Chris Massey

[i]Star Wars[/i] has explored plenty of different game genres in the past. From the old [i]X-Wing[/i] simulators to the Battlefield-like atmosphere of the [i]Battlefront[/i] series, Lucas’ movies have been around the block. But one of the few genres [i]Star Wars[/i] hasn’t seen such success in is the real time strategy area. We’ve seen a few companies try to mold [i]Star Wars[/i] into an RTS, but they didn’t do too hot when they hit retail. Now we’ve got the latest attempt to enter the genre with [i]Star Wars: Empire at War[/i], which not only tries to break the traditional formula of an RTS but at the same time learns from the mistakes of previous games trying to translate [i]Star Wars[/i] into the strategy formula. Not everything hits the mark, but [i]Empire at War[/i] is the best way for strategy fans to get their [i]Star Wars[/i] fix.

Strategy fans will be relieved to know that Petroglyph Studios is behind [i]Empire at War[/i]. Petroglyph is a new company founded by several members of the former Westwood Studios, known for the seminal Command & Conquer series. It’s obvious that they haven’t lost their edge since leaving Westwood, and they have finally managed to translate the [i]Star Wars[/i] universe into a competent strategy game. Based on the period between [i]Star Wars: Episode III[/i] and [i]Episode IV[/i], [i]Empire at War[/i] allows the player to choose between playing as the fledgling Rebel Alliance or the ruthless Galactic Empire. The best way of summing up the story of the game is that you are given the chance to recreate [i]Star Wars[/i] history, retelling the events of [i]A New Hope[/i] or destroying the galaxy with the Emperor’s Death Star.

[i]Empire at War[/i] is a bit unconventional for a standard strategy game. Things work on a sort-of multi-layered strategy experience. On one side, you are given a view of the entire galaxy with the ability to take over every planet from Hoth to Coruscant. It is on each individual planet where the majority of your structures and armies are built, allocating funds from each of your controlled planets. Stacking up your planet’s space defenses are critical for staving off fleets of Imperial Star Destroyers, and building ground forces is key to capturing enemy-controlled planets. From the planetary view, a space or land battle may be initiated, leading into the second layer of strategy (which is the standard RTS view where you control your units). Depending on what units are included in your attacking or defending force from the planetary view, you battle the enemy with what you have brought along or stacked on your planet. This eliminates the all too familiar resource gathering aspects from the game, and allows you to bring powerful AT-ATs in right from the start of the battle, that is if you’ve made sure to bring them along on an invasion.

It’s in space that [i]Empire at War[/i] shines its brightest. The game includes every sort of spacecraft you could imagine from [i]Star Wars[/i], and each unit brings something different to the battlefield. Mon Calamari cruisers shoot it out with gigantic Star Destroyers while X-Wings and TIE fighters dogfight in-between the fray. While [i]Empire at War[/i] isn’t the most graphically appealing game, the battles in space look great and are easily the most visually appealing thing in this game. Combat in space also attempts to give the player some different tactics than those seen in the ground battles, such as targeting hard points to disable the engines of a cruiser and attacking the helpless carriers transporting AT-ATs en route to the planet. It’s refreshing to see how the developers tried to incorporate different forms of play into each gametype.

Unfortunately, whereas the battles in space are stellar, the ground battles are less than overwhelming. This isn’t to say the ground combat is terrible, but it is certainly doesn’t do too many things different from other strategy games. When compared to the planetary and space modes, fighting on the ground seems somewhat out of place in [i]Empire at War[/i]. Accompanying the mediocre ground combat are mediocre graphics. The textures on planets aren’t exactly that groundbreaking, and aside from different climates, one planet doesn’t look too different from the next. Whereas space battles have fairly good visuals, things look pretty ugly on the ground, including polygonal infantry units, some awkward animations, and other unappealing sights. Granted, these problems don’t show up as much when the camera is far off, but seeing as how the developers included an up-close cinematic camera, it seems strange that things would look so poor in this area.

Hero units deserve some mention. Han Solo, Darth Vader, Boba Fett and all the usual characters associated with [i]Star Wars[/i] make it into [i]Empire at War[/i], and each character brings different skills and advantages to the battlefield. Some like Admiral Piett and Admiral Ackbar come packaged with impressive capitol ships while others like Mon Mothma give bonuses to production needs. Almost any character put into a battle can turn the tide of battle with the special powers they are given. Even the smallest Corellian Cruiser piloted by Captain Antilles can use his weakening powers to lower the damage Star Destroyers deal. The hero units add a lot of variety to the game, and let’s face it, it wouldn’t be a [i]Star Wars[/i] game if the defining characters were absent.

