Category Archives: Game Preview

Rose Belmont, protagonist of Castlevania: Belmont's Curse

Castlevania: Belmont’s Curse Preview Roundup — Critics Call It a “Potential GOTY Contender”

The hands-on preview embargo for Castlevania: Belmont’s Curse lifted this past weekend (July 17–18), and early impressions from the press have been overwhelmingly positive. Kotaku put it bluntly: “the game f***ing rules.” GameRant called it a “potential GOTY contender.” Eurogamer said “superb.” For a franchise celebrating its 40th anniversary, it’s the kind of reception Konami fans have been waiting years to see.

Paris and Notre Dame cathedral at dusk in Castlevania: Belmont's Curse
©Konami Digital Entertainment

Forty Years of Legacy, Reimagined in 1499 Paris

The preview builds drop players into a dark, beautifully rendered 15th-century Paris, set 23 years after the events of Castlevania III: Dracula’s Curse. You play as Rose Belmont, daughter of the legendary Trevor Belmont, on a mission that threads directly into the franchise’s gothic mythology.

Crucially, Evil Empire and Motion Twin — the studio behind Dead Cells — have confirmed that Belmont’s Curse contains no roguelite mechanics. This is a pure Metroidvania: a hand-crafted world, permanent progression, and deliberate exploration. Rose’s moveset centres on seven distinct weapon types and the Arcana Whip, which doubles as a grappling hook for both traversal and combat. IGN praised the whip mechanics specifically, noting how fluidly it extends Rose’s reach in tight platforming sequences and mid-boss encounters. A tarot-based spell system and a Relic passive-ability layer round out the build options.

Rose fighting on the docks with Notre Dame in the background
©Konami Digital Entertainment

Boss Design That Demands Attention

Two bosses from the preview build — The Fallen and a reimagined Joan of Arc — drew widespread praise. Both were described as multi-phase encounters with striking visual design, using Paris’s rooftops and Notre Dame cathedral as dramatic backdrops.

Konami Producer Tsutomu Taniguchi and Evil Empire Creative Director Emmanuel Nouaille told the PlayStation Blog (July 17) that the team wanted every boss to feel “worthy of the Belmont legacy” while introducing entirely new narrative threads. PC Gamer called the overall package “a very solid Metroidvania with tremendous potential.”

Boss fight with golden flames and Paris skyline in Castlevania: Belmont's Curse
©Konami Digital Entertainment

Singapore Pricing and Pre-Order Details

Singapore players can pre-order now on the PlayStation Store ahead of the October 15, 2026 global release:

  • Standard Edition: SGD 35.50
  • Midnight Edition (adds Soundtrack + Digital Artbook): SGD 42.60
  • Pre-order bonus (all editions): Alucard Style Costume

The game launches simultaneously on PS5, Nintendo Switch, Xbox Series X|S, and PC.

Gameplay screenshot from Castlevania: Belmont's Curse
©Konami Digital Entertainment

We covered the initial Nintendo Switch confirmation and October release window earlier this month. The preview coverage this week makes it clear that Belmont’s Curse is shaping up to be one of the biggest titles of the 2026 holiday season — and one of the most anticipated Castlevania entries in years.

Images: ©Konami Digital Entertainment. Preview quotes sourced from PlayStation Blog, Kotaku, GameRant, Eurogamer, PC Gamer, and IGN.

Captain Tsubasa 2: World Fighters Arrives 28 August — World Youth Arc on PS5, Switch & PC

Captain Tsubasa 2: World Fighters is arriving worldwide on 28 August 2026 — and if you grew up watching Tsubasa Ozora bend physics on a football pitch, Bandai Namco and developer Tamsoft’s sequel is shaping up as the biggest Captain Tsubasa game yet. The follow-up hits PlayStation 5, Xbox Series X|S, Nintendo Switch and PC via Steam, bringing the beloved World Youth arc to life with over 110 playable characters and some of the most over-the-top super moves we have seen in a sports title in years.

