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Hulk The Incredible PC Game


For as much as superhero movies have improved over recent years, the games based on the same intellectual properties haven't exactly kept up. Just look at Spider-Man, Batman, The Punisher, or the Fantastic Four--er, OK, maybe not the Fantastic Four--and then look at the games that have followed up on the hit movies. Generally, there's a pretty wide gap between film and game quality, even when the game itself isn't directly based on the movie. 2003's game based on The Hulk franchise suffered from a similar issue. While the game was mostly OK, it lacked depth, and it threw together too many hackneyed gameplay mechanics that just weren't conducive to an enjoyable experience playing as everyone's favorite angry, green hero. Thankfully, developer Radical Entertainment saw the problems with the original game and didn't give up, putting together a hugely improved sequel in the form of The Incredible Hulk: Ultimate Destruction. Featuring something of an open-ended structure, a bevy of crazy moves and destructible, well, everything, Ultimate Destruction places you in a veritable playground designed just for those who love the Hulk's methodology of destruction over discretion. Though the game does have its flaws, the fact that Ultimate Destruction does such a good job of actually making you feel like you are
Hulk The Incredible PC Game

The Hulk makes its issues much more forgivable.
Ultimate Destruction isn't based on the Ang Lee Hulk film from a couple of years ago. Like THQ's recent Punisher game, it focuses more on the comic-book universe, putting together a storyline that brings such familiar characters as Doc Samson and the Abomination (aka Emil Blonsky) into the fold. There isn't an awful lot to the plot of the game. Essentially, Bruce Banner is already the Hulk by the time the game begins, and he and Doc are working on a way to try to cure him. Enter Blonsky and a cadre of government soldiers, who want nothing more than to wipe out our friend, Big Green. Clearly, this aggression will not stand, and through the several chapters of story the game presents, Hulk smashes whatever tries to stand in his way.
And smash he does. What Ultimate Destruction absolutely does best is give you a metric ton of ways to completely obliterate anything around you. Hulk starts off with some fairly basic punches and throws that let him do plenty of damage to the scenery around him, but as you play through the game, you'll earn smash points via your destructive tendencies, which can be used to purchase new moves. These moves range from humongous seismic bursts that explode everything within a 30-foot radius to crazy hammer-throw moves that let you whip tanks as if doing so were an Olympic event. Hulk is also armed with a number of "weaponizations," which are basically ways he can take things--like nearby cars, streetlamps, or what have you--and turn them into methods of mayhem. You can pick up buses and smash them into useful shields, rip cars in half, wrap them around your fists to effectively give Hulk his own pair of novelty "Hulk Hands," or pick up a nearby missile launcher and simply throw the missiles at oncoming helicopters. There are literally dozens upon dozens of moves to unlock, and almost all of them are an absolute riot. The game isn't exactly stingy with the smash points either, and even when you do run low, all you need to do is head to one of the game's main environments and go nuts.
During the game, Hulk takes up residence at a secluded, abandoned church somewhere in the middle of nowhere. But from there he has access to a few jump points, where he can literally jump hundreds of feet in the air to reach new areas, the primary of which are a major metropolis and the badlands (a barren desert with several military installations). Similarly to those of the Grand Theft Auto games, story missions are accessible from icons found in each area, and they are denoted on your map. The story itself is quite linear, as you're only given one story mission at a time. But in between story missions, you can run and do any number of a whole lot of available side missions, which earn you more smash points. These missions range from simple checkpoint races around the world, to rescue missions, to long-jump competitions with a giant monkey balloon acting as a parachute (we'd try to explain, but trust us when we say it makes more sense in the context of the game). There are a whole lot of these side missions, giving you plenty of lasting play beyond the scope of the story missions. And that's good, since there really isn't a lot of breadth to the storyline portion of the game.

