November 2007
Monthly Archive
Fri 30 Nov 2007
Posted by aleatorio under
PC GamesNo Comments


Advanced Tactical Fighters is Electronic Arts’ follow-up to U.S.Navy Fighters,and shares all of that game’s strengths and weaknesses.
Like U.S.N.F., it features the best graphics of any flight sim to date, a variety of planes to fly, numerous difficulty levels, and completely customizable missions a la the original Chuck Yeager Air Combat. And, like U.S.N.F., it features oversimplified flight models and leaves the gamer with a vague sense of unreality.
ATF offers seven cutting-edge aircraft for your flying pleasure: the B-2A Spirit, Rafale C, F-117A Nighthawk, F-22, XF-31 EFM, XF-29 FSW, and the hypothetical X-32 Advanced Short Take-Off and Vertical Landing (ASTOVL) aircraft. These aircraft run the gamut from stealth bombers to everything-but-the-kitchen-sink fighters, and provide an outstanding mix of missions and flight experience. Over 30 missions in Egypt, Russia, and France, as well as two complete campaigns, form the foundation of the game, while the quick mission builder and a “pro” mission builder make the gaming possibilities limitless. Add to this the capability for eight-person network and modem play and tons of on-line data, photos, and slick videos provided by Jane’s Information Source, and you have a flight sim that’s about as full-featured as it could possibly be.
On the downside, missions often seem to be needlessly difficult, with your wing expected to shoulder the complete burden in high-threat zones. This team also hasn’t gotten much better at creating sophisticated Su-27-level flight models either. Planes just don’t feel like they respond properly, and the flight models tend to all blend together. This won’t be a negative for gamers who want the action and cutting-edge graphics (if they have the P120+ required to process them), but dedicated flight sim fans might not find it up to their expectations.
Fri 30 Nov 2007
Posted by aleatorio under
PC GamesNo Comments


Even the most jaded Orc or Human will be challenged by the new scenarios.
Just when you thought it was safe to go back in the wasteland, along comes Beyond the Dark Portal. Set in the Orcish homeland, this expansion pack for Warcraft II: Tides of Darkness adds 24 new single-player scenarios and nearly 50 multi-player scenarios, all for a bargain-basement price.
Be prepared: The new solo scenarios are hard with a capital H-A-R-D. Even the most jaded orc or human will be challenged by the new levels, which thankfully dispense with the tutorial nature which made the early portion of Tides of Darkness somewhat tedious. In Beyond the Dark Portal, you start off with almost all of the technologies at your disposal, and you’d best be prepared to use them (strangely–and this is my only complaint about the expansion pack–you don’t get everything right away, and some vital units are inexplicably unavailable in the early scenarios).
Apart from a new environment to represent the Orcish world, nothing has been added to the game. But there are some minor changes which affect gameplay, and require some new strategies to ensure success. The most notable change is the newfound emphasis on “heroes”special units whose survival is necessary. Many of these heroes appear in the “circle of power” missions found in Tides of Darkness, but others just fight alongside your troops with superior strength and endurance. They can be an excellent aid, but their death means failure.
The new custom maps are a diverse lot. For the most part, there is less emphasis on resource gathering than in the multi-player maps included with Tides of Darkness. This change has the benefit of making games less of a race-for-the-resources duel, allowing players more breathing room and time to plan strategies, as well as lessening the effectiveness of a “brute-force” attack at the onset of a game. Also included are a couple of “strange” maps for quick games: one with a football theme and one with a chess theme.
Fans of Warcraft II are split along two fronts: there are the single-players and then there are the multi-players. But whichever side of the fence you lean toward, this is a must-have. More challenging and more diverse than its namesake, Beyond the Dark Portal proves once and for all that you can never have too much of a good thing.
Thu 29 Nov 2007
Posted by aleatorio under
PC GamesNo Comments


