Bully: Scholarship Edition


Rockstar's last-gen hit finally comes to the PC.

ign

By: Steve Butts


Two years after making a splash on the PS2, Rockstar has finally ended their high school hooligan to the PC. Bully: Scholarship Edition puts players in the shoes of Jimmy Hopkins, titular tyrant. After being thrown out of a number of other schools, he is deposited on the gates Bull Worth Academy. As he begins a new school year here, he will have to compete and cooperate with the various Cliques around the school as he tries to rise to the top of the pyramid. And what is the best way to gain power and prestige at a new school? Pranks and violence, of course!



In accordance with the successful Grand Theft Auto approach tyrant is largely a one-note affair, which focuses on fixed clichés and stereotypes that have been used in countless shows, movies, books and video games. From the beginning, you can see Jocks, the Greasers, the Nerd and prepare and you pretty much know where everything will go. Throw in a wino in a Santa suit, a sickening cafeteria lady, and the required tyrannical principal, and you've got a game that tries to thwart convention so hard that it just winds up in accordance with it. Ultimately, you get the sense that Jimmy's crusade on behalf of the Nerd Bull Worth Academy is really nothing more than an excuse to run around and kicking people in the nuts.

Now, some may see this criticism as an unfair attack on the tone of the game. The game, after all, called "tyrant", so we should not be surprised if there is not much reason among its characters or situations. It is a perfectly reasonable proposal, to a point. But while the clichés and slightly sleazy nature of the world is not really an opportunity for great surprise or contrast in the game world, the real problem is that Jimmy's own motivation is not ever really explored, so the player is back on its own to bridge the large gap in his character. There is no clear reason why he is good or bad addition to the fact that he has a teenager in a new and unfamiliar environment. Ultimately, it is just too hard to reconcile his desire to rescue the stolen comic books for a group of Nerd with his instant and unquestioning complicity in the perverse life of his teachers.



You can argue that none of this matters to you as a player, and it is entirely possible to enjoy the game, despite the questions, play it for content and not comment. It's just a shame that with all the efforts to obtain such a coherent and engaging story that Rockstar went with such predictable high school stereotypes and a thoroughly indifferent protagonist.

The good news is that the content is generally very well designed. Missions are consistently entertaining from first to last, allowing the player to explore not just because of Bull Worth Academy and the surrounding city but also the private lives of students, faculty and townies. Whether it is poisoning a prized plant in the frat house, to blow up dwarf statues at the carnival, or ride a bicycle race to win sympathy for a girl in a very tight sweater, there's a lot of things to do in bully and the whole comes with a healthy dose of fun gameplay with just enough history to tie it together with the rest of the week events. Better yet, the missions are all reasonably short, so you can feel like you're making solid progress all the time, you play.



As the title suggests, bully involves lots and lots of matches, so it's a good thing to combat system is so well designed. Many games that have been fighting systems with just a single attack, and a grab move encountered feeling somewhat superficial, but although there are many possible approaches, bully allows you to chain moves together to create an impressive and tactically significant combos. Combine it with the accusation and humiliation options and you can really feel that you have a wide range of possibilities, even if you only ever really pushing a few buttons. Your gym teacher and hobo that lives behind the shop class you learn new moves through the game, so you have a chance to learn how to use each move to its greatest effect. Fortunately, the way combos are structured, you can even get away with some reckless button mashing and still feel somewhat effective.

There are also plenty of weapons you can use during the game, from the oh-so-satisfying spud gun and fireworks launcher to why-even-bother lameness of rotten eggs and bag of marbles. Still, nothing compares to the trusted duo of Slingshot and baseball bat when it comes time to take on the enemies of any kind. Even with the most vicious of beat downs, it is worth mentioning that the bully does not go for Gore or death. The worst thing you can do to your opponents, even when bludgeoning them with a bat, is to leave them writhing on the ground.



