PSP Roundup Review
Tomb Raider, SEGA Rally, Syphon Filter, and Dead Head Fred.
Version tested: PSP
Tomb Raider Anniversary
There was once a time when many teens would have given anything to have Lara in the palms of their hands. If the PSP had been around 11 years ago it would have been hard to get most teenage boys (and some girls) out of the toilet, at least without having to book the porcelain into therapy.
Impressively little has been lost during Lara's transition from PS2 to PSP. Levels remain complete and there's still 12-15 hours of gameplay packed inside the tiny disc. Visually it's on a par with the PS2 version (although never pushing the PSP to its limits) and load times are very impressive. However, it's when you experience the camera that you'll realise just how important a second analogue stick is and wish you were playing it on the PS2 instead.

The camera often points in totally the wrong direction and, while the camera angle can be amended at any stage with the L and R buttons, it's so painfully slow to manoeuvre that you'll often get bored waiting and just take a blind jump instead. Controls are also affected by the camera, which can cause many frustrating deaths with the controls not corresponding to the onscreen action. And instead of sending you to the next ledge on your right, pressing right sends you plummeting backwards to your death. Which is the sort of memory of 11 years ago we didn't need.
Thankfully, when you die, which will be quite frequently, the loading times are kept mercifully short and don't add to the frustration like so many other PSP games. Did we mention the loading times are alright? They are. The PS2 Tomb Raider is still preferable due to improved camera control, but if you fancy exploring some tombs on the move it's unlikely to disappoint, as long as you're prepared to be patient and suffer the odd cheap death.
6/10
SEGA Rally
Following hot on the heels of the impressive next-gen offering is this handheld version of SEGA Rally, developed by BugBear (of FlatOut fame). Visually SEGA Rally is one of the most stunning PSP titles to date, complete with track deformation and impressive particle effects. Fifteen gorgeous tracks are available to tear up, ranging from Safari through to Arctic conditions, complete with a plethora of detailed cars to choose from and the option to race against the clock, in a championship or via multiplayer (although we never once encountered anybody playing it online). There's even a game-sharing option, although this is locked to two cars and three tracks. But all that matters not one bit when the cars handle like chimps on skates.

Despite the fact that I never once got the hang of the handling, I still managed to complete the game in around five hours, scraping my way along virtually every barrier in the process. The physics take the word 'arcade' to the extreme with the slightest of touches sending your opponents flying into the air, and the AI just doesn't put up enough of a fight resulting in most final laps being a desolate affair. Finally each race takes about 45 seconds to load which, when you consider most are over in around three minutes, is quite laborious.
That all said, SEGA Rally is still an enjoyable title, just not one that will last you very long or give you good value for money. And considering the PSP already has a number of racing games available, it's hard to recommend as anything other than a bargain bin purchase.
6/10
Dead Head Fred
Fred has a habit for heads. He certainly managed to turn a few earlier in the year when the game was previewed and showed a lot of promise of things to come. But like all good promises, Dead Head Fred turns out to be fairly broken.
The main game has you navigating the town of Hope Falls, swapping heads along the way in order to beat up your adversaries and to solve the many puzzles. Loading times are excessively high, with every area needing to be loaded independently. With a lot of areas needing less than a minute or two to navigate, the constant stop-start nature of the game makes Hope Falls feel much smaller than it actually is.
For a game that relies heavily on combat, Dead Head Fred suffers from a severe lack of combos and an awkward control system. During combat the jump button doubles up as a combat button, but the game often forgets this and instead makes you jump mid-combo or punch when you want to jump. The often claustrophobic areas also mean that enemies soon surround you, making progress much more arduous than it needs to be. The puzzles work relatively well and are by far the highlight of the game, but in most levels they disappointingly play second fiddle to the uneventful combat.
Voiced by John McGinley (Perry Cox from Scrubs), Fred's quips aren't exactly side-splittingly funny and the overused profanity just makes it feel like it's been designed by teenagers desperately trying to be edgy. If however you found Conker funny, this might just tickle you a little.
Weighing in at a hefty 20-25 hours in length, Dead Head Fred outstays its welcome and never really elevates above being a fun yet ultimately frustrating platform-cum-action adventure game. If only they'd have concentrated on the puzzles and exploration more than the combat, and tightened up the loose platforming controls, it could have been one of the surprise hits of the year.
