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SimCity Societies City Spotlight - Robber Baron

November 8, 2007

Official Trailer

This is the kind of city you could end up with if you choose to play as a robber baron.
Watch | Download

Scheduled for release later this month, SimCity Societies is a city-building game that promises to offer a much more hands-on approach to urban planning than previous games in the series. For example, previous SimCity games let you place zones designated for residential, commercial, or industrial use, but Societies will task you with placing individual buildings. This will not only give you more freedom to design the appearance of your city, but also to impact its residents in ways that simply weren’t possible previously. How you decide to use this newfound power is entirely up to you, of course, and there’s no reason why you can’t put personal gain ahead of the population’s happiness if that’s what floats your boat. Think you might make a good robber baron? Here’s a brief look at what you can expect from SimCity Societies if you choose that path, courtesy of the game’s associate producer.

Robber Baron



By Daniel Alioto

Associate Producer, Electronic Arts

Polluted, dirty, overpopulated, and crime-ridden downtown regions toil away while the fat cats sit behind their walls, as well as police forces, bathing in money. Workers are getting very high unhappiness levels from their work but are receiving, in turn, very high levels of happiness at their “venues,” which causes large mood swings. Limited venue space can create rapid happiness problems if something goes wrong.

These smoggy cities with cracked streets are packed with people–generally with many more people than there are jobs. There is little regard for the health or safety of individual sims and high salaries for employees are almost nonexistent. However, the upside is that simoleons are abundant and the player will have no lack of funds to continue creating the city. Only amongst high turmoil will the production of simoleons come screeching to a halt, which is entirely possible in a city likened to a powder keg.

As a player, you might feel somewhat like a corrupt politician or mob boss, sitting safely behind hired shields and racking in the cash while the sims are breaking their backs knowing that they are expendable. They also know that if for some reason they did lose their jobs, there would other poor souls eagerly waiting in line for them.

The favored homes and venues of the industrial profile used to create a city like this are also breeding grounds for criminals. Making sure to have enough police stations around is going to be important. While you may not care if your city is crime-ridden, you certainly don’t want to let it get too much of a hold on your simoleon production. But just in case it does, you can use your police stations’ special SWAT ability to send out the riot police to round up the criminals and rogue sims. Of course, such an action isn’t free, but with many other industrial buildings offering additions to the treasury as a bonus to the daily grind of the sims, you shouldn’t worry.


SimCity Societies is unlike any previous game in the series.

In SimCity Societies, a city like this looks and behaves as you would imagine. Choked yellow skies and decreased visibility due to smog, with vandalized building textures, as well as an abundance of litter, mar the cityscape. From the music and the lighting right down to the weary sims and their vehicles, this city looks and feels just like a middle-American 19th-century industrial city.

Robber Baron Buildings

These buildings are mostly associated with SimCity Societies’ industrial profile, whereas pollution and poor living conditions are the theme. Injured? Sick? Unable to get to work? We don’t care! We can pack ‘em in so tight that we have enough people to replace the sick and injured at any time! Cracked streets and yellow skies are the norm here. With criminals roaming the streets in droves, this is not a nice place to live! But do you care? No! You are making a lot of money off of your high-population workplaces, as well as their special abilities, which include a production drive and an efficiency drive. The following is a list of buildings associated with the industrial profile:

Brewery Workplace

Colossal Foundry Workplace

Corrupt Police Station Workplace

Dept. of Public Works Workplace

Firing Range Venue

Foundry Workplace

Liquor Store Venue

Loan Shark Workplace

Machine Shop Workplace

Meat-Packing Plant Workplace

Motorcycle Shop Venue

Nightclub Venue

Off-Track Betting Venue

Oil Refinery Workplace

Pawn Shop Workplace

Racetrack Venue

Soup Kitchen Venue

Speakeasy Venue

Steel Mill Workplace

Super Coal Plant Power

Sweatshop Workplace

Temperance Union Workplace

Textile Factory Workplace

Underground Casino Venue

Union Hall Venue

Unionized Steel Factory Workplace

Vigilante Group Workplace

Vocational School Venue

Welfare Center Venue

Check back for a full review of SimCity Societies in the not-too-distant future.

-If Its Games

Q&A: InstantAction pulls out of GarageGames

November 8, 2007

To most people Web browser-based games entail finding a way out of an utterly obnoxious room or punting an adorable penguin as many furlongs as possible until it lands, typically in the most gruesome fashion conceivable. However, the indie game gurus at GarageGames are hoping to change that perception with InstantAction, an online portal that promises “console-quality” games aimed at a hardcore audience.



Cyclomite will be an InstantAction launch title.

Eschewing the casual-game formula, GarageGames is building InstantAction out with games that emphasize high production values. Rather than being based on Adobe Flash or similar programs, GarageGames has created the technology to enable either its proprietary Torque engine or any other game engine to work in a browser. For its users, GarageGames has built up extensive usability features including leaderboards, friends’ lists, and stat tracking.

GarageGames has already signed on support from both established developers and up-and-coming indie talent. In October, Bungie cofounder Alex Seropian’s Wideload Games announced it would be contributing a launch title to the service titled Cyclomite. Currently, more than 12 games are in development, and while GarageGames wasn’t willing to confirm rumors that InstantAction would feature a Starsiege Tribes successor, a first-person shooter is definitely in the works for the service.

Backed by media conglomerate IAC, GarageGames plans to roll out InstantAction in January 2008. Beta testing is currently underway, and those interested in participating can sign up through GarageGames’ InstantAction placeholder site.

To get a better idea of how InstantAction will deliver hardcore games through a casual-friendly medium, If Its Games recently spoke with GarageGames CEO Josh Williams.

If Its Games: So what is InstantAction all about?

Josh Williams: We’re doing browser games, right? Normally when you think of that, you think casual games because that’s all that exists in the browser right now. What we’ve been working on in the background for a couple of years is technology at GarageGames that lets you do higher-end stuff in the browser. Basically, we can do console-quality, near-console quality games focused on core mechanics, action-oriented gameplay–multiplayer stuff with full 3D shooter graphics in a browser. We have a couple games up and running in InstantAction alpha, which we’re trying to launch in early 2008. We’re going to try to push it as early in ‘08 as we can.

IIG: As far as the service itself, what kind of features are you all building in to it?

JW: Already everyone has a profile on the site, along with a friends’ list. With that friends list, you can go through and track what games your friends are playing. We have real-time presence information, so you can see who’s online, who’s offline, and what they’re playing when they are online. You can invite friends to come into your party.

One of the cool things on the site is that when you have a party of players, you can move from game to game on the site together as a group. Normally, of course, you’d go navigate through one game’s lobby system to hook up with your friends, and if you wanted to switch games, you’d have to pop out the disc, put in another disc, go through another lobby system, and hook back up with people, or at least people who have that game. This way, it’s more like a virtual couch where you’re playing together, moving from game to game. We make the whole process of inviting people to play really easy, and another thing we do is provide a URL, a link, that you can send through e-mail or instant messenger that anyone can just click on. When they click on it, they’ll either join your party, or if you’re live in a game session, they can actually join your game server if it’s not full. The idea there is to make joining a game online as easy as watching a video on YouTube.

We have tons of other features, such as the whole idea of leaderboards and stats tracking for games will be in there early on, and over time, since this is a site online, we’ll roll out more features. In the future we’ll plan competitions and have official support for groups and clans and that sort of thing.

IIG: So the main thing you’re trying to convey with this is that it’s not just Adobe Flash-style games.

JW: Right. The reason you don’t see real high-end games in the browser right now is that there’s no real technology to support it. You can’t do much other than single-player, 2D stuff in Flash. There’s [Adobe] Director, but that’s not great for making high-end games. It’s not really improving the technology. The technology we have allows you to develop a game as if it were for a desktop like normal. You don’t have to worry about the fact that you’re in a browser when you’re developing a game, and you can use any engine technology you like. Of course, we make the Torque game engine, but you don’t have to use Torque to make games for InstantAction and have them run in the browser and integrated with our backend system and platform. It took us a couple years to figure out this tech, but basically we allow you to render in the browser and have nice smooth user input and controls in the browser, as well as hook up to the backend features and services like the friends list and profile and all the stats tracking stuff through an API. When you develop for a console or platform, you get a development kit for that platform. We basically view this as a new platform for gaming–like a console for the Web. You get a development kit for this platform as well.

IIG: If this is console-quality gaming, what kind of specifications will people need for their computers?

JW: This really comes down to the specifics for the game. When we say console quality, I want to be clear–not many PCs can run Gears of War or Halo 3 like on their Xbox 360, and the whole idea with InstantAction is to get people up and running quickly. We don’t want to have people sit through 3GB of download before they can actually start playing. We’re not trying to create 60-hour epic games. But we can take full advantage of PC hardware. As for minimum specifications, it is going to be title specific. We encourage developers to make their titles fall back to as wide a range of systems as possible, but some games it might make sense to only support shader model 2.0 graphics cards or what have you. The same version of Marble Blast Ultra for Xbox Live Arcade runs on the 360 as on the PC. We’ve added 11 new multiplayer maps exclusively for InstantAction. So it’s the same game running on the 360 that’s running on the PC browser. When we originally ported it to the browser for InstantAction, it required shader model 2.0 hardware. Now we’re working on fallbacks for it so that even though it won’t look as nice, it can work on a wider range of hardware, and any developer can do that.

