<?xml version='1.0' encoding='UTF-8'?><?xml-stylesheet href="http://www.blogger.com/styles/atom.css" type="text/css"?><feed xmlns='http://www.w3.org/2005/Atom' xmlns:openSearch='http://a9.com/-/spec/opensearchrss/1.0/' xmlns:georss='http://www.georss.org/georss' xmlns:gd='http://schemas.google.com/g/2005' xmlns:thr='http://purl.org/syndication/thread/1.0'><id>tag:blogger.com,1999:blog-8180807342054107401</id><updated>2011-04-21T19:43:12.269-07:00</updated><title type='text'>Where the game begin</title><subtitle type='html'></subtitle><link rel='http://schemas.google.com/g/2005#feed' type='application/atom+xml' href='http://9relax.blogspot.com/feeds/posts/default'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8180807342054107401/posts/default?max-results=100'/><link rel='alternate' type='text/html' href='http://9relax.blogspot.com/'/><link rel='hub' href='http://pubsubhubbub.appspot.com/'/><author><name>Phong Nha</name><uri>http://www.blogger.com/profile/15373246950875657392</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><generator version='7.00' uri='http://www.blogger.com'>Blogger</generator><openSearch:totalResults>23</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>100</openSearch:itemsPerPage><entry><id>tag:blogger.com,1999:blog-8180807342054107401.post-2616755204212892802</id><published>2007-04-24T06:27:00.000-07:00</published><updated>2007-04-24T06:30:22.596-07:00</updated><title type='text'>Grand Theft Auto - PC</title><content type='html'>&lt;h2&gt;"See what that bitch is up to."&lt;/h2&gt;   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. &lt;b&gt;Grand Theft Auto&lt;/b&gt;  allows us to nurture that criminal instinct and to have a lot of fun along the  way.  &lt;p&gt; &lt;img src="http://www.game-revolution.com/review/pc/grand_theft_auto3.jpg" align="right" border="0" /&gt; The plot of &lt;b&gt;Grand    Theft Auto&lt;/b&gt; 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 &lt;a href="http://www.game-revolution.com/review/pc/postal"&gt;Postal&lt;/a&gt;    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!   &lt;/p&gt;&lt;p&gt; 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. &lt;b&gt;Grand    Theft Auto&lt;/b&gt; 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? &lt;/p&gt;&lt;p&gt; The graphics in &lt;b&gt;Grand Theft Auto&lt;/b&gt; 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.  &lt;/p&gt;&lt;p&gt; &lt;img src="http://www.game-revolution.com/review/pc/grand_theft_auto4.jpg" align="left" border="0" /&gt; 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, &lt;b&gt;Grand Theft Auto&lt;/b&gt; 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. &lt;/p&gt;&lt;p&gt; 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. &lt;/p&gt;&lt;p&gt; 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.  &lt;/p&gt;&lt;p&gt; 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 &lt;a href="http://www.game-revolution.com/review/pc/postal"&gt;Postal&lt;/a&gt;,    &lt;b&gt;Grand Theft Auto&lt;/b&gt; 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 &lt;b&gt;Grand Theft    Auto&lt;/b&gt; should definitely be on your list.  &lt;/p&gt;&lt;p&gt;    &lt;/p&gt;&lt;center&gt;     &lt;img src="http://www.game-revolution.com/review/pc/grand_theft_auto5.jpg" align="middle" border="0" /&gt;    &lt;/center&gt; &lt;p&gt;        &lt;/p&gt;&lt;div style="height: 25px;"&gt; &lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8180807342054107401-2616755204212892802?l=9relax.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://9relax.blogspot.com/feeds/2616755204212892802/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8180807342054107401&amp;postID=2616755204212892802' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8180807342054107401/posts/default/2616755204212892802'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8180807342054107401/posts/default/2616755204212892802'/><link rel='alternate' type='text/html' href='http://9relax.blogspot.com/2007/04/grand-theft-auto-pc.html' title='Grand Theft Auto - PC'/><author><name>Phong Nha</name><uri>http://www.blogger.com/profile/15373246950875657392</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8180807342054107401.post-888429724610033047</id><published>2007-04-23T09:13:00.000-07:00</published><updated>2007-04-23T09:14:28.075-07:00</updated><title type='text'>Final Fantasy VIII - PC</title><content type='html'>&lt;h2&gt;Squall Leonhart--victim of trauma inducing parents&lt;/h2&gt;   &lt;p&gt;What's in a name? Well, take Squall Leonhart. What the hell were his parents    thinking? I mean, what kind of gonzo book of names did they use when they named    their son after a weather condition? You might argue, "But Johnny - it's symbolic    of the inner torment and struggles he faces." Shaddap and go back to your English    class. Stop and think how much less moody he'd have been if only he were named    Milhouse. &lt;/p&gt; Squall is an angst-ridden student of Garden, a military school that trains soldiers  of the highest ability. The few that make it that far are known as SeeD. Squall's  entry into this elite force embroils him in a conflict against the evil witch,  Edea. Long thought to be the stuff of legends, witches are powerful sorceresses  who seek to control the world. Can you stop her?   &lt;img src="http://www.game-revolution.com/images/games/pc/final_fantasy_viii/final_fantasy_viii_003.jpg" align="right" height="226" width="300" /&gt; When the  &lt;a href="http://www.game-revolution.com/review/sony/final_fantasy_8"&gt;Playstation  version&lt;/a&gt; came out back in September of '99, I said that eventually the PC version  would come out with cleaned up, sharpened graphics. Well, I take it all back.  The Playstation was better. The PC conversion hacks blew it big time.   While the characters are sharper, polygonal errors are everywhere. Just look at  the triangle that pops up on Seifer's head or the broken seams that show up far,  far too often. The font, the menu screens, the save system, backgrounds... just  name it, and you'll find a sloppy mess. Even the card game is jacked up. This  port shows a complete lack of effort. There are times you can even see gray lines  outlining areas of the background. Do these people even know Photoshop?   Thankfully, the gameplay stays intact. Magic is still operated through a "junction"  system. Different traits of your character can be affected by how much magic you  have. Magic is found in the different enemies you face. By "drawing" magic from  an opponent, you can stock up on as many units of magic as you want... or have  the patience for. The blatant flaw of this system is that in order to truly "strengthen"  your character, you must endlessly draw those important spells to the max (100).  Let me spell it out for you: B-O-R-I-N-G.   With no armor upgrades, and weapon upgrades as a more minor aspect, the need to draw magic becomes far too important. The last area in the game is really nothing more than an easy chance to max out all your spells. It would've been better if spells were harder to accumulate and enemies didn't have unlimited spells to draw.  &lt;img src="http://www.game-revolution.com/images/games/pc/final_fantasy_viii/final_fantasy_viii_004.jpg" align="left" height="234" width="300" /&gt; 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 &lt;a href="http://www.game-revolution.com/review/sony/final_fantasy_anthology"&gt;Final  Fantasies&lt;/a&gt;, the music of &lt;b&gt;FF8&lt;/b&gt; is rather mediocre. And the MIDI of the  PC version sounds even more mechanical and lifeless. Yet again, I must complain:  Why aren't there any voices? If you really want to read, go buy a book. Text-only  dialogue should be an option, not the standard. This had better be the last "silent"  &lt;b&gt;Final Fantasy&lt;/b&gt;.  &lt;p&gt;There are still some great moments in the plot and some fun aspects to the    gameplay, but it's all overshadowed by the disappointing, shabby port. &lt;b&gt;Final    Fantasy 8&lt;/b&gt; was a great game turned crappy by lazy programmers who don't know    the meanings of conversion or quality. Go replay the PSX version instead.&lt;/p&gt;  &lt;center&gt;   &lt;img src="http://www.game-revolution.com/images/games/pc/final_fantasy_viii/final_fantasy_viii_005.jpg" align="middle" border="0" height="232" width="300" /&gt;  &lt;/center&gt; &lt;p&gt;           &lt;/p&gt;&lt;div style="height: 25px;"&gt; &lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8180807342054107401-888429724610033047?l=9relax.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://9relax.blogspot.com/feeds/888429724610033047/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8180807342054107401&amp;postID=888429724610033047' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8180807342054107401/posts/default/888429724610033047'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8180807342054107401/posts/default/888429724610033047'/><link rel='alternate' type='text/html' href='http://9relax.blogspot.com/2007/04/final-fantasy-viii-pc.html' title='Final Fantasy VIII - PC'/><author><name>Phong Nha</name><uri>http://www.blogger.com/profile/15373246950875657392</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8180807342054107401.post-7396459983805933781</id><published>2007-04-23T09:10:00.000-07:00</published><updated>2007-04-23T09:13:25.588-07:00</updated><title type='text'>FIFA 2000 - PC</title><content type='html'>&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8180807342054107401-7396459983805933781?l=9relax.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://9relax.blogspot.com/feeds/7396459983805933781/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8180807342054107401&amp;postID=7396459983805933781' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8180807342054107401/posts/default/7396459983805933781'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8180807342054107401/posts/default/7396459983805933781'/><link rel='alternate' type='text/html' href='http://9relax.blogspot.com/2007/04/fifa-2000-pc.html' title='FIFA 2000 - PC'/><author><name>Phong Nha</name><uri>http://www.blogger.com/profile/15373246950875657392</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8180807342054107401.post-2225962990955909357</id><published>2007-04-22T03:04:00.000-07:00</published><updated>2007-04-22T04:16:53.047-07:00</updated><title type='text'>Atomic Bomberman - PC</title><content type='html'>&lt;h2&gt;Definitely Not The Bomb&lt;/h2&gt;   Those of us who remember the original &lt;b&gt;Bomberman&lt;/b&gt; (1 and 2) on the NES recall it as one of the best multiplayer games of its time. It incorporated simplistic controls, simple graphics and game play that just kept the players wanting more. It proved that a game didn't have to be the most technologically advanced to be great, it just had to be fun. Unfortunately, &lt;b&gt;Atomic Bomberman&lt;/b&gt;, Interplay's PC version of the original &lt;b&gt;Bomberman&lt;/b&gt;, offers minimal advancements since the original came out 7 years ago. While diehard classic arcade fans may appreciate this, they also still have all their Atari 2600 carts. For most of us it looks incredibly basic when compared to many hits out today. &lt;p&gt; &lt;img src="http://www.game-revolution.com/images/games/pc/atomic_bomberman/atomic_bomberman_002.jpg" align="right" border="0" /&gt; You would think that with    the high-end machines they had to work with, &lt;b&gt;Atomic Bomberman's&lt;/b&gt; 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 &lt;b&gt;Atomic Bomberman&lt;/b&gt; has better death-sequence animations.    Other than that, I would be much happier playing my old &lt;b&gt;Super Bomberman II&lt;/b&gt;    on the SNES. &lt;/p&gt;&lt;p&gt;  One of the best aspects about the original &lt;b&gt;Bomberman&lt;/b&gt; series on the NES and SNES would be the fact that it didn't take a game guru to master the controls and basic idea of the game. With only 2 non-directional keys, one of which drops a bomb and other takes care of every other action (punch bomb and detonate timer bomb), any idiot could quickly pick up and play any of the &lt;b&gt;Bomberman&lt;/b&gt; series without any prior knowledge of the game. The game itself is self-explanatory. Players control one person, or bomberman, each. The goal is blow the other people up with bombs that you drop, without blowing yourself up. As you blow away different pieces of the level to open up more playing space, different power-ups will appear. These power-ups give players different abilities such as bigger bombs, more bombs (to drop at once), punch (to punch a bomb away from you), kick (kicks the bomb away from you), timer-bomb, roller skate (for more speed), and poison. If you pick up a poison item (box with skull on it) you can become infected with such ailments as Molasses, Constipation, or the inability to drop bombs, or the inability to stop dropping bombs. This poison can be given to other players by touching them. &lt;/p&gt;&lt;p&gt; &lt;img src="http://www.game-revolution.com/images/games/pc/atomic_bomberman/atomic_bomberman_003.jpg" align="left" border="0" /&gt; 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 &lt;b&gt;Atomic Bomberman&lt;/b&gt; from totally dying    out. &lt;/p&gt;&lt;p&gt;Sounds are probably the most improved aspect since the earlier versions. A number of sounds arise when the player gets power-ups. A bomberman might cry out, "That's mine" when grabbing that extra bomb. Fast-beat techno jams are played constantly in the background. &lt;/p&gt;&lt;p&gt; Unfortunately, &lt;b&gt;Atomic Bomberman&lt;/b&gt; just didn't live up to what it was    I hoped for. Graphics were disappointingly simple. The game play stayed nearly    the same to its predecessors, which basically involved walking around and dropping    bombs. The level editing and animation-editing programs aren't even worth mentioning.    They are the most non-user-friendly tools I have ever seen shipped with a game.    Those who know little about graphics, animations or game design will find these    utilities extremely difficult if not impossible to use due to the lack of documentation    or support. Another horrible aspect about the game is its size, at full install    you are looking at 500+ Megs being taken on your hard drive. My only question    is how. How can such a simple game take up so much damn room? Most people would    be better off grabbing an emulation of one of the &lt;b&gt;Super Bomberman&lt;/b&gt; series    that appeared on the SNES a couple years back. Unless you are a huge &lt;b&gt;Bomberman    fan&lt;/b&gt;, you should save your money for a better game.  &lt;/p&gt;&lt;p&gt;              &lt;/p&gt;&lt;div style="height: 25px;"&gt; &lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8180807342054107401-2225962990955909357?l=9relax.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://9relax.blogspot.com/feeds/2225962990955909357/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8180807342054107401&amp;postID=2225962990955909357' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8180807342054107401/posts/default/2225962990955909357'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8180807342054107401/posts/default/2225962990955909357'/><link rel='alternate' type='text/html' href='http://9relax.blogspot.com/2007/04/atomic-bomberman-pc.html' title='Atomic Bomberman - PC'/><author><name>Phong Nha</name><uri>http://www.blogger.com/profile/15373246950875657392</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8180807342054107401.post-4507151208992469560</id><published>2007-04-22T02:39:00.000-07:00</published><updated>2007-04-22T02:41:35.306-07:00</updated><title type='text'>NBA Street Homecourt - Xbox360</title><content type='html'>&lt;h3&gt;How to miss a slam dunk.&lt;/h3&gt; &lt;p&gt;&lt;strong&gt;NBA Street Homecourt&lt;/strong&gt; is called &lt;strong&gt;NBA Street Homecourt&lt;/strong&gt; because we already have a video game franchise called “&lt;strong&gt;&lt;a target="_blank" href="http://www.game-revolution.com/review/gamecube/super_monkey_ball"&gt;Monkey Ball&lt;/a&gt;&lt;/strong&gt;.” &lt;/p&gt; &lt;div&gt;&lt;strong&gt;NBA Street Monkey Ball&lt;/strong&gt;, however, would better describe the most apparent difference between this game and the games of &lt;strong&gt;&lt;a target="_blank" href="http://www.game-revolution.com/review/xbox/nba_street_v3"&gt;NBA Street&lt;/a&gt;&lt;/strong&gt; past. Whereas super over-the-top dunks have always been Street staples, the dunks in &lt;strong&gt;Homecourt&lt;/strong&gt; up the ante by adding simian-like acrobatics and aggressive hoop-rape that could only be motion-captured in a &lt;a target="_blank" href="http://www.game-revolution.com/video/youtube.php?v=sshbHTDSwCk&amp;mode=related&amp;amp;search=" rel="lightbox|380"&gt;&lt;strong&gt;spider monkey cage&lt;/strong&gt;&lt;/a&gt;. &lt;/div&gt; &lt;div&gt; &lt;/div&gt; &lt;div&gt;For those new to&lt;strong&gt; NBA Street&lt;/strong&gt;, the EA Big version of basketball opts for three-on-three basketball with the emphasis on ridiculous dribbling tricks and absurd dunks. The quick paced arcade feel of the original &lt;strong&gt;NBA Streets&lt;/strong&gt; is preserved in &lt;strong&gt;Homecourt&lt;/strong&gt;, and at first the only observable difference between this and its ancestors is the enhanced resolution of the next generation graphics.&lt;/div&gt; &lt;div&gt; &lt;/div&gt; &lt;div&gt;Back again is the “game breaker” feature which allows teams to unleash high scoring super moves by building up the game breaker meter. Jukes and trick moves, as well as dunks and steals, increase points towards the gamebreaker. Once used, the game breaking team must again perform tricks to increase the number of points their gamebreaker is worth.&lt;/div&gt; &lt;div&gt; &lt;/div&gt; &lt;div&gt;However, in &lt;strong&gt;Homecourt&lt;/strong&gt;, the gamebreaker controls have replaced the right-stick contortions of last year’s installment with . . . nothing. Instead of messing around with the right stick while in the air, in &lt;strong&gt;Homecourt&lt;/strong&gt;, you simply charge up your gamebreaker with more dribbling tricks. While the right-stick wasn’t always intuitive, the removal of it without any new mechanic seems a step backwards.&lt;/div&gt; &lt;div&gt; &lt;/div&gt; &lt;div&gt;Not that walking ever happens in the game. Dribbling might be closer. Insane breakdance dribbling is probably the best description. By spamming on the two trick dribble buttons and “modifying” them by holding down either or both of the bumpers, your player will spin and flip around like a gerbil on PCP.&lt;/div&gt; &lt;div&gt; &lt;/div&gt; &lt;div&gt;But that’s nothing compared to the new “double-dunk” feature. You charge up a dunk by holding down the dunk button while in the air, and if you release it at the last possible moment, your player will perform a spectacular “double-dunk.” In these, your player catches the ball after the dunk, usually with his feet, and then dunks the ball again while in the air. During double dunks, the players climb all over the backboard and the hoop with chimpanzee-like agility, thrusting the ball through the hoop repeatedly. Of course, for these rule- and rim-bending feats, you are awarded two points.&lt;/div&gt; &lt;div&gt; &lt;/div&gt; &lt;div&gt;The new offensive gameplay features, like the double-dunk and a new “jump-off” mechanic which propels your player into the air by using a crouching teammate as a ladder, are more exciting but less game changing than the subtle defensive “shove” move. Big players now have an advantage over small dribblers, and can throw them on the ground with a single shove. Maybe this feature was in the earlier versions, but it didn’t play as much of a role as it does now.&lt;/div&gt; &lt;div&gt; &lt;/div&gt; &lt;div&gt;However, for the new slick graphics and the few new additions, this &lt;strong&gt;NBA Street&lt;/strong&gt; is too much like the previous ones in its initial promise and then quick disappointment. The gameplay is quick and easy, but it is also repetitive and frequently boring. Once my baller, Phurry Crocket, was labeled a “steals” master, the opposing teams would rarely be able to get the ball past half court. Phurry would steal and then jack up threes until the game was over, declining even to bother with the time-consuming gamebreakers.&lt;/div&gt; &lt;div&gt; &lt;/div&gt; &lt;div&gt;It doesn’t help that the game’s main mode, the Homecourt Challenge, is uninspired. The idea is that Phurry Crocket has to travel to actual NBA stars’s homecourts, win a series of games with different rules, and finally get to defeat the game’s poster boy—Carmelo Anthony—at the fictitious and opportunistic “Jordan Brand Court.” The challenges start repeating themselves after just fifteen minutes of play, and the rewards—some new shoes and outfits—are pretty lame. &lt;/div&gt; &lt;div&gt; &lt;/div&gt; &lt;div&gt;The game’s serious and nostalgic A&amp;E Biography-style presentation jars with the absurd on-court antics. These clips are narrated by over-serious voice-over, and visually just show still pictures of the austere, player-free, courts. Their slowness and seriousness seems the exact opposite of the gameplay they frame: which is fast and whimsical.&lt;/div&gt; &lt;div&gt; &lt;/div&gt; &lt;div&gt;Other game “modes” are just versions of the basic pick-up game with different rules. Play a game with no gamebreakers! Play a game with only gamebreakers! These aren’t modes, just basic options, and seem disingenuous when marketed as such.&lt;/div&gt; &lt;div&gt; &lt;/div&gt; &lt;div&gt;The NBA franchise is marketed well, and most of the league’s best players are well-represented by their onscreen avatars. Unfortunately, you can’t change their attire, and it’s common to have each of your three players wearing three different colors of jersey.&lt;/div&gt; &lt;div&gt; &lt;/div&gt; &lt;div&gt;You also can’t do much with your created character. Your baller’s facial appearance is the amalgamation of two actual NBA stars faces. Phurry Crocket was the child of Yao Ming and Steve Nash, and he didn’t look half as bad as that sounds. Beyond that, though, customization options are lacking. Even earlier &lt;strong&gt;NBA Streets&lt;/strong&gt; allowed you to customize your palette of dunks; here you just choose a real NBA player to “play like,” and you’ve got all of that player’s attributes.