The Video Game Critic's
PSP Reviews M-Z

Last modified 2008/2/5.

The Video Game Critic rates games in comparison to other games for the system.
The overriding criteria is how fun the game is to play, although control, graphics, and sound are also taken into account.

Screen shots courtesy of IGN.com.

 Manhunt 2Grade: B-
Publisher: Rockstar (2007)
Reviewed: 2007/11/23
Rating: Mature (blood and gore, intense violence, strong language, strong sexual content, use of drugs)

This portable edition of Manhunt 2 is arguably better than the console versions. Graphics that look modest on the Playstation 2 look really good on the PSP, and the high-contrast PSP screen makes the environments look extra dark and gritty. The controls are identical to the PS2 version, except you have to hold in L and R to target an enemy (instead of just holding the left trigger). Manhunt 2 isn't as involved or tedious as most stealth games, and unlike real life, it's fun to visit sleazy, red light districts of town. Playing a prisoner on the run, you'll turn the tables on your pursuers using axes, clubs, needles, grocery bags, and whatever else is lying around. The key to the game is sneaking up on victims and methodically executing them one by one. Much has been made of the game's brutal violence, but rapid-fire camera angles and seizure-inducing flashing effects ensure you'll never get a good look at your own handiwork. The gurgling and crunching audio effects are probably the grossest aspect of the game. I really like how this portable version automatically saves your progress when you reach a checkpoint, unlike console versions where you have to save from a menu. With its short missions, simple controls, and handy auto-save, Manhunt 2 is ideal for killing on the go. © Copyright 2007 The Video Game Critic.
Check for Manhunt 2 on EbayAmazon1 player 

 Mega Man Powered UpGrade: D
Publisher: Capcom (2006)
Reviewed: 2006/6/14
Rating: Everyone (cartoon violence)
I find it curious how many critics regard this as one of the best titles for the PSP. Such sad, misguided souls they are. Mega Man Powered Up attempts to "update" the original Mega Man (NES, 1987), retaining the 2D style of play but rendering the objects in 3D. The original game was a groundbreaking platformer, where the main character could select his stage and accumulate weapons from bosses he defeated. Powered Up has two modes: "new style" and "old style". The new style mixes things up a bit and offers new bosses and stages. I like how you can select your difficulty level at the beginning of each stage. Progressing through the game, Mega Man accumulates powers like the ability to slow time, throw bombs, and freeze opponents. You can toggle between these and even use them in conjunction with each other. Unfortunately, although Powered Up tries to emulate the classic gameplay that made the franchise famous, this actually has a very different feel - and it's not necessarily better. The fact that the objects are much larger changes the dynamics quite a bit, making it easier to run out of real estate on the screen. There's a surprising amount of slowdown, which is unforgivable for a game that requires such precise timing. The control is also very suspect at times. Defeating a boss not only awards you his weapon, but also allows you to replay the game using that boss. But will you really want to replay it? I doubt it. Powered Up's graphics are sharp and colorful, but lack personality. While the stages each contain a new set of hazards and enemies, they all play pretty much the same. Some new additions are actually detrimental, like the superfluous cut-scenes and childish dialogue. You can't "kill" a boss in this politically correct age, so Mega Man always has to ask his defeated foe, "Are you okay?" I think I'm going to throw up. The game's auto save mechanism proved problematic, so I was forced to save manually after each stage. Even the "old style" mode is disappointing. Instead of presenting the game in its original glory, Capcom used the "updated" graphics, which is a shame. Then again, had Capcom included the actual original game, it may have exposed the mediocrity that is Mega Man Powered Up. I know PSP gamers are desperate for some fun 2D action (and rightly so), but let's not kid ourselves here. Mega Man Powered Up is hardly anything to get excited about. © Copyright 2006 The Video Game Critic.
Check for Mega Man Powered Up on EbayAmazon1 player 