But combat and exploration is only part of gameplay. The school, after all, so you are expected to participate in class at least once in a while. There are two class sessions each day, and the truant officers who patrol the campus will try to hunt you down if you are found outside of class time. It's a funny sort of mechanic, which limits your mobility and your opportunities in the first half of the day, much like school in real life. And even if it means you will not be out running missions, it is still worth to go to class, because there has passed a one-day class will open new possibilities for you from a variety of social interactions that greater rewards when you kiss a girl (or boy), For better accuracy with your Slingshot.
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Fallout 3 (Survival Edition)


A bleak, twisted, yet utterly wonderful game.

ign

By: Erik Brudvig

Fallout 3 is a special video games. It is an open world, Roleplaying, providing an experience unlike anything on the market right now. It is a radical and expansive showcase of how much depth and excitement can be packaged in a video game, and it does justice to the Fallout franchise. This impact is the first from Bethesda, developers are responsible for The Elder Scrolls IV: Oblivion. You do not play any of their previous game or any previous Fallout games to enjoy this one. It stands on its own as a memorable and well designed video games.

The fallout universe paints a picture of a dystopian future. It exists in what people are on the verge of atomic revolution in the 1950s saw as a sci-fi world of tomorrow ... if thousands of nuclear bombs were thrown at it. It is a beautiful, Sci-Fi for a future filled with nuclear-cars, robot servants, and incredibly basic computer terminals. A nuclear war has stripped most of these technological conveniences, which provides background for a game with a sad, desperate atmosphere filled with glib and dark humor. It is a world that is both wonderful and somehow credible. And it is one that is exciting to explore.



You play as Vault Dweller, a blank slate for you to write your story. The game begins with your birth and then quickly move through childhood with snapshots of critical events, like the day you get your Pip-Boy 3000 It is a cleverly veiled character building and self-instruction sequence that sets the background of the story. You live in Vault 101, a bunker designed to keep its occupants alive through nuclear war that ravaged the surface. But this Vault not reopen when the war finished and as the opening film tells you this is where you will die because no one ever enters or leaves Vault 101

But it would not make for a very interesting game. At the end of your childhood, you awake to the alarm and confusion. Your father has opened Vault entrance and on the run. The precarious existence of the other Vault inhabitants have been shattered. Nothing will ever be the same, especially for you, then it is your free to leave the relative comfort Vault 101 and search for your father out of waste.



When the Vault door rolls back, and you step into the sun for the first time, the sense of awe and wonder as you gaze across the Wasteland, which was once the U.S. capital is massive. Life is absent, where it is not hanging on a thread. Par buildings remain standing, most reduced to piles of rubble. In the distance you can see what was downtown Washington DC, a standing, but destroyed the Washington Monument dominates the skyline as the highest remaining structure. You can already tell this game will be extraordinary.

Then your thoughts turn to survive, just as they have for any other human, each wild dog; for everything.



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Command & Conquer: Red Alert 3


Parachuting bears and psychic schoolgirls are just the beginning of the bizarre fun that waits in EALA's terrific new RTS.

gamespy

By: Allen 'Delsyn' Rausch

Real-time strategy is a serious matter. It is the domain of intense strategy players who sweat over large imaginary wars, causing the deaths of thousands of virtual humans. Fortunately, someone forgot to tell that to developers at EALA. Red Alert 3, the latest in the Venerable Command & Conquer series, has finally crossed the line from tongue-in-cheek parody of its predecessors to an out-and-out aircraft-style comedy. The result is a beautiful game, which is built around the idea of providing a large, Goofy smile to the player's face, while still in a position to be a pleasant, if somewhat simple, real-time strategy title.

The game's basic premise is appropriate psychotic. Soviet Union, on the verge of collapse, using a Time Machine in the Kremlin in the basement to remove Albert Einstein from history, to remove the person most responsible for their enemy's technological superiority. Returns to the present, Russians, the Western allies to flee only to find that their interference has created a third superpower to contend with - Japan. The new empire in the Rising Sun is a techno-fetishist society that mixes nanotechnology with the Bushido code to the field armies of cyber-Samurai and giant robots and mental school girl command soldiers. Players, of course, can choose to play as one of the three powers and trying to dump their opponents in the dustbin of history.


