March 2007

City-builders usually have one inspiration to look towards: Will Wright’s original SimCity. Most of these games don’t fall very far from the formula that Maxis’ Sim-series presents, but City Life, released last May, aimed to change things up a bit by focusing on social order over financial records. For the most part, City Life did a good job of differentiating itself and gained a good-sized following. Now, about half-a-year later, City Life: World Edition looks to update the original with some new content and same game play as seen in the original. Those who bought the original may not want to bother, and actual strategy can run a bit thin, but City Life: World Edition still remains a nice alternative to the average city-builder.

At first glance, City Life: World Edition looks to be about the same as the most recent SimCity 4. Both encourage building a city with buildings that stretch to the skies, but in reality, the two have some very distinct differences. While SimCity puts a focus on maintaining the financial situation of your city while providing public institutions, City Life concentrates on the social order of the equation. Things largely depend on the social build of your city, which consist of different social groups such as the modest Blue-Collars and Fringes, to the poor Have-Nots, up to the higher class Radical Chics and Elites. Catering to the different social groups includes constructing buildings that employ those specific groups, building social institutions like schools and hospitals, as well as keeping a fine line in-between groups that hate each other like poison.

Constructing your city from the ground up works significantly differently from most city-builders. You start your modest city by placing the City Hall, which acts as the capitol of your city and will enlarge as your city does. Buildings are separated into different categories like in SimCity, but instead of zoning out land for residential, industrial, or commercial development, you’ll place each individual building that either houses, employs, or provides services to citizens. For that reason, City Life leads to a much more personalized city where you place buildings where you want them to go instead of just zoning land and waiting for people to build their own homes.

Social order is the biggest thing to concentrate on, especially in the beginning stages of your city. Blue-Collars and Fringes will most likely be your common citizens in the beginning, and as it happens, they both hate each other, so it’s important to keep warring groups separated. Otherwise, things will eventually culminate in a cultural war. Additionally, building up your Blue-Collar and Fringe groups are the only ways to attract higher social groups to the city, which also lead to more money. Unfortunately, this idea leads to building a city in the same manner over and over again, trying to build up each social class to get to the next one.

The problem with social classes extends to the fact that most of the cities you play will probably grow in the same manner as the last. That’s because once you find a strategy to building a successful city, you’ll probably emulate that same strategy on the next city. There are different maps to play on, with each one being unlocked after you meet the badge requirements for them. Each region and map holds different terrain, and for that reason they vary in difficulty and available land to build on. Though even then, you’ll probably follow the same pattern when crafting your city.

The graphics in City Life are pretty well done. When comparing the two, the overall look of things seems a bit more refined in SimCity 4, but in City Life, the camera has much more freedom and even allows you to get down right into the streets and walk around your city as if you were a citizen. Things do get a bit less polished when you get this close, but it is still a bit impressive looking at all the tall buildings. It actually feels like you’re in a huge metropolis when in reality, there’s undeveloped land right on the other side of the buildings. The game sounds fine, although really the most prominent thing is the background music, which is decent but not entirely great.

Now, I never played the original City Life, so I’m not entirely sure what makes City Life: World Edition that much different. Based on the information I’ve gathered from various websites, the World Edition contains a number of new buildings as well as landmarks, which look very nice but, at least with structures like the Olympic Stadium, are ridiculously huge and look kind of awkward in smaller cities. Other additions include editors- one for playing around with the game’s code and the other for making your own building. Both editors seem a bit complex to use, and many people outside of the people who really love City Life may not get that much out of them. It’s easy enough to put together buildings in the building editor, but unless you really want to get creative and trade your designs over the Internet, making extravagant buildings is a challenge. To me, World Edition doesn’t seem to warrant a purchase of City Life all over again, but for those who haven’t played the original, it’s harmless enough.

If you bought the original City Life, the World Edition probably won’t have enough of an appeal to put down another thirty dollars unless you really want to put the Statue of Liberty in your cities. At the same time, I believe the programs that let you make your own buildings may be available for free at the developer’s website. If you haven’t played the original, however, City Life: World Edition is worth taking a look at if you like city-builders. It even costs less than the original.

Some might argue that the PSP doesn’t have very many original RPGs. I’m not sure if that is true or not, but in either case, Monster Kingdom: Jewel Summoner is here to give the PSP an original RPG. As some sort of freaky mix between Final Fantasy and Pokemon, Monster Kingdom is a fairly enjoyable RPG with some terrific voice acting to be had, and the game differs from the standard RPG quite well. Unfortunately, while most RPGs live and die by their storylines, Monster Kingdom tends to drag on so much that you’ll be pressing X almost every other moment to get through the story scenes. There’s a good game somewhere in Monster Kingdom: Jewel Summoner, but it’s buried far beneath hours of dialogue.