 Metal Gear AcidGrade: F
Publisher: Konami (2005)
Reviewed: 2006/6/13
Rating: Mature (blood, language, suggestive themes, violence)
For a game that so many critics liked, I'm amazed at how badly this sucks. Konami took the tried-and-true stealth gameplay of its popular Metal Gear series, and turned it into a turned-based card game. This had to be Konami's idea, because no gamer in his right mind would ever request something like this! To understand how Acid plays, first consider everything you hate about the "normal" Metal Gear Solid games: slow pacing, tedious item management, lengthy cut-scenes, and far-fetched plot twists (to name a few). Multiply that by two, add an extra layer of complexity and confusion, and you get Metal Gear Acid. There are so many issues with this that I don't even know where to start. First, Acid is not the ideal portable gaming experience - just the opposite! The learning curve is outrageously steep; you'll need to invest a lot of time just learning how the game works. I can't speak for everyone, but when I play a portable game, I prefer to cut to the chase! Even after hours of play I'm still struggling to grasp some of the more basic concepts. Acid's bizarre storyline is conveyed through lengthy cut-scenes containing excruciating exposition and endless scrolling text. Your radio commander is such a blabbermouth that even our hero Snake frequently voices his displeasure by shouting "Enough of the lectures!" and "Get on with it!" Note to Konami: Feel free to display more than five words on the screen at once - it will save us all a lot of valuable time! The user interface is counter-intuitive, and even when you get the hang of it, Acid never makes a lot of sense. The guards are complete idiots, heading in random directions even after detecting your presence. You can shoot one guard and another standing just a few feet away will seem completely oblivious. Gunfights at point-blank range are borderline hilarious, as half of the bullets go flying off in random directions! In one stage, I accidentally sat on a grenade, yet still survived to complete the level successfully! Acid's graphics are decent, but I struggled with the camera angles. The strongest aspect of the game is its synthesized soundtrack. Reviewing Metal Gear Acid was a real chore, especially when I was forced to revisit previous areas. I'm sure there are some patient souls out there who will master Acid's complexity, appreciate its nostalgic references, and perhaps even derive some enjoyment. But I think most gamers will agree that Metal Gear Acid is the type of misguided experiment that gives the PSP a bad name. © Copyright 2006 The Video Game Critic.
Check for Metal Gear Acid on EbayAmazon1 or 2 players 

 Mortal Kombat UnchainedGrade: D-
Publisher: Midway (2006)
Reviewed: 2007/1/2
Rating: Mature (blood and gore, intense violence)

I'm not sure what I was expecting from Mortal Kombat Unchained, but it gave me the worst case of deja-vu ever. The opening cinematic looked awesome, but I could have sworn I had seen it before. By the time it ended it became clear that I was watching the opening to Mortal Kombat Deception. In case you didn't know, Deception was the previous edition of Mortal Kombat released two years ago on the PS2 and Xbox! By the time I reached the main screen, I realized I had purchased an overpriced, scaled-down version of a game I already owned. This game should have been called Deception, because that's exactly what it is! Granted, there are six additional fighters and a new Endurance mode, but who cares? The graphics and general gameplay is okay, but I found performing throws difficult. I do like how you can kick your foes off platforms, watching them flail wildly as they fall hundreds of feet to their death (although in some cases, they get up and resume fighting). A few of the fighters are pretty cheap, especially the Noob/Smoke tag team with their teleporting and invisibility powers. But the worst aspect of Unchained is how you're forced to put up with excruciating load screens (with incessant disk grinding) before and after every match. I never had to put up with that on my Xbox! At least the long load screens gave my poor thumb time to recuperate, as the hard PSP buttons are ill-suited for constant mashing. Unchain's Chess and Puzzle modes also suffer under the new portable format. It's hard to make out the tiny characters in the Chess mode, and with so much loading between confrontations, a match could take all day! Even the Puzzle mode seems less exciting. Mortal Kombat has slowly been losing its mystique over the years, and with this questionable "new" edition, its integrity is now at risk as well. © Copyright 2007 The Video Game Critic.
Check for Mortal Kombat Unchained on EbayAmazon1 or 2 players 

