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Archive for March 19th, 2008

Chart-Track: Xbox 360 up 35-40 percent following price cuts

March 19, 2008

Chart-Track have said that sales of the Xbox 360 went up 35-40 percent over the weekend following the European price cuts. However Chart Track said its too early to read into this figure at the moment and that the real litmus test would be over the next three to four weeks.

Cooking Mama heats up Majesco sales

March 19, 2008

Majesco reported its fiscal first-quarter (to January 31) results today, with net revenue up to $18.7 million compared to $14.5 million in the same period last year. The company had the success of the Cooking Mama franchise to thank, with the company citing “strong performance” from the titles, including the latest Cooking Mama 2: Dinner With Friends for the DS.

Net income was also up, and in the black this time round at $2.7 million, compared to a net loss in the same period of 2007 of $900,000.

Console game sales comprised 22 percent of the quarter’s total revenues, with the vast majority of those being for the Wii platform. Handheld platform sales made up 77 percent, virtually all of which was from the DS. The figures show the company is leaning even more heavily toward producing games for Nintendo platforms, as last year’s breakdown showed 10 percent coming from consoles, and 63 percent from handhelds.

In the first fiscal quarter of 2008, 99 percent of the company’s sales were domestic, and the remaining 1 percent were international. Last year, by comparison, saw 86 percent of revenue coming from domestic sales, and 14 percent from overseas. The company stated that the tiny percentage of overseas sales was due partly to the fact that several international releases have been put back to the second quarter.

Majesco also reported a higher gross profit margin of 40.2 percent, compared to last year’s 31.1 percent. This is due to two factors, the company believes: the first, higher margins on Wii games, and the second being poor sales last year of Dance Dance Revolution games, which the company is no longer producing.

The company also laid down its slate for the coming year and beyond. Between February and April, Blokus Portable: Steambot Championship for the PlayStation Portable, and Eco-Creatures: Save the Forest, Pet Pals: Animal Doctor, Nanostray 2, and Toy Shop for the DS, and Wild Earth: African Safari for the Wii will be coming.

For the rest of the company’s fiscal 2008–ending November 30–gamers can expect to see the following titles on store shelves: Cake Mania 2, Nancy Drew: The Mystery of the Clue Bender Society, and Babysitting Mania for the DS. For the Wii, Cooking Mama: World Kitchen, Blast Works: Build, Trade and Destroy, and Wonderworld Amusement Park.

After that, over the holiday period and the company’s first quarter 2009, Our House on the Wii and DS will be coming, Cake Mania will reach the Wii, and Major Minor’s Majestic Ranch will also be hitting the world, created by the PaRappa the Rapper team.

Majesco kept its 2008 outlook steady, reconfirming it is expecting full-year net revenue to be between $53 and $58 million. It also believes that international sales will rise again, and be between 10 and 20 percent of the total net revenue by the end of the financial period.

Emergency Mayhem Hands-On

March 19, 2008

Though Emergency Mayhem was originally unveiled at the Electronic Entertainment Expo nearly four years ago for the PlayStation 2 and the original Xbox, its future was cast in doubt when original developer Acclaim filed for bankruptcy. But just as Made Man and Juiced eventually saw the light of day with some outside help, Emergency Mayhem has been resurrected for the Wii thanks to Codemasters and Warner Bros.

In Crisis City, all hell has broken loose: Phone booths have been wired with explosives, monkeys are on the loose, long-haired hippies have swallowed nails, dogs and cats are living together, and even more craziness. As a member of one of the emergency agencies–fire, medical, or police–it’s up to you to restore as much order as you can as fast as possible in a free-form, minigame-filled romp that feels very much like Crazy Taxi meets WarioWare.


You’d better get going; you’ve got a city to save.

After selecting from one of the emergency agencies in career mode, you’re dropped off in one of the four precincts of Crisis City with the goal of reducing the mayhem in the streets. You’ve got an open world to explore in any way you choose, but make sure not to dillydally about too much, because your time is limited. Once you start, a countdown clock begins to run, and the only way to keep the game going is to find and complete missions with the help of a revolving arrow that appears at the top of the screen when a mission is nearby.

