February 25, 2009

Real Thoughts From a Real Gamer on Fallout 3

Kube00 Says: This isn’t so much a review but rather a look at Fallout 3. I picked this up in October thinking it was going to be amazing. I loved Fallout 1, 2, and Tactics on the PC. They were classic games that moved away from the traditional RPGs and focused on darker topics.

In the early Fall, I saw some Fallout 3 videos, and although it was an FPS-RPG, I decided to give it a shot; besides, it’s a wasteland meets sci-fi: a welcome change from the magic and swords RPGs. My younger college-bound brother was getting it for the PC and assured me that if he was going to like it then I would too (as a side note, for some odd reason I could not get into Oblivion, but I think that was directly related to me not being able to get into any of the Elder scrolls games).

After playing about 10 hours I decided Fallout 3 was not for me. Don’t get me wrong, the ideas were great and the graphics were even better. So what turned me off? Was it the bugs? Was it the perks and abilities? Was it the inventory? Was it the FPS feel with turn-based combat? Was it the giant super mutants or the voice acting?

It wasn’t really any of those. I just missed the top down feel of Fallout 2 with its HEX-style layout. Although Fallout 2 might have been buggier than Saints Row, had bland graphics, and over-the-top NPCs, it was the story melding and the sweet weapons that made the game for me. I can honestly say I have beaten it at least three times. Furthermore, I missed Bioware’s touch. Bioware has made so many of my favorite games, from Baldur’s Gate to Fallout 2, all of which have been amazing. I felt like Bethesda had done a decent job, but I felt Fallout 3 was lacking. Maybe it was too much of a “game” for me. Also, when I started Fallout 3, I was working a lot and really into World of Warcraft. Since October I’ve been laid off, found another job, and quit WoW like a bad smoking habit.

I think I’m ready to give Fallout 3 another shot for several reasons: I need another lengthy game to play, Saints Row 2 is becoming boring, and after watching Mad Max this last weekend I’m totally ready to jump back in the wasteland. After seeing my brother playing it this last weekend, and seeing what he got to do, some of the end game weapons, and what some of the perks can do, I felt a little bit of remorse for pushing aside this great game so fast. Of course, he’s beaten it three times and says going evil is the way to go. Well, Fallout 3 here’s to you: I am ready to give you another shot! It’s available on Goozex for 1000 points and the line is long, so I think I’m going to try to pick up a copy someplace else.

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February 19, 2009

Resident Evil 5 Taking a Step Back?

Kube00 Says: I finally got a chance to play the Resident Evil 5 demo for the Playstation 3. I gotta ask myself, “Is the game going backwards? Is Capcom focusing too much on co-op play to try to make more money while isolating its dedicated fans?”

Originally, the game was made for you to play it at night—in the pitch black—surrounded by the moaning and shuffling of hungry zombies seeking your flesh. I literary screamed like a girl many times when playing this game when I was younger. The series is known for missing the run-and-gun along with complex puzzles, and find-the-piece and take it here quests. The non-existent run-and-gun creates a tense atmosphere, as you have to find a place to stop and shoot the encroaching enemies, making every shot count as they keep coming. If you want a run-and-gun semi-horror go play the one shot wonder, Dead Space.

I’ve played all of the Resident Evil games including Survivor, Dead Aim, and Outbreak; three games that even the most hard core fan has a hard time swallowing. Honestly, who uses a light gun to move a character? Some of my favorites have included Umbrella Chronicles and Resident Evil 3. By far the best Resident Evil is Resident Evil 4 (RE4), even though it moved away from the traditional zombies, it still kept the same story idea involving a twisting plot with characters of the past such as Ada Wong and Albert Wesker. Old fans and new fans alike hailed RE4 as a step in the right direction for the series, the inventory system was still the same, but players could upgrade the weapons throughout the game.

Now, here is Resident Evil 5. It takes place in Africa, and the zombies are now similar to ganados. According to the wiki, the game is about the origin of the virus and Albert Wesker makes an appearance. Chris Redfield, the protagonist of Resident Evil 1 and Code Veronica, is the main character, who is accompanied by Sheva Alomar. The game is supposed to take place after Resident Evil 4. The Mercenaries mini game, similar to the one in Resident Evil 4, is returning; which is one of the best parts of the game.