Some of the psychological sequences are certain to give the sensitive gamer nightmares.
H.R. Giger was very pleased with the original Dark Seed and although it’s hard to be sure why, he could only be happier with this weirder, darker sequel (set in the decidedly Lynchian burg of Crowley, Texas). While using the same digitized sprites, Dark Seed II sports vastly better looking full-color, photorealistic environments—no longer must players search for two-pixel-wide inventory items in monochrome environments—which make the gradual intrusion of Giger’s biomechanical nightmares even more stark and horrible. Again, Mike Dawson must navigate between the human world and the Dark World, which co-exist in radically different but noticeably parallel forms, but this time the agents of the Dark World have murdered Mike’s high-school sweetheart and pinned the crime on the hapless loser (this guy should really look into working with another game company).
The real fun of this game isn’t in the find-and-use adventure mechanics, which are still pretty standard, but in the sheer nasty-mindedness of it: some of the psychological sequences are certain to give the sensitive gamer nightmares; the music is high-quality and spooky; creepy innuendoes abound (such as the jerk-hole medical examiner who can be seen furiously making out with an assistant behind the pebbled glass in the morgue is a good example); anybody who fancied Blue Velvet a good first-date movie should have a real ball with DSII. Even the end-of-game epiphany (which the marginally disturbed gamer can see coming from the half-way point) is no less awful for having been predictable. More valuable as an indication of what can be summoned from the game experience—not to mention a showcase of some truly ghastly art—Dark Seed II is a worthwhile endeavor. Better yet, give it someone sensitive and squeamish as a Christmas gift.
Thu 29 Nov 2007
Posted by aleatorio under
PC GamesNo Comments


A game so long in the making, even Stonekeep’s supposed cutting-edge technology is dull compared to that of its competitors.
In the past, Interplay was considered the premier role-playing game creator with such titles as The Bard’s Tale, Wasteland (still an all-time fave o’ mine) and Dragon Wars. That was then, this is now. Born out of a rocky history of canceled and revived plans, Stonekeep doesn’t measure up to the expectations that other 3-D RPG games have created. Stonekeep is no match for Arena’s huge world, System Shock’s real environments, or Betrayal at Krondor’s rich story. A game so long in the making, even Stonekeep’s supposed cutting-edge technology is dull compared to that of its competitors.
Stonekeep’s out-of-date syndrome extends to its limited movement interface. Sure, it’s a first-person game, but there’s no real-time, freedom-of-movement 3-D here. Instead, Stonekeep uses a node-based system that moves you from node to node without letting you control the parts in between. Also, you can only turn at right angles. The basic game mechanics are only slightly different than the now 15-year-old original Wizardry on an Apple II!
Graphically, Stonekeep supplies some interesting bits. The monsters and non-player folks are done in full motion video, and the even the stones in the walls have a photo-realistic look, but the game’s color palette looks dull and dreary. Still, Stonekeep is easy to play, and the addition of neat sound effects supplies a suitable atmosphere. Overall, Stonekeep is a dated first-person RPG that suffers from a poor interface, little depth, and few frills.
Wed 28 Nov 2007
Posted by aleatorio under
PC GamesNo Comments


He may have been unconscious for three years, but Zak has not lost a step.
When we left off, Zak, after merging with the powerful Cyberia weapon, had obliterated the FWA’s orbiting station, rendering himself unconscious in the process. Zak emerges from the deep-freeze to discover that he’s bald and that everyone wants his blood…literally. Turns out that his mutated tissue can now be used to recreate the ultimate weapon in unlimited supply.
The storyline is rather muddled, particularly if you haven’t played Cyberia, but the backbone of this game is action, which it delivers with the strength of a mule kick. Barely thawed out, Zak is blasting his way past guards, ATVs, hovercraft, you name it, in some spectacular arcade sequences.
Your rapid-fire aim will be put to the test as you take out enemy vehicles while coping with such obstacles as bumpy roads and barrel rolls, all created with mind-bending detail. During an especially outrageous battle while hovering above a high-rise tower, taking out a few sides of the building along with FWA jets makes for some striking scenery.
When not picking off the FWA’s jack-booted thugs, Zak must solve a variety of puzzles that will short-circuit the regime’s plan to unleash its new weapon upon the resistance fighters. These logic problems range from simple to very complex and, in many cases, if they’re not correctly executed you will be.
He may have been unconscious for three years, but Zak has not lost a step. From hot-shot shooting to making the most of a moment of solitude (damn flatulence) to bickering with a sexy rebel officer every step of the way, Zak is indeed back!
Wed 28 Nov 2007
Posted by aleatorio under
PC GamesNo Comments


