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DECEMBER 06

05

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FREE multiformat videogames magazine

Disgaea 2: Cursed Memories or Glorious Return?


edit.
The games industry seems to come
alive at this time of year and 2006 has
been no exception. We’ve been treated
to two console launches in the past
couple of months, unless you’re from
Europe that is, because we love to wait
another 4 months and get charged twice
as much. We did get the Wii just in time
for Christmas though so it’s not all doom
and gloom.
As for the Wii launch, it wasn’t bad
as far as launches go. There was the
usual disappointment for a few people
concerning the availability of consoles
and the launch titles were far from
impressive but this is something we’ve
come to expect from console launches.
2007 should be an interesting year for
the big three and with all this competition
for our hard earned cash, it should
certainly be a very good year for us
gamers as well.

Tom Bennett
tom@playd.co.uk
Editor
contents

PREVIEWS
09 Alan Wake (360)
11 Far Cry Vengeance (Wii)
12 Lair (PS3)
14 Supreme Commander (PC)
16 Too Human (360)

FEATURES
18 Girls in the Game?
23 Collection Builder

REVIEWS
28 Archlord (PC)
30 Blade Dancer Lineage of Light (PSP)
32 Defcon (PC)
34 Disgaea (PS2)
37 Family Guy (Multi)
38 Gears of War (360)
40 Gitaroo Man Lives! (PSP)
42 King Of Fighters Neowave (PS2)
43 Mercury Meltdown Remix (PS2)
44 Need For Speed Carbon (Multi)
47 Okami (PS2)
50 Starfox Command (DS)
52 Why don’t you own... Deus Ex? (PC)
55 The Vault... Advent Rising (Xbox)

REPLAYD
60 Magic Carpet (Multi)
62 Breath of Fire IV (PSone)
65 Turtles in Time (SNES)
68 Silent Hill (PSone)
72 A Breed Apart - Team17
staff vacancies
Editor Due to expansion, we are currently looking for people to fill a
Tom Bennett number of positions here at playd.
tom@playd.co.uk
Replayd Editor - must possess a deep knowledge of and
Art Editor enthusiastic about the retro scene as well as possessing a high degree
James Cooper of writing skill. Must also be able to make deadlines and co-ordinate the
james@playd.co.uk replayd section of the magazine with our other writers and the Art Editor.
News Editor
General Writers - must be familiar with and enthusiastic about videogames
Chris Waring
culture. It is crucial that you are able to make deadlines. Technical ability and a
chris@playd.co.uk
high degree of accuracy with regard to spelling and grammar is a must, as is the
Staff Writer ability to understand and take on board feedback and criticism of your work.
Sean Bonner
sean@playd.co.uk How to apply - to apply for any of the above positions send an email to tom@playd.co.uk
and tell us why you think you should be considered for the position and what sets you apart
Staff Writer from the opposition. For all positions, please include a 1,200 word review or article on any
Emily Knox subject (as long as it’s game-related, naturally). All positions are currently voluntary.
emily@playd.co.uk

Contributor Designer/Illustrator - must be able to work to a high standard and meet deadlines. The ability to
work with a distinctive style on a variety of themes with equal enthusiasm would be welcomed.
Yussry Houson
How to apply - to apply for the above position send an email to james@playd.co.uk attaching
relevant examples of your work in jpg or pdf format. This position is currently voluntary.
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Due to circumstance beyond our control, part two of our
PRODUCTION
Hardware: Apple Mac G5 iMac / Apple Mac G4 iBook ‘Dreamcast’ feature will appear in the next issue of Playd.
Software: Adobe InDesign CS2, Adobe Photoshop CS2,
Adobe Illustrator CS2 We apologise for any gnashing of teeth this may cause.
 December 06
at the forum
We’ve teamed up with www.nowloading.co.uk, a haven for gamers, to bring you the latest musings on
the world of videogames. This month’s chosen topic, the fifth anniversary of the original xbox...

Jusatsushi: I picked up the £200 pack that came with JSR, Sega GT and bought Halo too... I remember playing
Halo for the first time and landing on the planet... OMFG I can see individual blades of grass! The machine packed
a hell of a punch and to be honest still does when you see it pushed (Strangers Wrath/Splinter Cell). Never
took it online though, but it was worth buying just for KOTOR, Jade Empire and SW...

Smurph: A little known game that doesn’t get the credit but was an amazing game for mates round
the TV was Kung Fu Chaos. Hilarious. Plus, link up Halo was brilliant too. And like Xeph, I was a fan
of Otogi. Panzer Dragoon Orta! How I miss thee! MS, get it backwards compatible now! And I also
loved their answer to Wipeout, Quantum Redshift.

Pedro: Funnily enough, I bought mine after the 360 was released. Was an ebay purchase,
and a good one. I basically joined it for the Live shenanigans- and they’ve lived up to every
utopian promise. I managed to get a fair few games for it too, inbetween january and End of
May- I managed to stir up some old classics, Halo, Crimson skies (still have, still would like
to play at some point soon). Porky Lent me a few aces as well, and it was marvellous (I Still
Have them, BTW, when do you want them back?). It did die a little early to be honest, but
c’est la vie.

Xephon: One of the reasons I waited to get an Xbox was to play games I couldn’t get
anywhere else. Early on, there were too many PS2 ports for my liking (some better, some
not so good). But I wanted games that were designed for the Xbox, only for the Xbox. I’ll
never forget the first time I saw Otogi. That was it. I wanted one.

TwinHype: I got one at launch and funnily enough split up with my girlfriend of 4 years the
night before so I took some time off work because of ‘personal issues’ - of course everyone
new at work about the split and were very supportive but what they didn’t know was my
recuperation over the next 2 (yes 2) weeks was a shit load of Halo and Oddworld!! Hurrah.
Some quality quite time with a brand new console, and your family bringing you pizza because
they’re worried about you (suckers) what more can you ask for.

redman: I got mine very late, November 2004 and got Halo 1 and 2. Loved and played through both,
with Outrun 2 they were my faves. However the absolute best thing about the box was LIVE. Truely
awsome. I got a mad thrill out of even hearing the voices for the first time: Japanese ones playing Outrun 2.
Quite a few all night sessions with Halo 2 followed. Happy days.

 June 06
previews

09 Alan Wake (360)


11 Far Cry Vengeance (Wii)
12 Lair (PS3)
14 Supreme Commander (PC)
16 Too Human (360)
PREVIEW
by James Cooper
Publisher: Microsoft • Developer: Remedy • Available: TBA • Systems: 360 / PC

Alan Wake
The future of survival horror is called Alan. How odd...

S urvival horror has come a long way.


From the tight, austere and horribly
tense rooms of Alone in The Dark and
suspense author - as he flees to a small
town to recover from the disappearance
of his fiancée. The small town in
Resident Evil’s mansions to vicious question is ‘Bright Falls’ in Washington,
energy of Resident Evil 4 and the dank, and it seems that it has been horribly
sprawling hell of Silent Hill, Condemned misnamed. Never has a town appeared
and Dead Rising, it’s a genre that seems less bright. As you delve deeper into the
to be constantly reinventing itself. mysterious happenings in the town, it
becomes clear there is something really
It’s easy to see why. After all, once you’ve very wrong. Horrid creatures, an intense
experienced a scare in a game, it’s psychological plot and a massive open-
almost impossible for the same thing to world environment have all been promised
scare you again (dogs bursting through as Remedy attempt to make Alan Wake
windows aside). Therefore, Remedy are the next ‘big thing’ in survival horror.
promising another redirection with their
latest title, Alan Wake. However, just two elements in particular
have really caught our imagination.
The player assumes the Firstly, the light engine. It’s looking quite
role of Alan - a splendid, and extremely realistic. But this
best-selling is no mere window dressing (even if it is
stunning), Remedy are claiming that light
is your greatest ally and weapon as you
progress. As the game progresses days
get shorter and nights get longer,
forcing the player to seriously
think about how they
use their light
sources and

 December 06
PREVIEW

conventional weapons - especially as


your enemies seem to gain strength from
the shadows.

If this is implemented well, and not just an


‘inverse-Splinter Cell’ gimmick, this could
lend itself very well to the visceral shock
and panic that this genre always seeks
to inflict upon its victims. Who can forget
the horrors of half-seen enemies in Silent
Hill or the sudden, vicious attacks from
complete darkness in Condemned?
The second factor that has piqued our
interest is the promise of an “Episodic
Narrative”. Developers have for some time
been looking to free us from the shackles
of a traditional level structure by giving
us open-worlds to play in. However, the
resulting wealth of choice and dearth
of direction is not really suitable to the
survival horror genre - a genre that, almost
“the resulting wealth more than any other, relies on a strong
story and progressive element to drive
of choice and dearth of the player further into a world that he
direction is not really doesn’t really want to see. As the story
progresses, apparently in a similar way to
suitable to the survival a dramatic television series, new abilities,
gameplay elements and characters
horror genre - a genre become available, hopefully providing the
that, almost more than player with both choice of how to play and
narrative direction.
any other, relies on a
There’s no doubt that it’ll be a difficult
strong story” balancing act, but if Remedy can pull it
off then the signs are they could have a
real hit on their hands. We can’t wait to
help our hero explore the dark recesses
of Bright Falls. Even if he is called ‘Alan’.

10 December 06
PREVIEW
by Sean Bonner
Publisher: Ubisoft • Developer: In-House • Available: Q1 ‘07 • Systems: Wii

Far Cry Vengeance


Will it be a far cry from it’s predecessors?

D ue to be released in America
on December 12th, Far Cry:
Vengeance looks set to be one of the
by separately firing each one. Also, it
will allow greater control over when
reloading. No longer will players have to
more interesting titles available for the reload both weapons at the same time
Wii. Although it will essentially be an and be caught standing in the crossfire
enhanced remake of the Xbox version, it being shot to high heaven by every
is the Wii remote’s unique control system nearby enemy. As of yet there is no
that sets it apart from its older brother. option to aim each one independently,
There will be three new maps available to with both weapons using the same
play on, which have also been included in crosshair. Independent aiming is on
the single player storyline. There will also the wish list, but with the release date
be new weapons and a handful of new looming, there may not be the time to
vehicles for you to play with. implement it.
Jack Carver, the game’s main   Another feature of the game that may
character, isn’t looking at his best be enhanced by the Wii remote is the
however, from the videos and vehicles. With a wide range available, 5 Visually, Vengeance is looking quite basic, certainly nowhere near the Xbox version.
screenshots released so far, his arms from boats to jeeps and everything
look equivalent to those in the all- in between, it opens up a whole new
conquering online multiplayer game method of play. Independently aiming
Counter Strike. Hopefully this can be your gun with the Wii remote while driving
rectified before release, although it’s not a the car with the nunchuk is one option.
major issue. Given that the Wii remote is a new
Nevertheless, as stated before, it will concept though, will people be able to
be how the game handles that will make pick up and play like Nintendo has aimed
or break it. What’s the point in buying for with its other games? Will this version
a new game that is identical to the one of what is, essentially, an Xbox game be
that came before it, except for a few new worth forking out £40 for? There will be
weapons and levels? As with all games other original games available that may
for the Wii, it will be the unique control deserve your attention first, but hopefully
system that will be the main selling point. it will be worth a look. Keep your eye on
For example, when players are this one as it has the potential to be one
dual wielding weapons the Wii remote of the better Wii games.
and the nunchuk allow them to have
greater control over your ammo usage,

11 December 06
PREVIEW
by James Cooper
Publisher: SCEA • Developer: Factor 5 • Available: TBA • Systems: PS3

Lair
Fiery death from above. Oh, the joy.
As anyone that knows us will readily you with taking on armies of hundreds,
tell you, we’re big fans of dragons. thousands even, with nothing but your
Leathery, flying, giant scaly beasts with sword. Oh yes, and the small matter of
napalm-breath and the strength of a a two-hundred ton, armoured behemoth
small army are inherently great video with breath like a sun-flare and claws
game characters. Even when the game that could reduce the number 9 from
in which they appear is weak, dragons Exeter to component parts in a matter of
are rarely less than exhilarating (barring seconds. Excellent.
Spyro, naturally). It’s with trembling
hands, crossed fingers and quaking
breath then that we introduce Factor 5’s
“the small matter of
launch title for the PS3 - Lair. a two-hundred ton,
At it’s most basic, Lair comes across as a armoured behemoth”
cross between Factor 5’s ‘Rebel Assault’
5 Fulfill all your ‘Nazgul on the Pelennor Fields’ fantasies. Or maybe that’s just us...
series and ‘Dynasty Warriors’. To say The biggest problem with dragons is
that, however, is to do the game a great conveying an appropriate sense of
disservice. Lair is ripe with potential. weight. We are, after all, dealing with
Promising to put you in control of a a creature the size of a whale that the
dragonrider whose steed is trained for laws of physics say can’t exist (power to
aerial and land-based warfare, Lair tasks weight ratio and all that). Can Factor 5

5 The feeling of weight is crucial to the game’s success. Hopefully it’ll be implemented well.

12 December 06
PREVIEW

5 Dragons fighting dragons, miles up in the air. We fail to see how this is not ‘A Very Good Thing’.

convince us that we’re really in control of “visceral gameplay”. All of which can’t be
a couple of hundred tons of viciousness? a bad thing - even if they only manage to
come through with half of them.
To be honest, we’re not sure. The biggest
problem comes from the game’s ‘big One thing we can certainly say is that Lair
sell’ - the fact that it utilises the PS3 is looking splendid, easily as good as the
controller’s recently announced motion early renders suggested, yet in real-time.
control system. Unfortunately, this Models are extremely well rendered, the
doesn’t seem to be conveying the sense draw distance is vast and the proliferation
of weight and inertia that you would of next-gen effects such as HDR, bump-
expect. Granted, it’s not an easy thing to mapping and a myriad other effects,
get right - you want the feeling of mass have given Lair a strong, consistent and
and power without having to fight to well-developed art style. Frankly, if the
turn the thing mid-air - but we can’t help frame-rate can be kept consistent and
worrying that the finished effect will be the physics model doesn’t let the side
more eagle than giant war-lizard. down, we can see Lair being one of our
favourite early PS3 titles. We’ve already
“huge ground Nevertheless, we are promised huge pencilled it in on our shopping list for next
campaigns against ground campaigns against armies of
opponents, epic air-battles against other
spring, and we think you should too.

armies of opponents” dragonriders and a “deep storyline” with

13 December 06
PREVIEW
by Sean Bonner
Publisher: THQ • Developer: Gas Powered Games • Available: 2007 • Systems: PC

Supreme Commander
Crush your enemies with giant spider mechs. Excellent.

F rom the guys that brought you Total


Annihilation comes a whole now type
of Real Time Strategy game. Chris Taylor,
each race is human, we are promised
that they will all have a completely
different feel to them.
Here Taylor aims to change things for
the better with epically large maps. With
the maps being so vast, there will be
one of the masterminds behind one of However, having three different races a number of battles taking place, all at
the most popular games of all time, finally is pretty standard and it is how these the same time. Supreme Commander
returns to the RTS genre with what is races actually fight it out that is truly is all about distance and time. For
being hailed as the ‘spiritual successor’ different. Taylor finds other RTS games example, in a naval engagement, where
to Total Annihilation. At its core, Supreme lacking in that they don’t give a proper numerous battleships and destroyer are
Commander promises to be epic with feel of the battle, their scale is too small. fighting it out against an enemy force,
maps up to (and over) six thousand
square kilometres in size. That’s more
than twice the size of Luxembourg. Yes
that’s right, some maps will be twice
the size of a country. But why so big, is
it really necessary? Well, the idea is to
give players a feel for war. Previous RTS
games have pitted two adversaries with
a base against each other, eventually
culminating in a large all-out battle to
decide who emerges victorious. It is here
that Supreme Commander’s similarity
with conventional RTS titles ends.
Supreme Commander is set in the
future and sees the human race split into
three warring factions, the United Earth
Federation, the Cybran and the Aeon.
The UEF are regular humans armed
with all manner of futuristic weapons,
the Cybran are humans with microchips
implanted in them and mainly use
mech type vehicles, and finally there
is the Aeon, who after adopting alien
technology, believe they have to cleanse
the world of the other two races. While

14 December 06
PREVIEW

speed to ensure they arrive at the same


time. This a unique feature to Supreme
Commander as users will no longer have
to rally your troops at a certain point
and then send them to battle all at the
same time. Additionally, attacks can be
launched quickly and easily from different
sides at the same time.
This is not the only new feature in
Supreme Commander. Due to the large
scale of most of the maps, it will be
difficult and time consuming to scroll
around to different sections of the map
as you would in other RTS games.
To combat this, players can use dual
screens, using one to display a zoomed
when zoomed out you can see the out view of the whole battlefield and the
whole battle, but when you zoom in to other to zoom up close, directing your
a particular ship, players can’t see the troops personally. But, if you’re not lucky
enemy due to the distances involved. enough to have an extra monitor, then
Players do get a real sense of scale, you can split one screen into two and
especially when it is  realised that this use each side asif it were a separate
battle is taking place on a remote part of screen. It’s a pretty handy addition and
the map. In fact players could have many could come in very useful when trying to
large-scale engagements and still have co-ordinate an attack on the enemy.
plenty of room to manoeuvre their troops. Overall Supreme Commander is
As expected though, the standard looking very promising and from what
RTS gameplay elements will be present, we’ve seen so far, we are getting quite
for instance players will need to build excited about this one. Who doesn’t
a base to supply and construct your want to see their fleet of destroyers
armies. However, there are some saunter up to the coast, sprout legs
differences. If you order a couple of and walk inland to join another battle?
different troops to converge on the same However, one of the most striking
target, they will automatically adjust their aspects of this game is the sheer scale of
it. No RTS has ever attempted this epic
scale before and if Gas Powered Games
“Who doesn’t want to can pull it off, then they’re onto a winner.
see their fleet... sprout We’re keeping our fingers crossed.

legs and walk inland?”


15 December 06
PREVIEW
by James Cooper
Publisher: Microsoft • Developer: Silicon Knights • Available: TBA • Systems: 360

Too Human
Too ambitious?

T ake the award-winning developers


of Eternal Darkness, add a next-gen
system, the Unreal Engine 3, a sci-fi
drag
any enemies
setting and a sweeping, epic storyline
within reach - and
to be told over a trilogy, and what do
some in the distance - into
you get? You should arrive at something
the fray, it’s currently looking like
like ‘Too Human’, a terrifically ambitious
the hybrid offspring of God of War and
project from the Canadian development
Devil May Cry, but with the art direction
studio.
and realised world of Warhammer
40,000. That’s no bad thing, especially
The player must step into the shoes of
when the developer is promising “fluid
Baldur, a cybernetic god charged with
grace of heroes and enemies in battle”.
protecting the human race, who are
on the verge of being wiped out by an
In fact, Silicon Knights are promising
assault from ancient machine forces (if
that the combat system will be so
anyone says “Matrix”, there’ll be trouble).
complex and deep that with “the press
of a button” the player will be able to
Too Human’s real selling point is the
“chain together hundreds of rapid-fire
fluidity of the combat. Combining melee
attacks and combos with ease”. Could
and ranged firearm combat into unique
this really be possible? Can we really
combo strings and complex moves that
expect an action-title with the tactical

16 December 06
PREVIEW

depth and move-set of a 2D fighter like


Street Fighter 3? We doubt it, we’re far NEXT-GEN GOODIES
more convinced that Too Human will fall
As well as the splendid visual
firmly into God of War territory. Of course,
treatment, Too Human will benefit
that would be a very good thing anyway,
from a number of other ‘next-gen-
and a real feather in Microsoft’s cap as
features. We’re told that the final
the 360 doesn’t really have an exclusive
game will feature “pulse-pounding
action-IP to directly rival either of Sony’s
battles against hundreds of on-screen
heavy hitters yet.
enemies”; a sweeping orchestral
score, motion-capture by the
As you would expect of any title that
acclaimed group F.A.S.T. and four-
uses the Unreal Engine 3, Too Human is
player online co-op gameplay through
looking technically very accomplished,
Xbox Live. Four player online co-op?
with a unique style that seems neither
Now that really does sound special...
traditional sci-fi nor fantasy. It’s certainly
refreshing to see a developer making a
break from the ‘gothic-noir’ or ‘space
marine’ staples that have for too long Microsoft and Silicon Knights clearly have
saturated the action genre. very high hopes for Too Human - they
have already announced that it is the
first part in an intended trilogy. This is
certainly a brave move, if the game is a
huge success - a la God of War - then all
the hype and pre-amble can be judged
entirely worthwhile. If, however, it turns
out to be just another action game, then
they are left in the sticky situation of
having a game on their hands that they
have promised two sequels for, yet may
not be financially viable.

