Tuesday, July 22, 2008

Review Scoring Details for Requiem: Bloodymare

Gameplay: 7.7
Control is decent enough, lots to work with and many places to go and adventure in and on and around. Control is dialed in well with plenty of options for character development.

Graphics: 8.4
More than your average amount of gore and chunks go flying by, with some really cool-looking and scary monsters coming out in the really late times of the night.

Sound: 5.0
An almost complete lack of sound is heard throughout the game. An occasional NPC player speaking would have helped as well as much more sound effects and scary music; remember this is supposed to be a horror-based game.

Difficulty: Medium
Veterans of the genre probably will have little trouble playing and getting quite far in the game (before growing bored of it). Newbies may find some additional challenges but not so much that you can't get things done.

Concept: 5.0
Ok, this is a hard score and I give it because the developers promised us a MMORPG with a horror theme. There are no jumps or scares in this game. Some monsters look frightening and the high blood and body part count may be disturbing, but to me, that isn't scary. This is more of a gore fest then anything. I can't wait til someone comes out with an actual scary MMORPG.

Multiplayer: 7.5
Questing together and then fighting against another in the battle arena is a pretty sweet idea.

Overall: 6.5
I was disappointed in the lack of horror for a horror-based game. However, there are worse MMORPGs out there and this is above par ... barely. Unless the DNA coding and beast ability is something that really excites you, you could take it or leave it.

Requiem: Bloodymare

The premise is sound, a world that has been over-saturated with arcane magicks, scientific manipulation, black arts and war finally gets what it has had coming, a really screwed-up land. Having been manipulated by magic and science, the world of Ethegia has creatures that never should have been roaming the countryside messing up everything and everyone. In this game, you aren't trying to save the world, its a foregone conclusion that things have been screwed up so badly there's no bringing it back, but you can survive in it and do some things that are somewhat beneficial to you and society.

Yes, you can't talk about an MMORPG without mentioning World of Warcraft. Yes, the bar has been set by WoW and many developers have tried and failed to come up with another "as popular" online game like it, and while the recent Conan MMORPG has infused some neat things into the genre, for the most part, the games all seem to be the same. Now don't think I don't know about Star Wars Galaxies and any of the other ilk that more or less robs you of $50 bucks and then only holds your attention for a little while. Which is all the more reason I was pleasantly surprised with Requiem. The game has some deeply rooted horror elements going for it (in a Clive Barker visual sort of way) and while the blood flows as red as in other games, it seems to hold a bit more of your attention here thanks to the grotesque malformations that you run across and the means of dispatching foes. And game called Bloodymare had better have something to do with both blood and nightmares, and in this case, the truly dangerous and more powerful adversaries come out as the sun goes down in this real time world.


"Man! I just washed this shirt!"

The game is set up on a slightly different albeit familiar way. You pick your race of three selections, the human looking Turans, the over pumped and superiorly built Bartuks and the semi-demonic looking Kruxena. You can pick either the male or female model of each race and then choose all the other (sometimes frustrating) options to make your character unique to you. These characters are created rather than born through the twisted sciences that have pretty much mutilated the world.

Like many games of this type you will benefit from hanging outside of one of the many starting points and basically building your character up by whupping up on the local baddies. Almost every encounter will result in both gold and/or items being found which you can then go into the city and buy better equipment; yeah, yeah, yeah, we've heard this all before. Its a staple in almost every RPG (leveling up) and nothings different here. In fact, you can also join guilds and get jobs from many of the (NPC) people you encounter in the towns. And like other games, you will develop quests and be required to join up with other adventurers to complete them. In fact, almost immediately you will find objects and artifacts that are lying around waiting for you to get that quest to complete.


"You mean to tell me she doesn't have a boyfriend?"

The high point of all of this is the actual fighting of said creatures. Like I said, they don't call it Bloodymare for nothing. Limbs will fly, heads will roll, torsos erupt in viscus fountains. This holds a lot of weight with some gamers as the boring toll of fighting monsters for the sake of fighting can get old. Experience is dealt out fairly, with some big quests providing some big rewards. And it looks pretty good too, since the game has a decent engine powering it (Havok) the action comes at a good pace. Shading as the day turns to night and then the eventual nightmare time with fog rolling in and the really creepy looking things come out to play is well established. Pays to have a hot video card to take advantage of all the wonderful hues of red that appear and the design of all characters is done with modest aplomb and zest. The view can be adjusted with the simple use of the mouse wheel to allow for a large field of vision or small depending on how you like your third-person-viewed games.

