Chris Massey

With the Playstation 3 set to debut in Europe on March 23, Sony is already attempting to lower production costs in anticipation of the launch. Sony announced on Friday that the company would be removing a microchip from European-bound PS3 units that will help to cut some of the heavy costs associated with PS3 production. The chip, which enables the console to process PS2 graphics and data, will be replaced with another chip that still processes the data for PS2 games, but will reduce the number of PS2 games able to be played on the PS3. The announcement caused shares in Sony Corp. to rise three percent.

It is unclear if the cost-cutting move with be applied to Japanese and North American PS3 units yet. Could this lead to lowered prices on PS3s in European countries? With Sony’s prediction that the company’s game operation will exceed losses of over 200 billion yen, don’t bet on it.

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.

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

Whether you like The Sims or not, there’s no denying the kind of effect it’s had on the gaming world. One of the best-selling series on the PC and in gaming as a whole, there seems to be no stopping The Sims war machine as it pumps out expansion-after-expansion for fans to gobble up. Trying to further capitalize on the series, EA has now introduced The Sims Stories, a collection of stand-alone games focused for play on laptop computers, with the first of the series being The Sims Life Stories. It’s nice that EA has begun to adapt the popular series to customers with laptops, and with controls that have been specialized for laptops, Life Stories is right at home with the portable crowd. Unfortunately, you might not be able to shake the feeling that the game feels like a watered down version of The Sims 2. Laptop owners may want to look into The Sims Life Stories, but regular PC owners will probably want to stick with The Sims 2.

There are two concepts at work in The Sims Life Stories. The first is like the title suggests: a focus on storytelling. There are two storylines that you can play through, along with the standard open-ended Sim-mode. The second concept is that the game is optimized to run on laptop PCs. The game controls are specialized to work around the setback of the touchpad mouse controls by controlling the camera with the WASD keys as well as setting hotkeys to work with Sim interactions. The game works in a closed window rather than taking up the whole screen, allowing you to run the program in the background while listening to music or chatting with Instant Messenger. It also automatically pauses when you close the laptop and starts right back where you left it when you open it, and it even contains a battery indicator in the options menu, making Life Stories very user friendly to laptop users.

The two storylines are the main points of interest in Life Stories. The first story follows Riley Harlow as she moves back into the neighborhood, while the second story, which you unlock after playing into the first, is about millionaire woman-less Vince Moore. Each have their own focuses, but they both eventually end up being about finding a life for the starring character. The storytelling is different from the mode seen in The Sims 2, where you essentially craft stories from your own imagination. Here, the story plays out as you complete actions that further the story, and things boil down to playing a chapter of the story each day. Though you can take your time and wait a few days to play the next chapter.

Each story lasts roughly three hours at the least. That is without taking breaks or getting distracted by outside forces. The storylines themselves are fairly involving if you’re into that kind of thing, but if you got into The Sims just to play around with the little guys (like, say, catching them on fire), then you probably won’t be as captivated by the stories. The people who might get the most out of these stories are the people who enjoyed making up their own little worlds in The Sims 2 with the storybook mode, although even then, those same people might find it more rewarding to make their own families and craft their own stories than play through the mostly predictable main storylines. I will say that Vince’s story ends fairly interestingly, though.

Life Stories also includes the standard Sim-mode that is near identical to the one seen in The Sims 2. The only difference is that the options are slightly more limited to keep requirements down. For instance, you only have access to a single neighborhood that seems a bit more compact than the ones from The Sims 2. Besides that, though, things are mostly identical. It would have been nice to have some exclusive items to Life Stories, but most of the Buy Mode items remain unchanged, excluding even any seen in the numerous expansion packs. There are some brand-new items that are unlocked through story mode, however, so that’s something.

The biggest draw of Life Stories is that it doesn’t need much to run it, making it great for laptops. No video card is required, and with the other laptop friendly features mentioned earlier, The Sims Stories line seems to aim itself at a somewhat new market. However, doing all this essentially leaves those with PCs out of things, as Life Stories doesn’t have much for PC gamers that The Sims 2 hasn’t already achieved. The A