System Requirements
Processor= 2.0GHz
RAM= 512MB
Graphics= 128MB

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The Walking Dead Ep 2: Starved for Help

The Walking Dead

The Walking Dead is a five-part game series set in the same universe as Robert Kirkman's award-winning comic book series. Play as Lee Everett, a convicted criminal, who has been given a second chance at life in a world devastated by the undead.
With corpses returning to life and survivors stopping at nothing to maintain their own safety, protecting an orphaned girl named Clementine may offer him redemption in a world gone to hell.


platform: PC
Available for: Mac iPhone PS3 X360
Available at: digital Download
developer: Telltale Games
Distributor: Telltale Games
gender: Action Adventure (Terror)
Released: 2012 (TBD)

System Requirements

Minimum System Requirements

* OS: Windows XP, Vista or Windows 7

* CPU: 2.0 GHz Pentium 4 or equivalent
* RAM: 3 GB
* HDD: 2 GB free disk space
* Graphics: 512 MB Graphics Memory
* Sound Card: DirectX 9 Compatible
* DirectX: Version 9

Recommended System Requirements

* OS: Windows XP, Vista or Windows 7

* CPU: Core 2 Duo 2GHz or equivalent
* RAM: 3 GB
* HDD: 2 GB free disk space
* Graphics: 1 GB Graphics Memory
* Sound Card: DirectX 9 Compatible
* DirectX: Version 9
The Walking Dead Ep 2: Starved for Help
Starved for Help(Blood n Gore)

 Download Link:

The Walking Dead Episode 2 Part 1
The Walking Dead Episode 2 Part 2
The Walking Dead Episode 2 Part 3
The Walking Dead Episode 2 Part 4
The Walking Dead Episode 2 Part 5
The Walking Dead Episode 2 Part 6
The Walking Dead Episode 2 Part 7





Unmechanical is a puzzle adventure that combines tricky puzzle solving, alluring exploration, and an engrossing atmosphere. Set in a fantastic world of flesh, rock and steel, your journey to freedom requires you to solve a great variety of puzzling challenges, and while itÆs easy to pick up and play, later challenges may prove very difficult indeed.

Publisher: Teotl Studios
Genre: Adventure
Platform: PC
Size: 669MB
Release Date: 2012-08-08

Intuitive and simple controls, applied to a great range of interactions
A carefully created world with unique environments and an engrossing
More than 30 unique puzzles, including logic-, physics-, and memory
oriented challenges
Uncover a dark secret through strange clues and fantastic events
Over three hours of puzzle-solving, exploration, and adventure


Hyperdimension Neptunia mk2


Hyperdimension Neptunia mk2 (or Choujigen Game Neptune mk2 in Japan) is the sequel to Hyperdimension Neptunia, announced on April 12, 2011, for the PlayStation 3. It was the first in the series to gain a "M" due to the female characters with revealing costumes.
It was released on August 18, 2011 in Japan, and was released in February 2012 in the United States and Europe. The sequel contains brand new main characters, as well as returning characters, and the gameplay has been updated so as to remove the random encounter feature. New maps and a brand new world feature as well, and the cutscenes have been upgraded from the old 2D visual novel style cutscenes. The story focuses on the younger sisters of Neptune, Noire (Black Heart), and Blanc (White Heart), which are the CPU Candidates on a quest to save the goddesses after they are defeated and captured by Arfoire. The time period for the game is known as 20XX, which possibly not coincidentally, is the same time period name given to the Mega Man series. The game is due to be released as a special edition with a Purple Heart figurine, a Purple Sister figurine, a soundtrack, and an art book. It is being co-produced by Idea Factory and Compile Heart, with assistance from Nippon Ichi Software, Gust Corporation, 5pb., and the recently founded company Comcept by Keiji Inafune. It was published in North America and Europe by NIS America in February 2012.
Hyperdimension Neptunia mk2 is a strange game. It's a JRPG that looks and plays like JRPGs are supposed to, but it's also very streamlined, focusing less on deep gameplay elements and more on an almost convoluted storyline that slowly starts to make more sense the longer you stay with the game. Hyperdimension Neptunia mk2 is also a great game. But it's not great for a lot of the reasons that many JRPGs are great--it's great because it boldly tries to do different things, and while it doesn't always succeed, it's still a completely exhilarating experience thanks in large part to its video game awareness.