IIG: So I guess this all adds up to a different way of thinking about browser games.



Far-future gaming.

JW: Right, exactly. All those Flash games are really simple, they’re little toy games, but it’s awesome that there’s so much creativity out there and really the thing that makes those games so popular even though they’re so simple is that you can get a link, click it, go play and waste five minutes. If you had even better gameplay, better graphics, more compelling content that’s just as accessible, those games would really break out and take off.

IIG: While developing and optimizing these games for browsers, have you found one that’s stood out above the others?

JW: No, working in the various browsers isn’t too much different. We want to roll out with support for XP and Vista, Firefox and Internet Explore. And we want to support OS 10 too as quickly as we can. We’re trying to support all the popular browsers and OSes.

IIG: So once people get into these games, how are they going to be paying?

JW: There again we can be pretty game-specific. The fact that we’re online lets us do all kinds of different stuff. If you’re doing a normal game, you’ve got to stick with charging a price for the retail version or downloadable version, and then maybe a subscription fee or something. What we’ll do with each game is take a look at what makes the most sense for that particular title and really what works best for gamers–what people are going to like the most. For some games, we might just stick with the unit sales thing where we’re charging $10, $15, $20 or whatever it is for a title. If we’re updating a game all the time, and it makes sense for that particular game, then we can do subscriptions. It might make sense that we give a game away for free, the initial version, and then sell add-on content or level packs or what have you. The cool thing about being online is that we can be pretty flexible with it, we can try different stuff and really customize it per title and figure out what works best for people that play.

IIG: Will people be able to pay a standard flat fee and have access to all of the games?

JW: We thought about that, but that’s not how we’re thinking we’ll launch it. But basically we want to talk with people who are coming to InstantAction and spending time there, playing games, and figure out what’s the best model for them. If some kind of bundle package works, then we’ll do it. But we’re not looking that way to start.

IIG: What’s the turnaround time for developing these games?

JW: The development cycle for these games is typically about 12 months. Some games that we have in the initial portfolio were already under development with developers that we had relationships with already. So they might have already had six or nine months in to them, and now there’s only another six or nine months left to do. A lot of the titles are close to completion now, and are slated to be complete when we launch in early January or in the coming months thereafter. So a typical development cycle can range anywhere from 6 to 18 months, is kind of our target range.

IIG: Is it cheaper to develop these kinds of games?

JW: I think it is, partially because we bear some of the brunt ourselves, in terms of helping out with certification and QA when we work with developers. Also, for instance, with Marble Blast Ultra, it has a user interface that’s all done in a Web page. If a developer chooses to make their game that way, we often help out with a lot of that work too. Also, it’s just really fast and easy to develop these sorts of interfaces for the Web. It’s easier than doing it the traditional way. The rest of it is pretty standard PC development costs and timelines. Although, of course, if you leverage good technology, you can save a bunch of costs and time that way, whether that be Torque or any other valid PC engine.

IIG: You mentioned Marble Blast, and GarageGames has done several other casual-style games such as Minigolf Mania and Tube Twist. Where do you all stand with casual games on InstantAction?

JW: Most of the games that are on GarageGames’ online store won’t be coming to InstantAction. You’re right, the games we’ve done in the past or published in the past were basically targeted at the audience that was playing downloadable games online, which has been mostly casual stuff. We’ve never done Bejeweled-style total puzzle games or Chess stuff or whatever. We’ve always had higher-end 3D stuff at least, but yeah, Minigolf Mania is a good example of a 3D game that’s still very casual. That’s not our goal with InstantAction. We kind of had to do those games in the past because there wasn’t a platform like InstantAction that allowed us to do really compelling, core-oriented stuff online. And now there is. We really do see our main audience as core gamers and X gamers. Probably folks like you and I, who like to play core games, don’t have as much time as we used to. But for me, if I can just open a URL and start playing a game for five minutes…and maybe that turns into an hour or something at work…then I’d play them, a lot.



Take a break and hope in a tank.

IIG: So with that rumor circulating of GarageGames working on a game in the vein of Starsiege Tribes, InstantAction is more geared toward these type of gamers. Have anything to say on that game, by the way?

JW: We’re still sticking with our official “no comment” response for now. But, we are working on a FPS, and that’s all I’ll say for now.

IIG: OK, so going back to how the games are smaller and quicker to develop. They seem like they might be geared toward the indie development crowd. Is that where most of the games will come from, or are you trying to attract bigger, more established developers?

JW: Yeah, we’re attracting a lot of bigger, established developers. Of course, we want to support indie developers because there’s tons of creativity there, and at GarageGames our philosophy’s always been about helping foster independent games and game development. So certainly we’re already working with some indie teams, and I’d say that’s in the category of undiscovered talent–really creative, effective teams that have great game ideas that are getting them done, so we’re definitely supporting that. But we’re attracting a lot of pro talent, too, in established studios. A couple of weeks ago we announced Alex Seropian and Wideload Games would be doing a game for InstantAction, and we have other bigger-name developers that we’ll be announcing in the coming weeks and months.

We have over a dozen games in development for InstantAction, with three or four of those being developed internally and the rest are all external–second- and third-party stuff from a mix of big-name developers. There are people who are at big studios who are sick of working on three- or four-year grinds and being just a cog in the wheel of a hundred-man team, who maybe are veterans and remember several years ago when it was still fun to make games. And they can take this as an opportunity to focus on fun gameplay, work on a project for 6, 12, 18 months, making sure the gameplay is really fun, making sure it looks sweet, get it out and find an audience, and then maybe update it over time since its online. That’s a thought that appeals to a lot of developers, too; that they can have a direct connection to their players and audience, iterate quickly online, tweak, make it better, create new content, whatever it is, which is much better than having to go dark for three years, start doing prelaunch stuff, then launch on year four, and then do an expansion pack 12 months later.

IIG: So do you think we’ll see big-name studios doing side projects on InstantAction. As in, while we’re waiting for Gears of War 2, or whatever, Epic Games would put out some fun game in the meantime?

JW: Yeah, when you start thinking about it, there’s all kinds of things you can do. One of the things when we work with a developer, even when we fund the development, we work with the developer such that they own the IP. So, one of the cool things that people can do with InstantAction, and we already have people doing this, is they can take their favorite game ideas, the IPs they most want to work on, and put it out on InstantAction. There, they can develop the core idea of it, make it look sweet, but still have the short development timeline and really get that core gameplay feeling really good. Then, if it does well and people like the idea, they can grow it into a bigger project. Whether that be another version for InstantAction and other platforms, or whether that be a boxed product for consoles or retail PC. That’s a really smart way to leverage the Web, and InstantAction is a great platform for that kind of stuff. And yeah, we already have developers that are thinking in that kind of line, and I think we’ll see that a lot.

IIG: About this time last year, GarageGames cofounder Jeff Tunnell wrote an article essentially conjecturing how much money can be made off of Xbox Live, and it turned out that indie developers are getting, not really fleeced, but they have to pay a substantial amount to Microsoft through distribution fees and what not. Is this something you all are trying to change with InstantAction? As in, are you trying to make it more profitable for indie developers and help them get more exposure?

JW: Yeah, we’re trying to do all those things. Of course, we’re not taking potshots at Arcade or anything. Say whatever anyone wants to say about the rates and where they’re moving now, but it’s still been good for indies over all. Arcade is another platform that helps establish digital distribution in the minds of publishers and of gamers, which is great. It’s another platform for distribution that gives developers more options, which gives them more power ultimately, so it’s been a good thing over all. But for us at InstantAction, we want to go a lot farther. Not only do we offer great royalty rates to the developers that we’re working with, but even when we fund a title, again we work with the developers such that they own the IP. We also do something else that is really rare, if it even happens in the industry when we fund a title. We don’t make the developer work for advances on royalties. We actually pay them a fee to cover the cost of development, and then they earn royalties from day one, right from the first unit they start selling they get a royalty on. So that’s been a big thing for us. In building InstantAction and taking on our investment at the company, not sacrificing those ideals was primary in all our planning and strategizing and discussions for this stuff.

IIG: So do you see Xbox Live or PlayStation Network as services that can coexist with InstantAction, not as competitors?

JW: No, we don’t see them as competitors. As a couple of examples, we take good titles from Arcade and PSN, and potentially even Wii Ware in the future, and when it makes sense, we can bring them to InstantAction. Likewise, when there’s great games from InstantAction, whenever it makes sense, we can take those to console partners as well. We have great relationships with Microsoft, Nintendo, as well as Sony. If it makes sense for a particular title, we can do a console version, and already with a couple of the games we’re funding for InstantAction, we’re going to help bring to console platforms. Just thinking about it as a gamer, even if I wasn’t involved in InstantAction, I’d still check it out and play games there, but I’m still going to have my Xbox, PS3, and Wii, even if I don’t always have the time to actually open them up and play them.