It’s too early to call at the moment, but


we’re confident that the bones of an
excellent game are there. Once we’ve
been able to get a real ‘hands-on’ we’ll
have a better idea of Too Human’s
potential, until then we’ll file this one
under “promising”.

17 December 06
G irls in the currently male-dominated
games industry has become a
subject that one should approach
amount of time playing sport, following
creative endeavours, volunteering in the
community or doing religious activities,
carefully today. I cannot count the than he does gaming.
number of guesses and ideas have Go back to an early Christmas, or
been put forward about why the games childhood birthday, and you can bet
industry has always tended to have that most of today’s gamers began
a male focus. Does it genuinely have their hobby from an innocent video
anything to do with most characters game console bought as a present.
being male? Is it the typical shoot Calling on my own experiences, I vividly
‘em up, beat ‘em up, destructive car remember swapping Game Boy games
crashing, racing and sports games that with my female group of friends, but

Girls
puts females off from the beginning? today I wouldn’t think of it. As I grew up,
I’m sure we’ve all read articles, opinions I discovered gaming became a kind of
and comments that finish off without social taboo for girls. Video games were
coming to any useful, factual conclusion never marketed towards women, and I
and although the number of women felt like I was supposed to be “weaned”
connected to video games may have off them to become ordinary for my
no baring on your virtual hobby, women gender (evidently, I was not), so, can
still have a presence; be it within the marketing and the pressures of society
production of a game, the sexually be the factors that cause most girls to
provocative and argued-over Booth either ditch gaming, or never dip into
Babes, the girls who go about their own it at all? Vixen, part of an independent

in the Game?
hobby or those placed within the public female gaming duo “VersuS”, seems to
spotlight. agree. “As I was growing up I often felt
The Entertainment Software ashamed to admit my hobby but it does
Association (ESA) states that 38% of not mean that I wasn’t into video games.
gamers in America are female, which is a I kept it quiet even though I have been
fairly large proportion to what you might playing pretty much all platforms since
predict. Perhaps more surprisingly, when the age of about six years old.” Vixen
it comes to online gaming the difference certainly isn’t the only gamer I have come
between male and female participants across describing a period where she
by Emily Knox is even closer, despite the unnecessary may segregate herself from her social
abuse some women claim to receive peers because of the hobby she pursues,
from, what has to be said, a minority of which she chooses to continue almost in
males who cannot grasp the concept of secret.
woman plus computer game. Another If this behaviour is true of most female
interesting statistic is that women over gamers, then a huge amount of women
18 make up 30% of the game playing are not accounted for when it comes to
population, while boys aged 17 or the surveys and statistics we see. It is
younger are just 23%. It’s not a new most admirable to find there are infact
fact to all of us that the socially inept, a large number of female gaming clans
spotty male teenager stereotype is wholly and communities available for all girls
inaccurate. In reality, the average age of (and sometimes the boys) to join in with,
a gamer is 33, and he spends triple the from the largest all-girl, widely-known

18 December 06
and competitive PMS group, to the ‘pics’. Having established that there
independent and friendly gamer pair that is in fact a wealth of titles you might
create VersuS.    consider feminine, everyone knows
The sheer range of video and that the (possibly overused) opposing
computer games available right now, genres of action, beat ‘em up, FPS,
expanded by the arrival of the Nintendo RPG and racing are never hard to come
Wii (aimed at people not normally by. In the not too distant future, we will
considered gamers) and Playstation 3, be witnessing the sixth instalment of
surely shows that the so-called lack of
female gamers cannot be down to the
games themselves. There is a strong “It’s doubtful that Lara
selection of the ‘pink and fluffy’ games,
The Sims for example is a quality title and
will age in the same
evolves some girls into hardcore gamers way as the rest of us.” Formed with the launch of Xbox Live, the PMS clan (or “Psycho Men Slayerz”) was
because of the sheer amount of time
initially a get together of girl gamers seeking out other girls to play with, partially due
they put into creating their Sims, living
to the harassment that female players can receive online. The group also established
their own virtual lives and designing their Tekken, Final Fantasy XIII, a new Tomb
itself within Playstation 2 online, facing the same problems and also looking for female
surroundings as they please. Eyetoy on Raider game, a new Rainbow Six outing
friends. When the two groups were merged in January 2005, the largest and apparently
Playstation 2 has provided a wealth of in Vegas… for some characters and
first all-female gaming clan was born.
slightly different games, making fun use brands, there really is no end. With
of waving your arms at a camera, as publishers still keen on securing the
long as you are happy to endure Sports, fanboy dollar, a saggy-breasted Lara
‘Dancing’ or guiding Lemmings. There is Croft with false teeth, still shooting
an abundance of dancing and karaoke generic rottweilers and bad guys, while
games on Sony’s console, Singstar being leaping around historic buildings looks
a notable example. If that’s too much highly unlikely, the franchise wouldn’t
like hard work, Nintendo’s DS provides survive such a drastic change. It’s
instant, pick up and play fun in something doubtful that Lara will age in the same
simple such as Zoo Keeper, or perhaps way as the rest of us, although it would
more engaging like Nintendogs. be nice to imagine she will pass the torch
Of course, this is merely speculation on some day. “It’s a win-win situation
on what female gamers are imagined – we get a better variety of products,
to love. It could be completely wrong. and the industry gets bigger revenues
Maybe they would rather partake in a by appealing to this relatively untapped
violent guns-blazing bloodbath? The market”, describes Jam from the UK Frag
problem is that no-one actually knows, Dolls.
because curious females rarely dip There are games of all variety
into the social pool of gamers that available, and the range only grows
populate game discussion forums and wider. This strange, mythical ‘lack’ of
say, “Actually, I would quite like this in variety for female gamers is absurd,
a game.”, and when said in the wrong maybe the problem, which has tended
place (or even the right place), girls will to be perceived by males, is due to the
be greeted by a flood of comments, majority of programmers being male?
one of which cannot resist saying the In 2005, a lecturer for computer
word ‘boobies’ or a crude request for games programming at the University of

19 December 06
Derby commented that; “Girls do want recent phenomenon. The forum alone the games laid out before us. The so-
to play games but no-one is making proves the existence of passionate called “intense day of deathmatching”
games for them.” While in that year the female gamers, not just through the Dolls involved one friendly match of Halo 2 we
computer programming course running themselves, but with many other regular played with the US Frag Dolls over Xbox
at Derby had 106 applicants, all of which female members who use the site, and Live. After mulling it over, the pretence
were men. Perhaps the only real shortage regarding the usual ratio of males to over the actual day was quite necessary
within the industry is that of women females on a games discussion forum, if Ubisoft wanted gamers to take these
behind the process of creating a game, this is quite special. Going from the girls seriously. “After having a laugh with
programming in particular, therefore information given, the purpose of the (UK) Bomberman on PS2, drinking coke and
following with “The industry sees this big Frag Dolls is “to promote their (Ubisoft’s) eating crisps, while chatting to each
untapped market but they don’t know games whilst encouraging anybody and other and various magazine editors, we
what to do”, does make sense. What is everybody to pick up a pad and play.” picked these 5 girls”, simply would not
ironic is that the only statements claiming It’s a statement I wholeheartedly agree work. It’s a shame that the interview day
shortages of female gamers and games with. No effort is made to hide the fact wasn’t what the magazines said, as I
for women are coming from men and the that Ubisoft sponsors them and although fully believe if it was down to the same
general consensus is that the women they are paid to promote a product, the 15 girls, everyone could have impressed
playing the games are in fact suited girls are dedicated gamers with both with skills, knowledge and passion in one

“When you look at the creation of a game, women are generally more often
found in the role of artwork, or marketing, whereas programming is definitely a
male dominated role.”

and satisfied with the games on offer, broad and different tastes in games, not game or another, because I do not doubt
otherwise they wouldn’t play them in the restricted simply to the ones produced or the genuine gamer in any of them.
first place. I am myself in the midst of developed by Ubisoft. Abuse and fuss is hurled at the Frag
preparations for a university placement,   Having taken part in the recruitment Dolls in all their divisions (especially
possibly in the field of programming for the UK Frag Dolls myself in ‘05, I in America and the UK) for their
and I can vouch for the shortage of paid extreme attention to the goings-on appearance; some people dislike them
other girls applying to similar courses. both at the interview day and the way both for looking ‘too good’ and being
I attended a talk on the computer the final selection was received in online ‘ugly’ at the same time, and arguing that
games programming course at Teesside communities and magazines OPS2 they are merely a marketing ploy. Despite
University and found myself in a large and OXM. However, the events at the the negativity that has been received,
room, entirely of boys and yet I do not interview day were worded somewhat Frag Doll Sarin comments “One of the
consider this a problem, as the novelty of differently to how I remembered them. great things about Frag Dolls is how un-
coming across another girl I would merely The first line in the article in OXM 47 read; intimidated people feel by us. We seem
consider strange and lucky. “After weeks of interviews, auditions, able to game with just about anyone 5 Are character
When you look at the creation of a photo sessions and, of course, hardcore in a pleasant and relaxed way.” On the designs like this
game, women are generally more often games playing” - which in reality was subject of the Frag Dolls being a strictly exploitative, or the sign
found in the role of artwork, or marketing, filling in a prior questionnaire, sending all-female team, she continues, “I think it of strong, sexually aware
whereas programming is definitely a male one photo, and writing a small essay, is important that our group is all women female leads? We know
dominated role. to the interview day, which consisted of to maintain this approachable feeling where our money is...
The Frag Doll community is another being interviewed and casually playing and welcoming ethos.” While no-one

20 December 06
denies the girls are most definitely in the enough to lure some people into playing
PR department of Ubisoft, at least they a game. This, however, can be strikingly
aren’t dancing around a pole in bikinis, at similar to the task of a main female
least they really do play games and most character in a game. Obviously to anyone
importantly, you can chat to them about with sense the quality and playability of
games, you can play games online with a game is integral to its enjoyment, but
or against them, and what they look like the reasoning behind such things as Ivy’s
is not a factor in the close community the bum cheeks on display in Soul Calibur
Frag Dolls have brought together. 2, and most other typical fighters with
On the other hand, it is unlikely you giant breasts, short skirts, and armoured
could have a conversation with depth bikini’s is simple. Or, on the other hand,
about gaming to a booth babe at any is it a demonstration of the strength
games convention, their role is marketing behind virtual, beautiful, and powerful
purely and simply with their face and women? The entrance
body, and this is

of Prince of Persia’s Shahdee in Warrior may be, the case can easily apply to
Within is a prime example. In the middle most video game heroes as well as the
of the sea, amidst dark stormy and heroines; they usually have perfectly
treacherous weather, she confidently constructed and admirable bodies,
begins the assault on the prince’s ship, being slender, muscular, handsome and
whilst blatantly being leered at by her talented in one area or another. Male
army of minions. Despite the apparent characters could present man’s ideals
inadequacy of her revealing attire, she of what his perfect model is, while the
goes on to defeat the prince in battle all the women are constructed to be
with ease; surely this is a display of the aesthetically pleasing. It is rare to stumble

“they’re [women] supposedly being portrayed in


a sympathetic light... [but] they’re still mostly just
being objectified” - Greg Kasavin, Executive Editor of GameSpot
start,
and questioned from the
Us Ga me .co m gir ls have been scrutinised y, alth ou gh sin ce strong female character that some claim across a genuine Olga, as seen in Metal
The Watch line galler
ap pe ara nc e of its me mbers in the WUG’s on us es mo re on
we need more of. On this subject Greg Gear Solid 2, with tomboyish hair, military
simply for the de, and today it foc Kasavin, executive editor of GameSpot attire, and no obvious attempt made to
changes have been ma
the site kicked off, many ed in fan art and writing art
icles. comments, “they’re [women] supposedly appear dashingly sexy.
e inp ut for m the fem ale members involv site ins tea d acts as a
creativ
no t co nfo rm to a WUG clan, the being portrayed in a sympathetic light or Women can and continue to suitably
The girls who unite he
re do ty being focused
fem ale ga me rs, with it’s main speciali cast as strong, respectable characters, play any role within a game, from the
gathering point for all an d an y ongst themselves, make they’re still mostly just being objectified innocent hopelessness of Yorda in the
the op po rtu nit y to dis cuss gaming issues am
on giving women ustry. and are presented to suit an adolescent tear-jerking Ico, to the enduring strength
rn about the gaming ind
new friends, and also lea male audience.” However true this and near complete independence of

21 December 06
Lara Croft. Strong and talented female the gamers mind more so due to the
WOMEN IN GAMES CONFERENCE
roles are also prominent throughout the (initial) normality of the character, and
Voicing the opinions of women since aforementioned Metal Gear series, be it the situations beginning in ordinary
2004, this is a conference attended by the brainy yet fated Emma Emmerich, or surroundings; in Heathers’ case, an
both men and women from all areas Eva of MGS3 who must endure abuse innocent visit to the mall.
of the games industry, to discuss the from Ocelot and Volgin before she can Primal, a gaming gem similar to
ways in which women can progress complete her mission. The Boss is Beyond Good and Evil, is another good
forwards. There is particular focus on also the most obvious female figure of example, the main character, Jennifer,
the conference being a useful provider strength, her code name speaks for itself, does grow in strength, and although
of insight for women in the process of as does the story being interspersed with assisted by a freely switchable gargoyle,
developing and researching games. her providing experienced musings to all, she must ultimately overthrow her male
The 2007 conference will take place and regularly laying the smack on Snake. equivalent in battle alone.
in April at the University of Wales in Although it’s typical for films and books The future for girls in the gaming
Newport, and as with every year, will to portray women in need of help from a industry is bright, open, and becoming
have a wide range of speakers from chivalrous male, many well-known video increasingly noticed throughout all areas.
different gaming aspects. game series provide a strong female Girls are being actively encouraged to
character, who can both assist and partake in the creation of games, and
disrupt the gamers’ line of tasks without provide fresh ideas, and perhaps some
needing to be rescued. more popular titles for the ladies. A fairly
But therein lies a problem. Most of recent Nintendo DS Lite advert features
the strong female roles are unplayable a woman playing her DS everywhere
external characters, and although there throughout her day, an encouraging
are games with female leads, these titles sign that women are a market that can
are often not up to the sublime quality of and is being targeted, and can be more
God of War, Half Life, Zelda, and other adequately provided for.
strong titles. Instead the shelves are On the horizon, Heavenly Sword’s
dogged lacklustre outings such as Alias, Nariko will set the standard for a wave
Catwoman, Death by Degrees, Haunting of positive new heroines for the latest
Ground, and Rogue Ops, which rely console gamers, from a title which looks
mainly on the popularity and beauty of nothing short of amazing, with Nariko
their female lead to sell a game that leaves herself hopefully taking centre stage
a great deal to be desired in the areas throughout the game.
that make it fun to play. Namely, quality Women are, and probably will always
of the gameplay, with suitable and easy be the minority in the world of video
to use controls, a storyline which exists games. While gaming generally grows
and makes sense, and features that aren’t and reaches out to more people with
poorly copied from popular games. time, even the minorities will grow. The
Despite the tat that a title using a arrival of the Xbox 360, Nintendo Wii,
female lead usually turns out to be, a and one day for the UK, the Playstation
select number of games have created 3, with the new capabilities in power
one successfully. The Silent Hill series and features can only allow the scope of
had ‘Heather’ as the main protagonist in future genres to grow, and this is good
the third instalment of the game, and at news for gamers from all walks of life.
no expense to the twisted, nightmarish
world created, which tends to play on

22 December 06
Collection Builder SUPER MARIO WORLD
System: SNES
Developer: Nintendo
Leaps and bounds: HHHHH
As if your shelves weren’t already bowing under the
The greatest Mario game ever made?
weight of gaming goodness, here’s another collection of In a word, yes. This is the game that
titles that you really should own. At least you should if introduced a number of excellent
additions to the Mario universe - a world
you enjoy jumping on turtles and suchlike... map (first seen in Super Mario Bros.
3) gave access to 72 levels with 96

P latform games have, for many years, been the staple of gamers everywhere. From
Super Mario Brothers on the NES to modern genre-benders like Psychonauts, Jak &
Daxter and Ratchet & Clank, they have enjoyed massive sales success and cultivated a
exits (not the 96 levels the box claims
- naughty Nintendo). The visuals are
spectacular - far and away the best seen
loyal and vocal fanbase along the way. up to that point. Level design is nigh-on
perfect and refinements to the traditional
Sadly, many developers have moved away from the traditional platform game. The advent Mario gameplay
of 3D has undoubtedly damaged the genre, for every Mario64 that gets things just right, (such as having to
there are a dozen Vexx’s that barely get anything right. The fact that many movie tie- Jump Spin to destroy
ins, especially those aimed at children, take the form of platform games and are almost certain blocks) made
universally shoddy in execution hasn’t helped things. It’s got to the point where many the title something
gamers view platform games as ‘for kids’ and quality titles often get ignored or not taken new and exciting,
seriously. Well, here at playd we love our platformers, so without further ado, here’s a list even for veterans.
of a few of our favourites. Give them a whirl, you’ll be jumping for joy if you do...

SONIC THE HEDGEHOG


System: Megadrive / Master System
Developer: Sega
Leaps and bounds: HHHHH

It may be an obvious choice, but the


original, and in our minds the best,
Sonic game really should be something
everyone experiences. Before a plethora
of extraneous characters and mundane
tasks and bonus levels tore the heart
out of our spikey blue hero, Sonic was
all about speed and perfect timing.
The Green Hill Zone in particular is the
quitessential Sonic level - perfectly
capturing the essence of the game. A
wonderful, joyous game that has stood
the test of time surprisingly well.

23 December 06
PUTTY EARTHWORM JIM
System: Amiga System: Megadrive / SNES / Amiga / PC
Developer: System 3 Software Developer: Shiny Entertainment
Leaps and bounds: HHHH Leaps and bounds: HHHHH

One of the oddest and most original platform games Putty is odd. Earthworm Jim is a
we’ve ever seen, Putty veers from the sublime (hopping bad LSD trip on top of a night on the
carrots dressed as Arnie, replete with Uzi 9mm) to the mushrooms. Where else would a cow
ridiculous (cats bursting through the background and hurtling through the air be an integral
laughing when you die). The basic premise is that you part of the first level? In what other game
are a blob of putty with the ability to stretch, inflate, do you take the role of a humble annelid
float, flatten and burst. Using these imbued with super-human powers by a
abilities to traverse each level is a joy - mysterious cybernetic suit? How many
and a lesson for game designers. Odd, games do you know where you use
brilliant, essential. yourself as a whip? Wonderfully drawn
and animated with hilarious sight gagas,
superb sound production and wilfully
bizarre levels, you owe it to yourself to
experience this.

RATCHET & CLANK


System: PS2
Developer: Insomniac
Leaps and bounds: HHH
SUPER MARIO64
The ‘run and gun’ platform game System: Nintendo 64 / DS
turned up to ‘11’. While there are strong Developer: Nintendo
elements of traditional platforming, Leaps and bounds: HHHHH
jumping and exploration, Ratchet and
Clank’s raison d’etre is the weapon The first time that 3D platforming was done really well, and as far
system. Deep, cunning, utterly over the as many gamers are concerned, the pinnacle of the genre. We
top and frankly one of the best things wouldn’t agree with them, but there’s no doubting the excellence
to come out of the last generation, of the title. The camera - so often the bane of 3D third-person
it’s like nothing you’ve played before. titles - is beautifully implemented, never getting stuck or
The interplay between the two main leaving you with the old ‘impossible jump’ scenario. Nintendo’s
characters is very well done, and the experience of crafting balanced and enjoyable mission-structures
tone of the game manages to tread the and tight level design was carried over from the SNES titles, and
fine line between accessible fun and the whole game really is an unmitigated joy to play. Oh, and while
immaturity perfectly. the DS version is good, but the original N64 version is better.