You play as a group of young ladies destined to protect their home land of Gamindustri from the evil Arfoire Syndicate of International Crime, or ASIC. While the first Hyperdimension Neptunia was based on the video game console wars, Hyperdimension Neptunia mk2 revolves entirely around piracy in the video game industry. It's an interesting plot idea, but unfortunately, it can be a bit overwhelming and confusing trying to understand everything that's going on in the game.
The main issue with Hyperdimension Neptunia mk2 is that character dialogue drags on for way too long. This is problematic because it can get boring having to read walls of text. The strange thing is that I switched to the Japanese language option for one dialogue scene and noticed that the characters were speaking, but when I switched back to English and watched that same scene, I had to read a bunch of text due to the lack of voice acting. The fact that some of these scenes feature spoken dialogue while others force you to read is strange, and it really is a bummer that the entire game doesn't feature English voice acting.
Despite that inconsistency, and the fact that the story in Hyperdimension Neptunia mk2 can be overbearing and uninteresting due to its delivery, there are several reasons to care about a lot of the characters showcased during the game's plot sequences. Some characters are more entertaining than others, but the most interesting are incredibly enjoyable to watch. Nisa (named after developer NIS America) was my personal favorite, and hearing her over-the-top delivery as she professed herself the heroine of Gamindustri made for some truly enjoyable moments. There was also IF (named after developer Idea Factory), who struggled to deal with the fact that she was working alongside a bunch of loonies and emotional saps. These are just two of the many fourth wall-breaking characters that made the story in Hyperdimension Neptunia mk2 fun to sit through, warts and all.
Gameplay and progression in JRPGs is usually pretty straightforward, and this is definitely the case in Hyperdimension Neptunia mk2. Still, it should be noted that this game is far more linear and streamlined than most other titles in the genre. The game's overworld map will always point you to your next direction, no level grinding is necessary at all throughout the story's entirety, and customization is incredibly simple. Some JRPG enthusiasts may not take too kindly to the simplistic nature of Hyperdimension Neptunia mk2, but I found it refreshing as I always knew what to do next and never got tied down to any one stage due to grinding.

Dungeons are small, and getting through them doesn't take more than a few minutes at a time. There are conveniently-placed save stations, so you know when a major boss or cutscene is coming. Ingredients that you can use to craft items are scattered throughout these micro dungeons, and there are even hidden health items that you can discover by pressing the Circle button to locate any nearby treasures.

Enemies are seen roaming the dungeons, and while many of them are easy to get around, you'll want to battle them to ensure that you're leveling up and obtaining new skills. Battles are turn-based, and you have a number of attacks at your disposal. As you increase in level, you obtain attacks that act as combos, which you start by pressing a specific button and then string together by pressing different buttons as indicated by your attack menu. There are also special attacks you can perform, and these are highly damaging ordeals that are especially effective against stronger foes. You also have healing commands and items at your disposal, and as you encounter stronger enemies, you can bet you'll be using everything to your advantage.
By JRPG standards, Hyperdimension Neptunia mk2 isn't a very long game. It can easily take about 15 hours to play the game from start to finish. There is a guild where you can take on sidequests, but all of these are pretty mundane and require you to either fetch certain items or defeat a set number of specific enemies. It's nothing too imposing, really, but it isn't all that interesting either. It's a bit of a shame that you're forced to complete these if you want to view the game's different endings, but if you really want to see everything Hyperdimension Neptunia mk2 has to offer, you'll have to tough it out and get to fetching and hunting.
Dungeon Gameplay
While in a dungeon, various actions can be performed, mainly the Treasure Search and the Symbol Attack. When the O button is pressed, the player scans the area to find hidden treasure. Enemies now wander the map, and when the player character comes within their sight range, a red exclaimation point will appear (a play on Metal Gear Solid), and they will chase the player. Hitting it with a Symbol Attack gives the player's party the upper hand, and may sometimes even defeat the enemy. If the latter occurs, no rewards are gained. Likewise, if the player character is approached from behind, the battle will start with a Back Attack and the enemy will gain the advantage. Other items within dungeons include Sharicite Symbols that trigger events, Save Points, Common Items, Gathering Points that release ingredients for item synthesis, and a dungeon exit.
Battle Gameplay

When the player comes in contact with an enemy on the field or during an event, battle starts. Each character's turn is gauged by their AP, or Action Points. Normal attacks and items consume AP until the points run out, after which the character's turn ends.

Each character is also assigned SP, or Skill Points, for performing skills or activating HDD (Hard Drive Divinity) in the case of the CPUs or the CPU Candidates. Skills vary in range, effect, and attack power. One skill can be used per turn, after which the character's turn ends, regardless of current AP remaining. HDD requires 100 SP to activate. This is done by using the HDD ON command, and once activated, the character will regularly consume SP until it runs out, after which the character will revert. Up to 100 SP can also be carried in between battles.

