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Hands-on: Netflix on PS3

Many Netflix subscribers will find a rather inconspicuous red envelope in the mail today. It may look like a standard Netflix package, but inside PS3 owners will discover the "Instant Streaming Disc" which enables Netflix's instant streaming service on Sony's console.

We've embedded a video overview of the service above. We'll admit that there are a few qualms with the presentation so far. First, the activation process is slow and requires the use of a computer -- there is no way to activate Netflix directly from the PS3. (You won't be able to use the PS3 internet browser for activation purposes either.) Second, the loading of cover art is suspiciously slow. Finally, there is no way to directly manage your Queue from the interface. While you'll be able to browse various categories, there is no Search capability. One benefit the PS3 has over the 360 in this regard is the built-in browser. You will be able to use the PS3's internet browser to manage your Queue. It's a baffling additional step, but it certainly is an added convenience. (ProTip: Use SELECT to add a bookmark to your PS3 internet browser.)

While the previous video we posted suggested otherwise, we can confirm that HD video works on PS3, and it works well. In fact, it's a bit faster than watching SD content, simply because you won't have to wait for the PS3 to switch between resolution modes. When browsing your queue, look for a tiny HD icon at the bottom of the screen to see if it will play in high-def. (The selection can be quite limited.) When judging the overall experience, however, we'd say starting movies required a longer buffer than when using the service on the 360 or PC. Netflix is a terrific value-add for the PlayStation 3, but minor interface issues make it clear that there's a lot of room for improvement -- perhaps when Netflix becomes a standard built-in feature of the OS next year?

Hands-on: Firecore Classic Console

From the Wii's Virtual Console to Xbox Live Arcade, there are all kinds of ways to play classic Genesis games these days. But the Firecore Classic Console offers something just a little closer to the original experience. Though this standalone console comes pre-loaded with 20 games, it also accepts all your old carts and comes packed with two dead ringers for the Genesis pad.

As you'll see in the above video, we recently put the machine through its paces and came away reasonably impressed, especially considering the $44 price tag.

TGS 2009: Hands-on: Final Fantasy XIII


Arguably the most anticipated game of the show, Final Fantasy XIII is prominently featured at Square-Enix's TGS 2009 booth. The newest demo for the game features two combat systems -- Optima and Driving -- absent from the demo included with Final Fantasy: Advent Children Complete. The two modes, while polar opposites of each other, do a great job of giving gamers a wider variety of strategic options.

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TGS 2009: Hands-on: Tsumuji


Is it a Zelda clone? Yes. Is that a bad thing? We don't think so. EA Japan's Tsumuji will seem instantly familiar to anyone who have played any of the "Celda" games on DS/Gamecube. The art is not just reminiscent of Nintendo's classic: the main character looks nearly the same! (Granted, he wears a red tunic, not a green one.)

The story begins with generic JRPG convention #1: our hero wakes up in a small remote village. Inexplicably, the game wants you to throw a rock at your mom's precious china. It's easy, too. Just simply tap on a faraway item to throw a rock at it. None to pleased about losing a valuable treasure, your mom punishes you by giving you money to buy a delicious meat dinner (seriously). Your character takes the money and lifts it in the air in a motion that should be familiar to most Nintendo fans.

Beyond the presentation, most of the gameplay will also be more-than-reminiscent of the DS Zelda games. Your character is controlled entirely through the stylus: simply drag the stylus to where you want your character to go and click on people/items you want to interact with.

Gallery: Tsumuji

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Hands-on: DJ Hero

As anyone who's ever seen me tickle the colorful neck of a Guitar Hero guitar or keep impeccable time upon a Rock Band drum kit will attest, I've got a knack for rhythm games. I've never placed my hands on a peripheral that I wasn't immediately able to mentally deconstruct and use to its fullest rockin' potential [I'm only allowing this catastrophic failure of modesty because it's true. - Ed].

My first few minutes with the Xbox 360 version of DJ Hero, however, initially left me flummoxed. That's not to say the turntable peripheral therein is poorly designed or difficult to use. No, my inability to pick up and expertly play Activision's newest bundle of musical joy is due to the fact that for the average rhythm genre veteran, DJ Hero is a horse of an entirely different color.

Gallery: DJ Hero

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Hands-on: Tony Hawk Ride


Hi. I'm Joystiq writer Griffin McElroy, and those are my feet. They're attached to my shins, which attach to a long sequence of other appendages which stop at my brain -- which at the very moment this image was taken, was likely in a confused, panicked state. It's a reflex reaction I usually turn to when placed before an alien video game peripheral, although in most cases, it quickly subsides, and is replaced with a steely determination to figure out how it works.

By the time I'd reached the end of my brief hands-on session with Tony Hawk Ride, I had only just begun to deconstruct the hardware's machinations, and started determining how to deftly manipulate it in order to do sweet tricks. I was making progress in this endeavor when the demo came to a halt, but I'm still not sure my mind had completely wrapped around how I was supposed to manipulate the device. Is that indicative of the peripheral's weakness? No, I think it can be entirely chalked up to the fact that skateboarders move in mysterious ways.

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Hands-on: Star Trek Online


You're going to buy and subscribe to Star Trek Online if you're a Star Trek fan.

I'm really sorry to be the one to break it to you. You might not possess the fungible assets required for such a commitment -- heck, you might not even like MMOs. These facts don't matter. Cryptic hasn't just made a game based on Roddenberry's magnum opus -- it has managed to create a flawlessly adapted interactive extension of the show.

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Hands-on: The Behemoth's 'Game 3'


There's a part of me that likes examining games' sub-superficial levels -- the lingering inspiration behind the art, gameplay, story and all the rest of its aggregate components. Behemoth's Game 3 is difficult to dismantle in this manner, largely due to the fact that, even when compared to past entries in Behemoth's bizarre repertoire -- it's an unabashed labor of madness.

