Age of Empires III: The Asian Dynasties


Ensemble's premiere series beckons you to the Far East.

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By: Steve Butts

We'll never turn down a chance to play more Age of Empires, so when Microsoft, Ensemble and Big Huge Games announced a brand new expansion pack for Age of Empires III, we were all for it. The new game adds three new Asian civilizations, each with new units and buildings and their own five-mission campaign. It's not surprising that the expansion maintains the excellent unit balance and exciting presentation that the series is known for. Still, while the new Asian civs are enjoyable, the campaign lacks some of the drama and variety that we'd hoped to see.

Asian Dynasties steps away a bit from the more fictional campaigns of previous games in the series in favor of a slightly more historical approach. Still, the fictional main characters in the campaigns give the designers room to tell a relatively unique story set within a firm historical framework. The Japanese campaign kicks things off by retelling some key events in Tokugawa's efforts to unite Japan. From there, we see a mutiny in the Chinese navy as the Treasure Fleet moves first to India and then to the New World. Finally, the Indian campaign puts players in charge of a British officer who decides to lend his support to the cause of Indian independence.

I miss some of the cool resource-oriented missions of the previous games, but Asian Dynasties has its own charms -- from finding and securing beached treasure ships to stampeding elephants through enemy towns. Naturally, a lot of the missions require players to capture and hold trading posts, destroy enemy town centers, and protect your own structures from enemy attack. The best missions move back and forth between different objectives giving the player a chance to choose how they'll tackle the overall scenario.

Sadly, only a handful of scenarios really present the player with any wide range of approaches. There will sometimes be an option as to which of two paths you're going to take into the enemy base, but there's usually a "right" and a "wrong" answer even here. Most missions do allow players some choice in determining the order in which they take on secondary objectives but in all the campaigns here felt a bit more linear than they have in previous Age games.

And for the life of us, we can't figure out why there wasn't more of an emphasis on sea battles. We built two single docks in the course of the entire 15-mission campaign and once it was just to get to the enemy land base across the water. With the Chinese Treasure Fleet and the British East India Company featuring so heavily in the campaign, it was a bit of a letdown that there wasn't more opportunity for sea fights.

The Asian armies have all the cool units you'd expect, from samurai, to firework rockets, to howdahs. Big Huge Games has really captured the flavor of the combat very nicely with a wide range of colorful units that provide significant enough advantages to encourage players to create a well-rounded army. As with the other Age games, creating small groups of balanced forces that can deal equally well with infantry, cavalry and artillery keeps you from having to micromanage the target priorities in each and every encounter.

Even though nearly all the units are useful in one capacity or another, there are nevertheless a few that really captured our attention. The Japanese Daimyo (available as a home shipment unit) is a powerful warlord that acts both as a walking barracks and a drop off point for all future military shipments from the home city. This really gives the Japanese civilization the opportunity to engage in some truly relentless advances. The trick is to keep the Daimyo close enough to the action to keep the reinforcements flowing fast but far enough away that he's not likely to be in too much danger.

The Indians, of course, rely on a wide variety of elephant units. Those that can trample over archers and melee fighters are interesting enough (and a heck of a lot of fun to watch), but the real stars here are the anti-building elephants. Some come armed with mighty flails attached to their trunks and others have long-range cannons mounted on their backs. It's great to have the option to wreak damage from up close or from far away with these elephants. They suck up a lot of resources population points when you build them but the Indians have a number of home city shipments that can drastically reduce their price and support requirements.

The Chinese are a little different. It's not as obvious to us which of their units are our favorites because you don't actually build single units with the Chinese. Instead, you select one of a number of pre-made groups of mixed units that are, like the single units of the other civilizations, still geared for combat against a particular type of enemy. You can still lead the units individually once the entire group has been produced but the Chinese don't have an option to build just one or two units at a time. This can create some tough situations where you don't have the resources or time to order up a group of units five strong, but it definitely makes it easier to field large armies quickly in the later stages of the game.

Each civilization has its own unique buildings and economic needs. The Indians for instance, benefit from a free villager with nearly every home city shipment. If your economy is booming, you can trade in the villager for two sepoys later on. The Indians will find themselves getting more shipments than most other civilizations, thanks to their unique Sacred Fields structure. Simply placing cows at the Sacred Field will start to generate experience points for the Indians.

Each civilization can also benefit from the new Customs House. This structure allows players to ally themselves with one of a number of European powers to gain a one-time bonus and access to European units. These units are bought with the new "export" resource, which is earned by setting aside a portion of your existing resource gathering efforts to trade with the European ally. Fortunately, setting the percentage of resources you want to trade is as easy as hitting a button in the Customs interface so you won't have to worry over assigning additional workers to the new resource.

The Asians also have plenty of new wonders that can radically alter the pace and flow of the game. Building the Great Buddha lets you spend coin to see everything in your enemies' line of sight. It's probably the coolest power in the game but its cost scales with the number of enemies you have. Going up against a major player with lots of buildings and units, it can easily cost several thousand coin. The Indian Agra is another of our favorites. This massive palace gives you access to a single elite version of each of your unit types. They're incredibly expensive but they multiply the effectiveness of all other similar units in your armies, so they're well worth the investment.