 Pursuit ForceGrade: C+
Publisher: Sony (2006)
Reviewed: 2006/10/3
Rating: Teen (mild language, suggestive themes, violence)
I was really rooting for Pursuit Force, if only because it's exactly what the PSP needed - a fun, arcade-style title made exclusively for the system. Like many PSP gamers, I'm tired of second-rate ports! Pursuit Force may be a one-trick pony of sorts, but you can't deny its original gameplay and top-notch production values. With slick sports cars and soaring city skylines, the gorgeous graphics have that certain polish that really makes an impression. Likewise, the first-rate audio track features plenty of funny dialogue ("We're takin' you to the slaughterhouse, pig!"). Pursuit Force's gameplay is like every car chase you've ever seen in any action movie. As you weave through traffic in pursuit of the crooks, you can ram them, fire out your car window, or commandeer other vehicles. When in close proximity, you can leap onto the bad guys' car and pump lead right down their throats! The controls are surprisingly straightforward, and there's even on-screen prompts to help you out. In addition to cars, you can man other vehicles including speedboats and motorcycles, and sometimes even run around on foot. You'd expect the steering controls to be ideal for the PSP's analog nub, but in fact I felt much more comfortable with the digital pad. Pursuit Force is an action packed, but it wasn't the addictive joyride I was hoping for. The missions are hit and miss, and despite the game's admirable attempt to mix things up, the action feels repetitive after a while. The highways are wide open, but you're often asked to make awkward, tight turns onto narrow streets. Pursuit Force won't set the world on fire, but it does take a unique concept and get a lot of mileage out of it. © Copyright 2006 The Video Game Critic.
Check for Pursuit Force on EbayAmazon1 player 

 Ridge RacerGrade: B-
Publisher: Bandai Namco (2005)
Reviewed: 2006/10/23
Rating: Everyone (suggestive themes)
I've been a fan of Ridge Racer since it was the "pack-in game" for the Playstation One. But like so many PSP launch titles, this one has "retread" written all over it. It basically repackages tracks from previous Ridge Racer games (some enhanced), adds some cars, and incorporates wireless play. To newcomers, it's a good deal, but for Ridge Racer veterans, it feels awfully familiar. At the very least, Namco could have tossed in a few original courses (throw me a frickin' bone!). Still, this certainly beats the stuffing out of that lame DS version. Embracing an arcade sensibility, Ridge Racer employs heavy drifting to provide pinpoint steering, and turbo boosts are earned in the process. This is one of the few PSP titles where I felt completely comfortable using the analog nub over the digital pad. The heart of the game lies in its "Tour" mode, which offers a series of challenges of increasing difficulty. But as fun as Ridge Racer is on the console machines, it proves to be a less-than-ideal portable experience. The races tend to run too long, and many require you to finish in first place. There's a truckload of loading screens and menus to page through before each race - hardly ideal for gaming on the go! The rear-view mirror is visible in the first-person view, but not in the more playable third-person view. Why? And while the graphics are generally above reproach, cars in the distance tend to bleed in an unsightly manner. The turbo boost effect is little more than a blur, and the Rally-X-style "status updates" are just distracting. The music generally sucks, and the commentator ("Awesome baby! Keep it up!") has got to go. If you're brand new to the Ridge Racer series, bump up the grade by a letter. Ridge Racer vets can knock it down a grade. © Copyright 2006 The Video Game Critic.
Check for Ridge Racer on EbayAmazon1 to 8 players 

