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Lumines Live! Review

Xbox 360 Review by Tom Bramwell

19 October, 2006

"If you've already played this on another platform it's not got much to offer, but for newcomers this verges on essential," is, as my friend pointed out to me last night, one of the most painful phrases a game reviewer ever has to reproduce, and yet here is where we find ourselves because, although its brilliance as a puzzle game is beyond question, Lumines' qualities are less important to the people within whose domiciles the PSP rests as commonly as the Xbox 360 (particularly those of you who stole both, because who's that at the door hide the stuff).

In fact, disillusion over its content is likely to be far more pronounced among people who own the original Lumines than is usual in these circumstances, because Q Entertainment has rather naively assumed that withholding game content will be viewed as freedom of choice, rather than a wilful decision on its part to squeeze fans for more money. It doesn't help that the basic Lumines Live package is already one of the most expensive games on Xbox Live Arcade at 1200 Microsoft points - just over a tenner in old money.

Lumines Live consists of Challenge, Skin Edit, Time Attack, Puzzle, Mission, Vs. CPU and multiplayer modes. The latter supports online Duels as well as two-player games played out on one console, and all of your scores in each mode are also uploaded to global leaderboards, allowing you to see just how good you really are (Lumines veterans will be pleased to hear that the highest recordable score is well above 999,999 this time, too). Additional content packs will be made available in the future, and this is what attracts concern. In their present form, Vs. CPU offers just one stage, while Puzzle and Mission modes both offer five stages each. Even novices will clear them all in minutes, leaving us all to wait for the "Vs. CPU Pack" and "Puzzle/Mission Pack" mentioned when you reach the end of what's included. Meanwhile, an "Advance" option in Challenge mode tells you to wait for the "Advance Pack", which will apparently add 22 new skins (which alter gameplay conditions as well as music and background) and cost 600 points.

It's safe to say that this has wound some people up.

But it's also important to talk about Lumines Live in the context of a new game, because for many people that's what it will be.

'Lumines Live!' Screenshot 1

What's most annoying about being asked to pay for the rest of Mission Mode is probably its simplicity - a simple instruction is an entire level, and you can read through them but not play them in this release.

Challenge mode is where most will begin, and the premise is as simple as they come: blocks come in two colours, and when combinations of them descend from the top of the landscape-oriented rectangular play area, you have to arrange them so that the same colours form squares of two blocks' width and height. To this end you can rotate the falling blocks using the A and B buttons, and move them left and right using the d-pad or analogue stick. Where Lumines differs from the more traditional Tetris-style disappearing-blocks puzzle style is that things only vanish when a vertical line that constantly sweeps from left to right passes across completed arrangements.

It's a high-scores game, primarily, and as you play you'll gradually learn to appreciate its subtleties and become more proficient at removing larger clusters of blocks in one sweep of the vertical line. You'll work out how best to apply each possible combination of descending blocks to the landscape below (placement skills can be refined by practicing certain motions in the Puzzle and Mission modes - at least for a little while grumble grumble), or perhaps you'll build your skills around the use of specially marked blocks, which, when injected into a vanishable arrangement, will take with them any blocks of the same coloured linked directly to the matrix, and any linked, in turn, to those. Applied skilfully, these special blocks can be used to delete the entire stock of one colour, netting a 1000-point single-colour bonus. Those with a particular talent for Lumines can also net 10,000-point bonuses for removing all the blocks in the play area at once.

Adding to the attraction of the raw puzzling mechanic, which is fundamentally hypnotic anyway, are the differences made by the game's unlockable skins. As you advance through the challenge mode, building up a large points total, these new skins arrive at intervals and change the background imagery, block colours and music, but most pertinently they also change the speed of the vertical line and blocks' movement. This may force you to move blocks that appear at the top of the screen more quickly, perhaps, before they slam down irretrievably, or ask you to go slowly as a toiling vertical line ekes its way gradually from left to right.

Like creator Tetsuya Mizuguchi's previous work, music also plays an active role in augmenting the gameplay experience while you're at the mercy of these subtle reinventions. Sideways movement of a block might make a snare sound, while blocks landing on others might elicit a steadier drumming; combinations enable fancier riffs, and as the actual soundtrack song goes through its movements so the gameplay-based sounds seem to coalesce and infuse its progress with something more personal. It's a neat effect, and guarantees that new skins won't just refresh your touch but also enliven your other senses.