Interestingly, the wonders are also the way that Asian civilizations advance to new Ages. Rather than simply shucking resources out the window to gain access to new technology upgrades, new units and new shipments, the resources you spend to build wonders actually result in a persistent benefit that sticks with you throughout the game. Each time you Age up, you'll have the chance to pick from one of the five wonders available to you civilization.

Finally, the multiplayer side of Age of Empires has been enlarged with a new game type, King of the Hill. In King of the Hill there's a large central fort that the players have to capture and hold. The delicate equation here is whether or not to race to grab it right at the start and hope that your initial force can hold out long enough for you to reinforce it, or to hang back a bit and let the other players bloody themselves in a back and forth battle before coming in with your own fresh armies that you've been building in the meantime. Since Asian Dynasties isn't on a lot of PCs yet, we've only really been able to dig in to the game type in skirmishes against the PC but so far it seems like a game type that's going to be fairly popular.

Finally, the visual and audio work in the expansion are right up there with what we've come to expect from this series. The units and buildings are well designed and full of lots of lively detail. The wonders look particularly awesome with loads of intricate detailing. And while that's where most of your attention is, the small touches here and there really bring the game to life. Seeing green birds drift high above the carnage, or seeing smoke plumes from burning houses just adds that much more believability to the game. Likewise, the excellent voiceovers carry the drama nicely and are supplemented with the types of music and sound effects we've already come to love in the series.

Closing Comments
Asian Dynasties is another great chapter in the Age of Empires series and one that strategy gamers with a yen for the Far East should definitely investigate. The units are colorful, the combat is exciting, and the story, though not as thrilling as Age 3 or as historically relevant as Age 2, is still strong enough to carry the action. It's true that the missions leave a bit to be desired in terms of but I don't want to come down too harshly on the campaign here because at the end of the day, Asian Dynasties is a heck of a lot of fun. I mean, the elephants alone are worth the price of admission.

©2007-10-23, IGN Entertainment, Inc. All Rights Reserved


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Microsoft Flight Simulator X: Acceleration


Are you fast enough to handle Microsoft's high action expansion?

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By: Steve Butts

We admit it; as much as we love Microsoft's civilian flight sim series, we've often found ourselves lured away by titles that offered less realistic flight models and weaker graphics and tried to fill the gap with machine guns. The Flight Sim community are likely to cry "Heresy!" but it's a fact of consumer culture that commercial aviation titles don't have the eye-catching appeal that explosions and cowls adorned with shark teeth lend to the front a video game box.

But gamers who overlook the prosaic facade of the Flight Simulator series definitely miss out on some experiences that are, in their own way, every bit as thrilling as dogfights and bombing runs. That was particularly true in the recent Flight Simulator X where players could not only undertake some challenging scripted missions, but could also take to the skies together in a vast shared world.

Those features are taken to an exciting new level with the release of Flight Simulator X: Acceleration, a brand new expansion pack that adds loads of new missions, three new must-fly aircraft, and an entirely new multiplayer air race mode. Gamers who weren't enthused about the original game won't find anything here to change their minds, but hardcore Flight Sim fans definitely need to check out what's in store here. It's true that the community has offered up a range of custom assets for the game but the polished offerings found in this thirty-dollar expansion are hard to pass up, even for enthusiasts who have FSInsider as their homepage.

First up, there are two new planes and one new helicopter here. Of the three, the F/A-18 is probably the most exciting. We've had tons of fun trying to get this one safely on and off the decks of carriers at sea and have even spent an idle hour or two taking part in our own Fleet Week as we buzzed over downtown San Francisco in our Blue Angels livery. The Hornet easily outclasses anything else that was in the original game so armchair pilots who really want to get their hands on some powerful hardware will definitely like trying out this new fighter.

Acceleration also includes a fighter from an earlier era, the storied P-51D Mustang. Players will be flying the racing variant here with clipped wings for added maneuverability and a huge boost to horsepower that makes taking the tight turns in Reno a bit easier. While you can get some neat historical perspective by taking this one across the English Channel, it's just as fun to buzz through the streets of Manhattan and race up the side of the Empire State Building.

Purely by personal taste, we're not as excited about the new helicopter but the EH-101 will definitely please fans of rotary flight. Not only is it a top of the line aircraft, but it's also built to serve in a wide variety of roles, from transporting VIPs to moving freight to intercepting aerial smugglers. Personally, we had the most fun just taking tours of places like Washington, DC or the Grand Canyon. As with all the other craft, there are a variety of skins you can use here to invent your own little stories.

If you're imaginationally-challenged, the missions here will help you take part in some interesting scripted stories. There are great challenges here at nearly every level, from simply ferrying the Secretary of Defense around Edwards Air Force Base to landing on the deck of a carrier using only your instruments. But even the easy missions have an interesting twist to them. The Secretary of Defense, for instance, has a bad back, so you can't pull too many Gs while flying around or he'll fire you.

The missions run the gamut from mundane ferry missions to more exciting DEA intercept flights. There are even a few surprises here and there; just try intercepting a UFO over Area 51 to see what we mean. Unfortunately, we didn't really feel like the F/A-18 got as many missions as it deserved, especially considering all the missions that were built around the EH-101. Almost all the Hornet missions involve landing or taking off. Yawn.

There are also plenty of new tutorial missions to get players ready to participate in the air races. While carrier ops aren't exactly new territory for most simmers, understanding just how air races work was something we definitely had to learn. The game's tutorials and practice sessions offered plenty of advice on how to get a good clean start, how to find the best lines, and how to keep the speed up without the engine overheating.