 Sid Meier's PiratesGrade: B
Publisher: 2K Games (2007)
Reviewed: 2007/6/13
Rating: Everyone
I've always been fond of pirate games, and this good-looking port of the Xbox action/strategy title is more than respectable. You assume the role of a pirate captain (who looks far too clean cut in my opinion) out to avenge the kidnapping of his family ten years before. As you visit ports in the Caribbean you gather information and piece together clues and treasure maps. Action sequences let you fight naval battles, engage in land skirmishes, and sneak through townships. While fun for a while, these sequences do get repetitive. The sword fighting sequences look great, but the controls are pretty loose and you'll watch the same animations over and over. Even the taverns all look exactly the same! The weirdest aspect of Pirates is a mini-game that lets you dance with the governor's daughter (who in the hell asked for that?) Pirates is a good portable title because you can play for just a few minutes at a time and still make progress. The game gives you a lot of freedom to explore, but it can get confusing as you forge multiple alliances and accumulate clues and new quests. Sometimes it feels like you're on a wild goose chase as you pursue some wretched bastard from one town to the next. Navigating the waters seems slightly less tedious than the Xbox version because your ship moves a little faster - sometimes too fast (where are the brakes on this thing?!) Unlike the Xbox version however there's no handy map overlay to help gauge your position, and I found myself having to consult the map screen a lot. Load screens are frequent but brief, and you can save your progress to any number of slots. The musical score is quite good, with stringed instruments playing rollicking melodies appropriate for the 1600's. Pirates begins to feel bit by-the-numbers after extended play, but it's still a well-crafted game that captures the spirit of the time. © Copyright 2007 The Video Game Critic.
Check for Sid Meier's Pirates on EbayAmazon1 to 4 players 

 Sonic RivalsGrade: D
Publisher: Sega (2006)
Reviewed: 2007/1/23
Why has it become so hard for Sega to make a decent Sonic game? Rivals beats the heck out of the Xbox 360 Sonic, but it doesn't even compare to the 16-bit Sonics that graced the Genesis so long ago. What's particularly heartbreaking is that Sega almost got it right this time! Rivals features vibrant, lush 3D stages, but wisely kept the action restricted to a 2D plane. In theory, this would allow for a "classic" style of play without compromising the graphic capabilities of the system. Unfortunately, Sega opted for a completely different approach, making each stage a break-neck "race to the finish" between two characters. Clearly Sega has been reading too much of its own press, believing the key to any good Sonic game is pure velocity. Sure, Sonic's speed is fine in moderation, but one of the best parts of the old Sonics was being able to explore their imaginative, exotic stages. In Rivals, you're reduced to holding the directional pad right as Sonic automatically turbo-boosts around loops, corkscrews, and off trampolines. Occasionally you're prompted to hit a button, but the pace is too hectic to take in the scenery or employ any degree of strategy. Sega needs to realize that gamers in 2006 1) prefer to know what the hell's going on in a game, and 2) like to exert some influence on the events in the game! The CPU keeps each race artificially close, making a win even less satisfying. You're constantly unlocking items, but it's always something inconsequential like a new "skin" (wow) or outfit (pinch me). You can play as multiple characters including Shadow and Knuckles, but it's the same experience with each one. Sonic Rivals effectively transformed me into the Video Game Zombie (VGZ) as I mindlessly whizzed through one flashy stage after the next, until I was finally snapped from my coma by the message "Sonic Loses". Don't we all. © Copyright 2007 The Video Game Critic.
Check for Sonic Rivals on EbayAmazon1 to 2 players 