IIG: So you’d say that something that would appear in InstantAction would be comparable to something they’d find on Xbox Live?

JW: Compared to the Xbox Live Arcade portfolio, most of the games on there wouldn’t even make it on InstantAction. That’s not to be disparaging to anything on Arcade, but there’s a lot of casual titles on there. We’re not looking to do Hexic HD or something for InstantAction, that doesn’t really make sense. We wouldn’t really be differentiating our channel from some of the other stuff that’s out there. Marble Blast Ultra is, for our example, kind of the minimum spec. So Marble Blast is multiplayer and single-player, entirely physics-based gameplay that’s got 3D, shaderized graphics–fairly complicated game. Arguably, you could say it’s one of the most complicated games on Arcade, or at least it was for a while. And that’s kind of our min spec for InstantAction.



Marble Blast Ultra will be the minimum spec.

IIG: What kind of effect do you think InstantAction will have on the indie community at large? Do you think it will help raise awareness? Do you think it will get indie developers more on the map?

JW: Yeah, we think it will help raise awareness, certainly. Also, again, it should be a great platform for games and game distribution, and a good business model that way. Every time there’s another platform that comes out that’s successful and works with indie developers, it puts more powers in the hands of developers. The games industry used to be ruled totally by console manufacturers and a couple of publishers, and then there were more and more publishers, and now there are more and more platforms. In the end, its platforms and publishers competing for content. And there’s always a million game ideas and a bunch of people who want to make games, and that’s great. But essentially, it’s easier today to be an indie developer than it ever has been, and we definitely want to help that. Yeah, we hope it has an effect on that and, of course, push the industry forward more.

IIG: Just to touch briefly on the IAC/GarageGames deal. InstantAction was cited as a primary impetus behind the deal. Has that relationship been working out well?

JW: Yeah, we’re superhappy about it. We spent a long time talking to IAC and a bunch of other people about funding options, because we’ve had this vision for creating this platform for games in the browser. But we knew we couldn’t do it on our own; it just takes a lot more resources than we had on hand to get it done. Yet, again, GarageGames was founded on very strong principals, and so we weren’t just going to do a money deal and sacrifice all that. It took us a long time to find a partner who got the vision we were talking about, and who was willing to work with us the way we were willing to work with somebody. It took a very wise company to see the value in working with a partner in this way.

We like the idea of working with IAC, and the main reason we wanted to work with them was they had the same plan, which is funny, for doing InstantAction as we did. They wanted to see high-end core games in a browser, and they just couldn’t found anyone who got it. They talked to dozen and dozens of game companies, from traditional publishers to little indie studios, and they couldn’t find anyone with the technology to do it, or really even got the vision. And when we started talking to them, it was funny because we both would say a little bit, then the other party would say a bit, and so on, and we both were talking about the same thing. And it’s been great working with them since. They’ve basically given us the resources to help get this thing done and out there and really promote it and get it in front of people after we launch. And we’ve been able to learn a lot from them in terms of building a great platform.

IIG: Is there anything else you’d like to add?

JW: When you think about games being online in a browser, one of the other cool things we can do is iterate quickly. Since there’s a direct connection between developer and player, one of the cool things we can do is that players can have a lot of input on the direction that a game goes. Developers can try stuff out and test it online. We think that’s one of the cool things that this platform will provide, too. For our games particularly that we’re developing, we really want to listen to the audience. In the beta period, we’ll be trying out early concepts for future games that we want to work on, throw up different types of stuff early on before it gets launched to private groups and get real-time feedback online and have the players help us figure out what would be best to work on.

IIG: That raises an interesting question. You mentioned developers may want to try out ideas on the service. Have you taken into consideration that people may not like having to pay for games that aren’t really “done”?

JW: We’re never going to charge for a game unless it’s polished, and great and worth paying for. That’d be a horribly bad move for us to try to charge for a game that doesn’t feel done. We’ll never do that. But, if you bought a game or two, you could be selected for access to an early game and give feedback on it. You don’t have to pay for access, that’ll be free. You should be rewarded for giving feedback.

Universe at War: Earth Assault Exclusive Single-Player Hands-On

November 8, 2007

Exclusive Footage

Humanity tries to make a last stand against the aliens.
Watch | Download

Many of the developers at Petroglyph got their start at the now-shuttered Westwood Studios, the birthplace of Command & Conquer, the seminal real-time strategy game that helped to introduce the world to the popular formula of building huge bases and armies to crush your opponents. Therefore, it’s not too surprising to find Command & Conquer influences in Universe at War: Earth Assault, the upcoming game from Petroglyph and publisher Sega that deals with an alien war raging on Earth. We had a chance to play a work-in-progress version of the game to check out how this war of the worlds is shaping up. Please note, the following contains slight spoilers to the story.

The single-player game in Universe at War is notable because there’s a single-player campaign, as well as single-player scenarios. The campaign lets you follow the game’s story, while the scenarios let you alternate between a global real-time strategic mode and real-time battles. The global view divides the world into large territories. You must capture a territory by defeating enemy forces in it. Once a territory is under your control, you can build different facilities in it. For instance, you can dedicate a territory to resource gathering, which provides you funds to purchase additional structures and units. Or you might dedicate a territory to unit production, which will let you churn out new units there. This is similar to other overarching strategic modes in other games, though Universe at War differs from most by having this all take part in real time, not in turns.


Some aliens have come to destroy us, while others have come to help us.

There’s a variety of scenarios that ship with the game, and you can use them with any of the three alien factions. One lets you start with a single territory and you work your way up from there. Another begins with all the world’s territories split evenly among the three factions. That way, you don’t have to spend a lot of time building an empire before the battles begin. Perhaps the most challenging scenario has your territories isolated from one another, and you must try to stave off defeat while trying to reconnect your forces.

If you want more of a linear and structured experience, then there’s the single-player campaign. Considering that the game focuses on three distinct alien factions, it’s a bit surprising that the first missions of Universe at War let you play as the poor “sentients” who are already living on the planet. The prologue kicks off with the alien Hierarchy, a malevolent race that strips planets bare, invading Earth. The opening mission takes place in Washington, D.C. where the Hierarchy have overrun the defenses and are turning civilians, as well as everything else, into raw material. You play as Colonel Moore, a chaingun-wielding tough guy trying to rescue the president from the White House in a classic RTS mission where you have to guide a small group of units around the map, taking out all bad guys that get in your way.

At your disposal are conventional military units, such as infantry, rocket infantry, humvees, tanks, and Apache helicopters. You’re up against “lost ones,” which are the Hierarchy’s infantry unit; grunts, which are tank-sized behemoths; and detection droids, which are spindly tripod war machines, as you battle through to the White House to save the president. The bad news is that he’s wounded, so the second mission is to escort his ambulance through the streets of Washington D.C. to a nearby military fort. Unfortunately, the Hierarchy have brought a walker to the party, a gigantic mobile fortress that walks around on legs. While you’re given a barracks and factory to churn out fresh units, there’s pretty much no way that you can take the walker down.


Global domination is the goal of scenario mode.

Just when things look absolutely bleak for the humans, though, the tide turns. Portals open in thin air and an army of sentient robots emerges to engage the Walker. These robots are the Novus, a machine race that is dedicated to the destruction of the Hierarchy to avenge their organic creators. While the Novus are all machines, they did clone Mirabel, one of their creators. Mirabel serves as a hero unit for Novus and she flies around in Viktor, a giant mech. Interestingly, Mirabel looks human, and when she sees the sentients, she wants to make contact with them. However, Mirabel is overruled by her superiors and sent on another mission. Thus, the prologue for Universe at War ends and the Novus story begins.

The Novus campaign will send you around the world in pursuit of a variety of missions. After helping out the humans, you’ll head off to the Middle East to protect resource centers. There, you’ll need to build an army of Ohm bots, the Novus’ basic infantry, to defeat walkers. The only way to take down walkers is to focus on each of their “hard points” on their hulls, where they have weapons and special attachments. Once those are destroyed, the walker is vulnerable. Mirabel and Viktor can help in this, thanks to their missile barrage and sniper abilities. While the Viktor mech looks like it was taken out of Japanese anime, the majority of Novus’ units look completely original and like high-tech modern art. They can be deadly, though. Dervish fighters can spin and whirl in place, sending waves of energy that can damage or destroy enemies. There are also the blades, which are beefed-up infantry units that can slice apart ground foes.

It’s about the fifth mission in where Universe at War starts to open up and the initial handholding that you got from the game to ease you into it ends. Like many RTS games, this is essentially a game about resource management. You have so many tasks to accomplish, but a relatively limited amount of resources to accomplish them with, which means you have to figure out how to prioritize. Vertigo, a Novus hero unit, has to retrieve the pieces of a galactic portal that the Novus needs before the Hierarchy gets them. At the same time, enemy units are pushing onto your base, which means you have to dedicate units to defense. The Hierarchy walkers are busy tearing up the countryside, including the conduits that are used by Novus units to transport around the map quickly. Oh, and you also need to destroy a Hierarchy base that’s holding onto one of those galactic portal pieces. There’s a lot of tension in this mission and it simply feels like you have too much to do.