'Lumines Live!' Screenshot 2

Time Attack mode, at least, is provided in its entirety.

Q Entertainment's understood since Lumines' release on PSP two years ago that certain skins are more popular than others, and Skin Edit mode allows you to queue up "playlists" of your favourites. This is also useful for practicing the later skins if you keep coming unstuck in Challenge mode. Indeed, all the other modes are good for building up your skills in certain areas, as well as introducing variation: Time Attack gives you a good grounding in working at block structures under pressure; Vs. CPU and the online/offline multiplayer Duels do a similar job; and the Puzzle and Mission modes hone your proficiency in seeing further ahead.

The multiplayer Duels probably deserve a bit more explanation and examination. Unlike other puzzle games where your successes heap more blocks on the other player, Lumines' multiplayer puts both players in the same puzzle area, with blocks descending to the left and right of the screen on either side of a dividing line. The idea is to work quickly and efficiently to vanish blocks, which has the effect of pushing the dividing line so that it encroaches more and more on the other player's work; the goal being to inhibit them so much that their towers of blocks stretch to the top of the screen and they run out of room to add more. Played offline between balanced players, this is very aggressive, enjoyable fun, and the online experience between two players is similarly commendable - providing you're not addled by lag, which can ruin things. Played on a decent connection, it's actually better than offline, because Xbox Live's TrueSkill matchmaking software does a good job of finding similarly talented opponents rather than plunging you into endless mismatches.

Indeed, there are few missteps in the basic game as a whole. Graphically it's glossy and colourful, and sharply turned out. The music, mostly from the Japanese PSP original, is of a high standard - although I was disappointed to find some of the PSP version's best songs missing. On the PSP, some people were turned off by the demands Lumines makes on your time, with individual Challenge sessions often lasting longer than an hour and always starting the same place, but arguably Skin Edit mode goes some way to assuaging that, and, well, I can only speak for myself: I've never found it boring, and I've been playing it since December 2004. Gamerscore fans may be disappointed, meanwhile, with the achievements offering - half of which are far too easy, and a few of which are much too hard - but there's little else to fault.

Which brings us back, of course, to the question of Q Entertainment's sales tactics. Customisation is certainly welcome in some cases - being told that we'll one day be able to pick and choose famous songs, game modes that we like and new skins to flesh out the experience, without being forced to shell out for the bits we're not interested in, is an approach that sounds logical enough. The anger over the Vs. CPU, Puzzle and Mission modes' relative lack of content could be offset a little, on reflection, by the realisation that these modes aren't considered part of the basic Lumines Live package; the tasters offered as part of this release are meant to help people decide whether they want to buy these game modes or not.

'Lumines Live!' Screenshot 3

But Challenge mode is undoubtedly where you will spend most of your time - and it's hard not to love.

The anger could perhaps be offset, then, but it probably won't be for several reasons. Firstly, Lumines Live costs more than virtually everything else on Xbox Live Arcade, and, in many cases, Lumines fans have already paid for this content before on the PSP. In a sense, they are being asked to pay more than the Live Arcade pricing standard for content they already have, and then pay extra for extra content they also already have. Not only that, but the full Vs. CPU, Puzzle and Mission modes won't exactly have taken a huge development investment to realise; the core mechanics are the same, only the arrangements and your task of untangling them is being changed around. Paying extra for accurately modelled cars in PGR3 is relatively comfortable, because they took a lot of work; paying extra for new Puzzle and Mission levels isn't, because they probably just took a few developers a few days to dream up - most of that time spent doodling rather than crafting.

Probably the only thing to say to people who feel cheated or ripped off by this tiered content set-up is that they simply shouldn't buy into Lumines Live until the range of downloadable content is broad enough to justify the cumulative cost - if indeed that happens - unless they have a powerful urge right now to play Lumines again on a big screen.

For Lumines debutantes, meanwhile, this is hard not to recommend, whatever the issues of price. The basic game outlay may be hefty relative to others on Live Arcade, but it slots reasonably into the traditional game-pricing model, where a copy of Lumines PSP stripped down to this degree probably would hold its value at around a tenner, and between them the Challenge, Time Attack and multiplayer modes are wonderfully playable. If you're new, and you can reconcile yourself with that logic, you should certainly buy this, because it will absorb you like nothing you've played in years. I'm sorry - what I meant to say is, "If you've already played this on another platform it's not got much to offer, but for newcomers this verges on essential." Gah.