Movement is gauged by a blue circle around the character. This marks the area within which the controlled character may move. Certain normal moves may shorten this circle, limiting further movement. The turn order of the battle is controlled with the Agility stat. The higher a character's Agility, the sooner their turn will come.

The command menu is used for performing various actions. The character may perform normal attacks, use skills, activate HDD (only CPUs and CPU Candidates), or end their turn. They may also switch between standby characters using AP and SP, escape from unscripted battles (dependent on Luck stat), or use items.

As in the first game, draining an enemy's GP, or Guard Points, forces that target into Guard Break mode. In this state, the defense stat and resistances of the target are significantly reduced until the enemy's GP completely recovers. GP depletes faster when a Break attack is used.

Normal combos can be edited by inserting extra commands. These commands appear after the first normal attack. Normal combos branch off into three types: Rush, Heavy Hits, and Break. Rush attacks usually involve high hit counts. Heavy Hits usually deplete enemy HP faster. Break attacks usually deplete enemy GP faster. By executing certain commands in specific patterns and consuming a set amount of AP, a combo finisher called an EX Finish is performed. The type of EX Finish is usually related to the command used to execute it.

Status conditions can affect combat. Whenever a target is affected by Poison, they continuously receive 1/16th of their max health in damage. Likewise, Heal continuously recovers 1/16th of their max health instead. When affected by Skillseal, Skills are disabled. When affected by Paralysis, the character is immobile and their turn is skipped. When a CPU or CPU Candidate is affected by Virus, the HDD ON command becomes locked, and if the target is in HDD, they forcibly revert.
The year is 20XX, and in an alternate universe, where Arfoire is dead, a force known as ASIC (Arfoire Syndicate of International Crime), a group solely dedicated towards the deceased Arfoire, has risen, led by CFW Magic. Over the years, the influence of ASIC has become increasingly powerful, currently affecting many residents of Gamindustri. As such, in response to the threat, the CPUs and Nepgear travel to the Gamindustri Graveyard to combat ASIC. However, the five of them are overpowered and captured. Three years later, IF and Compa arrive to find Neptune. With the power of the Sharicite, a crystal made from the hopes of people, the two manage to free Nepgear and escape, though the Sharicite is broken in the process. Retreating to Planeptune, Nepgear must recover her strength and free Gamindustri from the influence of ASIC, though she must first locate the mascots of the landmasses, who can provide the power to potentially assist the captive CPUs. As she travels Gamindustri to find the mascots, she crosses paths with Nisa, Gust, 5pb, Cave, and Falcom, as well as the other CPU Candidates, who she befriends. They eventually join Nepgear's party, and together with the power of the mascots, they manage to free their captive sisters. The members of ASIC fall by their hand as well, though they uncover a sinister plot to use their power to revive Arfoire. Making their way to the Gamindustri Graveyard for the last time, Nepgear's party defeats Arfoire, and the CPUs attempt to seal the entity forever.
Visually, this is your standard JRPG fare, which is to say that Hyperdimension Neptunia mk2 doesn't look bad, but its graphical presentation isn't all that excellent either. It simply gets the job done and provides different dungeons for you to explore and some anime-style story sequences. The same can be said about the game's soundtrack, which has a few decent songs, but nothing too impressive. Thankfully, the character dialogue is great (when they're actually speaking), and though the story is too convoluted for its own good, the voice acting is at least pretty great.
It would be easy to say that Hyperdimension Neptunia mk2 is just another JRPG that plays great, looks OK, and sounds decent, but in reality, the game is much, much more than that. Yes, that's a pretty basic breakdown of its built-in "game-ness," but there are plenty of elements that make the game stand out, and they're all rooted in how well it parodies other video games. Whether you're encountering a mouse named Pirachu who constantly shouts out "chuu!" much like the iconic Pokemon mascot, battling Mario-inspired green pipes, or taking on a giant head that's very similar to that dude from Brain Age, Hyperdimension Neptunia mk2 is rife with awesome, "holy sh*t!" moments.

