Company of Heroes: Tales of Valor


The standalone expansion for Company of Heroes offers some interesting novelties but nothing like a complete package.


Relic's Dawn of War II was a great departure from what fans of the original game expected. Rather than just make a bigger game with better graphics, the development team decided to go a completely different direction with success - albeit controversial - findings. Company of Heroes: Tales of Valor clearly demonstrates that its bug to "reinvent" the franchise's signature is not limited to the Warhammer 40,000 universe. The latest standalone expansion for the relic's Company of Heroes is a radical departure, turning relic's amazing World War II RTS in an entirely different action-oriented animals. Unfortunately, the results were not nearly as successful as in the previous re-do of Dawn of War.

Tales of Valor is structured around two sections. The single-player portion of the game consists of nine missions split into three mini-campaigns, which tells three personal "Tales of Valor" from the Second World War. In them, the game takes a page from World in Conflict and offers control of one or a few units and challenges players to use their special abilities to fight their way through a variety of interesting strategic scenarios. Each of these is fun in its own way (protection 10 Panzer tanks from an Allied attack in "Swatting Flies" Mission was my particular favorite), but they do not particularly keen on Company of Heroes. Indeed, it often feels like the developers try to shoehorn a classic RTS game in the sort of quick-hit action experience to download from Xbox Live Arcade.

Multiplayer features on the other hand, is considerably more successful, but even these have some questions. The best feature of the new package is easily the new series of multiplayer modes. "Assault" is a World War II-theme "Defense of the old-style battle between the two entrenched forces. Players control a" whole "unit, and try to support their AI-controlled brethren to push through the lines and destroy a specific target." Stonewall "is a co-op mode, where up to four players in the middle of the map to try to ward off 16 waves of increasingly difficult enemy assaults. Finally," Panzerkreig "is an updated version of the classic Atari 2600 game Combat. All have a single tank and trying to blow the heck out of their opponent's tank.


Company of Heroes was one of the first RTS games to really understand the beauty of cooperative activities to play and that experience really shows through in these conditions. Each of the tank heroes "in" Panzerkrieg, "for example, have different skills and capabilities that work together very well in supporting each other, making the teams that really communicate with each other and combine skills undefeatable. More than that, while it is slightly different from the classic game, the strategic depth does not prevent it from being a blast as a game. More traditional RTS stalwarts like myself will really appreciate the "Stonewall". This mode gives the player access to game the entire arsenal in a frantic last stand defense against overwhelming odds. Again, team coordination is key, and when the mode is really clicking it's just awesome.

There are also a number of new units in each of the games' four armies, and true to form they're a blast to play with. My personal favorite is easily the American M-18 Hellcat tank that replaces the M10 Tank Destroyer. This zippy Little Turtle of a tank abandon some firepower for more speed and heavier armor. This has been a godsend in the game against the Panzer Elite. It still does not allow American player to keep with them in terms of maneuverability but it does close the gap, and it becomes a very nasty surprise, when used as a rescue force for the stack infantry. On the other hand, I've learned to hate the Schwimmwagen 128 when it was used against me. This replaces the German motorcycle unit and the reverse-driving capabilities, making it even harder to catch when it is gunning down mining engineers.

The problem with these units are connected with the word "replace". The eight new units (two per army) does not add to a player's arsenal. To use them, the player must decide before the game starts to lose the other two elements. One of the hallmarks of a good Expansion Pack is it not "expand" and elaborates on core gameplay without undue obstruction of the works and make it more complex than it has to be. Tales of Valor fail to do so. As enjoyable as each of the single and multiplayer additions (and they are quite good), the whole package comes off as a collection of matched developers tool costs were around with their leisure time. The original game is as great as it always has been, and Tales of Valor certainly not take away from it, but ultimately this "expansion" pack comes out as a modestly enjoyable diversion.

© 2009-04-09, IGN Entertainment, Inc. All Rights Reserved

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By: Allen Rausch




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Death Track: Resurrection



Straddling the thin line between competent and insane.


Mix one part Unreal Tournament with a portion of the fast and furious and get something like Death Track Resurrection, a mix of racing and driving routes fighting game is actually based on an old 1989 Activision game, Death Track. Dynamix, the deceased design house that gave us Star Siege Tribes and other classic games, made it the first game. This new Death Track comes to us from Russian developer Sky Fallen, courtesy of 1C and Aspyr. That brings some obvious translation issues, but the big question is that this game allow for the line between being firm and completely unpredictable.

In some strange future where big, muscular guys wear clothes that are a mixture of street whore and the Village People, Death Track Resurrection is about a popular gladiatorial racing circuit, which takes place in the "purified" cities in the world. It turns out that there was a great war, turning places such as London, Tokyo and San Diego in major racing venues of all things. Yes, it is strange and does not give much sense, but then again, it is an idea with roots in the original game.

Sky Fallen provide the game with a strange kind of presentation. There are some full-motion video cutscenes that feature a slim Russian woman dressed in some retro-futuristic clothes and makeup and serves as a sort of news ads. But the poorly dubbed voice over does not even come close to matching her mouth movements. Then there are a range of CG cutscenes, which show a gargantuan orchestra mob boss things "accidents" to happen at different drivers on the circuit. Some of these accidents are directly hilarious, but at the same time, it all seems almost absurd. This is not a future that you can relate to. It is almost silly, and I imagine that this game is probably far more satirical in its original language.