The audio does slip a bit with tired and uninspired monster death cries and less sound effects than you might expect. Oh sure, there is plenty of hacking and smacking, but a complete absence of voice work becomes really noticeable early on and things don't get any better from there. No hero music or anything to get the heart pumping, remember this is supposed to be a horror-themed title, yet the only thing scary is the lack of noises.


"Hey Bert, I think she's giving you the eye...."

The big thing that Requiem has is the DNA modeling system which allows your character to begin tweaking their own DNA for taking advantages of strengths and weaknesses. Its an unusual idea that actually works pretty well fleshed out. The other thing Requiem has going for it is the acquired ability to transform into a beast. After completing the possesion beast ability quest you can transform into your own walking nightmare of death and destruction at random opportune times.

While teaming up with other real-time players is a must to complete big quests, others will be happy to know there is a combat arena where 4-on-4 up to 16-on-16 can compete in coliseum-style battles for honor and really good equipment. Sooner or later you will be asked to come jump in the arena, this is the next big portion of the game's multiplayer capability. I thought it was an inventive and decent way to keep things going.

Sunday, July 20, 2008

Mega-Tom With excellent visuals and a brillient story mode this game is a must own.

Frontlines: Fuel of War is an impressive game in almost all aspects but it doesnt come without its flaws.

The story mode is the stongest aspect of this game as its extremely fun and challenging. The visuals are very well done and the ingame movies at even better, I wouldnt say that this games graphics are on par with games such as Crysis but it sure comes close and likewise you will need a high end computer to play it at mex settings witch I must say, is excellent.

Weapons in this game are good and there are many different types to kill the bad guys with, but what sticks out most of all to me is the ability to use "Bots" to help you take out the enemy when they are holding an area down to tight for you to attack head on. I think that these are a fantastic addition to the game.

As I said before this game has its downsides. Not being able to pick up fallen allies and enemys alike weapons can be annoying when you need a new weapon/ammo in the middle of a fight. Countless times I have wanted to pick up a Red Star assult rifle or Rocket Launcher.
When you go Prown in this game it just doesnt seem realistic in anyway, your character feels like hes hovering over the ground, moving along without moving his body. There are a handfull of other issues just like these plus a handful of bugs that I have found within the game and in the end, this these issues in the game I just cannot give it a 10/10.

The game play, story mode, weapons, bots and just the sheer fun of the game cover up the very few flaws and bugs within to make this a must own for serious shooting fans.

E3 2008

Valve’s team-based zombie shooter Left 4 Dead is a unique shooter title, building on the mechanics of previous hit multiplayer concepts from games like Counter-Strike and Team Fortress, while making an experience that is fun, visceral, and doesn’t feel like anything else out there. GameZone had a chance to sit down for a play session at E3 2008 to check on the game’s progress, and the result was as fun as we would expect.

When we call Left 4 Dead a “team-based zombie shooter”, we basically mean that you need only look at films like Dawn of the Dead or 28 Days Later to see where the inspiration lies with this game. You play in a group of four survivors (the other three would be people or bots should there not be anyone else to play) who must fight their way through several different maps and scenarios in order to escape the zombie onslaught. Of course, you’ll have access to ample firepower, and therefore will be able to make your own path by shooting as many of the charging nasties as you possibly can.

Left 4 Dead PC screenshots

While not much has changed in the gameplay since we last saw Left 4 Dead, the core mechanics are still a lot of fun. It’s certainly a rush to have dozens of zombies running at you at once, and having friends around to save your ass makes it as authentic to zombie action as you can get.

The stage we tried out at E3 had us running to a hospital and making our way to the roof in order to get to a helicopter and make our escape. Along the way we met up with tons of zombies, including Witches (who are really tough to kill, but only attack when provoked), Hunters (tough and nimble little jerks), and a giant Tank enemy, who rushes at you down hallways and trounces you in one blow.

