If you want to check out the trailer for the upcoming Ubisoft next gen game Assassin’s Creed head on over to the [url=http://assassinscreed.uk.ubi.com/]official site[/url].
May 2006
[i]Rise of Nations[/i] was one of the best RTS games ever put out on the market, and earned the best game of 2003 from magazines and websites alike. So it’s only natural that the makers of the game would want to profit on an expansion pack. As many people have found out throughout the years though, expansions are merely simple add-ons that do little from placing in a few new maps, units, and possibly fixing any major bugs still in the original game. Amazingly enough though, Big Huge Games have outdone themselves with [i]Rise of Nations: Thrones and Patriots[/i], which is, in my opinion, one of the best and most comprehensive expansion packs ever made.
[i]Thrones and Patriots[/i] does what you’d expect an expansion pack to do, which is add in new units and other content. In most games, this would translate into a few new units or vehicles, which may even be cheap knockoffs of previous units in the original release. [i]Thrones and Patriots[/i] adds in its fair share of this kind of content, but each new addition is fresh and a nice addition to the original game itself. Of course, [i]Thrones and Patriots[/i] also adds in new game play features, and in the end, almost seems like a completely new game instead of an expansion.
The first thing [i]Thrones and Patriots[/i] does is add in new nations into the already current 18 nations. Additions include the Persians, the Native American Lakota tribes, and the superpowered Americans, as well as the Dutch, Indians, and Iroquois. Like the previous nations, the new nations all have their own special powers. Some of these powers are actually fresh ideas in the [i]Rise of Nations[/i] formula, like the Lakota who receive food for every citizen they have, and the Persians who can have two capitals at once. Of course, you still have the usual powers, such as economy boosts, cheaper unit upgrade, and the rest most [i]Rise of Nations[/i] players have come to know.
There are also a couple new units in the game, mainly unique units put into the new nations. The Americans have Marines at the barracks, while the Indians and Persians have War Elephants. The nations also have powers that apply to historical terms, such as government research being completely free for the Americans, due to their declaring independence in the 1700’s. There are also three new wonders to build, like the Hanging Gardens, the Forbidden City, and the Red Fort. Like the nations, the new wonders also have their host of unique powers not seen in the original RoN. Another new feature introduced in [i]Thrones and Patriots[/i] is the Senate, which lets you research two different paths of government; the Democratic path which consists of a Republic, Democratic, and Capitalist society, and the more frowned upon governments, like Despot, Monarch, and Socialist governments. Each form of government has different advantages, and even if you become a Capitalist government from a Monarchy, you can still keep the powers from your previous government.
Now for most people, this may seem like enough to warrant a purchase, as it is the common content you usually see in an expansion. But if that isn’t enough, [i]Thrones and Patriots[/i] goes even farther by adding in new Conquer the World campaigns that expand the Conquer the World feature from the original [i]Rise of Nations[/i]. You still have the original Conquer the World campaign that has you competing against every other nation for world dominance, with some tweaks to include the new nations introduced by Throne and Patriots of course. Throne and Patriots adds in four new campaigns, each with new goals. You have Alexander the Great’s campaign, and Napoleon’s campaign to defeat other monarch nations. Then you have The New World, which is one of the most interesting campaigns. Here, you have the European and American nations competing with one another and the Native Americans to control all of the newly discovered North America and South America. There is also the Cold War, which has you playing as the Americans or Soviets in an attempt to defeat the other and rule the free world. The most interesting thing about the Cold War is that you can choose any path, either going peaceful against the Soviet menace, or completely decimating the United States with nuclear missiles.
[i]Rise of Nations: Thrones and Patriots[/i] is one of the best and comprehensive expansions I have ever played. It goes far beyond what the usual expansion does by adding in enough content to make it almost like a completely new game. The deal is even sweeter thanks to the fact that [i]Thrones and Patriots[/i] costs the same amount as your average expansion pack. If you’re an avid player of the original [i]Rise of Nations[/i], then there is every reason for you to purchase [i]Thrones and Patriots[/i]. With its great updates and new features, it is possibly one of the most quality expansion packs ever made.