Once you get past the confusing narrative, you are single-player races with different modes. There is no multiplayer component in the game, so you are limited to just racing against the computer. There are a number of race types, such as scenario (which is story-driven) and drag race. In addition, there are several racing modes. The modern breed, you and your opponents respawn back in action if you are knocked out. The classic race does not allow you to respawn so you start a race with a large pool of drivers and see the numbers, cutting down as players are eliminated. A rally mode eliminates weapons altogether. And then there is a special mode where you can adjust the settings.

To the game's credit, the basic mechanics are sound. The controls are pretty tight and responsive, and you race around even large maps, which is full of all sorts of obstacles and challenges, and different power ups. It is kind of like Mario Kart on steroids. The problem is that in some modes, the game is a chaotic mess that is essentially out of your control. Skill has no place here, it's just pure luck that you win at times.

What happens is that while you're busy racing, you'll be getting shot at, shoot back, dodging mines, get sideswiped and much more. On some tracks that are even robots flying over the racetrack firing at you. It will be to the point that if you're headed, it's almost not worth it because it just means that the back of your vehicle is exposed to all behind you and makes you a big goals. Slow down and you're still the middle of a dogfight in which the slightest mistake can send you slamming into a wall. You can not even make a mistake, but suddenly a car will respawn in front of you without warning, and you smash into it.

If your car health reaches zero, you explode. This happens quite a bit, but you end up respawning a second or later. Still, you lose precious time because it takes time to get back up to speed. In the meantime, it feels almost impossible to get any separation between you and the pack, so it is precisely this Nonstop cycle to get killed, respawning, trying to take the guys in front of you to regain the lead, then killed again.

Ironically, things become easier in the last parts of the scenario as the number of drivers drops due to "accidents" the mob boss is the orchestra thing. (It's kind of hilarious how all these drivers are really dying in suspicious circumstances, but all other Shrug them as accidents.) This reduces the amount of chaos at the racetrack significantly, so you can focus more on racing. In the later stages, you also had a chance to upgrade your car with better armor, engines and weapons, which makes you more respected. The upgrade system is fairly typical if you've played any kind of racing game before, it's just a matter of accumulating enough cash to equip your car with better tools, or buy a second car design completely.

The visual is a bit of a mixed bag. The game has a colorful look with detailed environments, but the cars is that well-known problem that they do not feel like they're riding on the ground, but floating above it at times. Minimum frame rate manages to remain high, even in some of the worst carnage. The sound has a thrumming metal soundtrack in the background, along with a bombastic race ads that sounds like he is cousins with the guy from Unreal Tournament. The bot masters have their own voice so well and they like to hurl insults at you when they pass. It all feels very Unreal Tournament, really. On the other hand, you do not get much of a sensation of engine noise, especially if your opponent comes up behind you.

Concluding remarks
Parts of Death Track Resurrection feel intense and challenging as you would expect from any racing game. With the race to the line error is so small that if you manage to win, it is exciting, but if you lose, you can point out the mistake you made at a critical time. But other parts of this game will feel so crazy and random that you wonder what all this is that it does not matter how good a driver or a Combatant vessels you are, if events are almost completely out of your hands. As a result, this is a game that has a real Jekyll and Hyde personality who does not make it a horrible game, but it does not make it a great one, either.

© 2009-04-08, IGN Entertainment, Inc. All Rights Reserved

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By: Jason Ocampo

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Stormrise


Why bring this game to the PC?

When I predicted Storm Rise, a new real-time strategy title from Creative Assembly, I was hopeful. The game, which is set in a dystopian future with a lot of destroyed towns and stormy skies to enjoy, was designed from scratch for consoles. Play preview build, I was fascinated by Whip Select control system (which I will explain in detail later) and battlefield camera, but a number of bugs and frame rate jitters kept me from enjoying the full experience. Unfortunately, these issues were not limited to the preview build. Storm Rise has a lot of good ideas and is a truly valiant attempt to make RTS work without a keyboard and mouse, but the game's technical problems, combined with some really frustrating control constraints ultimately makes Storm Rise a disappointing entry in the genre at best.

And then, of course, I found out the game was coming to the PC, so I put this very important question: why? This game was designed for consoles. We already know that RTS games work on PC - it is here that they have always worked. But still, Storm Rise awkwardly waddles into the PC universe and somehow manage to become an even more embarrassing disaster than it was on consoles.

If my thoughts written above does not scare you away, I will expand on the game site. Rise Storm will take place in a world torn apart by massive fire storms. After a disastrous technological event known only as the event, pockets of humanity was forced underground in cryogenic sleep in a desperate attempt to survive. The people remaining on the surface began to evolve over the many years thanks to their exposure to the storms, and they ultimately were powerful creatures known as Sai. Now that the initial threads of humanity - Echelon - has awakened from their deep slumber, the two forces have begun to collide. You fill the shoes of Commander Aiden Geary, manager of Echelon Special Forces and a strange player in these troubled times.

After a somewhat complex but still powerful opening cinematic, the story of Storm Rise suddenly taking a dive as characters are strongly established, plot points are loosely chained together and the whole affair becomes almost incomprehensible. It really is a shame that the game could not have kept its wits about it from start to finish, because I am all about the post-apocalyptic scene.