Once you're ready to head online, you can easily host your own races or join those of other players. There's a great browser here with plenty of easy to use options to set the parameters for each race. (Why there's even an option for "no cheaters" seems to elude us.) The races can be intense affairs, from simple circuits to longer marathons. Most exciting and challenging of all however, are the Red Bull races that require frequent acrobatic maneuvers. It's lucky that you'll be flying extra nimble Extra 300S for these races but, even so, if you haven't mastered your yo-yos or split-s turns, you'll soon find yourself in dead last place...or perhaps just dead.

It's no surprise that the visuals are amazing. The original Flight Simulator X is still one of the games that we break out to test the limits of the new video cards and Acceleration maintains the high standards we've come to expect from the series. The few new assets definitely fit well with the game's existing assets. We are still, of course, disturbed that the pilots are visible from outside the aircraft but disappear in the 3D cockpit views.

We just got a brand new Alienware PC in the office that's finally able to run the game with all the visual settings cranked to the max and the framerate is actually quite good. We did experience some noticeable slowdown in some of the denser cities but overall the game ran surprisingly well. We did run into a few frustrating memory problems here and there that basically shut down the entire experience for us, but these were rare enough not to be deal breakers.

Closing Comments
Assuming your hard drive isn't already packed with community add ons, Acceleration is an absolute must buy for fans of Flight Simulator X. If you haven't picked up anything like this from FSInsider, Acceleration offers easy access to two of aviations most inspired fighter designs and a very versatile helicopter, and dozens of new missions that are every bit as exciting and enjoyable as those in the original game. When you add in the multiplayer air race component, it's hard to see how anyone who isn't already a fan of the series could pass up the new expansion.

©2007-10-22, IGN Entertainment, Inc. All Rights Reserved


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Agatha Christie: Evil Under the Sun


Read a book!

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By: Emily Balistrieri

The first thing a good mystery (or mystery adventure game!) needs is a great hook. This is the first thing that Agatha Christie Evil Under the Sun does underwhelmingly. The whole game is played as a flashback that Belgian detective Poirot relates most interactively to his pal, Hastings, so rather than dropping you straight into the murder intrigue, you are introduced to this cheesy premise first, and treated to strange banter between the two of them for the duration—comedy! Then the murder still isn't committed until nearly halfway through the game. Little mini-mysteries unfold slowly in their inter-connected way, but the big attention-getter is missing.

The story is one of those where everyone, including the detective, is supposed to be enjoying a relaxing vacation on Seadrift Island, even though the pub near the beach is reportedly haunted. Then, amid a rash of thefts and threatening notes, a popular actress is strangled on the beach. Finally! Are there also Nazi supporters, drug smugglers, and voodoo chanters? I smell a mystery!

With all that drama, you might think Evil Under the Sun could make for a pretty exciting game. Unfortunately, you spend most of your time watching Poirot take tiny little steps across the screen, although double clicking can ease this somewhat by skipping most of the walking bits. Using his snobby Narcissistic personality to limit how much you can explore in a given chapter-- "Poirot will not be wading in this story. That must be clear!"-- is clever, but still makes you wish you could just go wherever you want. He also won't climb ladders or swim. Instead you'll have to wait for rowboats, or much more interestingly, a sea tractor, which is sort of like car on stilts that drives through the water. In fact, the novelty of riding in a sea tractor may be the most interesting part of the game, despite the fact that you're not the driver.

Like many adventure games you are sometimes stuck for an obnoxiously long time for neglecting to perform one tiny action that will mysteriously advance the plot. The bigger "puzzles" boil down to just gathering materials and following a series of instructions that you'll find somewhere along the way. Searching characters' rooms play a big part, but there's never any indication that a new room has opened so every once in a while you'll have to just suck it up and make the whole rounds. Some tasks do require a little more thought, but as I mentioned, it will have to be the correct thought, which can be frustrating. Things that you think might be of importance, like a suspicious bump in the rug, are sometimes disappointingly meaningless.

When talking to characters, it usually doesn't matter too much what you say. There don't seem to be any choices that send you back or ruin your line of questioning, for instance. Sometimes Poirot will berate you for asking something redundant, but asking something that you might think too edgy doesn't look like it screws up your reputation. In fact, it's usually best if you just click straight down the line of possibilities, because the replies make less sense out of order, which feels a little sloppy.

If you ever get stuck, Poirot has his own mystery running in his office. Called "The Finger of Suspicion," the machine will point to the action you should take with regards to a particular person, with possibilities ranging from "Talk" to "Eavesdrop." As you finish chapters of the game, Poirot will give Hastings hints on how the machine works so that by the end, you learn the truth about his magic trick as well. Cute, but it's only helpful if you are absolutely completely stumped and don't even know where to turn. If you're stuck on a puzzle it does nothing for you and Poirot will just tell you that everything you need is already in your possession.

Graphics and sound are pretty bland. The characters animate a bit on the robot side of the spectrum, and their voices are usually annoyingly off in terms of accents. Native speakers aren't required, but some familiarity with French would've been useful for the actor who butchered such commonly used phrases as "Bien sur" and "Peut-?tre." If the voices are going to distract you like that, it's probably better that you can just click through and read as fast as you like.