5/10
Syphon Filter: Logan's Shadow
Syphon Filter: Dark Mirror was one of the most impressive titles to hit the Sony handheld last year. Until then nobody had really managed to do the FPS genre justice on the PSP and few would have expected Dark Mirror to hit the heights of Syphon Filter's first foray on the PS1.
Much was therefore expected of Logan's Shadow and, for once, we've not been let down. Rather than just settling for re-releasing last years game with different scenery, Sony Bend has delivered a game that not only improves on last year's offering but does so with aplomb.
Graphically Syphon Filter is impressive and the musical score is utterly fantastic, though unfortunately the voice-over work features more racially stereotypical accents than your average mobile phone ring-tone advert.

An advanced melee combat system has been introduced providing new abilities, such as enabling Gabe to use enemies as human shields, and Gabe can now use blind-fire to force enemies to seek cover. Underwater combat sections now also play a large part in the game and aren't anywhere near as gimmicky as they sound. Interactive moments also make an appearance, but thankfully they're never really taxing and just there to provide some interactivity to the more mundane sequences, such as escaping wrist restraints.
The single-player challenge weighs in at a hefty 22 missions spread over six episodes, providing approx ten hours of gameplay. Multiplayer hasn't been overlooked either, with two new game modes and some new maps, as well as some updated maps from Dark Mirror. It's safe to say that you should get more than your money's worth out of Logan's Shadow.
It's not all a bed of roses though. The AI varies from incredibly dumb to possessing an almost Colin Powell-esque ability to spot things even if there's no physical evidence of them and the controls, whilst operational, are never really intuitive and can make lining up headshots incredibly difficult. Other than that though, Syphon Filter delivers in every other respect and even puts many PS2 shooters to shame.
8/10
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Comments (44) Latest comment 4 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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Anyone tried connecting to a 32" LCD widescreen? How does the games look?
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Thank you.
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Funny, you sorta remember that wrong, because in the original TR controls were NOT affected by the camera, and death-plummets were caused solely by the player's lack of planning.
Even funnier since people seem to always rag on the "tank controls" while of course the imprecise camera-relative controls turn out to be much more frustrating if you have to do anything complex at all.
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Have to say, though, I thought the camera in Tomb Raider was OK, didn't find frustrating. Although very often, one will have to turn the camera manually, there were also various ocasions where I found it helpful. TR is worth an 8 for me.
Looking forward to Syphon Filter then.
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Please put warnings before such sentences EG, I almost got coffee all over my keyboard XD
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£27 for 4 games??? Pleeeeaase tell me that i can get this deal somewhere online!!!
If yes, can you please provide a link? Thanks
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It's two for 150 NOK (around £13-£14).
It's also possible the sale was due to a new shopping center opening.
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The camera problems really come into play when you're trying to do one of the ledge jumps/puzzles. Often the camera will swing round to a different angle, which makes navigating the ledge difficult and I found that trying to reposition the camera was often too time consuming and sometimes even refused to be repositioned as it got stuck on a wall.
It's also difficult in combat situations when you walk into a room and hear something but the camera takes so long to turn that you've often lost some health before you've been able to spot them. So locking on to them wasn't a problem, it was spotting them before they'd started chipping away at my health that I found an issue.
At the end of the day I had a lot more enjoyment and less frustration out of the dualshock controlled Lara than I did the PSP version, hence the score.
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That sounds like ageS (sorry). The game looks ace. These slow loading times, are these for old or new (fadter loading) PSP?
They're for the older 'phat' PSP. They do start to frustrate if you're sitting down for more than 15 minutes play as they become very noticeable indeed, especially as laps take about a similar amount of time.
It does look very nice though, especially the in-car view. It does look a bit grainy though and not as slick looking as Wipeout for example.
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Missed it first time round and it is astonishingly compulsive to play, I just have to wrestle the PSP from my other half who can't stop playing Lmines II.
Syphon Filter looks interesting, it's just I never see the point of those type of games on a Handheld unless it is your primary and therefore only games system.
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SEGA Rally is great, after buying it I bought Crush and Final Fantasy Tactics and barely touched either until I'd got 10 points in every single race and unlocked every car and track. It's much more a successor to the Arcade original than the big console versions, which gave me not a lick of pleasure. The AI is savage, the replays are short and sweet, and although there's a small number of tracks they are well mixed throughout the events. Finishing it in 5 hours is just a spectacular excercise in missing the point.