Shannara is an excellent pick for novice users or fans of Mr. Brooks, but experienced players should probably keep looking.
Having been a fan of Terry Brooks novels since 1979, I was thrilled to find out that someone had used the “Shannara” universe as the setting for a computer adventure game. Combining crisp, realistic graphics and a sparse but powerful soundtrack, Legend has created an atmosphere-filled adventure that is surprisingly evocative considering its medium. Into this already impressive framework is set a storyline strong enough to provoke genuine emotional response to the various characters in the game.
Your exploration of Shannara is simplified by the game’s basic interface. All major game functions can be handled with a quick click or two on the mouse button. Although this system is extremely effective for movement and inventory, it has the unfortunate drawback of rendering combat somewhat lifeless. Your only real impact on these conflicts is through the general commands—like attack, retreat, and defend—which never really deliver the feeling of control that you need in a combat system. Fortunately, by staying out of trouble, a careful player can keep minimize the effects of these frustrating flaws on gameplay.
The real soul of Shannara lies in its puzzles. As you might expect, you spend most of your time in this game finding various items and trying to figure out where to use them. Even so, the puzzles are fresh and well-implemented—though a bit basic for adventure game veterans.
Even though the game’s linear structure ensures that you’ll spend a little while in Frustrationland, the excellent plot, moving character development, and top-notch visuals make for some pretty entertaining gaming. Shannara is an excellent pick for novice users or fans of Mr. Brooks, but experienced players should probably keep looking.
Tue 27 Nov 2007
Posted by aleatorio under
PC GamesNo Comments


Rise & Rule does a fantastic job of making players feel like they belong to their selected culture.
Openly taking on Civilization 2 (Civ 2), the folks at Impressions have taken loads of interesting cultural information, fantastic sound and graphics, and full network support and combined them in a title that is full of atmosphere and life, but slightly lacking in its strategy content.
Rise & Rule uses the same basic structure as its competition. Players start on a map (randomly generated or realistic) with one settler. With this single unit, players must found a city, spread out across the continents, and create an entire civilization capable of standing up against the test of time. As the game progresses, players can access different unit types including a variety of combat troops, philosophers (who trade information between cities, facilitating the building of roads and the cultivation of fields), and merchants (who generate trade between cities). Moving units is as simple as highlighting them with your mouse and clicking on their destination, and newcomers will find the game’s on-line tutorial and help boxes very helpful when getting started.
Rise & Rule does a fantastic job of making players feel like they belong to their selected culture. Every city improvement, every unit, every rendered animation and even the soundtrack reflects the specific culture that the player has selected. Unfortunately, in their attempt to one-up Civilization 2, the designers at Impressions seem to have forgotten to make the game fun to play. This title’s limited time span (the object is to win by A.D. 500), limited number of unit types (around 12, as compared to Civ 2’s 50-plus), and limited research involvement (players use a slider to determine how much effort to dedicate to five areas of study), leave the game sadly lacking in just about every area that Civ 2 succeeds in. As beautiful as the game is, there’s no reason for anyone to buy a title you’re not going to enjoy playing in the long run.
If you’ve got access to a network and you’re looking for a multi-player game with great sound and solid graphics, you may want to give Rise & Rule a spin. Those looking to buy a single-player strategy game will almost surely be happier with Civ 2.
Tue 27 Nov 2007
Posted by aleatorio under
PC GamesNo Comments