Left 4 Dead is turning out to be a fantastic addition to Valve’s echelon of innovative multiplayer shooters, and will definitely turn some heads when it launches this fall.

Saturday, July 19, 2008

Mass Effect

In a year with tons of excellent games, BioWare’s Mass Effect was one of the standout titles of 2007. Offering deep gameplay, a robust universe and a compelling storyline, Mass Effect is one of the best RPG experiences to come out of BioWare’s coveted halls and one of the best you can pick up for the Xbox 360. Unfortunately, the title was a 360 exclusive, leaving PC owners in the dust.

Until now. Courtesy of Demiurge Studios, Mass Effect is now available for PC gamers, offering the same great gameplay that 360 owners have been experiencing for half a year now. Whereas the developers could have rested on their laurels, put out a shoddy straight port and called it good, Demiurge went one step further and geared the gameplay experience for the PC, with an intuitive new interface that feels natural, unlike any number of console-to-PC ports over the years. If you’re a PC gamer looking to play one of the finest RPGs of last (or any) year, now is your chance.

Mass Effect’s layered story allows you to play the game in myriad ways, but at least in the beginning, it plays out with you creating your personal avatar (with the fixed surname “Shepard”) and tweaking their appearance, gender, and nuances as you see fit. You become enveloped in a plot of treason within a universe that looks down upon humanity as a whole, and the decisions you make in battle as well as through conversations will impact the course of the game.

As an action-RPG, combat factors in heavily to Mass Effect. Fortunately, the PC version sports some great changes to make it more intuitive. Using the WASD keys to move your character, you can also aim your attacks with the mouse, like in an FPS. The interface has been changed to fit the weapons and biotic effects on one screen that is easily accessible by pausing the action, and then selecting your weapons and abilities, as well as doling out special orders to your teammates.

However, aside from the interface changes, you can also select hotkeys and assign special abilities and weapons to different keys on the keyboard. This allows you to change weapons on the fly, without relying on the pause screen. As a result, the action feels a lot more fluid than it did in the Xbox 360 version, and mapping special abilities feels natural on the keyboard and lets the battles move along a lot faster.

One downside to the new control scheme is that you cannot use a gamepad at all, relying solely on the keyboard-mouse configuration. Still, this is a minor gripe, as the new scheme feels quite comfortable and easy to get the hang of.

Another nice element in the PC version is that owners will be able to download the “Bring Down the Sky” content for free. While Xbox 360 owners have to pay for the added content, it will be complimentary to PC gamers once it releases. Unfortunately, it is not available yet as of this review, and therefore could not be factored into the rating.

Graphically, the game is not far removed from the Xbox 360 version, which is a good thing, since that version looked great. The characters have excellent facial animations and do a fine job of exhibiting emotion without appearing robotic. Additionally, the environments look lush and varied, adding a great sense of scope to the action. While there are a few issues here that were also somewhat problematic in the Xbox 360 version (like framerate stutters and pop-up), the game is still fantastic looking overall.

The sound department is also superb. The soundtrack is fantastic, with a subtle electronic score setting the mood nicely for the game, and the voice work is excellent (a good thing, since there is so much of it).

Even if the game were a straight port of the Xbox 360 game with no added extras or tweaks, it would still be easy to recommend. Luckily, Mass Effect adds enough changes and improvements to give it a whole-hearted thumbs up for any PC gamer who is a fan of RPGs and has yet to check this gem out.

Unreal Tournament 3

You know that feeling when other consoles get that amazing console exclusive that you are dying to play but cannot since you don’t own that particular console? It hurts, doesn’t it? What hurt Unreal Tournament fans was the sting of being left out of Unreal Tournament III that debuted on the PlayStation 3 and the PC a year ago. Well, it’s better late than never and finally the Xbox 360 gets a good taste of the highly-addictive shooter sure to light up Xbox Live for a long time to come.

Xbox owners are not new to the Unreal games seeing as Xbox Live gamers have been diving into 2002’s Unreal Championship and 2005’s Unreal Championship 2: The Liandri Conflict. It’s great to see the Unreal Tournament series back to the basics and on the PS3, it brought all the elements that made the series such a smashing success on the PC.

