Documenti di Didattica
Documenti di Professioni
Documenti di Cultura
05
www.playd.co.uk
FREE multiformat videogames magazine
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.
DISCLAIMER
All text and layout is the copyright of Playd Magazine.
Nothing in this publication may be reproduced in whole or part
without the written permission of the Editor. All copyrights are
recognised and usd specifically for the purpose of criticism
and review. If we have failed to acknowledge your copyright,
please contact us so that we can remedy the situation.
Although we have endeavoured to ensure all information is
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
Alan Wake
The future of survival horror is called Alan. How odd...
December 06
PREVIEW
10 December 06
PREVIEW
by Sean Bonner
Publisher: Ubisoft • Developer: In-House • Available: Q1 ‘07 • Systems: Wii
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.
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.
14 December 06
PREVIEW
Too Human
Too ambitious?
16 December 06
PREVIEW
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
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...
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.
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.
25 December 06
Advanced
hosting services
Here at RK Hosting, we have two very simple goals we like to stick to. We aim
SHARED HOSTING to offer great service, and we’re always here to help. Whether it’s the crack
£3.50
400Mb Space FROM
of dawn or the dead of night, we’ll be here waiting. We’re here to give you as
5Gb Transfer much time as you need. No limits.
Unlimited MYSQL Per Month
cPanel • Web Hosting
RESELLER HOSTING • MS FrontPage Website Hosting
• PHP, CGI, Perl, MySQL
£5.00
1500Mb Space FROM
22Gb Transfer • Unlimited Email and FTP Accounts
Unlimited MYSQL Per Month • Fast, Free, 24/7 Tech Support
cPanel / WHM • Streaming Audio/Video Hosting
DEDICATED HOSTING
t 0870 89 66 801
80Gb Space
1000Gb Transfer
FROM
£40.00 e sales@rk-hosting.com
2 IPs
Control Panels
Per Month
www.rk-hosting.com
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...
28 December 06
REVIEW
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
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.
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.
8
33 December 06
REVIEW
by Chris Waring
Publisher: Koei • Developer: Nippon Ichi • Available: Now • Systems: PS2 • Price: £34.99
34 December 06
REVIEW
35 December 06
REVIEW
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?
Gears of War
Lock, load and prepare to drop that jaw.
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-
9
39 December 06
REVIEW
by Chris Waring
Publisher: Koei • Developer: Inis • Available: Now • Systems: PSP • Price: £29.99
40 December 06
REVIEW
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
44 December 06
REVIEW
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
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?
47 December 06
REVIEW
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?
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
52 December 06
WHY DON’T YOU OWN?
53 December 06
WHY DON’T YOU OWN?
9
54 December 06
THE VAULT
by James Cooper
Publisher: Majesco Entertainment • Developer: GlyphX Games • Systems: Xbox / PC • Version reviewed: Xbox
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
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.
61 December 06
by Chris Waring
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
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
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
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...
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)
subscribe
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
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
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
82
next issue February
Marching to deliverance