 Sonic Rivals 2Grade: D
Publisher: Sega (2007)
Reviewed: 2008/2/5
Rating: Everyone
The first Sonic Rivals was a fairly pointless game, giving the player little control over the speedy blue hedgehog in a series of one-on-one "races". This sequel addresses that flaw to some extent by allowing the player to have some bearing on events, but it doesn't go far enough. Sonic Rivals 2 still boils down to a series of lengthy races, but this time Sonic must hop around platforms, swing from ropes, climb vines, and interact with other objects to maintain his momentum. It's refreshing to do something besides holding the directional pad right, but there are still long stretches where Sonic zips around out of your control. Characters can employ power-ups to gain an advantage over their rival, but some of these things are ridiculously cheap. In one race I was just about to cross the finish line when "Silver Sonic" used his "psychic control", causing me to turn around and run in the opposite direction! Sonic Rivals 2 also incorporates ill-conceived "battle" stages where you beat down a foe on an elaborate set of platforms. Since there's really only one attack button, these stages tend to be as shallow as they are unpleasant. The boss stages are so chaotic that even when you do succeed, you'll still wonder what the hell just happened! To be honest, I didn't enjoy any of the stages until I reached the "time attack" challenge of the Neon Palace zone. Completing the course in 2 minutes and 40 seconds is tough but addicting. If the entire game was nothing but time attack stages, it might have been respectable. Sonic Rival 2's lush graphics look great at first glance, but closer inspection reveals unsightly angular edges. The audio features some of the most annoying dialogue and voice acting ever recorded, with that annoying sissy Tails being the main offender. All in all, Sonic Rivals 2 represents both a step forward and backward for this floundering series. By the time Sega gets it right, I doubt anyone will even be paying attention anymore. © Copyright 2008 The Video Game Critic.
Check for Sonic Rivals 2 on EbayAmazon1 or 2 players 

 Star Wars Battlefront: Renegade SquadronGrade: D
Publisher: LucasArts (2007)
Reviewed: 2008/2/5
Rating: Teen (violence)

Renegade Squadron suffers from the same malady that plagues so many other PSP games - it feels like a scaled down, half-hearted version of a console game. In this case, that game would be Star Wars Battlefront 2 (Xbox, 2005) - a game that never really set the world on fire in the first place. As a result, I found it really hard to get excited about Renegade Squadron. Like previous Battlefronts, the main idea of this third-person shooter is to battle armies of the Empire in order to secure all of the "outposts" in the game. A nifty new targeting system lets you hone in on an enemy by keeping him near your reticule and holding the R button. Throughout various missions you'll run around on foot, ride vehicles, and even fly starships between locations. Realizing that landing in hangar bays might be too tricky, the developers included an "auto land" option, which almost makes it too easy to fly from ship to ship. The single-player Campaign mode features a number of familiar Star Wars characters including Han Solo, Boba Fett, and IG-88, but the cut-scenes are just a series of illustrations, making it hard to connect with the story. The Campaign mode is pretty ho-hum, and I felt as if the storyline was driving me, and not vice versa. Occasionally you'll have the opportunity to play the role of a "main character" like Luke or Darth Vader, but their appearances seem very arbitrary, as if the game was desperately trying to inject some artificial excitement. The new Galactic Conquest mode tries to incorporate an additional layer of strategy by letting you shuffle troops between planets on a galactic map before engaging in combat. It's about as fun as it sounds. Renegade Squadron's graphics are good by PSP standards but not exceptional. As you would expect from a Star Wars title, the musical score and audio effects are beyond reproach. Multiplayer on-lines modes are also available, but Battlefront's formula is getting stale. There are endless customization options, but what's the point? If you've played the previous Battlefronts, Renegade doesn't even feel like more of the same - it feels like much less. © Copyright 2008 The Video Game Critic.
Check for Star Wars Battlefront: Renegade Squadron on EbayAmazon1 to 16 players 