&lt;/div&gt; &lt;div&gt; &lt;/div&gt; &lt;div&gt;Finally, the online game doesn’t survive the test of interest. Control is often laggy, and the game often devolves into the double dunk-a-thon that one would expect. You can’t bring your own player into the game, and ranked matches often feature the same familiar all-star players. &lt;/div&gt; &lt;div&gt; &lt;/div&gt; &lt;div&gt;Worst of all, though, is actual physical pain induced by an extraneous button. The turbo button is mapped to the right trigger. Since there is an unlimited supply of turbo, it’s frequently easy to go whole matches with the right trigger depressed. However, by way of anatomical physics too difficult to go into, the combination of holding down the right trigger and furiously mashing the facepad buttons with your right thumb causes some troubling carpal tunnel effects. Right now I’m dictating this review to the trained monkey we keep in the office.&lt;/div&gt; &lt;div&gt; &lt;/div&gt; &lt;div&gt;But that monkey is only trained to like good original games, so even though he sees a future for more monkey-like sports simulations, he is going to pan &lt;strong&gt;NBA Street Homecourt&lt;/strong&gt;. The gameplay becomes repetitive quickly and the campaign is over without much fuss. In the end, this fast-paced game falls victim to its own velocity.&lt;br /&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8180807342054107401-4507151208992469560?l=9relax.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://9relax.blogspot.com/feeds/4507151208992469560/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8180807342054107401&amp;postID=4507151208992469560' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8180807342054107401/posts/default/4507151208992469560'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8180807342054107401/posts/default/4507151208992469560'/><link rel='alternate' type='text/html' href='http://9relax.blogspot.com/2007/04/nba-street-homecourt-xbox360.html' title='NBA Street Homecourt - Xbox360'/><author><name>Phong Nha</name><uri>http://www.blogger.com/profile/15373246950875657392</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8180807342054107401.post-5220663584782061319</id><published>2007-04-21T07:35:00.000-07:00</published><updated>2007-04-21T07:41:07.932-07:00</updated><title type='text'>Medal of Honor: Allied Assault - Spearhead - PC</title><content type='html'>&lt;h2&gt;Back to the trenches.&lt;/h2&gt;   Sergeant! Sergeant! Wake your ass up, soldier! If you don't wake up right now,  we're all gonna get dead real soon! You sure picked a fine time to go and get  knocked on the head. What's that? You don't know what's going on? Aw hell, not  again...  &lt;p&gt; &lt;img src="http://www.game-revolution.com/images/games/pc/medal_of_honor_allied_assault_-_spearhead/medal_of_honor_allied_assault_-_spearhead_002.jpg" align="right" height="225" width="300" /&gt;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 &lt;b&gt;Spearhead&lt;/b&gt; for the &lt;b&gt;Allied Assault&lt;/b&gt;.    The Nazis are out to get us and we've got a quick nine missions to complete    before this damn war will end.  &lt;/p&gt;&lt;p&gt; What are our mission goals? Why, to shoot every guy that's shootin' back at    us, of course! You still remember how to fire that weapon, don't you? We've    also got average artillery to blow up, a few supply lines to raid and the usual    hit to put on some high ranking Nazi officers. Got all that, Sarge? Well then,    let's get to it.  &lt;/p&gt;&lt;p&gt;I hope you still remember &lt;a href="http://www.game-revolution.com/review/pc/medal_of_honor_allied_assault"&gt;our first    mission&lt;/a&gt;, because it sure was a doozy. Damn near lost half the squad. Do    you remember the gunfire, Sarge? It was like some kind of crazy space light    show. A few of the boys got blasted before we got ground side and I think poor    Jenkins' chute never opened.  &lt;/p&gt;&lt;p&gt; Now that you seem to be getting your memory back, let me brief you on what's    new since the last &lt;b&gt;Assault&lt;/b&gt;. HQ sent us a bunch of fresh arms for our    mission, but none of the guns are really all that different from what we're    used to using. There are some grenades, a Brit Webley pistol and a Lee Entfield    rifle, plus a handful of new machine guns. It's nice that HQ was thinking about    us, but the new toys operate just like the old ones. As long as they still kill    the bad guys, it's all the same to me.  &lt;/p&gt;&lt;p&gt; The brass has also changed the rules of engagement by allowing us to play with a little melee combat. When using those less fragile weapons (i.e. the ones without an alternate fire), we are now authorized to beat any enemy soldiers we encounter into submission. I personally would have preferred a nice combat knife, but I guess this is war, not hunting...or is it? &lt;/p&gt;&lt;p&gt; We've picked up some new Intel indicating that some strange things have happened to the German army. The word going around says that they're not as quick as they used to be - something in the water, maybe. This has made it a little easier for our boys to go up and whack 'em without getting filled with lead. Their snipers have also been caught drinking on duty, which has made them a lot less lethal then before. I guess they've found out that you've come to play, eh Sarge? Hehe... &lt;/p&gt;&lt;p&gt; As in previous engagements, the brass wants us to stick to the straight and narrow path, which doesn't leave a whole lot of room for exploration on our missions. They say as long as we keep going the way we're supposed to, things will just happen like it's some kind of movie script. Bah, does this look like Hollywood to you? I don't think so. &lt;/p&gt;&lt;p&gt; &lt;img src="http://www.game-revolution.com/images/games/pc/medal_of_honor_allied_assault_-_spearhead/medal_of_honor_allied_assault_-_spearhead_003.jpg" align="left" height="225" width="300" /&gt;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.  &lt;/p&gt;&lt;p&gt; It also sounds about the same, so remember the golden rule - DO NOT REMOVE YOUR HELMET TO HEAR THE GREAT SOUNDS. You don't want to take a stray slug to the temple and wind up like old Ferguson, eating your next meal out of a straw. &lt;/p&gt;&lt;p&gt; Now son, you know that I hate war. You know I want to be back with the wife    and kids just as bad as you do. But boy, this conflict seems too short. Word    has it that the fighting was practically over by the time we started and all    we're really left with is a three-hour mop-up tour. I was hoping to see more    action than that. I can't help feeling that we should have gotten a little more    out of this latest battle.  &lt;/p&gt;&lt;p&gt; Oh, and one more thing. HQ just sent down 12 new maps for the next engagement,    Codename: Multiplayer, whatever that means. There's also some info on a new    type of warfare they're calling 'Tug of War'. Basically, the two armies battle    each other in order to complete up to five objectives all at once. I hear it's    kind of like what's happening over on the &lt;a href="http://www.game-revolution.com/review/pc/battlefield_1942"&gt;Battlefield&lt;/a&gt;,    but with the ability to knock out an enemy's reinforcement center (or as the    Krauts call it, "Spawn Point.")  &lt;/p&gt;&lt;p&gt; Crap! Look at the time. Sarge, it's time to move out and get this &lt;b&gt;Spearhead&lt;/b&gt;    going. It's gonna be a short battle, so let's try to have a little fun before    it's over. This Assault isn't much different from the other one, so just keep    your finger on the trigger and we'll all get out of this mess alive. Move out!  &lt;/p&gt;&lt;p&gt;    &lt;/p&gt; &lt;center&gt;   &lt;img src="http://www.game-revolution.com/images/games/pc/medal_of_honor_allied_assault_-_spearhead/medal_of_honor_allied_assault_-_spearhead_004.jpg" height="225" width="300" /&gt;  &lt;/center&gt;  &lt;p&gt;           &lt;/p&gt;&lt;div style="height: 25px;"&gt; &lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8180807342054107401-5220663584782061319?l=9relax.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://9relax.blogspot.com/feeds/5220663584782061319/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8180807342054107401&amp;postID=5220663584782061319' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8180807342054107401/posts/default/5220663584782061319'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8180807342054107401/posts/default/5220663584782061319'/><link rel='alternate' type='text/html' href='http://9relax.blogspot.com/2007/04/medal-of-honor-allied-assault-spearhead.html' title='Medal of Honor: Allied Assault - Spearhead - PC'/><author><name>Phong Nha</name><uri>http://www.blogger.com/profile/15373246950875657392</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8180807342054107401.post-3952121475886778228</id><published>2007-04-21T07:34:00.000-07:00</published><updated>2007-04-21T07:35:36.173-07:00</updated><title type='text'>Supreme Commander - PC</title><content type='html'>&lt;h3&gt;He's got the whole world...in his sights.&lt;/h3&gt; &lt;p&gt;I have very little patience for stupidity. For that reason I was never really able to get into &lt;strong&gt;&lt;a target="_blank" href="http://www.game-revolution.com/review/pc/sims_2"&gt;The Sims&lt;/a&gt;&lt;/strong&gt;. I grew frustrated by how constantly idiotic they were, and I always wanted the game to operate more like a fishtank. I wanted to be able to wander away and let my Sims have their heads just to see what they’d be up to when I got back. Would Steve get a promotion and buy a fancy new computer? Would he cheat on his wife? What’s up with their slacker kid?&lt;/p&gt; &lt;div&gt;Unfortunately, if you leave your Sims alone for the day, invariably you’ll find they’ve all lost their jobs and are just standing in the corner peeing their pants. Your average Sim neighborhood makes the Special Olympics look like a Mensa Convention. &lt;/div&gt; &lt;div&gt; &lt;/div&gt; &lt;div&gt;Real time strategy games generally fare little better. I find it infuriating in &lt;strong&gt;&lt;a target="_blank" href="http://www.game-revolution.com/review/pc/warcraft_iii_reign_of_chaos"&gt;Warcraft III&lt;/a&gt;&lt;/strong&gt; that my peasants just stand there, watching their own hut burn and not doing anything about it unless I smack them upside the head and order them to fix the hut, dammit! &lt;/div&gt; &lt;div&gt; &lt;/div&gt; &lt;div&gt;Which is part of the reason I love &lt;strong&gt;Supreme Commander&lt;/strong&gt;. Your army of robots can actually do smart things - repair each other when injured, support other units in combat, stage coordinated attacks, automatically airlift whole groups one by one, and even fix the damn robo-hut without waiting to be told. Which, true to the title, leaves you free to focus on being the Commander without having to run around making sure everyone is wiping their metal butts. &lt;/div&gt; &lt;div&gt; &lt;/div&gt; &lt;div&gt;The distant future, it seems, is smart. It’s also an unfortunately fractured intergalactic civilization. The UEF rose from the remains of the Earth government, and seeks to reunite all of mankind…by any means necessary. The Cybrans are cybernetically enhanced humans that were originally programmed to be mindlessly loyal to the UEF. Now, their creator and his android army seek to free their still enslaved brothers. Finally, the Aeon see themselves as the disciples of an extinct alien race and fanatically seek to spread their religion of peace, or “The Way”, across the galaxy like armed Scientologists.&lt;/div&gt; &lt;div&gt; &lt;/div&gt; &lt;div&gt;There are three separate campaigns, one for each faction, and interestingly, each one paints themselves as the good guy. There is no “good” or “evil” side. Each campaign consists of about a half-dozen missions, but don’t let that fool you. Each map doubles in size when you reach certain goals, exposing new enemies and new objectives. Then it doubles &lt;em&gt;a second time&lt;/em&gt;. So a single map will actually take you several hours to complete. Don’t forget to save your game because restarting can be a bitch.&lt;/div&gt; &lt;div&gt; &lt;/div&gt; &lt;div&gt;Managing your resources is easy however, as long as you keep an eye on the supply and demand. Thanks to nanotechnology, mass and energy can build anything you need. Energy is easy enough with power plants, but mass must be harvested from the planet’s core which can only be done from specific locations, leading to some local power struggles among the three races.&lt;/div&gt; &lt;div&gt; &lt;/div&gt; &lt;div&gt;All three sides are well balanced because, other than graphically speaking, there aren’t very many differences. Every unit essentially has a near-identical analog for every race. There are, however, a huge number of land, air and sea robots and structures in three “tech levels”. It can take a long time to upgrade and produce those more powerful units which lends another strategic element – deciding where to focus. Leaving your base more loosely defended can get you to tech 3 more quickly, but at what risk? Alternatively, you could spend massive resources to build just one experimental behemoth. These giant robots, flying saucers and others have special abilities more unique to each race, but they all share one thing in common – they are juggernauts of destruction.&lt;/div&gt; &lt;div&gt; &lt;/div&gt; &lt;div&gt;You can also upgrade your own personal giant robot ACU with more powerful weapons, teleporting abilities and other bling, but this is so inordinately expensive it seems like more of an endgame gambit, and not particularly useful even then.&lt;/div&gt; &lt;div&gt; &lt;/div&gt; &lt;div&gt;The huge scope of the battles, as well as the ability to pull out the camera to take in the entire eighty kilometer square battlefield, is the other hallmark of &lt;strong&gt;Supreme Commander&lt;/strong&gt;. You need that tactical view to really hone your strategy, because on maps this huge you might need fully twenty minutes just to move troops into position. This makes the intelligence provided by radar or sonar much more important than in most strategy games. &lt;/div&gt; &lt;div&gt; &lt;/div&gt; &lt;div&gt;In spite of this, the path to defeating the A.I. is fairly straightforward. You build a self-repairing (remember those smart units?) porcupine base for the computer to suicide itself on, then build up a monster army in safety and unleash it at your leisure. Skirmish mode features some much more interesting Commander A.I. and you won’t find yourself winning so easily. But as usual, it’s the eight-player online play where you’ll get the most challenging and interesting opponents.&lt;/div&gt; &lt;div&gt; &lt;/div&gt; &lt;div&gt;That’s if they don’t lag out. With enormous maps and colossal battles featuring hundreds of combatants, flying debris, explosions, missiles, and other robot detritus, &lt;strong&gt;Supreme Commander &lt;/strong&gt;can defeat just about any PC you play it on. I was lucky enough to have just &lt;strong&gt;&lt;a target="_blank" href="http://www.gamerevolution.com/manifesto/view.php?id=220"&gt;built a monster rig&lt;/a&gt;&lt;/strong&gt; for this very purpose, and thanks to all that raw power, the chaotic battles are simply beautiful. However, most people are going to find themselves with plenty of slowdown when the hot robot-on-robot action gets intense.&lt;/div&gt; &lt;div&gt; &lt;/div&gt; &lt;div&gt;The sound, on the other hand, seems strangely muted until you realize that’s because you’re normally surveying the scene from a kilometer high in the sky. If you zoom down into a less helpful, but more intense altitude, the sounds of gunfire, missiles, rumbling motors and clanking metal feet come to life. The music is pretty smart and actually changes tempo when exciting events are unfolding. Smart yet again.&lt;/div&gt; &lt;div&gt; &lt;/div&gt; &lt;div&gt;While heavy on the system requirements, &lt;strong&gt;Supreme Commander&lt;/strong&gt; is simply a terrific, well designed game, and no wonder. Chris Taylor, the lead designer also made the awesome predecessor to this game years ago when it was called &lt;strong&gt;&lt;a target="_blank" href="http://www.gamerevolution.com/review/pc/total_annihilation"&gt;Total Annihilation&lt;/a&gt;&lt;/strong&gt;. It may have a different name under a different publisher, but make no mistake fans, this is the T.A. sequel you’ve been waiting for. If you’ve got the horsepower to run it, you’d be stupid not to go pick it up.&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8180807342054107401-3952121475886778228?l=9relax.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://9relax.blogspot.com/feeds/3952121475886778228/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8180807342054107401&amp;postID=3952121475886778228' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8180807342054107401/posts/default/3952121475886778228'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8180807342054107401/posts/default/3952121475886778228'/><link rel='alternate' type='text/html' href='http://9relax.blogspot.com/2007/04/supreme-commander-pc.html' title='Supreme Commander - PC'/><author><name>Phong Nha</name><uri>http://www.blogger.com/profile/15373246950875657392</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8180807342054107401.post-7227006505014053578</id><published>2007-04-21T07:33:00.000-07:00</published><updated>2007-04-21T07:34:31.778-07:00</updated><title type='text'>Age of Mythology: The Titans - PC</title><content type='html'>&lt;h2&gt; Like father, like son.&lt;/h2&gt;   First a lesson in mythology. Get out your pens and paper. &lt;p&gt; Ten years ago, Arkantos left Atlantis and led his armies across the known world on a mission of utmost importance: to keep the gates of Tartarus closed and prevent the escape of the Titans. His reward earned, Arkantos ascended to the heavens to join the gods and left the mortal world behind. Thousands died to keep the Titans imprisoned, but was it a worthy cause? Who exactly &lt;i&gt;are&lt;/i&gt; the Titans? &lt;/p&gt;&lt;p&gt; Well, in the beginning there was only the heavens, Ouranos (aka Uranus), and    the earth, Gaia. When they mated, they produced some fearful offspring: the    horrid Cyclopes, the three monstrous Hecatonchires, and the twelve Titans. Ouranos    hated his ugly children and hid them deep in the underworld Tartarus. This pained    Gaia, so she plotted with her youngest son, the Titan Kronos, and gave him a    very sharp sickle. That night when Ouranos came to lay with Gaia, Kronos leapt    out and &lt;i&gt;cut off his father's genitals&lt;/i&gt;. Ouch.  &lt;/p&gt;&lt;p&gt; &lt;img src="http://www.game-revolution.com/images/games/pc/age_of_mythology_the_titans/age_of_mythology_the_titans_003.jpg" align="right" height="225" width="300" /&gt;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." &lt;a href="http://en.wikipedia.org/wiki/Titan_%28mythology%29" target="_blank"&gt;I    am not making this up.&lt;/a&gt;  &lt;/p&gt;&lt;p&gt; Kronos is now the king of the gods, but he remembers his father's final words.    When he marries his sister, the Titan Rhea, he is frightened of what their children    might do. So he &lt;i&gt;eats them&lt;/i&gt; as soon as they are born.  &lt;/p&gt;&lt;p&gt; Rhea would really rather her children were not eaten, so when her sixth child    is born, she fools Kronos by substituting a large stone which Kronos quickly    swallows. The real child, Zeus, is raised in secret on the island of Crete by    the magic goat Amaltheia. &lt;a href="http://www.loggia.com/myth/titans.html" target="_blank"&gt;I    am &lt;i&gt;really&lt;/i&gt; not making this up.&lt;/a&gt;  &lt;/p&gt;&lt;p&gt; When Zeus grows up, he hides out in his father's favorite hunting ground. Kronos arrives to hunt and Zeus ambushes him, leaping out and kicking his dad so hard in the stomach, he barfs up Zeus' five older brothers and sisters: Demeter, Hades, Hestia, Hera and Poseidon. They are, for some reason, just fine. &lt;/p&gt;&lt;p&gt; And so it was that Zeus married his sister became king of the gods and confined all the Titans back under the earth in Tartarus. &lt;/p&gt;&lt;p&gt; Now, considering all the violent baby eating and castration and whatnot that    the Titans were so fond of, it's no wonder Arkantos wanted to keep them away    from the mortal world. However, in a supreme act of teenage rebellion, Kastor,    the son of Arkantos, decides to flush all his father's hard work down the Atlantean    toilet and make a deal with the Titans to free them from their prison. Hey,    at least he didn't cut off his dad's johnson.  &lt;/p&gt;&lt;p&gt;Well, that was a longer lesson in Greek Mythology than I intended (did you    take good notes? There will be a short quiz after the review.) but it's a perfect    introduction to &lt;strong&gt;Age of Mythology: The Titans&lt;/strong&gt;, the first expansion    to Microsoft's excellent &lt;a href="http://www.game-revolution.com/review/pc/age_of_mythology"&gt;Age of Mythology.&lt;/a&gt;  &lt;/p&gt;&lt;p&gt; &lt;strong&gt;The Titans&lt;/strong&gt; is exactly what you would expect from a well-made    expansion. It includes a new playable side: the Atlanteans, a new single player    campaign in the adventures of the ungrateful son Kastor, and some new really,    really big units: the Titans. Add in a few well thought out game tweaks and    you have a title that AoM fans should definitely pick up.  &lt;/p&gt;&lt;p&gt; The Atlanteans are a surprising new side in that they are actually the simplest    to play. Perhaps in response to the arcane methods of resource gathering and    building of the Vikings and the Egyptians, the Atlanteans are straightforward.    Their resource-gatherers are faster and more powerful than any other race, and    they don't even need to drop their resources off. Individual units tend to be    more powerful than those of the other races, structures are more basic and upgrades    are more centralized.  &lt;/p&gt;&lt;p&gt; The price for all this simplicity and power is, well, &lt;i&gt;price&lt;/i&gt;. Everything in Atlantis is more expensive, from the lowly peon to the mightiest warrior; it's just like living in Manhattan. One of the biggest dangers of playing as the profligate Atlanteans is simply running out of resources. &lt;/p&gt;&lt;p&gt; &lt;img src="http://www.game-revolution.com/images/games/pc/age_of_mythology_the_titans/age_of_mythology_the_titans_004.jpg" align="left" height="225" width="300" /&gt;Of    course, you don't just choose a side in &lt;strong&gt;AoM&lt;/strong&gt;, 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.  &lt;/p&gt;&lt;p&gt; The army of Atlantis boasts all the regular grunts, swordsmen and archers    and the like, as well as some fanciful new mythological units. Satyrs can throw    handfuls of spears at a time, Prometheans split into more Prometheans when they're    killed, and Automatons are clockwork suits of armor that can repair each other.  &lt;/p&gt;&lt;p&gt;But the big new units are the Titans and every side gets one. These massive brutes are game-enders, sort of the violent version of building a Wonder, because it takes a huge opposing force (or another Titan) to stop one, so when a player starts constructing the "gate" necessary to summon a Titan, all other players are alerted. &lt;/p&gt;&lt;p&gt;While each side gets a different Titan like the huge Viking troll or the Egyptian incarnation of Horus, they're all identical under the skin: devastating, nearly unstoppable behemoths. &lt;/p&gt;&lt;p&gt;Kastor's Ungrateful Adventure is well done, but a bit short. The missions often have multiple ingenious solutions, not just "destroy the enemy base," which is great. The in-game cut-scenes are equally good and flesh out the plot. But the 12 mission campaign probably won't take you more than about 12 hours, so get ready for some multiplayer skirmishes. &lt;/p&gt;&lt;p&gt; Everything else about &lt;strong&gt;The Titans&lt;/strong&gt; - graphics, sound, interface,    etc. - is exactly the same as the original, which is how expansions usually    work. There are a few useful gameplay tweaks, however. Some AI's have been improved    (and some still feel too stupid), you can set your buildings to auto-produce    units infinitely, leaving you free to do other things, and the racial balance    has been improved with a number of small changes in unit power.  &lt;/p&gt;&lt;p&gt; While not innovative in any way, &lt;strong&gt;AOM: The Titans&lt;/strong&gt; is everything    you should expect from a quality expansion. Plenty of new stuff, but also gameplay    refinements and the attention to detail that shows the developers cared about    their product. Mythology fans planning to cripple their fathers should postpone    and pick up &lt;strong&gt;The Titans&lt;/strong&gt; instead. At least for a while… &lt;/p&gt; &lt;center&gt;   &lt;img src="http://www.game-revolution.com/images/games/pc/age_of_mythology_the_titans/age_of_mythology_the_titans_005.jpg" height="225" width="300" /&gt;&lt;br /&gt;&lt;/center&gt;          &lt;div style="height: 25px;"&gt; &lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8180807342054107401-7227006505014053578?l=9relax.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://9relax.blogspot.com/feeds/7227006505014053578/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8180807342054107401&amp;postID=7227006505014053578' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8180807342054107401/posts/default/7227006505014053578'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8180807342054107401/posts/default/7227006505014053578'/><link rel='alternate' type='text/html' href='http://9relax.blogspot.com/2007/04/age-of-mythology-titans-pc.html' title='Age of Mythology: The Titans - PC'/><author><name>Phong Nha</name><uri>http://www.blogger.com/profile/15373246950875657392</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8180807342054107401.post-4722542424745968806</id><published>2007-04-20T08:15:00.000-07:00</published><updated>2007-04-20T08:20:43.997-07:00</updated><title type='text'>Half-Life 2: Episode One - PC</title><content type='html'>Where no Freeman has gone before.&lt;br /&gt;Gordon Freeman embodies mankind’s ultimate evolution, single-handedly fighting and defeating hordes of alien invaders with just a crowbar. He’s a scientist in the loosest of definitions, as his focus of study appears to be “kicking ass.” He wears one outfit for years, but somehow no one comments on the smell. Rambo Shmambo – Gordon is the world’s greatest action hero.&lt;br /&gt;&lt;br /&gt;Which I suppose fits the new episodic nature of his life. Like &lt;a href="http://www.gamerevolution.com/images/misc/magnumpi.jpg" target="_blank" rel="lightbox"&gt;Magnum P.I.&lt;/a&gt; or the &lt;a href="http://www.gamerevolution.com/images/misc/a-team.jpg" target="_blank" rel="lightbox"&gt;A-Team&lt;/a&gt;, Gordon’s upcoming adventures will be distributed in smaller episodes instead of full-length movies. If Half-Life 2: Episode One (previously called Aftermath) is any indication, Half-Life 2: The Series looks to be well scripted and voice-acted, but offers very little that you haven’t seen before.&lt;br /&gt;&lt;br /&gt;&lt;a title="View Screenshots" href="javascript:open_screen_window(" game="7695&amp;screenf=half_life_2_aftermath_004')&amp;quot;"&gt;&lt;/a&gt;Episode One picks up at the exact moment that &lt;a href="http://www.gamerevolution.com/review/pc/half-life_2"&gt;Half-Life 2&lt;/a&gt; ended. Those who played through the entirety of that game will know that the ending was a bit of a dramatic letdown, as one is forced to assume that most of the major characters died. Well, with a little help from some aliens and, presumably, magic, all the cast members you knew and loved continue to live. Sorry for the spoiler, but that’s all explained in the first 30 seconds of the game.&lt;br /&gt;&lt;br /&gt;The rest of the new story follows the now-continuing adventures of Gordon and his attractive sidekick, Alyx, who must escape City 17 before everything explodes. This conveniently leads them back into the belly of the enemy headquarters and out into the ruins of the city, all of which you’ve seen in the original game. With all the voice-actors returning to reprise their roles and the terrific scripting setting the gold standard for video game plot development, Episode One is delivered well, a treat for those who desperately want to know as much as they can about the world of Half-Life. It feels just as cinematic and downright cool to watch as its predecessors. &lt;br /&gt;&lt;br /&gt;But this isn’t a movie or TV show - this is a video game, and there’s just not that much new in its gameplay. With no new weapons, abilities or environments, Episode One is lacking in compelling enhancements.  The one new enemy, a head crab infested combine soldier, seems like kind of a cop out. It’s a bad guy wearing a crab hat. Big wow.&lt;br /&gt;&lt;br /&gt;Speaking of cops, Alyx turns out to be tougher to kill than Freeman, thanks to unlimited ammo and incredible aim. Sexy and deadly, she’s the perfect action sidekick. Action-oriented FPS fans might have a problem with this, though, as often you have to depend on Alyx to destroy the aliens while you solve the puzzle aspects of the levels. You wind up using the gravity gun for much of the game, and while that’s still fun, it’s just not very new anymore.&lt;br /&gt;&lt;br /&gt;&lt;a title="View Screenshots" href="javascript:open_screen_window(" game="7695&amp;screenf=half_life_2_aftermath_002')&amp;quot;"&gt;&lt;/a&gt;Nor are the graphics, but they still rock. The folks at Valve even took advantage of some of the new features found in the top of the line graphics cards, with plenty of groovy new lighting effects. Older cards that ran the original Half-Life 2 still work fine, so don’t freak out if you haven’t upgraded recently.&lt;br /&gt;&lt;br /&gt;The real question with Episode One is whether or not the content justifies the $20 price. Though short (with total gameplay running around 4-8 hours), the story is really told well and should adequately entertain fans. But the meat of any expansion - new environments, new weapons, and new enemies – is painfully thin. I suppose that’s why this is called an episode instead of an expansion, but rather than take issue with this new world of incremental updates, I’ll just go on record recommending Episode One. While I’d rather have a full game and I still hate the Steam download service with a passion, this is a worthwhile purchase for anyone interested in the further adventures of the toughest scientist this side of &lt;a href="http://www.gamerevolution.com/images/misc/buckaroo.jpg" target="_blank" rel="lightbox"&gt;Buckaroo Banzai&lt;/a&gt;.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8180807342054107401-4722542424745968806?l=9relax.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://9relax.blogspot.com/feeds/4722542424745968806/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8180807342054107401&amp;postID=4722542424745968806' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8180807342054107401/posts/default/4722542424745968806'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8180807342054107401/posts/default/4722542424745968806'/><link rel='alternate' type='text/html' href='http://9relax.blogspot.com/2007/04/half-life-2-episode-one-pc.html' title='Half-Life 2: Episode One - PC'/><author><name>Phong Nha</name><uri>http://www.blogger.com/profile/15373246950875657392</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8180807342054107401.post-5066102858923998962</id><published>2007-04-20T07:53:00.000-07:00</published><updated>2007-04-20T08:08:46.801-07:00</updated><title type='text'>Grand Theft Auto: San Andreas - PC</title><content type='html'>Born to ill.Although PC gamers have to deal with all sorts of headaches foreign to console gamers (tech-support, compatibility, outrageous video card costs, etc.), they have historically slept well knowing their platform offered the best that gaming had to offer. At least, they did until &lt;a href="http://www.game-revolution.com/review/ps2/grand_theft_auto_3"&gt;Grand Theft Auto 3&lt;/a&gt; hit the PS2 in 2001. Even though the &lt;a href="http://www.game-revolution.com/review/pc/grand_theft_auto"&gt;first two GTAs&lt;/a&gt; appeared on the PC, neither could hold a candle to GTA 3, one of the most revolutionary titles of all time. Is it any wonder PC gamers seemed so bitter?&lt;br /&gt;Hardly, considering GTA 3 was quickly surpassed by &lt;a href="http://www.game-revolution.com/review/ps2/grand_theft_auto_vice_city"&gt;GTA Vice City&lt;/a&gt;, which was then one-upped by last year's &lt;a href="http://www.game-revolution.com/review/ps2/grand_theft_auto_san_andreas"&gt;San Andreas&lt;/a&gt;. But while PS2 gamers again got first crack at this hood rat, it's now available for both PC and Xbox owners. While the PC version of San Andreas is not necessarily better than the others, it is definitely the best looking and benefits from the keyboard and mouse control scheme.&lt;br /&gt;Set on an island off the West Coast in the 1990's, San Andreas follows the hard-knock life of Carl "CJ' Johnson and his travels through Los Santos (L.A.), San Fiero (San Francisco), and Las Venturas (Las Vegas). After moving to Liberty City (see &lt;a href="http://www.game-revolution.com/review/ps2/grand_theft_auto_3"&gt;GTA 3&lt;/a&gt;) for five years in an attempt to escape the gangster lifestyle, Carl returns home upon learning that his mom has been gunned down by a mysterious assassin. Vowing to avenge his mother's death and restore glory to his neighborhood gang, the Grove Street Families, Carl and his crew battle rival gangs, drug dealers, cops and mountain militiamen until everyone bad and good is dead, including your mother's killer.&lt;br /&gt;The PC version is pretty much a direct port of the PS2 game, containing all of the data, missions, features and story of the original. You jack cars, shoot everyone, kick ass and take no names. Bicycles, food, clothing, hairstyles, the gym, turf wars - it's all here. Rather than re-explain the massive list of features, I implore you to read &lt;a href="http://www.game-revolution.com/review/ps2/grand_theft_auto_san_andreas"&gt;the original San Andreas review&lt;/a&gt;. Seriously, &lt;a href="http://www.game-revolution.com/review/ps2/grand_theft_auto_san_andreas"&gt;get to it. &lt;/a&gt;We don't have all day to rewrite things.&lt;br /&gt;Back so soon? Then you're clearly wondering what's new in the PC version. The answer is a few things, actually. While driving in the GTA games has always been ghetto-fabulous, it's even better now thanks to the ability to check out your surroundings with the mouse. Couple this with much greater draw distances and resolutions and you'll spot short-cuts like a pro and dodge oncoming traffic with ease. OG GTA nuts can hook up a gamepad to make it feel more old-school, but frankly, the mouse-keyboard is pretty darn comfy.&lt;br /&gt;Out of your car, you'll be able to pick off pesky cops, thugs and civilians with greater accuracy than PS2 or Xbox gamers could dream of. Auto-aim has been completely excluded, so taking aim for head-shots is far easier. CJ's enhanced aim is a double-edged, uh, gun, due to the fact that the enemies aren't smart or lethal enough to cope with somebody who can regularly shoot them in the head. They don't ever seem to exhibit much intelligent behavior, and picking them off becomes more of a sadistic pleasure than a challenge. Still, sadistic pleasures are why people play the GTA games in the first place.&lt;br /&gt;As before, the numerous, varied and largely exciting missions make up the bulk of the game, but can still get on a playa's nerves. Many are long and difficult, and getting back on track once you screw up can take forever, especially if the mission has you traveling out into the boondocks. Although checkpoints wouldn't do anything for the game's awesome sense of realism, reloading every five minutes doesn't do much, either. This hasn't been fixed in the PC version.&lt;br /&gt;But that's okay, because the PC version has the best, albeit most difficult to find and use, replay feature of the bunch. With the F1, F2 and F3 keys you can watch, save and load replays of CJ's greatest hits. By pressing F1, you'll be treated to a replay of the thirty seconds of game time immediately prior to your pressing F1. After the replay ends, you can press F2 to save it, and then you can press F3 anytime to watch it again. While it's too bad that you can only store one replay, that's more than can be said for the PS2 and Xbox versions.&lt;br /&gt;To go with its best replay feature, the PC version also has the best graphics. Though San Andreas's visuals won't impress fans of Half-Life 2, the adjustable draw-distance, better textures and overall improved look exceeds the console versions significantly. The hood has never looked so good.&lt;br /&gt;And the sounds are still unrivaled. San Andreas' level of audio detail is overwhelming. Tractor motors sputter and stall, guns pop-pop-pop in the distance, and sirens blare to add ambience. The radio stations provide a schizophrenic soundtrack for your adventures in pandemonium, and the fantastic voice-acting makes the PC move without any sort of hiccup.&lt;br /&gt;While PC gamers have every right to be bitter about the fact that one of their favorite franchises left them for the consoles, they should rejoice in its return. Sure, the instant replay feature was left out, but this is a mostly untouched Grand Theft Auto: San Andreas, one of the best games ever made, and now a version of it can be played on the PC with the best controls and graphics available. Clearly, PC gamers aren't the only ones who should be bitter.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8180807342054107401-5066102858923998962?l=9relax.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://9relax.blogspot.com/feeds/5066102858923998962/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8180807342054107401&amp;postID=5066102858923998962' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8180807342054107401/posts/default/5066102858923998962'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8180807342054107401/posts/default/5066102858923998962'/><link rel='alternate' type='text/html' href='http://9relax.blogspot.com/2007/04/grand-theft-auto-san-andreas-pc.html' title='Grand Theft Auto: San Andreas - PC'/><author><name>Phong Nha</name><uri>http://www.blogger.com/profile/15373246950875657392</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8180807342054107401.post-152923215531984153</id><published>2007-04-19T19:38:00.000-07:00</published><updated>2007-04-19T19:39:26.384-07:00</updated><title type='text'>Microsoft CFS - PC</title><content type='html'>"Microsoft's Return Of The Violent Flight Sim!"&lt;br /&gt;Any of you remember the original Flight Simulator from back in the early eighties? Are you with me? It had a little WW2 flight game built in. Using FS 1's rudimentary graphics you could fly around a little area, supposedly a WW2 battleground, and shoot a few other planes or bomb your enemy's hangars and bunkers. It was very, very basic. In fact, the only thing that separated the two sides was a little line, symbolizing a river, drawn right down the middle.&lt;br /&gt;Well, now we have the sequel to that component of Flight Sim 1.0, and predictably it's called Microsoft Combat Flight Simulator. Flight Simulator has always enjoyed an odd popularity. For some reason, its bad graphics and lack of any real focus or plot never detracted heavily from its sales numbers. Probably, it was one of those games that was just far enough from being a "real game" (READ: Violent, Needlessly Violent, Unrealistic, Juvenile, and More Fun Than Sex) so that middle aged yuppies could play it without thinking they were wasting their time with less than intellectual pursuits.&lt;br /&gt;It's similar to the difference between those who fly planes in their spare time and those who jump out of planes in their spare time. So here we have a WW2 Flight sim designed mainly for the same crowd. Before the combat aspects of this game are even taken into consideration, most Microsoft Flight Simulator fans are going to like this one simply because it's basically a graphical update and a new scenery pack for &lt;a href="http://www.game-revolution.com/review/pc/flight_simulator_98"&gt;Flight Simulator 98&lt;/a&gt;.&lt;br /&gt;In the game you are presented with four ways to fly, Free Flight, Instant Combat, Single Mission, and Campaign. Free Flight is the mode that most MSFS fans will be familiar with: pick any plane, any place, and aimlessly fly around. Instant Combat is similar, except that you fly against enemy planes that come at you in arcade like waves (major loss of realism). Single Mission is where you fly any one mission from any of the campaigns in any of the planes (including a few from WW1, why?). Finally Campaign is just your regular pre-scripted campaign where you may fly for either the USAF (Which actually didn't exist at the time, back in WW2 it was called the US Army Air Corps, USAAC), the British Royal Air Force (RAF), or the German Luftwaffe.&lt;br /&gt;One of the game's major flaws is that the campaign mode is about as stale and non-immersive as you can get. Basically all you have is a bunch of strung together missions with minimal continuity and only text briefings to flesh things out. This does next to nothing to draw the player into the game. Considering the immense narrative depth that any decent writer can achieve using the dramatic backdrop of WW2, this sort of stale experience is a puzzling letdown.&lt;br /&gt;Now, the graphics are very nice. MSCFS leaps ahead of &lt;a href="http://www.game-revolution.com/review/pc/flight_simulator_98"&gt;Flight Simulator 98&lt;/a&gt; like an Olympic long jumper on steroids. The textures on the ground are near photorealistic, even though they are tile based, almost looking as good as those found in &lt;a href="http://www.game-revolution.com/review/pc/flight_unlimited_ii"&gt;Flight Unlimited 2&lt;/a&gt;. Furthermore they look decent at anywhere from 500 feet up which is fairly impressive. The terrain is simply much better than previous Flight Simulator titles.&lt;br /&gt;The buildings in the cities are nicely done, those that are tall enough to be modeled that is. The planes are very sharp and detailed, they even lose shrapnel when you shoot 'em. One complaint I do have is that in the cities only the tallest buildings and monuments are modeled in 3D. I don't know about all of you, but to me, flying over a flat texture with only the Le Tour Eiffel and L'Arc de Triumph popping up is not a convincing simulation of flying over Paris.&lt;br /&gt;On the other hand, one nice thing about all of this is that MSCFS will run well on any decently equipped PC and supports almost all D3D compatible accelerator cards.&lt;br /&gt;As far as the actual gameplay goes, MSCFS is fairly bland and uninspiring. The first time I hopped into a North American P51-D and took to the skies in 'Instant Combat' I must have downed at least 25 Messerchmitts, which is far to easy and non-dramatic. The main problem is with the enemy AI, as soon as you get on their tails they basically fly in a straight line until you pump their asses full of hot lead.&lt;br /&gt;The flight modeling is also not as realistic as Flight Simulator patrons have come to expect from their beloved series. Roll rate and Pitch rate are fairly lax and the defining elements of any simulation, like say… landings, are a tad bit too easy.&lt;br /&gt;Now, since this is a Flight Simulator game, Microsoft has left the plug in architecture found in their previous efforts. In fact, you can take any plane from MSFS 98 or any add on, and pop 'em in the game. MSCFS automatically straps a pair of machine guns to 'em and lets you go off and kill in a Cessna 172 or an Extra ES 300, for instance. While occasionally fun, this shreds the last feeling of historical accuracy the game has.&lt;br /&gt;Multiplayer is decent, basically it's the same combat, just with opponents who don't seem to be so eager for rear entry. Multiplayer is supported over the modem to modem, serial cable, modem to modem, IPX, TCP/IP, and over Microsoft's The Zone internet gaming service.&lt;br /&gt;To lay it down straight, if you really, really like the Flight Simulator series then you'll probably want to run out to the store like a lemming and drop $50 on it. However, with the impending releases of such innovative titles as Jane's WW2 and PARSOFT's Fight Squadron: Screaming Demons Over Europe, you'll probably do better to hold off on this one and wait for the big boys to land.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8180807342054107401-152923215531984153?l=9relax.