7/10

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Comments: 1-40 of 40 in total

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crazyhorse174
19/10/06 @ 13:12
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Round 2 anyone??
pjmaybe
19/10/06 @ 13:13
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Good stuff, sensible and level headed review as usual from Tom, but the game should be marked down a point more for the sheer fucking cheek of MS / Mizguchi.

Peej
crazyhorse174
19/10/06 @ 13:16
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I'm sick of reading about this today!

To hell with the 360 version...

...now where did I put my PSP...?
Edited 1 times, most recently on 19/10/06 @ 14:18
Der_tolle_Emil
19/10/06 @ 13:18
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I downloaded and played it yesterday. Quite frankly I don't get the craze about this game. I love puzzle games but I don't see myself paying for this.
McGeeza
19/10/06 @ 13:31
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"...now where did I put my PSP...?"

On Ebay? :D
gizmo
19/10/06 @ 13:32
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360 D-pad isn't good enough for these games.

The pricing policy is trying it on. The less people that splash 1200 points for a crippled version the better in my opinion. If this sells, they'll only get more greedy in the long run.

Before we know it we'll be paying for the title screen, intro, stages, multiplayer, updates and end credits.
Eighthours
19/10/06 @ 13:35
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Devil's Advocate time:

Let's face it, paying 1,200 points and expecting a full version of a £34.99 (originally) PSP game updated for the 360 is cloud cuckoo land time. Right?
Steroyd
19/10/06 @ 13:46
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right but it was originally thought that people would get the cheaper than PSP at bargain Price in full HD with higher quality sound.

Makes me happier that Sony doesn't put such restriction with their version XBLA whatever it's not going to be called, PSone titles anyone?
reality_cheque
19/10/06 @ 13:48
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Well if they try and make us pay for title screens and end credits then I guess I will be playing games with no title screens and end credits :)

If the pricing bothers you, don't buy it. If enough people don't buy stuff, they'll have to revise the pricing scheme. But if enough people do buy it, then it's not the fault of MS or Sony (who I include as I expect this will happen with their DLC too) that the public are morons.
quedex
19/10/06 @ 13:50
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It wouldn't have been as bad if they just charged 3000 points for the full game in one hit. The problem (for me) is that they actively hide what you're getting for the money and make you buy extra modes at random times just to keep playing. Officially, MS have said that there are only two packs to buy - Base and Advanced. But the game tells you that you'll need to buy extra packs later.

It's harder to make a full, informed decision on if you want to buy the game if they can't be upfront and honest about the total cost.
quedex
19/10/06 @ 13:54
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Oh and on the game, I agree with gizmo - the 360 controller sucks for this type of game, and they switched the rotate buttons around from the PSP version. Didn't stop me from enjoying the (real) demo though.
optimusprym8
19/10/06 @ 13:57
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Had to download it, am in love all over again. Not much new stuff from the PSP version other than a couple of new skins and tunes thus far but still, loving it muchly even with the price. I don't have my PSP anymore so am happy to have this version in glorious HD :P and on a bigger screen. The buttons changing for clockwise / anti-clockwise annoyed the hell out of me to begin with but got used to it soon enough.

Looking forward to some dirty D&B music packs, more of that and less of the Mexican-Arriba-style one, that's shit.
Edited 2 times, most recently on 19/10/06 @ 15:04
Machetazo
19/10/06 @ 14:00
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Sod Live, I want PLUS!...Where's the PAL release of Lumines on a console I actually own, gotten to?
*Drums fingers impatiently*.
peterfll
19/10/06 @ 14:04
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Very good review, and it was worth knocking off a point or two due to the issues with this distribution model.
morriss
19/10/06 @ 14:08
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Well there you go. I've never played it before, so I'll be buying it.
sharpfish
19/10/06 @ 14:25
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Worse thing on xbox live thanks to the underhand pricing structure. Oh and as someone else said - the game isn't all that anyway. (Meteos was far better by the same guy), even Hexic HD (free) feels better.

And yes, once again the stupid Xbox 360 D-Pad ruins any fine control, the Analog stick is too flappy for a game like this.

Never has impressed me beyond 5 minutes of "hmm that's a fairly interesting idea" but it wasn't actually fun after that 5 minutes.

rosemeyer1939
19/10/06 @ 14:39
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I'd heard it would be released with an Advance Pack as an option, but i still feel firmly shafted.

From Major Nelson.
"The full version of this game is 1200 points."

So i kind-of expected all the game modes for 1200, with the advance pack offering more music / skins.

