May 2007

The Sonic series’ move to 3D was not quite as graceful as other series’ offerings. The original Sonic adventure while clumsy, was enjoyable, but later releases have strayed so far from what made Sonic great in the first place that many have given up on the series. The last straw may have been Shadow the Hedgehog, an almost unforgiveable move to make Sonic more ‘hip’. These reasons may be why Sonic and the Secret Rings feels like such a triumph, even though it is often clumsy in its own right.

Many previews said that Secret Rings was attempting to emulate the 16-bit Sonic games, and if that was the intent with this game, SEGA failed. What Secret Rings does is try to find a happy middle between 3D gameplay and the 2D games of yore. The levels here are more like tracks, and the gameplay feels more akin to Sonic R than any other Sonic game. Here, you will zip through some very well designed levels, trying to grab as many rings and avoid as many hazards as you can, until you find the finish line. And it works. Quite well, in fact.

The Wiimote adds a lot to this title, and I didn’t think it would. The smoothness of turning with the remote takes a little while to get used to, but as soon as the tutorial is over, you will be racing away. Where the controls, and ultimately the game, fall short is that while you can go really fast and the thrill is absolutely amazing, the game asks you to stop sometimes. When you turn the controller so that the face of it is facing you, Sonic will start to walk backwards. Some parts of the game actually require this and everytime, you will curse the dumbest design decision ever. If I need to backtrack, why not have a clearly marked alternate path I can use to circle around to where I was?

Sonic starts out with a decent bit of speed, but by the end of the game, you will wonder why you ever thought he was fast at the beginning. Sonic and the Secret Rings has a surprisingly delightful RPG aspect, where upon successful completion of a level, you will get skills and experience points. You equip these skills onto your skill ring, and swapping out for specialized skills in certain stages becomes an art form later on.

Never fear, Wii owners, this is one game that you can actually use to show off the graphical abilities of the Wii. Textures are wonderfully crisp, the areas detailed, and if the game drops below 60 FPS, it isn’t noticeable. While your friends are being wow’d by how fast the little hedgehog goes, they can marvel at the sound track. But probably not. The soundtrack is made up of some of the cheesiest rock music on the face of the planet. You can even make a game out of what you think the words are. “No such thing as an aeroplane… la dee da”

As one of the few original and buyable games for the Wii, Secret Rings is a triumph that just stumbles a little bit in the controls department. Later iterations will hopefully take care of this. There’s even an obligatory Wii Multiplayer Mario Party Style Minigame-Fest to goof around with once your friends want to pick up the controller. If you are a Wii owner chomping at the bit for something original and daring, here’s my pick.

With Season One of Sam and Max finally at a close, it is interesting to note how the series has evolved significantly and rapidly during such a small span of time. A total of six episodes within seven months is impressive, with each episode bringing its own locations, characters, dialogue, puzzles, as well as a self-contained plot that manages to fit into the season’s larger framework. The first episode, Culture Shock, was a witty, fun, but ultimately unchallenging introduction to the A

With Lord Of The Rings Online: The Shadows of Angmar, Turbine has created a viable contender to the World Of Warcraft‘s dominance over the MMORPG genre. Sure WOW is not the only MMORPG out there, but there is no denying its stranglehold on the market, and there have been many articles devoted just to its eventual downfall and speculation as to who its successor will be. Now LOTRO may or may not be that entity, but it sure has a strong possibility of taking down the champ and at the bare minimum a bright future as an online game that can be played for years to come.

Based off of the world Tolkien created for his book The Lord of the Rings, the game takes place somewhere between The Hobbit and the The Fellowship of the Ring. Your custom character must fight the rising powers of Angmar and the servants of Mordor while joining with your fellow heroes to help the future fellowship stop the spread of evil. Along the way you meet major characters from the books, who give you quests to help the world which is on the brink of war. Now all of this may be vague, but with various storylines for the various races, LOTRO has successfully created a meaningful overarching tale which compels you through the game.