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://9relax.blogspot.com/feeds/152923215531984153/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8180807342054107401&amp;postID=152923215531984153' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8180807342054107401/posts/default/152923215531984153'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8180807342054107401/posts/default/152923215531984153'/><link rel='alternate' type='text/html' href='http://9relax.blogspot.com/2007/04/microsoft-cfs-pc.html' title='Microsoft CFS - PC'/><author><name>Phong Nha</name><uri>http://www.blogger.com/profile/15373246950875657392</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8180807342054107401.post-2484651050626979202</id><published>2007-04-19T19:36:00.000-07:00</published><updated>2007-04-19T19:37:30.306-07:00</updated><title type='text'>Medal of Honor: Pacific Assault - PC</title><content type='html'>Soldiering on.Nearly three years ago, Electronic Arts brought us &lt;a href="http://www.game-revolution.com/review/pc/medal_of_honor_allied_assault"&gt;Medal of Honor: Allied Assault&lt;/a&gt;, effectively ushering in a new era of WWII first-person shooters. Intense battle sequences, great gameplay and an inspiring soundtrack were just a few of its hallmark features, helping it become a very serious player in the crowded PC FPS arena.&lt;br /&gt;Since then, though, the competition has grown considerably thanks to the likes of EA's own &lt;a href="http://www.game-revolution.com/review/pc/battlefield_vietnam"&gt;Battlefield&lt;/a&gt; franchise, &lt;a href="http://www.game-revolution.com/review/pc/joint_operations_typhoon_rising"&gt;Joint Ops: Typhoon Rising&lt;/a&gt; and, most specifically, Activision's stellar &lt;a href="http://www.game-revolution.com/review/pc/call_of_duty_united_offensive"&gt;Call of Duty&lt;/a&gt;. We haven't forgotten about MoH, but truth be told, the series is fighting an uphill battle to recapture the glory it enjoyed when Allied Assault blasted on to the scene. And like a determined soldier, EA has come back firing with Medal of Honor: Pacific Assault.&lt;br /&gt;Pacific Assault takes a step back from the European theater of operations and into the Pacific. You play as Private Tom Conlin, a soldier with the U.S. Marine force at Tawara Atoll. Vaguely reminiscent of Allied Assault's Omaha Beach level, the action starts off hard and fast as you hit the beach running with enemy fire from all directions, pushing your way into enemy territory with the standard assortment of rifles, guns and grenades. From there, you'll flash all the way back to boot camp and the events of your tour leading up to that moment.&lt;br /&gt;The game follows the same formula as past editions of the MoH series with plenty of linear run and gun first-person shooting peppered with scripted events. Enemies pop in and press a relentless attack against you while you do your best to beat them off with your boom sticks. A few changes have been made for Pacific Assault, but for the most part, it follows in the boot prints of its predecessors.&lt;br /&gt;Boot Camp serves as an introduction to the game's controls. MoH vets will fly through this tutorial with only a few new concepts to master. In keeping with the times, Pacific Assault has added a stance control. Players are now able to drop from a standing position to kneeling and all the way down to prone to help with accuracy. You're also able to pick up injured comrades and drop them off at the nearest medic for some much-needed first aid. No real big changes here.&lt;br /&gt;One interesting nuance of Pacific Assault is that you'll no longer be scooping up health packs, instead relying on the A.I.-controlled corpsman to patch you up. If you're injured, you just need to call in your medic, who will run to your side and sew you back together. It's a good thing he can't be killed or you'd be in some serious trouble.&lt;br /&gt;Speaking of squadmates, you'll often have a few along for the ride (none of them can die, oddly enough). You can issue a few basic commands such as "advance," "cover fire" and "fall back" for a little support in the field, but you shouldn't rely on them too heavily because they're mostly just there for support. You're the hero of the story, after all.&lt;br /&gt;Incidentally, the storytelling is the game's strongest suit. Rather than just dumping you into a one-man Rambo rampage, Pacific Assault sets an interesting, dramatic stage for Private Conlin's experience in the war. You'll hear from your fellow recruits and squadmates as you fight to survive against hordes of enemy forces. Scripted events help greatly in this regard, leading to some very intense, cinematic moments. One of them greets you as you enter Pearl Harbor for the first time. One minute you're being escorted on to the base, and the next, there are explosions everywhere and you're dodging fire from enemy Zeroes. The officer who was just escorting you quickly becomes a victim of enemy fire and you're left to fend for yourself. The shocking, lonely nature of war is captured wonderfully.&lt;br /&gt;It is unfortunate, then, that the reality set up by the story is interrupted by some hideously unreal events. Like Allied Assault, Pacific Assault has a nasty case of the pop-ups. Enemy soldiers will unexpectedly spawn in at the strangest times, making you wonder if you're fighting grunts or ghosts. This phenomenon is probably due to the game's scripted events, but knowing that won't make you feel any better after being smoked by some enemy soldiers triggered to appear when you crossed some imaginary line.&lt;br /&gt;On the other hand, Pacific Assault does a great job of breaking up the action and keeping it interesting. Instead of trudging through the entire campaign on foot just shooting at pop-up people, you'll also take control of stationary guns, hop aboard a boat to gun down Zeroes and even fly a plane. These provide some of the most harrowing, chaotic gameplay bits and control well. As your drill instructor said, you'll be a Marine of land, sea and air.&lt;br /&gt;Medal of Honor: Pacific Assault boasts a slick new proprietary engine that holds up well against other of its ilk. The environments are lush and believable, the faces of both allies and enemies look great and the myriad effects are well done and interesting. Naturally, you'll need a pretty hefty rig to crank up the visual settings, but if you're a fan of first-person shooters, you already knew that.&lt;br /&gt;Unfortunately, Pacific Assault has a tendency to keep you waiting. The load times are pretty long; even the fastest processors on the planet won't help as you stare blankly at a load screen.&lt;br /&gt;At least your ears will be happy, though, thanks to Pacific Assault's excellent audio. In keeping with tradition, the game chimes in with perfect voice acting, booming special effects and a musical score worthy of a Hollywood film. It serves as a reminder that great audio is under appreciated.&lt;br /&gt;Pacific Assault's multiplayer game is split up into three modes. You can of course play Free For All and Team Deathmatch - no surprises there - but a new mode called Invader is the true heart of the multiplayer. Here, you'll pick from one of four soldier classes (infantry, medic, demolitions and ammo tech) and head into battle on one of eight maps. You'll need to accomplish a set of objectives to achieve victory, such as blowing up a target and then securing an area, while the other team is trying to stop you. It's not quite as engaging as the larger scale tug-of-war battles found in other online WWII shooters, but is interesting enough to keep you coming back.&lt;br /&gt;There are two versions of Pacific Assault: the standard version and the fancy DVD-only Director's Edition, which has a few exclusive extras. Featurettes like an interactive WWII timeline and propaganda gallery teach you more than you ever wanted to know about the war (unless you're a big history buff).&lt;br /&gt;In keeping with the time-honored traditions of the series, Medal of Honor: Pacific Assault puts on a good show. Pulse-pounding scripted events and great presentation create a nice backdrop for the Pacific theater of operations, but small annoyances such as enemy pop-up and lengthy load times stifle the package. Nonetheless, this warrior deserves its decorations.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8180807342054107401-2484651050626979202?l=9relax.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://9relax.blogspot.com/feeds/2484651050626979202/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8180807342054107401&amp;postID=2484651050626979202' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8180807342054107401/posts/default/2484651050626979202'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8180807342054107401/posts/default/2484651050626979202'/><link rel='alternate' type='text/html' href='http://9relax.blogspot.com/2007/04/medal-of-honor-pacific-assault-pc.html' title='Medal of Honor: Pacific Assault - PC'/><author><name>Phong Nha</name><uri>http://www.blogger.com/profile/15373246950875657392</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8180807342054107401.post-8899715472369922003</id><published>2007-04-19T19:30:00.000-07:00</published><updated>2007-04-19T19:36:11.697-07:00</updated><title type='text'>King's Quest: Mask of Eternity - PC</title><content type='html'>It's good to be the King.One of my most volatile rants recently focused on the lack of coherent plots in many new games. It seems that the adventure and role-playing markets have been inundated with a slew of nonsensical scripts, usually involving a complex and contrived family tree gone wrong, a good dragon, a high tech paramilitary group, and a bad dragon. Then inevitably a young farmer comes along, realizes he's related to one of the dragons, saves the world by destroying it, and along the way meets up with a trusty sidekick named Zeppo or Poofie (which is often a flying monkey/rat/dragon).&lt;br /&gt;For this reason, King's Quest: Mask of Eternity is more to me than just another game, it's the reminder that games haven't always been so . . . silly. It also marks the simultaneous return and coup de grace of a legend in this business, game designer and famed storyteller Roberta Williams. I'll admit right here that I'm a huge fan of the woman, and expected another masterpiece. Frankly, I was little let down.&lt;br /&gt;Those of you familiar with King's Quest will find solace in the fact that the game's strongest elements are the same as ever: a good, natural storyline and compelling puzzles. You take on the role of Connor, a resident of the Kingdom of Daventry. A strange storm has overtaken the land and turned your village-mates into stone. It has also unleashed more than a few monsters (of course). You were spared because you happened to be holding a piece of a sacred Mask, which fell from the sky into your hands right as the tempest hit. Now it's up to you to get to the bottom of things and heal the land.&lt;br /&gt;The biggest difference between Mask of Eternity and others in the heralded King's Quest series is the move from 2D to 3D, and quite a move it is. The game is entirely 3 dimensional, incorporating a real-time 3D world with fully polygonal and articulated characters. This is a far cry from the sprites of yesteryear, and, while the graphic overhaul is much needed, it isn't free of faults.&lt;br /&gt;Mask of Eternity is primarily played as a third-person adventure, though a first-person mode is included (only useful for up-close inspections). While the detail of the characters is excellent, the overall graphics are remarkably dull and uninspired. I ran the game on a pretty high-end machine (PII 333 w/Voodoo2) and still found it sluggish at times.&lt;br /&gt;The move to 3D is further hampered by the fact that you can only see about 20 yards in any direction before it fades to blackness; there are little to no background details (mountain ranges, sky effects, etc.) to flesh out each world. However, the up-close detail is very high. Mouths move to actually match what's being said, textures are believable, and the sheer size of some of the levels is just downright impressive.&lt;br /&gt;The third-person perspective means you have to worry about camera problems. In Mask of Eternity, you control Connor with the keyboard and the camera with the mouse. This allows you total freedom to select different angles to view the adventure. A nice touch, but still not enough to overcome the occasional object obstruction issue.&lt;br /&gt;The gameplay is quite similar to older King's Quest games: explore and solve increasingly complex puzzles to further the storyline. Many of the puzzles are inventory based and lead into each other. You'll have to open one door to find an item required to open a second door, through which lies a third door, only opened by using an item found 20 minutes earlier. This sort of thing gets a bit monotonous, but they mix it up enough with some truly difficult deductive reasoning puzzles so that things stay fresh.&lt;br /&gt;New to the series is real-time combat, which is sadly the weakest part of the game. As you encounter monsters, you just use a simple point-and-click system to whack at them with a weapon, while using mushrooms and other healing items to keep your health meter up. In the meantime, they're whacking at you. All of this whacking really just amounts to boredom (doesn't it always?). You can just tell that the people who made this game weren't familiar with any decent combat engines.&lt;br /&gt;The sound and voice acting is top notch. Sweeping orchestral numbers set the tone for a lengthy adventure, while a well-placed harp solo helps to capture the more serene moments. The voices are straight out of the Renaissance Faire, and this is not a bad thing; it's impressive seeing such proper use of 'ye' and 'thou.' It's just a very authentic sounding game.&lt;br /&gt;Perhaps the best thing about Mask of Eternity is what Roberta herself brings to the game - a plot that flows in a successful fantasy world. You won't find a million ridiculous plot twists or a mess of unexplained facts (What, no cats with megaphones? - Ed.). Roberta Williams still has a knack for telling a good story, and could teach a lesson or two to younger game designers.&lt;br /&gt;Frankly, taking the genre into the third dimension was a nice idea, but it just doesn't make much of a difference. If you like adventure games and the earlier King's Quests, than this one's a good choice. But, those of you looking for a little more oomph in your gaming will tire of the same old gameplay. Good effort, Roberta, but it seems your best days are behind you...&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8180807342054107401-8899715472369922003?l=9relax.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://9relax.blogspot.com/feeds/8899715472369922003/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8180807342054107401&amp;postID=8899715472369922003' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8180807342054107401/posts/default/8899715472369922003'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8180807342054107401/posts/default/8899715472369922003'/><link rel='alternate' type='text/html' href='http://9relax.blogspot.com/2007/04/kings-quest-mask-of-eternity-pc.html' title='King&apos;s Quest: Mask of Eternity - PC'/><author><name>Phong Nha</name><uri>http://www.blogger.com/profile/15373246950875657392</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8180807342054107401.post-2643532881394277482</id><published>2007-04-18T21:21:00.000-07:00</published><updated>2007-04-18T21:22:38.520-07:00</updated><title type='text'>Comanche 4 - PC</title><content type='html'>&lt;h2&gt;Yeah, but can it beat Airwolf?&lt;/h2&gt; &lt;p&gt; &lt;/p&gt;&lt;p&gt;Be one of the first to fly the U.S. Army's most sophisticated assault helicopter,    the RAH-66 Reconnaissance and Attack Helicopter. Although it doesn't go into    full production until 2006, the Army has commissioned a half dozen to be made    in 2001 for testing and other preliminary work.  &lt;/p&gt;&lt;p&gt;But if what I've seen in Novalogic's new chopper game &lt;b&gt;Comanche 4&lt;/b&gt; is    any indication, then this is truly a craft to be proud of. The Comanche is quiet    as a church mouse, faster than Speedy Gonzales and more heavily armed than the    gun-toting mice from &lt;a href="http://www.game-revolution.com/cheat/pc/max_payne"&gt;Max Payne.&lt;/a&gt; &lt;a href="javascript:LinkToDemo(XXXX,19,1);"&gt;&lt;img src="http://www.game-revolution.com/images/games/pc/comanche_4/comanche_4_003.jpg" align="right" border="0" height="225" width="300" /&gt;&lt;/a&gt;  &lt;/p&gt;&lt;p&gt;Where a game like &lt;b&gt;Max Payne&lt;/b&gt; is rich with intricate plot lines, &lt;b&gt;Comanche&lt;/b&gt;    &lt;b&gt;4&lt;/b&gt; is devoid of any story to connect your missions. Instead, the missions    are splintered into six campaigns with five missions each, for a total of 30    missions.  &lt;/p&gt;&lt;p&gt;Each campaign has a certain scene - desert, cityscapes, snow setting and so    on. But this is all that connects the missions to one another. While this does    make the game seem a bit disjointed, it also allows you to run the missions    in any order within a given campaign. It's built just like the original &lt;a href="http://www.game-revolution.com/review/pc/delta_force"&gt;Delta    Force&lt;/a&gt;, another Novalogic title. Call me old-fashioned, but ultimately I    prefer a cohesive plot of some sort to really polish off the gameplay.  &lt;/p&gt;&lt;p&gt;And trust me, this game could use a little polish because the gameplay can    get a little monotonous. You get to shoot at all kinds of enemies - infantry,    armored ground units, other copters, airplanes, boats, UPCs, tanks and others.    Unfortunately, all you really do is shoot at stuff.  &lt;/p&gt;&lt;p&gt;In trying to make this game more accessible to casual gamers, Novalogic has    left out a good deal of substance. It would have been nice if they added a bit    more depth, like helicopter customization or some other game modes. The result    is predictable gameplay that doesn't leave much reason to be replayed once the    missions have been completed.  &lt;/p&gt;&lt;p&gt;The missions themselves cover a range of objectives and will keep you on your    toes. You'll be ordered to escort, covertly follow enemy aircraft, perform area    defense, dog fight and more. But often the objectives will change suddenly,    and before you know it, anti-aircraft guns, Hokums, Hinds and other deadly enemy    ordinances have surrounded you...and their aim is anything but inaccurate. Better    get used to those controls quick. &lt;/p&gt;&lt;p&gt;Luckily, learning to breathe is probably the only thing easier than &lt;b&gt;Comanche&lt;/b&gt;'s    control. It reminds me of the intuitive gameplay we found in the popular &lt;a href="http://www.game-revolution.com/review/pc/crimson_skies"&gt;Crimson    Skies&lt;/a&gt; and the not-so-popular &lt;a href="http://www.game-revolution.com/review/pc/echelon"&gt;Echelon&lt;/a&gt;.    It's a blessing for the financially deprived gamer, as there is absolutely no    need for extra peripherals like flight sticks or gamepads. I have the awesome    Saitek &lt;a href="http://www.game-revolution.com/review/hardware/name-of-game"&gt;X36&lt;/a&gt; and I used it exactly    once, just long enough for me to realize I didn't want to waste time mapping    all of the controls.  &lt;/p&gt;&lt;p&gt;Anyone familiar with first-person shooters will quickly get the hang of flying    low and strafing around trees, one-button targeting and using the mouse wheel    (providing you have one) to cycle through weapons. The game offers three preset    altitudes for your flying convenience, with the added option of full control    via the Shift and Ctrl keys. These buttons allow you to manually control your    altitude for more precision. You even get a "pop-up" button (Spacebar) that    permits you to quickly pop up and lay down some sweet offense on any unsuspecting    passersby. Release the pop-up to return to your previous altitude. The control    is really intuitive and is responsible for much of the game's success.  &lt;/p&gt;&lt;p&gt;A couple other interesting features include issuing commands to wingmen and    the mechanics behind operating your landing gear and bay door. The former is    incredibly simple. When you have wingmen you press the 7 key to bring down a    list of six commands. They are few, but effective. Command them to defend or    attack your target, follow and engage, follow only and a couple others. Very    nice.  &lt;/p&gt;&lt;p&gt;&lt;img src="http://www.game-revolution.com/images/games/pc/comanche_4/comanche_4_004.jpg" align="left" height="225" width="300" /&gt;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.  &lt;/p&gt;&lt;p&gt;Speaking of weapons, the Comanche is packing more heat than mid-June. When    the bay doors are closed, the only weapon you'll see is the menacing three-barreled    cannon known as the 20MM Turreted Gun System (TGS). This little monster is linked    to the pilot's helmet and can swivel a full 240 degrees, enabling the TGS to    hit anything the pilot can see from the cockpit.  &lt;/p&gt;&lt;p&gt;The uninitiated may underestimate the Comanche until those bay doors drop,    armed with air-to-air Stinger missiles, laser-guided Hellfire missiles and Hydra    rockets. In addition to all that firepower, you can call in an artillery strike.    Once you target a location, high-explosive artillery rains down like the sky    is falling. It's a cool weapon, but lacks punch due to the game's limited graphics. &lt;/p&gt;&lt;p&gt;Indeed, this is one area that could use some retooling, as &lt;b&gt;Comanche 4&lt;/b&gt;'s    aesthetic appeal is merely decent but not very impressive. Novalogic has dispensed    with the voxel graphics thing and has upgraded to a fully polygonal engine.    The result is obviously restricting. Some textures look like they have been    bump-mapped, while others are flat and unflattering. The Comanche is modeled    well, but the lack of detail stands out when pitted against other contemporary    games. Ground enemies appear very tiny, even when you fly low to the ground.    I should also mention that the game sometimes takes a framerate dip when there    is a lot on screen. &lt;/p&gt;&lt;p&gt;At least you'll find some nice little details, like when the rush of air caused    by the spinning blades visibly affects trees and water. The graphics work, but    they just aren't going to turn any heads. &lt;/p&gt;&lt;p&gt;Once you get tired of the single player, which I guarantee you will, you can    test your piloting ability on Novaworld, Novalogic's online network. You can    choose from Deathmatch, Team Deathmatch and Co-op, which is just like the single    player only with your buddies helping out. This helps the replay value.  &lt;/p&gt;&lt;p&gt; But in the end, &lt;b&gt;Comanche 4&lt;/b&gt;'s ease of use and genuinely fun gameplay    don't overcome its general shortcomings as a game. By making the game more accessible    to general consumers, they also took out some of the much needed depth. What    it does, it does fine, but it doesn't do too much.  &lt;/p&gt;&lt;p&gt; &lt;/p&gt; &lt;center&gt;   &lt;img src="http://www.game-revolution.com/images/games/pc/comanche_4/comanche_4_005.jpg" height="225" width="300" /&gt;  &lt;/center&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8180807342054107401-2643532881394277482?l=9relax.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://9relax.blogspot.com/feeds/2643532881394277482/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8180807342054107401&amp;postID=2643532881394277482' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8180807342054107401/posts/default/2643532881394277482'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8180807342054107401/posts/default/2643532881394277482'/><link rel='alternate' type='text/html' href='http://9relax.blogspot.com/2007/04/comanche-4-pc.html' title='Comanche 4 - PC'/><author><name>Phong Nha</name><uri>http://www.blogger.com/profile/15373246950875657392</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8180807342054107401.post-2615851487064219005</id><published>2007-04-18T21:19:00.000-07:00</published><updated>2007-04-18T21:20:14.028-07:00</updated><title type='text'>Battlefield 1942 - PC</title><content type='html'>&lt;h2&gt;War is heaven.&lt;/h2&gt;     First-person shooting has all but dominated online gaming over the past few years.   Though massively multiplayer role-playing has been catching up, it doesn't come   anywhere close to matching the success of the online fragfest. &lt;a href="http://www.game-revolution.com/cheat/pc/half-life_counterstrike"&gt;Counterstrike&lt;/a&gt;,   &lt;a href="http://www.game-revolution.com/review/pc/return_to_castle_wolfenstein"&gt;Return to Castle Wolfenstein&lt;/a&gt;, &lt;a href="http://www.game-revolution.com/review/pc/quake_iii_arena"&gt;Quake   III&lt;/a&gt;, &lt;a href="http://www.game-revolution.com/review/pc/unreal_tournament"&gt;Unreal Tournament&lt;/a&gt;, &lt;a href="http://www.game-revolution.com/review/pc/tribes_2"&gt;Tribes   2&lt;/a&gt;...the list goes on for days.   &lt;p&gt; But despite their subtle (and not so subtle) differences, nearly every first-person     shooter out there plays the same way. You start off sucking, then you learn     the maps and the weaponry, then you dominate. And without fail, all of these     games take place largely on the ground.  &lt;/p&gt;&lt;p&gt; &lt;img src="http://www.game-revolution.com/images/games/pc/bf_1942/bf_1942_002.jpg" align="right" height="225" width="300" /&gt;The     fact is, very few confrontations in real war are so one dimensional, yet EA's     &lt;b&gt;Battlefield 1942&lt;/b&gt; is really the first game that seems to recognize this     (Digital Illusions, the folks behind the game, came close with an earlier title,     &lt;b&gt;Codename Eagle&lt;/b&gt;). 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.   &lt;/p&gt;&lt;p&gt; As the name suggests, the game is set against the backdrop of World War II.     Allied and Axis forces are engaged in different theaters all over the globe.     &lt;b&gt;BF 1942 &lt;/b&gt;focuses on the pivotal battles in the different regions, such     as the Battle of Midway, Iwo Jima, and even the infamous Omaha Beach.  &lt;/p&gt;&lt;p&gt;You play a soldier for one of five sides: America, Japan, Germany, Britain    or Russia. Not a bigwig General or fancy Lieutenant; just a regular Joe thrown    into the fray doing what you're trained to do - kill the other guys, especially    the ones with the biggest guns.  &lt;/p&gt;&lt;p&gt; Unlike other FPS games that merit individual accomplishment over group success,    &lt;b&gt;Battlefield 1942&lt;/b&gt; takes the &lt;b&gt;Tribes&lt;/b&gt; route and is built for team    play. Each side starts out with a certain number of 'tickets.' Every death costs    your team one ticket, so staying alive and keeping your team in one piece is    key. The other way to deplete your enemy's reserve of tickets is to capture    key points on each game map, denoted by either Allied, Axis, or gray neutral    flags. When one team controls a majority of these points, the other team starts    losing tickets at a steady rate until they recapture a point and even it up    again. Thus, the game is like one big king of the hill tug of war.  &lt;/p&gt;&lt;p&gt; &lt;b&gt;Battlefield 1942&lt;/b&gt; understands that a good army is a balanced one. There     are five types of soldier to choose from: Scout, Assault, Anti-Tank, Medic,     and Engineer. Each has different equipment and can perform certain functions     that the others cannot. The medic can heal, the engineer can repair vehicles     and lay mines, the scout can snipe and call in airstrikes, the anti-tank soldier     hefts a bazooka, and the assault soldier is an all-purpose grunt with a payload     of grenades.   &lt;/p&gt;&lt;p&gt; You can switch your specialty while you are dead and waiting to respawn, which    comes in handy. For instance, if you were a scout that just got run over by    a tank, you could respawn in as an anti-tank guy and try to exact revenge. Because    of this there is no one prevailing soldier type - all five come in handy.  &lt;/p&gt;&lt;p&gt; &lt;img src="http://www.game-revolution.com/images/games/pc/bf_1942/bf_1942_003.jpg" align="left" height="225" width="300" /&gt;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.   &lt;/p&gt;&lt;p&gt;It's here where &lt;b&gt;BF 1942&lt;/b&gt; really earns its stripes. The transition between     on-foot and vehicular combat is seamless. You can hop into a jeep, zip out to     a contested control point, hop out of the jeep and hurl some grenades at a few     enemies, then grab an empty tank to hold your position. Next, you might want     to hop out of the tank and man an AA gun to take out one of the fighters flying     overhead, or make your way to an airfield and nab a plane for some dogfighting,     or maybe even respawn on an aircraft carrier and DRIVE it. The possibilities     are really quite endless.   &lt;/p&gt;&lt;p&gt; This is all made possible by an impressive new game engine (dubbed the 'Refractor     2') that places functionality and enormity over detailed precision. It's not     as flashy as the &lt;b&gt;Unreal Tournaments&lt;/b&gt; of the world, but it does its duty     with decent explosion effects, realistic vehicles and functional animations.     The 16 maps are really, really big - some are so big that they almost require     you to use a jeep or a plane just to cover ground. The maps are all modeled     after real-world battles, which gives the action an unparalleled sense of realism.     Omaha Beach, for example, is an incredibly intense, immersive experience from     either side.   &lt;/p&gt;&lt;p&gt; This is particularly true when you're playing &lt;b&gt;BF 1942&lt;/b&gt; the way it was     meant to be played: online. The game supports up to 64 total players at once,     though the most I ever played with was about 20 per side - which, by the way,     was totally chaotic. I can hardly imagine what 32 would be like.  &lt;/p&gt;&lt;p&gt; There are three multiplayer games - Conquest, Team Deathmatch and Capture the Flag. Conquest is the main game mode, focusing on the need to secure control points while minimizing casualties. Team Deathmatch and Capture the Flag are somewhat self-explanatory and also somewhat extraneous, as the Conquest mode is clearly the most fun of the three. &lt;/p&gt;&lt;p&gt; Regardless of the mode, &lt;b&gt;BF 1942&lt;/b&gt; is simply a great multiplayer game.     Whether you're storming an outpost with your teammates, holding a control point     against an enemy push or even just running around like a crazy Rambo, the sense     of war has never before been so palpable.  &lt;/p&gt;&lt;p&gt;The game oozes with authenticity, thanks in part to the sound. The language     changes depending on which country you're fighting for. Bullets scream past     your head as you're running for cover and engines roar as planes streak by overhead.     Though there isn't much ambient noise, there's enough going on in here that     the few moments of silence are actually sort of pleasant.  &lt;/p&gt;&lt;p&gt;&lt;img src="http://www.game-revolution.com/images/games/pc/bf_1942/bf_1942_004.jpg" align="right" height="225" width="300" /&gt;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.   &lt;/p&gt;&lt;p&gt; The poor guy didn't know what hit him... but he knew who did it. You just     don't get that kind of satisfaction out of yet-another-ion-cannon-kill in those     other shooters.   &lt;/p&gt;&lt;p&gt; However, this all comes at a price. &lt;b&gt;BF 1942&lt;/b&gt; is a burly game and requires     serious power. Lower-end systems will function but won't look good. It's also     not the most stable PC game I've ever played, and pre-patched has a tendency     to crash out occasionally. Of course, it's primarily an online game, so patching     is sort of part of the equation inherently.  &lt;/p&gt;&lt;p&gt; While the game balance is pretty good, the learning curve goes through the     roof when trying to fly the planes. It becomes clear very quickly that being     a good pilot is the key to really racking up the kills, and it takes time to     master the touchy flight options (you can opt for mouse/keyboard, keyboard alone     or even a joystick). You can easily wipe out a whole gang of enemies with one     decent carpet-bombing or just thrash foot soldiers with low flying fighters.     You'll need to practice in the single-player.  &lt;/p&gt;&lt;p&gt; Yep, that's right - there is a single-player mode. Unfortunately, it leaves    a lot to be desired and was obviously designed as an afterthought. You can romp    through a campaign spanning all 16 maps, but there's very little tying it all    together aside from minor text briefings.  &lt;/p&gt;&lt;p&gt; The big problem here is the weak enemy AI. Though the game allows you to distribute     more or less of your system's processing power to AI (a nice touch), it doesn't     make much of a difference. The game has no scripting at all, which makes for     a much more varied, free-form experience, but also means that enemy AI often     just runs about with little rhyme or reason. They're really easy to kill and     are not creative in the way they approach the game. Think of the single-player     as little more than training for multiplayer and it makes more sense.   &lt;/p&gt;&lt;p&gt; Besides, once you've gotten sucked into the incredibly fluid, dynamic experience     that is &lt;b&gt;BF 1942 &lt;/b&gt;online, you won't care much about the single-player letdowns.     Instead, you'll be sucking down pints of coffee to keep you awake as you test     out more strategies late into the night. This is a very, very compelling game     and shouldn't be missed by those with good rigs and plenty of time to kill.   &lt;/p&gt;  &lt;center&gt;    &lt;img src="http://www.game-revolution.com/images/games/pc/bf_1942/bf_1942_005.jpg" height="225" width="300" /&gt;   &lt;/center&gt;   &lt;p&gt;              &lt;/p&gt;&lt;div style="height: 25px;"&gt; &lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8180807342054107401-2615851487064219005?l=9relax.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://9relax.blogspot.com/feeds/2615851487064219005/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8180807342054107401&amp;postID=2615851487064219005' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8180807342054107401/posts/default/2615851487064219005'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8180807342054107401/posts/default/2615851487064219005'/><link rel='alternate' type='text/html' href='http://9relax.blogspot.com/2007/04/battlefield-1942-pc.html' title='Battlefield 1942 - PC'/><author><name>Phong Nha</name><uri>http://www.blogger.com/profile/15373246950875657392</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8180807342054107401.post-5114163847847745201</id><published>2007-04-18T21:18:00.000-07:00</published><updated>2007-04-18T21:19:19.818-07:00</updated><title type='text'>Battlefield Vietnam - PC</title><content type='html'>&lt;h3&gt;ow &lt;em&gt;everyone&lt;/em&gt;  can love the smell of napalm in the morning.&lt;/h3&gt; &lt;br /&gt;Few events are more polarizing to a population than war, and when it comes to the shady conflict in South Vietnam dating from 1965-1973, tempers run white-hot. Why were we really there? How many did we leave behind? What was the extent of U.S. war crimes (i.e. the &lt;a href="http://www.pbs.org/wgbh/amex/vietnam/trenches/mylai.html" target="_blank"&gt;My Lai Massacre&lt;/a&gt;) in Vietnam? Did the U.S. truly suffer approx. 57,000 casualties or were losses grossly understated to assuage the massive public dissension for the war? Some 30 years after the fact, it's still a thorny subject. &lt;p&gt;So it's no wonder that, until recently, even the most edgy video game developers have steered clear of the Vietnam debacle and all it represents, opting instead to build on the unquestionable evil of Hitler and his brainwashed denizens. But for whatever reason, the floodgates are now open and we're starting to see more games willing to dive into this hornet's nest of a war. &lt;/p&gt;&lt;p&gt; &lt;img class="reviews-ss" src="http://www.game-revolution.com/images/games/pc/battlefield_vietnam/battlefield_vietnam_001.jpg" align="right" border="0" height="225" width="300" /&gt;And if they all turn out like &lt;strong&gt;Battlefield: Vietnam&lt;/strong&gt;, 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 &lt;strong&gt;Battlefield&lt;/strong&gt; franchise is a grand multiplayer first-person shooter endeavor. The graphics engine is a bit more polished than &lt;a href="http://www.game-revolution.com/review/pc/battlefield_1942"&gt;Battlefield: 1942&lt;/a&gt;, the weapons are more modern and the gameplay is still riveting, though the war feels awfully familiar. &lt;/p&gt;&lt;p&gt; As before, up to 64 players (2 teams of 32) can play as the U.S. forces and related allies or the North Vietnamese and Vietcong allies on a variety of maps that restage famous battles from the war. The same unit classes are back - Scout, Assault, Anti-Tank, Medic, and Engineer - and each has a specific set of weapons and equipment. The goal is to secure strategic points for as long as possible, making for a gigantic, frenetic game of tug of war…literally. &lt;/p&gt;&lt;p&gt;The battles are fought over land, sea and air, essentially the same way they were in real-life. You can get airlifted directly into battle via various choppers. You can fire your gun or mounted ordinances while in flight to lay down heavy suppressive fire. You can call for a buddy to airlift your butt out of an area that has grown too hot to handle (good luck with that one, though). You can pilot various jets and napalm the hell out of dozens of poor saps. And yes, you can accidentally shoot one of your own; friendly-fire is as much an issue here as it was back in the day. &lt;/p&gt;&lt;p&gt; New to the franchise is the ability to actually airlift vehicles into the fray as well as small structures that act as spawn points. This gives the game a new dynamic as it allows for handy surprise attacks behind enemy lines. A well-organized team can plan some rewarding strategies, making smart teamwork even more important than before. &lt;/p&gt;&lt;p&gt; Choppers and jets are not your only modes of transportation. You'll find APCs, a few different tank types, jeeps, trucks, a scooter for speedy recon missions and many more. Like &lt;strong&gt;BF: 1942&lt;/strong&gt;, the transition from infantry to air or sea battles is virtually seamless, though it still takes a great deal of practice before you'll be proficient at piloting aircraft. A third-person camera view helps a bit, but essentially trial and error rules the day for the virtual pilot. &lt;/p&gt;&lt;p&gt; &lt;img class="reviews-ss" src="http://www.game-revolution.com/images/games/pc/battlefield_vietnam/battlefield_vietnam_002.jpg" align="left" border="0" height="225" width="300" /&gt;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 &lt;strong&gt;BF: Vietnam&lt;/strong&gt; really does a good job capturing the chaos of war.  &lt;/p&gt;&lt;p&gt; This is made possible by the increased level of detail afforded by the tweaked   game engine. The areas are replete with jungles and thick foliage, leading   to a wealth of stealth tactics as enemies lie prone in perfect camouflage.   While the aesthetics are not groundbreaking, especially when standing side   by side with games like &lt;a href="http://www.game-revolution.com/oldsite/previews/screens/pc/far_cry/far_cry.htm"&gt;Far Cry&lt;/a&gt; and &lt;a href="http://www.game-revolution.com/review/pc/unreal_tournament_2004"&gt;UT 2004&lt;/a&gt;, they look better than &lt;strong&gt;BF: 1942&lt;/strong&gt; and certainly get the job done. The textures are sharp and detailed and hold up surprisingly well up close.  &lt;/p&gt;&lt;p&gt; However, the price of running &lt;strong&gt;BF: Vietnam&lt;/strong&gt; is high; namely, a burly gaming rig with oodles of system resources. Forget the minimum system requirements, because anything close to those just won't look good at all. Raise those graphical settings too high and the framerate will dip in a heartbeat, and the load times can be rough with even a sweet system. It's also important to note that Radeon users need to make some necessary setting tweaks from the get-go, so be prepared to upgrade if you want to see this puppy fully loaded. &lt;/p&gt;&lt;p&gt; The demanding requirements are most noticeable when playing the lackluster single   player mode. Yes, it has returned, albeit slightly more fine-tuned than in &lt;strong&gt;BF: 1942&lt;/strong&gt;. The bot A.I. has improved for enemy and friendly NPCs, but without an incredible rig, you will need to severely roll back the number of bots in a game, lest your framerate and your sanity as a whole will suffer. Once again, the single-player is a pale shadow of the online component and presumably exists as just a training ground. It's too bad that more attention wasn't given here. &lt;/p&gt;&lt;p&gt; &lt;img class="reviews-ss" src="http://www.game-revolution.com/images/games/pc/battlefield_vietnam/battlefield_vietnam_003.jpg" align="right" border="0" height="225" width="300" /&gt;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! &lt;/p&gt;&lt;p&gt; &lt;strong&gt;Battlefield: Vietnam &lt;/strong&gt;follows in the footsteps of its predecessor as a fun, engrossing online experience, but those who have played &lt;strong&gt;BF 1942&lt;/strong&gt; might be a little miffed that &lt;strong&gt;Vietnam&lt;/strong&gt; is so similar. The gameplay that was amazing a year and a half ago is not as shockingly new, leading to a battle that many of you will feel you've already fought. Still, the seamless inclusion of land, sea and air combat coupled with the intensity of jungle warfare wins it a medal of honor. &lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8180807342054107401-5114163847847745201?l=9relax.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://9relax.blogspot.com/feeds/5114163847847745201/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8180807342054107401&amp;postID=5114163847847745201' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8180807342054107401/posts/default/5114163847847745201'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8180807342054107401/posts/default/5114163847847745201'/><link rel='alternate' type='text/html' href='http://9relax.blogspot.com/2007/04/battlefield-vietnam-pc.html' title='Battlefield Vietnam - PC'/><author><name>Phong Nha</name><uri>http://www.blogger.com/profile/15373246950875657392</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8180807342054107401.post-2355364359280010964</id><published>2007-04-18T09:10:00.000-07:00</published><updated>2007-04-18T09:12:36.136-07:00</updated><title type='text'>Age of Empires III - PC</title><content type='html'>&lt;h3&gt;The age of antiquity. &lt;/h3&gt; &lt;br /&gt;With more interesting takes than a Stanley Kubrick movie, last year's RTS crop was the most exciting thing in PC gaming. This year, publishers are capitalizing on those innovations with &lt;a href="http://www.game-revolution.com/review/pc/rome_total_war_-_barbarian_invasion"&gt;Barbarian Invasions&lt;/a&gt; and &lt;strong&gt;Winter Assaults&lt;/strong&gt;, making it the perfect time for a really amazing, unique RTS to swoop in and wipe everyone else's expansion pieces off the game board. &lt;p&gt; We were hoping that would be Ensemble's &lt;strong&gt;Age of Empires III; &lt;/strong&gt;after all, it's got pretty much the best cred in the business. But aside from a new card-based system that allows players to really deck out their forces, not much is new. You can still spend hours battling through three single-player campaigns, engaging the computer in skirmishes, or waging war online, but most of this is the same as it was in &lt;a href="http://www.game-revolution.com/review/pc/age_of_empires_2_the_age_of_kings"&gt;Age of Empires II&lt;/a&gt;. &lt;/p&gt;&lt;p&gt; &lt;img src="http://www.game-revolution.com/images/games/pc/age_of_empires_3/age_of_empires_3_001.jpg" align="right" height="225" width="300" /&gt;The plot actually got worse. &lt;strong&gt;Age of Empires III&lt;/strong&gt; 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. &lt;/p&gt;&lt;p&gt; We understand that dealing with &lt;em&gt;real&lt;/em&gt; issues plaguing colonial America, like slavery and genocide, doesn't make for a very, uh, &lt;em&gt;marketable&lt;/em&gt; game, but this weird fantasy plot isn't a good alternative. Europeans weren't over there to protect a sacred relic from Satan - they were there to escape their oppressors and eradicate the indigenous folk. (Now &lt;em&gt;that's&lt;/em&gt; the stuff good video games are made of.) In any case, the single-player campaign tells a wimpy story and doesn't let you do any of the awful things you might be yearning to do under the pretext of harmless entertainment. &lt;/p&gt;&lt;p&gt;Instead, it lets you do all kinds of things you've pretty much done before. You still make peons, tell them to gather and build stuff, then pump out the troops and place them in groups before sending them to battle. You cannot, however, set formations or behaviors for your troops " formations are handled for you, and commands like telling your troops to act defensively or aggressively are not in the game. For the most part, you just group your troops and right click on whatever you want attacked. &lt;/p&gt;&lt;p&gt; So let's right-click on the game modes. The main campaign presents you with the same RTS objectives you've been completing for years " defend this base for five minutes, destroy that base, deliver this cargo across this map, etc., etc. If the plot had been edgy and the objectives taboo ("Moctezuma must die!"), this would be worth a run through, but as it stands, you're better off jumping straight into Skirmishes and Online battles. &lt;/p&gt;&lt;p&gt;  &lt;img src="http://www.game-revolution.com/images/games/pc/age_of_empires_3/age_of_empires_3_002.jpg" align="left" height="225" width="300" /&gt;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 " &lt;strong&gt;kill "em all&lt;/strong&gt;. 