Japan national team in Captain Tsubasa 2: World Fighters
Image courtesy of Bandai Namco

Two Story Modes: Build Your Own Footballer or Play the Legend

Captain Tsubasa 2: World Fighters offers two distinct single-player campaigns. New Stars Mode is the bigger deal for newcomers — you create a fully customisable footballer and join Japan’s national youth squad, experiencing the World Youth arc alongside Tsubasa from the perspective of your own character. You build bonds with the established cast to unlock their signature moves, and your choices shape how the journey unfolds.

Legendary / Advanced Mode takes the canon further with original storylines not found in Yoichi Takahashi’s manga, developed under the creator’s personal supervision. Think of it as an official what-if expansion to the source material — Takahashi is directly involved, so the power fantasy stays true to how he writes his characters.

Two players contest a tackle in Captain Tsubasa 2: World Fighters
Image courtesy of Bandai Namco

Watch the Story Trailer

CAPTAIN TSUBASA 2: WORLD FIGHTERS – Story Trailer — via Bandai Namco Entertainment America on YouTube

22 National Teams — Including Asia

One of the best things about the World Youth arc for an Asian audience is that the stage is genuinely global. Captain Tsubasa 2: World Fighters ships with 22 national teams, and the roster is not just a European-heavy selection — Asian sides are represented, meaning Singapore fans who grew up cheering for different Asian squads in the original anime will find familiar strips on the pitch. Screenshots show Japan facing Saudi Arabia, among other matchups.

Japan vs Saudi Arabia in Captain Tsubasa 2: World Fighters
Image courtesy of Bandai Namco
Asian team striker unleashing a super move in Captain Tsubasa 2: World Fighters
Image courtesy of Bandai Namco

Super Moves That Make Real Football Look Boring

This is not a FIFA-style simulation and it never pretended to be. Captain Tsubasa 2: World Fighters packs 150+ new super moves — volleys wrapped in lion spirits, hurricane shots, goalkeeper blocks that look like the final round of a fighting game. The new Chain System rewards sustained possession by ramping up your shot power and charge speed, making every well-built attack sequence feel increasingly dangerous. Goalkeeper duels now have their own tactical depth too: you wear down a keeper over the course of a match by testing their trajectory-reading and positioning, rather than simply hammering the shot button.

Character unleashing a lion-spirit super move in Captain Tsubasa 2: World Fighters
Image courtesy of Bandai Namco

Editions, Pricing and Where to Pre-Order

Three editions are available for pre-order now across all platforms:

  • Standard Edition — base game
  • Deluxe Edition — base game + season pass bonus + three DLC character packs
  • Ultimate Edition — everything in Deluxe plus the Ultimate Pack

The Steam base price is listed at USD 59.99 (approximately S$80+ at current rates). SGD pricing at local game retailers is to be confirmed closer to the 28 August launch. The game also carries 100+ music tracks composed by Tadayoshi Makino and a Collection Mode housing in-game movies, music and a character gallery for fans who want to spend hours with the lore outside of a match.

Pre-orders are live now on Steam, PlayStation Store, Xbox, and Nintendo eShop. For more upcoming gaming releases, check our Game News section or browse the full Game Previews archive.

Splatoon Raiders Arrives 23 July on Nintendo Switch 2

Splatoon has always been Nintendo’s ink-splattered multiplayer playground — but Splatoon Raiders takes the series somewhere entirely new. Launching 23 July 2026 exclusively on Nintendo Switch 2, this single-player-focused spin-off puts players at the helm of a mechanic sailing the mysterious Spirhalite Islands in search of treasure, alongside the fan-favourite trio Deep Cut.