And why the hell is the sequel to what is arguably the best game on the system shoved in a round-up, with only 6 small paragraphs? No offense Joe, but I'd have got more info reading the back of the box.
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"Its" is a possessive pronoun. Its interpretation is something like "that which belongs to it", where "it" stands for some previously defined object.
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And as the EG scoring guide states: "A game scored six is 'good', and many of its audience will enjoy it...(snip)...and, depending on taste and tolerance of certain issues, it might be something you wouldn't be ashamed to have bought"
That sums up Tomb Raider for me. Those that love the series or have a fond memory for the original will be fine with the control and camera issues and will enjoy this game. It is not however going to convert anybody that finds these issues infuriating or just doesn't really enjoy the Tomb Raider series as much as say Prince of Persia. Remember 6's on EG aren't bad scores and TR did even come close to getting a 7.
I hope that puts it into perspective.
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I can honestly see why someone would give it (PS2 version) a 9 and someone else give it a 6. It's one of 'those' games where some people can appreciate the things it does so well and ignore the failures and vice-versa. I think I sat right in the middle of those two groups, enjoying it but also having a few too many 'gnnnnngh' moments to take it into near classic status.
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I've not tried it yet, but it seems like one of those Marmite games.
Gran Turismo'ers who hate arcadey games will hate it I guess. I'll grab it from the bargain bins I reckon.
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lol. Careful chaps.
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I just might get a PSP Slim next year if I can find it secondhand for under fifty notes.. The emulators are certainly tempting, and the DPG format on the small DS screen is hardly a decent way to watch video on the go. The library still leaves a lot to be desired. Maybe that'll change now the PSP is actually selling? You won't catch me gaming on the thing unless everyone else is okay about it!
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Still some superb content on the PSP though.
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No you're quite right, it doesn't. However it does turn a 7/10 game into a 6/10 one (please see above discussion where we've already covered this).
Reference the Sega Rally handling, reading other reviews seems to be pretty unanimous in that the handling is overly slippery and that rubbing against barriers doesn't provide enough of a penalty. I don't think I was alone. Horses for courses though (not that Sega Rally has horses of course) which is what the 6 indicates; some will get on with it, others won't enjoy it as much.
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Peej
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Anyway, I thought Sega Rally was dull, and the handling was all over the place. It's certainly playable enough once you get to grips with it, but there's far better racers om the PSP to be wasting your time with.
I also agree that Syphon Filter needed a proper review, it's the sequel to one of the best games on the system (although curiously it seems to have had a much lower profile).
K
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GLOL. Great line.
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Incorrect. In the original there were times when it was impossible to get the camera facing in the correct direction so you could see where you wanted to go.
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Best single sentence to sum up this problem that I've heard.
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You clearly don't remember the original (or any of the other first 5, for that matter). Unlike some modern games, in TR the pull-camera-behind-you button ALWAYS worked. Sure, it might float back to where it was if you let the button go, but you always had the opportunity to properly plan your jumps. And plan them was all you had to do, since after the initial planning, maneuvers could literally (and I mean literally) be performed with your eyes closed, no retarded camera adjusted controls to worry about.
That's why.
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That's because PoP is EXTREMELY forgiving with its ledge-grab-detection (for lack of a better word). The jumping system is so rigid it often allows you just about one single jump trajectory, and at landing your character is sometimes literally pulled automatically towards a ledge by invisible elastic band or something.
This absolutely huge error margin is basically proof of what I'm saying. It's as if the developers simply admitted it: "yeah we know this control system sucks, so here's a ridiculous amount of movement aid to make up for it".
PoP was a fine game, don't get me wrong, but surely you can't deny sometimes feeling as if you weren't really in control but were kind of just pushing the prince along a rail.
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I agree with your assessment of PoP's rather forgiving platform mechanics, though I certainly wouldn't say the controls sucked. Prince of Persia isn't so much a platformer as an exercise in feeling superhuman
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In TR 1,2,3,4 and Chronicles, Up was always forwards, wherever you or the camera faced. If the developer offers the player inadequate control over the camera, the least they can do is replace directional controls with rotational ones, especially when the game's had months of extra developement time.