The game's cheerful disregard for anything resembling logic or coherent world-building is easy Red Alert 3's strongest attribute. , It starts with the game's design unit. Whatever hand-picked, Red Alert 3's armies consist of units that are equal parts subtle parody and over-the-top madness. Soviet Union, for example area War Bear scouts, there are actual armored bears. Their Twinblade attack helicopter, on the other hand, is a classic Soviet Hind helicopters, which seem to defy physics by flying with two main rotors (for twice the "cool" we assume). The Japanese, on the other hand, in an army full of things like the king oni (giant robot juggernauts) and a basic infantry unit engaged in a light monkeys while wearing samurai armor.



The entertainment factor has risen once battle is joined. Visually, the game is full of things to delight the eye. Particular favorites include the Soviet bullfrog personnel carrier, which starts infantry units out of a cannon to have them parachute gently to Earth. Each unit actually has its own animation sequence for this. Engineers somersault helplessly around in the air while flying to bear on their backs with their four legs twitching in panic. Fighting dolphins fried by Tesla coil will leave a small skeleton floating in the water a moment before it sinks. A mission in the single-player campaign actually has the player rescue troops from a circus.

The game's audio is also merit special mention. Score composers Tim Wynn and James Hannigan, together with the original Red Alert writes Frank Klepacki, has withdrawn himself by creating a hard driving late 80s / early 90's metal sound, dating back to the original game, while stressing the relentless pace In this new edition. The game's music is matched by exceptional voice-over work. Each unit in the game has a number of standard kd response to be clicked on and even a few seemingly context-sensitive comments that are intended to throw an occasional unexpected surprise on the player. Russian conscripts units, for example, make comments that reflect how poorly educated, they are together with a lighthearted gallows humor confirmation that their major strategic task is to die in ridiculous numbers. "Promotion, here I come!" is a common exclamation points as a unit are thrown into combat with, say, an Allied tank, which is about to squish him.



Real-time strategy is a serious matter. It is the domain of intense strategy players who sweat over large imaginary wars, causing the deaths of thousands of virtual humans. Fortunately, someone forgot to tell that to developers at EALA. Red Alert 3, the latest in the Venerable Command & Conquer series, has finally crossed the line from tongue-in-cheek parody of its predecessors to an out-and-out aircraft-style comedy. The result is a beautiful game, which is built around the idea of providing a large, Goofy smile to the player's face, while still in a position to be a pleasant, if somewhat simple, real-time strategy title.

The game's basic premise is appropriate psychotic. Soviet Union, on the verge of collapse, using a Time Machine in the Kremlin in the basement to remove Albert Einstein from history, to remove the person most responsible for their enemy's technological superiority. Returns to the present, Russians, the Western allies to flee only to find that their interference has created a third superpower to contend with - Japan. The new empire in the Rising Sun is a techno-fetishist society that mixes nanotechnology with the Bushido code to the field armies of cyber-Samurai and giant robots and mental school girl command soldiers. Players, of course, can choose to play as one of the three powers and trying to dump their opponents in the dustbin of history.


The game's cheerful disregard for anything resembling logic or coherent world-building is easy Red Alert 3's strongest attribute. , It starts with the game's design unit. Whatever hand-picked, Red Alert 3's armies consist of units that are equal parts subtle parody and over-the-top madness. Soviet Union, for example area War Bear scouts, there are actual armored bears. Their Twinblade attack helicopter, on the other hand, is a classic Soviet Hind helicopters, which seem to defy physics by flying with two main rotors (for twice the "cool" we assume). The Japanese, on the other hand, in an army full of things like the king oni (giant robot juggernauts) and a basic infantry unit engaged in a light monkeys while wearing samurai armor.



The entertainment factor has risen once battle is joined. Visually, the game is full of things to delight the eye. Particular favorites include the Soviet bullfrog personnel carrier, which starts infantry units out of a cannon to get them parachute gently to Earth. Each unit actually has its own animation sequence for this. Engineers somersault helplessly around in the air while flying to bear on their backs with their four legs twitching in panic. Fighting dolphins fried by Tesla coil will leave a small skeleton floating in the water a moment before it sinks. A mission in the single-player campaign actually has the player rescue troops from a circus.