24 December 06
CASTLEVANIA: CASTLE OF ILLUSION
SYMPHONY OF THE NIGHT System: Megadrive
System: PSone / Xbox Live Arcade Developer: Sega
Developer: Konami Leaps and bounds: HHHHH
Leaps and bounds: HHHH
Was there a better animated Megadrive title than Castle of
The Castlevania games have always been held in Illusion? If there was, we never saw it. As part of a series of
awed respect by gamers in the know. However, Disney tie-ins, Castle of Illusion surprised everyone by being
Symphony of The Night manages to eclipse all the not rubbish. In fact, it’s utterly compelling and stands out
titles that had gone before with an open-ended as not only one of the best platformers on the Megadrive
structure and RPG elements that veered it away from - a system blessed with more than its fair share - but one
previous entries ion the series and provided a deeper, of the best games for the system,
more thoughtful and ultimately much better full stop. Succulent animation, a
game. These aspects, along with the fact perfectly pitched difficulty level and
it tied up a number of loose ends that had the finest, catchiest music we’ve
developed in the series’ plot - and of course heard in ages combine to make
the splendid 2D visuals - helped to give the Mickey’s adventure a must.
title a special place in many gamers hearts.

NiGHTS INTO DREAMS


System: Saturn
Developer: Sega (Sonic Team)
ROCKET KNIGHT ADVENTURES Leaps and bounds: HHHH
System: Megadrive
Developer: Konami Ah, good old NiGHTS. When you ask people which
Leaps and bounds: HHHH Sega titles they want to see return from grave
of the Saturn, there’s only ever two answers;
Coming at the height of the ‘Sonic vs Mario’ debate of Panzer Dragoon Saga and NiGHTS. Without
the late 80s and early 90s, Rocket Knight was sadly wishing to sound contrived and corny, NiGHTS
ignored as a ‘wannabe’ title. It was far more than that. is a dream to play. The games highlight is the
While not as instantly cool or recognisable as Nintendo unique flying system which allows moves to be
and Sega’s mascots, Sparkster stands as a jewel in smoothly and seamlessly strung together. The
Konami’s crown. Traditional platform levels mixed with use of the packaged Analog pad (one of the first
eight-way scrolling rocket-pack levels, Gradius-style available) made it as easy and accurate as it
side-scrolling levels, strong design and excellent visuals was imaginative. An evolving music system and
to make the game a real treasure. Incidentally, ‘easy’ very clever high score system further distance it
mode drops the final level - making it impossible to from the realms of the ‘standard’ platform title.
complete, while ‘hard’ mode is almost impossible with Beautiful, unique and hugely addictive,
a single life, one hit kills and no continues. Fiendish. we can’t recommend it enough.

25 December 06
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reviews
28 Archlord (PC)
30 Blade Dancer Lineage of Light (PSP)
32 Defcon (PC)
34 Disgaea 2 (PS2)
37 Family Guy (Multi)
38 Gears of War (360)
40 Gitaroo Man Lives! (PSP)
42 King of Fighters Neowave (PS2)
43 Mercury Meltdown Remix (PS2)
44 Need For Speed Carbon (Multi)
47 Okami (PS2)
50 Starfox Command (DS)
52 Why don’t you own... Dues Ex? (PC)
55 The Vault... Advent Rising (Xbox)
REVIEW
by Sean Bonner
Publisher: Codemasters • Developer: In-House • Available: Now • Systems: PC • Price: £29.99

Archlord
‘Arch’ means ‘first’ or ‘chief’. Yeah, right...

I nitially promising, Archlord is a major


let down in many areas. Taking its
cues from the standard MMORPG, it
Character customisation is also
disappointing . As a result, pretty many
new players look almost exactly the
offers very little in the way of innovation same, with only their names to tell them
or imagination. The premise of the apart. Players can of course purchase
game is an interesting one. One player new cloths from the stylist, but it’s not
with sufficient experience and strength really enough, especially considering
can eventually rise - after devoting a what other MMORPG’s offer. When it
significant amount of time - to become comes to arming your avatar there are
the Archlord, the ruler of the universe and some unnecessary restrictions, such
lord of the land, so to speak. However, as requiring you to be of a certain level
to get anywhere close to this goal, you to wear a higher class armour or equip
will need to have or be a member of better weapons. Regardless of whether
a strong guild and even then there will you have the money for the kit, you won’t
be competition over who becomes be able to use it. It would be better to
number one. Its lack of originality means allow players to use whatever weapons
sacrificing your social life to become the they can afford to buy, regardless of their
king of a fictitious land won’t endear the current level. It’s quite frustrating trying to
game to those who aren’t fans of the fight off higher level monsters with lower
genre already. level weaponry when players can in fact
As is the standard for fantasy afford to buy better ones.
MMORPG’s, you can pick from a choice The quest system that has been put
of three races: Human, Elf and Orc. in place is lacklustre at best. Often only
Each of these races are in turn divided requiring players to deliver a letter to
into classes. Humans have Knight, someone else in the village or to the next
Archer and Sorcerer, Elves have Archer town, or killing a set amount of monsters
and Sorcerer and Orc’s have Berserker, that are apparently over running the area.
Hunter and Sorcerer. Unortunately, These side quests don’t offer much in the
despite the subtle differences in the three way of diversion, especially to a veteran
races, it is fairly standard fare and there MMO player.
is actually little difference between the The graphics are, like the rest of
classes - beyond a few health points and the game, rather poor. Even at its best
different weapons, an Orc Berserker is settings they don’t really offer any
the equivalent of a Human Knight . competition to the genre leaders. They

28 December 06
REVIEW

do the job, but that’s it. During play whilst


running across a field, a lot of green
and blue strands would flash on the
screen, but it became apparent that fully
grown bushes were flying through the
air, not the sort of thing to be expected
in a finished game. This was far from
an isolated incident and marred any
enjoyment of the game.
On the bright side of things though,
Codemasters have opted for free play,
which is good news in any gamer’s book.
This coupled with the upcoming ‘Archlord
Episode 2’ expansion pack, which will
also be free to download, will hopefully
make it a more bearable game to play.
The worst aspect of Archlord is the
levelling up system, or lack thereof. When
players first start out it’s standard fare.
But after a few levels, repeitition kicks in
and you’lll find yourself doing the same
thing as you were ten levels ago, albeit
with tougher enemies. It is incredibly
boring to level up and after ten or eleven
re-runs of the same events, you’ll begin
to look elsewhere for your MMO fix.

Considering the competition in the


MMORPG market, such as World of
Warcraft, Guildwars and Everquest,
Archlord falls way short of the mark.
There is almost nothing to entice
players away from the other top
games in the genre and make them
switch to Archlord.

5 There are positive aspects to Archlord. For instance, this armour looks quite nice. 2
29 December 06
REVIEW
by Chris Waring
Publisher: NIS America • Developer: Hitmaker/SCE Studios Japan • Available: Now • Systems: PSP • Price: £29.99

Blade Dancer: Lineage of Light


Great RPG’s on the PSP are rare. Can this redress the balance?

E verything about this game says


“average”. Despite the lovely anime
opening, the game goes quickly downhill
him aboard a ship on his way to the
island of Foo (best not to ask) looking
for adventure. Drawn from the generic
from there. It’s not that it’s a really bad pool of RPG heroes, there’s not much
game it’s just so unerringly dull for the about Lance to distinguish him from
first hour. It’s odd that game developers the numerous other spiky haired do-
don’t make their games more interesting gooders that have appeared down the
during the opening levels if they really years. The companions he picks up
want to hold a player’s attention, they later aren’t much better. Arriving on the
really need to make games a little less island, we are introduced to the brilliant
bland than this one is. Bland levels, bland notion of targeting people to talk to
people, bland design, bland targeting, them. This also applies to opening doors.
bland missions…you get the idea. The idea that you could just walk up
Our spiky haired hero this time is a to someone/something and press X to
young man called Lance and we join interact seems to have bypassed the

5 “I can give you the name of a good dentist if you like...”

developers. It quickly becomes tedious. distance is another bone of contention.


Cycling through targets is another novel Deserts, grasslands and forest are
idea seemingly designed to bore us misty more often than not, with the
half to death. It usually goes something blandness affecting the lack of detail in
like this – target door, select and enter the landscape. Usually the only things of
building, cycle through people, select, interest are the skulls floating about.
talk, cycle though again, select, talk, Get outside to the countryside
receive mind numbing retrieval mission, and take part in battles and the game
die of boredom.  Dull, dull, dull. Character suddenly comes to life. Groups of
animation is limited – faces look flat enemies are represented by floating
and emotionless – and special attacks skulls and can be avoided if players wish
are functional rather than flashy. Draw to do so, even running away is an option,

30 December 06
REVIEW

but nobody ever levelled up their party While players can still buy weapons
by running away. Weaker enemies will try in shops, those discovered during the
to get away, while stronger creatures will course of play are often stronger. Here’s
harass players until they get out of range the nifty bit – taking them to an appraiser
although this isn’t always possible. The will reveal the recipe needed to make
back of the box promises a “completey such weapons, as after repeated use
(sic) real-time battle system”, although they will shatter. This item creation is
if the action is as bad as the spelling, it highly useful when out in the middle of
might be best to give that a miss too. nowhere as it saves trekking back to
The system isn’t real-time in any sense town through hordes of enemies. To
that’s recognisable, instead a Lunar say this one of the two highlights in the
Clock counts down the seconds to when game says much about it. The other?
a move can be made. Each character The wireless multiplayer. More copies
has his (or her) own countdown, so while of the game are required, but character
inputting commands is in real-time, the levels can be adjusted to match another
player’s and secret items and weapons
“To say this is one of can be discovered together that can be
used in the single player game.
5 A shop. Where you can buy swords and other weapons. Will the originality never begin? the two highlights says In truth, this isn’t so much a bad
RPG, as an average one, but in this day
much about it.” and age when the likes of Disgaea are
coming to the PSP, it’s a major criticism.
resulting moves are most definitely not. Maybe game designers should stop
Players are left counting the seconds chasing the idea that games should look
they could have been doing something realistic on the PSP and try for a more
far more interesting. Things are saved original artistic aesthetic.
somewhat by the Lunar Gauge,
representing the magic shared by all
the members of the party. As a battle
progresses, the gauge will fill until it can If an average RPG, item creation and
be used with special attacks. Strategy relentless level grinding are your thing,
plays a part as enemies can use this then this is the game for you. In reality,
gauge too, completely wiping out a party. the PSP has games of a higher calibre
Also, while attacking an enemy as they than this. Titles like this don’t help the
are powering up will return the points to consoles’ reputation.
the gauge, they can do the same to you.
Blade Dancer’s main selling point
that distinguishes it from the run of the

5 You may have noticed the screens look rather grey. There’s a good reason - it’s a very grey game.
mill, however, is its crafting of weapons,
armour and handy items like potions. 6
31 December 06
REVIEW
by Chris Waring
Publisher: Introversion • Developer: Introversion • Available: Now • Systems: PC • Price: £10

Defcon
Wargames. Minus Matthew Broderick.

A t first glance, the most obvious


influence on Defcon is the scene
in 1983 movie War Games, in which a
obvious that Defcon really is of it’s time,
more relevant now than it ever could
have been. Smaller countries claim to
super computer controlling the nuclear have their hands on nuclear capabilities,
warheads has the futility of war taught to terrorism is on the increase and now
it by Ferris Beuller (or Matthew Broderick Introversion has given us the chance to
if you prefer). The game looks like it may blow stuff up too.
have missed its true era by about 15 The title is from the same brains
years, global thermonuclear war is a term behind the genius of Darwinia and
not in use much these days - the Cold Uplink and is decked out in what has
War is long gone and the world has only become the team’s signature retro-
one real super power, albeit in the hands modern minimal design. While their
of an idiot. Looking at recent events it’s previous games may have needed
5 Somehow the minimalist presentation just makes the mass slaughter even more chilling.

“it’s obvious that Defcon really is of its time, more


relevant now than it ever could have been.”
some explanation, even to the most take down opposition bombers and
ardent non-gamer it must be obvious attack naval forces. The navy consists
what this is all about – waging nuclear of the undetectable submarines,
war. With a map of the world laid out although they must surface to launch
before them, players must decide where attacks; undefended carriers, which can
to place their forces and defensive launch planes and hunt for subs; and
capabilities and players not only have battleships, which can take on anything
silos, but radar posts as well to detect they find.
incoming attacks. The silos can take a The game begins at Defcon 5,
bit of punishment before they crumble, with players deciding where to place
but the radar stations are rather more units. At Defcon 4, radar begins to give
delicate. In addition to these, players information on enemy units in range.
have aerial and naval forces. From their Once Defcon 3 and 2 are reached,
airbases, bombers fly to their destination normal defensive and attacking options
and nuke the targets, while fighters are involved and units mobilized, before

32 December 06
REVIEW

Defcon 1 when the nuclear missiles are back and watching the action is never depth. Up to five players can form an
unleashed. This all takes place against really an option, as orders have to be alliance, but only one player can win the
the clock, which counts up, at varying consistently dished out in order to win. game. Forming an alliance will expand
speeds that can be set by the player Or rather, to survive the destruction and radar coverage and planes can fly over
(apart from two modes, where the speed have more survivors than the opposition, more territory, but players need to watch
is locked). This is when all of players’ for players score two for every enemy their backs, as alliances can be broken
previous tactical decisions are laid bare. kill and one for every hit taken. Although without warning.
Right clicking over an icon, players can the scoring mechanism can be altered Rarely does such modest
direct their defences to do as they wish. – Survivor gives every player 100 points presentation look so cool. That it evokes
For example, in defence mode the silos and the only way is down. the minimalist Cold War era computers,
will attempt to take down incoming Defcon has a wealth of modes with a stylish, modern production is a
attacks from planes and missiles, beyond the single player. In Bigworld for triumph in itself. Watching as the white
although they can be overwhelmed by example, the world map is twice the size, blooms smother a map, with mournful
many nuclear attacks. Ordering them to the ranges of all weapons and radar are music playing that Brian Eno would be
fire one of their ten ICBM’s at a target halved and it runs at half the speed of a proud of, as casualty numbers mount in
within range has to be chosen, but also normal game, at it’s opposite is Speed familiar European cities for example, it’s
reveals their position to other players. The Defcon, running for all of 15 minutes. hard not to be moved. That they have
airbases can be ordered to send fighters In Office mode, players can hide their managed to produce games as varied
up to take out incoming missiles or attack games from roving bosses, as it’s easy as Uplink to Darwinia and now Defcon,
nearby fleets. Bombers are a sneakier to drop the game into the background surely rates Introversion as one of the
option to deliver nuclear weapons, but quickly and lasts only six hours. It is few development teams worth keeping
even so, only carry one bomb and can online in the multiplayer and alliance an eye on. Long may their independence
be taken down by anti aircraft fire. Sitting making that the game shows its true continue.

To enjoy an original (and very cheap!)


gaming experience, this can be
downloaded from Steam right now.
Both fans of Introversion’s productions
and those new to their gaming output
will find much to enjoy here. Quite
simply, this is one of the essential
games of the year.

8
33 December 06
REVIEW
by Chris Waring
Publisher: Koei • Developer: Nippon Ichi • Available: Now • Systems: PS2 • Price: £34.99

Disgaea 2: Cursed Memories


Time to clear the calendar and get ready for the prinnies.

H ow do you follow a best selling


and universally acclaimed title?
Do you listen to the fans and critics
restore health and pick up prizes, plus
the weapon, item and clothing merchants
are present too. A player’s customer
and not trust to your own judgement, rating climbs higher the more they buy
or stay true to the original ideas that from the merchants, so better items
made the first game so highly regarded? become available. The Dark Assembly
Remember, this is a game that not only returns, albeit with some minor changes.
gained deserved recognition across A characters mana is used to create
the industry, but is rightly held in high new companions for the team, including
esteem as a genre defining title of its monsters and enemies that have been
generation. It seemingly set an impossibly
high standard for any sequel to follow,
glowing praise from the multi-format
“getting into a spot of
mags, adored by those who know a bother with the courts
good strategy RPG when they see one
and now so hard to find it’s a bona fide isn’t necessarily bad...”
collector’s item. Well, if you’re the clever
chaps at Nippon Ichi you tweak, hone defeated in the course of play. Another
and polish an almost perfect game to cool feature is the Dark Court. The
create something that feels familiar and court issues subpoenas that can either
at the same time add enough to make it be ignored (at no penalty) or picked up
fresh - a difficult balancing act to achieve. to be defended. As this is a world of
Despite similar forays into the genre with demons, getting into a spot of bother 5 Total damage ‘0’? Look at it! How can that be ‘0’ damage?!
Phantom Brave and Makai Kingdom, with the courts isn’t necessarily a bad
Disgaea remains the title Nippon Ichi thing – being found guilty brings rewards,
is best known for. Disgaea 2: Cursed while being found innocent brings
Memories arrives with the weight of punishments.
expectation upon it. Can they produce Even if players have never
the same magic twice?  encountered the first game, the tutorial
Those familiar with the first game manages to explain battle basics very
will find little has changed. The game well. Very little has changed from the
uses Adell’s home town as a central hub first game however and goes much like
where there are familiar stops like the this – choosing who to arrange on the
Netherworld Hospital, where players can field within a grid system, then moving

34 December 06
REVIEW

them to engage enemies. Fighting from


the side or back increases the damage
inflicted and keeping mages, healers
and ranged weapon users back is just
as important as having heavy duty
fighters up front. Also making a return
are the Geo Nodes. Colouring an area
to influence a party (both player and
enemy), they can increase an enemy
attack or increase Mana. They can be
moved and destroyed, although later in
the game they move under the influence
of Geo Monsters and are as capable of
helping a player, as they are an enemy.
Annoyingly, they can wipe out a carefully
planned attack, but it does make players Skyscraper, I Love You
more aware of the level they are playing
Characters can pick each other up
on. Mastering the Geo Nodes brings
and throw them farther than they
its own benefits, in greater rewards at
might have been able to move on
the end of a skirmish and can make the
their own. Throwing them closer to
difference in winning and losing as the
enemies and Geo Nodes can make
game progresses.
up plenty of ground and give players
As to the story, it’s a more
an advantage. This actually allows
straightforward affair then the first. Adell
one of the quirkier battle attacks – the
is a man with a mission - he is the last
stacking of a team to create a tower.
human left after a curse turned everyone,
An enemy will get knocked up all the
including his family, into demons 15
way up to the top where an awesome
years previously. Now he wishes to
attack is unleashed. One of the more
take revenge on Overlord Zenon as
fun moves in the game.
the curse leaves these demons unable
to remember their former human lives
and strips away all conscience. Zenon,
known as the God of all Overlords after
he destroyed more than a thousand of
them, has a daughter, Rozalin and it is
she who is mistakenly summoned at the
beginning of the game binding her to
Adell, much to her disgust. There’s an
uncanny similarity between the two leads
in this game and the first title – both male

35 December 06
REVIEW

“There’s an uncanny similarity between protagonists suffer


from duplicitous
the two leads in this game and the female followers.
The game’s humour
first title - both suffer from duplicitous is still present, with
female followers.” the television reports
providing some of the
better moments and
it’s a player with a stone cold heart that
finds little to entertain here.
While much of this can seem
daunting, becoming immersed in the
gameplay is what attracts many players
to these games. The usual camera issues
found in games of this type are still here,
but this is nothing that would ever deter
an avid SRPG player. Perhaps the titles
biggest fault lies in its overwhelming
similarity to the first, but when a game as
great as Disgaea comes along, it’s hard
to not want more of the same. Nippon
Ichi has managed to create such a title
– it’s a fun, engrossing game that requires
players to use their brains and give up
much of their time. There won’t be many
complaints.