What Splatoon Raiders Is — And Why It’s Different

This is not Splatoon 4. Raiders is a deliberate step sideways — a story-driven, single-player action shooter that draws inspiration from the beloved Salmon Run mode while building something much bigger around it. You create your own Inkling or Octoling character, take on the role of a mechanic hired by Shiver, Frye, and Big Man, and set out to plunder the Spirhalite Islands for loot. The gameplay blends ink-splattering combat against waves of Salmonid enemies with exploration, crafting at a Mechanic Shack aboard your hideout ship, and dungeon-style raids for increasingly rare treasure. Nintendo ran a dedicated Splatoon Raiders Direct on 30 June 2026 going deep on all the systems — well worth a watch for anyone on the fence.

Splatoon Raiders — Release Date Revealed — Nintendo Switch 2 — via Nintendo of America on YouTube

Exploring the Spirhalite Islands With Deep Cut

The setting is a string of mysterious islands packed with Salmonid foes and buried loot. One Deep Cut member joins each raid as a powerful companion bot, providing firepower and personality as you push deeper into each island. An Exploration Bot travels with you too, detecting hidden treasure caches and flagging points of interest along the way. Between missions you return to your hideout ship — your base of operations — to upgrade gear, craft gadgets, and plan the next run. Three difficulty settings (Tourist, Raider, and Survivalist) let you calibrate the challenge, and rideable Stingray mounts appear in certain battles for a burst of extra chaos.

Splatoon Raiders — gameplay on the Spirhalite Islands, Nintendo Switch 2
Image courtesy of Nintendo

Character Creator and Gear Progression

Raiders introduces the most comprehensive character creator the Splatoon series has seen. Players choose between Inkling and Octoling, then customise their look and voice before heading out. Gear found and crafted during raids feeds directly into your loadout, giving meaningful progression between runs. The 30 June Nintendo Direct went deep on the customisation systems, showing how weapons, gadgets, and ship upgrades layer together as you advance through the islands. It’s a loop that should feel satisfying for Splatoon veterans while remaining approachable for newcomers.

Splatoon Raiders — character creation and customisation
Image courtesy of Nintendo

Optional Co-op for Up to Four Players

Single-player is the core experience, but Splatoon Raiders supports co-op for up to four players via online or local wireless. Call in friends for a specific raid when you want extra firepower, then continue solo whenever you prefer. Difficulty scales to the number of players present, so the experience stays balanced whether you’re running it alone or in a full crew. It’s a flexible design that lets Raiders serve both solo players who prefer a focused adventure and groups who want to tackle the hardest raids together.

Splatoon Raiders — action-packed combat on Nintendo Switch 2
Image courtesy of Nintendo

Release Date, Pricing and Pre-order Details

Splatoon Raiders launches 23 July 2026 exclusively on Nintendo Switch 2. The digital price is US$49.99 and the physical edition is US$59.99 — SGD pricing via the Nintendo eShop Singapore and local retailers is to be confirmed, so keep an eye on the Nintendo Singapore site. Singapore eShop availability should align with the Japan launch at 1 PM JST on 23 July, which works out to around noon SGT. Pre-orders are already live on the Nintendo eShop, and three new amiibo — Shiver, Frye, and Big Man in Raiders-themed designs — launch the same day as the game. For more game news and Switch 2 coverage, we’ll have ongoing updates as the 23 July launch approaches.

Splatoon Raiders — character creator screen and customisation options
Image courtesy of Nintendo

GTA + Heavy Rain = L.A. Noire

I can’t stop thinking of Heavy Rain when I first saw this trailer for L.A. Noire. Of course, this game is not surprisingly similar to GTA since it is developed by Rockstar Games. I am glad that Rockstar moved away from GTA IV. The novelty of an open world concept whereby you can commit all sorts of vices is dying off. Personally, I find that chasing cars, killing people and racing on GTA is getting mundane and repetitive with GTA IV. I stopped at the 20th mission when I keep failing to chase down a car and having to repeat it all over again.

So now Rockstar wants you to be the good guy. In L.A. Noire, you play as Cole Phelps, an LAPD officer in the turbulent time of 1947 Los Angeles. Instead of having mission to kill a certain gang leader or to fight off some gangster, you are now presented with cases. As a detective, it is your job to interrogate suspect, interview witness and gather evidences to bring justice to L.A.