You can play as any of the four A

Since its inception, the Command & Conquer series has always been about a fun, accessible experience that many people who normally don’t play RTS games can get into. While Command & Conquer Generals was a great game in its own right, it seemed to leave many of the traditions of the series behind, much to the dismay of fans. Now that EA has gotten the series back on track with Command & Conquer 3: Tiberium Wars, things are getting back to the basics. Much of what Tiberium Wars has to offer is old hat, which is both good and bad, but the game also marks the return of the wonderfully dorky full-motion video, enhanced graphics, and the same great multiplayer options. While it remains on the simple end of the RTS genre, Command & Conquer is an awesome return to old tradition, and it’s just plain fun.

Much of the hype around Tiberium Wars‘ launch has centered around the return of the enigmatic Kane, the leader of the Brotherhood of Nod (and voted least likely to die in an ion cannon blast). Tiberium Wars is, of course, a direct sequel to 1998’s Tiberian Sun, so it’s been roughly a decade since we last heard from the fight between the Global Defense Initiative (GDI) and Nod. Things takes place in 2047, about sixteen years after the event of the Firestorm expansion pack for Tiberian Sun, and the story focuses on the Third Tiberium War which Nod provokes by destroying the space station Philadelphia. Like all entries into the series, you’re given the choice between playing as Nod, GDI, or even the newest alien faction, the Scrin, in campaign modes.

Campaign mode generally runs along the same lines as previous incarnations in the C&C series. Both campaigns run significantly different, largely in part due to the different approaches each army takes. There are five acts in each campaign, with the first two acts generally devoted to introducing you to the main units of each faction. Probably the most significant factor in campaign mode is the return of FMV cut scenes, which not only have some big name actors involved, but look terrifically sharp and crisp. Michael Ironside, Tricia Helfer, and probably the biggest name here, Lando Calrissian (Billy Dee Williams), all come together to make for some enjoyable, if not cheesy as hell, HD movie cut scenes. And yes C&C fans; Joe Kucan is back as big Kane himself.

Tiberium Wars also steps back into old formulas by returning to the kind of interface and game play presented by Red Alert 2. Resource harvesting, mobile construction vehicles, and the traditional sidebar have all made it back into Tiberium Wars. On the whole, the game is much more akin to classic C&C than Generals ever was, which should definitely please fans. For that reason, Tiberium Wars doesn’t try to reinvent the wheel and sticks to tradition. Some might see this as trailing behind other recent RTS games, and if you’re expecting new and different, you’ll probably want to look elsewhere. Even so, that doesn’t stop Tiberium Wars from being enjoyable on the whole, and what it lacks in innovation, it makes up for full-fold in capturing the great C&C game play.

It’s always interesting to see how differently each faction works in C&C titles, and like past games, each faction here caters to specific strategies. GDI is the powerhouse faction, and possesses the real heavy weaponry like the mammoth tank and the juggernaught artillery. Nod, not having the benefits of government funding, can’t match GDI’s power, but instead focuses on stealth and sneak tactics to take out their enemies. Probably the most interesting is the new Scrin faction, which displays an entirely different strategy from the other two groups with an emphasis on air superiority. Each faction offers a good variety, with GDI being for the people who take the abuse and dish it right back, Nod being for the crafty, and the Scrin probably being the most complicated but quite powerful in the right hands.

Maybe one of the main criticisms of Tiberium Wars lies in the fact that the technology tree for each factions isn’t as developed as it could be; or rather, the tech tree isn’t as developed as other more recent RTS games. This doesn’t do the game in, but it is very easy and very quick to move through the tech tree, and you can usually reach the most powerful units within minutes. On the plus side, this doesn’t seriously complicate things, and as it’s shown over the years, C&C often gathers players that normally don’t take to RTS games by keeping things relatively simple. Still, this means that more devoted RTS fans might find Tiberium Wars to be a bit too watered down compared to, say, Company of Heroes or Supreme Commander.

Despite tech tree issues, Tiberium Wars sports some pretty interesting units across the board. GDI’s mammoth tank is a force to be reckoned with, but it isn’t so powerful that Nod’s stealth tanks can’t lie in wait and ambush them before they know what happened. Nod’s avatar has the ability to assimilate technology from other vehicles and adopt stealth scanners or flamethrowers, while GDI’s zone troopers are some of the most powerful infantry units in the game. Most interesting, though, is exploring the units offered up by the Scrin, which have some truly terrifying airships and radically different strategies from the other two factions. While balance issues are mostly on the level, though, things can sort of breakdown online if a GDI player spams forth an army of mammoth tanks, which can be just about unstoppable (although not completely).