 Tekken: Dark ResurrectionGrade: B-
Publisher: Namco (2006)
Reviewed: 2007/1/2
Rating: Teen (crude humor, mild language, suggestive themes, violence)
Dark Resurrection is a first-rate, 3D, one-on-one fighter for the PSP, but if you've played any of the other Tekkens, you've already played this one. It kicks off with an impressive opening cinematic culminating with Heihachi rising from his grave. Resurrection boasts an unprecedented number of fighters (37 in all), and thankfully they're all available immediately. All the classic Tekken characters are included, including oddities such as the wooden man and polar bear. Thanks to the small but sharp PSP screen, the characters look as crisp and detailed as they did on the PS2. Stages like the vertigo-inducing space station look great, but like the music tracks, most of the stages are surprisingly understated. Tekken Resurrection's controls are quite good, with excellent digital pad control and responsive buttons. Even pulling off throws (by hitting two buttons at once) works like a charm. For better or worse, there are a lot of combos and air-juggles. I really like how the game tracks each character's stats, but with so many characters to keep straight, I wish they'd keep the names displayed on the screen during battle. In addition to story and arcade modes, there's an "attack mode" that lets you unlock mini-games. The new "Dojo" mode lets you take a fighter and ascend the ranks, but I found it confusing and somewhat pointless. Let's face it - these modes are all just slight variations on the basic arcade mode. Dark Resurrection is a quality title, but it left me with a "been there done that" feeling. It's just the same old Tekken we've played a hundred times before, and without a graphical upgrade. If you're already burnt out on Tekken you'll want to knock the grade down by one letter. If you're new to the series however, feel free to bump it up by one letter. © Copyright 2007 The Video Game Critic.
Check for Tekken: Dark Resurrection on EbayAmazon1 or 2 players 

 Twisted Metal Head-OnGrade: C-
Publisher: Sony (2005)
Reviewed: 2006/11/21
Rating: Teen (violence, drug reference)
Most early PSP titles were uninspired ports of old Playstation games, and this Twisted Metal incarnation is a prime example. Head On looks like a rehash of the original games that appeared on the Playstation One, only with worse controls and half of the fun. The stages are definitely stale, offering familiar locations like a baseball stadium, the streets of Paris, and the freeways of LA (yawn). There's still all the frantic car combat action we've come to expect, but this time it's too chaotic, and most of the vehicles handle poorly. There are far too many "portals" integrated into the oversized stages, making it easy to get lost. For all of its faults however, Head On does do a few things right. The machines guns are more effective than in previous games, and there are some enjoyable "crash-up-derby" bonus stages. But in general, Head On will probably not hold your interest for long, and series veterans will feel like they've "been there, done that." © Copyright 2006 The Video Game Critic.
Check for Twisted Metal Head-On on EbayAmazon1 to 6 players 

 Ultimate Ghosts 'N GoblinsGrade: C
Publisher: Capcom (2006)
Reviewed: 2006/10/3
Rating: Everyone (animated blood, fantasy violence)

As a longtime fan of the Ghosts 'N Goblins (G&G) games, I've anxiously awaited this "Ultimate" edition for months on end. For the uninitiated, G&G is a classic side-scroller starring a knight forging his way through graveyards, burning villages, and caves while battling monsters and avoiding traps. This Ultimate version perfectly captures the visual and aural splendor of the series, with lush, gorgeous graphics and a first-rate orchestrated soundtrack. I'm grateful that Capcom retained the classic side-scrolling 2D style. For my money, this game looks better than just about any 3D game on the market. The action never lets up as you're constantly ambushed by monsters, including ephemeral ghosts, club-wielding trolls, giant spiders, and man-eating plants. Yet in the G&G tradition, nothing appears without some kind of warning. It sounds like a dream come true, but don't ditch your Sega Genesis Ghouls and Ghosts game just yet! The number of objects attacking at any given time can be pretty insane, and I would question the designer's "more is better" approach. Ultimate Ghosts 'N Goblins doesn't play nearly as well as it looks, mainly due to its abysmal controls. The old G&G games were always known for their extreme difficulty, but you could never blame the controls. In this edition, our hero takes long leaps instead of short hops, which is probably the worst idea since the New Coke. It's frustratingly hard to gauge your jumps, and you often leap right over the object you wish to land on - like the gravestone that's right in front of you! The situation is further exacerbated by the painfully stiff PSP controls. It's really heart-breaking when you consider how much this game had going for it. Not only is it substantially longer than its predecessors, but you can save your progress between stages and there are tons of weapons, items, and secrets to uncover. Ultimate Ghosts 'N Goblins is still playable and very easy on the eyes, but sadly, it's not nearly as fun as it should have been. © Copyright 2006 The Video Game Critic.
Check for Ultimate Ghosts 'N Goblins on EbayAmazon1 player 