Tech

The facial express is really sophisticated and the level of details is simply amazing. Compared to GTA IV, this is definitely a giant step forward. I had to compare this with Quantic Dream’s Heavy Rain.

The level of details seen in Heavy Rain, published about a year ago, managed to achieve fairly realistic facial expression as well. However, the two technologies used by Quantic and Rockstar are slightly different. In Rockstar implementation, there is a mix of 3D video with mesh animation whereas in Quantic Dream is purely mesh animation. In other words, what you see on Rockstar is essentially a 3D video of the facial expression captured by the cameras.

Gameplay
In this game, you have to solve crimes ranging from homicide to arson. While interrogating suspect and gathering evidence is part of a case itself, Rockstar also dishes out the regular high-action shooting and chasing mission. A fresh game compared to the usual GTA. And yes, this game is also having the same open world concept. You are free to explore the city. Check out the review by IGN below.

Michael Jackson: The Experience for PS Move and Kinect


Michael Jackson: The Experience for PS Move and Kinect is due middle of this month! Personally, while I am excited about this game, I will probably not get the game immediately when it is released.

First of all, for the PS Move version, I am suspecting that the experience is going to be similar to the Wii version released in November last year. With only the capability to track the movement of an arm, I doubt the PS3 version will be any difference from the Wii where the player can perform the ‘dance’ with just a a controller in their hand. For a dancing game, this is unacceptable. The PS3 version would definitely has a better graphics. Till this stage, it is also not known if the PS3 version will support the karaoke-like feature as seen in the Kinect version. My bet is that the Move version of the game is going to be pale in comparison to its Kinect counterpart

Yes the Kinect version! As a disclaimer, I should point out that I am not a fan of Xbox nor do I play the Halo series. I have both the PS3 and Xbox 360 system. But to be honest, this game may look a lot better for Kinect than for PS Move. After the success of Dance Central (Harmonix is working on the second Dance Central as we are speaking), gamers like me are confident of what Kinect can deliver as a platform for dance game. However, we can’t assume that Ubisoft can deliver the same quality as Harmonix which after all is a veteran in making such games.

The Kinect version includes a karaoke feature whereby you will sing a portion of MJ’s song during the performance. While this maybe a bane to some who don’t like singing, this could probably be an option that can be turned off. For those who are into getting special editions of game, MJ: The Experience has a Collector’s Edition which features MJ T-shirt, poster and a microphone.


Wants for FIFA 12

Have the gaming population of Singapore surveyed on their Top 5 games and this is the likely outcome:

  1. COD : Black Ops
  2. Halo Reach
  3. FIFA 11
  4. Uncharted 2
  5. Mass Effect 2

As you can see, FIFA is a mainstay in any Top 5 List around. Which is why it’s good to voice my opinion on what I want for FIFA 12 and what EA will do.

What I want: Improved Commentary
With Andy Gray’s contract cancelled due to his shenanigans. It is the perfect time to update the aged commentary. In FIFA 11, the commentary was competant at telling you what is happening but failed to provide proper in-dept analysis and , in manager mode, the general status of the league/cup during the match. They also failed to talk about the biggest transfer news.

What EA will do: Improved Commentary

Delete Andy Gray’s recordings and just play Martin Tylers’

What I want: Improved Overall Presentation

Comparing the presentation of NBA 2K11 and FIFA 11 is like comparing a Simmons Bed to a pigs sty. This has to change.

Year after year they promise improvements for manager mode but all they do is change the layout. They need to include A “Pre-Kick off Show”, A “Half-time Show” and A ” Post-Match Show”. This would make the player feel like he is actually managing a football club.

Also allow a interface like Mass Effect’s conversation system where the player uses this to talk to his Teammates/Footballers, the Press and the Board. Allow Aggressive, Neutral and relaxed options. Also allow for specific options when negotiating contracts or asking for transfer funds.