In the world of Monster Kingdom, abominations plague civilization, and to combat them, jewel summoners capture creatures and then do battle with them. If you’re drawing a comparison to Pokemon, you wouldn’t be very far off in your observation. Monster Kingdom works very similarly to the hit franchise in that you will battle monsters until lowering their health low enough to capture them in a prism. The game also ties itself to most standard RPGs by having three members in your team. Additionally, there are several concepts at work that help to enhance and personalize your monsters’ capabilities, but I suppose I’m getting a bit ahead of myself.

You’ll be playing as the personality-challenged Vice, a guy who is out to avenge the death of his mother at the hands of a specific abomination. That is until he gets sidetracked and joins The Order after his jewel is absorbed by the Monolith. Until he gets it back, he’ll be sent on missions to take out abominations with the eclectic cast of side characters. Probably what gives Monster Kingdom most of its personality are the characters that Vice brings along with him, which in turn are also helped along by the largely phenomenal voice-acting. It’s not often that you see this kind of quality voice acting in RPGs, especially on a PSP game, but the voice acting really is quite good and is also one of the best qualities of the game.

Unfortunately, while the voice acting is superb, you might end up skipping past a lot of it in order to get to the next bit of actual game play. The storyline is almost always the backbone of a good RPG, but here, it ends up being a little overkill. In your first hour or so alone, you’ll probably spend most of your time pressing X to get through story scenes, which consist of still images of characters conversing with each other. At some points you may find yourself glazing over a lot of what’s being said, and when you do actually get to some of the actual game, you’ll end up playing for mere minutes before being assaulted with more story scenes. The whole thing really drags the game down a bit.

Which is unfortunate, because underneath the endless amounts of story is actually a pretty fun game. The concept of using monsters to fight, along with capturing monsters that vary between ice, fire, and other elements is as fun as it was in the Pokemon titles, but here, things are aimed at a much older audience. Each character on your team can have up to three monsters in their arsenal. When damaged, instead of the monster taking damage, the summoner’s HP lowers while the monster could literally never die if not for the fact that they are swapped out with the next monster once their energy runs dry. Should that happen to all monsters in the line-up, the summoner takes their place, which isn’t that good considering that summoners themselves are actually pretty weak.

There is a heavy rock-paper-scissors influence to the battles. Each element has a one-up on another, like water beating fire and electric beating water. Monsters that you summon can gain different attacks according to their element, although you can also choose to fuse your monster’s prism with a quartz to give it powers it wouldn’t normally be able to attain. Doing this with a fire-based turtle can allow you to give it the powers of ice or wind, and it allows you to personalize your monsters to your liking. Unfortunately, the process, known as amalgamating, can be a bit of a pain and takes a long time to work, which led to me not using it as much as I could have.

The quality voice acting makes the sound one of Monster Kingdom‘s better areas, and combined with most of the sounds coming from battle, everything is pretty top notch for a PSP title. However, the hokey dialogue kind of hinders the stellar voice acting, and again, you’ll probably skip past much of it to get back to the game. The drawing of the characters is very good, with nice anime qualities to them, and although they don’t move, they do have a number of poses for different situations. One performance issue I noticed was that the game would often lock up for a couple seconds as if it was quickly loading something, and some choke-ups would last so long I almost thought the game had frozen. Most have been fairly minor events, however.

Monster Kingdom: Jewel Summoner presents a unique addition to the PSP, but the overbearing story spoils the experience a bit. Those who can sit through the seemingly endless dialogue will be rewarded with a fun take on the standard RPG, although it takes a good while for the actual game play to get flowing which may turn off some. Those who appreciate good voice acting will find a lot to like here, and providing you don’t get sick of pressing X to skip through dialogue, Monster Kingdom is an entertaining trip.

Is it soccer or football? For me it’s always been called soccer. Even when I played the game for one short season as a youngster, it was always called soccer. In my one season of football/soccer I learned to appreciate the game, but I never learned to love the game. After moving closer to the southern border of the United States, I soon learned that my lack of passion for soccer wasn’t shared amongst the rest of the world. Now with Winning Eleven Pro Evolution Soccer 2007 for the PSP, I’m put to the test to see if my past association with the sport would help me in reviewing the game.

I’m not going to pretend and tell you that I know everything about soccer. I don’t know how many leagues or how many teams are located throughout the world. My soccer knowledge is limited to what I remember from playing the game and the World Cup craze. Thankfully with Winning Eleven 2007 (W11 2007), you don’t have to be an expert at soccer to have fun with the game. The game is jam packed with tons of options and solid gameplay to keep you playing.