There are some big changes in store for fans, and I’m sure you’ve heard about a few of them. The inventory screen does not make the game pause, making shuffling weapons and using health a frantic game of trying not to die while equipping grenades. There is a big focus on co-op game play, as the main game can be played offline or online, with or without a human companion. If you are playing online, I hope both of you have mics, since there is little communication without them; just hand gestures and Chris telling me to move forward. Anyways, Sheva can be given limited direction similar to RE4’s Ashley, yet she’ll have more options to assist you in combat. Hopefully, she doesn’t get stuck in doors and blast through entire hand gun clips like in Outbreak, that game had some of the worst NPC’s ever. I’m going to guess the game has simple switch puzzles, most of them making use of the co-op, and as a whole the series is continuing to move away from the complicated key and item finds of the original games.

But what about playing it alone? Isn’t that what the series is known for? A game that scares the crap out of you because you are alone in your parents’ basement with the lights off and an empty bowl of ice cream and several cans of Mt Dew next to you. And what happened to the plot twists and quirky puzzle? I guess gamers of today’s generation crave action games. And since most consoles are no longer meant to linger as a solo player’s weapon, things change much. So along with Gears of War, and Halo, Resident Evil slowly drifts towards change. It will be an interesting final product.

For all of you who have played the Demo, what did you think? What’s the good? What’s the bad? Are you worried about the final product?

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February 18, 2009

Single Player or Multiplayer: Most of the Time You Can’t Get Both

Kube00 Says: Very few games that published within the last few years have done both single player and multiplayer well.

So-So Multiplayer; Great Single Player
GTA IV has a decent, although long, single player experience; but the multiplayer is so-so. Another example is Metal Gear Solid 4, it has a great story and is easily one of the better games I played this year. The multiplayer is okay, and better than I expected, but there is nothing there to keep me interested. The new Resident Evil is another fine example. I don’t want to play through the game with an NPC or another human. I want to experience the creepiness and scariness of the RE series by myself. Basically, the game is designed for multiplayer with single player stuff woven into the game in the form of NPCs. Even the oldie but goodie Diablo II is like this, for multiplayer you play through the same areas as you do in single player mode.

And for some games it feels like the multiplayer was tossed in at the last second to make the game more appealing to the masses and/or to drive up the sales numbers or review scores. Condemned 2 falls victim to this, as I figured out the multiplayer was useless, something that could be passed over and felt rushed. Even one of my all time favorite games, Grand Theft Auto San Andreas suffers from this, known as “I-need-to-make more money” syndrome. It has basic multiplayer, two players work together to kill as many people as possible. Sure it makes the game more fun, but it doesn’t really add anything to the longevity of the game.

Great Multiplayer; So-so Single Player
Mario Kart Wii is great for multiplayer, like Unreal Tournament, but it is useless for single player. The games have no story, nor do I want an explanation of why I am playing so many games of Capture the Flag or race for the Flower Cup.

Best of Both Worlds
There are some games floating out there that have the both of best worlds: namely, Halo. All of the Halo games have a pretty robust single player story starring Master Chief; along with a very strong multiplayer aspect. And then there’s the Jedi Knight Series. All of those games had a great story that was sure to hook gamers. The Jedi Knight series also had decent multiplayer.

In Need of Multiplayer
Some games could use a little multiplayer love. For example, Bioshock, is a great game worth its cheap $19.99 price tag could use a touch of multiplayer. Or how about Mass Effect, multiplayer would only serve to enhance the game, just think of the possibilities.

So in today’s gaming world you get one or the other 90% of the time. You can’t have your cake and eat it too. So readers what do you think? Has the gaming industry become focused on one or the other?

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February 17, 2009

Silent Hill: Homecoming

Sleebs Says: The Silent Hill predecessors always share and explore a common message. With Homecoming, such a traditional narrative stays strong. The series itself is riddled with themes and psychological meanings that the protagonist is meant to unravel. Much akin to its counterpart, Silent Hill 2, there’s a morbid underlying motif of expedition that the main character is inevitably called to the city of Silent Hill with a specific reason just below the visible surface. And as dumbfounded as we are, we know just as much or as little as our main character.

In Homecoming, you take control of Alex Shephard, a soldier who comes back from the recent war. Quickly, you’re sent right into the hospital, strapped into a bed, with a screaming Alex, who has no recollection what he’s just gone through. We soon discover that Alex’s primary objective throughout this game is his concern over his missing younger brother, Josh. Chaos starts nearly right away, and you’re forced to defend yourself seconds into the game. Much unlike the previous games, Homecoming starts with an impending attack; whereas, in previous titles, the game creepishly descends into a hellish nightmare that does little to nothing and yet still messes with your nerves. It’s that foreboding feeling that something will happen, and you experience the worst. Homecoming catapults you right into the nightmare. It doesn’t punish the player all too early with frightening action, but takes a moment to heighten your fears, which is a nod to prior build-ups.

