PC

There has been about a decade of realism-oriented World War II shooters, so anything new in such a narrow category and for such a specific time period should be held under severe scrutiny. “What’s new?” is a fair question to ask, especially if the game is part of a franchise. Brother’s In Arms: Hell’s Highway comes three years after the last entry in the series, so it’s fair to expect there to be some large differences to justify a return to the format.

Sadly, the changes are not enough to warrant this an improvement, at least not for a three-year-wait. In this edition of World War II you are still Sergeant Matt Baker; you dropped in Germany during D-day and are now assisting in Operation Market Garden, a massive airborne directive that largely ended in disaster. You must command your unit and help them survive until they can reunite with larger forces.

The storytelling here is ambitious as before, continuing in the style of Hollywood soldier movies. Baker starts the game mourning over a soldier who dies in conversation, while a fellow sergeant urges him to move on. The story then rewinds by a few days and builds up to the beginning, which replays again, adding poignancy to Baker’s idealism and zeal for reducing casualties. This struggle is examined from a variety of safe viewpoints to illustrate the different reactions and philosophies soldiers adopt in understanding war. The writing is professional and the acting and character direction is an ambitious attempt to get the player closer to the characters. There are too many for you to get attached to many of them but Baker, which is problematic because Baker’s sorrows come as a result of mistakes of these characters that don’t have enough time to be fleshed out. Had the cast been a little smaller, the story may have been more engrossing, but as it is it feels incomplete. The graphics are more detailed, but the scenery is not complex (the hospital level is a great exception), and the faces seem mask-like. The models look like highly-detailed puppets.

Back, of course, is the series’ tactical gameplay. It is Brothers in Arms as usual, and not much has been done to improve it. The enemy soldiers have bad aim on the harder of the first two difficulty levels, and your allies are even worse. You can’t depend on them for anything but distraction and for blowing up sniper and machine gun nests with the bazooka. (That is one change; your squads have different roles, and some of them can blow up the cover.) The experiences vary; there are parts where Baker must go solo, as well as a couple of tank levels and one sequence where he must use a sniper rifle to protect a civilian. There is also a level where he loses all his weapons except his pistol. These variations are solidly executed but the core gameplay doesn’t feel too different.

The German squads respond to strategy, but in a highly predictable manner; Gears of War does this better. Most of the levels were bland and used nothing but corridors, vast open spaces, or parallelogram-shaped spaces with boxes and drums. These levels, the poor aim of the soldiers and the terrible grenade system, which I could never figure out how to use effectively, make only two strategies viable. Unless you’re using the bazooka, your soldiers will very rarely kill other soldiers, only distract them.

You can either be patient and pick them off, or you can flank and kill them all from behind or the side where they are exposed. It was incredibly difficult to get a team to flank the enemy without losing the soldiers; I eventually grew frustrated and just used my team to pin them down while I did all the killing. It isn’t hard to get through the game and the monotony is only broken up by the deviating levels and the splendid acting.

If, somehow, it’s your first time playing a World War II shooter and you like soldier stories, Brothers in Arms: Hell’s Highway commits no major mistakes. For those who have been here before, even if you haven’t played a Brothers in Arms title, it will feel like more of the same. The multiplayer is practically nonexistent, with no players on the Gamespy network, and doesn’t play very well anyway. Even if you wanted to play this one just for the story, you can skip this one and not regret it.

ESRB: M–gory, bloody, lots of bad language.
Plays like: a previous Brothers in Arms, only with minor changes that do little for it
Pros: Not cheesy, respectful of the war; original and different story
Cons: Unoriginal, combat doesn’t feel authentic like in many other WWII titles, bland and predictable levels

Wall-E

October 22, 2008

WALL-E, like most tie-in games, tends to find itself on every platform it can manage. With Disney squarely in Steve Jobs’ pocket, it’s therefore no surprise to see the game get a dual PC-Mac release.

Much like its console brethren, the PC release of WALL-E puts players in control of the robot, guiding him around in third-person action sequences that consist of simple puzzles, tricky jumps and basic enemies. The difficulty level is low enough for young fans to complete the game, so it doesn’t have the all-ages appeal of the film. The levels can be less than intuitive–THQ included a map function to get players back on the right track.

Unfortunately, the game does get a bit repetitive, and poorly placed save points exacerbate the issue. What’s here, though, is relatively fun, and unlike the portable iteration, it feels roughly like the movie.

The game does a decent job of including the humor of the film at times. When WALL-E encounters a human object, a little cutscene ensues where he tries to figure out what it does, and it’s mildly amusing.

The graphics in the title are quite crisp compared to the console versions. Everything feels clean, and it can run at high-end iMac resolutions. The soundtrack, on the other hand, is a bit disappointing. The same few tunes keep repeating, which makes the redundancies of the gameplay that much more pronounced.

Also included are multiplayer minigames, but these are nothing special, and if friends are around, there are much better options. WALL-E is pretty good for a younger player looking to have a bit more fun with the little robot, but that’s about it. Most tie-in games can’t even say that, though.

Plays like
: Most other movie tie-ins
ESRB: E, just like the movie.
Pros: Well-placed humor, crisp graphics
Cons: Low-difficulty levels for kids only, multiplayer a wasted effort

Sid Meier is known for supplying PC gamers with deep, satisfying, and infinitely replayable strategy games, and Civilization IV: Colonization is his most recent offering. Some of you may remember Colonization, a classic game based on the American colonization and subsequent revolution from England. The original was a beloved classic and this reimagining is a worthy successor.