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. &lt;/p&gt;&lt;p&gt; Deathmatches are almost always preferable due to an &lt;strong&gt;Age of Empires III&lt;/strong&gt; peculiarity " never-ending resources. You can build mills and one factory, and between the two receive an infinite stream of resources. This obviously makes turtling (building walls and heavy defenses while training tons of units) a choice strategy in Supremacy matches, where Zerg rushes aren't a large concern. However, once all the players on a map become nice and fortified, bringing them down is nigh impossible without leaving your city open to conquest. As a result, everyone just sits there soaking up resources in a stalemate. &lt;/p&gt;&lt;p&gt;While Supremacy matches can literally go on forever, Deathmatches see players build up the biggest armies they can in almost no time at all and clash immediately. These matches are usually good, quick fun, although we wish there were more ways to enjoy the game than just this one. &lt;/p&gt;&lt;p&gt; The core of &lt;strong&gt;AOE III &lt;/strong&gt;is so surprisingly familiar, you'll start to wonder exactly what Ensemble has been up to in the past few years. The answer is the Home City, the best new feature in the game. Every nation has a Home City, from which players can periodically choose gifts to augment their war efforts. These gifts are basically cards that players can build into a deck of twenty, although they may have hundreds to choose from. &lt;/p&gt;&lt;p&gt; &lt;img src="http://www.game-revolution.com/images/games/pc/age_of_empires_3/age_of_empires_3_003.jpg" align="right" height="225" width="300" /&gt;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. &lt;/p&gt;&lt;p&gt; We also wish it were more fun to look at. &lt;strong&gt;Age of Empires III&lt;/strong&gt; is certainly prettier than &lt;strong&gt;Ages&lt;/strong&gt; past with its new 3D models and nifty effects, not to mention its fancy new physics. Hurl a cannonball at some pesky natives and watch it literally roll over them. However, the game uses the same camera system as &lt;strong&gt;Age of Empires II&lt;/strong&gt;. You can't rotate or angle it; you can only slightly zoom in and out. As a result, the game ends up looking a lot like &lt;strong&gt;Age of Empires II&lt;/strong&gt; in spite of the significant graphical upgrade. &lt;/p&gt;&lt;p&gt; If the camera man needs to be fired, the fight choreographer needs to be fired twice. &lt;strong&gt;Age of Empires III&lt;/strong&gt; is geared for huge, insane battles, but not very pretty ones ones. If you've played or seen a &lt;a href="http://www.game-revolution.com/review/pc/rome_total_war"&gt;Rome: Total War&lt;/a&gt; game, you know what awesome battles look like, and given the state of &lt;strong&gt;Age of Empires III&lt;/strong&gt;'s ugly, static clusters, I'd say someone should mail Ensemble  a copy.  &lt;/p&gt;&lt;p&gt; At least they got the audio right. The ambient sounds, music and voice work all suit the colonial theme, and the sound effects are by far the most interesting elements of any battle. &lt;/p&gt;&lt;p&gt; But no one buys strategy games for the sound effects - they buy them to agonize over tactics and statistics and this is why &lt;strong&gt;Age of Empires III&lt;/strong&gt; is still a recommendable RTS. The steps it has taken in the gameplay department since &lt;strong&gt;Age of Empires II&lt;/strong&gt; are negligible, but at least the new card-based bonus system adds an element of customization and depth to the genre. This result is as detailed as a history book, and about as much fun. &lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8180807342054107401-2355364359280010964?l=9relax.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://9relax.blogspot.com/feeds/2355364359280010964/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8180807342054107401&amp;postID=2355364359280010964' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8180807342054107401/posts/default/2355364359280010964'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8180807342054107401/posts/default/2355364359280010964'/><link rel='alternate' type='text/html' href='http://9relax.blogspot.com/2007/04/age-of-empires-iii-pc.html' title='Age of Empires III - PC'/><author><name>Phong Nha</name><uri>http://www.blogger.com/profile/15373246950875657392</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8180807342054107401.post-3048949007519006284</id><published>2007-04-18T09:07:00.000-07:00</published><updated>2007-04-18T09:10:18.636-07:00</updated><title type='text'>Army Men - PC</title><content type='html'>&lt;h2&gt; Wait... you mean this game isn't for the Atari?&lt;/h2&gt;   &lt;p&gt;In the game industry, this kind of a game event doesn't occur very often. In    this era of light sourcing and 3D acceleration, it's rare that we see a game    with a story that is much better than the graphics.&lt;img src="http://www.game-revolution.com/images/games/pc/army_men/army_men_002.jpg" align="right" border="0" height="207" width="275" /&gt;&lt;/p&gt; &lt;p&gt; Normally, we here at Game Revolution would have praise for this kind of an    attempt at an immersive experience. Unfortunately, the gameplay in Army Men    is so bad, it is impossible to overlook. Like I said, it's a rare scenario.&lt;/p&gt; &lt;p&gt; The story for &lt;b&gt;Army Men&lt;/b&gt; rocks. You remember those little green, tan,    gray, and blue little plastic toys you used to play with? Even if you don't,    the game comes packaged with two of them that will help you remember (in fact,    I think I'd rather play with the toys than play &lt;b&gt;Army Men&lt;/b&gt;). Personally,    I remember setting up grand scale battles between the miniature men. The story    is set up brilliantly - the Green's are attacking the evil, tyrannical Tan's.    Blue and Gray are supposed to be neutral, but these groups sometimes help Tan,    and sometimes help Green. In a complicated story of backstabbing and trustworthiness,    little toys go head to head in plastic death.&lt;/p&gt; &lt;p&gt; The gameplay doesn't quite pan out the same way. In three different environments,    Desert, Alpine, and Bayou, each containing four different missions, you must    attack and destroy the evil Tan invaders. Don't let anyone trick you into thinking    this is a real-time strategy game. You control one unit, Sarge, who has his    own array of weapons and moves. You can call other soldiers in to help you,    but you still only control Sarge. So instead of getting to set up large battles,    you control one soldier. Quite boring.&lt;/p&gt; &lt;p&gt; On the plus side, you can drive vehicles. On the minus side, the novelty of    running over Army Men (admit it, you put them under car tires when you were    a kid) wears off quickly. Simply put, there was absolutely no fun involved in    playing the game.&lt;/p&gt; &lt;p&gt; &lt;img src="http://www.game-revolution.com/images/games/pc/army_men/army_men_003.jpg" align="left" border="0" height="206" width="275" /&gt;The    in-game graphics are outdated. Lacking both style and substance, they seem unprofessional.    On the other hand, the cut-scenes are really good -- they look like old newsreels,    except they have little plastic men moving around and talking. These small intermissions    really add to the story while making the gameplay look worse and worse at the    same time. And to add insult to injury, the sound and music suck too. What are    supposed to be radio communications between you and the base come off as garbled    static. Gun noises sound like they were made by a guy saying "Pkow! Boom!".&lt;/p&gt; &lt;p&gt; The whole game has a distinctly amateur feel. It might have been great on    my 386, but now it's just an old mess. The multiplayer mode may be the game's    only saving grace. Although it only has a four-player maximum, which is disappointing,    it contains two different methods of play. The tried and true deathmatch mode,    as well as capture the flag. Deathmatch is boring but capture the flag can be    fairly fun. You can play modem to modem, over the internet, or on a LAN, so    at least the method of play isn't limiting. &lt;/p&gt; &lt;p&gt;Legions of grown ups that were anticipating this game so that they could venture    back to their childhood will be deeply disappointed. If you want to play a boring,    tiresome game that seems like it should have been made 8 years ago, be my guest.    But for everyone else, I suggest not touching this one with a 20-foot stick!  &lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8180807342054107401-3048949007519006284?l=9relax.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://9relax.blogspot.com/feeds/3048949007519006284/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8180807342054107401&amp;postID=3048949007519006284' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8180807342054107401/posts/default/3048949007519006284'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8180807342054107401/posts/default/3048949007519006284'/><link rel='alternate' type='text/html' href='http://9relax.blogspot.com/2007/04/army-men-pc.html' title='Army Men - PC'/><author><name>Phong Nha</name><uri>http://www.blogger.com/profile/15373246950875657392</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8180807342054107401.post-1083611326225442651</id><published>2007-04-16T20:02:00.000-07:00</published><updated>2007-04-16T20:03:18.143-07:00</updated><title type='text'>The Elder Scrolls IV: Oblivion - PS3</title><content type='html'>&lt;h3&gt;Choose your own adventure. &lt;/h3&gt; &lt;p&gt;&lt;br /&gt;The PS3 version of Oblivion is finally here, and it's leading people to  make a lot of &lt;a href="/video/youtube.php?v=pwVONl_nb28" target="_blank" rel="lightbox|380"&gt;&lt;strong&gt;comparisons&lt;/strong&gt;&lt;/a&gt;. Easy comparisons to make,  since the game is nearly identical.&lt;/p&gt; &lt;p&gt;Like most adult geeks reared on Dungeons and Dragons, I often find myself a  bit disconnected when faced with the endless waves of Japanese RPGs that have  taken over the genre. Every time I find myself in the shoes of yet another  spiky-haired protagonist with a mysterious past and a sword the size of a  telephone pole, I wonder where all the &lt;em&gt;role-playing&lt;/em&gt; has gone. &lt;/p&gt; &lt;p&gt;Not that there aren't some excellent imports out there, but is walking my  pre-designed character, his bossy, magical girlfriend, and a talking animal  through a linear story in which I save the spirit of the earth, or the essence  of Gaea, or whatever they're calling it this time, really role-playing? If  you're truly playing a role, you should be able to forge your own destiny as a  sneaky thief, a righteous paladin, a crude barbarian, a pretentious mage, or a  vile murderer. If you want to, &lt;a href="http://www.gamerevolution.com/goodie/animation/summoner_geeks"&gt;&lt;strong&gt;you  can have gray eyes.&lt;/strong&gt;&lt;/a&gt;&lt;/p&gt; &lt;p&gt;Such raucous freedom has enormous appeal to GR, and if you share our  wanderlust, look no further than&lt;strong&gt; The Elder Scrolls IV:  Oblivion&lt;/strong&gt;.  Expanding and improving on the previous three titles in the  &lt;strong&gt;Elder Scrolls&lt;/strong&gt; series, Bethesda's massive, open-ended  masterpiece puts the role back into the RPG with style, substance, and a  &lt;em&gt;whole lot&lt;/em&gt; of content. &lt;/p&gt; &lt;p&gt;&lt;a title="View Screenshots" href="javascript:open_screen_window('/screen/view.php?game=8647&amp;screenf=elder_scrolls_iv_oblivion_008')"&gt;&lt;img class="article_image" src="/images/games/ps3/elder_scrolls_iv_oblivion/small/elder_scrolls_iv_oblivion_008.jpg" align="right" height="225" width="300" /&gt;&lt;/a&gt;As in other &lt;strong&gt;Elder Scrolls&lt;/strong&gt; games,  &lt;strong&gt;Oblivion&lt;/strong&gt;'s plot is big, complex and ultimately not that  important. It seems the Emperor of the land of Tamriel has been plagued by  strange and powerful dreams, most notably of evil creatures from the plane of  Oblivion breaking through into this world. He has seen your face in his dreams  and he has seen his own death. The truth of his nightmares become apparent to  you when the Emperor and his bodyguards flee from assassins, escaping the royal  palace through a secret passage that begins in your lowly prison cell. Led by  his visions, the Emperor prevents his guards from killing you and guides you  through the passage, relating his dire predictions for the land. Truly  precognizant, the Emperor meets his fate at the hands of an assassin and gives  you an amulet that must be brought to the illegitimate son that nobody knew he  had. &lt;/p&gt; &lt;p&gt;This is where you begin, but other than the vision of a tormented Emperor,  who exactly &lt;em&gt;are&lt;/em&gt; you? That, like much of &lt;strong&gt;Oblivion&lt;/strong&gt;, is  entirely up to you. Tamriel has ten humanoid races from which to choose, from  the strong and hardy Nord's and Orcs to the stealthy Khajiit cat-people and a  selection of other humans and elves. Each race provides bonuses to primary  attributes like strength and intelligence, as well as the game's myriad skills  that range from Marksmanship to Speechcraft. Certain races are better suited to  particular classes; a High Elf makes an excellent mage, while an Orc is better  off wielding a warhammer than a wand. &lt;/p&gt; &lt;p&gt;But even when deciding your career path, &lt;strong&gt;Oblivion&lt;/strong&gt; gives you  nearly unlimited options. If you don't feel comfortable with any of the  twenty-one initial classes, you can actually make your own by simply picking  some primary skills to define your character, and off you go. Regardless of  class, your character levels up when he or she improves those primary skills,  and you get better at everything by doing it. Swing a sword to improve your  attacks, or cast spells to increase your magical ability. Want to create a  master merchant character? You'll level up by &lt;em&gt;bargaining&lt;/em&gt; well. &lt;/p&gt; &lt;p&gt;Of course you can also customize your look with a wide variety of options,  focused mostly on the face. You can manipulate just about everything, from the  slope of your nose to the plumpness of your lips. I was disappointed by the very  minimal beard options, but I'm really stretching here to find things to complain  about. It's just that nothing says "axe warrior" like a huge, bristling black  beard. &lt;/p&gt; &lt;p&gt;Unlike &lt;strong&gt;&lt;a href="http://www.gamerevolution.com/review/xbox/morrowind_goty"&gt;Morrowind&lt;/a&gt;&lt;/strong&gt;,  which literally dropped you off in a strange land, &lt;strong&gt;Oblivion&lt;/strong&gt;  walks you through this daunting customization very well as you make your way out  the palace's goblin-infested tunnels. It even makes some educated guesses for  you half-way through, recommending a class based on how you've played so far.  &lt;/p&gt; &lt;p&gt;However, once you leave that tunnel and step into &lt;strong&gt;Oblivion&lt;/strong&gt;'s  sunlit splendor, where you go from there is almost your call. You can follow the  Emperor's dying instructions to engage the game's main plot, but that's just a  tiny facet of one of the biggest single-player worlds ever crafted. If you join  any of the game's four guilds (Warrior, Mage, Thief, or Assassin), you can run  missions for them and unfold other stories, perhaps even becoming the  &lt;em&gt;head&lt;/em&gt; of any of these guilds. Talk to a farmer and you might find out  about his missing sister, which could lead you down another mammoth plot line.  The mayor of a town might want a political rival disposed of, so off you traipse  to break some kneecaps. &lt;/p&gt; &lt;p&gt;&lt;a title="View Screenshots" href="javascript:open_screen_window('/screen/view.php?game=8647&amp;screenf=elder_scrolls_iv_oblivion_007')"&gt;&lt;img class="article_image" src="/images/games/ps3/elder_scrolls_iv_oblivion/small/elder_scrolls_iv_oblivion_007.jpg" align="left" height="225" width="300" /&gt;&lt;/a&gt;Almost &lt;em&gt;anything&lt;/em&gt; in &lt;strong&gt;Oblivion&lt;/strong&gt;  can turn into a quest. In just one of my many meanderings, I happened upon a  vintage bottle of wine in the basement of a ruined tower. When I brought it to a  wine shop, it turned out to be some fancy rare treasure and led to a slew of new  adventures. Flowers and mushrooms in the middle up the forest can be picked, and  if you have the alchemy skills and equipment, turned into a nearly infinite  number of potions of varying quality. At the higher levels you can even learn to  create your own custom spells and forge your own enchanted weapons. It's almost  impossible &lt;em&gt;not&lt;/em&gt; to get sidetracked in &lt;strong&gt;Oblivion&lt;/strong&gt;. Just  wandering the countryside will reveal hundreds of places and things that the  game's main quest will never show you. &lt;/p&gt; &lt;p&gt;And once you leave that first dungeon, you'll get your first taste of the  truly impressive scope of the graphics. The Imperial City lies on an island in  the center of a huge valley ringed by vast mountains. The grass sways in the  breeze, the sunlight glints off the rippling lake, and the forest on the side of  a distant snowcapped range entices you because you realize that if you wanted  to, you could walk all the way there. &lt;/p&gt; &lt;p&gt;To add even more realism, the hundreds of thousands (millions?) of objects in  the game obey the laws of physics. Finish off a bandit with a particularly  mighty blow from your mace, and his sword will fall from his hand to clatter  realistically against the rocks, while his lifeless body flops backwards, knees  buckling, rolling down a hill until it stops up against a tree. Go into a tavern  and every single mug of ale, every vase of flowers, every plate and knife and  fork and spoon is an individual object that can be knocked across the room,  where it will fall exactly as it should. Though you could interact with  everything in &lt;strong&gt;Morrowind&lt;/strong&gt; as well, &lt;strong&gt;Oblivion&lt;/strong&gt;'s  awesome physics model makes it feel like an entirely new concept. &lt;/p&gt; &lt;p&gt;&lt;a title="View Screenshots" href="javascript:open_screen_window('/screen/view.php?game=8647&amp;screenf=elder_scrolls_iv_oblivion_003')"&gt;&lt;img class="article_image" src="/images/games/ps3/elder_scrolls_iv_oblivion/small/elder_scrolls_iv_oblivion_003.jpg" align="right" height="225" width="300" /&gt;&lt;/a&gt;There is a price to be paid for such graphical  exuberance, however, especially in the vast overland world. The PS3 version does  look slightly better than the 360 version, which, given the extra development  time, isn't surprising at all. The draw distance has increased, so popup is less  of an issue, and some textures are sharper. However you can still get some minor  hiccups when you are travelling through the huge world. Oblivion remains a very  pretty game.&lt;/p&gt; &lt;p&gt;You'll also have a great time with the game's combat system. Despite the fact  that this is a gigantic RPG, it manages to have a more interesting hand-to-hand  fighting system than action games like &lt;strong&gt;&lt;a href="http://www.gamerevolution.com/review/xbox360/condemned"&gt;Condemned&lt;/a&gt;&lt;/strong&gt;.  With both quick and power attacks, timed blocking with your weapon or shield and  various different swings, there's a lot to learn, and getting good at it becomes  very satisfying. Skilled practitioners can learn new moves to knock down or  disarm opponents. Archers and mages both tend to fall into the  run-backwards-and-shoot rut, but even they will discover some new tricks at  higher levels. It's a significant upgrade from &lt;strong&gt;Morrowind&lt;/strong&gt;'s  repetitive one-move swing. &lt;/p&gt; &lt;p&gt;&lt;strong&gt;Oblivion&lt;/strong&gt; ensures a worthy challenge as well, because the  game automatically 'scales' its enemies (and treasures) to match your level.  This meets with mixed results at best. On the one hand, it means you're never  really wasting your time fighting something you simply cannot take down, but it  also leads to some very bizarre game imbalances, particularly if you do great  things at lower levels. You might pull off some awesome thief sneaking, break  into the captain's cabin of a notorious pirate ship, pick the lock on the  captain's treasure chest while he sleeps, and if you are at a low level,  discover that his "vast" treasure consists of 27 gold and an onion. Huh? Though  some treasure is pre-determined to match the task, much of it related to your  level, which gets a bit frustrating. &lt;/p&gt; &lt;p&gt;Plus, part of the joy of becoming more powerful is, well,  &lt;em&gt;&lt;strong&gt;being&lt;/strong&gt;&lt;/em&gt; more powerful. Returning to the Imperial City  after some leveling up only to discover that the bandits on the road outside the  gates suddenly have mystical magic weapons and armor worth a fortune (and could  probably kick the entire city garrison's ass) just feels wrong, especially since  they wielded rusty daggers the last time you walked past them. They should be  fleeing in terror from my newly learned fireballs, not mysteriously ramping up  alongside me. Gamers find great satisfaction in finding a challenge that is too  difficult, leaving to hone their skills, and then returning to conquer it later.  