Being a [i]Star Wars[/i] game, you would probably expect some great sound to come in the package, and you would be right. In fact, the developers have outdone themselves in terms of audio in [i]Empire at War[/i]. All the standard John Williams music is included, but aside from good music quality, the sound effects are also pretty stellar. Particularly in space, the sounds of explosions, turret fire, engines blazing and X-Wing pilots chiming in are all clean and crisp. However, the sound quality is also in full force in the other areas of the game, and while ground combat got a beating earlier, the sound is also excellent on land as well. The sound really makes it feel like you’re down in the middle of everything, and this will be one of those games you’ll want to pump up the volume with.

Electroplankton

March 19, 2006

[i]Electroplankton[/i] is a game that suffers from too much innovation. It’s always nice to see video games utilizing new and innovative features, and we all know this industry needs more of it. However, it is a step backwards when developers place all their time into innovation and completely bypass game play. It’s a shame too, because [i]Electroplankton[/i] uses the features of the DS to their full capabilities to create some very artistic imagery and vibrant music. The problem is that [i]Electroplankton[/i] only lasts as far as your imagination can take you. Those without an artistic mindset will lose interest very quickly, and even with a vibrant imagination, you might not last very long.

The basic premise to [i]Electroplankton[/i] is that the player uses the touch screen and microphone of the DS to manipulate tiny plankton. There are ten mini-games to choose from, each having different ways of making music. One game, for example, has you creating lines for the different plankton to swim along, creating music in the process, while another uses microphone speech to create different lines of sound effects, essentially mixing your own sounds together to make music. All of this is accompanied by brilliant colors, making this game a treat for the eyes and the ears. Calling [i]Electroplankton[/i] a game, though, is saying a bit much, as there is no real apparent goal to be found, and once you’ve explored the ten mini-games, all that’s left is to go back and explore them again.

To its credit, the game utilizes the features of the Nintendo DS almost as well as a game like [i]Nintendogs[/i]. All of the different mini-games vary in terms of usage of the touch screen and microphone, and include tracing lines, rearranging the leaves of a tree, voice manipulation, and a lot more. There just isn’t any game play to back up the different game modes and once you’ve manipulated your voice in sixteen different wavelengths, the only thing to do is go back and do it again. The developers could have added some kind of recording to at least save your musical creations, but there isn’t much incentive to making intricate music patterns only to lose them as soon as you back out of a game mode. There is an audience mode that lets you listen to music recorded by the developers, but that only adds further questions as to why they didn’t insert a record option.

[i]Electroplankton[/i] presents itself very well. Animations are very fluid and the colors really jump out as you manipulate the plankton. The plankton themselves seem to resemble everything from fish to tadpoles to microscopic cells, and each plankton in the different game modes have unique sounds to them. It would have been nice to have a way to combine the different plankton to create some truly creative (or defunct depending on your musical sense) pieces of music, but you are pretty much limited to using a single type of plankton to each game mode. [i]Electroplankton[/i] is probably one of the most visually appealing games found on the DS, but unfortunately, that doesn’t make up for the lack of game play.

It is really hard to give [i]Electroplankton[/i] such a low grade, because it really is a great and innovative idea. In the end though, the absence of any game play whatsoever makes this game hard to recommend and very hard to justify the spending of thirty dollars on. I even have a hard time recommending it for a rental, because I had pretty much played the whole thing in less than thirty minutes. People with creative imaginations may find a worthy title to add to their library in [i]Electroplankton[/i], but even then the developers could have added in a little bit more into the game, such as the aforementioned recording option. [i]Electroplankton[/i] is a good experiment, but it clearly shows us that innovation must find a balance with game play, and without the game play, this game has more value as a novelty item than a video game.

I recently jumped onto the wireless bandwagon. I’ve started getting everything, from wireless keyboards and mice to the famed Nintendo Wavebird. So I figured why not bring my Xbox into the group, and began searching for a worthy wireless controller. Since I was so pleased with Logitech’s Cordless Action Controller for the PS2, it seemed only natural that Logitech’s Cordless Precision Controller for the Xbox would be the best choice, and while it has some design flaws, it is probably one of the best, if not the best cordless controller for the Xbox. The Precision Controller shares most of the qualities put into Logitech’s Playstation 2 controller. It has a 2.4 GHz frequency, which holds up flawlessly up to 30 feet, and only requires two batteries (which are included). Also like the Action Controller, the Precision controller is Logitech’s second-generation wireless Xbox controller, which is also much smaller and comfortable than the previous model. One thing the Precision Controller doesn’t share with the PS2 Action Controller is the receiver, which we’ll cover in a bit, but before that we’ll look at the structure of the controller.