Speaking of playing online, Tiberium Wars offers up the online play in spades. Computer A.I. is all good, but online multiplayer is where the longevity comes in, and Tiberium Wars brings back the great online play the series is known for. If you can remember back to Red Alert 2, the multiplayer interface is largely similar to the one seen back then, although more user friendly. The game is super friendly to clans and leader board rankings, allowing for clan battles and matches to be set up on the C&C website. EA has even made a feature called Battlecast as a way of being able to view online matches and even commentate on them complete with telestrator. It’s a neat feature that ultimately is probably underutilized (what, with having to go through the game’s website to view matches), but it is a good way to research player strategy. Overall, the online modes are the best reason to invest in Tiberium Wars, though that by no means discounts the enjoyable single-player.

Looking at the modest system requirements, you might not expect a game like Tiberium Wars to be the most visually appealing game. It’s amazing what they can do with mid-range system specs, however, and even at the base system requirements, Tiberium Wars runs fairly smoothly at higher settings and looks great. Terrain textures leave something to be desired, but when massive armies clash, it’s like a Pink Floyd concert with lasers and explosions going off all over the place. Unfortunately, sometimes the frame rate can drop if too many units get onto the screen, although that’s fixable by sacrificing the visual quality a bit. The bottom line is that even if you aren’t looking for amazing graphics, the game can run very well on mid-range machines, which is critical since many people in the C&C fan base might not have much invested in a big rig.

Command & Conquer 3: Tiberium Wars is a great throwback to the basics of the C&C franchise. It doesn’t do a whole lot of new things for the RTS genre, but those who appreciated the classic C&C games will surely enjoy the great online modes and the return of the series’ staples. Playing Tiberium Wars is remarkably like going back and playing previous games in the series, and EA has done a great job of emulating the feel of the old games while updating the visuals and some interface options. Any fan of C&C is sure to have a good time with Tiberium Wars.

Pinball FX

May 11, 2007

Arcades are going the way of the dinosaur in the US, and pinball tables are a rare sight. One that works properly is even rarer. A flipper doesn’t work, a bumper is malfunctioning, or the machine is unplayable due to the ball being lodged somewhere on the play field. Thankfully, Pinball FX alleviates these issues. Unfortunately, it adds a few of its own along the way.

The success of pinball video games hinges on two factors: physics and table design. Zen Studios has nailed the physics, but the table design certainly leaves something to be desired. Pinball FX features three tables: Speed Machine, Extreme, and Agents. In terms of both quality and fun factor, most game time will be spent with Agents. Speed Machine comes in second, and Extreme is a distant third that will be played only by those interested in acquiring the achievements tied to that table.

Moving from the bottom up, it’s difficult to see how Extreme made the final cut. The table is cramped, the middle of the playing field is underused, and it’s extremely easy to start a scoring loop. Speed Machine feels like a classic pinball table with both the good and bad that entails. It’s fast, as a table named Speed Machine should be, but it also feels a little barren. Agents strikes the best balance between speed, table layout, and bonus modes.

Aside from the Agents table, the physics featured in Pinball FX are a shining example of how electronic pinball should feel. The ball feels like it has weight, its interaction with the bumpers feels appropriate, and cradling the ball with a flipper feels exactly like it does on a physical pinball table.

The only place that the game’s physics feel off is the flipper strength. There is no soft touch in Pinball FX, and there is no place that this is more felt than when attempting a flipper pass. You’ll never complete the flipper pass; the flippers are just too strong, and they send the ball flying even if your intent is a soft flip instead of a hard fast trip up the ramp.

Clocking in at 800 points for two good tables and one terrible one, it’s hard to recommend Pinball FX to anyone but pinball aficionados. The physics are solid, but without a collection of great tables, Pinball FX will only be played occasionally, and recent newer releases like Catan easily overshadow it.