Fool be me.

Was there any way of knowing what your 1200 would buy BEFORE i paid. i did look in the lumines help / marketplace etc.. ??
kaosridder
19/10/06 @ 14:40
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the achievements suck royally due to their pricestrategy. What a shame. Would have liked soemthing for making all the patterns :(
Darren
19/10/06 @ 14:45
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Anyone struggling with the Xbox 360 controller's clumsy D-pad can change the controls so that you use the left and right bumper buttons to move the pieces around.
ram
19/10/06 @ 14:52
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money money money it makes the blocks go round

Haven't played this before, love it=worth it.
Wizballs
19/10/06 @ 16:29
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Would it not have been better to wait a while and review the game when its available as a complete package. I know alot of people (myself included) have issues with the way its being sold but that review seems more about the pricing than the game.

i.e just downloaded the advance pack and got 20 more skins and a harder challenge mode. I've now got the game I wanted yesterday...so now I'm happy and yesterday I was sad....er...or something

you know what I mean right?
Rambaldi
19/10/06 @ 16:39
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"because it will absorb you like nothing you've played in years"

No, I'm sorry, but it's purile shit. Falling blocks that need to be put into place. Whatever. Story? Graphics? Tension? Journey? Music? Variety?

Being told this is good is like being told Kaiser Chiefs are talented.

Crap...just like it's pricing.



Wizballs
19/10/06 @ 16:46
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^^ Man thats some good logic.

A game without those things = shit.

er....OK
Zomoniac
19/10/06 @ 18:02
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No, I'm sorry, but it's purile shit. Falling blocks that need to be put into place. Whatever. Story? Graphics? Tension? Journey? Music? Variety?

Story: It's a puzzle game.
Graphics: It's a very pretty puzzle game
Tension: More so than in any game you've played before
Journey: From an empty board to a full one
Music: Have you actually played it? Best there is
Variety: It's a puzzle game
oerhört
19/10/06 @ 18:03
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No, I'm sorry, but it's purile shit. Falling blocks that need to be put into place. Whatever. Story? Graphics? Tension? Journey? Music? Variety?

Being told this is good is like being told Kaiser Chiefs are talented.


You really are embarassing yourself. It's not good, it's absolutely brilliant, and if you don't see why, that's only because you haven't played it enough yet to see the depth and hypnotic extravagance of it all.
Rambaldi
19/10/06 @ 18:11
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Fine. You guys attain zen. I'll be over in Oblivion.
kangarootoo
19/10/06 @ 18:18
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@Rambaldi

Puerile? As in childish? Not sure I see the connection between your list of "requirements" and the level of maturity.

Would you level the same criticism at chess or sudoku because they didn't have a story, graphics, tension, journey, music, variety? Since when were variety or journey only components of adult entertainment? I would think that the opposite is more likely the case if anything.

There are many ways to be puerile you know. There are a lot of people that would view hitting imaginary trolls with imaginary magic swords to be puerile, far more so than a musical puzzle game.

I'm not one of them, but I understand...
haowan
19/10/06 @ 18:45
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All games must be like Oblivion or they are automatically shit. Facte.
kentmonkey
19/10/06 @ 18:52
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Reality_Cheque wrote :"If the pricing bothers you, don't buy it. If enough people don't buy stuff, they'll have to revise the pricing scheme. But if enough people do buy it, then it's not the fault of MS or Sony (who I include as I expect this will happen with their DLC too) that the public are morons."

Most level headed post on the subject all day.
Feanor
19/10/06 @ 19:39
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The Vs. CPU mode was rubbish on the PSP. Forcing you to start from the first opponent every single time was a completely idiotic design decision. Lumines was a waste of $22 for me.
Crofto
19/10/06 @ 20:30
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gizmo - "The pricing policy is trying it on. The less people that splash 1200 points for a crippled version the better in my opinion. If this sells, they'll only get more greedy in the long run. "

You and I know that buying such things on X-Box Live will only feed developers/publishers hunger for charging stupid prices for little things. However, the general X-Box Live public are a different story.

Expect it to sell like hot-cakes.
toy_brain
19/10/06 @ 21:56
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Lumines 2 is coming out pretty soon on the PSP isnt it? (In America at least, but the handheald market is a free-for-all so...) and I think that has 80 new skins, plus the skin-edit mode and so on. It'll probably be £30 - about twice as much as paying for the 360 version plus the extra pack, but given that the skins will be all new, and the PSP d-pad is better suited to the game than the 360's, I'll just wait until that arrives.