With regard to gameplay, Rise Storm is far from a traditional RTS. It is not so much about building a base and overview armies as it is to jump from node to node with small groups of soldiers. All the action takes place down on the battlefield, as opposed to from a bird's eye view. When you are in control of a device, the camera sits just above your head and you can move your cursor around from his perspective. This way you can tell it where to go and what to attack. To select another device you use console-specific Whip Choose system to jump from one device to another. By holding the right mouse button and move the mouse in a certain direction, you can highlight a single icon on the screen and let go of the button to switch to that unit's perspective.

This leads one of the biggest problems I will continue to repeat this entire article. Storm Rise does not work on a PC. Whip Select was developed using a control stick in the mind, then use a mouse instead is a joke.

Besides controls your second obligation Storm Rise to manage predefined resource nodes on each card to be captured first and then converted into shielded turrets and refineries. The main strategic element in Storm Rise is figure out how to go about holding these nodes as they are an important aspect of resource gathering and some can even be used as spawn points for new units. But besides node control, oversight entities are, what you do most of the Storm Rise.

But you do not need to command a unit at a time, of course. You can group up to three units together and you can also issue Indirect commands by moving the cursor over a friendly unit's icon, press a button and drag the resulting pointer to a new destination. These techniques, along with the Whip Select system is great in theory for a console game, but just does not make sense for the PC.

Verification of a massive army against impossible Storm Rise. Sometimes you need large forces overwhelm the enemy but try to stick between groups difficult. Although the mapping of various groups to the number keys do little to alleviate the frustration. By the time you have built up an army, the screen is completely littered with icons and keep accurate track of your units is a disaster. Storm Rise works much better when you work with fewer conflicts. These limitations are exacerbated by the unit AI, path and plain ol 'mistake. When units fight each other in Storm Rise, things rarely think of the screen. I saw as many soldiers in my command would suddenly drop dead when no visible enemy fire was incoming or they will just run in the opposite direction and get stuck in the environmental objects (or themselves). At one point, I commanded a sniper unit to take out an enemy turret. My thoughts: "These snipers have better range than the assault cannon tower. They should be able to take it out, no problem." Reality: the snipers joyfully bounded directly to turret and got completely destroyed. Awesome.

Another good example is when I had my group of control animals (heavy weapons Gunners) digging in to defend my own node. They suddenly became caught in an animation loop, they set up their guns, then decided against it and put them away ... only to put them up again. Later in the war, when I tried to put them back in a neutral position so that they could move to a new location, I found that they were stuck in place and could not unstick it. Score another for crazy errors.

Then of course there is the fact that the game runs poorly on PS3, 360 and above PC. The frame rate suffers terrible and the game can often handle many units on screen at once without Stutt ring. When your forces collide with the enemy in an epic confrontation, expecting that the game actually froze for a moment before picking back up where it left off. Or maybe it'll just crash completely, which is what happened to me once on the PS3 version. If you have the graphics settings turned up on the PC version, expect to see a slideshow. Honestly.

Finally, if you're interested in checking some multiplayer action, not hold your breath. As I write this article, only about 10 players have been officially ranked the online Leaderboards. There will be many people to play against and who has an RTS without the community behind it just is not good. Multiplayer will not be a realistic option in PC Storm Rise soil.

Concluding remarks
It is a shame that Storm Rise may suffer from so many issues, including ineffective controls group and poor unit AI. Choose the whip system was a good idea for consoles and the basic premise behind Rise Storm's gameplay is appetizing, but the whole project just does not come together. But really, why would you bring this game over to the PC landscape and not even let players use a 360 pad? There are so many incredible RTS game on PC - Storm Rise is not one of them. Avoid it at all costs.

© 2009-04-03, IGN Entertainment, Inc. All Rights Reserved

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By: Ryan Clements

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BattleForge


An intriguing idea that's less than the sum of its parts.


As far as genre-blending titles go, you should be hard-pressed to find such an ambitious and attractive BattleForge. EA's new game combines social and competitive aspects of online multiplayer games with the flexibility and occupation of collectible card games and packages them in a gorgeous real-time strategy experience that is chock full of wyrms, were wolves and witches. And although the concept is undeniably exciting, BattleForge suffer the fate of many titles that are trying to blend oil popular genres in that the individual elements are not strong enough to stand on their own and the synergy between those who are missing.

The story of the game are the same problems. Players are flush Word, immortal inhabitants of a floating fortress called Forge. This is probably the staging site for all your adventures in the game, and it is also the central hub where you interact with players and test your tires. There is something happening on the world below you and you and your fellow Flush Word will have to intervene to ... yes, I am not really sure why you anticipate, and that is the problem of history.

The actual story is only one piece during the loading screens before your mission. Although I know there is a curse of some sort, a collection Twilight, and although I have helped a man named Rogan and a giant named Jorn (fighting sometimes, but still seems to be on the same page you are ), I'm not really aware of what is happening. It is a pity, because the snippets you get before each mission contains some interesting elements, but the story seems completely random to the action.

After a short tutorial introduces you to the basics of the game, you will find yourself in the practice area of the Forge. Here you can test your basic starting deck against a variety of enemy types. But the most important thing to do here at the start is to click the tab for the online store and spend your points to get some additional booster packs. If you use all your points here, you will have around 150 cards you can use to create your own unique deck.