The game, of course, comes with a single-player Campaign mode that actually contains something of a story. While Campaign doesn’t weave an intricate and deep tale, Unreal Tournament III contains a somewhat interesting plot nonetheless. A human settlement is viciously attacked by an alien race known as the Necris and a war is sparked. Among the human survivors are James “Reaper” Hawkins and his feisty sister Sarah “Jester” Hawkins who join Team Ronin to destroy the Necris and their leader known as Akasha. In order to exact vengeance, Reaper is sent into hostile enemy territory that is designed as a battle arena. In order for Team Ronin to continue the battle, you must win against various other teams as well.

Of course, Campaign mode plays like the multiplayer portion with computer-controlled bots taking the place of real players. Players control Reaper while the AI controls your two other comrades such as Jester and the Bible-quoting Bishop. The only thing that makes you feel like you’re playing a story-driven game are the beautifully handled cut scenes and the fact that your teammates will chime in now and then during a match. Other than that, you’re basically going up against bots in various arenas throughout the globe. You are offered a few advantages during Campaign that come in the form of “cards” you earn along the way that tilt the match to your advantage by adding extra firepower for your team or removes an opponent’s teammate from the lineup. There are also side objectives tossed in to keep things interesting.

Campaign as well as the Instant Action mode simply serves as training for the online portion seeing as the entire available game match types are featured. Aside from Deathmatch and Team Deathmatch, there is also Capture the Flag and Vehicle Capture the Flag. Accompanying these four match types is also Warfare and even a match type called Duel that pits you against a single opponent. Warfare is, by far, the most challenging of the match types seeing as the objective is to damage your opponent’s base by destroying its vulnerable core before your enemy destroys your own base.

Making a return are vehicles that range from tanks, hover vehicles and even aerial fighter planes. On the Necris side, there is the impressive and massive Necris Darkwalker that looks somewhat like the alien invader vehicles from the remake of War of the Worlds. Vehicles add much to battles and there is also the option to bum a ride from companions driving one when hover boards become available. Even the weapon variety is excellent whether you like sharp shooting with sniper rifles or blowing enemies to pieces with a rocket launcher.

The Xbox 360 gets the five new maps that were made available for the PS3 via download and they’re actually good maps that work well with the different game match types. There are also new characters to use in the game, although these characters don’t play a big role during Campaign. As far as the controls are concerned, Unreal Tournament III feels right at home on the 360 and this is good news for first-person shooter fans new to the series. This game is actually easy to get into right away, which is perfect for online play.

Speaking of online, the game flows nicely without a dip in the framerate. Up to 16 players can take each another on System Link or via Xbox Live but there is also the option of playing against a friend or with them via co-op. New to the Xbox 360 version is the fact that you can play the game using split-screen … that, sadly, was an option missing on the PS3.

On the graphics front, Unreal Tournament III looks spectacular. The maps are quite striking and the level of detail is wonderful enough to make them stand out. The character design is also a nice touch and up close they really fit in with the striking environments. Through the cut scenes in Campaign, the characters really are impressive … although Reaper must have been separated at birth from Gears of Wars’ badass, Marcus Fenix. Even the visual effects are gorgeous.

The sound is a bit of a letdown but this is not to say that it’s bad. There’s a dramatic score in this game that is militaristic in nature and goes well with the theme. I would have loved to hear it a bit more during Campaign matches but that’s Ok. At least Campaign contains some solid voice acting from all the characters including Akasha. Sometimes, during matches, you’ll hear the same pre-set phrases and that gets a bit irritating. As for the sound effects, they’re quite good.

Despite its late arrival on the Xbox 360, Unreal Tournament III brings its wonderfully refreshing and action-packed goodness for Xbox Live. There are a few new maps and characters to use but the game could have used more console exclusives such as new game modes. While the single-player Campaign mode isn’t particularly deep, it compliments the great online portion well enough and thus making this a package well worth buying.

E3 2008 Preview

There is a strong belief among hardcore gamers that not every 2D classic can be made into a 3D game. They point to games like Sonic that tried the Mario 64 thing for a decade before throwing in the towel and going back to the side-scrolling dimension. But that shouldn't deter developers from taking the risk. Though the odds are against them, there are some games that were meant for bigger and better things, even if players don't realize it. Bionic Commando is the game that will make you a believer.