Once you find a mission, which appears as a colored cone of light, you need simply park inside it to begin. Missions come in a variety of types, and each is customized to your agency. For example, simple “drive from point A to point B”-type missions may be for patient deliveries when you’re in an ambulance, but once you’re behind the wheel of a police cruiser you may find yourself delivering donuts to your famished fellow officers. Sometimes these missions are timed, and other times you may be delivering sensitive materials, which will force you to pay extra attention so as not to hit anything–it all depends on the circumstances behind each of your requests, which are delivered by the cheerful-yet-snarky dispatcher through the speakers on your TV or your Wii Remote.

Many of your missions, however, are minigames that depend, again, on your agency. Police recruits, for example, may have to disarm explosives by untangling their wires and snipping them in the correct order, help citizens in need by inflating their punctured car tires, or fight deranged monkeys in the supermarket by shooting them with bananas. Each of these minigames uses the various features of the Wii Remote, from IR pointing to waggling, and each typically lasts around 15 seconds. Other minigames we played included putting out dumpster fires, using a magnet to remove swallowed nails, ramming thieves off the road with a cruiser, and using a trampoline to rescue jumpers from a burning building.


Crisis City’s boys in blue had better be up to the task.

Each precinct in career mode is a completely self-contained world, but you also have the option of playing a more exploration-driven version throughout all of Crisis City. In this mode, the time limit has been eliminated, and the roadblocks that prevent inter-precinct travel have been removed, so you’ll have access to missions all over the gameworld. If you want to jump straight into the minigames, there’s also a party mode that gets you right into them. You can play through them alone for your best times, simultaneously with a friend in a head-to-head match, or with up to four players on a single Wii Remote in a fast-paced hotseat game.

Look for Emergency Mayhem to hit the stores next month. For the final word on this bizarre open-world emergency driving game, check back later for our review.

-If Its Games

PDC World Championship Darts 2008 Review

March 19, 2008

The first PDC Darts hit the PC and PlayStation 2 in late 2006, and although it had a budget look and feel, it wasn’t a terrible game by any means. With the Wii and its motion-sensitive controller arriving not long after, it was clear that there was potential for the game to make the jump to Nintendo’s console, and now it has. The result is PDC World Championship Darts 2008, in which you use the Wii Remote to throw darts with some of the world’s best players. While that alone may prove to be a draw for fans of the sport, the control scheme has been poorly implemented and feels particularly imprecise when you use it as suggested. Considering also the dreadful overall presentation, poor graphics, and uninspired multiplayer, this game is a definite missed opportunity.

Thanks to an official endorsement from the Professional Darts Corporation, one of the sport’s two main international federations, the game boasts a roster of some of the most well-known darts players in the world, including Phil “The Power” Taylor, Raymond “The Man” van Barneveld, and Colin “Jaws” Lloyd. A total of 16 PDC players are in the game, and you also have the option to create your own custom players from scratch.


PDC 2008 offers 16 professional darts players, including Raymond van Barneveld.

Modes on offer include single exhibition matches, tournaments, career, and multiplayer party games. In career mode, you travel the world to compete in seven tournaments: World Championship, UK Open, US Open, German Darts Championship, World Grand Prix, World Matchplay, and Las Vegas Classic. One to four players can participate in 14 different party games; in addition to the usual game of darts, you can choose to play special games, such as around-the-clock, 21, and cricket.

The Wii Remote should have been an excellent controller for a darts game, but PDC completely fails to realize this potential. When using the remote, you take a shot by pointing at the screen, locking on to the target area of the board by pressing the A button, and then making a dart-throwing motion by thrusting your hand forward, releasing the button as the power gauge passes into the optimum zone.

It’s almost impossible to make accurate throws on a regular basis because the controls aren’t responsive, so your success will depend far more on luck than skill. It’s difficult enough to feel comfortable with the mechanics on amateur settings, but when you advance to professional and master difficulties, the power gauge is removed entirely, forcing you to rely solely on intuition and feel.

The only alternative is to play with the Nunchuk’s analog stick, which is much the same as the standard controls in the PS2 version. In this method you aim with the remote and use the stick to control the power of your throws. While it’s not an experience unique to the Wii, the analog stick is more accurate and responsive than the Wii Remote alone and offers a greater degree of control. It’s still a bit awkward at times, but it’s certainly the easier option.