 Untold Legends: Brotherhood of the BladeGrade: C+
Publisher: Sony (2006)
Reviewed: 2007/10/24
Rating: Teen (fantasy violence)
This PSP launch game is now a "greatest hits" title, yet Untold Legends has always seemed to remain under the radar. This overhead dungeon-crawler won't blow you away with its graphics, but it plays well and has an interesting storyline to boot. The action gets off to a slow start with a really mediocre first mission that sends you into a series of spider-infested catacombs. A game like this really needs to make a better first impression if it wants to draw the player in. Once you get beyond the spiders however, Untold Legends delivers a pretty satisfying adventure. The battles offer a nice balance of magic, melee, and shooting attacks. You'll learn to draw foes out one at a time to avoid getting stuck in the middle of their gangs. An ever-present map in the corner of the screen makes it easy to navigate the dungeons, and your health meter reconstitutes when you remain out of harm's way for about 10 seconds (like Halo). The item management screens are extremely well designed, making it fun to juggle, combine, and upgrade items. The graphics are so-so, with repetitive dungeons and minimally destructive environments. It's hard to make out the skeletons, and their lengthy death animations, although worthy of an Academy Award, really tend to confuse the action. If you wear headphones, Legends treats you to an ominous musical score and some fantastic audio effects. You can hear the ground crunching under your feet, monsters breathing down your neck, and the directional crackling of fire. Skeletons unleash blood-curling screams upon their demise, and their bones crunch as they fall to the ground. One issue I have with the game is the way monsters regenerate when you turn to old dungeons - I hate that. Also, although some monsters are very slow by nature, they tend to become world-class sprinters when you try to flee from them! One excellent feature is your ability to save your progress at any time. It's hardly Legendary, but Untold Legends is not a bad way to pass the time on your PSP. Maybe it's time we told somebody about it! © Copyright 2007 The Video Game Critic.
Check for Untold Legends: Brotherhood of the Blade on EbayAmazon1 player 

 Wipeout PureGrade: A
Publisher: Sony (2005)
Reviewed: 2007/1/23
Rating: Everyone
To be completely honest, I wasn't too keen on buying another version of Wipeout, considering I've played so many on my Playstation, Saturn, and Nintendo 64. But Wipeout Pure is the real deal. This isn't just a scaled-down version of an old Playstation title, like the PSP editions of Ridge Racer and Twisted Metal. No, Pure truly elevates the Wipeout series with awe-inspiring visuals, first-rate audio, and finely-tuned gameplay. For those new to the series, Wipeout is a futuristic racer with vehicles that hover over gorgeous, winding courses. The tracks are wonderfully immersive, as you'll witness when you glide down the tropical track that plunges under the surface of the sea. Wipeout's weapons and power-ups are well balanced, and I especially love the "auto pilot" item that lets you effortlessly navigate the trickiest sections of the track. Though equipped with a shield, it is possible for your vehicle to be destroyed. This adds tension, especially when you're running low on shields in the final lap. Pure's audio features a lively techno soundtrack and a pleasant female voice that alerts you to upcoming hazards. The button configuration takes some getting used to (you need to release the accelerator to fire a weapon), and I'd definitely recommend the directional pad over the overly-sensitive analog nub. Wipeout Pure is easily one of the more addictive games for the system, and a true showcase of the PSP's power. It's just a shame Sony set the bar so high with this excellent launch title, because few PSP titles can even hope to match it. © Copyright 2007 The Video Game Critic.
Check for Wipeout Pure on EbayAmazon1 to 8 players 

Select a new range of PSP reviews: [Previous] [A-L] M-Z

Return to PSP main page.

Return to The Video Game Critic's Main Page.


© Copyright 1999-2008 The Video Game Critic. The reviews presented on this site are intellectual property and are copyrighted. Any reproduction without the expressed written consent of the author is strictly prohibited. Anyone reproducing the site's copyrighted material improperly can be prosecuted in a court of law. Please report any instances of infringement to the site administrator.