Closing Comments
Mysteries should go well with adventure games, so why is it that Agatha Christie Evil Under the Sun is less than peanut butter-friendly? Mostly because by the time the murder is committed you’re already bored. The tedium goes untempered by either the graphics or sound-- I’m sure your imagination could paint a more engaging picture of this story if you just picked up the book.

©2007-10-22, IGN Entertainment, Inc. All Rights Reserved


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Nancy Drew: Legend of Crystal Skull


It's no mystery these games are so popular.

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By: Emily Balistrieri

In second grade I was more of a Boxcar Children fan, myself, but I think I could still have appreciated the puzzle-solving adventure found in Nancy Drew: Legend of the Crystal Skull. Heck, I can even appreciate it now because some of these puzzles are pretty tough on the mode meant for "Senior Detectives." You really need to keep your eyes peeled for any relationship between clues, no matter how slight, to unravel this mystery.

Obviously the story revolves around a crystal skull, but that isn't apparent from the outset. All you (Nancy) know is that you've been sent to New Orleans to check up on a friend of your boyfriend's after his Great Uncle died. When you arrive, though, you get knocked out by someone dressed as a skeleton. Some welcome! Henry, the boy, seems like an ok guy, but the housekeeper is a superstitious lady who goes in for hoodoo and creeps you out a bit, to say the least. Pretty soon you're collecting fake eyeballs, checking out tombs in the adjoining cemetery, and even finding secret passages (since every creepy old mansion's gotta have one!) A little corny maybe, but probably not for kids, and even so, corny can be fun. Events will sometimes lead you to call your friend, Bess, who is staying at a hotel in the French Quarter. You can use her to do some investigating as well, and having this alternate point of view helps flesh out the environment beyond the dark stormy house.

The start menu is fairly impressive, giving not only the background file for this case, but a scrapbook-style synopsis of all sixteen past mysteries. The game is recommended for ages 10+, so the younger (or lazier) end of the spectrum can opt for "Junior Detective" mode, featuring easier puzzles and a task list to help you keep track of all the different leads you need to follow up on. All detectives have a bag for inventory, an observation notebook (which helps when you return after a couple days away from the plot), and a cell phone for calling up your friends. Later on you can also phone contacts for questioning once you come across their phone numbers.

Maneuvering around the environment is a pain in the way that first-person adventure games are sometimes. Instead of watching for your magnifying glass mouse to go red, indicating something to examine, you watch for it to change into an arrow and then click to move. It's generally not too bad, but the process would've been streamlined if they could've stuck to one method of turning—either clicking manually left and right arrows, or keeping the mouse at the edge to spin slowly.

Since it doesn't seem like you can mess up conversation threads, the puzzles stand out as the heart of the game. As I mentioned before, these can get pretty hairy, ranging from a scavenger hunt through a graveyard, to a Rube-Goldberg machine in a curio store. Translating hoodoo symbols, memorizing dental charts, and luring iguanas out of hiding are all useful skills. Everyone once in a while you'll also come across a mini-game-like task such as spritzing wasps with poison to kill them before they get mad and sting.

You might expect mediocre production quality from a series that has churned out about two per year since 1998, but Legend of the Crystal Skull is surprisingly good-looking. The environments are detailed—for example, after witnessing a display of mystically branded toast in the curio store, you may notice the toaster and stencils used to fake them in the back room. Character animations are smooth, with lip-synching to go along with the generally decent voice work. Unfortunately the one voice that bugged me noticeably a couple times was Nancy Drew's, but the supporting cast lends talent that makes each character distinct despite lots of Southern accents. Ambient noise is weather appropriate and once in a while some inoffensive jazz will play in the background while you snoop around.

Closing Comments
The Nancy Drew series may have started selling because of the perfect licensing choice, but Legend of the Crystal Skull proves they are real, sometimes challenging, adventure games. Graphics and audio are surprisingly good, with game play that includes exploration, puzzles, and mini-games. An obvious mother-daughter activity, but I bet brothers wouldn’t mind wracking their brains a bit, too.

©2007-10-17, IGN Entertainment, Inc. All Rights Reserved


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Neverwinter Nights 2: Mask of the Betrayer


Obsidian's first expansion is out. Should you care?

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By: Charles Onyett

Neverwinter Nights 2's narrative continues with the Mask of the Betrayer expansion, which turns out to follow a darker, more interesting storyline then the original campaign. Gone are the obvious comic relief characters like Khelgar, replaced with a handful of more sincere and less stereotypical personalities. This includes, if you play your cards right, a giant bear spirit by the name of Okku, who we referred to lovingly as rainbow bear during our playthrough. I mean, , how could you resist including him in your party?

The original campaign was much maligned for its preponderance of bugs and glitches, many of which have been cleaned up through a number of product updates released since last year. So you get a much more stable, functional experience with the expansion, though it's still sort of rough around the edges. Characters sometimes get glued to environmental objects, pathfinding screws up from time to time, and we experienced a few moments when quests didn't complete properly, forcing us to reload our game and try again. It was nothing so serious as to really hamper our experience, however, so if you skipped the first release now's an excellent time to dive in and satiate your Dungeons & Dragons itch.