Universe at War’s war of the worlds begins in December.

The interface makes your job a bit easier by offering a nice way to eliminate a lot of the micromanagement normally found in RTS games. A handful of buttons at the bottom of the screen lets you access all of your production facilities, so you can designate rally points and build queues without having to repeatedly move the camera from your base to the front lines.

Playing as the Novus is a fun experience when you discover how to use all of the faction’s mobility to your advantage. At the same time, you’re going to need it to defeat the lumbering forces of the Hierarchy. It’s a sobering realization when you figure out that Hierarchy walkers are heading toward your base; you need to throw everything at them to stop them. It’ll also be interesting to see how the game plays out when the shoe is on the other foot and you get to control the Hierarchy or the Masari, the third alien faction. They both play quite differently from the Novus, so you’ll need to adapt your thinking considerably. Based on what we’ve seen so far, Universe at War will deliver a lot of interesting new twists on the standard real-time strategy game. It’s going to ship next month.

-If Its Games

Analysts question Activision acceleration

November 7, 2007

Today, Activision reported that Guitar Hero III: Legends of Rock enjoyed $115 million in first-week sales in North America. The number was an upward revision from the $100 million seven-day figure Activision announced yesterday, which itself led to the company to revise its holiday quarter earning’s forecast up to $1.05 billion and full-year guidance to $2.07 billion.

With the publisher already counting its chickens, industry watchers today weighed in on whether Activision can carry its stellar Q2 momentum through the last half of the fiscal year and into fiscal 2009. Believing Activision to be playing conservative, Wedbush Morgan’s Michael Pachter sees growth of $1.06 million for the October-December months, and a full-year haul of $2.11 billion.

However, with the market more interested in growth than dollars-in-hand, Pachter believes Activision’s current fortunes may spell ill tidings for next year. “We think that the company has the potential to grow publishing revenues above the level we expect in FY:08, but acknowledge that the success of its lineup this holiday creates a formidable hurdle to revenue growth,” he surmised.

Likewise, Nollenberger Capital Partners’ Todd Greenwald also revised estimates on Activision’s fiscal year upward, but raises cautions on how the publisher will continue to grow. Greenwald believes Activision will be able to assuage less dramatic revenue growth with an influx in earnings growth. “We are modeling 12 percent revenue growth coupled with 29 percent earnings growth for next year, driven by a higher mix of next-gen, premium-priced publishing revenue; benefits from outsourcing development to China; and leverage on the G&A line, especially as high legal costs and RedOctane amortization expenses fade away.”

Goldman Sachs’ Mark Wienkes also believes Activision will build on earnings growth into next year in lieu of revenue expansion. In the short term, Wienkes believes this will be done primarily through administrative measures. He put it thusly: “Activision’s management team is in the process of revisiting its TV marketing campaigns, has streamlined its supply chain, and has aligned its studio and developer compensation with margin-focused incentive plans,” he said.

Wienkes also believes Activision is in prime position to capitalize on the upcoming holiday lineup. “Activision’s steadily increasing market share have positioned the company to prosper in the current cycle as its recurring Guitar Hero, Call of Duty, and Tony Hawk franchises have the scale and brands to be top tier sellers this holiday season.”

However, Lazard Capital Markets’ Colin Sebastian believes the rhythm genre remains the ace up Activision’s sleeve, and that the Neversoft-developed Guitar Hero franchise will continue to be the key differentiator in revenue growth. “While the new James Bond and Marvel titles will help to offset the gap caused by Spider-Man and Transformers, we believe the more important growth driver is Guitar Hero, given that the market for music simulation games continues to expand rapidly,” he concluded.

Adopting a wait-and-see approach, Pacific Crest’s Evan Wilson has doubts as to whether Activision’s upcoming in-house properties will be able to outperform this year’s lineup at all. Not completely ruling out growth, Wilson believes Activision may make additional acquisitions to bolster sales.

“We believe it will be more difficult for it to grow at or above the market rate than it was this year, and that growth may come in the form of acquisitions rather than organically,” Wilson said in a morning brief. “However, we believe Activision would attempt to complete an acquisition this fiscal year, although that is increasingly unlikely. To that end, we are most concerned with its ability to meaningfully grow margins.”

Assassin’s Creed stalks Kristen Bell

November 7, 2007

Veronica Mars fans are a dedicated bunch, and the primary object of their affection is the fetching Kristen Bell, the 27-year-old actress who plays the titular detective.



Seeing double can be a good thing.

With the show coming to a shocking demise this past June after three seasons on the air, Bell fans have had to get their fix elsewhere. Lucky for them, the very-in-demand actress has had no problems getting other jobs.

The latest gig for the versatile film, television, and stage actress brings the blonde to new territory–video games. Bell will be featured in the upcoming Assassin’s Creed from game giant Ubisoft, lending both her likeness (see picture, above right) and her voice to the title.

“I was a big video gamer growing up, so working on Assassin’s Creed is my chance to be a part of video game history,” Bell said in a statement. “It’s something completely different than what I’ve done before, so it’s cool I get to branch out and try another entertainment medium.”

Ubisoft has not yet disclosed details on Bell’s character, or whether or not she will be playable. The game publisher will only say she plays a lead character who is integral to the game’s storyline.

Bell currently plays the electric Elle on NBC’s superpowered drama Heroes, where she is signed on for a multi-episode arc. She’s also the narrator for the CW’s Gossip Girl, played a teenage con artist in the western Deadwood, and will be featured in the upcoming geek-love movie Fanboys.

Assassin’s Creed is set in 1191 A.D. during the Crusades, and follows the stealthy and deadly exploits of Altair. As a member of an underground society that rubs out bad guys, Altair nimbly navigates environments before embedding daggers into the jugulars of his targets.

The game is scheduled to be released November 13 on the Xbox 360 and PlayStation 3. For more information on Assassin’s Creed, check out If Its Games’s detailed coverage.

Mutilation Madness (Team Fortress 2 - PC)

November 7, 2007

Calling all Team Fortress 2 teams!


Here's your chance to put your demolition skills to good use. Sign up now to compete in the Team Fortress 2 tournament, Mutilation Madness. Every player on your team could win a $200 Best Buy gift card.

Plus, just for participating you'll get a unique Team Fortress 2 emblem in your profile.

Registration for Mutilation Madness begins Nov. 7, 2007, at 3 p.m. PT.

In Mutilation Madness, 32 seven-player teams have the chance to show off their strengths in shooting, flame throwing, grenade launching, and other fun activities.


As always, we'll broadcast the finals live on If Its Games Tournament TV. You'll get to see your favorite If Its Games editors provide analysis and commentary on the competition, as well as interviews with some of the top players. Be sure to tune in!


NEWS

November 6, 2007

In the next week we’ll be hosting a single elimination online tournament for Team Fortress 2. The tournament will consist of 32 teams, each with 7 players. Now is the best time to let your friends know about the tournament! To be prepared when registration opens, it’s best to talk to your friends and plan to register for a team together.

Registration for specific timeslots happens on a first-come, first served basis for all If Its Games registrants (free or paid users), so be sure to decide on your preferred timeslot in advance and signup together. And don’t forget to recruit at least 3-4 waitlist players.

Posted by JodyR, 1:21pm


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NCsoft moves into City of Heroes, Villains

November 7, 2007

NCsoft announced today that it has acquired Cryptic Studios’ intellectual property rights to massively multiplayer online games City of Heroes and City of Villains. NCsoft will continue supporting the two MMOGs at NorCal Studios, a newly formed studio in Google’s stomping grounds, Mountain View, California.

According to NCsoft, players will not notice any immediate changes to the cities they work to defend (or corrupt, depending on the game). The publisher noted that many of the minds working on the games will transition to the new studio, including lead designer Matt Miller, lead engineer Aaron Brady, and lead artist Ken Morse.

In a post to NCsoft’s Web site, City of Heroes executive producer and NCsoft NorCal Studio GM Brian Clayton also indicated that NCsoft has plans to continue evolving the MMOG franchise. “We’re building this new studio not just to maintain the status quo,” he said. “We’re looking beyond the normal slate of free issues for City of Heroes. We want to use City of Heroes as a focal point and really build on this franchise.”

As for Cryptic, the development house stated that the primary impetus behind the move was to “free up resources for our future projects.” While Cryptic didn’t name names, one of those properties is undoubtedly Marvel Universe Online, a similarly superhero-themed MMOG in development for the Xbox 360 and Windows Vista and being published by Microsoft Games Studios.

NCsoft’s NorCal Studio is the second development house the South Korea-based publisher has set up in the US in recent months. In October, NCsoft formally unveiled Carbine Studios, an MMOG developer based in Orange County, California. Carbine Studios boasts several former World of Warcraft developers, as well as Turbine Inc. cofounder Jeremy Gaffney and Tim Cain–lead designer of the original Fallout and cofounder of Troika Games.

