man has messed up the displays. They have to put the displays back together in order to earn clues. The clues point to a villian. Each of the 'games' or displays involves a different part of the brain- in one scooby has to jump on a conveyer belt to earn scooby snacks and collect bones, another is a puzzle, another is a matching game and so on. There are three different levels so you can have it fairly easy to fairly difficult. My five year old was able to play the easy with no help and the medium level with only a little bit of help.
The Negatives- The games are the same. The villians change but the games are the same- you are always doing a puzzle in the dinosaur room and it's always the same puzzle. The placement of the boxes in the puzzle might change but the idea is the same. I would have also liked to have seen the ability to change the levels of the puzzle as individual games, not the whole game.
However, it's a fun game.
I would also suggest the Freddy Fish games if your child likes to solve mysteries.
Enjoy.
Close, but not the best.
List price: $29.99 (that's NaN% off!)
Used price: $0.49
Buy one from zShops for: $0.95
Free the island by conquering nine action-packed levels. The powerful Unreal engine delivers a revolutionary new gameplay experience. Challenging level-specific goals pit you against menacing beasts and exploding volcanoes. Discover secret levels and rack up major bonus points. Earn special ball power-ups to solve your toughest challenges of Adventure Pinball: Forgotten Island.

Not so good
I love this game!
AllenElectronic Arts, Keep up the good work and i know others and myself are waiting for Forgotten Island II.Also 5 stars are not near enough its a 10.
Allen

List price: $49.99 (that's NaN% off!)
Used price: $24.00
Buy one from zShops for: $24.99

It's a good game.If you've played the first one, there are a lot more cards than it, and some have been changed.
They changed it so getting cards back costs more and the cards are harder to find, and healing isn't nearly as easy as it is in the first game.
All in all I think you should get this game if you liked the first one and don't play nonstop.
Zelda is better, but this game's fun.
a great game
Reviews By FreaK
- Action/adventure horror game
- Manhunt explores the depths of human depravity in a vicious, sadistic tale of urban horror
- Continues Rockstar North's tradition of world-class gameplay with high production values and sardonic humor
- Explore the depths of human depravity
- For 1 player
Used price: $22.00
Buy one from zShops for: $19.99

Wonderful
A violent (but solid) stealth gameManhunt is a great setting for a stealth game. You are a death row inmate, being hunted on a great big movie set by gangters, lunatics, and other scum of the earth. All the while, a sick perverted director talks into your ear and eggs you on. He is constantly badgering you to kill, kill, kill. And when you do, it's not a pretty sight. The game is dripping with atmosphere. This is the most brilliantly atmospheric stealth game that I have played since System Shock 2. It's not really scary so much as disturbing. Especially one chapter that takes place in an old mental institution.
There's basically nothing extraordinary here as far as game mechanics goes. Manhunt has a simple formula that borrows heavily from other stealth games. You hide in shadows, and guards have three stages of alertness: clueless, suspicious, and fully aware. The behavior of the guards is pretty predictable, and the stealth routine is easy to learn. Everything works well here because of the setting. The hunters make for some really good fodder. Generally, they are lazy or just screwed up, which explains why they give up looking for you so soon after you alert them.
The visuals for the game are not spectacular or cutting edge, but they get the job done. What the game lacks in high-tech eye candy, it makes up for by throwing a large variety of environments and scenery at you. All of it fits in well with the dark and disturbing theme of the game. Still, the areas could have used more detail.
Where this game really excels is in the sound category. Sound is crucial for a stealth game, and here it is perfect. The music is dynamic. It is quiet when you are hidden, and it picks up when you step out of the shadows. When somebody spots you, it picks up in intensity again. The voice acting is top-notch, and there are tons and tons of great sound bites filled up with it. Some of them are disturbing, while others are just funny, like the radio stations in the "Grand Theft Auto" games. "Manhunt" shows the same attention to detail in the sound department that Rockstar's other games have shown. The guy who really steals the show is the voice actor for the main villain. The raving mad, wealthy genius, Starkweather is one of the best villains to show up in video gaming in a long, long time.
The biggest fault with this game as that it still gets repetitive about halfway through, despite attempts to give you different goals every level. You find yourself repeating the same few actions over and over - bang on wall, hide in shadows, wait for guard to pass by, sneak up on guard, kill guard, repeat. A few the levels are too loaded with enemies to use stealth, and end up being incredibly frustrating. The game also has essentially zero replay value, because of its linear nature.
"Manhunt" is a really good game. The excessive gore and violence enhance the experience, but they aren't the game's only features. Don't be put off by reviews saying that the game has nothing besides gore imagery. There is a good game here. If you like stealth-action games, or if you like Rockstar's other games, then you will like "Manhunt".