Pirates of Penance
How does Nippon Ichi do it? Another
Some of the deadlier foes that pop up awesome SRPG full of humour,
now and again are the pirates. They engaging characters and enough
can wipe out a party member in one gameplay to ensure you need never
turn and are to be avoided at all costs. play another game all year. More
Carefully calculated attacks can take please!
a turn for the worse if they appear
and it’s likely that a great number
of a player’s characters will be lost.
Fighting through to the nearest exit is
5 Total damage ‘0’? Look at it! How can that be ‘0’ damage?! the best option. 9
36 December 06
REVIEW
by James Cooper
Publisher: 2K Games • Developer: High Voltage • Available: Now • Systems: PS2 / Xbox / PSP • Version reviewed: PS2 • Price: £29.99

Family Guy
At least it’ll be funny, right? Right?

V ideogames of popular TV shows


nearly always fall into two categories:
the average and the terrible. I say ‘nearly’
Then comes Stewie, whose missions
take the form of basic platforming action
with a dash of ‘run and gun’ thrown in for
because there have been exceptions; the good measure. While in places they are
first Buffy game springs instantly to mind, quite enjoyable (comparatively), poor level
as do one or two of the Simpsons titles. design, vague controls and slippy-slidey
So, how does Family Guy - based levels (what is this, 1988?) which frustrate
on the hilarious hit TV show - fare then? to the point of apoplexy, combine to
Not well. One of the problems facing hamstring them before they’ve really
developers creating this sort of game begun.
is how to work an ensemble cast into a So it’s left to Brian, the faithful
videogame. High Voltage have chosen hound, to maintain the family honour.
the path of allowing you control over
the three most popular characters And how will he do this? By the use of
(Peter, Stewie and Brian), giving each a basic stealth missions, of course! If you
specific style of gameplay and a seperate haven’t lost the will to live by this point
storyline and interspersing the whole then you soon will when you realise all
think with the flashbacks and random the advances in stealth games (especially
moments the show is famous for. enemy AI and random routes) have
Unfortunately, it’s all a bit of a mess. been completely ignored. Enemies
Peter’s sections are akin to a flawed, move on pre-arranged, non-negotiable
poorly executed beat ‘em up from the paths, reducing these levels to a by the
mid-eighties - you pound buttons, numbers memory test.
executing limited two and three move Hang the whole thing together with Stylistically bland with poor controls
combos on passers-by and try not to a dash of gross-out humour - with non and - bizarrely for a game based
tear your hair out in frustration as the of the show’s subtlety - utterly mediocre on such a funny TV show - a belief
lock-on feature fails again and you lose presentation, an utterly stupid plot, some that random weirdness can replace
track of the enemy you were fighting. fatally inept attempts at humour and humour, Family Guy takes the path
Who may or may not be affected by basic sound design and you have all the most trodden and treads it badly. As
your punches and kicks - it appears hall marks of a cash-in. Peter might say, “this sucks”.
to be utterly random. To say that this I had hopes that this might be quite
is annoying is an understatement. I good. I should have known better.
very nearly put my head through the
television. 3
37 December 06
REVIEW
by James Cooper
Publisher: Microsoft • Developer: Epic Games • Available: Now • Systems: 360 • Price: £49.99

Gears of War
Lock, load and prepare to drop that jaw.

Y ou don’t need us to tell you about


Gears of War. By the time you read
this it will have been out for a little over
problem the game faces, it certainly
won’t be to everyone’s taste. The art
direction will be enough to put some
six weeks and you’ll already doubtless people off immediately, and there’s no
have played it to death (in fact, as of denying that the shallow story and two
15th December it’s sold 2 million copies dimensional characters give the game
worldwide). So why, you may ask, are all the emotion and depth of a late-80s
we reviewing a game that most of our Arnie film. However, to hold this against
readership probably already own. Well, Gears is to miss its purpose. It’s not
quite simply, it’s too important to ignore. meant to connect emotionally in any
Believe the hype, Gears of War is other way then by tapping straight into
everything we’ve been told it could be your addrenal gland. It’s not here to tell
and everything we could reasonably a big, important story and address adult “It’s not here to tell a big, important story... it’s here
expect - apart from one of two minor
problems, but more on them later.
themes. It’s here to let you play with
guns, pretend to be the big hero and
to let you play with guns...”
Inevitably, the first thing that hits you shoot, eviscerate and generally eliminate
with Gears of War is the visual treatment. with extreme prejudice any nasty aliens
Stunning, amazing, gob-smacking, that get in your way. And it succeeds.
pick an adjective, none of them can One thing to note - this is a very
prepare you for the first time you see violent game. Epic has pulled no punches
this game running in High Definition. The and definitely hasn’t spared the claret.
texture detail, modelling, art direction Headshots and chainsaw executions are
and effects are absolutely spot on, greeted with fountains of bodily juices,
giving the game a familiar yet alien style. splattering the player and even the game
Monochrome ruined cities, dying flora camera. It really does earn that little red
and fauna, smoke, fire and tarnished ‘18’ sticker on the box. Not one for the
metal are captured perfectly. As far as kids then.
‘photorealism’ in games goes, this is The enemies you face - also know
far and away the best example we’ve as the Locust hordes - are quite a varied
yet seen. Yet it still maintains a distinct, bunch and they display some fine AI,
super-real, almost comic book feel due nipping behind cover and waiting for
to the über-macho styling of the central opportunities to attack or take you out
characters. with a well-timed headshot.
Which brings us neatly to the first This brings us to the game’s USP, 5 Each level is littered with hiding places and cover to crouch behind. Make sure you use it.

38 December 06
REVIEW

the ‘cover and shoot’ mechanic. It’s pieces, you’ve seen everything the game
very well implemented, so well that you has to offer. This isn’t to say it loses its
can traverse an entire area and rarely appeal, just that it’s a little disappointing
have to leave cover for more than a few that the entire game is effectively
moments. The controls make ducking, approached in the same manner as the
diving and blind-shooting child’s play, and first couple of levels.
soon become second nature. By the end The other real criticism is that the
of the first level you be diving between single player game is a little short. Eight
cover, blindfiring, taking headshots and to ten hours will see you complete it
chainsawing unfortunate Locust sentries without too much effort. Yes, there are
like a seasoned pro. It’s a good job too, tougher difficulties to tackle, but the real
because if you don’t get used to using long-term appeal lies elsewhere.
the cover the game provides, you’ll last This game feels as if it was made for
seconds. Just like in real life, gung-ho run its online multiplayer and co-operative
and gun action will only get you killed, modes. That’s how good they are.
and killed quickly. If you want to survive, Nothing we’ve played since Halo 2
you need to constantly be scanning each comes close to the thrill of playing Gears
area for cover and opportunities for safe online, especially if you can get a group
progression and firing positions. of close-knit and evenly matched players
Herein lies the games one real fault together. Fun, bloody, back-biting,
though. Yes, the levels are beautifully addrenaline fuelled whimsy it may be, but
designed, the weapons are visceral and when it’s done this well, we really don’t
grea fun to use and the game never loses care. In all it makes what was already a
its grip or excitement factor. However, very good game into a great game.
you’ll find that after the first three or four
hours, apart from a few spectacular set-

Gears is not the best game we’ve


ever played. It is the best game on
“Fun, bloody, back-biting, the 360 though, and certainly one of
the best games of the last few years.
addrenaline fuelled whimsy it may Technically astounding, brutal in its
be, but when it’s done this well, execution and with online play to
die for, Gears of War is an essential
we really don’t care.” purchase for 360 owners.

9
39 December 06
REVIEW
by Chris Waring
Publisher: Koei • Developer: Inis • Available: Now • Systems: PSP • Price: £29.99

Gitaroo Man Lives!


It’s Gitaroo Man, but on the bus.

F irst, the bad news - Gitaroo Man is


as thumb-bustingly hard as it ever
was on the PlayStation 2. The game still
this is essentially the same game as the
PlayStation 2 release.
The star of the show is U-1, a whiney
requires players have to have the hand- loser, constantly bullied and ridiculed by
eye coordination of a superhuman on a fellow classmate and ignored by his
amphetamines to master some of the dream girl, Pico. Things change when
more dastardly levels. his talking dog Puma informs him he is
To some that might actually be the last of the Gitaroo Men, a long line
the good news. For many this is the of musically gifted heroes. From there
epitome of rhythm action games, with it only gets more bizarre. Teaching U-1
an idiosyncratic style all of its own, both his true path in life sets him up to be the
visually and musically and was an ideal target of many foes, not something he
candidate for conversion to the PSP. In truly wishes for himself, longing instead 5 Yes that’s right, a hammerhead shark. In a rhythm action game. Just go with it...
fact, apart from a few minor additions, to prove worthy for Pico. When Puma

“once players become accustomed to the feel of


this, it becomes extremely satisfying to hit even the
most staccato of riffs.”
hurls the Gitaroo at U-1 for the first time, they appear over the dot in the centre
it triggers a tutorial that teaches players of the screen. These are usually in
the game basics and later transforms U-1 rhythm with the music and once players
into Gitaroo Man and Puma into AC-30, become accustomed to the feel of this,
ready to do battle. it becomes extremely satisfying to hit
This is where Gitaroo Man really even the most staccato of riffs. All of this
shines. Instead of the usual simplistic effort builds the charge at the top of the
button presses in time to the music, a screen, essentially the Gitaroo Man’s
trace line will approach from any side life bar. It should be said that the nub
of the screen, which players have to is a better tool than the PlayStation 2’s
direct the analog nub towards. Guitar analog stick at this and makes for a more
chords then appear as various lengths pleasurable playing experience.
of icon and are played by pressing and This leads into the battle mode
5 Putting new meaning to the term ‘Mad Axeman’. releasing the circle button for as long as proper, where the enemy can now take

40 December 06
REVIEW

“if players have previously owned the game, there’s


little here to tempt them to part with their cash for
what amounts to a straight port.”
damage from well played solos. However, Both are what you might imagine. Via the
Gitaroo Man can also take damage if riffs ad-hoc set up, two players can battle
are missed, or during the guard phase away though songs from the main game,
of the battle. Guarding involves pressing but Duet is more of a disappointment
the face buttons as they cross the central as it contains all of two songs. More
dot, for example, Mojo King Bee’s (a songs from the game would have been
funky dude in a giant bee costume appreciated. All of which might suggest if
playing trumpet like Herp Albert) attacks players have previously owned the game,
are in time with the notes he plays on there’s little here to tempt them to part
his trumpet, so hitting them becomes with their cash for what amounts to a
a simple matter of listening to the tune straight port.
he plays. Manage to get through this However, this is one of those games
and players enter the Final mode, where that slipped under many gamers’
damage is dealt with an intense guitar radar the first time around and, as is
solo. Dexterity and memory are tested to the fashion these days, it’s one of a
the limit right through the game as there growing list of titles most often held up
will often be more than one trip through a as a standard bearer for all that’s right
battle. As well as finding the nub superior in original gaming. Don’t let it get away
to the pad’s analog, the face buttons again.
on the PSP actually lend themselves
to the frantic gameplay. Placed close
enough together to allow a thumb to be
rested in the middle of the buttons and
then “rolled” onto the required selection. Gitaroo Man is one of those games
Well, perhaps apart from the infamous that the hardcore love, as much for the
Ben-K (the hammer headed shark) difficulty as for the daft story, quirky
level, frustration and confusion on a design and sheer determination it takes
monumental scale. to complete it, but first timers shouldn’t
The only place the game falls down let that put them off. A game that’s as
is the lack of additional modes and likely to have you cussing loudly and
material for this edition of the game, with frequently as enjoying yourself.
an English version of the second level

5 Ming Ming, a truly terrifying name for a truly terrifying, er... cat. We think.
song and two multiplayer modes, Versus
and Duet, the only new added extras. 7
41 December 06
REVIEW
by James Cooper
Publisher: Ignition • Developer: SNK • Available: Now • Systems: PS2 / Xbox • Version reviewed: PS2 • Price: £29.99

King of Fighters: Neowave


So many characters, so little time...

S omething described as ‘Neo’ is


something that is new, or a revived,
rejuvenated form of a classic design.
While these modes to offer a variety
of gameplay options, they really don’t
expand on the fighting engine that has
Here we immediately come to the crux been refined throughout the years. Make
of the matter when addressing King of no mistake about it, this is classical King
Fighters Neowave’s worth - it feels, looks of Fighters  with bells and whistles.
and plays in almost exactly the same way From a technical perpective,
as every King of Fighters game that has character animation and detail has
gone before. actually been improved from the arcade
Not that this is necessarily a bad version, and the hi-res backgrounds are
thing - the series has always produced a world away from the flat backdrops of
solid, playable games with a balanced previous incarnations. It really does look

“character animation and detail has actually been


improved from the arcade version...”
and tight fighting system and a dedicated quite beautiful at times. Add to this a
fanbase. The trouble is, this latest release simply enormous roster of 43 characters
promised us “an all new fighting system” (with more to unlock), one-on-one and
and a game built from the ground up for team battles and the return of some old
new arcade architecture. We can’t help favourites from the series’ history, and
but feel a little disappointed. King of Fighters fans will no doubt find
However, there are additions to much in Neowave to satisfy them. Sumptuous visuals and a wealth
the gameplay - for instance there are For the rest of us though, while it’s a of options hide a fighting system
now three fighting ‘styles’ to choose fun and challenging game with a deep that’s really getting on and needs an
from. ‘Max 2 Mode’  allows you to pull fighting system and almost limitless injection of imagnation of it’s to survive
off special moves once your health is potential for learning and refining your for much longer. For now though,
dangerously low, ‘Super Cancel’ allows technique, there’s simply not enough Neowave is a worthy, but by no means
you to cancel moves in progress and new material here to justify it being an essential, fighting game.
wrong-foot your opponent and ‘Guard obligatory puchase.
Break’ allows the player to exchange
on ‘super bar’ for the opportunity to
break through their opponent’s block. 7
42 December 06
REVIEW
by Emily Knox
Publisher: Ignition • Developer: In-House • Available: Now • Systems: PS2 • Price: £29.99

Mercury Meltdown Remix


Mercury Meltdown, minus the PSP.

D o you fondly remember being shown


a warmed up little blob of mercury in
a chemistry lesson? Looking completely
painted and mixed with different colours
to open specific doors and activate
switches. Indeed, simply playing with
smooth in perfect shining silver, and the mercury for no real purpose is fun in
acting unlike anything you’ve seen before itself, it’s just a pity the ‘playground’ area
as it slides around in a sealed test tube? is rather small and limiting, and cannot be
Mercury Meltdown: Remix captures the changed for your own amusement.
element perfectly and makes it 100% Gameplay, which is mostly quick,
safe to play with. In a similar style to fun and puzzling, suffers with the regular
PSP’s Loco Roco, you guide a blob ‘Saving… Do not remove memory card in
of mercury from A to B by tilting the PS2 Slot 1 or reset/turn off console’ after
surroundings in over 200 levels, avoiding every level, which disrupts the speed and
and utilising a wealth of special objects flow of this style of game.
to reach your goal, involving hammers, The unlockable Party Games are
guillotines, magnets and more. a fun distraction from the main game,
Remix is an extension of the PSP and involve five different tasks, such as
version of Mercury Meltdown, with the racing your mercury round a track, and
improved graphics and extra levels attempting to remain on a platform for as
that the PS2 can easily cater for. The long as possible while being aggressed 5 The movement and physics of the mercury blob
mercury itself is rendered wonderfully, by a fan. Although the word ‘Party’ in a are extremely well implemented, giving you real
confidence that when things do go wrong, it really is
and can be pleasingly altered from its game tends to imply multiple players,
your own fault.
usual appearance, outlined by a thick these are still single player games that
black line, to a more realistic style, which challenge the AI, rather than the more fun
makes a surprising difference to how possibility of human opposition that was Puzzle games don’t come much
easy it is watching your mercury upon the possible in PSP format. simpler, or more addictive, than this.
brightly coloured levels. Remix is a fresh slice of simple fun, Technically proficient with plenty of
The behaviour of the mercury is assisted by an unusual blend of both content and mini-games to unlock,
excellently done; tilt your blob into a spike dance music and guitar riffs. Although, in fans of the genre are sure to enjoy this.
or corner and it splits in two, heat it up our opinion, it’s overpriced for what it is. However, we can’t help but feel it’s a
and the blob spreads outwards, sliding better mobile game that home game.
faster and separating more easily. The Still, it’s great fun either way.
mercury can also be cooled into a sphere
to roll down slides and ramps as though
you were playing with marbles, and even 7
43 December 06
REVIEW
by James Cooper
Publisher: EA • Developer: In-House • Available: Now • Systems: 360 / Wii / PS3 / PS2 / Xbox / Gcube / GBA / DS / PSP / PC • Version reviewed: PS2 • Price: £34.99

Need For Speed Carbon


It’s that time of year again...

T he Need For Speed franchise


has become something of the
commercial-darling. Ever since EA took
and collecting, but otherwise it’s all very
familiar.
Taking the form of a free-to-roam city
the reins, it’s gone from strength to divided into four main ‘territories’ each
strength, selling copies by the lorry-load divided into regions, you acquire territory
and providing yet another annual revenue by winning races and challenges. The
stream for the all-powerful publisher. race types are all very familiar - point
Unlike EA’s other yearly updates, to point, circuit, drift etc. - but well
however, the quality has always been implemented and, when added to the
fairly consistent. Each title has been a challenges of roaming racers around the

“the physics of the handling models doesn’t


convince, the muscle cars in particular varying 5 You too can make a good sports car look like a dog’s dinner. Er... hooray!

between power oversteer and rampant understeer.”


solid, playable, if a little lightweight and city and the host of unlockable content,
unexciting, diversion. Which brings us make this a title that at the very least
neatly to ‘Carbon’, EA’s latest addition gives you plenty of game for your money.
to the series. And it does everything you As with all driving games though,
expect from the series, yet oddly also no amount of options and content can
does a few things we hadn’t expected. make up for a poor driving model, and
First things first, the basic game this is where Carbon falls down. Yes,
really hasn’t changed that much. Despite it’s all very solid and arcade-like, but the
the window-dressing of ‘canyon racing’ physics of the handling models doesn’t
and battling other ‘crews’ for territory, convince, the muscle cars in particular
essentially this is the same arcade racer varying spectacularly between power
you’ve been playing for the last three oversteer and rampant understeer.
years. EA have tweaked the general While the ‘Tuning’ and ‘Exotic’ models
methods of play - boss battles and other fare much better, there is still a distinct
important races now take place in the lack of weight to the cars. Even when
breakneck world of canyon racing - and you’ve earned a plethora of money and
made a few additions to the car-tweaking tuned your ride to the hilt, it never feels 5 The titular ‘Carbon Canyon’ races are a real pain, the road undulating too quickly for the controls.