The graphics in PDC 2008 are nothing short of dreadful, with little improvement over what we saw in the PlayStation 2 version two years ago. Textures and menu pictures are highly compressed, player models look plastic and expressionless (and remain perfectly motionless up to the moment they throw a dart), and some of the hair is positively laughable. Taylor seems to have a butchered Lego haircut, whereas Lloyd’s famous spiked hairdo has been turned into a row of razor-sharp hedges. There aren’t even any alternative clothing options, so if you choose an exhibition match using two of the same player (Taylor vs. Taylor for example), it can be confusing.

In terms of audio, the menu screens are accompanied by generic rock music, but during gameplay, the only noise comes from the thwack of the darts as they hit the board. It’s strange that the pub environments have no ambient detail. There are no casual spectators or even any staff walking around, and the player animations are exactly the same whether they’re playing in a major tournament or in the aforementioned empty pub. Thankfully, the commentary from Sid Waddell offers some comedy value, though it does quickly become repetitive and many of his colloquialisms will undoubtedly be lost on international players or those unfamiliar with the sport.


With or without the Nunchuk, the controls are pretty frustrating.

The game has a few things going for it, such as the various multiplayer games, which make for a nice break from traditional matches and add to the limited replay value. While the game does at least calculate the scores, it certainly doesn’t help you understand the rules of the more complex modes. Multiplayer games such as cricket are explained in massive blocks of text hidden in the menu system, but you won’t get any hints about possible or recommended checkout shots in standard games, let alone what you should be aiming for next in the party games. If you’re into the sorts of darts games featured, then the lack of hints might not be too much of a problem, but omissions such as this combined with the atrocious presentation do nothing to appeal to new players.

With shoddy controls, poor presentation, and an unfinished feel, PDC World Championship Darts 2008 is a poor sequel and a definite downturn for the series. All things considered, it’s impossible to recommend this game to even the most ardent fans of the sport longing to play it on the Wii. You would almost certainly have more fun–and spend less money–by buying a real board.

FlatOut: Head On Review

March 19, 2008

There’s something rather charming about the low-fi nature of FlatOut: Head On. With its Dukes of Hazzard-style vehicles and single-minded hunger for destruction, it definitely has a gritty charm–like Burnout on a budget, if you will. But what FlatOut lacks in refinement, it makes up for with a twisted sense of humour, an assortment of game modes, and some frankly outrageous stunts. FlatOut fans will definitely get a feeling of d

MLB 08: The Show Review

March 19, 2008

Sony’s MLB series has been top dog for several years running now, and that hasn’t changed in 2008. MLB 08: The Show doesn’t have much in the way of new content, but it improves upon last year’s game in almost every department, and it’s the baseball game to get if you’re a PlayStation 3 owner looking to play America’s Pastime.

Its play on the field is where MLB 08 shines the most. Everything–the pitching, hitting, fielding, animations, and atmosphere–is sublime. Hitting is similar to what it was last year. You can guess pitch type and location, and are rewarded with a red indicator just before the ball is delivered if you guess correctly. There are two swing types: power and contact. Initially you may find yourself swinging at every pitch with a power swing, but you’ll quickly find that picking the proper swing for each situation is paramount to your success as a hitter. What MLB 08 really gets right about hitting is the timing; there’s just enough time between when the ball is released and when it gets to the plate to determine what kind of pitch it is and if it’s a ball or a strike. This might sound insignificant, but it’s something very few baseball games get right. From frozen ropes to ground-rule doubles to seeing-eye grounders, there’s an incredible variety of hits, and what’s more, they all come off the bat naturally, which is yet again an area in which other baseball games have difficulty.


Pitching’s button-pressing mechanics feel a bit dated, but they get the job done.

Pitching eschews the trend of using the right analog stick and sticks with four button presses. The first button press is to select your pitch, then there’s one to start the meter, one to set power, and one to determine effectiveness. Your catcher will call for a location based on the hitter’s strengths and weaknesses, so you’ll often find yourself taking a little something off of a pitch to make sure you hit your spot. You’ll still make some mistakes, and your placement will suffer for it, but you’re not punished overly harshly for making one little mistake. This method might not feel quite as natural as using the right analog stick, but it’s effective and accurate, and that’s what matters most.