From the beginning you can either import an existing character or start building a new one. Since this is a high level expansion, you'll have a boatload of battle options as soon as the action gets underway. Our Fire Gensai Favored Soul, suitably named Toasterhead Gillysnarkins, was gating in demons almost immediately. By the end Safiya, a Red Wizard, could unleash epic spells like Hellball and the ridiculous Mass Fowl. It's great for seasoned players but overwhelming for any newcomers, so if you do pick this up, you might want to run through the original campaign for a bit to get used to things. Mask of the Betrayer requires the original game to play, so it'll be sitting around anyway, might as well make use of it.

Instead of tromping through the standard fantasy fields and forests of the Sword Coast, the expansion brings you to Rashemen, a spirit-infested land where witches and Red Wizards maintain order and shadow portals open the way to demons and gods. To keep with this ghostly theme and reinforce the driving force of the narrative, your character is burdened with a spirit meter, a mechanic which essentially keeps you on the move and forces you to be much more selective about when to rest your party. Through the meter you do gain a few neat abilities with more unlocking as things progress, but ultimately the meter felt more like an unnecessary nuisance than a well-integrated gameplay feature. You'll figure out how to deal with it eventually, but throughout the game it remains an annoyance.

Meter issues aside, you'll find Mask of the Betrayer's narrative to be well done overall. You don't spend loads of time dungeon crawling mostly because there aren't that many huge dungeons to crawl around in. Most combat areas are smaller and feature fewer enemies than you might expect with a game like this, keeping the focus on plot and character development. A notable exception is the Academy, which requires a surprising amount of problem solving skills to complete. It can be an enjoyable diversion, featuring a number of side-quests to absorb your time like a golem boxing match. It really jumps out of nowhere, however, and slows down the game's otherwise high-tempo progression. It isn't really a problem, just unexpected. When you do head out into the field to fight, expect some challenging resistance, as many foes in the game will easily shred an improperly buffed party.

Like in the original campaign, if you feel like taking a break from casting Meteor Swarm and swinging your + 5 mace, you can talk to party members, ask what their life was like before meeting you, earn loyalty bonuses for being sympathetic, and ultimately gain a better sense of the game world and why you're doing what you're doing. It turns out those you eventually meet up with have quite different, elaborate, and interesting takes on how events eventually need to be resolved, which adds depth to the narrative and colors your decision-making with twinges of emotional attachment.

You can expect the same kinds of dynamic dialogue options and outcomes here as with the original campaign, though these are ultimately more engrossing. If you prefer the brute force method you can mow down many of the game's obstacles, but there are some particularly intriguing dialogue options should you take a more diplomatic approach. And other parts of the story, such as playing nether-lawyer to a pour soul in a demonic contract dispute, are just as entertaining.

Another improvement from the original are the graphics, which seem to perform better in this expansion. They're still not great, though spell effects, armor, and lighting are well done, but the game still seems to require far too much hardware muscle for what it's displaying onscreen. Betrayer manages to move past such issues by offering more imaginative environments, like the Shadow plane and dream realms. And rainbow bear. Then there's the camera, which can be annoying since you'll need to frequently adjust it, regardless if you're playing from behind-the-shoulder or top down modes. Still, you can usually get a good view of the battle eventually.

Closing Comments
Mask of the Betrayer is a fine expansion pack from Obsidian. It's a more stable experience, seems to run slightly better, and more importantly delivers a narrative that, for the most part, proceeds along without getting tangled by the catches of cliche. Its characters and their interactions are sure to strike many satisfying chords within the hearts of the Dungeons & Dragons fans, though those uninitiated in the ways of these types of games should steer their attention toward the original before tackling this high-level affair.

©2007-10-15, IGN Entertainment, Inc. All Rights Reserved


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Loki: Heroes of Mythology


Don't count your chickens before they patch.

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By: Emily Balistrieri

Worship! Worship at all times. I've never been terribly religious, but that's what I learned playing Loki—Heroes of Mythology, that and never count your chickens before they hatch. This hack 'n slash RPG pits players as mythological heroes against evil wherever it may be, but specifically it seems like the Egyptian god of chaos and evil, Seth, has decided he needs to be in charge of everything, including gods that have nothing to do with him, like Thor and Quetzalcoatl. Each character—Egyptian sorcerer, Aztec shaman, Greek fighter, and Norse warrior—has their own three Gods to call on for power, but it will cost 25% of the experience points you earn battling enemies such as giant scorpions, mummies, and wolves. Never mind the slower leveling, though, because the only way to advance your skill trees is to do all your deeds in the name of some god or another.

As an example, take the Norse warrior. He's a big lug of a fellow who can specialize in two-handed weapons, dual wielding, and lances depending on how you allot the points between Thor, Tyr, and Odin. They also each bestow lightning, buff, or ice effects. Of course, different races have their own specialties. The Egyptian has fire darkness, and lightning spells, while the Aztec can summon animals, transform herself, and fight from the spirit world. The Greek is more hunter than fighter; learning swords as a supplement to her bow and trap use. So the classes are pretty typical, but the mythological trappings make the surface, at least, different from a straight-up fantasy game.

To accelerate your skill trees, you can make offerings to the gods at the same altars where you switch alignments between the three. This is a handy way to clear your inventory of some unneeded gear (things that can only be equipped by another race, for example) while gaining a few faith points at the same time. The gods aren't partial to common items, though, so you'll still be able to clean up selling that stuff off to the vendors. Another option is to break things down items at the blacksmith's. The raw materials or parts can be used in assembling more powerful weapons-- with added magic if you've found any runes. It felt like that process was probably more headache than the product would end up being worth, considering I was always carrying around at least two better weapons and a bunch of armor for equipping when my level caught up.