The amount of options in W11 2007 was overwhelming at first. The game lets you customized almost every part of the game. From the camera angle, to season mode, to the colors on the jersey, W11 2007 is a full featured soccer game that should please casual gamers and hardcore soccer fans. I let a friend who is a big soccer fan play the game, and he was impressed with the amount of options that can be customized. The gameplay modes are just as full featured as the options.

There are six gameplay modes in W11 2007 to keep gamers busy. Match mode is just a single player game against the computer, either a regular game or a penalty kick game. Master League is the simulation piece of the game that lets you manage a team while competing in a season. League mode lets you play in a season with a team of your choice. Cup mode allows you to compete in seven different cup tournaments. Training lets you practice to your heart’s content all of the moves in the game. Wireless lets you play against other PSP owners but only by Ad Hoc Mode. Then finally there is an edit mode which lets you edit and create players, teams, and cups/leagues in the game. This isn’t a stripped down portable game; this is a game that is loaded with all of the toppings and extra cheese.

The actual gameplay is topnotch but only after stumbling out of the gates due to the controls. The controls are just as feature-packed as the gameplay modes with what seems to be an endless variety of ways to perform passes and shots. You have a short pass, a first-time pass, a first-time long pass, a high cross, a low cross, an early cross, a regular shot, a first-time shot, a chip shot, a hard shot, a soft shot, a moderately hard shot, a moderately soft shot, and many others. I know it’s been a long time since I played soccer, and maybe I don’t understand the broadcasters on Univision, but I sure don’t remember that many choices for passing and shooting.

It took me a few games before I felt comfortable with passing, shooting, and playing defense. But I still had shots flying over the net consistently even after several games. The game lets you control the strength and height of a shot by holding down the square button to charge the shot. To me it seemed that the charge meter was very inconsistent since my character was still missing open shots. Sometimes I would hit the button just once for a quick shot, and I would get a short and low shot. Other times, even with a quick button press, shots would start flying away.

Even with the misfires in some of the controls, Winning Eleven Pro Evolution Soccer 2007 is a portable game packed with all of the trimmings usually seen in a console game. The gameplay modes should keep the hardcore gamers busy for hours. The sheer number of options can even help novice players learn the ins and outs of soccer. Just take my advice and start off on the beginner’s difficulty setting if your soccer skills are still developing. This let’s you play the game in a more arcade style setting where you can get used to the controls and the variety of options. Oh, one more item of note, yes there is still a delay in waiting for the game to load off of the UMD. It can take up to a minute in some areas to get into the game while you wait for the load menu.

One day, while I was still a tiny tyke, my dad told me to follow him downstairs to our dank and fairly dreary basement. Confused but curious, I did as asked. As I rounded the corner past our laundry room, there it was, in all its mini-mechanical glory – an absolutely HUGE model train set. The amount of track space alone was mesmerizing, and while I was too young to truly appreciate the amount of work that it must have taken for my father to craft such an amazing toy for his son, I wasn’t too young to be giddy with excitement at the prospect of driving (and crashing) my new model train.

Cue the present day and the inestimable Sid Meier, one of the world’s best game designers and his company Firaxis Games. Firaxis had already revisited such timeless gaming classics as Civilization and Pirates, and they decided to use a fresh brush on their venerable Railroad Tycoon franchise in the form of Sid Meier’s Railroads! for the PC. Results were mostly positive though a wee bit messy in a few places.

For those who have never played the original or ANY train tycoon type of game, the basics are this: you lay track, build stations, and transfer goods between needy cities to make extra scratch that you can then use for further upgrades and to lay more tracks. Along the way various random events can affect the in-game economy or provide side-missions for you, the aspiring railroad mogul, to complete for extra bonuses. Further depth is provided by routine auctions for newly created patents that can help your trains run faster or carry more or even lower the cost of bridge-building.

Both of the preceding Firaxis remakes sport eyeball-peeling graphics that really add some fresh life to those older titles, and Railroads is no exception. Trains chug out realistic puffy smoke, tiny people wander around each train station, clouds meander across the colorful landscape, and the trains themselves are appropriately shiny and well-detailed – plus you can paint them with any kind of color scheme and decals that you’d like. It’s those little graphical details, the kind that designers occasionally overlook, that are really appreciated in a game of this nature.

Sound design isn’t really noteworthy but it’s acceptable. The music is enjoyable and appropriate for each time period, and you’ll find yourself humming Railroads’ jaunty main theme long after you turn off the game.

Curiously, despite all these refinements, the game itself doesn’t feel as complex as it probably should. Once you get a grip on how the whole economic system works – one city needs something that another city has and you deliver it – there’s not a whole lot else going on. Though the built-in scenarios do their best to provide sub-missions like A

If there’s anything to be said about War Front: Turning Point, it’s that imitation is the greatest form of flattery. The Command & Conquer series helped to pave the way for future strategy games in the early A