One thing that tends to get overlooked in baseball games, by both the people who develop them and the people who play them, is fielding. That’s not the case with MLB 08. Fielding just feels right. Players move at the proper speed, the fielding animations are incredible, and the controls are tight. Anyone who has watched Omar Vizquel turn a double play in real life knows how elegant and effortless he makes it look. Now you too can do the same, and it’s a blast. That’s right: Fielding is fun here.

Most of the changes made in MLB 08 are minor but go a long way toward making the game play better. One area that has seen some improvement, but not quite enough, is Road to the Show. In Road to the Show mode, you create a player at any position and try to lead him from the minors to (hopefully) the Hall of Fame. Whether you’re a pitcher or a hitter, you’re given a goal by your manager before each at-bat, and you’re awarded points for achieving that goal. A hitter might need to drive in a run, get on base, or simply take a strike. A pitcher might need to secure a strikeout, induce a ground ball, or get ahead in the count. Thanks to new and more forgiving goals, you’re more likely to earn points, which is a good thing because applying said points nets a minimal amount of improvement to your attributes.

Road to the Show has several strengths. For starters, you play only when your player is at-bat, pitching, or directly involved in a play. This makes games go by much faster than they would if you were playing every pitch of a nine-inning game. It’s also nice to be in control of one player from the first pitch to the last pitch of his career. The player editor is extremely robust and there are hundreds of announcer-voiced names to choose from, so you really feel a connection with your onscreen persona; you’ll be thrilled when he does well, and you’ll get frustrated and start to press when he’s mired in a slump.

That said, Road to the Show falters in a few areas that make it significantly less enjoyable than it could be. The biggest issue is that it can take a very long time to work your way from the minors to the bigs. We created a second baseman and signed with the Cubs because they were weak at the position. After a mediocre spring training, we were sent down to be a bench player in AA. After about a month of tearing up the league, we took over the starting role, and that’s when the mode got frustrating. A few weeks later, the player we had supplanted was called up to AAA, even though we had fulfilled all of the objectives, such as hitting for a certain average, not striking out, and improving specific attributes during the evaluation period. Undaunted, we plugged along and found ourselves among the league leaders in every major statistical category, but time and time again we were told we weren’t ready.

After 100+ games, we were hitting .417, led the league in hitting, hits, doubles, and triples, and were in the top five in home runs, steals, and runs batted in. We had also fulfilled every objective in the previous three evaluations, and the players above us were hitting about .240. The organization recognized that we had the skills and were in the midst of a great season, but we were told to stick it out in AAA. We asked for a trade and were rebuffed. Checking our scouting report, we found that what it was saying was based purely on our attributes and not our production, given that it chastised us for being poor with the stick even though we were leading the league in hitting with a batting average over .400. Furthermore, it said that we were a poor fielder even though we had made one error in our entire career. Eventually, frustrated at having played every at-bat in more than 130 games (including spring training), we simulated the rest of the season and got called up on the last day because of an injury, but we didn’t get an at-bat. Going into the next spring, we declined our option because we were making only $30,000 a year and wanted some more cash. We went back to camp with the Cubbies, and after simulating spring training, we found ourselves back in AA. Yes, this is a somewhat plausible situation in real life, but people play video games to escape from the everyday grind, not to experience more of it. You may have an entirely different experience with Road to the Show (pitchers seem to have an easier go of it), but ours left a lot to be desired.


If stats like these can’t get you out of AA, what will?

There are a few other ways in which Road to the Show could stand to be improved. Although the games in this mode take less time than a normal game, they still take too long. This is partially due to the excessive load times before and after each game, but it’s mostly because of the time you waste standing on the basepaths watching and waiting for the hitters behind you to make contact. It’s achingly boring to get on base as the lead-off man and then stand there for another 20-30 pitches with nothing to do. It’s realistic, but it’s terribly uninteresting. Fielding (which is fine in the traditional mode of play, but was problematic in Road to the Show last year) has been improved, and you can now see the ball easily and earn some points for positive plays, but it’s still far from perfect. The artificial intelligence hardly ever throws anybody out, so running to cover second on a steal attempt is pointless. There are also too many ground balls. In the 100+ games we played, we handled exactly five pop-ups and one line drive. Lastly, your play in the field doesn’t really seem to matter. You can go the extra mile and make a diving catch, or you can let the ball trickle through, but it never comes back to help or hinder your career.

