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Tom Clancy's End War

Reviews - PC


TCEWPC


While War never changes it sure is nice to get a new view once in awhile.Tom Clancy's EndWar for PC does just that by taking you out of the trenches and putting you as a commander of squads. The question remains, is a war that will having you cheering victory or wishing for a quick evac?

One of the biggest draws of a Tom Clancy Game is the story presented to you, here that’s sadly not the case. You are simply given an opening movie which explains how the Americans, French, and European countries form a united faction against war heads. Terrorists then attack as an unknown force causing the truce to be broken and World War Three to begin. For the tutorial you will be playing as the three armies to get a feel for the game, and the you will be able to choose which army to fight for. All it comes down to is radio chatter that states the enemy strengths and weaknesses before each battle and a quick rundown of each match. To put it bluntly this is a little disappointing for work that has the Clancy logo.

 

EndwarPlaneFire

If there isnt time left to capture a building just blow it up


Game play is run down in a strategic rock paper scissors formula with infantry thrown in, guns beat tanks, tanks beat AA and AA beats planes, while infantry can hold its own against anything while in cover but will fall if in an open area. Each faction is stronger in an area, French have faster units, Russians are more powerful, and American units have more defense, although these are all miniscule and barely noticeable changes.

For the most part battles are like an rts game sped up by the lack of base building, however this does not mean this is a stripped down rts rushed out to cash in. While there are different game modes they all ultimately come down to capturing as many bases as possible, hold them, and just kill off enemy units until game over.

Its easier said then done as you will soon learn that being stealthy and planning attacks faster than your opponent to win each battle, and ultimately the match. Units can be upgraded between battles with credits earned in each war, to improve defense, speed, attack, and other little changes like camo suits. While these upgrades won't guarantee victory they will help in situations, at least until the units are killed and all the upgrades are lost.

When a unit it damaged it goes into Evac mode where helicopters come to rescue your units, but the units or the helicopters can be killed by choice, Thankfully the computer never kills units, people might not be so kind. Which brings up a disappointing statement, online is dead. I’ve only managed to come across two battles both times where the enemy quit, servers are empty and finding a match at random will take hours if your lucky, this is sad to say as the game is built around the online mode Theater of war, which has each faction online battling for dominance of the world.

The controls are standard point and click that you would find in any other PC RTS that uses basic micro out on the market, but this game was advertised for its voice control. The voice recognition is good but takes some getting used it, however it had no real issues picking up orders in a noisy room.

On the flip side of things the microphone is really making things harder on your self down the line, because while at first it may feel easier to some it is a much slower process to say "Unit 1 move to cover." wait for a short but noticeably second of voice recognition and then "unit 1 attack enemy unit 4" when all of this could be done with a few mouse clicks. Over all you are entirely better off not using the microphone and just play this game like a standard RTS.

EndwarCustom

With a customazation system you can outfit your troops for every situation

 

The camera in this game is the most notable change from "normal" RTS games from how it is set up. Instead of being an overhead god-like view, you are forced to use a camera that follows your selected unit up close, what they see is what you see to put it lightly. While this will be a major turn off for some, it makes sense for this type of game. Since you don't have to worry about building your base or managing hundreds of units around it doesn't feel like it hampers the experience very much if at all.


So with a camera that close you would guess that everything looks blocky and ugly as it does in most rts games when moved in close. Amazingly, this is not the case, as everything looks beautiful with weather effects and individual bullets being seen. Animations are smooth and fluid, and most of the time your units will have small animations that add to the experience such as soldiers checking their weapons, ducking behind bunkers, laying on the ground, and firing at an enemy while moving to their destination. The sounds feel realistic and atmosphere is well set with music playing and dimming out when it needs to. The only gripe with the sound is the voice actors have such horrible voice acting it will ruin the experience.

 

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 Suprisingly 11 units will be a lot to watch over

 

It is sad that the biggest thing this game has going against it is the community, or the lack there of. It is hard to recommend this to any player as with most RTS games you will want to jump online. In the end, it all comes down to what you want in your strategy games. If you want base building classic rts game play it's highly recommended that you do not pick this one up. However if your looking for a new twist on things, want to learn how to play rts games without fully jumping in, or want a strategy experience then this is for you.