Allow the player to design his character from the top to the bottom. Allow the players to walk through the training grounds, Stadium and various shops where the player will be able to interact with all the staff of the club and gauge whether he is popular with the fans by talking to the Club Merchandise Shop Owner or talk to the Tea Lady to find out what she has overheard.

Allow the player a sandbox like feel to the game where he can drive around as player /manger to pubs and shops and is greeted according the his status and popularity or what event happened in the previous game(Scored Winning goal, Defeat to local rivals)

Allow customisation of the club buildings. When a player spends money to upgrade the club training grounds for instance, he can visit the area and see the spanking new gym equipment and added training field. He can then talk to his players to gauge their response.

Improve the personality of the footballers, some are brave, flamboyant, shy, hardworking not just in the way they play but their character too. Show this when you talk to the players.

Allow the player at the start of the game to choose his main Mangering style and add 1-3 perks in relation to his style. Allow the player to add more as he levels up. This can be applied to your created player as well.

Include 2-3 newspapers with different views so the player can see his approval rate. Also include a weekly show which reviews the league’s action.

Allowing the players to include their custom chants was a brilliant idea but trying to upload the chants into the Xbox 360 was a pain in the ***.

EA should research chants for the top leagues in Europe and South America, Country National Anthems should be there by default.

The Crowd really needs to be improved, with the power of the consoles nowadays there is no excuse for wooden looking spectators.

Show the crowd standing up as one as the striker bears sown on goal. Let the crowd raise the hands in hope as the shot flies of the striker’s boot, before resting on the heads as the ball hits the post. Their faces showing a brief flash of disappointment before admiration and hope as they applaud the striker’s efforts.

Change the crowds reactions in relation to the margin of victory or lose or the type of game whether it may be A derby, Cup final or celebratory match after both teams have fought off relagation.

Allow for boos to ring out after a visiting team’s flair player does a few tricks, or when he takes a free kick. Allow for us to hear applause when the opposing player goes of in a stretcher after an injury or boos when he takes to long to get off the pitch after being substituted.

Allow for different volumes of crowd noise, Stoke City’s Britannia Stadium is always louder than Arsenal’s Emirates Stadium

Finally, allow for quick throw-ins.

If it happens in real life why not in game? It would speed up gameplay and those players who are smart enough to notice a gap and take a quick throw-in will gain an opportunity which may not occur had they not been able to take the quick throw-in

What EA will do: Improve Overall Presentation

Honestly? None of the above

What I want: Improved Referees

The handing out of Yellow and Red cards is nonsense. You can get a yellow for jockeying as the winger runs past you while the opposition can be the last man and not get a red. Since the offside decisions are never wrong why should the handing out of yellow cards

What EA will do: Improved Referees

I believe that they will improve it this time

What I want: A  separate FIFA Street mode

Since The FIFA Street series is dead, why not bring it back in FIFA 12?

Just a simple kick-off mode will do, also you should be able to import your “Be-a-pro” Player into the game.

What EA will do: A separate FIFA Street mode

Include it in a costly DLC

What I want: Removal of the Online Pass code

Yes. I can understand the reasoning behind this venture (pay for employees).

But the reason I buy second hand games most of the time is because buying them new ($70) is too much when the resale value of the game drops to $40 and below so quickly, and considering I am already paying $88 a year to play online, it is madness.Furthermore, how much are they getting paid if they have to earn money from second-hand buyers? Its time they tune down the pressure and just include the code for added features like Mass Effect 2.

What EA will do: Removal of the Online Pass code

Nothing, as usual.

What I want: Inclusion of Classic teams (Ten of them?)

Its about time they did this, nothing like match-ups like : Manu 1999 against Arsenal 2004 or Brazil 1970 against Holland 1974

What EA will do: Inclusion of Classic teams

 

Well that brings us to the end of my Preview/Rant on FIFA games.

To those who are interested my Xbox 360 Gamertag is Rad1oAct1ve9145

Editor’s note: Check out what others want to see in Fifa 12.

Sequels to look out for.