That anticipation, and the accompanying thrill of victory, is lacking in  &lt;strong&gt;Oblivion&lt;/strong&gt; because everything is always equally challenging. You  never really &lt;em&gt;fear&lt;/em&gt; anything. &lt;/p&gt; &lt;p&gt;That also means it's quite exploitable. Since you level up based on your  primary skills, you can increase a non-primary skill without officially going up  a level. In other words, a mage can eventually get great with a sword through  repeated use, but remain level 1 since he's not increasing a main mage  attribute. Since all the enemies scale to your level, you'll suddenly find  yourself as a kickass swordsman in a world rife with level 1 pansies. &lt;/p&gt; &lt;p&gt;&lt;a title="View Screenshots" href="javascript:open_screen_window('/screen/view.php?game=8647&amp;screenf=elder_scrolls_iv_oblivion_001')"&gt;&lt;img class="article_image" src="/images/games/ps3/elder_scrolls_iv_oblivion/small/elder_scrolls_iv_oblivion_001.jpg" align="left" height="225" width="300" /&gt;&lt;/a&gt;At least the A.I. remains consistently smart, which is  a good thing. Monsters stuck on a terrain feature will figure it out and try to  come at you from another direction. Archers and mages will lead with their  missiles, so you can't run in a straight line. Thanks to the game's touted  "radiant A.I." system, the cityfolk are impressively lifelike, going to their  jobs, visiting the tavern, and returning to their homes to sleep. They'll even  make chit-chat with each other if they meet up in the street (which, like the  rest of &lt;strong&gt;Oblivion&lt;/strong&gt;, can lead to yet more quests if you happen to  eavesdrop.) Shops do feel oddly empty, however, as nobody seems to buy anything  except you, and many characters will forget their previous interactions when  they revert to the "standard" daily routine. Small potatoes, though, considering  how much A.I. is in here. &lt;/p&gt; &lt;p&gt;And astoundingly, everyone speaks. Though the voices occasionally repeat,  it's pretty impressive that they managed to cram so much voiced dialogue in  here, and most of it is high-quality work. The Emperor is voiced by the always  intense Patrick Stewart, making for one helluva guide. The rest of the sound is  admirable, including the tastefully sparse orchestral pieces and the great 3D  positioned ambient effects. &lt;/p&gt; &lt;p&gt;The only other games out there that are as big in scope as  &lt;strong&gt;Oblivion&lt;/strong&gt; - other than other &lt;strong&gt;Elder Scrolls&lt;/strong&gt;  games - are the MMORPGs, and &lt;strong&gt;Oblivion&lt;/strong&gt; turns their primary  weakness into its strength. An MMO can never be about  &lt;strong&gt;&lt;em&gt;you&lt;/em&gt;&lt;/strong&gt;, but in &lt;strong&gt;Oblivion&lt;/strong&gt;, you are not the  35th person to complete that quest today, and when it's done, it's done. You  killed the thief and returned the silver chalice to the monastery, so there it  is. If you slay a fearsome ogre it stays dead and its treasures stays looted.  When you pass through an area you last explored five days and thirty gameplay  hours ago and discover that the crappy dagger you dropped on the ground is still  there, right where you left it, it makes the world feel that much more real.  It's truly persistent and truly yours. &lt;/p&gt; &lt;p&gt;The PS3 version also contains the additional &lt;em&gt;Knights of the Nine&lt;/em&gt;  campain, but that's also available for download on both the PC and the Xbox 360.  The bottom line is that the PS3 has proved it can definately keep up with the  360, even if it doesn't quite surpass it by an appreciable margin yet. If you've  alrady played &lt;strong&gt;Oblivion&lt;/strong&gt; elsewhere, there's no reason to get the  PS3 version.&lt;/p&gt; &lt;p&gt;However, if you haven't played it yet, this is easily the best game out for  the PS3. With 100 or 200 hours of quality entertainment on one (Blu-Ray) DVD and  so many different ways to play, &lt;strong&gt;The Elder Scrolls IV: Oblivion  Oblivion&lt;/strong&gt; can be nearly paralyzing just figuring out what it is you want  to do next. However, what you definitely want to do first is pick up a copy.  Don't worry, you can still have spiky hair if you want to.&lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8180807342054107401-1083611326225442651?l=9relax.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://9relax.blogspot.com/feeds/1083611326225442651/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8180807342054107401&amp;postID=1083611326225442651' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8180807342054107401/posts/default/1083611326225442651'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8180807342054107401/posts/default/1083611326225442651'/><link rel='alternate' type='text/html' href='http://9relax.blogspot.com/2007/04/elder-scrolls-iv-oblivion-ps3.html' title='The Elder Scrolls IV: Oblivion - PS3'/><author><name>Phong Nha</name><uri>http://www.blogger.com/profile/15373246950875657392</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8180807342054107401.post-3930264855475451023</id><published>2007-04-16T20:01:00.000-07:00</published><updated>2007-04-16T20:02:31.045-07:00</updated><title type='text'>World of Warcraft: The Burning Crusade - PC</title><content type='html'>&lt;h3&gt;The second fix isn't free.&lt;/h3&gt; &lt;p&gt;Recently &lt;a href="http://www.gamerevolution.com/forum/viewtopic.php?t=4926" target="_blank"&gt;&lt;strong&gt;in our forums&lt;/strong&gt;&lt;/a&gt;, someone asked why we don’t  re-grade games that receive content updates. After all, &lt;strong&gt;&lt;a href="/review/pc/world_of_warcraft" target="_blank"&gt;World of Warcraft&lt;/a&gt;&lt;/strong&gt;  has been patched so regularly, it’s hardly the same game we reviewed over two  years ago. That got us thinking, with so many balance tweaks, bug fixes, and new  dungeons, Azeroth is definitely better than ever before. But, is it still just  as exciting? Cue the answer, a.k.a., &lt;strong&gt;The Burning Crusade&lt;/strong&gt;. For  forty bucks this highly anticipated expansion adds a Traveler’s Pack of new  content to the most massively played MMO, ever. But is it the epic drop we’ve  been hoping for, or just an act of corporate gold farming? &lt;/p&gt; &lt;div&gt;For one full week, yours truly was given full clearance to play as much  &lt;strong&gt;WoW&lt;/strong&gt; as I could handle,&lt;em&gt; at work&lt;/em&gt;, in an attempt to  answer this question. In my extensive journeys through the Outland, I discovered  that &lt;strong&gt;The&lt;/strong&gt; &lt;strong&gt;Burning Crusade&lt;/strong&gt; is full of the same  legendary play that lured eight million people to the original. Yet for forty  dollars, it feels like Blizzard is asking us to pay for the game all over again.  I love the new areas, levels and abilities, but after two years, hundreds of  dollars in monthly payments and a forty dollar trip to the store, the Dark  Portal could be a little brighter.&lt;/div&gt; &lt;div&gt; &lt;/div&gt; &lt;div&gt;&lt;a title="View Screenshots" href="javascript:open_screen_window('/screen/view.php?game=7927&amp;screenf=wow_burning_crusade_009')"&gt;&lt;img class="article_image" src="/images/games/pc/wow_burning_crusade/small/wow_burning_crusade_009.jpg" align="right" height="225" width="300" /&gt;&lt;/a&gt;Most of my joy comes from simply having new stuff to  do. Over the last two years, routine patches to &lt;strong&gt;World of  Warcraft&lt;/strong&gt; have added multiple endgame instances to keep the hardiest of  the hardcore raiding away nightly to score epic items. So for those players  tired of the same ol’ thing, the addition of a new continent, is a pretty  amazing sight. &lt;/div&gt; &lt;div&gt; &lt;/div&gt; &lt;div&gt;The Outland is comprised of seven zones to propel you to the previously  unreachable level 70 through quests, PvP objectives, and a handful of new  instances. The zones themselves are varied geographically, from the Hellfire  Peninsula’s barren wastes to the shattered pieces of Netherstorm and the dusky  Zangarmarsh. There are a ton of fantastical landscapes here just waiting to be  explored.&lt;/div&gt; &lt;div&gt; &lt;/div&gt; &lt;div&gt;However, not much changed about the game itself. This is largely the same  thing we’ve been playing for two years, with more places to go and more items to  lust after. Most of the new PvP objectives involve tower-capturing ala the  Eastern Plaguelands, but there are a few good variations, like incorporating  flag-running into tower capture. It’s fun, to be sure, but not  revolutionary. Probably the best new feature is the addition of flying mounts.  Only available at level 70 to players with deep virtual pockets, these beasties  let you soar all over Outland and get to otherwise unreachable stuff, or drop in  on unwary noobs.&lt;/div&gt; &lt;div&gt; &lt;/div&gt; &lt;div&gt;The other big reason to get to 70 is the new arena system. Although you can  try out ‘practice’ matches with two, three, or five man teams, only players at  maximum level can compete to earn arena points, which function like honor  points.  There will also be seasons to the arena, with the highest ranked teams  getting some seriously rare items.&lt;/div&gt; &lt;div&gt; &lt;/div&gt; &lt;div&gt;&lt;a title="View Screenshots" href="javascript:open_screen_window('/screen/view.php?game=7927&amp;screenf=wow_burning_crusade_004')"&gt;&lt;img class="article_image" src="/images/games/pc/wow_burning_crusade/small/wow_burning_crusade_004.jpg" align="left" height="225" width="300" /&gt;&lt;/a&gt;On the way to the new level cap, you can pick up the  new profession, Jewelcrafting. This allows players to cut gems which can then be  popped into new, socketed items. Matching the color of a gem to the socket color  of an item gives additional stat bonuses. On top of that, Jewelers can also make  a ton of rings, necklaces, and other doodads to boost stats.&lt;/div&gt; &lt;div&gt; &lt;/div&gt; &lt;div&gt;It’s a bummer that Blizzard chose not to incorporate any new classes into  the game along with the new races. The new races now give both factions the  ability to access all of the classes in the game, which feels like a cop-out,  and removes much of the differentiation between the Alliance and the Horde. Both  of the new races (Draenei and Blood Elves) have their own new low-level zones  and capital cities, but ultimately end up running through the same content  everyone else has been doing for years.&lt;/div&gt; &lt;div&gt; &lt;/div&gt; &lt;div&gt;The saying "If it ain’t broke, don’t fix it” comes to mind when I think  about &lt;strong&gt;The Burning Crusade&lt;/strong&gt;, and in that sense, Blizzard has done  well. Then again, where’s the honor in charging forty dollars to not fix  something that wasn’t broken? &lt;/div&gt; &lt;div&gt; &lt;/div&gt; &lt;div&gt;Sure, you get a new continent, ten levels to gain, and hundreds of quests,  but compared to &lt;strong&gt;&lt;a href="http://www.gamerevolution.com/review/pc/eve_online" target="_blank"&gt;EVE  Online&lt;/a&gt;&lt;/strong&gt;’s upcoming &lt;em&gt;free&lt;/em&gt; expansion (which includes a total  graphical overhaul) it’s easy to be a bit under-whelmed, and feel a bit  overcharged. About as easy as, oh, playing &lt;strong&gt;WoW&lt;/strong&gt; until 4:30 a.m.  on a workday. Trust me, that’s &lt;em&gt;easy&lt;/em&gt;. We’ll just have to hope Blizzard  uses our newly spent millions to get &lt;strong&gt;&lt;a href="http://www.gamerevolution.com/screen/pc/worlds_of_starcraft" target="_blank"&gt;Worlds of Starcraft&lt;/a&gt;&lt;/strong&gt; up and running. Until then, we’ll  see you at 70.&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8180807342054107401-3930264855475451023?l=9relax.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://9relax.blogspot.com/feeds/3930264855475451023/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8180807342054107401&amp;postID=3930264855475451023' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8180807342054107401/posts/default/3930264855475451023'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8180807342054107401/posts/default/3930264855475451023'/><link rel='alternate' type='text/html' href='http://9relax.blogspot.com/2007/04/world-of-warcraft-burning-crusade-pc.html' title='World of Warcraft: The Burning Crusade - PC'/><author><name>Phong Nha</name><uri>http://www.blogger.com/profile/15373246950875657392</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8180807342054107401.post-5246624207382676936</id><published>2007-04-16T04:11:00.001-07:00</published><updated>2007-04-16T04:11:45.198-07:00</updated><title type='text'>The Video Game Critic's</title><content type='html'>The appeal may be lost on some people, but for many who grew up in the "golden age" of arcade games, owning a vintage video game arcade machine is the ultimate. These machines used to be everywhere in the early 80's: the mall, bowling alleys, the local 7-11, sub shops, and even many restaurants. Although I dropped my share of quarters into them, I also spent a lot of time watching other players. I always noticed and admired the machines' colorful marquees and distinct artwork.Twenty years later, these refurbished machines are actually affordable to own and really add character to any club room or finished basement. Depending on their condition, these machines usually range from a few hundred bucks to $3000 for a Dragon's Lair. Most refurbished machines fall in the $1000-$2000 range, with shipping running an extra $250 or so. The games tend to weigh in at around 300 lbs, but their saucer-shaped metal feet make them easy to slide around. I was able to transport one of mine down a set of stairs with the help of just one friend. If you're in the market, I purchased two of mine from &lt;a href="http://www.quarterarcade.com/" target="_blank"&gt;Quarter Arcade&lt;/a&gt; in Pennsylvania, which I highly recommend. All of their machines are in tip-top shape. Tell them the Video Game Critic sent you.On this page I rate the three arcade games I own and share some of the experiences I've had with them. I've reviewed them in the order I've aquired them. Part of the reason I purchased these three is that they all have unconventional controls, which make them hard to duplicate on a console or computer.Centipede (1980)&lt;a href="http://www.videogamecritic.net/images/arcade/centipede_side.jpg"&gt;&lt;/a&gt; &lt;a href="http://www.videogamecritic.net/images/arcade/centipede_screen.jpg"&gt;&lt;/a&gt;&lt;a href="http://www.videogamecritic.net/images/arcade/centipede_front.jpg"&gt;&lt;/a&gt;Gameplay: A+Cabinet: B+My first arcade machine was Centipede, an all-time favorite of many people. Although perfectly emulated versions are readily available via arcade game compilations or the Internet, no controller could ever substitute for that mini-track ball. It allows for both lightning fast movement and precision control, both vital for a "twich" game like this. Not only do you have to deal with a Centipede that splits when shot, but there's an unpredictable spider can pounce on you at any time. Depending on his proximity, the spider is worth 300, 600, or 900 points. Dive-bombing fleas aren't hard to shoot for 200 points, but there's little room for error. Since they tend to accelerate towards the bottom of the screen, one slightly-off shot could mean instant death. Then there's the scorpion - the biggest prize in the whole game. At 1000 points, you'd be a fool not to take a shot at him whenever he enters the screen. Another reason to kill him is because he poisons mushrooms, and centipedes that touch those tainted 'shrooms will make a bee-line for the bottom of the screen. Centipede is incredibly additive and like every aspect of the game is perfectly balanced and tuned. It's also exceptionally hard, and game sessions rarely last for more than a few minutes.This is one arcade game that strongly appeals to women, perhaps because it was designed by a woman. My wife doesn't like video games in general, but Centipede won her over in a big way. She played it non-stop the first week we got it, and she still plays it a few times a week. Needless to say, she has owned the top three screens (each over 60K) for some time now. For the record, her top score is 81,357, and that's in HARD mode!The Centipede cabinet is very attractive with a monstrous centipede looming on each side. The screen is situated vertically. The control panel has one mini trak-ball, one fire button (which can be held down for constant fire), and two player-select buttons. It's cool how the red player select buttons flash when you drop a quarter or two in. Since this is an older machine, changes to the options must be done via dip-switches accessible from the back door of the cabinet. These switches let you adjust the difficulty (normal and hard), bonuses (every 12000 points recommended), lives per game (3 recommended), and of course, cost per game. You can also set it up in "free play" mode so you never need to insert any quarters. Like most Atari arcade games, the three top scores are retained when the machine is powered off.In my experience, this is a very reliable, well-constructed machine. Everybody seems to love it, so it's great for when you have people over.Tapper (1983)&lt;a href="http://www.videogamecritic.net/images/arcade/tapper_side.jpg"&gt;&lt;/a&gt; &lt;a href="http://www.videogamecritic.net/images/arcade/tapper_screen.jpg"&gt;&lt;/a&gt;&lt;a href="http://www.videogamecritic.net/images/arcade/tapper_front.jpg"&gt;&lt;/a&gt;Gameplay: C+Cabinet: AI got a great deal on this Tapper from a local guy who repairs arcade games for a living. What's really great about this machine is that it's one of the original Budweiser themed Tappers. In 1983, many parents made a stink about their kids playing a game with alcoholic beverages in it. As a result, Tapper machines were relegated to bars, and many were retro-fitted as "Root Beer Tapper" machines. Talk about lame! Being an ardent beer drinker myself, I feel grateful to have salvaged one of the original versions. The game stars a mustached bartender who must tend to four rows of bars. Patrons approach from the left of each bar, and you need to slide glasses of beer to them to keep them at bay. Empty glasses are slowly slid back to the bartender, who must catch them before they fall off the end of the bar. There's a lot of funny little animations, like patrons that belch when they finish their beer. The first stage takes place in a normal bar, the second takes place at an outdoor sporting event (with kegs!), the next takes place in punk rock bar, and the final stage is set in an intergalactic space bar. Your bartender zips from one bar to the next, and can also run down the length each bar to grab empty glasses and snag tips. The controls include a joystick and two realistic, Budweiser-labeled beer "taps" used to pour beers. Between normal stages there's a cool bonus stage that plays like a shell game with shaken beer cans. Tapper's gameplay is fun and original but it does have a few flaws. For one thing, the patrons tend to overlap with each other, making it hard to see how many there are. Next, you can milk the easy first stage for quite a while in order to inflate your score. The game can run pretty long if you're good at it. Finally, the last stage is so hard to reach that I've never even seen it, and the guy I bought the game from has only seen it once!I enjoy playing Tapper, but my favorite aspect of this game is the cabinet. The fake-wood sides, old-fashioned arwork, brass foot rail, and drink holders make it look classy and unique. The marquee looks like it's made of stained glass. The back and bottom edges of this machine were ragged when I bought it, but I've since covered them with a brown trim, and now the machine looks brand new. Tapper doesn't have any play options, so you can't set it to free play or adjust the difficulty. In my experience, Tapper is not constructed as well as my Atari machine. It takes a few seconds to "warm up" when you turn it on, and the speakers sometimes make faint "pop" noises when in the attract mode.Tapper is a game that's enjoyed by many of my beer drinking friends. While not as addictive as a game like Centipede, it has a lot of character and a terrific sense of humor. Since it's a real collector's items, it's easy for me to overlook its flaws.Crystal Castles (1983)&lt;a href="http://www.videogamecritic.net/images/arcade/crystal_side.jpg"&gt;&lt;/a&gt; &lt;a href="http://www.videogamecritic.net/images/arcade/crystal_screen.jpg"&gt;&lt;/a&gt;&lt;a href="http://www.videogamecritic.net/images/arcade/crystal_front.jpg"&gt;&lt;/a&gt;Gameplay: B-Cabinet: AMost people have never even heard of this game, but I was a big fan of Crystal Castles back in the early 80's. Although the gameplay is basically derived from Pac-Man, I have always found Crystal Castle's psuedo-3D graphics very appealing. Gameplay involves controlling a gay-looking bear named Bentley using a large trak-ball. Each stage is an elaborate, multi-tiered "castle" with many pathways and open areas covered with gems. There are even a few "elevators". You can't actually enter any of the structures, but sometimes they have doorways that transport you to a different part of the screen. I don't know how many unique stages there are, but I love the imaginative designs and attractive color combinations. Your enemies include gem-eating "standing" centipede-like creatures, walking trees, skeletons, balls, a swarm of bees, and a witch on a broom. Bentley can defeat the centipedes for big points if he catches them in the act of eating a gem. He can also leap over his pursuers, but this is a tricky maneuver best left for emergency situations. A magic hat will make you invincible for a few seconds, and grabbing a honey pot awards you with bonus points. Some stages contain secret portals that let you skip to advanced stages of the game. My only issue with the gameplay is that the "swarm" becomes too hard to avoid in the later stages, behaving like a heat-seeking missile.Crystal Castles is fast and fun, but it takes a while to get used to the sensitive trak-ball control. In terms of graphics, the scenery is pure eye candy, but Atari should have came up with a more appealing main character. The harmonized music is well orchestrated but somewhat annoying. Crystal Castles has one of the most attractive cabinets I've ever seen. The color scheme and artwork is terrific, especially in the black front section. The speakers under the marquee are tilted out in an unusual manner, and they look very distinctive. Best of all, the red trak-ball actually glows! It's not noticeable when you're playing, but it's awesome for display purposes. There are two jump buttons, which also double as player select buttons.Since Crystal Castles was a "second generation" Atari machine, it has a convenient option menu that appears on the screen when you hit a test switch. From here, you can set the coin value, difficulty, starting lives, and extra lives. You can even view a detailed "accounting" screen that lets you know how many games have been played and provides a break-down of the scores. There's a free-play mode, but it has an unwanted side effect. In the normal "attract" mode, the machine cycles through the instruction screen, high score screen, and game demo. However, in free play mode it just stays on a single static screen. This doesn't look good and could potentially lead to monitor burn-in if left on for days on end. For that reason I usually keep this game in "quarter" mode. Also, despite the fact that the game records the top 300 or so high scores, only the top three are saved when it's powered off! I was hoping it would have saved the whole bank.Although I still think the game is fun, I haven't seen many other people take much of an interest in it. I'd only recommend this machine to fans of the game.Maintenance TipsDespite being somewhat expensive and taking up a lot of room, I have never regretted purchasing my three arcade games. However, I have come to learn that there are a few maintenance issues that come with owning machines that are over 20 years old. They do attract dust which can damage the machine, so you need to keep them clean. One time my Crystal Castles machine started acting funny (garbled video, reset scores), but I was able to fix this by removing the circuit board and "reseating" (firmly pushing in) each of the chips. Another time I had serious problems with static electricity, but was able to resolve this by purchasing round rubber "feet" which are designed for pinball tables. It's nice to have the owner's manual, which provides schematics, diagnostic information, and maintenance instructions. In general however, these machines are very reliable and built like tanks. They are designed to take a beating, so when you have kids around you don't need to worry about them pulling on the joysticks or pounding the buttons. I would however recommend powering the machines off when not in use, since they tend to suck up a lot of electricity.