Before touching the controller, I had to stop and stare at the visuals. They are instantly gripping, with world details you don't see all the time, not even now as the Xbox 360 approaches its fourth Christmas. The first stage is a city that was visibly destroyed by something massive. It's as if you're the last man standing as you climb and swing across the buildings that have yet to collapse. As annoying as tutorials are, their inclusion was a must: I tried to play the game without any tips and could barely get my commando to take a single swing. After deciding to let the tutorial do its job, Bionic Commando's amazing gameplay took over. It's a shooter, just as the original was. But you can perform all the classic moves (shoot the grapple hook and swing) plus many more.

Bionic Commando PC screenshots

Everyone loves a good stomp to the chest, right? The next time an enemy is getting you down, don't just stand there and shoot: unleash the grappling hook. This attack creates a link between you and your opponent. But instead of pulling him close, a la Scorpion, you can pull yourself -- foot first! -- over to him. In BC Rearmed, players automatically die whenever they fall in the water. In the new Bionic Commando, you'll have a short amount of time to grip something and pull yourself out.

From the wide-open, 3D gameplay perspective, players will have to adjust to the new rules Bionic Commando provides. One of them is the way you swing, and how, when the left trigger is depressed, the grappling hook will latch onto any part of an object or building as long as it is within 20 feet. This allows you to recover while falling instead of having to climb back up from the bottom. There's another move that helps with climbing: this commando can now pull himself up onto the platforms he's swinging from.

Though we don't know when, Capcom promises that an XBLA and PSN demo is in Bionic Commando's future (hopefully before the full game is released). Until then, we're left to wonder what else the developers have planned, and will spend the next several months dreaming of the finished creation.

City Life 2008 Edition Review

City Life 2008 is a combination of City Life and an expansion edition. The expansion brings new scenarios and maps to the game. As in City Life, the goal is to design the ultimate city around the interesting concept of social classes. This feature is still the same, and actually most of this expansion is exactly the same as the original game. The only new additions are the new scenarios and buildings. The editor has been upgraded to allow the addition of real maps and the graphics have been tweaked a bit, but that’s really about all that’s new.

There are two main modes of play, campaign and sandbox. However, the campaign scenarios aren’t very tightly goal-oriented. While there are certain criteria to meet, these goals aren’t very clear at first. It’s almost like playing in the free-play mode with just a few “suggestions” as goals. The free-play mode is of course, free-play. Design away, live free!

There is also a tutorial, but this is in name only. I have to say that this is the worst tutorial I’ve ever seen, and I don’t know why they even bothered adding it. It’s just a series of gameplay tips, which should have been offered as tips during the gameplay. In fact, there is a video component of this tutorial that runs in the bottom right of the screen, where it is helpful during gameplay as a tip pop-up sort of thing. For players who want to know the real deal on the gameplay mechanics, the online manual is a much better method of instruction. It is a very good manual and offers a nicely detailed “first move” type of description.

As mentioned, City Life 2008 incorporates the interesting concept of social classes into the general planning aspect of the game. There are six classes, each of which reflects rigid and typed cultures of money and class. Wealth and art, poverty and conservatism are some of the characteristics of these classes. These classes can only comingle with certain other classes; otherwise class tension arises and if not resolved, will soon erupt into riots and street battles. This lends a considerable strategic element to the game, as most businesses either require just one type of class, or a mixture of classes. As these classes often have to live separately from each other, the placement of these businesses can be a complex process.

While this cultural feature does add strategic depth, it isn’t an avenue I personally enjoy. I don’t like to have my citizens rioting and fighting each other every few minutes. Others may have different opinions.

Building the cities is fun and as the interface is easy to use and understand, there is minimal frustration during the building process. There is also a good amount of information displayed for each main menu item when the items are chosen. Sometimes there is a lag or delay in the display and removal of these menus, though, which can be a little annoying. Laying out the cities is very easy and the roads are automatically appended around the structures. There is a deletion icon, but no “undo” function that I ever found, a feature that should be present.

Each map offers a short description of the historical background of the location. This is interesting reading, but really doesn’t have anything to do with the city that is actually built. They all look the same, essentially, and the historical background doesn’t really change the game’s strategy any that I could tell.