The game's audio is also merit special mention. Score composers Tim Wynn and James Hannigan, together with the original Red Alert writes Frank Klepacki, has withdrawn himself by creating a hard driving late 80s / early 90's metal sound, dating back to the original game, while stressing the relentless pace In this new edition. The game's music is matched by exceptional voice-over work. Each unit in the game has a number of standard kd response to be clicked on and even a few seemingly context-sensitive comments that are intended to throw an occasional unexpected surprise on the player. Russian conscripts units, for example, make comments that reflect how poorly educated, they are together with a lighthearted gallows humor confirmation that their major strategic task is to die in ridiculous numbers. "Promotion, here I come!" is a common exclamation points as a unit are thrown into combat with, say, an Allied tank, which is about to squish him.
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Nostradamus: The Last Prophecy

Hair-pulling puzzles in your future.



I love every game, starting out with cross-dressing, as a rule, I think. There are some baseline love to go with the fact that the very first task put you in Nostradamus: The Last prophecy is for your female character to impersonate her brother. Bonus: If you put on his clothes before wrapping your chest, your nipples poke through - yes, laser nipples to otherwise make themselves alarmingly defined in spite of two layers of clothing!

But enough about our heroine (Madeleine) and her wardrobe malfunction in the main focus today is this pesky quatrain predicting bad news for Catherine de Medici family. Know how to tell if someone is serious about faking a curse? If they are willing to kill 12 people before getting to the major Political them! Fortunately, Nostradamus's Sunday - err, daughter - is on the case, to drink, investigate crime scenes, and putzing on in pop's observatory to calculate things of great Astrological imports.

The guy is actually a lady.
Can you remember Dracula 3: The Path of the Dragon? I think - I have reviewed it and it is not too great a surprise that this game reminds me a lot of that because they are both Mystery Adventure Games products. High-quality panoramas for the mouse-look exploration, a multipurpose marker that indicates whether you can talk, use or examine the marked area, and voice is less painful than most adventure games is the great good thing.

Unfortunately, the lame inventory system is made. There is an annoying stop halfway between something that is in the physical inventory and be in as a useful object; imagine Madeleine staggering around with an armful of clay, strange coded messages, and homemade jam, until you hit the auto button to put them all down (or do it manually). Nostradamus not break up the documents part of a diary, a recipe book, obituary list, map, and previous dialogues, but that makes it easier to find the exact bits of paper you need.


Yes, but what Lotto numbers should I choose?
Oh, here is something else that was argued - crazy puzzle! Some of these things makes so much sense! Establish kneading machine and a couple of bread, or mix some anti-sickness powder - these things I can handle, even if I need to gather my own herbs around the city, but these things can not even being considered as a warm-up . I have a feeling that beating a game like Nostradamus could well be the same as taking down God of War II on hard.

For example, (and, OK, it will be a spoiler) to get a recipe for a love Potion, look at your brother's stuff, and his suitcase is very locked. Actually, it's so locked to learn the symbolic combination, as you uncover only after tinkering with a pin head, you have to get up, find your brother's portrait hanging on the wall, look at the stars in the background, figure out which constellations represented (probably by referencing Center down the hall), and then find the icon that fits each one.


It is not good.
Is this yet another leap in logic longer? It is a very good idea for a lock, in fact, I think I may even adopt design and a custom safe, because no one will ever figure it out. I'm sorry, but I do not feel bad for not having quite catch it. If, when you had discovered the combination lock, Madeleine had said something like, "I wonder which three constellations are his favorite ..." at least that would alert you to the general direction. It is entirely possible that I just not hard enough (haha, are you kidding? I do not beat God of War II on hard!), But given that walkthroughs and forum threads to these games are pretty hopping sites, perhaps hints are just part of the experience.

Closing remarks
You will learn at least a little about astrology by playing this game. If it does not interest you, you can be annoyed, but then you should probably not the type likely to pick up Nostradamus: The Last prophecy in the first place, no matter how detailed the environments are or how much you love yourself immersed in the puzzle hell .


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Tank Universal

Tanks for the memories



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Everlight: Of Magic and Power

Harry Potter finally meets his Grandma Dominatrix.



I feel a slight pang of guilt if the basic description is linked by clicking on this review. Everlight: magic and power is not nearly as exciting as all that, even if it seems that every time in the game, while the realized how incredibly cliché is currently trying to Buck and all allegations with a completely bizarre element as, well The Nice old lady who wants to give you a "massage" during the night, whose times-out, the heart reason, sofa-bed reveals not only by hand, but ankle cuffs, orderly setting a cat 'or nine tails. For a less bent example, take the long-winded weather frog.