Each card is linked to one of four elements - Fire, Frost, Nature and Shadow - and the individual aspects represent a general tactical strength. Rating, for example, has plenty of healing spells with some crowd control abilities while Shadow focuses more on sacrificing its own units to deal lots of damage to the enemy. There are lots of fun trying to find out which cards work well together. You can combine a Healing Gardens shrine, which promotes the regeneration power of your creatures with a regenerative magic like regrowth and regenerating creatures like Werebeasts. Throw in a couple of Shaman who can heal your damaged units and you've made your low Werebeasts unable to cope with much stronger opponents.

To play every card in the missions, you need two things. First you need to manage a mana tower and associate it with the aspect of the card you want to play. Each successive ORB you capture requires a greater power costs, but gives you access to your stronger cards. The remaining revenue is power. You gain power by taking control of special towers scattered across the map and it feeds slowly into a pool, you'll need playing cards and maintains more towers and orbs. To play a card, you must have a sufficient amount of orbs and then using the power costs.

As you complete missions in PVE and beat opponents in PVP arenas, you will gain access to special upgrades that you can use for your card. Some may give a slight boost to a certain effect, while others simply beef up the card's core abilities. You can even use your duplicate cards to increase the number of times you can use an ability or call a creature before having to wait for it to recharge. The upgrading system is fun, but the rewards are random, so it is likely that you have plenty of upgrade options for the cards you never use.

One of the disappointments here is that there is little appeal in the deck is built around more than one aspect. While some other card game invites players to combine the powers of various aspects of their tires, BattleForge seems to be designed around more focused deck. It is true that the continuous casting some cards require a specific color ORB and then further orbs of any type, but the lower units are not attractive enough to encourage players to share their orbs between two powers. While you may be tempted to combine damage dealing power with four defensive strength Frost, divide your focus does not seem to offer many direct rewards.

The biggest disappointment in connection with the short system is the terrible auction system. Since there is no advantage to have multiples of a card in a deck, it is worth considering to sell off the cards that you do not need upgrades later. Puts them on sale, is easy enough, but browsing maps, track your bids and even collect money from your sales is tiring and awkward. For one thing, you have to manually collect money from each sale you have completed (not that there is no other option), and the system did not even tell you what card is that you just sold. Furthermore, there is no way to sort your cards by duplicate or rarity. The game did not even tell you how to tell which cards are rare and are not. Fortunately, players can turn BattleForge Wiki for information on the game should have given.

The last point in design is the controversial relationship between your cash and your ownership of these digital maps. EA's decided to use an in-game currency to buy these boosters and that the fund can only be increased through auctions and trade with your existing card or via cash injections. It is true that you get well over a hundred cards at just $ 50 to buy the retail version of the game, but if you want to add to your options, you pay through a series of microtransactions. And given the random distribution of cards in each booster, it may take a while before you find the card you want. Of course, it's hard for me to talk about the overall balance, because I can only judge based on the maps I have in my collection, but this system seems designed to balance problems with PVP. Players who are willing to dump a lot of extra money into the game will find themselves with many more strategic options than other players have. BattleForge multiplayer has a clear focus, while the few single player missions offered in the game must be played in the online world. The basic interface and overall presentation to find games and tinkering with your tire is flat. There are a couple of tabs at the top of the screen so you can access all the tools and information you need. It is true that the chat windows is a bit cramped, but they get the job done. (For some reason, there are a lot of German players on the server so that cooperation during missions and product distribution in between are not always easy.)

Once you clear a deck, you'll want to open up the world map to see what tasks are available. There are about fifty missions in the game, and there is a very clear system here, which shows you how each task will take place, how many players it takes and how many open groups that are looking for players. The path to the missions themselves are scripted, but you generally have a few routes open to you at the same time, so you will not find you even turn your head against a wall because you're on a mission. Even after you complete a mission, go back through it again at a higher difficulty to get better rewards.

Once you've had enough experience under your belt, you can even participate in the massive 12-player cooperative activities struggles, there is plenty of fun on the rare occasions that your allies are not leaving in the first five minutes of the game. The coolest aspect of the 12-player games is that they are divided into three four-player maps. Each map will have its own unique goals that can actually affect the difficultly of the other cards. And when you do not know how your allies on the other two cards do, it creates a wonderful sense of expectation when you are waiting to see if they're going to close down some enemy gate, or send you some reinforcements.

There is also a PVP area, where you can go to test your deck, head to head against other players. The matching system here seems pretty fast, but we are not sure how the game can rank players based on their win ratings without regard to what types of maps and upgrades they have in their deck. In any event, PVP offers the opportunity to upgrade rewards that can not be achieved during solo or cooperative missions.

Unfortunately, the communication system is not great. Talks dealt with in a small window that has spammed by lots of other match updates, so you might miss an important message from your allies, particularly if there is a colorful and explosive battle on. There are some flags you can escape to the other players' attention and the strategies needed to win has never been so complex that you need more than that.

The RTS missions are fun enough, but they tend to get repetitive, despite the different goals. Whether you take out several targets, escorting Treasure ships or break the siege, the overall strategy never varies. Make your starting force, grab some orbs and towers, build a larger force, grab multiple orbs and towers, build your super units and then just throw them against the enemy until you win. There are a few time-bound targets that make you sweat a little more, but they just challenge you to go through the same steps faster.