This is the first time that a Silent Hill game was made on the Western front, so the Japanese developers took a back seat on this one. It’s an obvious attempt to recreate the Eastern makers’ intentions and has an honorable salute to the ideas of the other games, but the thing that is quite noticeable and stands out is that a lot of the game is actually inspired from the recent Silent Hill film made back a few years. The Silent Hill film nurses reprise their role in Homecoming as the awkwardly sexy nurses who are forever bound to clutching knives. Even when the world changes to the alternate, bloody and rustic world of Silent Hill, it incorporates the exact transformation of worlds from the film. Another worthy note is that such a transformation is no longer held in the constraints of a cut-scene. When the real world transforms, it does so in real time game-play, where the earlier games would automatically turn into cut-scenes to show such a change. Walls and floors melt into disgusting flesh, butchered in rusty metal. Ahh, Silent Hill, we missed you most distastefully.

Nevertheless, Homecoming never lowers its standards for what it is, and that is an adventure into the psyche of Alex Shephard. With the rest of the series, Alex, too, is called to Silent Hill during various sequences apart from visiting his hometown of Shephard’s Glen, a town not too far from Silent Hill. And now the weirdness is happening with Alex’s hometown, and he’s got many questions that need to be answered. However, upon visiting his own home and his mother, he soon understands that Josh, his younger brother, has disappeared, and Alex begins his unrelenting journey for answers.

Oddly enough, the only other inhabitants Alex meets up with is Judge Halloway, who is found at the City Hall, a childhood friend named Elle, and a few others. When having conversations with other persons, the developers behind the latest game decided to spice it up a little and have alternate, optional conversation queues, similar to Bioware’s Mass Effect. Although while this does leave you wondering what if you chose the opposite statement, it only leads to one conclusion of the conversation and feels unnecessary to its narrative if the conversation always ends the same. It’s a ploy to add more curiosity for the player, but never as deep as conversational strategies like in Mass Effect or Fahrenheit; therefore, feeling uselessly tacked on.

What I found even more odd from my own personal opinion is that when Alex has the liberty to speak with other people occasionally, he seems to be asking a lot of the wrong questions. While he is on a hunt for his missing sibling, that seems to be the only thing on his mind, rarely does he ask about what’s going on around him, nor does he demand much answers about why things exist the way they do. What I found the most disturbing of all is that while I had Alex search his home, I found the basement filled with water and I was attacked from this creature inhabiting the water. Mind you, Alex’s mother is sitting upstairs in her rocking chair apparently having no clue what’s down in the basement. After my fight with the creature, Alex makes no mention to his mother about what he just fought down in the basement. It’s not rocket science, but wouldn’t you ask what the hell that was in your own home?

A major issue with the game is its lighting. In other games, you had a flashlight with you for the entire game, which lit up the way for you rather easily showing you what was in front of you, and very well at that. Homecoming seems to actually suffer from this. With the flashlight on, and while you’re in a long corridor, you won’t be able to see anything visible in front of you unless you just keep walking forward. I found this a very horrible problem because when coming up against a wall and walking into it, the flashlight made apparent harsh reflections of light, just like how it would in real life when putting a flashlight up against a wall or carpet just inches away. However, when faced with a dark corridor, out in the open, with the light on, you can’t see a single thing. After manually adjusting the brightness of the game to max, there were still issues; an obvious flaw in the development of the game.

Although it does stamp the name Silent Hill on the front of the game with valor in many respects, there is a certain aesthetic to its history that does not deserve to be altered to become a contemporary gimmick with recent games on the market. For the first time, Silent Hill Homecoming introduces quick time events during game-play. While button mashing at key moments is a particular interest to many, it’s an unnecessary add-on to this game that serves little purpose, which in fact, takes me out of the game knowing that there’s a colorful button on my screen telling me to push, in contrast to the dark gray and brown palette of the environments that I’m supposed to be lost in.