Everything looks good! Players can play from afar, or zoom in and see everyone walking around. The neighborhoods are conveniently color-coded to reflect their cultural makeup. The music is also nice, but there aren’t a whole lot of sound effects. A city this size needs more noise!

City Life 2008 is an engaging simulation and will offer many hours of enjoyment to city sim fans. City Life 2008 is the edition to get if players don’t own the original, as it does offer gameplay tweaks and new scenarios. The small amount of new content, though, precludes purchase on the basis of adding to the original. City Life 2008 is just as good as the original and a little better. It is a fine choice for players new to the series. However, players considering this as just an expansion may want to wait until the next expansion or new edition.

Tuesday, July 1, 2008

Call Of Duty :World at War

When you think about Treyarch’s forays into the Call of Duty franchise, one has to be impressed with the work done in such a short time frame. The Call of Duty titles Treyarch developed for Activision had a development time of nine months. So what would happen if the company had substantially more time – like, say, two years?

Get ready, because Call of Duty: World at War is the answer to that. What Treyarch is bringing to the franchise is something new, deep, gritty, dark, and thoroughly entertaining in an edge-of-your-seat way.

Treyarch and Activision showed off the title during a media event in Santa Monica on June 11. Demonstrated on the 360 platform (though the game will be available on the PC, PS3 and Wii), World at War marks the first time the Call of Duty franchise has gone into the Pacific Theatre, offering an infantry experience against the Japanese Imperial Army. This proved to be a tremendous undertaking considering that the Japanese Army operated under the code of the Bushido, essentially meaning that surrender was not an option and the Japanese would do anything to win. Infiltration and ambushes were part of the tactics used and the dev team took that into consideration, creating a suspenseful title.

Mark Lamia, the Treyarch studio head, said the marching orders, in tackling the title, were to “make the best damn game you can – don’t hold back.” Interviews with soldiers who fought in the Pacific were extensive and lead to the realization that the team, “couldn’t make the same old story in a jungle environment.”

“The situation this time with this game is an opportunity,” Lamia said, “a real opportunity for these guys to make the best game of their lives.”
The team has three factors working in their favor, according to Lamia – they had two years to make the game, were making a next-generation game (not a game that also would release on platforms like the PS2), and had a “fantastic” engine to work with, the CoD 4 engine.

Graphically, the game is outstanding. That much is apparent from the moment the dev team showed one of the levels involving a Marine who was a prisoner of the Japanese. After seeing a fellow P.O.W. tortured and killed, the Marine seems to be next on the list when he is rescued during a night raid by U.S. soldiers. They escape into the night, and the environmental lighting is amazing. Moonlight glimmered off the water, and the huts were burning, sending embers and smoke into the night sky.

A new weapon comes into the play in this game – the flamethrower. Wind can affect the fires and fuel, like nearby grass, can sustain the fire. But the fun doesn’t stop there. If a player is trapped in a hut, with enemies shooting at the front and only door, because of the destructibility of the environment, a player can shoot out the boards on the back or sides and escape that way.

Water has been given a makeover as well, adding buoyancy and refraction. If you dive underwater, and an enemy shoots into the water, you will see bubble tracers, as well as trajectory changes.

The game will build on the multiplayer foundation of CoD 4, presenting a positive infantry experience. In addition to the unlockables and kill streaks, players will also get credit for squad interaction, and the spawning system has been revamped using a Squad Influencer System – essentially it works to judge dangers of a spawn point (like camping) and will respawn players near their squad leader and squad members, not halfway across the map. Vehicles will have their own areas and there will even be vehicle deathmatches. But the biggest addition to the multiplayer is the co-operative missions in which a player can team with another in split screen or through online connections. There will be co-operative-specific challenges that will reward players with perks and upgrades available in multiplayer modes.

In addition to the campaign in the Pacific Theatre of war, there will also be a European campaign centering on the Russians and the push to drive the Nazis back to Berlin.

There is little doubt that Call of Duty: World at War is a very visceral experience that aims to be the definitive World War II experience. While there was no opportunity to gets hands on the game during the Activision event, what was shown appears to indicate that Treyarch is on the right track.