Without any real formations and no rules of engagement, what BattleForge boils down to ultimately a giant whirl where all your units are crammed together and attack whatever target you need to destroy. This is especially ridiculous in the four player missions, where all players have built a lot of their biggest and best units and are all clumped around or whatever giant fell God is what they are supposed to kill. (It is even more confusing, the designers have opted for blue, green, light blue and light green color as the player.) I realize that the interaction or synergy between the units can be as important as their tactical formations, but the game does not offer any individual unit stats interval, so you can see which parts of your army is out of balance.

The good news on the RTS front is that the creatures and spells are incredibly varied and imaginative, both in terms of their general competence and their physical presence on the battlefield. You can turn promotes an army of harmless pigs or rain down a massive, screen-burning meteor storm. You can order frost resistant bitten cavalry to trample the enemy units while giants pound enemy fortresses with their bare hands. The range of units and abilities are simply spectacular.

What is even more impressive is that the engine handles it all with elegant ease. Sure there are some frequent freezes here and there, but at least they seemed to be due to latency. When the data started flowing again, the engine would play out the action nicely. The magic effects are vivid and the animation is convincing at all levels in this game.

The sounds are doing a good job of supporting the effort, but is not likely to stand out on their own. The music is appropriately warlike and adds a small measure of excitement, while the sound effects help to bring a bit of realism and power struggles. The few bits of dialogue in the game helping to tell the story in the loading screens, but not doing much else.

Concluding remarks
BattleForge acts as a very good idea and in reality it contains many seeds of greatness in it. The visual style of the world and the huge variety of creatures and powers are clearly the strengths here. But to see these games in action will give you an inflated sense of fun you can get here. The embassies themselves repeating the same formula over and over again, which severely undercuts the point of having such variety and flexibility of the card system. When you add in the auction interface awkward and the extra money needed to collect the cards you really want, it makes it so much harder to see the value in the few things that BattleForge get right.

© 2009-04-01, IGN Entertainment, Inc. All Rights Reserved

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By: Steve Butts




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Wanted: Weapons of Fate


Make fate your b1tch.


When the final bullet was fired at the end of the Universal Pictures movie Wanted, were you thinking: "I wish I could continue the adventure on my own"? If yes, then Wanted: Weapons of Fate was made for you. Continuing the story of the film, Wanted follows Wesley as he tries to uncover the truth about her mother, a journey that allows players to take control of Wesley's father, Cross, in several flashback levels.

Is a video game based off a movie (which itself is based off a comic), the expectations for Wanted is pretty low. But Wanted's producer Pete Wanat, the man responsible for gaming's few good movies-to-game adaptations: The Chronicles of Riddick, Scarface and The Thing. Are Wanted up to these standards? No

Wanted: Weapons of Fate fails to recreate the look and sounds in the movie, although the 360 version has some poorly compressed before rendered cutscenes. Blending some of the artistic sensitivity of the comic with the established world and cinematic style of the film, developer Grin has created an interesting hybrid. You get the average Joe-portrait photograph of the film's star, James McAvoy, as Dons costume from the comic. It's the best of both worlds, a third element (you know, the whole gameplay thing) that fail to live up to both.

A third person shooter cover to cover, Wanted has a slick style worthy of the film, but lasts about as long. This is not Gears of War or a similar cover shooter, moving slowly from point to point. Wanted to move quickly with a cover that attaches to the chain from one piece of cover to the next with an interface that shows your available cover options. You can quickly slide behind a box, then jump over to a wall, so then dive for the safety of a second box. It just is very responsive, and no doubt it is one thing Wanted means that there really is excellent. The rest ... not so much.

Whether you play as Wesley and Cross, you want to run through the same motions across all linear level. The enemies change only superficial ways and your strategy remains essentially the same from start to finish. Get to cover, use your bullet-crumbs abilities to kill enemies, continue forward.

And yes, you have the gift to bend bullets like in the movie / comic. It is a neat system indeed. Keep a shoulder button and the arc of your bullet is projected on the screen. You can adjust this with the thumbstick, increasing and decreasing the angle, and change your firing position. That white line when the path is clear that the target red if there is an obstacle. At first, you'll probably spend half a minute to get a perfect shot, but when you get the hang of curved balls, you can create a straight line in a second or two.

Crumbs balls do not come cheap. You have an adrenaline meter (represented by bullets in the upper right corner of the screen). Kill an enemy, and you fill an adrenaline bullet. And it costs a bullet of adrenaline to curve a shot. If you have the ability to kill enemies in a single curved shot, your meter will constantly be refreshing. But often a bullet will not immediately kill and instead sends the enemies lags in the open (each time with the same animation). You will see that a few hundred times over Wanted.

Wanted is at its coolest when you get an instant kill with a curved and bullet camera chooses to follow his way into another's brain. You will hear sounds from the movie - you know, really authentic bullet-to-brain sound - which is a nice touch. Watching bullets fly in slow motion in the soft flesh bits thugs never becomes old. Even as the rest of Wanted become redundant (a true art piece for such a card game), slow-mo bullets in the brains remains fun throughout.

But Wanted never takes the idea of curved balls very far. You never go into interesting situations where you want to do something more than curve a bullet around a simple piece of cover to cap anyone. Even the boss battles have a uniformity to them. You will either need to curve a bullet to get them out of cover before blasting them in the open, or use slow-mo slide the cover to catch them in the open. Neither be particularly satisfactory.