It could also be due to the fact that the speed at which I was forced to play the Game 3 PAX demo could best be described as blistering. Still, it didn't take much time to get what the game's core components are all about: Frantic multiplayer platforming action, the likes of which you haven't seen since Super Mario Bros. 3.

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Hands-on: Heavy Rain introduces Scott Shelby


I don't think I'm being too cynical or jaded when I say that it's hard for me to get legitimately excited for video games anymore. I love playing video games, and I heartily appreciate the good ones -- but the games that fill me with keep-you-up-at-night anticipation are few and far between.

After playing Heavy Rain for the first time on the show floor at PAX, something tells me my slumbers will soon be interrupted by Quantic Dreams' upcoming ... well, for lack of a better term, interactive movie.

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Hands-on: MAG's 256-man multiplayer


I, like most people, have never participated in a 256-player virtual battle (or, due to its uncannily enormous amount of participants -- is it a war?). Though Zipper Interactive's MAG is built on incredibly strong first-person shooter foundations, incorporating fast-paced combat and a plethora of unlockable character modifications, the takeaway impression from my recent time with the game during a Sony preview event at PAX is, as you might guess, it is enormous.

The game does an excellent job of partitioning players off into smaller, 8-man squads. Though most of your contact is with your immediate teammates, there's a constant sense that you're part of something bigger. There's nothing intangible about the cause for that feeling -- you are a cog in a much larger military machine, rewarded for spinning in accordance with your higher-ups' orders.

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Hands-on with Diablo III's desert wastes


click to enlarge
Yes, it hasn't even been a week since we brought you some hands-on impressions of Diablo III. One might say it's too soon to add to those impressions, and one might have a good point. Allow us to offer a counterpoint: It's Diablo III. This game, at the very earliest, will not release until 2025 (Q4, of course). As such, we have to provide you with any and all possible coverage. It would be irresponsible not to. Besides, there's some new stuff to cover here, and it's good stuff.

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Hands-on: Blur (split-screen multiplayer)

I'm a pretty tough customer when it comes to the adoption of racing franchises. To me, the driving genre seems much like a foreign language -- because I haven't been a strict stuent of virtual vehicles since my early youth, attempting to add it to my expansive areas of expertise would be a near-impossible task.

Bizarre Creations' upcoming arcadey racing title Blur eschews the genre's unsavory, ultra-realistic bits, replacing them with weapons, power-ups and fast-paced neck-and-neck action. It's not the first time racing games have swapped out real for enjoyable -- but after playing a handful of four-player split-screen matches at Activision's PAX event, I couldn't remember the last time a racer made said switch so sublimely.

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Engadget seduces PS3 Slim, removes hard drive


We jokingly throw the word "technophile" around when referring to our colleagues over at Engadget -- but their most recent video preview of the PS3 Slim gives us serious cause for concern. You'll need to watch it (posted after the break) to see what we mean. We're not really disturbed by the way former Joystiq writer Ross Miller pries the svelte console's HDD from its innards. No, it's the soft piano music playing in the background and general tenderness exhibited by the cameraman that give the whole production an unsettling, Graduate-esque feel.

"Oh, hey, PS3 Slim. Look at you. You're looking mighty shapely this evening. Why don't you turn around for me. Yeah, real slow. Let me feel those buttons. That's nice, that's nice. Would you like some wine? We've got a lovely decanter of Garrafeira, imported straight from ... no? Are you comfortable? Good. Let's see that hard drive."

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Hands-on: Left 4 Dead 2


When Valve showed off Left 4 Dead 2 at a European press event in London recently, we were anxious to see more of the game's new features. Things that would elevate it above its predecessor. Those were sadly few and far between, but the two levels -- which conclude the New Orleans campaign shown off at E3 -- added a unfamiliar twist to the zombie shooting action we'd been enjoying so much at the end of last year.

Apparently one of the reasons why L4D2 is a sequel is due to the engine upgrades. In particular -- zombies now fall to pieces. Whether this is worth upgrading the content from a $20 level pack to a $60 boxed copy is down to personal preference, but being able to remove limbs and watch a zombie's rib cage emerge as you shred the flesh from its chest definitely adds a little something extra to the experience. Having said that, when you're in the thick of a mini-finale, surrounded by the undead, the last thing you'll be doing is examining these sorts of details.

As we said during E3, the game plays identically to original. There isn't even a particularly noticeable graphics upgrade, if you ignore the dismemberment improvements. Is that a bad thing? Of course not. A bad game is a bad thing. This is just a good game, made again. With new characters, levels and some new features -- such as melee weapons and special infected.

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Hands-on: StarCraft II multiplayer


It's been nearly two years since we were first embarrassed in a StarCraft II multiplayer preview, but we recently got our long-awaited shot at redemption. During the interim, we've logged countless hours with the original StarCraft and its Brood War expansion (having picked up new, digital copies for a mere $15) in order to prepare for this opportunity. The bad news? We still managed to get owned. Although, in our defense, we were playing against some hardcore fansites, and the setup of Blizzard's recent hands-on event was not unlike being dropped into a televised StarCraft tournament match in Korea with an announcer saying, "Okay, and ... GO!"

That's the bad news. The good news is that StarCraft II looks simply amazing, and it plays even better. After you've pounded your brain with several hundred hours (for some of you, it's probably thousands of hours) of StarCraft, and you fire up StarCraft II, it's like being jolted by 1.21 jigawatts of mouse-clicking rapture -- which, thankfully, also numbed the pain of our ongoing losing streak.

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Encleverment Experiment (XBLA)

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East Coast Editor, Email
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West Coast Editor, Email
Justin McElroy
Reviews Editor, Email
Justin Glow
Developer, Email

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