The inventory system stays true with previous games, with a little change that turns out to be one major issue than a luxury. They implemented a hot key function to the inventory so once the inventory is opened with pushing the appropriate button, you move the cursor to highlight a certain item. If there is a highlighted item still on the inventory menu upon clicking the inventory button again to go back to the game, it automatically uses or equips what you just highlighted. This is an issue mostly for when you open your tab for healing items and you look at what you have. I’ve found myself accidentally using more health items when I didn’t need them than actually use them. What was wrong with the “Are you sure?” prompt in other and much older games that conveniently made me confirm my action before making it? It may be a hassle to constantly confirm your decisions in other games many times, but it’s definitely quite safer than accidentally using an item you didn’t want to – especially if it’s a limited first aid kit when I already had three-fourths health intact.

The game-play mechanics remain almost the same except now Alex is able to dodge attacks. I suppose it’s a feature that was implemented a little smarter than other ideas for the game. Understanding that Alex is a man of war, he’s capable of doing such moves as an alternate way of defending himself. And some of the moves that Alex can do are helpful in some situations when held up against multiple enemies at once, and after performing a roll to sidestep an attack, with appropriate strategy, he can counterattack quite devastatingly. There was one thing to notice during a fight with many enemies at once, is that it seems if you’re targeting a specific enemy, the remaining enemies don’t attempt to attack until you target them, which is a strange change. However, I suppose to keep it a little less overwhelming in combat, there had to be some balance to it. Another good game-play function is that not every weapon is most successful against the enemy. A slow, heavy axe may be the worst weapon you could use against a nurse because they’re fast with their daggers and leaving yourself completely vulnerable to repetitive attacks from them, which can seriously lower your health in a matter of seconds. Homecoming’s smart tactical fighting encounters are present much more abundantly than the other games. The player has to think about which weapon to use against the enemy. The idea was also used in past games, but not as transparent.

Akira Yamaoka, the Japanese composer for all the other Silent Hill games, comes back to the musical seat in Homecoming to bust out another album, which is top notch as for music. His unique attention to different styles and instruments mixed together reminds us of a perturbed, delicate mentality infused with sounds of the industrial and the fragile. The singer Mary Elizabeth McGlynn comes back for a fourth game, always bringing wonderful life with vocals from time to time.

The strongest area of this game is arguably its story, underneath its flaccid exterior. While on the surface, it may not be generally understood and well accepted, but it was admirable for its attempt to recreate a direction that Silent Hill 2 is so famous for. Homecoming’s important detail is about the strength and weaknesses of the foundations with the family. It was a favorable representation of elements with war, and explores the dysfunction of the family, that can ultimately mold a child into a problematic upbringing. It goes much deeper with the human emotions of love, fear, hatred, and compassion and the psychological impact between the bonds that each parent has with his son. All of which encircle the mentality of our protagonist Alex Shephard, which gives reason for the things he has to experience in order to understand the truth. In the end, however, while the strength of it was to build a foundation of such elements, it was executed rather weakly throughout, leaving unappealing art direction, dimensional-less supporting characters, and lightly inspired principles that made Silent Hill 2 so strong.

Grade: C+

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February 11, 2009

Killzone 2 Impressions

Kube00 Says: I recently got a shot at the Killzone 2 Beta thanks to a fellow CAG from Cheapassgamer.com.

What can I say? Words do not describe the experience. I didn’t have any interest in the first Killzone because I was a late-comer on the Playstation wagon. I got my first ps2 in 2007. Anyways, a friend of mine mentioned that 2 was coming out soon, and after reading some previews, seeing some videos, and playing the Beta: hands down I’ll be getting this game.

First, the beta is pretty short and it’s only one level. You play as Sergeant Tomas Sevchenko, or “Sev” as he is addressed in the game. Taking this from the Wiki, “Killzone 2 follows the events of Killzone and Killzone: Liberation, and will take place entirely on the planet Helghan, the home-world of the Helghast, who invaded an Interplanetary Strategic Alliance (ISA) colony. Two years after the Helghast assault on Vekta, the ISA has launched an assault on the enemy's home world of Helghan. The ISA goal is to capture the Helghast leader, Emperor Scolar Visari, and bring the Helghast war machine to a halt. Sev eventually discovers the Helghast have adapted to their planet and are using it as part of the war effort…”

Enough with the plot, what about these next gen graphics that every site is raving about? The game looks amazing, the environment and textures are not muddy, they are clear as rain. There’s no background pop-off or frames per second graphics chug as the action gets intense. Tons of explosions and faction battling is going on all over the horizon, much of it you can see. The explosions are crazy huge and detailed, as bits of shrapnel, objects, and body parts go flying. Character models are well detailed and there is intense facial animation. When NPC’s talk to your character, they actually look at you when issuing commands or questioning your actions, which convey a feel of realism. Hands down, these are some of the best graphics I have seen on a console game in a long time.