Good games definitely deserve to have their sequels release. And this year, we mark out five sequel titles that are creating hype in the gaming industry.

Why do developer make sequel?

Sales

Making a sequel for a game is similar to making a sequel for a movie. Most of the time, gamers who like the previous title will enjoy the sequel as well. Therefore, it is almost like the developers can ensure the sales of the sequel even before making it. A game with a good storyline coupled with a cliffhanger at the end of the game should be able to attract gamers to spend their money on the next title. However, in games such as Final Fantasy, each sequels aren’t really a continuation of the previous title but a new one. Only Final Fantasy X has a sequel called Final Fantasy X-2. Final Fantasy XIII on the other hand is rumoured to  have a direct sequel too apart from the already announced Final Fantasy Versus XIII and Final Fantasy Agito XIII. Sequel can thus be seen as a form of insurance, of course, that is only true if the first game is good enough to have a strong fanbase.

Speed

Creating an entire new universe isn’t an easy job. It requires much work from graphic artist, 3D modeler, creative director etc. to completely generate the landscape, environment, physic engine etc. seen in the games. By creating a sequel, developers can build on the existing arsenal of 3D models they already have. While there is still a need to come out with new environment and perhaps characters, time is saved from creating everything from scratch.

Next Mario?

We all know how much revenue gaming franchise can bring in. From its humble beginning on the NES, Super Mario is now a widely known household name. Talk about Pikachu, the cute furry yellow creature from Pokemon. Producing sequel will allow the gamers to better associate with the character in games. Money from the derived product of game franchises are easier to make than creating the game itself.

LIST OF UP-COMING SEQUELS TO LOOK OUT FOR

[Prototype 2] – Release date: 2012

Trailer video


In first installment of the prototype franchise, you’ve played as the protagonist, Alex Mercer. Now, in this sequel, the roles are reversed and the player controls James Heller who is on a quest to find the one responsible for the death of his family. And he is none other than Alex Mercer. Expect more mutant-slashing fun and more military arsenal at your disposal in 2012.

[Infamous 2]– Release date: 2011

Trailer video

When Infamous 2 was announced, it didn’t come as a surprise to many of the gamers. Infamous 2 picks off nicely after the ending of Infamous where Cole MacGrath (the main protagonist) knew of a new enemy from his future counterpart, known as the Beast. So you can pretty much guess that a sequel for Infamous 2 is coming out given such ending in Infamous.

Gameplay video

From the gameplay video above, the graphic of the game has improved over its predecessor. But what is with that lightning rod Cole is carrying? Sucker Punch could be thinking of adding more combat dynamic as they have thought of almost every possible way for Cole to fight with his infused lightning powers in Infamous. The lightning tornado is pretty cool. Since when did they infuse him with Storm‘s power?

[Little Big Planet 2]– Release date: Jan 2011

Not so long ago, I have written a review on LBP2’s demo. With this sequel, LBP is now not only restricted to the platform world that we are all familiar with. Players can experience different genre of game such as racing, shooter and many more. Just wondering whether they can do first-person-shooter? This game is  coming out real soon! Expect more Sackboy fun! Woohoo!

[Killzone 3]– Release date: Feb 2011

For those who like futuristic FPS, Killzone 3 is a title that you will like to look out for. If you have yet to play Killzone 2, starting looking for a copy at GameTrader.SG before this sequel comes out. Killzone 2 has set a pretty high standard for this upcoming sequel. Killzone 3 is one of the few new games that supports stereoscopic 3D viewing for PS3. Got a 3DTv? Then this game is a must!

[Uncharted 3: Drake’s Deception]– Release date: November 2011

The superb graphics of Uncharted 2 is by far one of the best among all console games. Will Uncharted 3 push the PS3 further? Co-op and multi-player features will be included in this sequel and yes, it will also be available in stereoscopic 3D.

Little Big Planet 2 – A reinvention of its predecessor?