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VVVVVV

Reviews - PC

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You really come into VVVVVV with no real expectation. You are presented with a game world which is devoid of the glitz and glamour that even downloadable games seem to come with. The beginning is stocked what seems to be a randomized events. Even so, a few hour and almost 1,000 deaths later, you've finished a truly enjoyable gaming experience.

While the odd name may throw you, VVVVVV offers a genuine platforming experience.The premise of the game is simple – you are the captain of a space ship that is mysteriously transported to another dimension. The rest of your crew have gone missing, and it’s up to you to find them.

In order to travel from place to place, you can flip from the floor to the ceiling, which gets cleverly complex as the game goes on. That single mechanic forms the core of the game, but its execution is very well done. Moving around the game map is aided by the usage of teleporters, which activate when you touch them. Finding a lost crew member and touching a teleporter with them in tow signals the end of a level.

You will die in this game. In the two hours it took the writer to play through this game, he racked up 976 deaths. But while the game is pure challenge at places, it never seems to get frustrating. The game has an almost perfect balance of challenge and fun. Checkpoints are liberally placed throughout the game, and you immediately respawn at one when you die.

The music is perfectly suited for the game. The game world is easy to get around, not too mazy, and as said before, aided by the usage of teleporters. The characters, for being 8 bit sprites, are oddly charming, and the writer really got attached to the captain and his crew for those two short hours.

Some of the level screens really demonstrate why indie gaming seems so fresh and alive. One screen is named “What lies beneath?” and upon jumping down you immediately fall on a pit of spikes just in time to see the new screen name – “spikes do!”

One segment of the game really shone – a sequence of screens where you have to jump up through several screens of spikes just to land on a disappearing platform to jump back down those same screens. The challenge was so intense, and the reward so miniscule, that it really reminds the player that this is what gaming is all about. It was that perfect challenge, that one goal you set for yourself, that moment you grit your teeth and tell yourself, “I got this.” It was relentlessly difficult, and totally optional. It was awesome.

 The game has a series of trinkets you can collect for an extra challenge (one of those trinkets is the reward for the sequence of screens above) and also has some special modes you can unlock after collecting enough of them. Some of the unlocks include a time trial mode the ability to play through some of the game’s “intermission” levels.

 VVVVVV  is a gem of the independent gaming community, and an excellent example of the ingenuity and creativity of independent developers.This is the most fun you will have gaming in a while. Do yourself a favor and buy this game. You won’t regret it.

 

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Mole Control

Reviews - PC

When Molar Creek comes under attack from exploding moles, only one man can save the day. Well, actually, to be specific, it's a doctors assistant and his mole capturing machine. This is the story of Mole Control. Make no mistake about it, Mole Control is a very colourful game which to some might seem slightly child centric. Even so, it is a title that can be played and enjoyed by children and adults alike.

If you've ever played Minesweeper before, you will be right at home with Mole Control. It plays as an updated version of the classic. The levels are set out in a grid system, allowing you to move one square at a time. Each time you move you are told if a mole is in an adjacent square and how many there are. From this and by using the process of elimination, you can work out where the moles are hiding and suck them up with your trunk like contraption.

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As you can only move 1 space at a time, you are given helicopter blades which allow you to move to any square on the map which you have already been. A comprehensive and easy to follow tutorial at the beginning of the game gives you a quick overview of how to play but never feels like it hangs around too long, which is a very welcoming addition. You are given the opportunity to check your journal at any point in the game for a quick overview tutorial should you forget what you are doing.

There are two main modes in the game, Adventure and Time Trials. The adventure mode is pre-faced with a short story, informing you that the town has been taken over by explosive moles. They are destroying the town and you need to help get rid of them so the inhabitants don't have to worry about being blown away.

The adventure is split up into areas, with each area containing a few of different levels. To advance the narrative, you must find objects for people. You are then treated to a short story about their individual experiences with the moles. The sense of humour in the single player mode and in these journal entries is what makes the game such a joy to play.