The controls feel natural, if you have ever played an action fps, aka Gears of War; you’ll be right at home. For me, the game reminded me a lot of Black, the old fps for Xbox and Ps2. It was run and gun, heart pounding nonstop action. The only thing that bugged me was the cover button, sometimes it seemed to be a little flakey when I wanted to take cover and then lean out. It’s almost impossible to die because Sev gains health back over time much like other fps, such as Call of Duty: World at War. When players take damage the screen is flecked with blood and your visual level drops.

There are a variety of assault weapons in the beta. Sev comes equipped with a knife and grenades as well as a pistol with infinite ammo. The bummer is that you can only carry one large gun at a time and one side arm. Still, it’s fun to get close and bash enemies’ skulls in with the butt of the assault rifle. Something that I liked is that you can shoot off the Helghast’s helmets, making headshots worth your time. Speaking of enemies, the A.I. does a pretty good job of hiding and seeking covering when attacking you or your squad.

I hope the multiplayer is as good as the single player. It’s going to feature seven different classes, including Medic, Rifelman, Assult, etc.; sounds to me like Tribes! According to the wiki, “The game ships with five different game types, including Assassination, Search & Retrieve, Search & Destroy, Bodycount, and Capture & Hold. There will be support for up to 32 players and a fully integrated Clan features allows for up to 64 players.

Final words, this game has to be one of the best graphically of this generation. This could be a big seller for the Playstation 3 when it comes out on February 25th. Of course, there will be copies available on Goozex, but it might take a little while for you to get it.


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February 9, 2009

Goozex Trade Credit Sale

Kube00 Says: Just in time for Valentine’s Day, Goozex is cutting their prices on trade credits by 50%. What is a better gift for your loved one on Valentine’s Day than credits!

Trade credits are used to get games from Goozex. Trade credits are worth a dollar. You give them to Goozex in exchange for using their wonderful, reasonable, and fast trading system. For example, say you are in line to get that copy of Resident Evil 4; currently that will cost you 200 points plus a trade credit. That’s a good deal, at retail, most copies are still $9.99-$14.99.

Spring and summer are rapidly approaching and that means more new releases are coming soon. The summer is a great time to game and you can find great deals. The sale is an excellent opportunity to stock up on credits for all your summer trading.

Also, The Goozex Report is looking for more writers. If you want to write for us, drop us a note.

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February 6, 2009

Win a Limited Edition 160GB PlayStation3 Bundle from Internet.com

OK kids, here's your chance to win a PS3 and maybe even learn something at the same time.

To enter, simply download Internet.com exclusive content, including eBooks, whitepapers and webcasts, and/or refer your friends to become members. Each way you use your Internet.com membership increases your chances of winning!

*Open to legal residents of the fifty United States and the District of Columbia, aged 18 years or older.

PS3 is a registered mark of Sony Corporation and Sony is in no way a participant or sponsor of this promotion.

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February 5, 2009

Psychology and Video Games Survey. Win $25!

The Simon Fraser University psychology department is conducting an anonymous online study on the psychology of video games. They are looking for video game players, aged 19 and over, to participate in the survey.

Additionally, participants will have the chance to win one of four $25 cash prizes.

If you are interested in participating please complete the online survey.

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February 4, 2009

The Influence Factor of Splatterhouse

Kube00 Says: I was poking through Game Informer when I noticed they had a piece about a new 3D looking Splatterhouse game coming to the PS3/360 this summer. I thought this was article worthy. For those of you who don’t know, Splatterhouse was an arcade action-adventure game made by Namco in the late 80’s. This so-called new Splatterhouse is a remake of the original 1980’s arcade version.

The original was later ported to the PC and TurboGrafx-16 systems; who even owned a TurboGrafx-16? Remakes of Splatterhouse 1 for TurboGrafx-16 and 2 for Sega Genesis have come to the Wii’s Virtual Console for a very reasonable amount of Goozex points. A third Splatterhouse was also developed in 1993 and debuted on the Sega Genesis.

Splatterhouse follows the story of Rick who, with his girlfriend Jennifer, seeks shelter in a mansion from a storm. Rick is knocked unconscious and Jennifer is mauled and kidnapped. Rick, while searching for Jennifer, finds the “terror/hell mask” and he puts it on. The mask grants him incredible strength. He then crushes monsters and tries to rescue Jennifer. It’s not that deep of a story, and by today’s graphics, the game looks simple. The sequels were more or less the same with updated abilities, weapons, and gore. The modern-day remake sticks to a similar plot but focuses on combos and getting makeshift weapons.