Quests are usually pretty plot driven, with few "kill x" style missions. Fetch tasks are common, though, but even heading through a dungeon to kill a boss can be a slog. Despite the start of the game's "Mortal" difficulty there are loads of baddies, and it's not uncommon to find yourself running for dear life with half the zone in tow. The warrior might be able to one-hit a variety of guys and take the other damage, but some of the intelligence-heavy will have to run in circles. Constant danger may sound thrilling, but it gets pretty monotonous to just chug potions for the next hit and run.

The random level generator often feels pretty limited in terms of how different the rooms will actually be. Sometimes it seems like a dungeon will latch onto a specific building block, causing you to wonder if you somehow ended up backtracking by accident. That said, the environments of each area stay distinct. You'll battle through deserts, caves, volcanoes, and jungles, with specific enemies for the most part. You may get sick of sand worms in the desert, but once you get to the jungle you'll be dealing with jaguars.

Loki motivates players to complete all the difficulty levels in the same way Diablo II did: wicked awesome loot and level uber characters. The "timeline" works like this: a character plays through their own world first, then the other three characters', and then moves up in difficulty to do it all again. Along the way you can reset enemies and dungeons to gain extra experience, but the important part is that by continuing, you keep your level and inventory each step of the way.

Whether you'll really want to play through the game three times to get to the "divine" items is a question of how obsessive you can be, but it might be more fun knowing you can do it with friends. You can even set up duels or team battles against them online or via LAN. Sounds great, right? Except, at the time of this writing, between patches and just plain oddness in requirements, getting into the GameCenter online set up is a lot harder than it should be, and actually, post patch they are requiring keys that don't come with the product to play even the single player game. That's one way for tech support to earn their keep.

Closing Comments
Loki�Heroes of Mythology cops a lot off Diablo II, but the loot-hungry may find it worthwhile anyways due to its mythological setting and god worship system of skill acquisition. The graphics and sound add to the game, rather than take your attention away with a goofy voice or crummy animation. For a group of dungeon crawlers, online Loki might be an ok choice eventually, if they can fix the patching issues.

©2007-10-15, IGN Entertainment, Inc. All Rights Reserved


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Team Fortress 2: Brotherhood of Arms


The classic mod for Quake and Half-Life makes its long-awaited return in style.

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By: Sal 'Sluggo' Accardo

[Editor's Note: This is one of three separate GameSpy.com reviews for titles included in The Orange Box package, as PC versions are being sold separately via Valve's Steam digital download service. For more, see our reviews of Half-Life 2: Episode Two, Portal, and the entire The Orange Box package.]

Not since the 2002 release of Battlefield 1942 has a multiplayer game stormed the GameSpy offices like Team Fortress 2. Maybe it's the new cartoon-like art style, or the tight maps that keep the action humming along, or maybe it's just been too long since we've had a proper successor to Team Fortress Classic. Whatever the case, Team Fortress 2 has a near-perfect blend of fast action combined with depth and variety that will keep it in heavy rotation around here for a long time to come.

Class Action

In every way, the unequivocal stars of Team Fortress 2 are its nine character classes. There's something for every play style, from the straightforward soldier to the speedy scout to the sneaky spy. While specific strategies vary from map to map, there are certain constants to each. If you're a medic, you hook up with a heavy weapons guy or soldier for maximum impact. If you're an engineer, find key choke points and protect them with turrets. If you're a sniper, well, just know that we hate you.

Each of these classes carries a primary weapon, has a few basic abilities and varies from one to the next in terms of health and running speeds. As a result, every fight you get into is different from the next: a soldier needs to approach fighting a pyro much differently than a grenade-chucking demoman or heavy weapons guy. With nine classes and rarely more than twelve players on a team (the current supported player limit is 24, although a handful of servers have bumped that up to 32), it means almost every skirmish you get into is unique, and keeps the action fresh from one game to the next.


Team Fortress 2 ships with six maps, which may not seem like many, but a number of gameplay styles keep things interesting. A remake of the TF classic "2Fort" is the only capture the flag map in the bunch, but it's already become the office favorite. "Granary" and "Well" feature five control points in a chain, as teams push back and forth trying to reach the other's endpoint. "Dustbowl" and "Gravel Pit" both alternate placing teams in offensive and defensive roles in an assault-type format, and "Hydro" has teams fighting over two points at a time in an attempt to reach the other's base.

What all the maps have in common are relatively small sizes and tight layouts that ensure that the action is rarely far away. Each has multiple routes from one point to the other so that there's rarely one solitary choke point for both teams to clog up; attackers generally look for the weakest link in the chain, while defenders need to remain aware of their surroundings and go where they're needed. Long-gone are the days of Quake CTF where you could grab a ton of rockets and spam anyone going for your team's flag; whatever the game type, every game of TF2 becomes an ever-changing experience. In fact, if there's any knock on Team Fortress 2, it's that respawn times can often take twenty seconds or longer, which feels like an eternity when the enemy is running off with your flag or assaulting a control point.