The game doesn't just parody other titles, though. References to video game consoles are everywhere, too. Whether you're visiting the towns of Lastation, Lowee, or Leanbox (which upon doing so causes one of the characters to remark that she better hold on tight to her purse because she doesn't want to get robbed), Hyperdimension Neptunia mk2 is an abundant little bag of enjoyable video game references. That said, the game makes it a point to parody aspects of pop culture, as well. Chirper, for example, is the game's version of Twitter, and you can see what different townspeople and even your teammates have to say. Also, Mega Man creator Keiji Inafune is totally on Chirper as a cameo character. And in case you're wondering, it's as awesome as it sounds.
Hyperdimension Neptunia mk2 is a great game that would have probably only been a really good game had it not been for its awesome awareness and video game parodies. As it stands, the game has all the tools to be an enjoyably paced JRPG that's a bit on the short side and fairly streamlined. But it's all of those references--from Mario to freaking Twitter--that really make it stand out amongst the crowd of overly saturated, poorly constructed JRPGs out there. This game is something special. If you give it a chance, be aware that it will likely take about two hours for things to really pick up, but when you get through that barrier, Hyperdimension Neptunia mk2 is an outstanding little JRPG that's both fun to play and hilarious to witness, and it should not be missed by video game aficionados and fans of the genre.

Oh yeah, Inafune's also a freakin' special attack in the game!

Kinect Rush: A Disney Pixar Adventure


Kinect Rush places you alongside some of your favorite Pixar characters from the movies Ratatouille, Toy Story 3, Cars/Cars 2, UP, and The Incredibles. In the game, you start out by putting yourself into the game. The Kinect sensor will scan your body and create an avatar of you in the game. That avatar affects how you look in each of Pixar's different movies — the color of your car, toy, super hero, etc.

It's a nice idea, except it doesn't really work all that well. I was wearing a blue shirt, I have a slight tan, and I have brown hair. The game made me brown, with black hair, and a purple shirt. No matter how many times I tried, I could not get it to resemble me. Also, there are no options to create yourself without scanning. It's really frustrating that all it would have taken was skin tone and hair options, yet they're nowhere to be found. It's disappointing, especially when compared to how Kinect Disneyland Adventures handled their character creation.
Once you're in the game, you are put into a Pixar park. There are other kids running around, and there are five different sections of the park — for each of the five Pixar movies present in the game. You become the characters in the game through role-playing, essentially. For example, you walk up to the Cars area. You talk to another kid who asks you if you want to play Cars, then the two of you start pretending that you are in the world of Cars. Each kid you come across plays as a different character from whatever movie you are playing in.

The better you do in a level from the Cars area, the more points you get towards unlocking more levels in that area. You also unlock special moves that you can perform with your body. These special moves help you in that movie's area; you perform the move at certain points to collect tons of coins or other bonuses. Each of the five movies has their own progression bar that you can unlock things in. It is worth noting that it'll be harder to get the best rating on each level if you don't have the special moves; also, playing through each level once won't be enough to unlock everything, as there are only three levels in each area. This encourages you to play multiple times.

The gameplay itself is fairly simple, but it works well for the game. This game is geared towards kids, after all. All of the motions I performed were picked up accurately with the Kinect. The problem is that you perform the same six or seven moves in every game. You jump, crouch, pump your arms up and down, run in place, make a throwing motion, climb, and pretend like you're pushing off the ground with your arms to go faster. Over, and over, and over again. Those are your basic moves.

The Cars area is the only area that doesn't use those, outside of jump. In Cars, you hold your arms in front of you — like you're holding a steering wheel — and you act like you're driving a car. It controls really well and was probably my and my son's favorite area of the game. Up is probably the most boring of the five areas, but that's really a testament to how immersive the other areas feel. Asobo Studio and everyone involved did a really good job of recreating the feel of each movie. Whether you're sliding along an ice bridge made by Frozone or dodging the attacks from Charles Muntz's dogs flying planes, it all places you in the middle of those movies.

There's also a wonky bug; in one level for Toy Story, you are skydiving/falling with style out of an airplane. You're going through air balloon-type things, and shafts, and dodging objects. Some of them you need to enter and go through. Well, I missed one. And I got stuck on the outside of the shaft, unable to fall anymore, because of an invisible wall. Obviously, they didn't account for anyone missing the opening. Which is weird because kids aren't going to be able to do everything perfect. Needless to say, I had to restart.
Two players can also play together, and the detection is just as good as when one player is going solo. There's some teamwork aspects, but mainly it's just two players doing the same thing at the same time. When you're trying to fly or balance, it can become a little crowded, so those with small playing spaces might not have as easy a time.
Kinect Rush: A Disney Pixar Adventure accomplishes what it sets out to do — it provides a way for children to interact with their favorite characters from some of the best animated films ever made. The controls aren't flawless, but they're pretty accurate. It's easy to pick up and play. Repetition is the game's biggest flaw — well, that and a character creation system that is a disappointment. If you absolutely love the characters in the game and wanna go adventuring with them, this is a perfect game. There's not a lot of challenge for adults, but kids will have a blast. It's hard for me to recommend it over Disney's other Kinect game, Kinect Disneyland Adventures, but it's a quality Kinect title that has more UPs than downs.