In an attempt to spice things up, there are several shining moments in Wanted. In these particular sections, you can not control your character movements unless he targets. This allows for some cinematic flair. It is not bad, but it does little to keep it very short arms of Fate in getting old at the end. Oh, and there was another shake-things-up moment. Unfortunately, it stinks. Twice you have to man a turret and take out enemies in a courtyard. Neither time doing Wanted clue you in how to defend yourself (pro tip: lift up turret). And you can die in about five seconds without doing so. So the first few times I tried one of these sections, enemies stormed in and I was dead before I winked.

Wanted has some innovative ideas, but never really breaking through at any point. I had fun with it, but there was not a single moment that wowed me. Wanted real case is its length. It took me less than four hours to beat, and replay incentives are piss-poor.

You can try a few different modes, but none are as good as they sound. There is a Head Shot mode, for example. Sounds cool, right? We all love the head shots, after all. But give it a go and you will find it is just the normal game with the demand that you kill all the head shots. Bo-ring. You can also unlock new characters to play, but they share Wesley's animations and because Wanted uses pre-rendered cutscenes, new character models do not appear in the cinema tics.

Concluding remarks
I have nothing against short game, as long as there is proper incentive to play repeatedly. Wanted lacks such incentives. Something as simple as an arcade points or in depth stats interval could have been enough to make a second play through interesting. Although the first time through is fun (yes, it's fun at times!) There is a real shortage of content. It is best as a rental, since you can turn Wanted in a meeting.

© 2009-03-30, IGN Entertainment, Inc. All Rights Reserved

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By: Hilary Goldstein


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Grand Ages: Rome











They could have built it in a day if they had tried.

First, there is a flaw in the marketing message for this game. Some of you will be affected by the field's mention of 4X strategy and massive armies "but it is only through ignorance or deceit, that this game would be advertised as anything other than

"Once a Roman town Builder with shallow combat." Perhaps it is an attempt on the publisher's part to take the title away from lackluster by Builder genre, after all, they have certainly distanced the game from the previous two games in the series, Glory of the Roman Empire and the Imperium Romanum, which was rather unspectacular. Someone who has played any of these games will see continuity in Grand Ages: Rome, but it is not something that the publisher apparently eager to promote.

Anyway, Grand Ages: Rome attempted to clear the name of the franchise, but ultimately not to bring any compelling new ideas for gameplay. This is essentially a fairly predictable city builder that apart from some visual improvements, will not hold any surprises or new challenges for people who have not played a by-Builder since Caesar III. And if you have not played a by-Builder since then, you may not mind the Grand Ages: Rome so much. If on the other hand, you came up through the game Views Zeus and Emperor, you will certainly find yourself wishing more from this latest offering.

The basic format is fixed. The player is tasked with creating a functioning and self-sustaining city by balancing the inter-related services and functions in a variety of structures. Houses provide workers who can work on the farm that sends wheat to the mill, which will send flour to the baker who send bread to the stores to feed workers. It's just one of the more complex chains of production in the game. To build and maintain your structures, you need wood and brick and the occasional rock block. To preserve peace, you must prefectures, which can only be staffed by members of the senior class who have more complex needs than the populous. Throw in some other buildings for learning, entertainment, health and commerce and things quickly become complicated.

At least that is the way it looks on the surface. In practice, the Grand Ages: Rome makes things relatively easy. It seems like the AI is much better than previous titles in the series, so the public to manage their own affairs at this time, leaving the player to worry exclusively about building placement-targeted and resource balance. Resources immediately shown where they are needed and many of the buildings is an area of effect, making the concept of traffic flow completely irrelevant. There are no more gender-specific job this time so you do not have to worry about the manning of distaff industries. In addition, the game has simplified the work to the point that one house provides enough workers for infrastructure building. It is an inelegant solution, but so does balancing your cities a little easier.

Grand Ages: Rome has a much more open campaign than his predecessors. After completing the basic introductory mission, players let loose on a map of the Roman world, and can choose from a wide range of tasks that are focused on key locations and events during the first century BC. Players will sit Spartacus' slave revolt, establishing outposts in Gaul, and even slipping into the wars in the triumvirate. History and timing of these missions are quite irrelevant as far as gameplay goes, but it gives a little background for the player's own imagination. What's more interesting is that you can ally you with a special group that can open or close the new missions later in the game. As you complete missions, you can even level up your character, adding new talent and resource bonuses that you purchase with points earned in each level.

Players who want to try their hand at competitive and cooperative city building can even head online and try their luck there. Of course, the tactical aspects of the game is not going to rival even the original Age of Empires, so these online contests are more about marketing than the general ship. An interesting thing that set the previous game in the series apart was the inclusion of objective card, the player would take the entire course of a mission. Although they presented some scripting problems at times they are offered plenty of smaller goals that gave the player some rewards and direction during the mission. This system has been removed from Grand ages, so now players are just aiming at one or two goals in each mission with a few choice targets thrown in as well.

The interface has been improved significantly. Where previous games in the series have required players looking for information about their city's overall performance, Grand Ages: Rome contains lots of useful overlays to show you in bright colors, which of your buildings are in danger or short of a necessary resource. This new feature makes locating your support buildings so much easier. In addition, the summary function of the Forum have been removed and placed in the overall interface of the game itself, so you can easily access all the numbers you need to plan your future growth.