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Supreme Commander: Forged Alliance Review

November 7, 2007

It’s hard to come up with a real-time strategy game that’s as large and ambitious as Supreme Commander, which came out at the beginning of this year. The spiritual successor to 1997’s famed Total Annihilation, Supreme Commander is a sci-fi strategy game that occurs on a scale far larger than regular RTS games. With battlefields that are as large as 40-by-40 square kilometers (or even 81-by-81 in skirmish and multiplayer), the game offers a lot of flexibility and room. When you flash forward to the end of the year, we get Supreme Commander: Forged Alliance. What’s impressive is the amount of stuff that developer Gas Powered Games has managed to squeeze into the standalone expansion in relatively little time.


The zoomed-out strategic view gives you a nice idea of how big the battles in Forged Alliance can get.

Forged Alliance delivers six massive new single-player missions, as well as a slew of welcome improvements and enhancements. These include a new user interface, a graphical upgrade, and a fourth playable faction. The game continues the story of the 1,000-year old Infinite War, where three warring factions of humanity have slugged it out against one another. There are the regular humans in the United Earth Federation, the cybernetic humans in the Cybran Nation, and the alien-influenced humans in the Aeon Illuminate. The end of Supreme Commander showed the “end” of the Infinite War. Depending on which faction you played as, you seized control of the Black Sun superweapon, fired it, and won the war for your side. But if you stayed and watched the end of the credits, Supreme Commander hinted at something else. A rift opened, unleashing an alien horde known as the Seraphim. Forged Alliance picks up a couple of years later, with the surviving human factions trying to fend off extinction. You can play as any of the human factions in the six-mission campaign, and your choice will affect the dialogue that you hear, as well as some of the secondary missions, but the core objectives remain the same in all cases.

If the three single-player campaigns in Supreme Commander have a weakness, it’s that each one ramps up slowly. The first mission gives you access to the most basic of units and buildings, then each successive mission unlocks new toys with which you can play. But it isn’t until the final mission that the game unlocks all of your units and buildings. By that point, there isn’t a lot of opportunity to play with the really cool stuff, like mighty experimental units, which are gigantic war machines that can turn the tide of battle. Sure, you can always play a skirmish or multiplayer game and get access to everything, but the single-player story always feels a bit lacking in that regard.

That problem is solved with Forged Alliance, which assumes that you’ve played through Supreme Commander and are ready to remove the training wheels. Each of Forged Alliance’s six missions gives you access to almost everything from the get-go, with a handful of new units introduced during the course of the campaign. There’s no ramp-up here because each battle is far bigger than anything seen in the original game. The warfare is much more epic and the battles are that much fiercer. You’ll finally be able to unleash navies, air forces, and armies on huge maps. Opponents will throw masses of advanced and experimental units at you, which you’ll need to respond to in kind. The average mission will take at least an hour and a half or so, although some will take longer. There’s a nice variety of missions, including a large, naval battle set amid frigid seas; a desperate last stand against overwhelming odds; and a struggle among three sizeable foes.

You can’t play as the alien Seraphim in the campaign; they’re only available in skirmish or multiplayer. Skirmish mode introduces a nice new adaptive artificial intelligence personality that alternates between offense and defense. There are also a slew of new maps to beef up the overall number considerably. Multiplayer over Gas Powered Games’ excellent GPGNet service is excellent because it makes matchmaking a breeze. You can also check statistics, watch replays, and track the geographical location of your opponents.

On top of the epic campaign, Gas Powered found time to completely redo the user interface, making it slightly more informative and a lot more attractive. Supreme Commander’s interface always seemed bland and dated, but this new UI is sharper and more colorful. The interface improvements are nothing compared to the graphical upgrade. For example, polygon counts on units, textures, and shaders have been improved; thus, the difference between Supreme Commander and Forged Alliance is almost startling. However, this comes at a slight price because performance seems to bog down a bit more on midrange machines, but you can tweak the settings down to what they were before. On high-end rigs, the graphics are a very nice improvement.


The visual improvement over Supreme Commander is considerable.

Forged Alliance does feature some balance tweaks that aren’t quite as welcome. One of the most notable is how nuclear weapons have basically been taken out of the picture. Nukes now take a ridiculously long time to construct. In fact, they take so long that they’re almost useless because almost any game can be resolved before a nuke is even constructed. For instance, the UEF’s mighty and superexpensive Mavor artillery gun, which can launch an unending barrage of shells anywhere on the biggest maps, is a lot faster to build than a single nuke, as well as a lot more valuable. As it is right now, nukes seem like a red herring.

Aside from the nuke quibble, there’s a lot to like in Forged Alliance because it makes an already gargantuan game bigger and better. Supreme Commander fans will finally get to experience campaign missions that let them unleash the full weight of their arsenals, while the size and scope of the game remains far beyond almost anything else on the market. When we look back at 2007 in terms of strategy gaming, it may very well be remembered as the year of Supreme Commander.

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GameSpot tourney seiging Team Fortress 2

November 7, 2007

Into the breach, or close the wall with our dead, friends! Registration begins at 3 p.m. Pacific on November 7 for If Its Games’s Team Fortress 2 Mutilation Madness tournament, presented by AT&T. The Mutilation Madness tourney is open to all registered If Its Games users, and squares off 32 teams with seven players to a side in either Capture the Flag or Control Point mode, depending on the selected map. Matches begin November 12 at 12 p.m. Pacific, and the finals will be broadcast live on Tournament TV on November 16 at 4 p.m. Pacific.

Each member of the victorious team will receive a $200 Best Buy gift card and a one-year If Its Games Total Access subscription, which offers access to exclusive prize tournaments, beta contests, high-speed downloads, and an ad-free experience on the site. Not walking away empty handed, to the runners-up will also receive a free year of Total Access to If Its Games.

The Team Fortress 2 tourney is open to all registered If Its Games users over the age of 17 who are a resident of the US. Head over to the Mutilation Madness tournament page to register and get a complete rundown of the rules. Check out If Its Games’s previous coverage for more on the multiplayer-centric pack-in to Valve’s highly acclaimed Orange Box.

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Call of Duty 4: Modern Warfare Review

November 7, 2007

It took awhile, but Infinity Ward finally got the message that World War II is played out. With modern times and international affairs becoming more and more, shall we say, interesting in recent years, the 1940s just don’t carry as much weight as they used to. Perhaps that’s why Call of Duty 4 has a new subtitle, Modern Warfare. By bringing things into a fictionalized story that still seems fairly plausible, the developer has made a much heavier game. But COD 4 is more than just an updated setting. It’s also an amazing multiplayer first-person shooter and a great but brief single-player campaign with the visual chops to make it a standout shooter in an era filled with seemingly dozens of standout shooters.


While the game may feel short, it covers a lot of ground.

The only real catch is that the single-player is almost shockingly short. If you’ve been keeping up with this style of game, you’ll probably shoot your way to the credits in under five hours. While you can raise the difficulty to give yourself more of a challenge, the main thing this does is make the enemies frustratingly deadly, which sort of detracts from the fun.

While it may have a lack of single-player quantity, it makes up for most of it with its quality. The game tells its story from multiple perspectives, and you’ll play as a new British SAS operative as well as a US Marine. The campaign takes you from a rainy night out at sea on a boat that’s in the process of sinking to a missile silo where it’s on you to save millions from an unsavory nuclear-powered death. Along the way, there are plenty of jaw-dropping moments where you’ll look around the room for someone to whom you can say, “I can’t believe that just happened.” In a world filled with war games in which the good guys come out unscathed and the world is left at total peace, Call of Duty 4 will wake you up like a face full of ice water.

The action in the campaign is usually very straightforward. You have a compass at the bottom of your screen, and the direction of your current objective is very plainly marked. But getting from point A to point B is never as simple as running in a straight line, as you’ll be conducting full-scale assaults in Middle Eastern countries by moving from house to house, taking out what seems like a never-ending stream of enemy troops along the way. You’ll also get an opportunity to raid Russian farmhouses in search of terrorist leaders, disguise yourself as the enemy, and, in one sequence, don a brushlike ghillie suit and crawl through the brush as enemy troops and tanks roll right past you. It’s a breathtaking moment in a campaign filled with breathtaking moments. Unfortunately, it’s about half as long as the average shooter, and there are plenty of sequences where you wish there were just one or two more hills to take.

Of course, if you’re looking for longevity, that’s where the multiplayer comes in. Up to 18 players can get online and get into a match on one of 16 different maps. Many of the levels are taken from portions of the single-player and they offer a healthy mix of wide-open, sniper-friendly areas and tight, almost cramped spaces where grenades and shotguns are the order of the day. There are six game modes to choose from. The old standby is team deathmatch, though you can also play in a free-for-all deathmatch, which isn’t as much fun as the team modes. The other modes are more objective-oriented, and a couple of those have you lugging bombs across the map to blow up enemy equipment, or preventing the enemy from blowing up your base. Others have you capturing control points. Lastly, you can change up the game rules a bit with a hardcore setting that makes weapons more realistically damaging or an old-school mode that puts weapons on the ground as pickups and generally moves away from the simulation side of things.