In fact, it seems there's no shortage of great moments that fill up every TF2 match. The medic has the ability to charge up an invulnerability power that lasts ten seconds for him and whomever he's healing, which becomes a stalemate-busting ten seconds of panic for the other team. We've taken to playing spy when games culminate in a sudden death last-man-standing round, and there's nothing like getting behind enemy lines and stabbing four or five enemies before anyone notices you. The combination of classes and maps make for endless strategies to test, and it's always satisfying when you stumble across something that can break through the enemy lines -- or keep them at bay.

As is obvious from the screenshots, TF2 uses a cartoonish art style -- sensationally realized -- that's radically different than Valve's previous games. Each character has its own distinctive shape and animations that make them distinguishable from a distance, and bright shiny colors are used at every corner. The style extends beyond the art, however: everything from the game's music to the camera zoom that shows you who killed you conveys a lighthearted tone that keep things from ever feeling too serious.


Like the rest of the Orange Box package, we encountered zero technical difficulty in getting Team Fortress 2 running smoothly, even at resolutions up to 1920x1200. At a recent LAN party at GameSpy HQ, we had over 24 people playing TF2 on a variety of machines, and while a few older machines had to lower the details a bit, just about any machine that ran Half-Life 2 three years ago should be able to get TF2 running smoothly without much trouble. With all the bells and whistles turned on, TF2 is like a cartoon come to life -- if we could just find some way to turn off the player tags, we'd probably run out of hard drive space in a week from taking screenshots.

Although the core gameplay is still essentially the same as the Team Fortress mods we've played for Quake and Half-Life over the last decade, Team Fortress 2 feels like a completely fresh game. There's enough variety in the classes and maps to keep every game interesting from start to finish, and extras like lifetime records and stat tracking that are routinely fed to the player offer achievements to shoot for over the long haul. At this point, it's a leading contender for our Multiplayer Game of the Year, and whether you pick it up as part of the Orange Box package or on its own via the Steam digital download service, it's worth every penny.

©2007-10-10, IGN Entertainment, Inc. All Rights Reserved




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Half Life 2 Episode Two Orange Box


Best deal ever?

ign

By: Dan Adams

Valve's reputation as a top tier developer began when Half-Life released in 1998 and was cemented in 2004 when they released the spectacular sequel. Now, they're bringing that magic back with The Orange Box. As we've said in countless previews, this is one of the best deals we've ever seen in gaming, especially for those people that have yet to play Half-Life 2 at all. With Half-Life 2, Half-Life 2 Episode One, and Half-Life 2 Episode Two, players can take the entire Half-Life 2 journey up to now in order. If that was the entire package, it'd be hard to express much discontent even with Half-Life 2 being a three year old game, but Orange Box also comes with two other games: Portal and Team Fortress 2. They're quite a bit different than Half-Life in spirit, but offer up unique puzzle based and multiplayer experiences that have exquisite style and beautiful senses of humor. Everything has the spit and polish that we've come to expect from Valve and nothing in the package disappoints.

We've reviewed Half-Life 2 and Episode One in the past and decided to review Episode Two, Portal, and Team Fortress 2 separately as you can purchase them individually via Steam. You can find the links to all of those reviews directly below followed by our overall thoughts of The Orange Box if you don't care about the individual reviews.

Our recommendation for those of you that have always been interested in Half-Life 2 and haven't tried it is simple: buy this package! Not only do you get the best single player first person shooter ever created, you also get the two next chapters, a 3D puzzle game that also happens to live in the Half-Life universe and a terrifically fun team-based multiplayer first-person shooter. This is a lot of game in one package for only 50 dollars.

As PC gamers, we will have a few more options to purchase each piece than the console guys. Each of parts is available for separate purchase via Steam, though the cost is much more prohibitive than just buying Orange Box. The original Half-Life 2 is 30, Episode One is 20, Episode Two is 30, Portal is 20, and Team Fortress 2 is 30. Aside from the fact that it's likely you can find Half-Life 2 by itself for cheaper elsewhere (actually at the moment it's been reduced to 20 on Steam), all the pieces individually add up to 120-130 bucks. All of the new stuff together is 80. Do the math. Even if you only want two of the new games and don't plan on ever playing the other games, the Orange Box is a better deal, especially since you can give the other games away to friends.

©2007-10-09, IGN Entertainment, Inc. All Rights Reserved

Valve's uber-bundle collects several killer new games into one amazing package.

gamespy

By: Sal 'Sluggo' Accardo

[Editor's Note: This is one of three separate GameSpy.com reviews for titles included in The Orange Box package, as PC versions are being sold separately via Valve's Steam digital download service. For more details, see our reviews of Half-Life 2: Episode Two, Portal, and Team Fortress 2.]

It's hard to think of a stranger animal than Valve's new Orange Box. Since the launch of GameSpy.com, we've never had a case where a bundle has included three brand-new games, available only as a package deal in stores but separately online. But that's exactly the case with The Orange Box, comprised of Half-Life 2: Episode Two, Team Fortress 2 and Portal, as well as the previously released Half-Life 2 and Episode One. To commemorate the occasion, we've done separate reviews for all the new titles -- which are uniformly stellar -- leading to one conclusion: for $50, The Orange Box is one of the best gaming deals in years.