So what gaming genre is Splatterhouse? Is it an action game? Is it survival horror? Sega-16.com (a wonderful site with lots of 16-bit gaming goodness) states that it was directly influenced from 80’s horror movies. The violence and gore in the original was leaps and bounds above and ahead of Mortal Kombat and succeeded in getting Splatterhouse banned in many kid-friendly U.S. arcades. When the series came to the Genesis there was a warning label about the themes and the violence. In 1993, the game became part of the Senator Lieberman’s witch-hunt, joining games such as Night Trap and Mortal Kombat. In response, a Splatterhouse ad read, “Splatterhouse 3 for the Sega Genesis is the kind of game rating systems were invented for.” By the time the third game came out, the game was more or less a full-fledged beat ‘em up much like Final Fight.

After going back and re-playing a few levels of number 2, I’ll have to say it does feel like a 1980’s horror flick. And although I would love to say it was the predecessor to Survival Horror games like Resident Evil, I’m not so certain. Although, there are a few things in the game that might have inspired some of the games we enjoy today. Splatterhouse had creepy, eerie music and sound effects, creating the terrifying atmosphere, and the feeling of hopelessness and loneliness. Will you reach Jennifer in time? When you’re a 12-year-old kid playing this, and the in-game walls are oozing and two headed monsters are chasing you, you start to sweat a little. All of this is replaced with the grim satisfaction of smashing monster’s heads in. Most of the time you feel overwhelmed by enemies, and although there are no puzzles, you still have to find your way around the Mansion.

Let’s do a quick comparison to Resident Evil 1:

  • Creepy music and sound effects aka the moans of Zombies: Check
  • Navigating a Mansion: Check
  • Feeling great after blasting a monster with shotgun: Check

The similarities end there though, as Resident Evil has an interesting and twisted plot, lots of sequels, weapons, puzzles, multiple characters, etc. People say Alone in the Dark was more of an influence. But what can I say if you’re looking for a different 2D side scroller action game then look no further, as Splatterhouse still has a few punches to throw.

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February 2, 2009

I Just Want to Play the Game, Not Sell It…

Kube00 Says: It’s funny how eBay becomes the dumping ground for a lot of older “rare” games. Most of these games I enjoyed playing as a kid, and eventually, I gave away to my neighbors. DOH!

A good example is Final Fantasy VII which fetches anywhere from $50-$70 or more if the game is sealed. I guess I should have held onto my copy for a few more years.

I’ll admit, after getting rid of my own copy many years ago, I’ve found and sold several FFVII’s. But honestly, the game is not that rare, outside of eBay, it’s cheap to find and there are plenty of copies available. It is a great game and one of the best Final Fantasy’s out there.

Wanna save yourself a few bucks? Go with the PC version, its $30 on eBay and only 650 points on Goozex, although it’s not available right now.

Another more recent example of a “rare” game is Gripshift for the PSP. I’ll be the first to say that it is a terrible game. In fact, less than a year ago, copies were less than $5 in the clearance bins at most retailers. But within the last few weeks eBay has seen prices go as high as $120 for a single copy, although since then, the market has been flooded and the price has come down to $30-$40. Without going into too much detail, Gripshift is needed for PSP 3000’s. But unlike FFVII, where most people want to have it to complete their collection or to play, no one wants Gripshift because it is an “epic” game. This just goes to show that the value of something can change rapidly even if it sucks.

I can understand how older cartridge games are rare. Most of these will never be printed again; some may come out on the Virtual Console or Xbox Marketplace, which only seems to drive their value up even further. How does that work? You can play it again, so why the sudden value jump? Some of the Super Nintendo games are worth a few bucks here and there; just don’t expect your copy of “Super Adventure Island” to be worth anything more than a few dollars.

But the point is why do we as consumers feel the need to have the original sealed copy of a game if we are never going to play it? Wouldn’t it be nice to have something that was cheaper to obtain just so we could play it?

This is where Goozex shines. Goozex is one of the only places I can find decent copies of older games to play. A good example is Twisted Metal 2 for Playstation 1. It’s hard to find on eBay and most Brick and Mortar stores consider it a “rare” game and won’t sell it to me for less than $30. Well, on Goozex it’s readily available for 150 points with lots of copies. So next time you want to play that last gen game that is nowhere to be found and eBay is price gouging, check Goozex, you might be pleasantly surprised.


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JimmyJames70