The campaign takes you to multiple locales, but they’re all full of guys who are begging to be shot in the face.

In addition to just firing your weapon or tossing grenades, you earn some more interesting tactical moves for skilled play. If you can shoot three opponents without dying, you’re able to call in a UAV drone, which basically is an upgraded radar that makes enemy positions show up on your onscreen map for 30 seconds at any time. Normally, enemies blip up onto the map only if they fire their weapon to make their location known. If you can go on a five-kill streak, you can call in an air strike, which brings up a shot of the entire level map and lets you place the air strike wherever you like. When combined with a UAV sweep, this can be really devastating. If you can make it all the way to seven kills–which is actually easier than it sounds–you can call in a helicopter for support. It’ll buzz around the map and automatically open fire on enemies, though enemies can shoot it down, too. These additions to the normal first-person shooter gameplay really open up the game a lot and make it superexciting to play.

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Shippin’ Out November 5-9: COD4, Gears of War PC, Mario & Sonic

November 6, 2007

This year has already produced its fair share of high-profile instant hits with World in Conflict, The Orange Box, Halo 3, and BioShock, to name a few. Now, in November, the retail inferno has become a firestorm. Ringing in the month with a flashbang is Activision’s Call of Duty 4: Modern Warfare. As the title implies, developer Infinity Ward has shelved its World War II roots and given the classic shooting franchise a modern-day face-lift. Rated M for Mature, Call of Duty 4: Modern Warfare is available for the Xbox 360, PlayStation 3, and PC. A scaled-down, T-for-Teen-rated version will also appear this week on Nintendo’s DS.

War is the name of the game this week, as several other conflict-heavy titles come to market. Nearly a year to the day after its console counterpart stormed the sales charts, Epic Games’ Gears of War hits PCs this week. The PC version adds five new levels to the original game’s campaign, as well as three exclusive multiplayer maps and a game editor for creating user-generated levels. The counterpoint to Epic’s brutal shooter announced during this year’s E3 Media and Business Summit, Rare’s adorable papier-mâchê strategy game Viva Piñata also come to life on the PC this week. Rounding out the big-name PC-exclusive offerings is Supreme Commander: Forged Alliance, the first stand-alone expansion to the solidly reviewed epic-sized real-time strategy game from Gas Powered Games.

Saber rattling is also on offer in Bladestorm: The Hundred Years’ War for the Xbox 360 and PlayStation 3. Continuing in its tradition of period-piece beat-’em-ups, Koei’s Omega Force Team reenacts the 14th-to-15th-century war of succession between France and England. Those who prefer their sabers to be manufactured in a galaxy far, far away can check out Traveller’s Tales’ Lego Star Wars: The Complete Saga. A redux of the first two Lego Star Wars games, The Complete Saga adds in a few new gameplay enhancements and modes, and is available for the Xbox 360, PS3, Wii, and DS.

With Mario and Sonic now set to engage in fireball to spin-dash ball in Super Smash Bros. Brawl in February, once arch-rivals Sega and Nintendo team up in the meantime for some friendly competition this week in Mario & Sonic at the Olympic Games for the Wii. Intelligent System’s long-running turn-based RPG series also hits the Wii exclusively this week in Fire Emblem: Radiant Dawn. Sony’s handheld receives a pair of exclusives itself, namely the strategically oriented SOCOM: U.S. Navy SEALs Tactical Strike and Silent Hill: Origins, a prequel to Konami’s original survival horror action game.

Like so many aces up its sleeve, Nintendo is busting out Super Mario Bros. 3 to build anticipation for the mustachioed plumber’s interstellar jaunt Super Mario Galaxy, which is slated for liftoff next week. One of If Its Games’s Greatest Games of All Time, Super Mario Bros. 3 is widely heralded as the quintessential platformer and can be had for 500 Wii points ($5) from Nintendo’s Virtual Console. Sega’s run-and-gun side-scroller Alien Soldier (900 Wii points, $9) makes its first appearance stateside, and Hudson’s Power Golf (600 Wii points, $6) rounds out the VC lineup.

Telltale Games’ gumshoe pooch and rabbit-like thing return for the first episode of their new season this week in Sam & Max Episode 201: Ice Station Santa for PCs. Lastly, two of the seven downloadable titles Microsoft revealed last week arrive sooner than later, with Sierra Online’s polymorphic puzzler Switchball and InterServ International’s Word Puzzle available on Xbox Live this Wednesday.

This week’s new releases are listed below (list taken from retailer information–actual dates may vary).

NOVEMBER 5, 2007

Alien Soldier (Wii VC)

Aqua Teen Hunger Force Zombie Ninja Pro-Am (PS2)

Bee Movie Game (Wii)

Bratz 4 Real (DS)

Build-A-Bear (DS)

Call of Duty 4: Modern Warfare (PC, X360, PS3, DS)

Fire Emblem: Radiant Dawn (Wii)

Power Golf (Wii VC)

Shrek: Ogres and Dronkeys (DS)

Super Mario Bros. 3 (Wii VC)

Supreme Commander: Forged Alliance (PC)

The Bee Game (GBA)

The Simpsons Game (PSP)

Tips, Tricks & Trips + Aircraft Collection (PC)

Zoo Vet: Endangered Animals (PC)

NOVEMBER 6, 2007

Bladestorm: The Hundred Years’ War (PS3, X360)

Blazing Angels 2: Secret Missions of WWII (PS3)

Cabela’s Big Game Hunter 2008 (X360, PS2)

Dragon Quest Monsters: Joker (DS)

Empire Earth III (PC)

Enchanted (DS)

F.E.A.R. Perseus Mandate (PC)

F.E.A.R. Files (X360)

Gears of War (PC)

Ghost in the Sheet (PC)

Hannah Montana: Spotlight World Tour (Wii)

Horse Life (DS)

Hot Wheels: Beat That (PC, DS)

Lego Star Wars: The Complete Saga (X360, PS3, Wii, DS)

LifeSigns: Surgical Unit (DS)

Mario & Sonic at the Olympic Games (Wii)

My French Coach (DS)

My Spanish Coach (DS)

My Word Coach (Wii, DS)

Ontamarama (DS)

Panzer Tactics DS (DS)

Power Rangers: Super Legends (PS2, GC, PC)

Puzzle de Harvest Moon (DS)

Scene It? Lights, Camera, Action (X360)

Silent Hill: Origins (PSP)

SOCOM: U.S. Navy SEALs Tactical Strike (PSP)

The Sims 2: Teen Style Stuff (PC)

Viva Piñata (PC)

World Series of Poker 2008: Battle for the Bracelets (DS, PSP)

NOVEMBER 7, 2007

Switchball (XBLA)

Word Puzzle (XBLA)

Yu-Gi-Oh! The Beginning of Destiny (PS2)

NOVEMBER 8, 2007

Sam & Max Episode 201: Ice Station Santa (PC)

NOVEMBER 9, 2007

My Pet Dolphin (DS)

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AU Shippin’ Out November 5-November 9: Call of Duty 4: Modern Warfare and The Simpsons Game

November 6, 2007

The wait for Call of Duty 4: Modern Warfare (COD4) is almost over for Aussie gamers. This week, virtual warmongers will be able to switch roles with either a British Special Air Service soldier or a US Marine Corps Force Recon operator as they take on terrorists around the world. In addition to single-player action, COD4 features a comprehensive multiplayer mode that extends game life with online play. There is also a perk system that lets you unlock better and more powerful rewards as you climb through the ranks. Essentially, it’s a power-up system you can use to enhance your character or create a custom class. One of the more publicised perks is Last Stand, where, just before dying, your character pulls out a pistol in an attempt to get one last kill in. Expect to see Call of Duty 4: Modern Warfare in stores on 7 November.

One of the other big games to hit the shelves down under this week is Guitar Hero III: Legends of Rock (GH3). Despite not being developed by Harmonix, GH3 stays true to the series’ roots and features a killer soundtrack–and most of the songs are originals rather than cover versions. One of the new features is online play, which allows you to have a thrash-off with other wannabe rockers from around the world online. The next-gen versions of GH3 come with a Gibson Les Paul controller, while the PS2 version of the game comes with the Gibson Kramer. Guitar Hero III: Legends of Rock will be released this Wednesday for the PS2, Wii, PS3 and 360, with a PC version to follow later this month.

Fans of the Simpsons TV series (and movie) can rejoice this week, as The Simpsons Game debuts on all major platforms (apart from the PSP and PS3, which are due to ship next week). The game starts off with Bart discovering that the family is actually in a video game, which in turn gives each member of the family special powers. The different levels get even stranger, and plenty of high-profile games are parodied along the way. If you’ve got a friend and a spare controller lying around, you can also play the game in co-op mode, completing objectives as a team. The Simpsons Game comes out on 7 November, with the PSP and PS3 version to follow shortly.

Four months after its release in North America, Metroid Prime 3: Corruption is finally making its way down under. The game is set six months after the events of Metriod Prime 2: Echos, and you play as vetran bounty hunter Samus Aran in a bid to repair an organic computer decimated by a mysterious virus. This is her first outing on the Wii, and it utilises both the Wii Remote and Nunchuk to guide her through the enviroment. Metroid Prime 3: Corruption hits stores on Thursday.