The opening is straight-up vague child-in-a-magic-shop-out-of-a-time. Well, ok, in reality it is a candle shop, but the owner is creepy magician named Mr. Teeth - you realize that the reason his name immediately, and probably shouting something like, 'Oh God, no ! After recalling how great it is a cup and ball game, he has some lines about what it takes to be a magician (to overcome your fears), excursions and how you need to find your spiritual leader (at point Melvin that, our hero in this super trendy "cargo style" shirt, a sort of Mumbles completely vague reference Native Americans), yadda. Then you find yourself in a kind of alternate dimension / past / fantasy wonderland and your journey begins at last.

This is just strange.
Note that this does not mean that the writing is better or anything. It is terribly boring, if that is inherent in the original or an artifact of poor translation is not very important at this point. Occasionally someone will say something relatively intelligent, but more often it seems that are going for shock value. I was actually kind of defer to feel after a string of silly E-Rated insults, feuds volley two characters "Bastard!" and "Slut!" from nothing. And it only gets weirder with the hippy which is still shooting and grandmother above dominatrix.

Your first task is to liberate your spiritual guide, Fiona, an elf who looks exactly like a fairy. I do not know if this is a mistranslation or a cultural difference, but we go with it. The elf will tell you the city of Tallen is under a curse, and that the road fixing the curse you end up facing five fears: failure, loneliness, disappointment, fear (same), and death. The curse is that at night, apparently all blacks and goes nuts, the "righteous" blacksmith is a player, the postman roams the streets as a homicidal maniac, the richest capitalist pig in town asking for alms in the corner. Everyone has a strange night to remember not self once again struck at dawn.

A major part of the game is using the day and night scenarios for its own benefit from sleep at the inn, an activity that is associated with a button in your inventory. Convenient in their own right, the inventory opens automatically when you mouse along the bottom edge of the screen. The other connection is within reach this icon, which leads to an overhead map. You can reach any area of the city, simply by double clicking on this map, rather than walk through the loading of multiple displays. A final way to speed things along is to make sure you have the subtitles on, because you can then read the dialogue and skip the audio. I say that more to emphasize the weakness of writing that implies nothing apart from the decency of Voice over quality.


Fairies? Elves? They all look the same to me.
Everlight went with the slider control dynamic option, which makes moving, looking, taking into account, and using all very simple left-click the icon on the basis that appears as you hover. Do not worry mousing every pixel on the screen, either, since holding down H will warm up to each point on the screen. I am pleased that even if the dialogue is clunky, the interface should not be so.

Most of what you do in the game is talking to people. There really are all hardcore puzzle are in large part is just tinkering with your inventory and brute-forcing the way through casual conversation key to activate the next event. Melvin can actually be of a type Brat, and sometimes has an interesting idea of what constitutes troubleshooting. One of the first things you do is kill a tree to two neighbors to stop fighting over it, not even to help them, but to help yourself. He also has no trouble lying, impersonating authority, or steal. Obviously these are quite trivial in adventure games, but for some reason I figured since he was going to be a magician and all, perhaps you want to use his powers for good. On the contrary, he seems content to lay sneezing powder against a person who is the biggest threat. Of course, he also goes through an awful lot of problems to schedule a date, so maybe he just needs a little 'better "spiritual guide". Teenage boys! It should be - what to do with them?

The soundtrack channels Yann Tiersen about Amélie, which is quite enjoyable unless you can and listen for a thousand years. (It is not quite as likely to happen as in some games, though, thanks to built in hint system, which scales based on level of difficulty that you choose.) Graphically you ... for not exactly a treat, but not a disappointment, at least. E 'actually kind of good-looking for a PC adventure, despite the old school of texture mapping (thinking in particular of beard).

Closing Comments
Everlight: magic and power is a fairly generic game with a pretty generic title, but seems to know and want to quit, consequently, an uneven spray of goofiness that serves mainly to boost the rating to T. I call it above average without being able to be good, but for twenty U.S. dollars you can do a hell of a lot worse.


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