44 December 06
REVIEW

like a fire-breathing, rip-roaring racer, most ridiculous in a game of caricatures


SO YOU WANNA BE AN maintaining a  strange float-away feeling. has plenty of entertainment value. The
AUTOSCLUPTOR? It’s very odd. ‘Autosculpt’ feature that allows you to
Of course, this problem has always mould the various parts of your car to
The ‘Autosculpt’ technology that
afflicted the Need For Speed series, and create a more individual look, while by
EA are shouting about is actually
this iteration has, if anything, improved no means as versatile as EA have made
remarkably limited in its scope.
the driving model. However, next to the out, is a good feature and if expanded
Basically, you can alter the various
prancing stallions and roaring bulls of upon shows real promise for future titles.
visual enhancements of your cars in
Project Gotham and Burnout, Carbon is In general the customisation aspect has
preset areas. For instance, a bonnet
something of a lame rabbit. been deepened and remains as shallow
scoop may be able to be altered in
width and height bu not depth. While
you can create some truly unique “the physics of the handling models doesn’t
machines, it’s not the licence to create
Batmobiles that we were hoping for... convince, the muscle cars in particular varying
between power oversteer and rampant understeer.”
It’s not helped by the tecnical issues as ever - although depth has been added
that afflict it either. We tested the PS2 via a vinyl creation system that seems to
version, and the framerate regularly have been lifted almost wholesale from
stutters and slowdown is almost always Forza.
in evidence when there’s any kind of The drift races  are, as ever, a real
on-screen action. Also, bear in mind highlight of the series. Stringing together
that the screens you see here are from utterly ridiculous drifts into vast combo-
the 360 version (the only screens EA chains as you attempt to beat your
would release) - the PS2 version looks own high-score is almost endlessly
significantly worse with some slightly entertaining, and I found myself playing
ropey textures and a distinctly ‘gloomy’ these more than any other races in the
look. In an effort to deepen the ‘urban’ game.
feel of the game, EA have veered a The new-fangled boss battles, which
little further away from the bright neon take place in the titular ‘Carbon Canyon’
excesses of previous games in the series. outside the city limits, are a real pain in
I think this is a mistake, as the over the the neck. First you have to beat them
top nature of the game needs to be on the streets of the city, then you have
reflected in its visuals, this is never going to race them twice in the canyon - first
to be a realistic racing game after all. time you have to pursue them as closely
That’s not to say that Carbon as possible, on the second stage you
offers no fun though. There’s a strange take the lead and have to finish as far in
satisfaction to tuning and racing your front as possible. While EA may be trying
‘rides’, trying to make your car the something new here, it smacks of lazily

45 December 06
REVIEW

extending the game by making the player (and horribly intrusive) cutscenes and
complete the same race more than once. the lightweight arcade handling, there’s
It certainly acts as an artificial difficulty plenty to enjoy with this game. It provides
ramp as the Canyon tracks are the most a real challenge, there’s plenty to do with
difficult and frustrating of the game - dozens of cars to unlock, it looks quite
particularly if you have chosen to attack nice if you can excuse the wayward
them in one of the game’s muscle cars. framerate, the soundtrack suits the game
Having a crew that races along with perfectly and the customisation aspect
you has been something EA have pushed gives proceedings a degree of personality
and emphasised in all their PR and and attraction that might otherwise be
advertising for this game too. While it’s an missing.
interesting and nice addition, it doesn’t All in all, it’s a better than average
really alter the core gameplay. The idea is driving game, but I find it difficult to
that you are able to maintain a ‘crew’ of recommend when luminaries such as the
up to three wingmen that come in three Burnout, PGR, Forza and GT franchises
guises: Blockers (who’ll take out rivals offer so much more ‘bang for your buck’.
at your command), Scouts (they find Still, there are worse ways to spend £40,
shortcuts and alleys for you) and Drifters and if you enjoyed previous installments,
(you can use their slipstream to get a I’ve no doubt this’ll be right up your alley.
speed boost). While this should in theory It’s a horribly lazy piece of journalistic
be very useful, in practise there’s little use shorthand, but if you like this sort of
in using anything other than a Blocker, thing, then you’ll like this. If, on the other
as once you’re in front they can cause hand, you’ve never like the Need For
havoc in the pursuing ranks, giving you a Speed franchise, then this won’t change
few precious seconds lead. your mind. It really is that simple.
If you can look beneath the faux-
gangster attitude, ludicrously over-acted

EA continues to incrementally improve


its Need For Speed franchise. At the
current rate, we should see a truly
‘must-have’ variant in a few years
time. For now, however, it remains an
average arcade racer with some nice
ideas tacked on.

5 Some of the concept cars you can unlock are lovely. We like this Camaro. Mmm, candy apple red. 6
46 December 06
REVIEW
by Chris Waring
Publisher: Capcom • Developer: Clover • Available: January ‘07 • Systems: PS2 • Price: £39.99

Okami
A wolf in Link’s clothing, or something more?

T here are very few games that become


so intuitive that it is easy to forget
that there is any input on the player’s
and restored. It’s a deft touch that
constantly moves things forward and
reveals the true nature of the game
part, where what is happening on screen - Okami is really an RPG in disguise,
bares little relation to a button press or albeit as a supernatural adventure, with
a turn of an analog stick, as ordinary random battles that can be avoided (the
actions become extraordinary visuals. demon scrolls) and weapons that can
Any screens simply do not do this game be upgraded. Amaterasu is not alone
justice, it has to be seen in motion to be on its travels; a miniature wandering
fully appreciated and even then, playing artist named Issun wants to see all the
is better than watching. It has continued
to receive positive press in the west “this is as far from a
during development, with favourable
comparisons to Nintendo’s Legend of usual game as it’s likely
Zelda: The Wind Waker and from the
minds at the soon to close Clover, Okami
to get...”
has much to live up to.
Amaterasu is a white wolf, sporting paintbrush techniques. He provides a
red tattoos and carrying a weapon on running commentary, drops hints on
its back, not a usual lead, but this is as what players should do next and injects
far from a usual game as it’s likely to a healthy dose of humour. His bug-like
get. The wolf is the representation of the stature causes him much consternation;
sun god on earth and the reincarnation even so, he has quite an eye for the
of Shiranui, a god thought long dead, ladies. All of the characters are beautifully
its powers lost over time – the Celestial realised with plenty of personality. Their
Paintbrush techniques – and the original stylised reactions range from steam Tales of the Unexpected
slayer of Orochi. Brought back due literally coming from their ears or even
to the havoc wrought by the return of question marks appearing over their There’s a tale in Japanese folklore of an old woman so desperate for a child, she’d have
Orochi, all of the lost powers have to heads. one even if it was one inch tall. Her wish is granted. The character of the wandering
be rediscovered to defeat not only this The game’s most unique feature is artist Issun is based on this tale, although it’s doubtful that the boy from the original
major foe, but to progress through the this Celestial Paintbrush, with its pause- tale was as obsessed with women (or “babes”) as Issun apparently is. And while
game. Each of the thirteen moves is and-paint method. Games stand or deliberately portrayed as genderless in the game, Amaterasu is based on a goddess
held by another animal-god, whose fall by their implementation of unusual from the Japanese Shinto religion with Nagi (originally Izanagi) and Nami (Izanami) taken
constellations have to be revealed features and the fact that this becomes from the same stories.

47 December 06
REVIEW

second nature within minutes says much


about the intuitive input. With a press of
R1, the action pauses and takes us into a
sepia toned canvas, then a sweep of the
right analog in the required movement
to produce the desired effect - a circle
can restore cherry blossom to trees and
a simple line inflict damage on enemies.
In fact, circles and lines form most of
the shapes used and even though the
action has been stopped, the frozen
frame can be moved to achieve the best
angles. Greater powers are discovered Doing battle with demons brings
as players travel further across Nippon, financial and karmic rewards. Demons
drawing bombs and slowing down time are found in the open countryside,
amongst others. As with most games of represented by floating demon scrolls
this nature, discovering what lies within is usually, but also by portals that once
half the fun and many hours can be lost beaten will restore the surrounding
simply running across the landscape. countryside to its former glory. Once a
scroll has been touched, a wall will spring
up (some can be pierced to escape) and
battle is joined within this confined space.
Music for the Masses Despite the amount of fighting in the
game, it’s actually quite difficult to die as
Mention should be made of the in a result. With most of the early incidental
game soundtrack. Ranging from battles a simple case of repeating roadside merchants to buy items and at Restoring the clover is an irony that
the tense to the lightly comical, the same move later additions to the dojos to learn new moves, the perennial should not be lost on many. The orbs
from the subdued to the epic, it arsenal prevent these encounters from double jump for example, new moves can then be used to increase the amount
never disappoints. As expected in becoming stale. The major challenges for battles and weapon upgrades. of life and ink available and how much
a game such as this, the music and come during the epic boss fights. These Praise Orbs are released by restoring money can be carried. Items can also
instruments are heavily influenced creatures often are so huge in scale the countryside to its former glory and be found by digging and locations are
by traditional Japanese instruments that the camera has to pull back and an ridding an area of poisoned parts and, identified by a glowing column. These
and music, with some of the major element of puzzle solving is involved in perhaps one of the most visually stunning lights vary in location from day to night,
themes receiving full orchestration. their defeat. Even here, dying rarely looks set pieces in a game for quite some so it’s worth revisiting a location more
Comparable to the much loved like being on the cards. An increased time, sees flowers and vegetation sweep than once.
Shadow of the Colossus soundtrack difficulty level would have been a nice across hills and valleys accompanied by Beyond its fantastic playability,
and even some of the major movies to option. glorious music. It’s a shame there aren’t Okami’s other main calling card is its
appear from the east, players will find The money from these battles (the more of them. More orbs can be found visual style. Originally envisaged as a
themselves humming the tunes before amount of which varies on the time taken by feeding the animals that return and realistic sim, the switch to the cel shaded
too long. and damage received) can be used at from digging up the four leafed clovers. was due to the limitations of the ageing

48 December 06
REVIEW

hardware of the PlayStation 2. Never expanding list of games arriving late imprecise, especially drawing a line
have the limitations of a console led to a in the console’s life that have opened from one point to another. In one of
game as beautiful as this and not since many gamers’ eyes as to what can be the major boss battles for example,
Shadow of the Colossus’ other leading achieved. drawing such a line from a flower to a
character, Argo, has an animal been so No matter how beautiful or enjoyable hook on the back of a huge spider with
realistically and attractively animated. a game, there are some flaws. Slowdown anger management issues, becomes a
Although far from unique, the cel shaded in some areas is the most noticeable, lesson in patience. Some of the brush
look here is a luscious experience, not but never occurs for long enough for strokes are infuriatingly similar to each
something that was expected from it to become a game breaking fault. other – attempting to return the blossom
Sony’s console, joining as it does an Paintbrush strokes can be frustratingly to a tree can easily produce a gust of
wind instead or even turn night to day
“Slowdown, in some areas is the most noticeable, – requiring a steadier hand and a less
cavalier drawing technique. These are
but never occurs for long enough for it to become a minor concerns however, in a game that
is so successful otherwise and are only
game breaking fault.” so obvious because the rest of the game
is a joy to play.
Legend of Clover Rarely has a game promised so much
and delivered so well. That this will be
Some have commented on the one of the only major titles from Clover
likenesses with Nintendo’s Wind is very sad, sadder still the fact that we
Waker chapter in The Legend of may never see a sequel. It is one of the
Zelda series. Beyond the obvious cel PlayStation 2’s most glorious titles and
shaded style of each game, those deserves your attention as one of the last
players familiar with this episode may great games to arrive on the console.
be struck by déjà vu upon entering
the Tsutamaki Ruins within Agata
Forest. While not as detailed as the
GameCube game, the atmosphere
bears a remarkable resemblance to Is it original? Yes. Does it do what
The Forbidden Forest Link enters it does well? Yes. Is it an essential
after meeting the Deku Tree. Okami game? Yes. Is it the most beautiful
also features flowers that will pull game on the PlayStation 2? Quite
Amaterasu to it after having a line possibly.
drawn from one to the other. Any
similarity to The Wind Waker’s Baba
Buds is surely cosmetic. Despite
this, the art style used in Okami is
unlike any game before, steeped in
Japanese influences as it is. 10
49 December 06
REVIEW
by Yussry Houson
Publisher: Nintendo • Developer: In-House • Available: 26 January ‘07 • Systems: DS • Price: £29.99

Starfox Command
Can it really live up to its glorious ancestors?

N ormally a review for this will start with


an introductory paragraph about
nostalgic memories of Lylat Wars. The
after trial and error. There have been
numerous occasions where I was able to
get near the end of the strategy section,
difference in this case is that I have not only to run out of the limited turns given
played it. This means that comparisons and have to start over again. With no
between the two games cannot be mid-level save function, there is a lot of
made. On the other hand, it means that restarting the same levels over and over
I should be able to review this without again. That said, it is a nice diversion
judging it against one of the N64’s from the main game, and it would be
classics (or so I have been told). harsh to try to compare it with the mighty
To begin with, this is more than Advance Wars.
just a space blaster game, hence the After tracking down an enemy you
‘Command’ part of the title. The game get to the meat of the game, the space
starts off with an RTS-style map, where combat. Each level gives you a time limit,
you use the touch screen to select which extendable by collecting pick-ups or
group of enemies to attack in each blocking enemy lasers and the main goal
mission. This initially appears to work of these is to destroy a set number of a

“The issue in question is that, while you are free to


formulate a strategy as you see fit, these often fail.”
very well. The touch screen works well specific type of enemy as determined at
and the strategy, while basic, proves to the start of the level. There is a distinct
be an interesting little diversion from the lack of variety in objectives within this,
main game. There is, however, a problem and one cannot help but feel that it could
with the strategy element which is most have been so much better with more
noticeable with extended play. variety.
The issue in question is that, while The battles for the most part play
you are free to formulate a strategy as quite smoothly, and are basically
you see fit, these often fail. There seems dogfights against the enemy within a
to be one correct way of completing small open environment. Here we can
the level, which is usually only apparent see the limitations of the DS hardware,

50 December 06
REVIEW

as the environments seem very similar both available, but things do not start
with not much by way of background well. There are very few people online
detail. There are very few instances, for to play against (hopefully this will be
example, where one can fly and dogfight remedied by the time it gets released in
amongst buildings, or any other scenery Europe) and when one can finally locate
for that matter. enough competitors, there seems to be
The controls for the battles on the a high dropout rate. What makes matters
other hand, are quite impressive. First worse is the lack of options. There are
of all, hand cramp is at a minimum none. All games are four player dogfights
after playing, as all controls are on the with no choice as to duration or vehicle
touch screen except for the ‘fire’ button, types. The actual games are quite fun
which is in fact every main button on and even a no-hoper such as myself was
the handheld. The touch screen works able to get a few victories in with a little
surprisingly well here, being smooth and practice.
accurate to use. The only fault with this Looking back at this review there
method of control is that sharp turns are are plenty more negatives than there
not really possible. That said the enemy are positives. However, while the game
ships fly so slowly that it is not much of as a whole experience is quite good,
an issue. This does, however, mean that one is left with the feeling that with a
intense, fast-paced dogfights just do not little bit more effort this could have been
happen. something special. As it is, it just makes
The last thing of note is the lifespan me eager to see what the sequel will
of the game. Single player seems quite be like, if there ever is one. For fans of
short lived, and it is possible to get Lylat Wars, it probably won’t live up to
to the end of story mode within a few expectations, but it is definitely well worth
hours. Upon completion thought there a play.
are alternating paths through the story,
with a total of nine potential endings.
“The touch screen That’s not too shabby, but it does
works surprisingly mean replaying large chunks of already
completed plot lines just to get to the
Taken as a standalone product,
Starfox Command is an above
well here, being interesting alternative levels and endings. average action game that many
These alternate routes seem tacked will find perfectly adequate. When
smooth and accurate on to increase the length of the game, its heritage is taken into account,
to use. The only but based on the length of story mode
they are essential to making the game
however, the final product is all the
more disappointing. Roll on the
fault... is that sharp approach anything close to being value improved sequel.
for money.
turns are not really
possible.”
The lifespan is boosted further by the
multiplayer. Link up play and Wi-Fi are 6
51 December 06
WHY DON’T YOU OWN?
by Sean Bonner
Publisher: Sold Out (PC) / Eidos (PS2) • Developer: Ion Storm • Systems: PC / PS2

A game that crossed genres like no


other before. Enormous, amibitious
and, for the most part, very
Deus Ex
successful. Why don’t you own... Every decision changes the world...

D eus Ex is a Latin term used


to describe a person or thing
that appears out of nowhere and
Nations Anti Terrorist Coalition (UNATCO).
The main opposition to UNATCO
is the National Secessionist Forces
unexpectedly solves a great conflict. (NSF), a so-called terrorist force who
The very meaning of this game’s name have taken it upon themselves to steal
describes it perfectly. From the creator of Ambrosia shipments and redistribute
such excellent games as Thief, System them to the people. However, as you
Shock and Ultima Underworld comes progress through the game you will
another hit. Deus Ex is a first-person role soon realise that not all is as it seems.
playing game. Yes that was intentional, You will eventually switch sides and
confused? Don’t be. For this game is
much more than a run-of-the-mill, go “as you progress... you
there, unlock that door, complete this
objective, kill the boss and complete the will soon realise that
mission title. Warren Spector certainly
lived up to his reputation as one of the
not all is as it seems.”
elite games developers with this game.
Deus Ex is set in the near future when begin to unravel a tapestry of deceit and
a deadly plague is ravaging the earth conspiracy theories culminating in one
(mostly in the US) and the only known of three different endings. Yes, this game
cure is a manufactured vaccine called has three different endings depending on
Ambrosia which is in desperately short the choices you make as you progress
supply. So, if you’re not rich, famous or through it. There was a rumour once that
important then you will effectively die in there was also a fourth ending, but this
the gutter. It is unclear as to the exact is only accessed by editing a file in the
date in which the game takes place as Deus Ex system folder to enable cheats.
numerous newspapers and ‘infocasts’ But doing this is complete pointless as
give conflicting dates. However, in Deus using any cheats will completely sap the
Ex: Invisible war, the second instalment in fun from the game.
the series, the date was fixed at 2052. As you begin the game you will
In the years from now until then, probably find it much the same as most
several factions have emerged as FPS games out there. Play through a
leading powers. You begin the game as level to achieve some set objective, while
JC Denton, an elite agent of the United killing any henchmen along the way.

52 December 06
WHY DON’T YOU OWN?

You have to enter the now blown up


statue of liberty and eliminate the NSF
“the essecnce of the game is not in how it plays... canisters in order to upgrade. Also, you
can only have one augmentation per
leader who has barricaded himself in the the most interesting and engrossing part of body part, leaving you with the difficult
building. However, even at this very early decision of what ability to choose,
stage the games begins to differ from Deus Ex by far is the storyline.” especially considering there are many
the standard genre fare. For starters you more augmentations than body parts. So
have to choose your first weapon, and if you decide to enhance your eyes you
thus determine how you will approach can choose to have better targeting or
the task at hand. For example, you could enhance your eyes to have night vision.
pick the arm-mounted crossbow and With so many different ways to customise
opt for the stealth approach and try to your character’s abilities you could
find the back entrance, or you could conceiveably have a veritable tank of a
choose the pistol and try and fight your man, or even the complete opposite - a
way in the front door. This choice of how light-footed, stealthy, ninja-esque agent.
to complete your objective is a recurring It really is up to you.
theme through the game, yet it never Although this sort of customisation
gets old. You will always end up second may be somewhat standard these days,
guessing your self thinking “but what if I back in 2000 it wasn’t and it gave the
did it this way”. game a real RPG feel, despite clearly
Also, another factor that influences being an FPS. Even still, the essence
the type of player you will be is that at the of the game is not in how it plays or the
beginning and throughout the game you mechanics of it, the most interesting and
can upgrade skills such as lock picking engrossing part of Deus Ex by far is the
(for the more stealthy player), hacking, storyline. It’s quite difficult to describe
environmental expertise, and numerous without giving away what is going on.
others. While JC will be able to use every Actually scratch that, its difficult to give
item immediately, his proficiency with away the storyline full stop, due to how
each of them will increase depending on complicated it is.
which skills you decide to upgrade. So, At first you begin as the bog standard
for example, if you upgraded lock picking super agent that can complete almost
you can unlock doors much quicker and any mission, but you will soon come to
thus avoid a sticky situation. realise that there is a lot more going on
On top of this, you can further tailor than just the outbreak of the Grey Death
your character to your playing style with and shortage of its cure, Ambrosia.
the use of Augmentations. Although I There is actually a huge conspiracy by
don’t want to give away any spoilers, a number of factions all vying to take
your character is a bio-engineered agent power and rule the world, some more
who can use nanites to give him special benevolent than others.
abilities. At first you have none of these The Illuminati, specifically refers to an
abilities and must collect augmentation elitist Bavarian secret society, but more

53 December 06
WHY DON’T YOU OWN?

often, as it does in Deus continue through the game, seeing


Ex, it refers to a group that what results from the decisions you
is reputed to control world make, is what really makes this game
affairs. As JC Denton, you unique. To date there have been many
come to meet the Iluminati games that have tried to reproduce the
in Paris after which they success of this title, they have tried to
ask you to restore their make another first-person RPG and, to
weaning power to rule date, none have succeeded. There have
the world with an invisible been valiant attempts, but none have
hand. However, other the tremendous storyline, interaction,
factions, individuals and character development and excellent
computer systems are customisation offerd by this title. Deus
intent on preventing this. Ex: Invisible War, the sequel to Deus
And no, that was not a mistake. The Ex, tried to build on the success of its
Helios AI aims to merge with JC Denton predecessor, but due to the phenomenal
and rule the world as a benevolent success of Deus Ex, it could not live
dictator with infinite knowledge and up to the hype. Also, the fact that there
reason. The final and third ending sees were three endings hampered Invisible
Trace Tong, another character in one of War’s storyline as it tried to assume that
the game’s factions, want to destroy the all three had happened. Even so, the
global communications hub and plunge game was by no means terrible, it just
the world into a new dark age, thus never may have been  better to have the first
allowing one person to gain so much iteration of the series as a standalone
power as to control the world. game, rather than attempting to continue
Although I may have basically told an already finished story.
you the endings of the game, there is so
much more than just seeing the endings.
The progression of the storyline as you

Although visually Deus Ex is by no


benchmark, the excellent character
development, interaction and
customisation more than make up for
this. However, it is the storyline, and
how the decisions you make affect the
outcome, that truly makes this game
worthy of 35 game of the year awards.