This week’s new releases are listed below (list taken from retailer and publisher information–actual dates may vary).

November 5, 2007

No releases scheduled.

November 6, 2007

The Simpsons Game (PS2, Wii, DS, 360)

November 7, 2007

Guitar Hero III: Legends of Rock (360, PS3, PS2, Wii)

Call of Duty 4: Modern Warfare (360, PS3, PC, DS)

Lego Star Wars: The Complete Saga (360, PS3, Wii, DS)

November 8, 2007

Metroid Prime 3: Corruption (Wii)

EyeToy: Play Astro Zoo (PS2)

Buzz! Junior: Monster Rumble (PS2)

EA Playground (DS, Wii)

Big Brain Academy: Wii Degree (Wii)

Empire Earth III (PC)

Horse Life (DS)

Pro Evolution Soccer 2008 (360, PS3, PS2)

Clive Barker’s Jericho (360, PS3, PC)

Disney Princess: Magical Jewels (DS)

Disney Princess: Enchanted Journey (PS2)

F.E.A.R. Perseus Mandate (PC)

Offroad Extreme (PC)

November 9, 2007

The Witcher (PC)

Eternal Sonata (360)

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Thrillville: Off the Rails Review

November 6, 2007

Many games promise that they’re “fun for the entire family,” but very few actually deliver an experience that can be enjoyed by both kids and adults alike. Thrillville: Off the Rails is one game that makes good on this promise. Whether building your own amusement park or playing the games and riding the rides, there’s never a shortage of ways to have fun. Thanks to the inclusion of 50 minigames, Off the Rails is one of the better party games out there as well.

Thrillville’s single-player campaign places you in the role of a theme park manager. Your goals include making the guests happy, ensuring the critics give your park a fair shake, and preventing a rival theme park from ruining your park’s reputation. You start off with one theme park broken into three distinctly themed areas. As you complete missions like playing minigames, building certain rides, and managing staff, you’re awarded thrill points, which eventually unlock new parks, each with its own theme.


Most of the minigames are really fun.

There are simulation aspects to Off the Rails, but nothing as deep as other “Tycoon” games. Sure, you can set prices, run advertising campaigns, and even borrow money, but there’s very little benefit to be gained by doing so, and money is never a problem. Most of your time will be spent placing rides, stalls, and games, and, of course, building coasters. Placing new attractions is a piece of cake: Scroll through a menu until you find what you want to place, locate a good spot, and press a button to drop it into place. Unfortunately, you’re a bit limited as to where you can place buildings as well as how many you can place. Each building consumes power, and each of your park’s three areas has a limited amount of power available. This seems to be the game’s way of making sure the frame rate can keep up, but it’s frustrating to have the room and the money to build something, only to be told that there’s not enough power available. This doesn’t ruin the game, but it would have been nice to be able to place more stuff.

Building coasters is surprisingly simple. If you’re not into designing your own roller coaster, you can purchase prebuilt rides with the press of a button. But that would mean depriving yourself of one of the game’s best aspects. It’s really easy to build a crazy coaster. All you have to do is pick what type you want (wooden, hanging, flume, and the like) and then start dropping pieces into place. The interface is intuitive, and while the camera can sometimes be frustrating and the auto-track-completion rarely finds a solution to ending your ride, you can complete your first coaster in a matter of minutes. Of course, you’re going to want to make your signature ride a memorable experience for your guests. This is where the “whoa” pieces come into play. Flaming hoops, brick walls, loops, corkscrews, and more can all be added by choosing a whoa piece from the menu and dropping it into place. You won’t want to go too crazy, though, because you don’t want the ride’s nausea rating to be too high. Actually, that’s not true. While your guests may think they don’t want a ride that’s too insane, what better way to end a ride than by not ending it? By not connecting your track back to the station, you can create a “crash coaster.” This is exactly what you think it is–the car reaches the end of the track and flies right off. It sounds insane, but because you parachute gently to the ground, the kids love it, even as their parents watch in horror from the ground.

Building rides is just a small part of the Thrillville experience because everything you build can be ridden or played. There are 50 minigames included here. Many of these are knockoffs of arcade games like Gauntlet, Offroad, and 1942, but there are some original games to be found and most of them are a lot of fun. First-person shooters; puzzle, racing, and flying games; platformers–you name it, it’s here. You can play these minigames anytime you like, and you can even play them from the game’s main menu in a party game format. The game does a nice job of integrating them into the campaign. You might need to get a high score in a particular game so that you can win a prize with which to bribe a critic, or you might need to chase off some annoying robots that hack your attractions so that they can ride for free by shooting a bunch of them in a futuristic first-person shooter. These missions come along just often enough that you’ll appreciate the break from running your park, but not so often that you’ll feel like they get in the way.

It’s how the game balances all this variety that makes Thrillville so much fun. Everything makes sense–you’re not just doing minigames for the sake of doing them. If you need to train an entertainer, you do so by performing a dancing minigame. Should you need to fix a ride, you do it by connecting wires in a somewhat difficult, but still fun, minigame. Even figuring out what you’re doing right or wrong is handled smartly. You can talk to any patron about a number of subjects, but if you don’t feel like yapping to everyone in sight the game will let you know the more important stuff by having park-goers shout out their problems as you walk by. When you’ve heard a dozen customers complain about not being able to find a drink as you’ve walked from one end of the park to the other, well, you get the idea, it’s time to build a drink stand. Off the Rails also achieves a good balance between being fun for adults as well as children. It’s not a particularly challenging to build a cool park, but that doesn’t really matter because the fun comes from playing minigames and building the most over-the-top rides possible. While the campaign mode is technically single-player only, it’s fun to play with another person. It’s not hard to envision parents handling the controls while younger children detail just how they want their coaster built.

Thrillville isn’t a great-looking game. In fact, it barely qualifies as good looking, even on the PC and the Xbox 360, where it looks the best. It has a cartoonlike style to it, and there are lots of bold, bright colors to be seen. The 15 or so areas of the parks each have a unique design that might not be supercreative (there’s a beach town, a snowy mountain, a futuristic area, and an underwater section, to name a few), but they all serve to make each park feel like its own special place. It’s fun to customize your rides’ themes and colors, even if they don’t have much of an effect on your park’s success, outside of a few specific missions. Though the game isn’t filled with detailed textures, lighting and particle effects, or anything else that should push a console to its limits, Off the Rails doesn’t run perfectly on any system. The 360 and PC versions have some frame rate hitches; the Wii version runs fairly well (and uses motion controls to let you build your coasters) but has some nasty aliasing issues; the PS2 version is aliased and runs pretty choppily; and the PSP iteration suffers from some long load times and a sometimes stuttery frame rate, though it does let you play multiplayer via Wi-Fi, which is nice. None of these technical issues ruin the experience, but it’s worth noting that the game would have benefited from some sharper visuals.


Don’t worry–in this world, crashing coasters are considered cool.

At least the game sounds good. The older crowd might not dig the soundtrack, which sounds as if it were ripped straight from Radio Disney, but the music fits the game’s lighthearted feel. The voice acting is solid, too. There’s a surprising amount of dialogue in the game, and while the conversation options might not rival those in Mass Effect, there’s a lot you can find out by simply walking up to someone and talking to them.

You can spend hours building your park, or you can just play minigames; you can play alone, have someone play the role of advisor, or get a group of people together and play the minigames like a party game. It’s how everything comes together that makes Thrillville: Off the Rails such a good overall experience and one that truly is “fun for the whole family.”

Author admin

Football Manager 2008 Review

November 6, 2007

Football Manager 2008 is one of those rare games in that it knows exactly what it’s trying to do, sticks to that plan religiously, and does it very well indeed. It places you as a fresh-faced manager in charge of almost any professional team in Europe, with control over everything from season ticket prices to your player’s individual training schedules and match-day tactics. You can control your team over as many seasons as you wish, with new young players being generated by the system to keep it fresh until the next database update. You can play in an attempt to get yourself the best management job you can, start as an unknown, or just for the glory of the team. It’s entirely up to you.


Licenses through the lower leagues across Europe add to the game’s realism.

Every year the game gets fractionally better by drawing on input not from an isolated development team working out what features they feel would be impressive, but from a massive range of sources both inside and outside of the professional football world. Financial changes were influenced by football league chairmen, transfer negotiations and options by agents, and the interface by a small army of usability testers. The result in this year’s game is not only still the gold standard for sports-management games, but also a significant step forward for the series.

For once, this improvement isn’t going to be noticed only by experienced players of Football Manager; the usability and interface changes are aimed squarely at those who have never played the game before, or who lost interest many seasons ago. In this vein, a significant amount of work has been done this year to revamp the interface into a much sleeker “Web 2.0″ style, as well as to add a host of other usability changes based on extensive testing. The interface now has many more graphical options and icons (rather than just imposing text lists), and buttons are duplicated in sensible places to minimise mouse movement and better relate to player interaction.