Little Big Planet 2 (LBP 2) demo was available for download at Playstation Store about a month or two ago. Trust that some of you might have already downloaded it and tried out the much anticipated title. The demo features three playable levels which demonstrated the various tools that are unique to LBP 2.

In the beginning of the first level, you might not feel that you are playing LBP2 but LBP 1 since the level outlook, physic and controls are almost the same as its predecessor. However, you soon get to try your hands on the new Grappling Hook which allows you to swing around. For those who played Worms 2 before, it is the same as the ninja rope in that game. Nothing amazing in my opinion.

For the second level in the demo, you are introduced to several of these robots that you can control. The first robot you get to ride on is a rabbit. Controlling the robo-rabbit does pose some challenge and you might lose control of it as times. Will be fun if you are playing with your friends and family seeing how they lose control of their robo-rabbit and get electrocuted when they touches those electrified pads.

After jumping your way around the first part of this level, you are presented with another robot. This time it is a dog that can emit ultrasonic wave. The waves emitted by the dog can push away movable platform making path for you to cross.

Finally, the last creature that you can ride on is a furry hamster that in my opinion looks kind of mutated. The ‘robo-hamster’ can charge in the direction it is facing much like Sonic. This part of the level is also designed to be a bit ‘Sonic-like’. Ok so much for my reminiscence. It can be inferred in some of the trailers I have seen that you might be able to create your own robot to ride on.

After playing through level two, you should have a basic idea of how sackboy can now ride on different kinds of robots. Until this point, I feel that LBP2 still lacks of something innovative, something that can really deliver the punch to make our money worth while buying this sequel. Basically, I feel that the first two level can be easily done with a patch to LBP 1.

In the last level, Media Molecule (the company who made LBP) included a multiplayer head-on level. Unlike traditional platform level, players are now thrown into a small area where the sackboys are equipped with a rocket launcher on their head. The objective of the game is to shoot each other and gain points. I think the developers have learnt the importance of multiplayer from LBP1 and are trying to provide a new competitive ways that players can compete with each other in LBP2.

This is kind of new compared to LBP1 but honestly, I think that players would want more than shooting rockets at each other. The demo ends with this playable level. However, if you have been following news on LBP2, you would know that there is more that this title can offer compared to the demo. In some of the videos I have seen, you can play shooter, racing and even real-time strategy games on LBP2. And it supports PS Move as well! You can also compose your own musical track this time!

LBP2 is coming to you this month! Look out for it!

Michael Jackson: The (__________) Experience

 Michael Jackson: The Experience

Not so long ago, I’ve written an article on how Kinect might change the way rhythm game is currently. And with Kinect coming to Singapore’s shore on the 18th of November 2010, I am really excited about this new gaming device. Out of the few pioneer games for Kinect, Michael Jackson: The Experience draws the most attention out of me.

So the above is a video of a lady trying out the latest Kinect version of Michael Jackson: The Experience. After watching the video, I realised how messy the dance is! I don’t blame the lady at all. Looking at the interface of the game, what I think is missing is that the game did not provide good cue to the beat of the game. The tester in the video is just trying frantically to repeat the moves of the little icon man that appears on the screen. Totally off beat for a song called ‘Beat it’! Seriously, I think she is dying from all the singing and dancing! Notice how she starts to catch her breath when she is singing in the later part of the video.

Can we really do that?

And to be honest, MJ’s dance move is not easy at all. Just look at this picture above, one of MJ’s signature move. I can imagine how some gamers will lose their balance trying to perform this move and smack their face directly onto the floor. A great video for Failblog.org!  After playing the game, some might think that it might be as well renamed to “Michael Jackson: the Painful Experience”. Or it can be “Michael Jackson: the Tiring Experience”, and well, basically you can fit in any adjective you want.

Hmmm, that really makes me re-think whether Kinect can revolutionalize music games. The essence of music or rhythm game is about following the beat. This game seems to miss this point. Ok maybe it is just this game. Until Kinect is out and we get more review of this genre of games, I shall stay on the sideline and stick to my trusty old controller first.