9
54 December 06
THE VAULT
by James Cooper
Publisher: Majesco Entertainment • Developer: GlyphX Games • Systems: Xbox / PC • Version reviewed: Xbox

Another game that needs locking


in our gaming vault, never again
to see the light of day. Need we
Advent Rising
remind you of the horrors of... The only thing rising is our bile...

W hen I was a lad, I used to love


climbing trees. I would imagine
most youngsters do. One of the very
of the promises they made concerning it.
“Unprecedented single-player
gameplay that allows gamers to play
first things you learn when climbing our through the thrilling action sequences of
bark encrusted friends is the principal of a blockbuster movie or game, rather than
reach, or more specifically, where your just watch them”
reach ends. Over-ambitious? Reaching It plays like any every other third-
too far? Then it’ll be a few weeks in person sci-fi shooter you’ve played.
plaster for you. After your first big fall, you There’s nothing ‘unprecedented’ or
soon learn that the branch you thought ‘thrilling’ about it. In fact, only thing I
you could reach might as well have been found ‘unprecedented’ were the number
the moon. So, you set yor sights a little of bugs I enountered, but more on that
lower and concentrate on having fun. later. Also, contrary to the press release,
Personally, I don’t think anyone at all the best action and set-pieces happen
GlyphX Games has ever climbed a tree, in cutscenes. So you do “just watch
as the principal of not over-reaching them”.
oneself seems to have passed them by “Built using next-generation Unreal
with a whooshing sound. technology, integrated with the Karma
Advent Rising was supposed to physics engine”
be an epic. A sweeping space-opera If by ‘next-generation’ you mean
concerned with the future of mankind, “has ropey AI that means enemies leave
told over a trilogy and promising you alone as soon as you go past them,
production values to match its ambitious can’t find cover and regularly bug and get
storyline, GlyphX were always reaching hitched on the scenery”, then yes, this
for the stars. Sadly, they missed. is ‘next-generation’. The physics engine
That’s not to say that the intent was in particular throws up some wonderful
misplaced, the bare bones of a very good bugs and appears to be completely,
game are there, however, there are so utterly broken.
many technical and gameplay issues that “Unprecedented collaboration with
what could have been a very good sci-fi award-winning, sci-fi author Orson Scott
shooter has turned out a bit of a mess. Card on sweeping storyline”
Perhaps the best way to explain what Supposedly, acclaimed science fiction
went wrong is to look at Majesco’s press writer Orson Scott Card was involved
release for the game, and analyse some with the script. The question I feel 5 Bob completely lost it when his mates suggested another game of Advent Rising...

55 December 06
REVIEW

compelled to ask is “where exactly”? The anything is quite well implemented. Still,
game takes the form of a bog-standard it doesn’t make up for the unimaginative,
third-person sci-fi shooter with a few lacklustre weapon set.
scripted set-pieces thrown in for good “Command a vast array of incredible
measure. Hackneyed and derivative in vehicles including human and alien
the extreme (the human race is under assault vehicles, hover tanks and flying
attack from an evil alien race and only vehicles”
you can stop them), the story wears I’d have loved to command them,
its influences pretty boldly on its sleeve if only the control system wasn’t so

“I’d have loved to command them, if only the control


IF IN DOUBT - OFFER MONEY system wasn’t so fundamentally flawed...”
In a shameless attempt to get
people to buy a game they obviously while at the same time trying to present fundamentally flawed that it feels like
knew was broken beyond repair, them as something new. Fans of Halo, everything has a mind of its own. Which
Majesco decided to offer gamers Star Wars and every other sci-fi movie or brings me neatly to my major ‘picked
the chance to win $1,000,000, in game in existence will have seen this all bone’...
exchange for purchasing Advent before. Many times. “Versatile control scheme that
Rising, naturally. “Develop amazing superhuman allows for acrobatic movement and
Applying only to the first 500,000 powers including energy blasts, levitation precise targeting of enemies while
copies sold, each week an ‘easter and energy shields” quickly switching between weapons and
egg’ was  downloaded via LIVE Or “develop amazing superhuman powers”
that hid the letter ‘A’ somewher in powers that make the game far too Oh, how I laugh. Yes, the targetting
the game. Clues were published on easy”. By the time you get a little way is precise, but then it should be as the
Majesco’s website and it was then into the game, you psychic abilities game utilizes an auto-targetting system.
a race for gamers to find the ‘A’ and are so powerful that they render the The thing I particularly enjoyed about the
enter the unique code they were entire experience moot. It becomes a ‘versatile control cheme’ was the way
give on Majesco’s site. With rewards walkthrough. it latched automatically onto anything
ranging from $10,000 in the first week “Wield an arsenal of awesome I could interect with (such as ammo or
to the promised $1,000,000 in week weapons, all with unique alternate fire health packs) when all I really wanted to
six, it was too tempting a proposition abilities” do was attack the twenty enemies that
for many gamers. Although the “Awesome weapons” like machine had surrounded me.
contest was only open to residents of guns, pistols, lasers and rocket Then there’s the fact that the dodge
the US and Canada, it was a clever launchers. Wow. I’ve never seen those in and pick up actions are assigned to the
marketing ploy - one that ensured a videogame before. Although, to be fair, same button. Picture the scenario - an
many gamers bought Advent Rising they all work well, they feel quite meaty enemy attacks, you go to dodge but
despite the horrendous technical in operation and the ability to pick up failed to notice the ammo clp by your
issues. weapons on the fly and dual-wield almost feet. Your avatar goes to pick it up, and

56 December 06
REVIEW

“Oh my word, the frame-rate issues...” you die. Frustrating to say the least.
Then you encounter the genius
the middle of a huge action sequence,
and the music will fade out or stop
decision that assigning and switching entirely. Other times, entering a perfectly
weapons and psychic powers in the non-descript and empty room will result
middle of a firefight (surely when you in a choral fanfare of the mightiest
need to do it the most) should take a proportions. Frankly, it’s bizarre.
couple of seconds too long. Just long Added to all of these technical issues,
enough, in fact, to ensure your enemies the compromised aesthetic of the game
can get a few cheap shots in. If their - many enemies and areas being horribly
atrocious AI picks you up, of course. On reminiscent of Halo, the laughably over-
occasion I stood behind enemies that acted cutscenes, derivative storyline,
just completely ignored me, even when I glitches, bugs and general shoddiness of
started pumping bullets into their backs. the finished product make me think that
Brilliant. GlyphX didn’t just reach a branch too far,
Then there’s the frame-rate issues. but that they should have stayed out of
Oh my word, the frame-rate issues. the tree altogether.
To say the game slows down a little There are one or two nice ideas here,
is like saying that running through and in the hands of an accomplished
brambles naked ‘might scratch a bit’. developer maybe it could have been
Sometimes the game drops to single a very good game - possibly even the
figure frame-rates, chugging along and epic trilogy it was purported to be.
making it unplayable. The worst thing Nevertheless, after the complete hash
is, this happens at completely random that was made of this titles, I doubt we’ll
times, no necessarily when there is a ever see any more ‘Advent’ games. In all
lot going on, you could just be walking honesty, that’s a blessed relief.
through an empty area and the game will
suddenly hitch-up and limp along for a
few seconds. It’s not as if the developers
have the excuse that the game is visually
astounding either - it’s average in the Advent Rising is a classic example of a
extreme, bordering on bland. game that over-reaches itself without
“Soundtrack performed by the ever getting the basics right. Never
Mormon Tabernacle Choir and Los has the expression “all mouth and
Angeles Orchestra” no trousers” been so apt. A technical
The soundtrack is excellent - mess that will be remembered only as
atmospheric and beautifully orchestrated. a lesson in misplaced ambition.
Unfortunately, while most games have
had ‘dynamic soundtracks’ for some
time, GlyphX seem to have missed the
point somewhat. Sometimes, you’ll be in 3
57 December 06
Looking for cutting-edge design?
Look no further.

pixelninja@btinternet.com
60 Magic Carpet
62 Breath of Fire IV
65 Turtles in Time
68 Silent Hill
72 A Breed Apart - Team 17
by James Cooper

Magic Carpet
M agic carpets have been a staple of
any videogame set in the Far East
since time immemorial. There’s a very
amazing at the time.
As well as the offensive spells, your
character had the ability to use defensive
good reason for this, and that’s that they and healing spells, adding to the variety
are a whole heap of fun. and strategies available to the player.
Bullfrog realised this and set about These were vital as the enemies were
providing us with one of the most original powerful and intelligent - some even
(and sadly ignored) games of the mid- able to absorb loose mana and use the
nineties. In Magic Carpet, you take the player’s own spells against them. The mix
role of a young Mage whose aim is to of wonder and frustration as a giant crab
restore order to the devastated worlds took you out with your own fireball spell
through which you fly, destroying the had to be experienced to be understood.
hideous monsters - giant worms, griffons Another aspect of Magic Carpet that
and crustaceans to name a few -and amazed many gamers at the time was
rival wizards that populate the land. The it’s 3D engine and physics engine. Still
unusual aspect of the game was the in its infancy, 3D rendering techniques
fact that you used magic and spells to were very basic by today’s standards,
combat your enemies. This power could yet somehow Bullfrog managed to
be increased by collecting ‘mana’ which incorporate dynamic lighting and music,
was stored in the player’s castle. The terrain that morphed in real-time,
more mana you had in store, the more reflective water effects, transparency
powerful your spells became. effects and even particle systems.
Completing each level was a matter Make no mistake - this game was a real
of defeating enemies and collecting mana technical achievement, yet it still flew
until a required percentage of the world’s along at a right old pace.
total mana had been captured. But it was While it picked up many awards
the manner in which you accomplished and some glowing reviews, the Magic
this that was so much fun. Spells were Carpet experience wasn’t all peaches
varied and visually extravagant, taking and cream. While the 3D engine was
the form of everything from basic fireballs impressive, the same texture-set was
to lightning bolts and meteor showers. used throughout the game, creating
Some spells, such as volcanoes or a title that became visually quite
earthquakes, even affected the terrain monotonous after a while. The lack of
in real-time, something that was truly a ‘quick-save’ until you had acquired a

60 December 06
FREE HEADACHES
Magic Carpet utilised a unique
technology that used red and blue
glasses to produce 3D visuals. It even
supported VR headsets that were
quite popular for a short while with
PC gamers. Needless to say, it was a
feature that very few saw as anything
other than a gimmick. Extended play
(more than about ten minutes) using
either of these visual ‘enhancements’
resulted in the traditional nausea and
migraine associated with 3D and VR.
Which isn’t really a selling point.

“Technically excellent, castle in each world meant that if you


great fun to play and died before you got your castle, you
had to start the level over again. The
far deeper than its ‘3D most amusing bug had to be the enemy
shooter’ tag suggests” Mages that would occasionally freeze in
mid-air and become invincible, forcing
the player to restart the level.
However, these faults really don’t
ruin the game, and multiplayer matches
the KNOWLEDGE for up eight players (on PC) rounded
Game: Magic Carpet off a package that deserves to be
Publisher: Electronic Arts remembered. Technically excellent,
great fun to play and far deeper than it’s
Developer: Bullfrog
‘3D shooter’ tag suggests, we heartily
Year: 1994 recommend you pick up a copy of Magic
Version: PC Carpet if you see it. We have a feeling
Also available: Amiga / that in the future it’ll be rightly regarded
PlayStation / Saturn as a classic.

61 December 06
by Chris Waring

convoluted and absorbing story, good


versus evil, a world to be saved, a rural/
pre-industrial setting – the game has
aged far better than many of its siblings
and stands up to close scrutiny today.
From the delightful anime opening, to
the beautifully crafted sprites, the game
is as striking now as any of the more
recent offerings in the genre. Although it
isn’t as deep or as complex as some of
the latest titles from Nippon Ichi, what
it lacks in depth it more than makes
up for in playability, humour and great
characterisation.
Breath of Fire series, Ryu is a recurring
We join Nina and Cray aboard their
character in the games, as is Nina,
flyer as it crosses a broad expanse of
although they are not the same person
desert, during their search for Nina’s
in each game. What is unusual is that
missing sister, Elina. Suddenly, a huge
initially he has no idea of his powers
dragon rises from the sandy depths
and as opposed to previous games, the
and begins to chase down the fragile
dragons are set rather than the arbitrary

Breath of Fire IV
vehicle. They evade the creature for as
choices made in previous games. This
long as they can, but it deceives them
talent makes him the target of the Fou
- without warning, it leaps salmon-like
Empire and its forces as they seek to halt
from below and then with a well aimed
the realisation of an ancient prophecy.
dive, it disables their transport. They
The empire was founded by one Fou-
A JRPG with dragons and such? Yes, please. find themselves stranded in the middle
of the desert with no means of repairing
Lu, who claimed on his demise that he
would be resurrected. This resurrection
their flyer. Nina volunteers to go to the

C apcom have rightly become


recognised as one of the leading
publishing and development houses
into before or since with such success on
home consoles – the RPG. With Breath
of Fire, they had a strategy RPG that was
nearest town to pick up some spares,
leaving Cray to guard the ship. It’s not the KNOWLEDGE
long before Nina’s adventures begin. Game: Breath of Fire IV
in the industry, not afraid to take risks well loved by those players willing to try She stumbles across (then into!) a crater, Publisher: Capcom
with original ideas and with established out this highly original series. After the meets a dragon that she feels no fear of, Developer: In-House
franchises. Think of Capcom and more first two games debuted on the SNES then a naked boy with no memory of who
often than not Devil May Cry, Okami, the series jumped ship to the PlayStation
Year: 1990
he is. This sort of thing is not unexpected
Resident Evil and Viewtiful Joe will be and with Breath of Fire IV, everything fell Version: PlayStation
in a Japanese RPG.
some of the first titles to come to mind. into place. The naked boy with the memory loss
Genre: RPG
In the heyday of the PlayStation, they had While this is a role playing game is Ryu and he can not only command
one other successful franchise on their definitely of the “old school” – isometric Dragons to do his bidding, but also
hands, in a genre it has rarely ventured view point, pixel perfect visuals, a transform into a Dragon himself. In the

62 December 06
forms part of the story that we witness
and we come to learn that Fou and Ryu
Cray, a member of the tribal Woren,
a half man, half cat-like warrior race.
“While previous Breath of Fire games had limited
are not only connected by their talents Later they add the odd and eccentric the number of combatants to three, all available
but on a deeper level that won’t be Ershin to the group. It’s a steam-punk
spoiled here. The game stays with Ryu version of R2-D2, whose idiosyncrasies members of the group can be used at any time in
and his adventure for the most part,
but occasionally we join Fou-Lu on his
conceal its true identity and purpose. It
always refers to itself in the third person,
this fourth installment.”
journey to awaken his potential and but is later revealed to be a vessel for
reclaim his Empire. Nina and a series regular; the mercenary Scias,
Ryu are joined who initially joins with ulterior motives
in their quest but soon becomes a valued friend; and
by Nina’s finally Ursula, a general in the Imperial
protector, Army, sent to capture Ryu, but who
is persuaded that since they are
all going that way anyway, she
should go with the team.
These six then are
the team that
players travel
with across
the world.
While
previous
Breath of Fire
games had
limited the
number of
combatants
to three, all
available members
of the group can be
used at any time in
this fourth instalment.
Some characters could
recover AP by resting and
some would even restore the AP
of those characters in play. If one
became too injured to continue
they could be swapped out, or if
one team mate had an attack that

63 December 06
would come in handy they could be used Fire Ant to an Ice attack for example. and the more usual orchestration, with
instead. Swapping characters in and out Learning enemy weaknesses for many one standout track featuring a sitar.
became useful for building up attacks battles was essential. Enemy spells and The music, while sometimes repetitive,
and amplifying them, to spectacular attacks could also be learned during the is never irritating and with themes for
effect. If for example, Ryu’s Burn is course of the game, simply by guarding each town, a fantastic battle theme and
followed by Nina’s Cyclone then that is during one turn. a beautiful opening song, this is one of
magnified into what’s called a Simoon, Into this mix were thrown the the better RPG soundtracks. There
an attack combining fire and wind. Dragons, not just any Dragons, but is very little vocal work in the
Similarly, if Cray’s Rock Blast is followed creatures of such fearsome grace, you game with the original
by Ryu’s Burn, then the attack magnifies can be forgiven for forgetting for just a Japanese expressions
into Eruption – the ground parts and a second, that this game is running on left intact and
column of lava rises and then falls on a 64-bit console. Drawn from both the conversations
each enemy. The most powerful results Eastern and Western mythology, these handled via
from chaining three moves together, for creatures were the alter egos of Ryu subtitles.
example, Stone Pillar (Cray), Burn (Ryu) and each had a special attack of their All the good
then Fireblast (Ursula) will result in the own, plus each Dragon had its own hallmarks of
two fire based attacks becoming deadlier, cut scene when utilized in battle. The a turn-based
with Ursula’s Fireblast amplified into a Dragons that the team went in search Japanese
Magma Attack, hot boulders raining of also bestowed particular moves that RPG were
down from above. Certain enemies were Ryu could use without changing into his present and
also susceptible to certain attacks, a dragon forms. correct in Breath of
The music was created by Yoshino Fire IV - a world to
Aoki, also responsible for Mega Man X3 be saved, beautifully
(Capcom sound team) and Breath of Fire designed and
III (with Akari Kaida) and was an unusual realised characters,
mix of eastern vocals and instruments a wonderful fantasy
setting, all built around
a gripping story. As well received as
the PlayStation 2 iteration Breath of
Fire: Dragon Quarter was, perhaps it’s
time Capcom had a look at how well
Nippon Ichi are doing with their RPG
series and make another Breath of
Fire game in the old isometric style.
In the meantime, this pinnacle of the
series deserves to be played still and
remains to this day, a highlight of the
PlayStation’s extensive RPG library.