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Aussie game charts: March 3-9

March 19, 2008

Guitar Hero III: Legends of Rock for the PlayStation 2 continues its reign of rock over the Australian game charts for the second week in a row, according to data trackers GfK Australia. The recently released Guitar Hero III: Legends double pack for the Wii, which contains two guitars, has debuted in third position, whereas the Xbox 360 version sunk five places from the previous week, to number nine.

The Mario & Sonic at the Olympic Games duo have been split up from the previous week, with the Nintendo DS version sitting at number two and the Wii version at the other end of the chart in eighth spot. THQ’s answer to the Battlefield series–Frontlines: Fuel of War for the 360–has debuted in at number seven. Bringing up the rear at number 10 is Bully: Scholarship Edition on the Xbox 360.

In other charts news, the recently released Warhammer 40,000: Dawn of War: Soulstorm has debuted at number two on the PC charts. Despite it being a stand-alone game, the original Dawn of War from 2004–Warhammer 40,000: Dawn of War–has reappeared in the PC charts in sixth spot, after a long break.

All sales stats, including console-by-console breakdowns, can be found below:

Top 10 Full-Priced Games

1. Guitar Hero III: Legends of Rock, PlayStation 2

2. Mario & Sonic at the Olympic Games, Nintendo DS

3. Guitar Hero III: Legends of Rock double pack, Wii

4. The Sims 2: Free Time, PC

5. Assassin’s Creed, Xbox 360

6. Dora the Explorer: Dora Saves the Mermaids, Nintendo DS

7. Frontlines: Fuel of War, Xbox 360

8. Mario & Sonic at the Olympic Games, Wii

9. Guitar Hero III: Legends of Rock, Xbox 360

10. Bully: Scholarship Edition, Xbox 360

Top 10 PS3 Games (over A$60)

1. Call of Duty 4: Modern Warfare

2. Uncharted: Drake’s Fortune

3. Guitar Hero III: Legends of Rock bundle

4. Conflict: Denied Ops

5. Burnout Paradise

6. Assassin’s Creed

7. Devil May Cry 4

8. Unreal Tournament 3

9. Ratchet & Clank Future: Tools of Destruction

10. Lost

Top 10 Xbox 360 Games (over A$50)

1. Assassin’s Creed

2. Frontlines: Fuel of War

3. Guitar Hero III: Legends of Rock bundle

4. Bully: Scholarship Edition

5. Call of Duty 4: Modern Warfare

6. Halo 3

7. Lost Odyssey

8. Devil May Cry 4

9. Conflict: Denied Ops

10. WWE SmackDown! vs. RAW 2008

Top 10 Wii Games (over A$50)

1. Guitar Hero III: Legends of Rock double pack

2. Mario & Sonic at the Olympic Games

3. Super Mario Galaxy

4. Guitar Hero III: Legends of Rock bundle

5. Mario Party 8

6. Lego Star Wars: The Complete Saga

7. Big Brain Academy: Wii Degree

8. Ghost Squad

9. The Legend of Zelda: Twilight Princess

10. Super Paper Mario

Top 10 PC Games (over A$20)

1. The Sims 2: Free Time

2. Warhammer 40,000: Dawn of War: Soulstorm

3. Call of Duty 4: Modern Warfare

4. World of Warcraft

5. Frontlines: Fuel of War

6. Warhammer 40,000: Dawn of War

7. World of Warcraft: The Burning Crusade

8. Crysis

9. The Sims 2: Teen Style Stuff

10. WOW Battlechest

Top 10 Nintendo DS Games (over A$40)

1. Mario & Sonic at the Olympic Games

2. Dora the Explorer: Dora Saves the Mermaids

3. Cooking Mama 2: Dinner With Friends

4. Professor Kageyama’s Maths Training: The Hundred Cell Calculation Method

5. EA Playground

6. Pok

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GameStop rakes in $7.1B in ‘07

March 19, 2008

Last month, AdWeek magazine revealed that GameStop, the world’s biggest specialty retailer of games, had been successfully marketing games via its in-store television network. Today, the Texas-based retailer’s annual earnings report revealed it successfully sold plenty of other games as well.