MC1

The second option is Time Attack. This mode plays out like an Arcade game would, giving you an initial time limit which is extended each time you manage to locate and capture a mole. It would have been nice to see a leaderboard or some way to challenge other peoples achievements either locally or over the internet. Even if this complaint can be seen as minor, there could have been an extra replay incentive if these features were involved.

The games art style is very distinctive with very colourful 2D imagery in the menus and top down 3D levels for the gameplay. The soundtrack is a mix of a variety of similar styled songs which definitely seem to be trying to emote the feeling of mischief. The music definitely ties in with the fairytale stylistic design the game aims towards and they simply add to the experience.

If you have spent hours enjoying yourself playing games like Peggle or Plants vs Zombies and are looking for an addictive, attractive puzzle game to sink your teeth into, Mole Control is definitely for you. Its mix of fairytale like storyline, colourful graphics, catchy soundtrack and hugely addictive gameplay will keep you coming back again and again.

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Mass Effect 2

Reviews - PC

 

 

It’s no wonder why Mass Effect 2 was one of the most highly-anticipated titles in recent memory. The original was a groundbreaking game that featured engaging third-person-shooter combat, a thrilling, operatic storyline, and a memorable cast of characters led by the inimitable Commander Shepard, a fully-realized protagonist the likes of which we had never seen. Mass Effect fulfilled the abundant potential of sci-fi RPGs and gave fans an unforgettable gaming experience. And, as we stood up and applauded, Bioware promised us an encore that would be bigger and better than we could imagine.

They delivered. Mass Effect 2 is one of the transcendent RPG experiences of our time, and quite possibly the finest gaming sequel ever.

In fact, calling ME2 a sequel is something of a misnomer—it’s really a continuation. Which is why, while it’s certainly possible to enjoy the game without having played the original, ME2 is infinitely more rewarding if you’ve finished ME1 and you import your character. In fact, the importing process is the first of many clues that this is how the developers mean the game to be played. Far beyond incorporating your character’s face, name, and class, ME2 “remembers” Shepard’s history, attitude, and most significant decisions. And it’s not just for show; throughout the game, you will encounter or receive messages from characters who reference how you helped or hurt them in Mass Effect. But, more than that, entire sequences will be affected by your decisions in the original game. It’s something unprecedented in gaming: a choice you made months or years ago will determine which former companion you meet while investigating a human colony, or the current makeup of the all-powerful Citadel Council. It all adds up to create a deep, immersive experience in which that most clichéd of role-playing mantras rings especially true: your decisions have great impact and long-term repercussions.

Imported-character coolness aside, the most powerful reason to play the original first is the fact that Mass Effect 2’s storyline directly follows the events of ME1 and, while the game does a serviceable job of making sure you’re not totally lost, it may still feel like you walked into the movie an hour late. The cliff notes: After saving the galaxy from the genocidal species known as The Reapers, a mysterious new alien threat emerges. The Collectors, true to their name, are insectoid creatures that are kidnapping humans on a massive scale, wiping out entire colonies, and, yes, blowing up the Normandy and killing the protagonist. But, seeing as how the Commander isn’t exactly the type to stay dead, all it takes is a little bio-engineering from the mysterious group known as Cerberus to put Shepard and a hand-picked team of new allies and old friends on the path to kicking ass and taking names.

If that doesn’t sound like the most original plotline you’ve ever heard, it’s because it’s not—though it certainly doesn’t disappoint, either. But, like the devil, the genius is in the details, and ME2 gets all the details right to present and develop what may otherwise have been a pedestrian story in compelling ways. You’ll encounter panicked survivors driven insane by a sudden, relentless attack, who can now only mutter repeatedly as if in a waking nightmare. You’ll come across personal logs where the now long-dead wrote down their final thoughts with resignation or despair. Of course, normal conversations do the storytelling heavy-lifting, but these aren’t like any RPG conversations you’re used to. Characters often sit, stand, move and touch in the middle of dialogue—you know, like actual human beings do. Occasionally, if you’re enough of a Paragon (good guy) or Renegade (bad guy) you’ll be given the chance to interrupt the conversation with a sudden action. Perhaps you’ll want to stop one of your companions before he or she kill an old enemy in cold blood. Or you might enjoy leaving your boot print on an informant’s throat if he isn’t talking fast enough. You can say it all and do it all, and it will all be presented in an engrossing cinematographic style.