Oddly enough, the "weakest" new component of The Orange Box, relatively speaking, may be its most prominent. Half-Life 2: Episode Two (4/5 stars) is filled with all the great gameplay of its predecessors, including large-scale battles with the Combine and lots of puzzles involving the gravity gun. Clocking in at around five hours, the adventure continues the story of Gordon Freeman, once again teamed with sidekick Alyx Vance, as they attempt to deliver a packet of Combine data to the human resistance outside City 17. It's basically one big set piece after another, glued together with lots of scripted sequences and exposition to keep the story moving along. Or in other words, it's more Half-Life 2, with only a few inconsistent moments keeping it from reaching the heights of the games that came before it.


There are no such reservations in place about Team Fortress 2 (5/5 stars), the long-awaited resurrection of the classic Quake and Half-Life mod. With nine distinct classes, six tight maps covering a variety of gameplay types, and a sleek cartoonish art style, TF2's action never stops. In many ways, it's the anti-Battlefield, a throwback to the games of ten years ago, ditching huge maps and vehicles in favor of classic gameplay embellished with the physics of the Source engine, stat tracking, and a ton of other little touches that make it a contender for our multiplayer game of the year.

Maybe the biggest surprise of the package is Portal (4.5/5 stars), a "first-person puzzler," so to speak, that places the player as a subject in a test lab employing head-spinning portal technology. The early puzzles basically train you in how the portals work, but before long, you're dodging turrets and flinging yourself across rooms, and while the whole thing can probably be completed in under three hours, it all builds to one of the most epic, satisfying and funniest endings of any game in years.


As if this weren't enough, The Orange Box also includes full versions of Half-Life 2 and Episode One, providing an extra twenty hours of gameplay to help catch you up on the Half-Life 2 story if you're late to the party. All three new games contain developer commentary features (Portal's is particularly worth checking out) as well as Valve's own take on achievements, offering replay incentives once you've completed everything in the package.

On the technical side, everything in the PC version of The Orange Box has been working great for us to date. We've been able to run the game on several older machines dating back to when Half-Life 2 was released; the general rule seems to be if you could get HL2 running, you should be able to get The Orange Box titles going without much fuss. If you want to go the digital download route, Valve's Steam service seems to be holding up to the initial demand, and even offers all the titles separately if you're only interested in one or two of them.


But really, if you're reading this review, how could you not want The Orange Box? Every game in the package is a winner, and the price makes it a no-brainer for anyone remotely interested in Half-Life or PC shooters in general. Our only question now is which of its games we want to go back to first.

©2007-10-10, IGN Entertainment, Inc. All Rights Reserved


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The Sim 2 Bon Voyage


Family time made fun.

ign

By: J. Habib

Another six months, another expansion for The Sims 2. Bon Voyage is the sixth expansion for The Sims 2, not counting Stuff Packs, and the 13th overall expansion since Maxis unleashed this digital drug on us years ago. The various expansions have had their hits and their misses in regards to quality, so it's always a bit of a dice roll when installing a new one and taking your Sims for one more spin.

When it comes down to it, The Sims series has been about family. One thing about all the prior expansions, however, is that individuals were favored over whole families. Nightlife, for example, was all about romantic interactions and dates, or groups of friends. As anyone who's married will tell you, it's tough to Woo Hoo with a crying kid in the next room!

Bon Voyage, conversely, really adds a lot to the family dynamic in the game. This is obviously most appealing to role-players and other hardcore players who really get into the generational and familial aspects of The Sims 2. Entire families can go on vacations, upping their relationships with each other. And best of all, while on vacation, the rest of the family's affairs are in a time freeze. That means anyone can take vacations without risking job performance, friendships, grades, and so on.

At this point, it's safe to say that The Sims 2 has one of the best interfaces in gaming. It's simple, elegant, to-the-point, and easily grasped. Setting up vacations in Bon Voyage is perfectly streamlined into the rest of the game, with a simple phone call and a few dialog boxes the only things standing between your family and a sunny beach.

There's a lot to do on vacations, which is really the selling point. After all, if the vacations didn't have enough activities to do, the whole purpose of the expansion would be botched. There are many sights to see and even some secrets to discover, all of which are given to you in a checklist of sorts. If you managed to complete all 45 objectives with a single Sim, which will take at least three vacations to do, you'll receive a pretty decent reward for it.

Once a vacation is over, just like reality, a Sim's enjoyment of the vacation will carry with them to their daily lives. Certainly no one wants to go back to work, but you can choose rewards for your Sims such as temporary improved job performance, or even temporary boosted romantic attraction. Bad vacations result in negative consequences, because your Sims will carry their unhappiness to work and school with them.

Beyond that are souvenirs, which range from buyable items like little collectable statues to photographs of your journey. Vacation spots being the money pits that they are, you actually have to spend Simoleons (the in-game currency) to buy prints of your screenshots. Photographs and other souvenirs can lead to increased social meters, as your Sims' friends will want to talk about the vacation and its memories as well.

The problems with Bon Voyage, if we must be nitpicky, come from the fact that very little was actually changed for a Sim's home life. Granted that the temporary boosts from enjoyable vacations will be felt, but they are temporary and won't exactly make or break families. Also, vacations are very expensive, so it will take new families quite awhile before they can go on a long vacation. Established families, of course, won't have any trouble.

Sound and graphics are unchanged from previous iterations of the series of course, and there's nothing here that will convert you to The Sims if you never liked the series before. For Sims fanatics though, there will be plenty here to keep you entertained for another dozen hours.

©2007-10-01, IGN Entertainment, Inc. All Rights Reserved



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