One of the swiftest ways to kill your enjoyment of a game is to get your hopes up too high before playing it, especially when there isn’t a lot of company hype getting in the way. When I pre-ordered [i]Odama[/i] — solely to ensure that my local EB would even have a copy, since I knew that this was going to be a niche title at best — I was eagerly anticipating some “demolition derby” pinball set on the backdrop of feudal Japan. Being able to give my troops commands to enable various areas of the board seemed like just the kind of odd twist that would make the game unique.
The first hour of actual play, therefore, turned out to be a prolonged series of swift kicks to the junk as my expectations were shattered time and again. [i]Odama[/i] is more a strategy title with a pinball interface than it is a pinball table with strategy elements, and that’s a rough paradigm shift for devotees of the silver ball like myself (ever since I was a young boy); sadly, we’re also the group of gamers most likely to give [i]Odama[/i] a shot in the first place. What we encounter, instead of our beloved physics, is something wearing a familiar skin and yet clearly alien underneath: targets that you should try to not hit; obstacles that are destroyed upon impact instead of redirecting your shot; power-ups like some sort of “shmup”; slightly-stupid AI that needs your nearly-constant verbal attention while you’re trying to keep the ball in play; a victory condition that has absolutely nothing to do with your flipper accuracy; and perhaps the most egregious crime (nay, sin) against pinballers everywhere, [b]a time limit[/b].
Nothing else is really a factor here. The graphics are small and at times undetailed, but they serve their purpose of mixing a battlefield and pinball table well, with “ramps” and other targets somewhat innocuously masquerading as natural formations or structures. The physical controls are also simple and intuitive, with the L and R buttons operating their respective flippers and the control stick both “tilting” the table and aiming your cannon for firing replacement Odamas — or tasty rice balls — on to the field; the Z button summons forth reserve recruits if you have any and do not already have too many on the field. On a couple of stages, the C-stick moves the camera to a different segment of the field, as these sieges feature multiple “fronts” for your assault. Finally, the D-pad is used to select targets for your troops, like keys, catapults, additional flippers, and enemy generals; once you’ve selected the target, hitting X and issuing the “Rally” command will send some of your men over to complete the task.
Ah yes, the infamous voice commands. [i]Odama[/i] comes with the GCN Microphone, which you might already own if you’ve played Mario Party 7 or Karaoke Revolution. It also comes with a convenient clip that affixes to the top of the GCN pad (or Wavebird) to provide convenient hands-free access, since you’ll want both hands on the pad for flipper duty. On the first few stages, you’ll need to fire the [i]Odama[/i] at glowing scrolls in order to learn new commands for your troops; until you learn “Press Forward” (which should be the second scroll you hit), you will not be able to convince your forces to make the final push through the gate on each map, so keep an eye out for them. Other commands include “March Left/Right”, “Company Halt”, and “Charge!”, plus the aforementioned “Rally” and other, lesser-used directions. The voice recognition is solid, and you don’t need to shout your orders (although you might be screaming for other reasons).
Sadly, the gameplay itself is the biggest obstacle to enjoying [i]Odama[/i]. For many, the first hour of play is also the only hour. The game is just too difficult, too unwieldy, too bizarre, and/or too “not what I wanted it to be”. And these are all fair assessments. There is also the matter of extensive damage to personal property and/or physical health due to fist-smashing and blood-boiling frustration to consider. But those who stick it out, who learn the ways of the [i]Odama[/i] and the Path of Heavenly Duty (also called the “Way of Ninten”… or “Ninten-do”), and who take up the cause of reclaiming the lands and honor of the Kurasawa clan by delivering the Ninten Bell through ten enemy-filled battlefields… they will not be completely unrewarded. Especially not once they find the spoiler-worthy “bonus stage” on the final level and have their “Godzilla meets pinball” dreams finally fulfilled without any of those other distractions, even if only briefly.