The Precision Controller recreates the feel of the Xbox’s own Controller S, although some things are noticeably different. For starters, it looks slightly thinner than the Controller S in the mid-section, and the most notable change is that the memory card and Xbox Live ports are missing from the top of the controller (we’ll find those in a bit though, don’t worry). Other than that, it is just about the same size as the Controller S and has all the buttons placed correctly. The back of the controller is molded to fit the human hand, so it’s fairly comfortable to use. One thing I really like about the controller’s looks is the clear green analog bases and the green ring around the Logitech symbol, they really make the controller stand out from just another all-out black controller.

Like mentioned earlier, button placement is dead-on with the original Controller S. There is a new button near the left-most analog stick that turns the vibration function on and off, and the trigger buttons have a slightly different feel to them, although they pose no problem. Other than that, there isn’t really any change to the original structure layout of the Controller S. You might remember me commenting on how the D-pad felt a little cheap in the Action Controller review, and sadly, this is a quality the Precision Controller shares with the PS2 Action Controller. Actually, if anything, the D-pad on the Precision controller feels even cheaper, and almost feels like it would be fairly easy to pull out from the base, although it has yet to happen.

Now onto the memory card/Xbox Live port absence from the controller. Now, they have them included in with the controller, however, they are located on the receiver, which is roughly ten times bigger than the Action Controller’s receiver. The receiver plugs into the console through a very short cord, and resembles one of those real old receivers you would find in with say, the old SNES Super Scope, although the design is sleeker. This is understandable of course, seeing as how they have to put the ports somewhere, but them being on the receiver actually defeats the purpose of having a wireless controller if you are using your Xbox Live headset, since you will have to sit right next to the console to use the headset.

The Cordless Precision Controller is probably the best you will find on the Xbox. While the clunky feeling D-pad can be annoying, it is easily overlooked, especially since most games use the analog sticks (even if you happen to be playing say, a 2-D fighter, the D-pad still works fine). If you are using the controller for everyday gaming, then you can’t do much better, but with the Xbox Live port being next to the console, you might want to break out that corded Controller S, lest you enjoy sitting right next to the television screen with a wireless controller. As a wireless controller though, the Precision Controller is a great piece of hardware.

Ever since I bought the Playstation 2, I’ve had the standard controller that came with the system itself. Countless times, the distance between the furniture would prove for an uncomfortable gaming experience of either leaning forward, sitting on the rather hard flooring, or leaning back in fear of the plug popping out. When time came to purchase a new controller, it seemed only natural to go wireless. The problem is that there are so many different wireless controllers out on the market, most of them being third party, and unreliable. I then came across the Logitech Cordless Action Controller for the PS2. Being officially licensed by Sony (as indicated by the sticker in the package), this seemed like the best bet, but the question is, does this stand out in the crowd, or fail like many of the other third party counterparts.

The Action Controller is the second-generation wireless controller for the PS2 that’s made by Logitech. It is much lighter, smaller, and comfortable, all while packing in a 30 foot 2.4 GHz frequency. Two AA batteries power the controller, and the battery life can last for hours of gaming. In addition to working with the Playstation 2, the Action Controller also works on the PSOne as well as the original Playstation model, so gamers can play their favorite classics on the older systems with newer, more comfortable wireless technology.

Logitech did a nice job on recreating the feel of the official Playstation controller. Like mentioned earlier, the design is smaller than the original Logitech wireless PS2 controller, but it has also been remolded into a more comfortable feeling controller as well. The back of the controller is molded to better fit the structure of the human hand, while the front has some indentations, although they accommodate the look more than the feel department. The controller is small, but not too small, and it’s about the size of the original Playstation controller. It fits very comfortably in the hands, although the placement of the L and R buttons feels a little strange.

The button placement mimics the official Playstation controller. All the action buttons are in place, as well as the L and R buttons, start and select buttons, and D-pad. The mode button sits on the upper left of the controller, while directly across to the right is a vibration button that turns the vibration feature on and off. Like mentioned in the last paragraph, the L and R buttons feel a little awkward. It’s not so much that the placement is off but more that the buttons no longer sit atop their humps like they do with the official Playstation controller. It feels strange at first, but once you get used to it, it isn’t so much a problem. All the other buttons, and analog sticks are fine, but the D-pad feels very fragile. When you first touch it, it feels sort of cheap and easily breakable. It has held up very well through excessive gaming, but it still has that feeling that it may one day break.

All in all, I had a very good experience with the Logitech Cordless Action Controller. It is very well made, possibly the best third party wireless controller available for the entire Playstation family. It resembles the original Playstation controller in both size and build, so people should have no problems picking it and automatically becoming accustomed to it. The frequency never fails, and the miniature receiver plugs into the controller slot, allowing to keep in at all times while the user simply stores the controller away with no need of wrapping any cords up. If you’re looking for a wireless controller for the PS2, or even the PSOne, you can’t do much better than the Logitech Cordless Action Controller.