For its 2007 financial year, which ended February 2, 2008, GameStop revenues increased 33 percent to hit a massive $7.1 billion total. After debt retirement costs of $12.6 million, the company’s net earnings–aka profit–for the 52-week period were $288.3 million. The retailer is enjoying a year-end cash balance of $857 million despite having had opened 586 stores worldwide during the period.

For the most recent quarter, GameStop reported net earnings of $189.8 million (up 46 percent) on revenue of nearly $2.9 billion (up 24.4 percent). One of the main reasons for the retail chain’s successful holiday quarter was last year’s bumper crop of top-shelf games. GameStop singled out five in particular as being best-sellers: Super Mario Galaxy, Call of Duty 4, Guitar Hero III, Assassin’s Creed, and Rock Band. The company also cited its highly profitable used game business as a key revenue driver.

Console sales were also a big factor in GameStop’s banner 2007 fiscal year. “What is particularly noteworthy is that 2007 was a transformative year with hardware sales setting records and the installed base of users reaching an all-time high,” declared CEO R. Richard Fontaine in a statement. “Likewise, the expanding demographic profile of the video game player has moved this business into the mainstream of entertainment.”

Looking ahead to the current fiscal year, which ends on January 31, 2009, GameStop’s guidance is positive. The company predicts revenue growth of between 19 and 21 percent for the year, with sales rising 24 to 25 percent in the first fiscal quarter thanks to the releases of Super Smash Bros. Brawl, Devil May Cry 4, and the forthcoming Grand Theft Auto IV. The company expects to open another 575 to 600 stories during the 52-week reporting period.

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Imperium Romanum Review

March 19, 2008

Even with a cool new Latinized name, Imperium Romanum is pretty much the exact same game as Glory of the Roman Empire, which came, saw, and inspired a thousand yawns back in 2006. This carbon copy also has tougher problems to deal with than simply ripping off a two-year-old snoozer that nobody much cared for, since a legion of bugs leave the game stuck somewhere between “unstable” and “God help you.”

And that last sentence isn’t hyperbole. In its launch state, Imperium Romanum is virtually unplayable. Crashes are so commonplace that it’s almost impossible to get through a scenario without the game hard-locking your system and forcing a reboot. Any sort of monkeying around with the default graphical settings tends to make matters much worse. Turn on antialiasing or anisotropic filtering, for example, or dial up shadows and grass detail, and chances are pretty good that the game will freeze before you even make it to a scenario loading screen. You’re really going to want to crank up the graphics, too, because it will seem like you’re viewing the game through a screen door at the default 1024×768 resolution and lowball detail settings. It doesn’t take much fiddling for the game to go boom, either. Sometimes it crashes on interface menu screens that are just displays of text and a few static pictures. These bugs are depressingly common, if the posts at the developer’s official forum are any indication. Haemimont is promising to release a patch in the near future, but really, this game never should have been shipped in such an rickety condition in the first place.


City building like grandma used to make.

Even if you can keep Imperium Romanum up and running, you’re not going to experience anything that you haven’t encountered many times before. As noted off the top, this is really just a refined take on Glory of the Roman Empire, with an improved 3D engine and more Rome-specific civilizational touches. But the overall design still feels phoned in. There is no formal campaign, for instance, just an historical timeline mode where you gradually proceed through scenarios from key moments in Roman history. You start off with just Rome in 509 BC, Rome in 146 BC, and Pompeii in 70 BC (although this should actually be AD 70, as that’s when Mount Vesuvius blew its top and buried the provincial town in ash), with success in each mission unlocking around a dozen further stops along a timeline that ranges all the way from the birth of Rome to the second century AD. The actual history represented in these scenarios is awfully skimpy, however, so you’ll really only get anything out of them if you’re already familiar with ancient Rome and know what events the dates represent. The only other mode of play is a sandbox mode that takes you to rough approximations of famous Roman cities like Thessalonica and Caesarea. It’s equally light on history, with terrain being the only real links between these simulated cities and their ancient inspirations.