That’s a big part of what makes your interactions with your teammates so satisfying. But the biggest reason you’ll spend hours seeking them out in their little corners of the new Normandy is that they’re all interesting, complex individuals with stories to tell. Some are personal: will the Asari justicar’s dedication to her code hold true when her hunt for evildoers becomes personal? How far will the Drell assassin go to keep his son from following in his footsteps? Some—the best—speak to the larger moral and philosophical questions that the Mass Effect games (and sci-fi in general) is so adept at posing. Should the Salarians who helped genetically cripple the Krogan now attempt to reverse the cruel genophage, even if it means unleashing a potential threat on the galaxy? Should the Quarians take the fight to the Geth who killed and exiled them, or seek to make a new life for themselves elsewhere? (Or, as it’s also known, Battlestar Galactica—but we’ll get to that later.) Each companion’s individual side-mission will have you exploring these and other issues. Completing them won’t just unlock a new skill for each one, they’ll make you to appreciate your comrades on a whole other level. And, maybe, help you get one of them naked in the engine room…

Mass Effect 2 also revamps many of the most unwieldy aspects of the original.

Combat is much improved. The “overheating” system from the original game, in which you had to periodically hold your fire lest your weapon became temporarily unusable, has been replaced with a system in which you pick up heat clips which basically function as ammo. Enemy AI is greatly improved; your foes are more dynamic and react to your decisions: stay behind cover and they’ll begin moving toward you, seeking to flank you. Move out in the open and they’ll just snipe away from behind cover. Powerful “bosses” have multiple layers of protection that you must overcome with the right combination of powers and ammo. It all adds up to frenetic, challenging battles that will test your tactics as much as your marksmanship.

Take him down

The character progression system has also been overhauled. You no longer have to train in weapon skills (you’re immediately proficient in whatever firearms your class can utilize), bypassing/hacking skills (you just have to be good at the much-improved mini-games), and charm or intimidate (they’re directly tied to your Paragon/Renegade scores). That leaves you with four or five class-specific powers or skills that take incrementally more squad points to develop as you level up. Once you reach the final level of each ability, you get to choose from two enhanced versions of it that offer distinct bonuses.

Also gone is the cumbersome inventory system that had you constantly checking your equipment to see if the newly acquired weapon or armor was better than your current setup. Instead, your team starts off with basic versions of five different weapon types, acquiring just one or two more powerful iterations of each firearm throughout the game but constantly upgrading them to improve everything from their damage capabilities to their ammo capacity. Armor works similarly: Shepard has only one basic armor type, but it can be upgraded in the same manner as your weapons, outfitted with parts that provide different bonuses, and customized in case you feel like saving the galaxy in a stylish pink. It’s streamlined without being simplistic, and you’ll find yourself making strategic choices. Use the rapid-fire sniper rifle, or the one that reloads slower but carries more punch? Equip armplates for some extra shielding, or an ammo pack that will let you carry more heat clips? Your playing style will dictate how you outfit the Commander.

But, perhaps the greatest improvement is in Mass Effect 2’s planetary exploration. There’s no more simply clicking a button to survey a planet, like in the original. You must now manually scan a planet from orbit, monitor the on-screen readings and launch a probe when a “spike” in the scanner alerts you to the presence of valuable materials. Those Mako treks through dull, desolate wastelands in search of a dot on a map are also a thing of the past. While the Normandy’s computer will alert you when an anomaly (read: side-mission) is present on a given planet, you must use the aforementioned scanner to pinpoint its location before landing. And, while Mass Effect featured a pathetic three different structures on which these missions took place, ME2’s dozen or so assignments on uncharted worlds all happen on unique original locations—and some offer refreshing gameplay challenges. One such mission will have you fighting blind against synthetic enemies that control a weather machine causing heavy fog. Another will have you lurking in the shade because a radioactive sun will fry your shields anytime you step into the light.