64 December 06
by James Cooper

TEENAGE MUTANT NINJA TURTLES IV


TURTLES IN TIME
T he scrolling beat ‘em up has been
an arcade staple since the days of
Double Dragon and Final Fight. Apart
Shredder sends them through a time-
warp. Bouncing around in time, you have
to fight Shredder’s forces to make your
from the two aforementioned giants way back to the present day and stop
however, few have managed to capture him and Krang.
the fun and prowess of Konami’s The Turtles licence always lent itself
‘Teenage Ninja Mutant Turtles’ arcade particularly well to the scrolling beat ‘em
game and it’s sequel. Allowing up to four up genre, the characters giving a range
players to combat the forces of the Foot of fighting styles and balancing each
Clan simultaneously, they are superb other well. You had Donatello (slow but
games, both technically and in play. They huge range), Raphael (very fast with short
came along at just the right time too, range), Michaelangelo (see Raphael)
riding the wave of popularity the IP was and Leonardo (the ‘all-rounder’), giving
generating thanks to its ubiquitous TV gamers the ability to experiment with
show and marketing campaign. different combinations of joint attack,
While many of the home conversions and some combinations were certainly
failed to capture the spirit of the original
arcade titles (probably something to do
with only having two players on screen) the KNOWLEDGE
the SNES conversion of the second Game: Turtles in Time
arcade title is a classic. Forget the “IV” Publisher: Konami
moniker - which was dropped in Japan
Developer: In-House
for the sake of clarity - this is the best
home conversion of Konami’s second
Year: 1992
‘Turtles’ arcade title. Version: SNES
Plot-wise, it’s as mad as the TV Genre: Scrolling beat ‘em up
series. Krang has stolen the Statue of
Liberty and when the Turtles battle their
way to the Technodrome to confront him,

65 December 06
“The only problem we ever had... settling the old
‘who’s going to be Leonardo’ argument...”
much better than others - our favourite unusual step of completely redesigning it
was Donatello and Leonardo, who were for the SNES. It became an F-Zero style
almost unstoppable in the hands of extravaganza of Mode 7 effects - at least
two capable players. The only problem until the boss character appeared, when
we ever had with the character choice it switched back to the standard side-on
was settling the old ‘who’s going to be viewpoint. To say this was a nice surprise
Leonardo’ argument - which regularly is something of an understatement,
ended in a game of ‘slaps’ to decide. Our and is a good indicator of the love and
hands hurt just thinking about it. attention that was clearly lavished on
Once past the initial stages, the this conversion by the developers.
game soon threw up all manner of Something also demonstrated in some
historical settings which were all very of the lovely little touches and changes
good-humoured, bright and wonderfully from the arcade game that graced the
realised.  From pre-history to a 16th SNES version. For example, in the SNES
century pirate ship, the wild west and version you could choose to use either
eventually the future, the scenarios the animation colour scheme (where all
were varied and really helped the game the Turtles have the same colour skin)
hold your interest. In fact, the visuals in or comic colour scheme (each Turtle
general were of a very high standard with has their own skin tone). A small touch
large, smoothly animated characters and maybe, but it’s further evidence of the
detailed backgrounds. Naturally, some of
the visual features of the more powerful
arcade hardware had to be excluded KNOW YOUR ENEMY!
- such as weather effects and some of
Coming in all manner of varieties,
the background detail - but the SNES
from the purple weakling to the pink
certainly acquits itself very well and is the
shuriken throwers and fiendish yellow
best-looking of the home conversions by
bomb and boomerang hurlers (oh,
a country mile.
how we hate them!), the Foot Clan
A particular standout of the SNES
soldiers are the common enemy
version has the be the “Neon Night-
you’ll face time and time again. Other
Riders” stage. This sees the Turtles
you’ll ‘lay the beat down upon’ during
zooming through a futuristic setting on
your travels include Pizza Monsters,
hover-surfboards while battling Foot
Boxing Robots, Stone Warriors and, of
soldiers, robots and even helipcopters.
course, the Turtles’ nemeses; Bebop,
While in the arcade this took the form of
Rocksteady, Krang and Shredder.
a side-scrolling section, Konami took the

66 December 06
lengths Konami went to to ensure that
Turtles In Time was more than the usual HE SOUNDS FAMILIAR
cheap arcade conversion. In something of a coup for the time,
The only criticism we can level at Turtles In Time’s soundtrack was
Turtles in Time is the fact that it didn’t composed by Kozo Nakamura,
take advantage of the SNES controller the very man who’d composed the
when optimizing the control system. Why TV series’ music. The coups didn’t
the arcade’s original two-button system end there though, the voices of the
is maintained on a controller that had six characters in the cut-scenes were
is beyond us. Some have accused the recorded by the same actors as the
game of being too short - which we can TV series too (except Shredder).
understand, but find a little unfair given Along with the extremely faithful visual
the work that Konami clearly put into treatment, this helped the game
making the SNES version a bigger and maintain a truly authentic feel. As an
better experience than it’s arcade cousin. example of how to tie a game in with
Also, the game can become a little a TV show and not squander the
repetitive, sticking quite rigidly to the age licence, it’s superb.
old ‘left to right, hit some guys’ formula of
scrolling beat ‘em ups. While this is more
a fault of the genre rather than Turtles amiss. Still, none of these criticisms are
In Time, a little more variation in enemy game breakers, and they certainly don’t
design and type wouldn’t have gone detract from the overall experience.
Visual splendour and variety,
balanced gameplay, extra levels over
the arcade game, new boss battles and
extra play modes make this the best
Turtles game available in our opinion, and
a shining example of how a very good
arcade title can be made into a truly
stellar home experience.
Turtles In Time (or ‘TIT’ for short - oh,
how our 13 year old selves laughed) is
not just a fine beat ‘em up, it’s one of
the best games on the SNES, and that
qualifies it as one of the best games of
the nineties. Not bad for four mutated,
amphibious pizza eaters and their giant
rat Sensei. Cowabunga, indeed.

67 December 06
by Chris Waring

he discovers a strange town smothered


in fog. Taking his first faltering steps,
he follows what he believes to be his
daughter into an alleyway, one that
is strewn with mutilated carcasses,
hospital gurneys with sheets draped over
unknown shapes and an abandoned
wheelchair.
Perhaps the most shocking thing
about this opening section of the game
is the attack that takes place at the end
of the alleyway, for Mason has no way
to protect himself and cannot run away.
Collapsing, he dies…it’s a horrifying way
to introduce the player to the game,
suddenly taking away the main character
within the first few minutes. He’s not
dead for long however, awaking with a
start in a diner with the female cop he’d
“The resort of Silent Hill slips into quiet desolation, now that seen previously. Cybil introduces herself
and they discuss what is going on in the
the peak of development and growth has passed by…” town. This somewhat stilted conversation
has not aged well, but should not be

S ilent Hill was not the first of its kind, trying to just make them jump. The game was integral to the horror that slowly built taken as an indication of the game as a
but it was the first to do what it did succeeded in creating an unsettling around Mason’s search for his daughter whole.
the way it did. Arriving on the PlayStation experience like no other had before it. Cheryl. This initial basis for emotional The player is further bewildered by
in 1999, it was as much a psychological The mantle of fog covering the town attachment was later found to be based the momentarily fixed camera angles
horror as one of survival and gamers who was as much a limitation of the hardware on a tale of abandonment, Mason and during play, one of the most dramatic of
had become used to the schlock horror as a design decision, becoming a his wife found this child by the road side which suddenly occurs in this opening
of Resident Evil and Alone in the Dark significant part of the Silent Hill mystique and raised her as their own. The tale scene as Mason pursues his daughter.
were left wholly unprepared for what lay and a fine manner in which to increase opens with a journey by Mason and his It pulls up into the air at an odd angle to
within the environs of the town of Silent the dramatic tension within the game adopted daughter driving to Silent Hill. follow Harry as he walks around a corner,
Hill. Actually, we were all unprepared for and the player’s disorientation within the They are passed by a female cop, whose then drops down again as he passes
the deeply unsettling events, characters labyrinth of the town’s streets. Running bike Mason later sees abandoned by the by. For even though the player can fully
and creatures that were discovered in down these roads and alleyways, chased road side. Moments later, he swerves rotate the camera around Mason, at
this fog-bound, former tourist resort. The and harassed by the sound of leathery to avoid a small figure in the road and times the game will take back control and
game took many of its cues from movies flapping wings, suddenly stumbling crashes his car, causing him to lose either swing the camera around in such
and literature that present horror from across a skinless, slavering dog, finding consciousness. Coming to, he finds a way to obscure danger from the player,
a psychological perspective, scaring deep chasms where roads used to lie, his daughter has disappeared from his or it will fix it in a cinematic position
players on an instinctive level, rather than the fog hid all of this from the player and side and looking at his surroundings, to further underline the lack of control

68 December 06
the player finds the main protagonist
in with any given situation. This can
“Mason is an awkward
happen when danger is just around a and tricky character
corner and heightens the peril players
find themselves in. One small piece of to control.”
equipment that gives the player some aid is a small pocket torch and players
slight power over what’s happening is the can only see as far as the small circle of
radio. With line of sight restricted by the light and even inside, the reach is limited,
fog and the camera sometimes lurching throwing shapes and shadows across
out of control, the static produced walls. Add to this his need to catch his
was often as frightening as any of the breath after running for any length of time
creatures about to be encountered. and it creates a feeling in the player of
More often than not, running was a sympathy for his predicament – “would
more sensible option than standing and I be able to do any better in a similar
fighting. Mason is an awkward and tricky
situation?”
character to control. His very obvious
The town of Silent Hill was once
lack of shooting skills and the situation
a bustling tourist resort - a set piece
he finds himself in, all contribute to the
battle on a merry-go-round one of the
deliberately poor handling players find in
highlights - although this wouldn’t be
steering him from one point to another.
explored further until the second and
He can turn on the spot, but aiming with
third games in the series. This makes
accuracy at any great distance is beyond
the horror all the more disconcerting as
him, leaving him open to attack if shots
the action takes place (in the early part
aren’t fired off in rapid succession when
of the game at least) in such an ordinary
an enemy gets very close. His night
New England town, the exact location
vision isn’t up to much either and when
is unknown and would shift states in
Who’s who? fog is swapped for night-time, the only
subsequent games. The nondescript
Who is Cheryl really? Well, this is where it gets complicated. She’s looking buildings are at striking odds
actually one half of Alessa. It gets worse. Her mother, Dahlia, is part
of a sect trying to have a God reborn and Alessa was supposed to
the KNOWLEDGE with the situation Mason finds himself in.
This “normalcy” doesn’t last. The layers
follow in her mother’s path in the sect, but refused. She was also Game: Silent Hill that Mason and later characters travel
due to give birth to the God that her mother’s sect worshipped. This Publisher: Konami through are a journey into a personal
too she refused so her mother burned down the house where she Developer: Konami hell. From an ordinary town, to fog filled
was living to bring about the birth. Still with us? She split herself Year: 1999 nightmare then finally into the terrifying,
in half and the other half was the baby Mason and his wife found. Version: PlayStation troubling, dark and surreal version of
Alessa herself fell into a coma and her nightmares began to affect Genre: Horror Silent Hill. This final version of the town
the town, leading to the hell that Silent Hill finds itself in. When in the first game features raised and
Mason crashes, the two girls merge back into one person. The story rusted metal walkways, along which new
of Alessa and Cheryl would not be finally resolved until Silent Hill 3. monsters stalk Mason, like the grunting,

69 December 06
“The most evident influence on the series however,
was the movie Jacob’s Ladder...”
gorilla-like creatures that hunt in packs, scenarios in titles such as The Day of
blood stained interiors with silent, baby- the Triffids and The Kraken Wakes, but
ghosts and is always the place where the it’s The Midwich Cuckoos from which
final scenarios are played out. the elementary school takes its name.
The game also sets the scene for Other writers have their work and names
later games by piling on the imagery and referenced here too. Stephen King and
subtle influences that would become the his alter ego, Richard Bachman, are also
hallmarks of the series. As previously alluded to – there’s a Bachman Road and
mentioned, the abandoned wheelchair some of King’s books get name checked
is one such motif that appears, as on posters around town. Other authors
do several institutions and locations whose names are used include Dean
– schools, hospitals, fairgrounds, public Koontz, Ray Bradbury, Dan Simmons,
toilets. Toilets in particular feature heavily James Ellroy and Robert Bloch amongst
in Japanese horror tales. Stories told to others. Despite the bewildering amount
scare children would tell how the unwary of influences and imagery, the game is
could fall in and disappear forever, this easy to enjoy without all of the baggage.
from a time when open toilets were still Playing the game now arouses
common. The most evident influence mixed emotions. Initially play will
on the series however, was the movie confound rather than terrify, amuse
Jacob’s Ladder. Following a Vietnam rather than chill, the “shifting sands” of
soldier through his own personal the in game graphics can distract from
purgatory, things become progressively the atmosphere the game so diligently
What was that? more surreal as he discovers what is builds from the outset. The vocal acting
really going on around and to him, a leaves a lot to be desired and the FMV
Whether it was the static from the recurring theme in each of the games. is looking decidedly plastic these days.
radio, or the sounds from the murkiest And although the film’s visual influence But allow yourself to be drawn into the
recesses, the sounds in the game wouldn’t be felt until the second and third mad, mad world of Silent Hill and such
play an important part in making games, this journey from the ordinary, concerns are soon forgotten and as play
players afraid of the dark, of an empty through the unreal to the gruesome is progresses survival becomes the utmost
corridor or of what’s around the next mirrored in Mason’s efforts to reclaim his priority. What Silent Hill manages to do
corner, from the animalistic sounds of adopted daughter. Looking at the map is draw players into its world by wanting
the creatures to the random metallic of the streets in this first game reveals a to survive the monsters, by the strength
sounds that fall just beyond the reach literary influence, leaning towards horror of the story and the sympathy the player
of the torchlight. These contributed to and science fiction. Older gamers may feels for Mason, but most of all to try to
the oppressive atmosphere as much remember the work of John Wyndham, understand just what the hell is going
as any of the visual effects. he was responsible for end of the world on. With four different endings available,

70 December 06
rated from good to bad and the joke
Riddle Me This... “UFO” conclusion, which one a player
Another staple of the horror genre are received depended on actions at critical
the impenetrable puzzles. In Silent Hill points in the game. We wouldn’t know
they also came in the shape of clues which one was the “real” ending until the
left around for players to find. More first sequel proper, Silent Hill 3.
often than not, they were essential to So is it worth playing now?
progress in the game. One such was a Absolutely. This is the beginning of
poem about five birds which had to be a series like no other, a horror series
deciphered in order to correctly play that takes its’ influences from as many
the keys on a faulty piano keyboard. western sources as Japanese, to make
All to get a silver medallion. Another something wholly original. Some games
uses colours to help unlock a door: age well, some games age poorly, but
despite its limitations, even after all this
“Clouds flowing over a hill. time, this game still has the power to
Sky on a sunny day. unnerve and disturb unlike many of its
Tangerines that are bitter. contemporaries.
Lucky four-leaf-clover.
Violets in the garden.
Dandelions along a path.
Unavoidable sleeping time. Creature Feature
Liquid flowing from a slashed wrist.” The variations in monsters between
games are easily explained by the fact
Correctly placing coloured plates that they are a manifestation of the
(clouds are white, sky is blue, etc) inner demons of the main characters,
unlocks a door. Most were uses although in the first game they are
of logic, but if pieces of the puzzle usually related to Alessa and her
were missing, exploring further or childhood in some way. For example,
backtracking were sometimes the only the pterodactyl-like creatures Mason
option. Turning to a guide was a last sees are because Alessa’s favourite
resort. book is The Lost World. Similarly, the
Puppet Nurses and Doctors represent
Alessa’s fear of Hospitals and medical
“This is the beginning staff in general, the skinless dogs are
of a series like no her fear of large dogs and the rompers
(the gorilla-like creatures) are her fear
other... something of adults. Later games would relate
the creatures to the protagonists
wholly original.” themselves.

71 December 06
by James Cooper
FEATURE

A BREED APART
THE STORY OF TEAM 17 - A VERY BRITISH DEVELOPER...

I remember my first encounter with a


Team17 title well. It was 1992 and I was
just 14. There I was sat in my bedroom,
really panicked me. The first  time I’d
felt such a visceral surge of adrenaline
while gaming. In fact, the first time I’d
lights off, cruiser joystick gripped firmly in experienced a real, honest-to-goodness
my sweaty palms, and I was panicking. emotion while playing. Sure, I’d been a
Why? Well, the game was Alien Breed on gamer for years and had been excited
the Amiga and I had just completed the by lots of games, but this was different.
first level. Or so I thought. This had made me break out in a sweat,
As I destroyed the reactor, the screen made my heart pound until I could hear
started flashing red and a countdown the blood rushing in my ears. Everything
started. A rather alluring female voice about this game just felt right. It was
began to calmly inform me that not exiting technically superb, atmospherically spot-
the level at the earliest opportunity would on and fiendishly difficult, but never unfair.
probably be a very bad thing for my future Well, mostly never unfair - there was
prospects. Scrambling for the exit lift, I the odd moment when the lack of a key
desperately tried to remember the path I or ammo and seemingly never-ending
had taken through the level. Just to make supply of aliens conspired to have me
things even more interesting, the alien hurling my joystick against the floor, wall,
hordes seemed to think this was a good window or anything else within reach.
time to launch a full-on attack. The cherry Despite the fear and difficulty, did I
on the parfait was that I was nearly out of continue to play? You’re damn right I did.
ammo. And health. My brother and I spent more time than
Needless to say, I died. Horribly. But could possibly be healthy playing co-
it was the first time that a game had operative Alien Breed. Then along came

72
FEATURE
Alien Breed 2 and Alien Breed: Tower the early to mid nineties, just could not
Assault, upping the horror/panic action, put a foot wrong.
ramping up the difficulty and amazing Starting life in 1987 as 17-bit
gamers and reviewers alike with their Software, they specialised in producing
stupendous technical achievements. and publishing games for the extensive
A social life was suddenly a thing of public domain scene that thrived in the
Below are someof the highlights from
the past, my compulsion became an Amiga community. By 1990, however,
Team17’s history, both as a developer
addiction. they were ready to release their first
and as a publisher:
In fact, my brother and I were so commercial title, the car chase game
impressed with the first Alien Breed ‘Miami Chase’. While this first game was
Miami Chase 1990
game that we purchased just about every released under the moniker ‘Team 7’,
Full Contact 1991
single title that Team17 published on they quickly adopted the Team17 name
Alien Breed 1991
the Amiga. After the Alien Breed games and went on to develop and publish Full
are still heralded by Amiga gamers as Assassin 1992
came Assassin, Project X, Superfrog,
some of hte best titles available for the Alien Breed Special Edition 1992
Body Blows, Arcade Pool, Super
system. Project X 1992
Stardust and more. Whichever genre they
Unfortunately, in 1995 and 1996, Alien Breed 2 1993
entered, Team17 brought with them their
Team17 released Alien Breed 3D and SuperFrog 1993
innate ability to look at what was already
Alien Breed 3D 2: The Killing Grounds, Project X Special Edition 1993
available and push it a little further to
respectively. Ahead of  their time in many Apidya 1993
create something truly impressive, both
ways, they were victims of the limitations Overdrive 1993
in a technical way and with regard to
of the hardware. Even the Amiga 1200 Body Blows 1993
their tight gameplay mechanic. Thus it
AGA chipset just wasn’t up to the task Arcade Pool 1994
was that they entered into the pantheon
of running the game that the team Super Stardus 1994
of hallowed Amiga developers, and
obviously had in their heads. To be fair, Body Blows Galactic 1994
were mentioned in the same breath as
the games were not a complete  failure, Alien Breed - Tower Assault 1994
the Bitmap Brothers, Core Design and
and captured much of the Alien Breed Assassin Special Edition 1994
Sensible Software - companies that in
atmosphere. But with ropey controls, a Ultimate Body Blows 1994
Contact - a very respectable fighting
small viewable window and low resolution ATR - All Terrain Racing 1995
game for the Amiga that is still highly
semi-3D environments, the 3D Alien Worms 1995
regarded today. They swiftly built a
Breed games just didn’t fulfill the hopes Alien Breed 3D 1995
reputation for developing and publishing
of many fans - especially now that Sony’s Alien Breed 3D II 1996
technically adept games that pushed the
PlayStation had hit the market and X2 1996
Amiga hardware to its limits while still
true 3D environments were becoming Arcade Pool II 1999
providing fun yet challenging gameplay.
common. Worms Armageddon 1998
In fact, many of their early titles are
Of all of Team17’s Amiga games, the Worms Blast 2002
rightly regarded as classics not just of
Alien Breed 3D titles have aged the worst, Worms 3D 2003
the Amiga scene, but of the 16-bit era
being almost unplayable by modern Worms Forts: Under Siege 2004
in general. Alien Breed and its sequels,
standards. Strange then that the 2D Worms 4: Mayhem 2005
Assassin, Project-X, Body Blows,
games still feel so well put together and Worms: Open Warfare 2006
Superfrog, Apidya and Super Stardust