We’ve come to that point. Video game franchises made popular in the 80’s and 90’s are getting older, and with that, companies try desperately to make a buck off them by doing something to commemorate the fact that the franchise in point hasn’t fallen into obscurity yet. [i]Command & Conquer[/i] turns ten this year, so in natural form, EA has followed through with [i]Command & Conquer: The First Decade[/i], a collection of every game in the series on a single DVD. Being a fan of the games, I leaped at the chance to own all the [i]C&C[/i] games at once. I probably should have taken into account, though, that EA was producing this collection. While there is a great nostalgic sense to this package, EA has pieced this compilation together in a sloppy, bug-riddled manner and rushed it out the door. This is a collection strictly for [i]C&C[/i] fans only, and that’s if you can stand the bugs present in your classic games.

It seems a bit bittersweet that EA is making this glorified collection of [i]C&C[/i] games. After all, Westwood Studios-the now corporately swallowed company-was responsible for the groundbreaking series and its numerous sequels and expansions. Despite this, EA has now brought us every title in the series on one compact DVD. That’s twelve games (six games and six expansion packs) all on one disc, which is a pretty nice deal. However, it is very evident that EA has pieced this together very poorly. This package could have been a great homage to a classic game series, but the quality of [i]TFD[/i] is as if EA simply slapped each game onto the disc and hoped for the best.

There are some glaring problems right off the bat for some of the games found on this disc. While more recent games like [i]C&C: Generals[/i] seem to work perfectly fine, I particularly had issues with [i]Red Alert 2[/i] and its expansion locking up, and the first person shooter [i]Renegade[/i] has seen frequent drops to the desktop. Indeed, a look into EA’s forums revealed a number of people complaining of other issues, ranging from a lack of video in the campaign mode of [i]Red Alert[/i] to the individual games asking for their respecting discs despite the DVD being in the drive. The biggest thing to swallow in this whole story is that when I installed the stand-alone version of [i]Red Alert 2[/i] a few months ago, it worked perfectly fine. Combine this with the fact that EA has missed any opportunity to clean up any issues that plagued the older games in their day, and something has certainly been lost in translation.

Meanwhile, there are also a few issues to be found in the earlier games, although these can be attributed to their age rather than bug anomalies. Most notably, [i]Command & Conquer[/i], [i]Red Alert[/i], and their expansions are all missing the ability to play online. EA clearly states that online play may be discontinued on the back of the box, but it still feels like a missed opportunity that EA could have included. The worst thing is that when you click the button for online play, it prompts you to install Westwood online components that are not only absent from this disc, but may also very well be obsolete by this point. The original games from 1995 and 1997 are preserved in their entirety, although for some this might be a turn off. Not only are these vastly underdeveloped compared to more recent strategy games, but some of the full motion video cut scenes just look terrible ten years later.

This brings us to the practicality of [i]TFD[/i]. Fans of the series will no doubt enjoy just about everything to be had here (particularly the preservation of everything), but for others, there are some very different game styles at work here. [i]Renegade[/i] is a first person shooter, and is probably the most out of place game on the disc, using a simple FPS engine oozing with [i]C&C[/i] references that someone outside the series just won’t understand. Meanwhile, fans may not appreciate [i]Generals[/i], which goes under a completely different play style than the other games, and those willing to give this compilation a try will probably skip the first few games due to their underdeveloped nature to more recent games. The fact is it may be very hard for someone to like everything available on this disc.

Then there’s the bonus DVD. Just when you thought the idea was only for movies, they went and inserted one with this compilation. As you probably would expect, it wasn’t the first thing I went to, and as you might also expect, it isn’t incredibly interesting. The bonus disc mostly consists of video of EA employees talking about their history and experiences with the game series, and since most Westwood employees left after EA absorbed the company, the only developer insight you’ll get are from the people behind the [i]Generals[/i] games. There’s an interview with the creator of the series, but that may be the only thing worth watching on this. I suppose they felt that they needed to make some attempt to make this collection worth purchasing rather than just throwing every game on the first DVD. If they thought this would impress [i]C&C[/i] fans, though, then EA is really out of touch.

Unless you are a fan of [i]C&C[/i], you will want to pass on this deal. Fans of the series may very well see a worthy purchase here, and by all means, go wild if that is the case. Those fans should be aware that, while there is the added benefit of having every [i]C&C[/i] game ever made on one disc, there are a lot of problems and bugs to be found within the separate games, and really all you are getting is each game installing as if you had put the original games in the drive one by one. EA had a good idea coming out of the gate with this collection, but clearly stumbled somewhere along the way. Fans of [i]Command & Conquer[/i] deserve better than this, and Westwood Studio’s legacy certainly deserves more than bug-ridden versions of their finest work.