Sonic CD


If there’s one company that has fan service nailed down tight, it’s Sega.  Seriously, every time some hardcore fan base has demanded a game for release on the digital front, it’s come through in spades.  Guardian Heroes?  Released with an HD makeover and online play.  Daytona USA?  Packing Xbox Live support and complete with a weird (yet hilarious) Karaoke Mode.  Crazy Taxi?  Well, it didn’t quite have the amazing soundtrack it once did, but it’s still reckless fun.  And now it’s come through again, just in time for the holidays, with Sonic CD.

First announced back at PAX, it was a shock to see Sonic CD come back in the limelight, after the initial game had a mediocre run on the Sega CD platform, followed by a flawed, glitchy release on PC.  But after running along that bumpy road, we’re happy to report that the Hedgehog has made a smooth transition on Xbox Live (PSN next week), with all of the original game’s goodness intact – and a few bonuses for good measure.

Sonic CD does stray a little bit off course from previous Sonic games.  All the running and enemy bopping is still intact, and you’ll set out to collect as many rings as possible for those cherished one-ups.  But some mastermind at Sega (probably Yuji Naka) added the element of time travel, where Sonic runs through specific gates and runs like hell, transporting himself to the past or the future.  Most of the level build itself remains the same, but everything else – décor, music, enemies – has drastically changed.  It’s a neat effect that will have you running through different gates each time through, just to see how everything turns out.

This game is also quite tougher than previous Sonics.  That’s not to say it’s impossible, but you’ll be surprised how often you hit spiked walls and lose all your precious rings, or accidentally fall into a bottomless pit of death.  With much more intricate level designs, there’s plenty to find in each stage, but eventually you’ll need to figure out the best way through, such as on a huge pinball grid that reminds us so much of the forgotten Sonic Spinball.  Just stick with it, though, and you’ll be promptly rewarded with a rich experience as only the Hedgehog can deliver.
We mentioned extras, and Sonic CD definitely has them.  The first thing worth noting is that the game features various graphic filters – Sharp, Smooth and Nostalgic.  The best way to go if you’re a retro fan is obviously Nostalgic, but the other two filters aren’t half bad.  While the game’s lacking the kind of HD makeover magic that Beyond Good and Evil and the upcoming Oddworld: Stranger’s Wrath received, it still looks damn good for its age -- in spite of the somewhat chunky 3D stages.  The parallax scrolling backgrounds and beautiful sights are still worth beholding.

In addition, there’s the music.  A lot of fans were miffed when the original Sonic CD was released with an all new US-made soundtrack, rather than keeping the insanely good Japanese one.  But Sega delivers once again, as it gives you the option to switch between the two.  This is a superb option, and both soundtracks are well worth a listen.  Don’t be surprised if you find yourself switching back and forth, just to pick your favorites.

The gameplay delivers, even if the game is a little tougher than usual, and it’s humorous to see the first signs of Amy, Sonic’s inadvertent love interest, in early form.  But one questionable addition is Tails, who becomes an unlockable character once you finish the game.  He feels like an unnecessary add-on, though some fans will obviously enjoy his presence.  We would’ve preferred the much more bad-ass Metal Sonic, though.  Or hey, what about Knuckles? Best of all, Sonic CD is delivered to us in time for the holidays at an incredibly reasonable price – five bucks.  Yep, what was once released for a full retail $49.99 has been reduced to 1/10 of that price, even though all the quality remains intact.  Sega could’ve easily jacked the price to $10 (as it did for Daytona and other digital releases) and still gotten buyers.  But at $5?  That’s beyond a steal.

Sega still appreciates its classic game library, and its digital release of Sonic CD easily proves that.  They’ve taken great care of this game, including all the gameplay that made it so rewarding in the first place and throwing in various new options to cater to its fan base, including graphic tweaking, soundtrack selection and an additional character.  It’s easily one of the best values you can get for your gaming dollar this year.  Don’t hesitate to run wild with it.


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