With a similar goal in mind, the new advisor system is likely to improve the experience of first-time players. This is a contextual help system akin to Microsoft Office’s infamous paper clip. It works due to the fact that it is very easy to turn off in full or in part, given that it can be deactivated on a topic-by-topic basis. This provides useful information on every aspect of the management process as issues arise. It’s clearly aimed at new players, but will be of interest to anyone who doesn’t feel as if he or she is quite making the best use of the wealth of available options.

Despite these changes aimed at new players, there has been no dumbing down of the game’s depth at all. The database has information on around 300,000 players and staff, and consequently the option exists to see any match played in the match engine. This can give you tactical insights into your future opposition, considering that you can go to any game to see firsthand who’s likely to give you problems, rather than just relying on the reports you automatically get from your scouting teams.

One other feature that’s been added as a result of player feedback is the ability set your own pitch dimensions and react to those of clubs you visit. It’s a minor change, but its realism is indicative of the way the game works as a whole.

Another feature that is new this year and that will be of particular interest to first-time players, as well as those looking for the challenge of managing in unfamiliar leagues, is the new coaching-report system. You can now ask any member of your coaching staff to give you an overview of any player in the squad, which lets you know instantly not only his best positions, but also how the player fits into your squad, how he’s viewed in terms of his current performance and prospects, and all other aspects of his footballing makeup.
However, the changes aren’t just for new players. As happens every year, the game has moved that little bit closer to reality; although it might not matter to a first-time player that win bonuses are now done by squad rather than player (as in real life), it’s the little touches that add up to the great game that is Football Manager 2008.

There are other little details that add to the overall feel. When the game is processing each day’s action, you’re not presented only with a loading bar, but rather you receive updates on results as they come in. You also get a selection of domestic statistics that might be of interest, be they winning streaks, goals conceded, or other trivia. Whether such information is useful depends on your playing style, but its presence is a nice touch.
The game’s news feeds are also good in this respect. You get reports, as standard, on every competitive game in which a member of your squad participates, with a round-up of the game and his performance, whether it’s for your reserves or youth team, or on any international stage.

Financially there’s now more (and more detailed) interaction with the board than ever before. You can negotiate funds for the season based on your expectations, but be prepared to face up to life on the streets if you fall short of the story you’ve sold to your board. One neat feature in this vein is the ability to move around the money allocated by your board for the season; if you’re underspending on wages but need to increase your transfer war chest, it’s now possible to simply move money from one pot to the other.


Board confidence and negotiation is a welcome addition this year’s iteration.

It’s not just the board that gives you feedback, either; this year you’ve also got the option of hearing what the fans have to say. Although the fans can be rather fickle, and have a tendency to carp on about seemingly insignificant matches for too long, their views do provide an indicator of where your club should be, irrespective of the views you’ve presented to the board–and keeping them happy is key to ensuring revenue from ticket sales.

Nevertheless, the game is not without its flaws. The limited number of responses from announcer pundits can grate a bit after a run of similar results, and you don’t have quite the flexibility in staff that you might like. For example, as a big club, you cannot raid a smaller club for its manager to act as your assistant. Network play returns, but is generally untouched from last year’s game. Essentially, a human opponent can simply take over for one of the hundreds of other teams being controlled by the AI. It’s an OK feature, but not the sort of robust multiplayer functionality you might be hoping for. This, along with the simplistic graphics (even with the interface’s new skin), may be enough to put off the uninitiated. The match engine is still in near-2D, and though some may say this adds to the game’s charm, it is now starting to look very dated. Additionally, Football Manager still almost entirely lacks sound outside of match days, and one feels that though the game might not benefit from its own music, the addition of some optional sound effects and a media-player remote would be welcome.

Overall, Football Manager 2008 is a worthwhile upgrade for long-term players, and a much more accessible experience for those who have been put off by the scale of this truly massive game.

Author admin

Gears of War Review

November 6, 2007

Released near the end of the Xbox 360’s first year on the market, Gears of War was a defining moment for Microsoft’s console. Its gameplay relied heavily on forcing you to take cover to avoid enemy shots, which meant that it required a healthy dose of patience as well as a steady trigger finger. It then beat that mechanic into your head over the course of its quality story mode, while also letting you team up with a friend online to take on the nefarious Locust forces together. Of course, it also had an amazing team-based multiplayer mode in which up to eight shooters could connect and go at it in a variety of different modes. Over time, more multiplayer maps and modes were added to the collection via the Xbox 360’s download service. All of that great stuff is now available on the PC, on which the game looks better than it ever did on the Xbox 360, and without sacrificing anything in the process. If you’ve never played Gears of War, or if you just haven’t played it in a while, do yourself a favor and try this new version of the game.


The game scales fairly well, but when it’s looking its best, Gears of War requires a pretty heavy PC.

The game’s story component puts you in the shoes of Marcus Fenix, who up until the very beginning of the game was serving time in prison for treasonous behavior. But the war effort requires his special brand of badness, so he’s quickly set free, dressed up in his old soldier garb, and put back into action with the members of Delta Squad. Your enemy is the menace known as the Locust, which seems to be an amalgamation of different races and creatures, all seemingly devoted to exterminating your kind and taking over your planet. The game’s plot points are inconsequential and work in a number of meaningless MacGuffin devices that serve as the only impetus you need to march from point A to point B while gunning down bad guys the whole way. You’ll blast even more bad guys in the PC version of the game, which has a new section at the start of the final act that fills in a blank left by the 360 version. It does a better job of explaining how you go from running away from a huge beast with rocket launchers mounted on its head and shoulders to showing up at a train station to take the battle to the enemy general before he ruins everything.

The new content in the campaign is significant because it’s new, but it’s not especially noteworthy in the grand scheme of things. If anything, it probably would have worked better as a separate “deleted scenes” mode than as an integrated part of the game because it changes things up a bit in ways that betray the difficulty progression of the game. The new content often takes place in wide-open areas that are larger than any areas found in the console version, and it also brings together different combinations of enemies than you see in the rest of the game. Likewise, it forces you to cover a lot of distance between most checkpoints, and it feels much harder overall than anything in the “old” sections of the game. One section even features multiple paths to get to the same location, which seems weird and out of place, given the rest of the game’s extremely linear nature. The new content is pretty good, but it’s not so mind-blowing that you need to drop everything immediately to see it.

Of course, the rest of Gears of War is completely intact here, as well. And the complete package, done better than it was on the Xbox 360, is exactly the sort of mind-blowing that you might need to drop everything if you haven’t already played it. Aside from a few frustrating cases in which the checkpoints are a little too far apart–and perhaps the need for a difficulty setting that falls between the too-easy “casual” and the occasionally punishing “hardcore” setting–it’s hard to find many faults with the campaign, which will probably take new players around 12 or 13 hours to complete. The war-torn world you navigate through looks really great, and you’re always wondering what will be around the next corner.

The gameplay is really satisfying, too, thanks to a very brutal graphical style that makes your weapons look like they’re doing extreme damage. Likewise, you’ll appreciate the quality control with a mouse/keyboard setup or an Xbox 360 gamepad, which is fully supported in the game. Your main tactic in the game is to run up to an object and quickly hide behind it, then occasionally pop out to fire off some shots and quickly get behind cover again before you take too much damage and explode into a bloody mist with several meaty chunks. With a mouse and keyboard, you’re mostly using the standard WASD shooter control scheme, but the space bar is used to run and to get behind cover, and you can hold down the right mouse button to pop up out of cover and take aimed shots. With the gamepad, the left trigger is used to manage cover, the right trigger shoots, and A is used for running. Both setups work just fine, though holding the space bar to run feels a little awkward. Furthermore, the mouse lets you turn and aim much faster than a gamepad does, which means that the mouse will probably be the control scheme of choice for online matches.

Up to eight players can come together online and break off into two teams for a handful of different game types. Examples include warzone, which is the normal team-deathmatch style of play, and execution, which forces you to run up and chainsaw or boot players who’ve been downed to finish them off. Other modes, such as king of the hill and annex, make the game a little more tactical by requiring you to claim and hold various points on the map. All in all, the multiplayer offering is just as savage and great-looking as the single-player mode, and with plenty of maps to choose from, it can keep you busy for a very long time.


About the only thing missing from the translation is split-screen multiplayer, but you won’t miss that one bit.

The graphics in Gears of War have never looked better than they do in the PC version, though that, of course, depends on your machine. If you can exceed the game’s system requirements, the game looks pretty amazing at higher resolutions and delivers a good, smooth frame rate. It certainly looks much better and sharper than the Xbox 360 version of the game, and it does so without looking like the typical console-to-PC translation. The game also comes with a fully featured level editor, another thing you don’t typically see in console-to-PC translations. Though some players may still prefer to play it with a gamepad, this feels like a PC game, top to bottom.

With a great loadout of weapons, a healthy multiplayer package, and an action-packed story mode, Gears of War is a terrific action game that, even after a full year, still stands apart from the pack. Whether you’re a superfan of the first game who is looking for some additional content, or a PC buff who’s been wondering what the console kids have been up to, Gears of War on the PC is most definitely worth your time and money.

Author admin