Combat seems to have been improved as well. The animation looks great and AI is much more aggressive. As with the original game, but fighting is still relatively simple. Players have a handful of very basic unit types, and no real military maneuvers that are more advanced than "move" and "attack." As in most city builders, the key to military victory has far less to do with general ship than it does to build enough units to steam roll your enemy in the general mêlée. The good news is that if you like the approach, there are many more combat missions focused this time around.

Besides the simplified combat, there are two other major problems with Grand Ages: Rome. First, satisfying the demands of your citizens are not really that difficult, and because you have access to all buildings at the start, there is no sense in expanding the possibilities. Really, you are just building the same basic city again and again in every mission. The only variation comes from the inclusion of specific design goals and the presence of the enemy barbarians. The lack of consistency in the flow of traffic or the movement of goods means that the location of your building is really more a matter of aesthetics rather than function. Although disasters have been scaled back. Now, as long as you keep all employees, you do not have to worry about the game sinking riots, fires or resource shortages.

Second, there is just not much personality there. Yes, there are some interesting meetings and animations to look down to street level, but you can not play games from this perspective. Once you've zoomed out enough to actually work interface properly, it's just impossible to see much life in the game. Although it may seem the realistic presentation is a purely artistic preference, it also impacts the player's awareness of his city is working properly as well. I challenge all to spot the prefect's tiny bucket of water as he walks to a fire.

Otherwise the graphics are quite good. Each card has plenty of atmosphere and lots of detail. The architecture is truly phenomenal and the people look perfectly at home in mid-marble columns and tiled roofs. Even better, it is all located in a natural environment, looks magnificent and benefits from a broad spectrum of Moody lighting and weather effects.

Concluding remarks
Grand Ages: Rome is a fun game, but if you've played any of the other city-builders who have come together in the last ten years, you will quickly grow bored of it. The pieces are all in place in the city's structures and jobs, but keeping people happy is relatively easy and is repeated in every mission to the point of being boring. More variety and more challenge will definitely help to improve the game's appeal, which would be a more lively visual style.

© 2009-03-20, IGN Entertainment, Inc. All Rights Reserved

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By: Steve Butts

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Tom Clancy's H.A.W.X


















Where are all the sweaty dudes playing volleyball?

By: Nate Ahearn

What is one thing that comes into the awareness of all warm-blooded American when you mention dogfighting fighter? If the answer is not a movie starring a bunch of sweaty dudes playing beach volleyball in tiny jean shorts with Anthony Edwards wearing a painfully awkward Cutoff T-shirt, so you lie to yourself. Fortunately, that same flick is home to some of the coolest aerial battles ever put to the silver screen. It's called "Top Gun, and the husband has more material than anything you find on Cinemaxx.

Ever since then the game companies have tried to imitate the feeling that so many imagined with Goose and Maverick in the cockpit. The latest game to try his hand, Tom Clancy's HAWX Ubisoft Romania from the studio that brought us two Blazing Angels titles. HAWX is a sort of spiritual successor, but the benefits of being in a slightly more distant future, which means that players have benefited from some moderately futuristic flying aircraft and some practical DANDY navigational technology that is a little too smart for its own good.

It is important to note that HAWX (High-Altitude Warfare Experimental Squadron) is not a flight-sim. There is no fuel gauge to worry about, no real ammunition control - aircraft carry up to 200 missiles - and no worries of blackouts, red-outs or any other form of 'outs. "While I fully understand not want players to be mindful of their gas use as they are in a Chevy Suburban, the planes in HAWX move with very little realism. They look like their real life counterparts, but you can essentially fling them around the the sky with reckless abandon, regardless of brand or model.

One thing I had with each airplane, and it is a common event for games like HAWX is that there just is not a good feeling of speed as you career through the skies in more than 1,000 miles per hour. Even get close to the ground is not so inspiring. It feels more like you are flying an aircraft than a fighter jet goes faster than the speed of sound.

So why are you zooming around turning hostile aircraft in mangled metal? Well, it turns out that there is something of a conflict taking place in the world. You play as Captain Crenshaw, a former U.S. flyboy whose squadron was disbanded for whatever reason. Seeking work and money, Crenshaw switched to private groups and stumble when a company called Artemis. Long story short, Crenshaw works for Artemis Artemis is committed to protecting Brazil; Crenshaw follows. So, Artemis decides to attack the United States; Crenshaw revolt. Before you know it Crenshaw is fighting for the red white and blue again, trying to attackers attacks by Artemis at some of our nation's landmarks.

Flying above locations, such as a pitch black Los Angeles, Washington DC, Cape Canaveral and Tokyo, players will see some recognizable spots. Flying low to the ground may reveal some ugly texture work, but it is still cool to be defending these famous cities from an off-shore attacks. That said, the characters are quite forget table. The stars are of course the planes themselves, but the hat to at least try to make a wholesale singalong story line and tied up in a few other Ubisoft franchises (Ghost Recon and EndWar) on the road.