73 December 06
FEATURE
stand up to a critical eye, even today. If
the team had made their first 3D attempt
on the original Playstation, it could well
HANDBAGS AT TEN PACES
have been a very different story. One of the darkest periods in Team17’s history has to be the Amiga
Nevertheless, Team17 found their Power debacle of the mid-nineties. Amiga Power was one
golden goose when, in 1995, Worms of the best-selling Amiga magazines, and certainly the most
happened. I say that it ‘happened’ controversial in terms of content and reviewing style. Often
because Worms was not just a product. they were criticized for being arrogant and hating
It wasn’t another sequel or game that their readership and even the Amiga. While these
fitted into a well known genre. It was that accusations were plainly ridiculous, there’s no
rarest of things - a completely original doubt that Amiga Power did their fair share of
idea. Frankly it was an event, and the baiting - especially with Team 17.
speed with which it flew off the shelves Despite the fact that early Team17 titles such as
and spread onto a number of other Alien Breed were warmly received by Amiga Power, Team 17 poked fun
systems was frightening. As Team 17’s at the magazine and criticized their reviewing policy using in-jokes in their games. It all
flagship product, it has continued it’s came to a head in 1995 after Amiga Power negatively reviewed Kingpin and ATR - quite
meteoric rise through various incarnations fairly to be honest as the games were below average. Unfortunately, the developer took
(Worms 2, World Party, Armageddon, umbrage and their response was to file a lawsuit. They demanded that Amiga Power
3D, Forts) until reaching the stage we are ceased “lying about their games”, contended that the reviewer of Kingpin had not
at today, where it has sold many millions properly played the game, and that the review for ATR had been completed “in a style
of copies and a version of the game has not affording the gravity demanded by a racing game”.
appeared on just about every major The result of the lawsuit was never announced. However, Team17 refused to send
games system and handheld device, any more review code to Amiga Power - forcing the reviewers to go out and buy their
from mobiles and the GBA to the SNES, own copies upon each games release. This certainly
5 Arcade Pool (top) was a fantastic little
Saturn, PS2, PC and Mac. affected Amiga Power’s reviewing policy with regard to
game, with some of the best ball physics that
Along the way, however, Worms had been seen at that point. Super Stardust Team17 products, with Worms (probably one of the best
has evolved into a very different (above) was a tremendous, and vastly games released on the Amiga) scoring an unfair and
animal (invertebrate, whatever). Now underrated game in the vein of Asteroids. meagre 60%.
a completely 3D game, the team has This ill feeling continued to fester between the two
come in for some fairly vocal criticism parties, Team17 even going so far as to demand that
from their fans for moving the series 6 You don’t need us to tell you what this is... other magazines within Future Publishing did not share
away from it’s 2D roots. The move into review code with Amiga Power staff. Despite alleged
3D brought with it a slowing of the game attempts to mend the rift by successive editors of
speed, necessary due to the limitations the magazine, the feud continued until the demise of
of the camera system, but frustrating the magazine. A shame really as, despite occasional
to those that had followed the series touches of arrogance, Amiga Power were the best of
from its inception and become used to the Amiga games magazines, their inability to maintain
swiftly swinging across the screen with a good relationship with one of the most loved Amiga
the ninja rope, dropping dynamite upon developers can only have contributed to their downfall.
their opponent AND making good their

74 December 06
FEATURE
escape - all in less than 30 seconds.
You try doing that in 3D. The vagaries
of the added dimension also brought
with them problems of accurately aiming
(especially with the effects of wind), and
judging distances and power - all integral
features of Worms’ gameplay.
Despite these shortcomings, Worms
is still a good game, maintaining much
of the trademark irreverent humour and
twisted cynicism that fans of the series
have come to both love and expect,
ASSASSIN
Assassin is a great (if
a little cheeky) title. Clearly a
“I don’t think you’ll
‘homage’ to Strider, even down to the find another game
main character looking virtually identical,
it quickly went on to become an Amiga where the most deadly
classic. As usual for a Team17 title, it excelled
visually, but it was in the excellent level design
weapon is a prodding
and well judged learning curve that Assassin finger...”
excelled. While many games of this type
from the early nineties punished the player,
while adding some wonderfully fresh
Assassin never felt like it was too hard.
graphics and far more detailed animation.
You always managed to get that little
I don’t think you’ll find another game
bit further, and that was what
where the most deadly weapon (and the
kept you coming back
one that causes the most annoyance
for more.
to your adversary) is a prodding finger.
Anyone annihilating your last Worm using
this technique is sure to become the
object of swift and terrible retribution.
Worms is now onto it’s third
incarnation as a 3D game, and is
still selling extremely well. The recent
announcement that Worms, in its original
2D form, will be coming to Microsoft’s
Live Arcade service has also thrilled fans.
Although, as of writing this, there’s no
word on which version of the game will

75 December 06
FEATURE
BODY
“A well BLOWS
One on one beat ‘em ups were
balanced and incredibly difficult to implement well on
the Amiga. The lack of a guaranteed multi-
fun game with button pad (although many Amiga owners used
some nice the Megadrive pad or other similar models) meant
that developers had to map complicated move-sets
characters...” into eight directions and a single button - no mean
feat - and many failed horribly (see the Amiga version
of SF2). IK+ is probably the perfect example of a
single-button control method in a fighter, but Body
Blows runs it a close second. A well balanced and
fun game with some nice characters, excellent
visuals and responsive controls, Body
Blows certainly deserves its reputation
as one of the best fighting
games on the Amiga.
“there’s something
innately loveable about
the whole thing that
just makes us want to
ALIEN
SUPERFROG forgive all its faults...” BREED: TOWER
Nintendo had Mario, Sega ASSAULT
had Sonic and the Amiga had Improving on the previous incarnations
Superfrog. While not reaching the in almost every way, Tower Assault is by
dizzying heights of the fat plumber of hs far the best of the Alien Breed Titles. A panic-
spiky nemesis, Team17’s platformer is a stricken, horrific atmosphere combines with
solidly playable, visually imaginative title that hordes of tough enemies, spectaular graphics
deserves more respect than it gets. It suffers and some of the finest sound design seen on the
from a lead character that isn’t the easiest to Amiga, to provide gamers with a truly atmospheric
identify with (a frog in a cape), and the usual game. It’s challenging too, there are 50 levels with
afflictions of the platform genre are present multiple exits, resulting in a not inconsiderable
and correct (life-or-death leaps, staid level 250 different routes through the game. Tower
design), but there’s something innately Assault is a contender not only for the title
lovable about the whole thing that of greatest Amiga game ever made, but
just makes us want to forgive all for the title of one of the greatest
its faults. Give it a try. games ever made.

76 December 06
FEATURE
lack of publisher interest.
Today, Team17 - still one of the
largest independent developers in Britain
with more than 70 staff - are actively
looking for people with experience
of the Unreal Engine 3, again raising
hopes among fans that the Alien Breed
franchise is due for a dusting off. It would
certainly fit in with the current vogue
for sci-fi based action games such as
‘Resistance: Fall of Man’ and ‘Gears of
War’. With Team17 stating that they are
“Throughout the 16-bit era, Team17 deservedly earned a reputation for creating not working on an FPS, however, many
question what form the game would take.
technically impressive titles that played very well.” Could a top down, isometric viewpoint
still work in this modern age of gaming,
be making the leap to Live, you can be or would Team17 choose to take the
sure that we’ll be spending an inordinate third-person approach seen in Resident
amount of time perfecting our ninja rope Evil 4 and Gears of War? Whatever the
and cluster bomb grenades over the next answer, there’s no doubt that there is still
few weeks - ready to take on the world. plenty of interest in the Alien Breed titles.
Recapturing some of the speed and Throughout the 16-bit era, Team17
exhilaration of the 2D game will be a deservedly earned a reputation for
difficult task, but one that certainly isn’t creating technically impressive titles
beyond them. In fact, it’s not the first of that played very well. While their current
their franchises that they have tried to emphasis on the Worms franchise is
move into a new generation. In 1999 completely understandable in the current
Team17 were apparently working on a economic climate, it would be nice
continuation of their Alien Breed games to see them branching out into some
called ‘Alien Breed Conflict’. Destined of the genres they previously worked
for release on the PC, sadly the project in. Hopefully, we will eventually see a
was cancelled quite early on and never resurrection of Alien Breed (without a
saw the light of day. However, in 2003 doubt the strongest of their IP’s after
another attempt was made to resurrect Worms), then a whole new generation of
the series when Alien Breed 2004 was gamers will learn to dread the klaxon call
announced as being in production for the of the Reactor Countdown and be very,
PS2. Rumoured to be using the ‘Baldur’s very afraid of the dark...
Gate: Dark Alliance’ game engine - which
we think would have been perfect - the
game was eventually dropped due to a

77 December 06
Rolling Thunder (ZX Spectrum)
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79 December 06
Continue?
All opinions and comments expressed in this column
are those of the writer and do not necessarily reflect
the opinions of Play.d magazine. So don’t you go
giving us evils.
by James Cooper

A nice, big cup of ‘shut the hell up’.


G amers, eh? What’s their problem?
Honestly, sometimes they make
me weep for the species, they really do.
need to proliferate (we’ll discuss that
another time). What it does mean is
that the community needs to grow up.
fairly simple 2D games, none of which
would have offered any of the features
modern consoles now do as standard.
Yet these very same people are up in
arms and screaming at the top of their
voices about the cost of the PS3, which
This week (at least, the week I’m writing Games ARE a mature medium. They You’d have also had to pay in the region offers about a million times (may be a
this) has seen the launch of the PS3 in can handle serious issues well, they of £50 for a game. Whereas today even guess) more functionality for just over half
Japan and has provided a boatload of can entertain, delight, sadden, enrage the Wii - the most basic of the ‘next- the comparative cost!
evidence for those that wish to continue and ask questions almost as well as gen’ consoles - offers games with many
expounding the view that videogames any other medium. The immature and advanced features. If we want people to take the industry
are for children and children only. jeuvenile content of many games merely seriously, if we want people to accept
reflects the attitudes and mental age that If you adjust for inflation, it’s also our hobby as appropriate for adult
Pick a games website, any games many gamers project to the wider world, significantly cheaper than the SNES was consumption, then we all need to
website with a discussion forum, and the very same gamers than moan and at launch. In fact, the equivalent cost of grow up a bit. Let’s show a bit more
I’ll guarantee that you’ll find at least one whinge constantly about the industry not a SNES in 1992 will now get you a 360 appreciation for what we have. Let’s
thread that expounds some area in which being taken seriously next to film, music - a console with a world of features and remember how little we used to get, and
Sony have “failed”, “lied”, “conned”, and literature. potential that we couldn’t have even how much we paid for it. We all need to
“cheated” or generally misled the gaming dreamed of back in the early nineties. I take a step back and realise that we’ve
community. People have been shouting How can the wider world take us know people that paid much more than really never had it better, or been given
things like “there’s no games ready”; seriously when too many of us are willing the PS3’s highly contentious £425 price such choice and innovation for so little
“it scratches too easily”; “they’ve sold to argue for a week (or five) over the tag for a console called the ‘NeoGeo’, expense.
less than one game per console which vaguest of press releases or the most which if I remember correctly, offered
shows they’re doomed” and other such incredulous of rumours? Our problem better graphics than the SNES and not In short, let’s all have a nice, big cup of
hyperbolic nonsense. seems to be that we just don’t appreciate much else. Heck, I know people that “shut the hell up”
how good we’ve got it at the moment. paid more than £400 for the original
The worst part is, most of this Just look at the machines we have PlayStation, whose sole ‘feature’ (other
‘discussion’ masquerades as serious and available to us. Between the 360, Wii and than playing games) was its capability to
informed opinion. In reality it is little more PS3 we’re being offered an unparalleled emulate a really cheap CD player.
than malicious gossip and over-reaction. level of interaction, immersion, depth,
Usually by the vociferous Nintendo and visual quality and sound design.
Microsoft community. However, that’s not Gameplay features we dreamed of
to say that the Sony community has been during the eighties and nineties are
any better. Like fish on a line, Sony ‘fans’ now standards. We take customisation,
the world over have been drawn into online play, freeform gameplay, real-world
the pathetic cycle of defending lies and physics and surround sound for granted
rumour with even more unsubstantiable now. If a game doesn’t tick at least two
drivel. It’s really very sad. or three of those boxes, we want to know
why - and rightly so.
The one thing that almost every gamer
seems to agree on is the fact that games The thing is, fourteen years ago £150
need to grow up, and no that doesn’t would have bought you a Super
mean that guns, gore and breasts Nintendo at launch with the ability to play

80 December 06
even monkeys fall from trees
All opinions and comments expressed in this column
are those of the writer and do not necessarily reflect
the opinions of Play.d magazine. So don’t you go
giving us evils.
by Chris Waring

It’s not like the old days.


Some time ago, a friend of mine told me them hugely for a few weeks, but having imagine anything as simple or odd
there was no imagination left in games a living room full of current gen loveliness, happening in any game today?
anymore. No originality, no weirdness, it was eventually relegated to the
nothing to challenge our idea of what a bedroom and hooked up to a portable If it was to happen anywhere, it would
game can be and should do. Being a fan T.V. where it simply gathered dust. Titles most likely happen on a Nintendo
of the current gen, I naturally disagreed. like Devil May Cry 3, Shin Megami Tensei: console (oh Sega, do the right thing), Even stranger, Cosmic Spacehead is
He said that games from the 32-bit era Nocturne and Katamari Damacy had me highly probable on the PlayStation 2, but actually British! Yes, you read that right - it
and even before had more imagination hooked. Good times. I doubt anything like this would even get was created in Britain by Codemasters.
in them than any game of the 128-bit a sniff of a Microsoft console. I know they The British game development scene
era you might care to mention. They had Now it’s nearly the end of 2006 and do retro on Live Arcade, but as far as in those days was as fertile a place for
strangeness, oddness, pure innovation I finally managed to get some more the Xbox brand is concerned, a peculiar games as Japan ever was, but then
and inventiveness, as if beamed in from games for the Mega Drive. Titles like game, with surreal gameplay and a hefty business concerns became paramount
another world, which games these days Dynamite Headdy, Strider, Rocket Knight dollop of oddness? I really don’t think and we all know what Codemasters do
just couldn’t posses. We never did agree. Adventures and Cosmic Spacehead. so. The Xbox brand is far too American now, as many others do. Now don’t get
Games that are so left field, it’s hard to to see games of that ilk. Giving enemies me wrong, there are games out there right
With the advent of consoles capable of imagine anything like them appearing balloons to float them out of the way isn’t now that are quite bizarre, hugely original
creating gameplay in 3-D worlds, I really now, outside of a limited release in how the Americans like to do it. in terms of gameplay and visuals or just
fell in love with the whole idea of losing Japan. Nowadays film tie-ins, yearly so downright original that they beggar
yourself in someone’s else’s creation, play updates to sports titles and the relentless belief. How about Katamari Damacy, or
with an avatar that could do things and march towards realism are the norm and Freak Out, or Pikmin, or Doshin the Giant,
go places on screen that you could not in seemingly a requirement for publishers Okami, Paper Mario, Killer 7 and Magic
real life, sometimes in a stylised version who wish to break even and stay afloat. Pengel? They’re all fantastic games and
of reality, sometimes planet hopping. One Take Cosmic Spacehead. It’s a all on one Japanese console or another
that let you do what you wanted, within point and click type affair linked and all sadly the exception rather than the
the confines of those invisible walls, by platforming sections. Early rule. This is an argument that will ever go
island-bound cities and the limitations on, there’s a scary monster away and it’s as much about the hardcore
of the hardware itself, but let you believe that players have to figure out gamers versus the mainstream. One can’t
all the time that anything was possible. how to get around. It can’t exist without the other.
Those older games held little attraction be fought or spoken to. In
for me anymore, when I could lose hours another area, a balloon But as for my Mega Drive, that’s still
to the likes of GTA III or Ico. had been acquired.  If being fired up to play Dynamite Headdy
players gave the balloon as much as the PlayStation 2 is for
For Christmas 2004 a couple of friends to the monster, it floats Okami is right now. I think my friend may
treated me to a Mega Drive, with Sonic away and the adventure have had a point. I’d better find him to tell
the Hedgehog and Sonic 2. I enjoyed continues. Could you him he was right.

81 December 06
The Misanthropic Guide to Gaming
All opinions and comments expressed in this column
are those of the writer and do not necessarily reflect
the opinions of Play.d magazine. So don’t you go
giving us evils.
by Yussry Houson

Jingle all the way (to hell)...


W elcome back. It has been a while
since I vented my spleen about the
irritating things about being a gamer. As
rest of us it’s a case of all the good games
we’ve been tracking the development of
for years being released at once - meaning
and Pensioners. All three seem to
conspire to make browsing for a bargain
that much more difficult. These days if a
you may have guessed from the subtitle, we have to buy multiple ‘Triple A’ titles at member of one of these groups is in my
this column is about Christmas, being around the same time. Of course this only line of sight I’ll rush to the nearest exit.
quite relevant for the time of year. hurts your wallet what with having to buy Not for my benefit, but for theirs, to save
things for other people as well, usually them from an ear-bashing at least, or a
Christmas used to be great. I’d write a people you don’t like or rarely see. Daily Mail baiting ‘games make people
long list of games on a piece of paper, violent’ campaign because I ripped off
and feign surprise at the ones I ended So the poor simpletons like me end up a little old lady’s arms and beat several
up getting, having already searched with nothing. Of course we could avoid children to death with them.
under my parents’ bed for them. Some buying things on release day, but ours is a
may say that this takes all the fun out hobby where being first is important. There I could just shop online, what with
of Christmas. My family thinks that it is are still plenty of great games on the old it being cheaper and all, but I’ll be
better to get someone something they Xbox I never got round to playing, but who searching for an old Xbox game from last
like rather than having to find the receipt really wants to when the likes of Gears of Christmas that you can only get second
that no doubt was consigned to the War have just come out on the 360? hand, or for a fortune on eBay. Now don’t
bin in July when the present was first get me started on eBay...
purchased. Ah, happier times. So we’ve looked at the availability of
games at Christmas (sort of), but now Last couple of points: firstly, I misquoted
This was a good five years or so ago now, onto the most angrifying (yes, I made last issues film quote. It was from Clerks
so presents aren’t a big deal, what with the word up, and no I’m not changing by the way. And secondly, I’d like to
being all grown up and having a job. This it) thing about Christmas. Shopping. congratulate whoever did the
is where gamer hell begins. No doubt we An obvious point granted, but one that art for my last column. It
all bemoan the lack of games for months gets me so angry I dream of taking a was inspired. I’m hoping
over the summer, but the reason for this chain-gun to the high street with me for Dead Rising this
is not that the developers are on holiday, and clearing a path ahead littered with time. (All out of Dead
its that they think all of us should be. They shredded corpses just so I can get into Rising pictures. Will
don’t seem to take into account that I, a shop without having to touch the great a chain gun do?
like many gamers, have an aversion to unwashed. Of course this is a problem - Art Ed)
sunlight. So this is partly why we have to that is not specific to gaming, but it is
wait until September for anything new (and perhaps worse for us than any other
half decent) to play. However, the biggest consumer. Game shops are generally
reason for the lack of summer games is quite busy, what with many a bored
that publishers want to save them for the teenager and jilted partner wandering
Christmas rush. I don’t blame publishers aimlessly around the store. Christmas
of rubbish games trying to make a quick just multiplies this ten-fold. We have
buck from parents who do not know the the added bonus of the Holy Trinity of
difference between a poor movie tie-in and irritating shoppers thrown into the usually
a genuinely good action game. For the tiny game retailer: Parents, Pushchairs

82
next issue February
Marching to deliverance

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