And of course there is Gunpey-R also coming fairly soon to PSP (and DS) for more styalised puzzling action.

Someone gimmie a shout when the new Mutant Storm game is up on Live....
SeesThroughAll
19/10/06 @ 22:32
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And of course there is Gunpey-R also coming fairly soon to PSP (and DS) for more styalised puzzling action.

Not to mention Every Extend Extra
Rev. Stuart Campbell
20/10/06 @ 06:37
#34
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Gunpey is out now in Japan. It's very poor. As for Lumines, anyone who buys this outrageous cynical rip-off version needs their head examined. If you want to play the game there are loads of excellent free versions on the PC and GBA.
mingster
20/10/06 @ 10:02
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Please boycott this ripoff pricing scheme else your going to see more of it in the very near future.

vote with your wallets keep them closed
bloodflowers
20/10/06 @ 12:54
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Problem isn't the game, it's not the split nature, it's not the cost.

The problem is they said 'full game' and it isn't. I was interested in buying, before that came to light. Saved only by Live breaking again in fact - I was all ready to buy, it broke, I found out about 15 minutes later just how crippled it was. Saved me some good money - I'll not support that deceptive business model - they need to be clear upfront about what is missing, when it's coming, and how much it will be - BEFORE people buy a game labelled as 'full'.
neuroniky
20/10/06 @ 13:08
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@Rambaldi "Being told this is good is like being told Kaiser Chiefs are talented."

Hey, come on, I like Kaiser Chiefs... all their "AAAAAAAAHH" and "OOOOOOOH" in their song are just too funny to be ignored. And they have that song that sings "Oh, my God I can't believe it, I've never been this far away from home" that keeps reminding me of when Sam Gamgee leaves the Shire.

Ok, I'm sick.
squeakyg
20/10/06 @ 16:15
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I'm actually bored of the debate about business practices. I'm now more interested in something not many people seem to be talking about:

The skins in Lumines Live are really bland!

The music is the lesser-grade tunes from the PSP version with none of the proper "songs". The visualisations and background animations are much blander and simpler, with nothing that really looks like crafted graphics. It looks more like one of those legally-dubious bedroom-coded versions of the game you can find online for free.
melw
21/10/06 @ 09:46
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I guess the review has a point - for the people who've never experienced Lumines before, the Live Arcade version might be worth their pennies. Personally I was very disappointed. Here's why:

Original Lumines on PSP was (and still is) brilliant puzzle game, something where you could lose yourself into some kind of meditative mood - not really thinking about how to play, pieces just falling into right places and one hour later you realize it's in fact over. The game had a few short comings, couple of nasty skins with bad color and shape choices breaking the game experiece, but game controls, music, sound effects and the overall mood was excellent. A clear 9/10.

You'd think the X360 version released nearly two years later would have significant imrovements over the original, or at least maintain the same level. You wish. I bought the Advance Pack over the original right away after reading the title doesn't really offer much without it. But the sad thing is the Advanced Pack doesn't offer also nearly as much as possible. There's too few skins, and way too many ugly and unplayble ones. Whereas the original had 2 or 3 bad skins in the whole bunch of 25 levels, this one has something like 15 skins with 5 straight bad ones. I totally hate when something pure ugly and unplayable interrupts the gameplay that should be continuous. Not to mention the level's are just too few. I looped all the skins (including the advanced pack) during the first time I played the game. In original you needed to actually play well to achieve the last skin 'Lights'.

Then there's the fact that analog controls don't work well with this type of game and the X360 controller pad is unfortunately very inaccurate compared to PSP's one. Lot of times with faster levels you'll start stomping the blocks in wrong way just because of the controller. Also the controls seem somehow slow and unresponsive. Sluggish.

It's not all bad, some of the spirit is still there. But damn I miss the original title. 6/10 for the Live version from me including sadness for the missed opportunities this game could've been.
nasanu
23/10/06 @ 03:45
#40
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Hard to see what all the fuss is about. Double the price and put all the content on a DVD and people would not be complaining. Yes its a lot higher priced than all the other XBLA games, but really they are all a bit shit. I would not play most of them even if they were free.

And to say its a rip if you aleady own the PSP version is absurd. If I buy the same game on two different formats i dont expect each one to be wildly different and I dont think i should be given a discount for buying it twice. Stupid...

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