"See what that bitch is up to."
You are a criminal. Don't deny it, you know it is true. Every time you break the speed limit, drive after a couple beers, copy a movie, steal cable, rip that little tag off the furniture, or lie to the credit card company (I swear I sent the check), you are committing crimes. Face it, we're all criminals to some degree or another. Anyone who says they've never committed a crime is lying. Grand Theft Auto allows us to nurture that criminal instinct and to have a lot of fun along the way.
The plot of Grand Theft Auto is simple. You are a minor player in a criminal syndicate. You answer pay phones and check your beeper to get jobs from your mob boss. He can order you to steal cars, kill cops, kill other gangs, do drug delivery runs, have you tail his girlfriend, and much more. Essentially, when anything illegal needs to be done, it gets handed to you. How you complete the job determines how much money you get, and gives you access to other, hidden, missions. If you thought Postal was bad, you ain't seen nothing. This game has no morals whatsoever. You even get bonus points for running someone over with their own car! Sounds good to me!
The controls are fairly basic. Since you are in a car most of the time, the controls are geared toward that setup. This means that when you are walking around, the arrow keys are relative movement, not absolute movement. Though this can be annoying at the beginning, you quickly get used to it. Grand Theft Auto is the first game, however, to have a hijack key. By pressing this key next to a car, you open the driver's side door, slug the driver, pull him onto the pavement, and hop into your new vehicle. Not bad, eh?
The graphics in Grand Theft Auto were obviously not the focus of the developers attention. The cities are remarkably huge, however, and they really make you feel as though you are driving in New York, San Francisco, or Miami (they have different names in the game, but it is obvious what cities they're supposed to be). The manual claims that there are over 6,000 city miles in the game, and, frankly, I believe it. Some of the cars, however, need a lot of work. There are cars that, to this day, I have not figured out what they're supposed to be. Also, they couldn't use the real names of the vehicles, so they made up names that were close enough, like Porka instead of Porsche.
Unfortunately, in order to run the game in the best graphics mode, you have to do something not seen for awhile . . . run the game in DOS. *gasp* Though the game says it's Win95 compatible, no one in their right mind would play the Win95 version. I had to call tech support in order to discover that if you want any sort of resolution, you have to run the game through DOS. Also, 3Dfx only works through DOS. While this might have been acceptable six years ago when people were using Win3.1 and routinely had to exit to DOS, nowadays most new computer owners have never even seen the DOS screen. Happily, Grand Theft Auto installed all the needed drivers in DOS, and I only had to change the sound card setup. Why they did this, I will never know, but you can bet that it messes with Internet play.
Since I connect to the Internet through Win95, I lack the DOS drivers for my modem. So, if I want to play online, I have to play with the dumpy graphics. Needless to say, I don't play online very much.
Another drawback is the repetitive nature of the game. First off, you can't save in the middle of the game. You have to either complete the level or die to end a game in the middle. This leads to gamers playing the first missions over and over and over again when they are first getting used to the game. Needless to say, this gets a bit frustrating. Also, a lot of the missions are remarkably similar.(i.e. drive to point B, meet someone, drive to point C, kill someone, drive to point D, and get rid of the car.) While the immoral aspects of the plot are entertaining and fun, they don't mask the fact that you have to do almost the same thing for every mission.
In the end, we have a game that is a great idea, but not very well executed. With mediocre graphics and repetitive gameplay, some gamers might be disappointed. Like Postal, Grand Theft Auto is depending a lot on controversy to sell the game, not gameplay. While this works for sales, it tends to upset many hard-core gamers. However, if you're looking for a fun, goofy, immoral game, than Grand Theft Auto should definitely be on your list.
When the
In order to draw magic, you must first equip a Guardian Force (GF) to your characters, thereby inheriting the GF's traits and abilities. The GF's gain experience points, developing more abilities as you fight with them equipped. Sure, people bitch about how long the animations take and how boring it gets (all true), but you can eliminate that by just choosing to use the GF's less. If only there was programmed limit to using the GF's... It wouldn't be a Square game without overblown, glorified videos. And thankfully, the video has survived the port; sharper and brighter than before. But who cares if the main graphics can't back the FMV up anymore. Musically, there are a few tracks that really stand out. Most of the other songs have a looped, emptiness to them. Compared to past
You would think that with the high-end machines they had to work with, Atomic Bomberman's graphics would have had new "twists", cool little scenes or camera angles that don't take away from the basic game design but add a little spice. However, it fails to live up to this. All graphics are 2D bitmaps, while levels are the same 2D tiles. All graphics including player sprites, power-ups and level tiles look absurdly large. The game would have been better with larger levels (this means smaller objects). The only noticeable graphical improvement since its predecessor would be the fact that Atomic Bomberman has better death-sequence animations. Other than that, I would be much happier playing my old Super Bomberman II on the SNES.
Allowing up to ten players, the multiplayer support is one of the most important features. AI and human player can be mixed and matched to create what can only be described as fun chaos: ten people in one small arena. Thus the enhanced multiplayer support is one of the factors that keeps Atomic Bomberman from totally dying out.
Here's some water, son. Drink up and pay attention. You are Sergeant Jack Barnes and we are the 501st Parachute Infantry Regiment, currently in France. We just dropped into Jerry's backyard to lead the Spearhead for the Allied Assault. The Nazis are out to get us and we've got a quick nine missions to complete before this damn war will end.