There are 19 missions to fly throughout the campaign, all of which are available for four-player cooperative play online. For the sake of fun, I recommend that you set up a friend to be your wingman (or Iceman would say you can be his) as AI and your control over their actions is very limited. You can tell them to attack or to cover you, but that is about it. Assign them to attack a ground target is working out pretty well, but tells them to attack an incoming group of warriors typically gives poor results. My biggest problem with the campaign is inconsistent with the design of each mission. Some are funny, like a later level, you provide air to the three squads of ground troops as they make their way to a nuclear weapon to be disarmed one way or another. Other missions, however, is just plain annoying. It's almost as if instead of making enemies more plentiful, or make them more cunning in battle, the developers decided to add the annoying limitations to the player. Perfect examples are the missions where you can not fly above a certain altitude for fear of being shot down by a radar tracking system. It is an unnecessary thorn in your side that will result in lots of deaths. Then there is the mission that starts with a terrible version of "hot and cold." I'll let you discover this for yourself.

In addition, the combat HAWX is not all that engaging. Ubisoft Romania threw in a camera mechanic similar to what we saw in Blazing Angels, which means that with the push of a button, the camera pulling back from your fighter and focusing on your goals as you move independently around the screen. It gives more maneuverable dogfighting moves, but can disorienting for newbies. The angles (known as "aid off") is a good attempt at spicing things up and add skill to dogfighting, but even play through the game on hard not force me to flip ping assistance in terms of strategy.

The strategy is an element that could be worked in HAWX bit harder. Too often I found myself just trying to fire missiles and cycling through the targets as quickly as possible, so do not have to make a second pass. I was not worried about taking down minions before working towards a larger warship, instead there is just a bunch of flies swarming in the air for you to slam one at a time in any order you choose.

Assists with the mindless gameplay is the ERS (Enhanced Reality System) which, when activated, brings a series of gates, which will lead you to the goal. It plays as a pseudo mini-games that you have to pilot your jet through each gate to keep the pathway active. This is a seriously smart system also handy if you ask me, you will finish with a perfect shot lined up every time. It takes the drama out of dogfighting, which is something that is lacking as it is.

As I said before, there is no real physical limitations on the aircraft. Each craft has a set of turning radius, depending on speed, but then you can frenetically whip your scrap metal through the air, however you want. The best way to avoid a missile is just thrashing around in random circles and turns. Forget flares, just act crazy. I would have preferred to have some kind of physical constraints on my crafts, so I had to strategically plan a route to safe ground. Since it is all quite silly, ERS on or off.

An important thing to note is that I played through HAWX with Xbox 360 controller, but the game supports PC flight sticks. I recommend playing with the flight stick, if you have one. The experience was much more fun with the flight stick that I used for the Xbox 360 version of the HAWX.

There is no doubt that's HAWX gameplay have questions, but many jets and weapons packs that you unlock throughout the game, and the fact that you get to fly jets said about American landmarks is cool in its own right. The fight may not be all that inspired, but it is exciting enough to push you through the campaign a mission at a time. A word of advice, never use the ERS, unless absolutely necessary. The dumb the experience down a little. HAWX has a handy dandy experience points and leveling system, which crosses between single-player and multiplayer gameplay. You can unlock things such as aircraft and weapons packages that can be taken into battle. Little challenge acknowledgments pops up when you kill X amount of enemies with a weapon and you get a nice sense of accomplishment every time you rewarded with a chunk of XP for the time you have put in. I think I would have preferred a system costs, let me unlock the items from a set list, however I wanted, but the auto-lock system that is in place works well enough.

Multiplayer, as it is right now is pretty Barebones. There is only one condition in which eight players can join up and take on the usual team death-match affair. Granted, flying against the human pilots are much more exciting and challenging than flying against AI, but the fact that you are fairly cramped in the number of players and conditions are alarming. Multiplayer support has cool powers to chime in when players string together multiple kills. Things like an EMP strike, which sends all enemy aircraft in a stall or the ability to reduce all evils to the gun is absolutely cool and can change the flow of a battle very quickly.

Of course the upside to a substantial reduction in the number of players comes in the form of no delay. Admittedly, we here in the IGN office bet on a T1 line, I saw no sign of delaying or dropping frames. At least not more than I saw in solo play.

Sights and sounds of HAWX doing a good job of creating a world that is clearly within the universe of Tom Clancy games, while still invent an identity for High Altitude Warfare. The picture-in-picture cutscenes can safely use a lot of work, but the planes (the stars in the show) has some nice details, especially when you enter the cockpit view. The exterior of the aircraft has all the right angles and parts, but they seem a bit lifeless. There is no point, no match ar; no real signs of life on the outside of the aircraft.

Similarly, land in all these major metropolises across the country is pretty barren. They are accurately modeled a T and you will spot things that Tokyo Disney on earth, but it looks a bit too much as they took a satellite picture and wrapped it around objects.

Sound-wise HAWX performs slightly better. The music pumps through while not up to Hans Zimmer quality is still solid. Explosion effects also provide adequate thump if you are close enough to the impact. I would like to have if your jet had more of a roar when going max speed, but the clash between breaking the sound barrier would have to do.

Concluding remarks
Tom Clancy's HAWX is very close to being a great game, it's just missing a few of the intricate pieces that create a border experience. Since it is the mission design is lacking combat is unimaginative, and the multiplayer is shallow. Still, there are plenty that will be able to enjoy the soaring 40,000 feet above the ground, destroying dozens of enemy aircraft. All the while belting out lines at risk. It is not surprising is it?

© 2009-03-18, IGN Entertainment, Inc. All Rights Reserved
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