Although Riddle of Master Lu is a multimedia experience of epic proportions, its troublesome game mechanics keep it from the majesty that it sets out to achieve.
Whenever I watch any of the Indiana Jones movies, I’m awestruck by the main character’s ability to escape certain death time and time again. Sanctuary Woods’ first adventure game from their in-house production studios, the grandiose Riddle of Master Lu, gives us a chance to test our Indy-like qualities.
Robert Ripley, known mostly for his museums of curiosities, actually lived a life of globe-trotting adventure in his search for unusual items and marginally believable stories. Guiding Mr. Ripley through the game’s exotic locales gives you a chance to relive his richly entertaining life, complete with its wonder, mystery, and hyperbole.
Although Riddle of Master Lu is a multimedia experience of epic proportions, its troublesome game mechanics keep it from the majesty that it sets out to achieve. Oversensitive mouse controls and incredibly small hot-spots make some of the more challenging puzzles nearly impossible. Sometimes Ripley stands in the way of objects that you need to access, requiring you to shuffle him to the side before you can even tell whether the object exists. With a bit of fine-tuning, this game could have been outstanding, but because of these flaws, you’ll most likely need the help of a full walk-through to complete it.
Master Lu has broken new ground on the front of infotainment. Woven within the game, but not essential to completing it, are whole sections of information on the various locales Ripley visits. You can spend hours poring over the historical content here without ever feeling that the data is being forced on you. The game’s designers should be applauded for including such useful information in an entertainment product.
All said, Master Lu is a giant game with good intentions and a number of the ingredients that make a successful adventure, but its unforgiving interface ultimately led me to frustration, not recommendation.
Mon 26 Nov 2007
Posted by aleatorio under
PC GamesNo Comments


EF2000 is a realistic air combat simulator designed for the die-hard computerpilot.
For all of you who have ever wanted to jump into the next millennium, here’s your chance. In EF2000 you take command of the futuristic Eurofighter 2000, which won’t see action until its inception into the Royal Air Force in the year 2000. With three different modes of play (training, campaign, and quickstart) and a random mission generator in its campaign mode, it offers variety and replay value not found in other simulators.
The graphics in EF2000 are sharp and richly detailed. Cities actually look like cities, and the natural scenery is smooth and textured. The impressive CD-quality music gets you in the mood to shower the enemy with your 27mm cannon.
Control can be jumpy on slower machines, but if the detail levels are adjusted, EF2000 moves smoothly enough to be enjoyable; on a Pentium 133, the game handles so well you’ll bob your head when rolling. Other goodies include the ability to compete against seven other players and an option to listen to your own CD music while flying.
This title’s only problems are minor and deal mainly with its steep learning curve. It is essential that you read the entire manual and memorize a number of keys before you’ll be ready to fly a real mission, which adds to the realism of the experience.
Overall, EF2000 is a solid and overwhelmingly satisfying combat simulator. Not only do you get the chance to fly a futuristic battle plane before the real pilots do, but you also have beautiful scenery to view while you zoom to combat areas. If you have the time and patience to learn EF2000, you won’t be disappointed.
Mon 26 Nov 2007
Posted by aleatorio under
PC GamesNo Comments


Even now, The Ultimate Doom remains ultimately playable.
The original Doom, in this almost final version that includes a never-released episode called Thy Flesh Consumed, will go down as one of the biggest computer game hits of all time. With the release of Wolfenstein 3-D, purists might set the clock ticking on 3-D action games, but Doom went farther and faster, and with much more fury.
Almost everything about this game was different from what had come before. The bloody action rivaled games like Mortal Kombat, and in many ways surpassed them with its high compulsion factor. Sleepless nights and raves around the water cooler became the sign of the hopeless Doom addict.
And the way the game was sold—we played the first episode free, then registered to pay for the chilling conclusion—proved that companies didn’t need million-dollar marketing campaigns. Since then, many games have used this technique, from the popular puzzler Zoop to the robo-combat-flier Descent.
Even now, The Ultimate Doom remains ultimately playable, thanks in large part to the original design that allowed hackers to program their own levels. Doom isn’t just a game, it’s an environment. I can remember talking with a gearhead buddy of mine, discussing the use of the Doom engine as an operating environment for the office. “Yeah, I’ve got those third-quarter figures for you in an Excel spreadsheet,” you might e-mail a colleague. “You’ll find it in the basement, next to the Baron of Hell. See you at the meeting.”
While Doom kept most of us awake far past midnight, it was the game’s multi-player fight-to-the death Deathmatch mode that made it the bane of offices worldwide. The Ultimate Doom, with its new episode, is still worth a trip to Hell.
Next Page »