Besides, all I see are fields, trees and burnt out buildings. It's no vacation spot, but these places don't look half-bad, considering how tragic war can be. That shouldn't come as a surprise since this battle is built on the same engine as the last one.
Unmanned and powerless, Ouranos tells Kronos that just as he has deposed his own father, so too will one of Kronos' children depose him. Kronos takes his father's… ahem…severed member and throws it in the ocean, and the goddess Aphrodite is born from the sea "foam."
Of course, you don't just choose a side in AoM, and there is a new selection of gods to worship as well. Progenitors like Ouranos and Gaia are ready to serve with their godly powers, as well as Titans like Kronos and Oceanus. Prometheus, one of my favorites, is actually the son of a Titan. Atlanteans can use their gods' powers a bit more lavishly, because unlike the other races, they often get more than one shot. 

Make sure you raise your landing gear and close your bay doors when not in use, as it helps reduce your signature on radar by concealing one of the Comanche's main heat sources. That's at least what the manual states. Honestly, they seem to find me just fine whether my doors are open or not. Still, it's fun to hide on the ground out of sight and then suddenly pop up for an ambush while raising your landing gear and opening your bay doors to fire off a series of heat-seeking devilry.
The fact is, very few confrontations in real war are so one dimensional, yet EA's Battlefield 1942 is really the first game that seems to recognize this (Digital Illusions, the folks behind the game, came close with an earlier title, Codename Eagle). Say goodbye to terra firma and hello to the Y-axis - this is a whole new level of online first-person fragging, and though it's not without its missteps, it's about as close to the front lines as you're gonna get while staring at your monitor.
However, once you're behind the wheel of one of the game's 35 vehicles, your class becomes less important than your driving/piloting/navigation skills. Tanks, jeeps, and half-tracks dominate land, battleships, submarines and aircraft carriers patrol the seas, and fighters and bombers rule the skies. Everything is drawn to scale - you can actually get lost just walking around on the aircraft carrier.
You'll marvel at the way the game engine manages to hold up regardless of your particular situation. I was once flying a plane on the Iwo Jima map, sending a flurry of bullets into the enemy base. As I swooped away, I was shot to ribbons by an AA gun. I managed to eject before my smoking wreck landed in the ocean, which is also where I ended up. So there I am, suddenly surrounded by a LOT of water and no transportation. My only option? Swim back to land. Which is exactly what I did, and though it took a good 3 minutes to make it, it was just long enough to make the enemy who shot me down forget that I might not have died with the plane. I crawled back up to dry land, spotted my enemy and lobbed a grenade at his feet.
And if they all turn out like Battlefield: Vietnam, gamers are in for a treat. Deftly and tastefully delving where few have dared tread, EA and Dice's next entry in their incredibly popular Battlefield franchise is a grand multiplayer first-person shooter endeavor. The graphics engine is a bit more polished than
What takes significantly less time is efficiently operating the game's 30+ weapons. Accurate automatic M16's and Soviet-issued Kalashnikovs are a fresh alternative to the ordinances of WWII. Each side uses arching mortar fire and stationary 88mm cannons, and you can take down jets and choppers with various RPG's and M72 LAW rocket launchers. You'll find mines (some which shoot up waist-high before exploding) and terrain specific booby traps at your disposal as well - I've been trampled by a couple of rolling logs covered in sharp spikes more than once. Vietnam was anything but neat and tidy, and BF: Vietnam really does a good job capturing the chaos of war.
That attention was likely diverted to the audio, though, which really brings the game alive. Pumped through chopper radios and speakers littered across various U.S. bases, you'll hear "War" by Edwin Starr, "The Letter" by The Box Tops, "The Psychotic Reaction" by Count Five, "I Fought The Law" by Bobby Fuller Four, "On the Road Again" by Canned Heat and more from the likes of Jefferson Airplane, CCR and others. Heard on the other side of the fence is a lot of chatting and songs in Vietnamese and a morbid, heavy accented voice spouting things like "G.I., you cannot win this war!", "G.I. Joe, your government does not care about you!", "Your pilots cannot see you G.I.; they will napalm you!" Propaganda or truth - you make the call!
The plot actually got worse. Age of Empires III goes to the trouble of setting itself in actual time and space - colonial America - but avoids all the interesting and prickly issues like genocide, epidemics and slavery, instead subbing in a wimpy tale of a family destined to protect the Holy Grail from a Satanic Cult.
But these modes aren't flawless, they just manage to avoid telling some Mickey Mouse tale of bravery and virtue. The problem with the skirmishes, online and off, is the fact that there is only one victory condition " kill "em all. There are no command points to control, no flags to capture, and no innocent populations to spare or slaughter. The two modes " Supremacy and Deathmatch " are only distinguishable by the resources you begin the match with. In Supremacy, everyone starts with nothing but a few peasants and must build their forces from the ground up. In Deathmatch, everyone starts with 20,000 of everything (Gold, Food, Timber), so players can build big cities and armies as fast as their fingers will let them.
When you begin a new Home City, you'll have fifteen cards. As you gain experience in battle, your city will level up and you'll be allowed to choose a couple new ones, adding them to your deck. Ultimately, the idea is to build a deck that complements your nation's natural attributes, hopefully allowing you to build a big force faster than your opponents. This is an exciting addition to the strategy, because it means serious players will have their own custom nations, making battles far less predictable. But while a well-balanced card system can be a thing of beauty, it's not really the only thing you look for in a sequel that's been coming for six years.