Gameplay doesn’t provide much in the way of an ancient history lesson, either. It doesn’t appear as though Haemimont is very concerned with history–or spell-checking, for that matter, given how you’re called a “Preator” all through the tutorial. You’re really playing a stereotypical city builder with some Roman-inspired visuals, not a Roman city builder. So you build the standard-issue town with the expected town center, the de rigeur houses, the usual barracks and stables, and the rather familiar flax and pig farms. None of these buildings look particularly Roman, just vaguely ancient in a generic style. All share so many similar characteristics that it’s hard to tell a villa from a tavern at any distance. Resources are standard for this sort of game, too, with you gathering timber, stone, meat, wine, and so forth. Combat is just as basic, in that you occasionally have to raise armies of soldiers, archers, and cavalry to beat down pesky barbarians.

There isn’t anything particularly wrong with any of this, of course. During stable moments, the game plays quite smoothly, with a reasonable level of challenge and an easy-to-use interface that places all of the controls at your fingertips. The only real hitch is the absence of a proper time-compression option, as the game runs on only two speeds–”really slow” and plain old regular “slow.” But it all feels so dreary and uninspired. Too much here is patterned after the city-building template first laid out in games like Caesar over a decade ago. Scenario objectives sure don’t break any new ground, so don’t expect any big thrills here unless you’re still having a blast building a town up to 60 citizens, or reaching a certain number of villas, or constructing a monument like a triumphal arch. The only mildly intriguing modern touch is automatic tracking of high scores over the Net, which gives you a target to shoot for each and every time you load up a scenario. Of course, this is still a pretty poor excuse for going head-to-head with another wannabe city planner in a real multiplayer mode.


Raising armies and sending them into combat is a brainless exercise.

Even if you appreciate this sort of mundane city building, many aspects of the design seem broken. It’s sometimes impossible to satisfy citizens’ demands for basic amenities like water and sausages. Residents often won’t stop whining even when you drop wells and butcher shops right on their doorsteps. Many times you have to micromanage your plebs by manually clicking on them and ordering them to satisfy their needs by buying sausage or whatever it is that they’re griping about. Riots will sometimes start up when you’ve got just a couple of angry citizens in your whole town. Fires will sometimes begin for no reason, even if you’ve got the town fully covered by prefectures, apparently just to set you back and drag out scenario length. Needless to say, this isn’t a great deal of fun. Having half-wits torching villas when they can’t find the butcher shop across the street is a real pain, as is enduring the random, fiery wrath of Vulcan on your farms. Employment is another problem. Jobs are slotted for men and women, with men getting the grunt farm work and women taking care of taverns. This is fine and dandy when it comes to providing a realistic look at the sexist times way back when, but it’s a pain when most of the jobs are reserved for men. Unless you have the room and denarii to build a pile of woman-hiring taverns, your unemployment rate is guaranteed to be eternally high due to all the women who can’t find jobs.

Army management is such a total waste of time that it shouldn’t have been included in the game at all. Buildings such as barracks and stables create and maintain only a single complement of troops. If you want more than one company of soldiers, you have to build multiple buildings, which is well-nigh impossible in many scenarios due to lack of space and money. This makes combat excruciatingly drawn out. If your single company of, say, hastati is beaten to a hasty retreat by a pack of marauding barbarians (all your enemies are marauding barbarians, by the way), you have to wait for your boys to retreat to their barracks and then slowly rebuild their numbers. Lose a couple of scraps and you spend more time waiting for troop strength to get back up to snuff than you do actually playing general. Not that you can do much ordering around even if you get onto a Trajanlike roll. Aside from basic moving and a couple of formations, the only battle commands are attack, retreat, and stop. So all you can really do is point your troops at the nearest enemy town and hope they wind up burning it to the ground.

Buggy, boring, and pointless, Imperium Romanum is about as hard on gamers as Nero was on Christians. It may get some of the basics right, but the many technical flaws and the simplistic regurgitation of game mechanics almost as old as Hadrian’s Wall leave very little here to be enjoyed, no matter how much you like playing Caesar.

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Jack Keane