I’m not going to lie to you, though: for a majority of players, it won’t be worth the effort. [i]Odama[/i] is a game that demands near-military levels of concentration, and at times Budda-like levels of patience and tolerance. Little by little I had my initial doubts and frustrations fall by the wayside as I progressed — and in some cases, regressed, as I occasionally felt the need to retrace my steps in order to advance to the next board with a better army — through the intricacies of the interface, until finally, via hard work and determination, victory was mine. And it was indeed a sweet sensation. But “hard work and determination” isn’t everyone’s idea of a fun gaming experience, and I wouldn’t fault you for abandoning the game after your first few tries. Give it a rent first and see if you can find the motivation to see this game through to its conclusion.
The ending of the game suggests a sequel, as “The End” is crossed out in favor of “To be Continued”. I hope that, if nothing else, Vivarium abandons the time limit for any [i]Odama 2[/i] that might come down the line. As I learned tricks to overcome obstacles (like the proper use of rice balls), I was able to forgive just about every other transgression that [i]Odama[/i] hurled at me, from seemingly poor AI to questionable pinball physics, but no pinball-based game should ever have a time limit placed on what is an inherently wildly-inaccurate interface: you’re supposed to lose when the ball goes between the flippers (or in the additional case of [i]Odama[/i], when the Ninten Bell is forced between them by opposing forces) and not for any other reason. I lost far too many boards by not being able to hit a crucial ramp or target in a timely manner, and that’s simply unfair. The only use I could see that [i]Odama[/i] even has for the time limit — other than as an arbitrary inflation of difficulty — is as an impromptu scoring device (every 100 seconds you have left over after each board results in an “extra ball”) that could easily be replaced by an actual score tally.
[i]Burnout Revenge[/i] is the first game I have truly experienced in HD on the Xbox 360 and after sinking roughly 25 hours into this title on my Xbox the only way I can describe it is mind-blowing. I knew that the ushering in of a new generation would step up the graphical playing field, but I have never experienced it first hand like this.
[i]Burnout Revenge[/i] is the follow up title to the incredibly popular [i]Burnout: Takedown[/i]. [i]BR[/i] debuted on the Xbox and PS2 prior to going High Def on the X360. In addition to the jump in the graphics department there have been a few changes in the game that I would consider to be significant.
As expected, EA gave the games menu system a complete overhaul for the 360 release and it is a definite improvement over the layout for the other consoles. In addition to this fairly cosmetic tweak EA removed an aspect of the game that infuriated me during my time with the Xbox version. To begin a Crash Event on the Xbox version you had to use a vertical meter that you would start and stop in order to get a slow, fast, or super start. This was a nuisance and simply delayed the start of the event. I would also occasionally overheat the engine and have to start the event over again. I am thrilled that EA got rid of this ‘feature’. Another Crash Event related item that I appreciate on the new version is how quickly you can restart the event. In the original game the camera would zoom from the crash site back to the starting line. EA did away with this small waste of time and made it faster to restart those Crash Events that can be so tricky.
[i]Burnout Revenge[/i] is perfectly at home on the 360 in HD. The already beautiful scenery and cars make the transition nicely and become crystal clear. The soundtrack and audio effects are as good as they ever were.
Aside from the minor tweaks this is a repackage of the actual levels and gameplay that came out for the Xbox and company. That is to say it is a stellar game that belongs in everyone’s library. You can read my review of [i]Burnout Revenge[/i] for Xbox [url=http://www.snackbar-games.com/r221.html]here[/url].
I really wish there was some more news to post today, but it seems that the entire gaming world is still talking about Nintendo’s decision to change the name of the Rev to Wii. I guess I will resume talking about it as well.