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8180807342054107401-5246624207382676936?l=9relax.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://9relax.blogspot.com/feeds/5246624207382676936/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8180807342054107401&amp;postID=5246624207382676936' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8180807342054107401/posts/default/5246624207382676936'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8180807342054107401/posts/default/5246624207382676936'/><link rel='alternate' type='text/html' href='http://9relax.blogspot.com/2007/04/video-game-critics.html' title='The Video Game Critic&apos;s'/><author><name>Phong Nha</name><uri>http://www.blogger.com/profile/15373246950875657392</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8180807342054107401.post-2091146173187004322</id><published>2007-04-16T04:10:00.002-07:00</published><updated>2007-04-16T04:11:18.309-07:00</updated><title type='text'>Arcade game</title><content type='html'>The first popular "arcade games" were early amusement park midway games such as shooting galleries, ball toss games, and the earliest coin-operated machines, such as those which claim to tell a person their fortune or played mechanical music. Although none of these were coin-operated games themselves, the old midways of 1920s-era amusement parks (such as Coney Island in New York) provided the inspiration and atmosphere of later arcade games.In the 1930s, the earliest coin-operated pinball machines were made. These early amusement devices were distinct from their later electronic cousins in that they were made of wood, did not have plungers or lit-up bonus surfaces on the playing field, and used mechanical instead of electronic scoring readouts. By around 1977, most pinball machines in production switched to using solid state electronics for both operation and scoring.History of…Video gamesConsole gamesFirst generationSecond generationVideo game crash of 1983Third generationFourth generationFifth generationSixth generationSeventh generationArcade gamesGolden Age of Arcade GamesIn 1972, Atari was formed by Nolan Bushnell and Ted Dabney. Atari essentially created the coin-operated video game industry with the game PONG, the smash hit electronic ping pong video game. PONG proved to be popular, but imitators helped keep Atari from dominating the fledging coin-operated videogame market. Nonetheless, video game arcades sprang up in shopping malls and small, "corner arcades" appeared in restaurants, grocery stores, bars and movie theaters all over the United States and other countries during the late 1970s and early 1980s. Games such as Space Invaders (1978), Galaxian (1979), Pac-Man (1980), Battlezone (1980), and Donkey Kong (1981) were especially popular.By the late-1980s, the arcade video game craze was beginning to fade due to the reputation of arcades as being seedy, unsafe places as well as the advances in home video game console technology. The last gasp of the youth arcade subculture, as it once was, may have been the advent of two-player fighting games such as Street Fighter II (1991) by Capcom, Mortal Kombat (1992) by Midway Games, Fatal Fury (1992), and King of Fighters (1994-2005) by SNK.By 1996, 32-bit home video game consoles and computers with 3D accelerator cards had reached technological parity with arcade equipment — arcade games had always been based on commodity technology, but their advantage over previous generations of home system was in their ability to customize and use the latest graphics and sound chips, much as PC games of today do. Declines in arcade sales volume meant that this approach was no longer cost-effective. The arcades also lost their status as the forefront of new game releases. Given the choice between playing a game at an arcade three or four times (perhaps 15 minutes of play for a typical arcade game), and renting, at about the same price, the exact same game — for a video game console — the console was the clear winner. Fighting games were the most attractive feature for arcades, since they offered the prospect of face-to-face competition and tournaments, which correspondingly led players to practice more (and spend more money in the arcade), but they couldn't support the business all by themselves.Recent 20th anniversary arcade machine, combining two video gamesRecent 20th anniversary arcade machine, combining two video gamesTo stay in business, the arcades themselves were reinvented as "fun centers" such as Chuck E. Cheese's, with arcade games being supplemented by a variety of other attractions, most notably the redemption game. Many old video game arcades have long since closed and classic coin-operated games have become largely the province of dedicated hobbyists.Today's arcades have found a niche in games that use special controllers largely inaccessible to home users. An alternative interpretation (one which includes fighting games, which continue to thrive and require no special controller) is that the arcade game is now a more socially-oriented hangout, with games that focus on an individual's performance, rather than the game's content, as the primary form of novelty. Examples of today's popular genres are rhythm games such as Dance Dance Revolution (1998) and DrumMania (1999), and rail shooters such as House of the Dead (1998) and Time Crisis. However, with the increase of Internet cafes opening (which also provide gaming services), the need for video arcades and such arcade games are reduced, and many have been shut down or merged with the cafes as a result.TechnologyVirtually all modern arcade games (other than the very traditional midway-type games at county fairs) make extensive use of solid state electronics and integrated circuits. Coin-operated arcade video games generally use custom per-game hardware with multiple CPUs, highly specialized sound and graphics chips and/or boards, and the latest in computer graphics display technology. Sometimes, arcade games are controllable via more immersing and realistic means than either PC or console games, and feature specialized ambiance or control accessories, including fully enclosed dynamic cabinets with force feedback controls, dedicated lightguns, rear-projection displays, reproductions of car or plane cockpits and even motorcycle or horse-shaped controllers, or even highly dedicated controllers such as dancing mats and fishing rods. These accessories are usually what set modern arcade games apart from PC or console games, as they are usually too bulky, expensive and specialized to be used with typical home PCs and consoles.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8180807342054107401-2091146173187004322?l=9relax.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://9relax.blogspot.com/feeds/2091146173187004322/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8180807342054107401&amp;postID=2091146173187004322' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8180807342054107401/posts/default/2091146173187004322'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8180807342054107401/posts/default/2091146173187004322'/><link rel='alternate' type='text/html' href='http://9relax.blogspot.com/2007/04/arcade-game.html' title='Arcade game'/><author><name>Phong Nha</name><uri>http://www.blogger.com/profile/15373246950875657392</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8180807342054107401.post-3964918389629472653</id><published>2007-04-16T04:10:00.001-07:00</published><updated>2007-04-16T04:10:45.447-07:00</updated><title type='text'>Types of games</title><content type='html'>Field games (sports)Association football is a popular sport worldwide.Association football is a popular sport worldwide.Main article: SportsSports are arguably the most popular type of game.[citation needed] Many sports require special equipment and dedicated playing fields, leading to the involvement of a community much larger than the group of players. A city or town may set aside such resources for the benefit of the young, as in Little League.Popular sports may have spectators who are entertained just by watching games. A community will often align itself with a local sports team that supposedly represents it (even if the team or most of its players only recently moved in); they often align themselves against their opponents or have traditional rivalries. The concept of fandom began with sports fans.Stanley Fish cited[citation needed] the balls and strikes of baseball as a clear example of social construction, the operation of rules on the game's tools. While the strike zone target is governed by the rules of the game, it epitomizes the category of things that exist only because people have agreed to treat them as real. No pitch is a ball or a strike until it has been labeled as such by an appropriate authority, the plate umpire, whose judgment on this matter cannot be challenged within the current game.Certain competitive sports, such as racing and gymnastics, are not games by definitions such as Crawford’s (see above, despite the inclusion of many in the Olympic Games) because competitors do not interact with their opponents.[edit] Video gameMain article: Video gameA video game is a computer- or microprocessor-controlled game. Computers can create virtual tools to be used in a game, such as cards or dice.A computer or video game uses one or more input devices, typically a button/joystick combination (on arcade games); a keyboard, mouse and/or trackball (computer games); or a controller or a motion sensitive tool. (console games). More esoteric devices such as paddle controllers have also been used for input. In computer games, the evolution of user interfaces from simple keyboard to mouse, joystick or joypad has profoundly changed the nature of game development.[citation needed]It has been suggested that any game can be emulated as a computer game.[citation needed] Because computer games are simulations, every conceviable tool, environment or rule can be created.[dubious — see talk page] Whether or not the computer emulation possesses the same gameplay as the original game is an open question.[citation needed]In more open-ended computer simulations, aka sandbox-style games, notably those designed by Will Wright, the player may be free to do whatever they like within the confines of the virtual universe. Due to the lack of goals or opposition, it is disputed whether these programs are games or toys. (Crawford specifically mentions Wright’s SimCity as an example of a toy.[2])[edit] Board gamesParcheesi is a board game originating in India.Parcheesi is a board game originating in India.Main article: Board gameBoard games use as a central tool a board on which the players' status, resources, and progress are tracked using physical tokens. Most also involve dice and/or cards. Most games that simulate war are board games, and the board may be a map on which the players' tokens move.[edit] Card gamesMain article: Card gameCard games use as a central tool a deck of cards. The cards may be a standard Anglo-American (52-card) deck of playing cards (such as Go Fish or Crazy Eights, or a deck specific to the individual game (such as Set). Uno and Rook are examples of games that were originally played with a standard deck and have since been commercialized with customized decks.[edit] Role playing gamesMain article: Role playing gameRole-playing games, often abbreviated as RPGs, are a type of game in which the participants assume the roles of characters and collaboratively create stories and world setting. Examples of computer roleplaying games are RuneScape, World of Warcraft, Guild Wars, Final Fantasy, Fable: The Lost Chapters, Elder Scrolls, and Anarchy Online. Pen-and-paper roleplaying games include, for example, Dungeons &amp; Dragons and GURPS.[edit] Single-player gamesSingle-player games are unique in respect to the type of challenges a player faces. Unlike a game with multiple players competing with or against each other to reach the game's goal, a one-player game is a battle solely against an element of the environment (an artificial opponent), against one's own skills, against time or against chance. Playing with a yo-yo or playing tennis against a wall is not generally recognised as playing a game due to the lack of any formidable opposition. This is not true, though, for a single-player computer game where the computer provides opposition.Lawn gamesMain article: Lawn gameLawn games are outdoor games that can be played on a lawn. Many games that are traditionally played on a pitch are marketed as "lawn games" for home use in a front or back yard. Common lawn games include Horseshoes, Croquet, Bocce and Stake.&lt;br /&gt;Posted by GreenDay at &lt;a class="timestamp-link" title="permanent link" href="http://9games.blogspot.com/2007/04/types-of-games.html"&gt;4:06 AM&lt;/a&gt; &lt;a class="comment-link" onclick="" href="http://www2.blogger.com/comment.g?blogID=8567966248812765681&amp;amp;postID=3861981385215298213"&gt;0 comments&lt;/a&gt; &lt;a title="Edit Post" href="http://www2.blogger.com/post-edit.g?blogID=8567966248812765681&amp;postID=3861981385215298213"&gt;  &lt;/a&gt;&lt;br /&gt;&lt;a name="2101643301583643168"&gt;&lt;/a&gt;&lt;br /&gt;&lt;a href="http://9games.blogspot.com/2007/04/arcade-game.html"&gt;Arcade game&lt;/a&gt;&lt;br /&gt;The first popular "arcade games" were early amusement park midway games such as shooting galleries, ball toss games, and the earliest coin-operated machines, such as those which claim to tell a person their fortune or played mechanical music. Although none of these were coin-operated games themselves, the old midways of 1920s-era amusement parks (such as Coney Island in New York) provided the inspiration and atmosphere of later arcade games.In the 1930s, the earliest coin-operated pinball machines were made. These early amusement devices were distinct from their later electronic cousins in that they were made of wood, did not have plungers or lit-up bonus surfaces on the playing field, and used mechanical instead of electronic scoring readouts. By around 1977, most pinball machines in production switched to using solid state electronics for both operation and scoring.History of…Video gamesConsole gamesFirst generationSecond generationVideo game crash of 1983Third generationFourth generationFifth generationSixth generationSeventh generationArcade gamesGolden Age of Arcade GamesIn 1972, Atari was formed by Nolan Bushnell and Ted Dabney. Atari essentially created the coin-operated video game industry with the game PONG, the smash hit electronic ping pong video game. PONG proved to be popular, but imitators helped keep Atari from dominating the fledging coin-operated videogame market. Nonetheless, video game arcades sprang up in shopping malls and small, "corner arcades" appeared in restaurants, grocery stores, bars and movie theaters all over the United States and other countries during the late 1970s and early 1980s. Games such as Space Invaders (1978), Galaxian (1979), Pac-Man (1980), Battlezone (1980), and Donkey Kong (1981) were especially popular.By the late-1980s, the arcade video game craze was beginning to fade due to the reputation of arcades as being seedy, unsafe places as well as the advances in home video game console technology. The last gasp of the youth arcade subculture, as it once was, may have been the advent of two-player fighting games such as Street Fighter II (1991) by Capcom, Mortal Kombat (1992) by Midway Games, Fatal Fury (1992), and King of Fighters (1994-2005) by SNK.By 1996, 32-bit home video game consoles and computers with 3D accelerator cards had reached technological parity with arcade equipment — arcade games had always been based on commodity technology, but their advantage over previous generations of home system was in their ability to customize and use the latest graphics and sound chips, much as PC games of today do. Declines in arcade sales volume meant that this approach was no longer cost-effective. The arcades also lost their status as the forefront of new game releases. Given the choice between playing a game at an arcade three or four times (perhaps 15 minutes of play for a typical arcade game), and renting, at about the same price, the exact same game — for a video game console — the console was the clear winner. Fighting games were the most attractive feature for arcades, since they offered the prospect of face-to-face competition and tournaments, which correspondingly led players to practice more (and spend more money in the arcade), but they couldn't support the business all by themselves.Recent 20th anniversary arcade machine, combining two video gamesRecent 20th anniversary arcade machine, combining two video gamesTo stay in business, the arcades themselves were reinvented as "fun centers" such as Chuck E. Cheese's, with arcade games being supplemented by a variety of other attractions, most notably the redemption game. Many old video game arcades have long since closed and classic coin-operated games have become largely the province of dedicated hobbyists.Today's arcades have found a niche in games that use special controllers largely inaccessible to home users. An alternative interpretation (one which includes fighting games, which continue to thrive and require no special controller) is that the arcade game is now a more socially-oriented hangout, with games that focus on an individual's performance, rather than the game's content, as the primary form of novelty. Examples of today's popular genres are rhythm games such as Dance Dance Revolution (1998) and DrumMania (1999), and rail shooters such as House of the Dead (1998) and Time Crisis. However, with the increase of Internet cafes opening (which also provide gaming services), the need for video arcades and such arcade games are reduced, and many have been shut down or merged with the cafes as a result.TechnologyVirtually all modern arcade games (other than the very traditional midway-type games at county fairs) make extensive use of solid state electronics and integrated circuits. Coin-operated arcade video games generally use custom per-game hardware with multiple CPUs, highly specialized sound and graphics chips and/or boards, and the latest in computer graphics display technology. Sometimes, arcade games are controllable via more immersing and realistic means than either PC or console games, and feature specialized ambiance or control accessories, including fully enclosed dynamic cabinets with force feedback controls, dedicated lightguns, rear-projection displays, reproductions of car or plane cockpits and even motorcycle or horse-shaped controllers, or even highly dedicated controllers such as dancing mats and fishing rods. These accessories are usually what set modern arcade games apart from PC or console games, as they are usually too bulky, expensive and specialized to be used with typical home PCs and consoles.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8180807342054107401-3964918389629472653?l=9relax.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://9relax.blogspot.com/feeds/3964918389629472653/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8180807342054107401&amp;postID=3964918389629472653' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8180807342054107401/posts/default/3964918389629472653'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8180807342054107401/posts/default/3964918389629472653'/><link rel='alternate' type='text/html' href='http://9relax.blogspot.com/2007/04/types-of-games.html' title='Types of games'/><author><name>Phong Nha</name><uri>http://www.blogger.com/profile/15373246950875657392</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry></feed>