Mass Effect 2’s visuals easily match its fantastic storyline and gameplay. Shepard and company are some of the best-looking characters in any game to date, and you’ll catch every angry scowl or flirtatious smile in their finely-chiseled and animated faces. The environments, whether seedy nightclub or wasteland planet, are varied, detailed, and sculpted with special attention, not just to how a place should look, but to how it should feel. ME2 manages to combine the seemingly paradoxical: traditionally minimalist sci-fi aesthetics with eye-catching design elements that give many of the game’s locations a certain flair.

The game sounds great, too. The original had quality sound effects, and the sequel solidly improves on them. An excellent score further enhances the action-packed feel of the game’s best sequences. But it’s the voiceover work that truly shines. From Shepard’s commanding tone to the musical stylings of a “scientist Salarian,” every member of your team has a manner of speaking worthy of his or her unique personality. Some familiar voices round out the cast and provide a little Hollywood flair. Seth Green once again gives a scene-stealing performance as the aptly nicknamed helmsman, Joker. Martin Sheen is half Capt. Willard and half President Bartlett as the enigmatic Illusive Man. Even the Normandy’s new ship computer gets the star treatment—it’s voiced by Battlestar Galactica’s Tricia Helfer.

So I get to be the next Triple X?

While that particular casting choice was surely meant as a nod and wink to sci-fi fans, I would venture to say it’s more than that. BSG became one of the most acclaimed television shows in history by understanding that, beyond all the sci-fi trappings, great stories are told with meaningful dialogue, with depth of character—with heart. Bioware understood that lesson as well, and in ME2 they gave us a game that should transcend genre and even medium to be recognized as an especially fine entertainment experience. I don’t envy Tricia Helfer if she’s ever asked to choose between the Normandy and the Galactica, between Shepard and Adama, or between the world of frakkin’ Cylons and the world of Mass Effect 2.

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Karos Online

Reviews - PC

When you begin to play Karos Online, its easy to get sunk into the design of the game. But like all MMO”s the lackluster wears off and its reality sets in. The result wasn't what most had expected, especially for one of the most anticipated free titles in 2009. At its end, Karos Online is simply disappointing.

Lets start with the good. The download was a meager 944 MB’s and that was definitely a relief, especially now that we are living in the world of massive downloads. After installing there was a minor patch, which was to be expected, and afterwards you can get right into the game. The graphics for the loading screens are a bit embellished, but not out of taste.

After a successful login, you can proceed to the character select screen. The graphics so far were very intense and likely a big selling point for this MMO. however, once you get into the select screen, there is no description describing an archtype. This can lead to some serious confusion, especially in an RPG where you are likely to find the extent of a character after some serious investment time. Afterwards, it takes you to a character customization screen with a few options for hairstyle, hair color, and face, and that’s about it. Each class of character is limited to a gender. In general it wasn’t a very interesting or informative character creation process.

Once in game you find yourself standing in a pumpkin patch with no idea what to do. Unlike most MMO's, there was no tutorial. It is obvious that the game is quest based, as quests ended up the quick way to get through the characters first few levels. Quests in general were a bit buggy at best. Most of the quests were the typical “Kill X’ quests and had no real story line driving them, and the game literally lacked the ability to complete a quest and accept another in the same stroke. All in all the quests were okay at best.

The skills area is very uninformative. With most MMO’s you get a decent amount of customization with skills, in Karos it seems that there is one skill tree and the skills are auto learned based on level. Stats come in the form of elements and boost certain aspects of your characters combat experience.

Movement is a big deal. How else will you get to point B while accepting the quest at point A. Karos didn’t fit the bill, point and click mechanisms are a thing of the past. The archaic movement controls and the lack of ability to change any configurations are a full fledged “Epic Fail”.

In summary Karos Online is a graphically intense Korean MMO with hints of westernization. The quests seem to be plentiful but all other aspects of the game were dull. The inability to customize anything was a major issue for Karos and will likely be a major pitfall for most players interested in trying it out. If you’re currently a Last Chaos player; this is definitely a step up game for you. For all the rest, it will only clutter your hard drive!

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