First, it is important to know that Civilization IV is not required to play Colonization (although if you enjoy strategy games you’ll probably already have Civ IV and its expansions). The title makes it seem like an expansion pack, but in reality it is a full game that happens to use the Civ IV engine. Civilization IV: Colonization differs from Civilization IV in that Colonization is a zoomed-in and streamlined view of the Civ IV experience.

Much like Civilization IV, Colonization begins with you controlling a single settlement and gradually expanding outward founding new and specialized colonies. Instead of myriad victory conditions (space race, cultural, etc.) the only way to win Colonization is to create a thriving and profitable colony, rebel from England’s tyrannical rule, and defeat the armies of the crown to win your Independence. You’ll need to manage food, commodities (sugar, tobacco, etc.), and finished goods production. You’ll also need to keep on top of keeping your colonies profitable while keeping your English benefactors satisfied as well. Give in to too much tribute and you won’t be able to amass a large enough militia to win your independence, but spit in their face and you’ll have English troops traipsing through your yard before you’re ready for them.

The mother land isn’t your only concern, however. There are native tribes – some friendly, some less than friendly – and other European powers installing colonies with whom you’ll compete for resources and (most likely) battle so it’s important to establish a small army early on to protect your interests. When you eventually revolt (not if) you’ll have a chance to set your civics options by establishing your newborn country’s constitution. Different options come with different bonuses (slavery, for example, gives you a big boost to materials production).

Civilization IV: Colonization does have a fault, and that is its learning curve. Even experienced Civ IV players will take a few games to get used to the faster, more focused gameplay. There are a lot of plates to keep spinning, and if you let one fall too early in the game it can be nearly impossible to recover. It goes a long way toward driving home just how difficult and hard-fought American independence is, but it also serves to push new and lower-level players away. On the plus side a game of Colonization takes around four hours instead of four days so playing those five or six games to get up to speed won’t eat up anywhere near as much time as Civ IV‘s first few skirmishes did.

Civilization IV: Colonization is a deep and entertaining take on the American Revolution that provides a more focused goal and takes some stress off of the player due to its reduced decision set. The only way to win is to declare your independence and defeat the crown, but how you go about getting there (or failing to get there) and what choices you make in establishing your government present varied and interesting gameplay possibilities that any strategy fan will appreciate.

Score (x/5): 5/5
ESRB: E10+ – if your child can have fun with Civilization games then no content in-game could be considered inappropriate
Plays like: Civilization IV and Colonization combined
Pros: interesting concept, requires a great deal of strategy to win, great replayability
Cons: steep learning curve

Too many RPG or strategy games of today suffer from the criticism that they are either too much about the game’s story and not enough about the game’s combat and gameplay, or that the combat and strategy suffers too much from balance issues. The solution to beating certain bosses and armies is usually one-size-fits-all, or at the very least the solutions offered are very lopsided. Examples: always cast shell to avoid certain death. Always use the fire-coating on your weapon maximize damage against the Ice King. This unit here, the black ogres? Always worthless, because the red ogres or black knights are always better for either purpose.

King’s Bounty: The Legend manages to blend new elements of role-playing worlds with an old ingenious combat system. Combat is a combination of RPG and strategy elements, with unit placement and movement on hexagonal squares and units having stats and health as if they were members of a party. Units come in measurements of members, so healing of some sort is mostly not part of the game; if you have 200 peasants with 5 health each that takes 200 damage, you can’t use a potion to heal them–40 of them are gone, and you have to restock at a castle that has more peasants. Also important to note is that each actual peasant also does damage, so fewer members doesn’t just mean the unit is closer to being wiped out, it also means it will do less damage.  You can’t duplicate unit types and you always have 5 types at a time. There are some items that make new units but you can also garrison your troops at different castles and recruit them from castles, taverns, shops, and even laboratories. The point here is that as you lose units, you will need to recruit new ones, and you will usually have to replace one type with another. This point of design forces forces the player into creativity; as the number of, say, bears you have goes down, you must consider: do you replace the bears with wizards or with marauding bandits? What are the implications for strategy with each?

The unit system makes it so you can’t simply develop a strategy and keep using it, squashing units with the same spells or brute force you always do, which is faux-strategy. Instead, this is real, on-the-fly strategy that keeps you on your toes and tests your ability to be adaptive and creative. And King’s Bounty does it all without watering down the challenge or creating imbalance issues on either side. Random battefields for each fight also test on-the-spot decisions. Some battlefields have chests in the middle and some have dangerous obstacles or narrow corridors. This makes every battle, except for the rare boss fight, different. And even the boss fights are different–there are three very different

This room for creativity makes the game very fresh and unique; there is no pressure to change certain tactics just because the game mandates it; the only pressure comes from failure. There is plenty of encouragement to try something new as new units, moves, abilities, and bonuses pop up throughout the game both for you and your enemies. King’s Bounty keeps you on your toes by generating random battlefields with different layouts each time you enter combat; the battle system leaves victory or failure more up to skill rather than failure to deign the secrets from the game. This means King’s Bounty: The Legend appeals to both skill-based and exploratory gamer types alike, something few single-player games do, and even fewer strategy/RPG types of games do.

King’s Bounty has some poor translation issues to go with it, which really waters down the game world and storyline, since characters are only represented by text and face. As a budget title, it’s fair if there are no cutscenes or cinematics, but it’s still disappointing to have such a large world with a large variety of characters be completely reduced to nothing but text, and then to have that text be riddled with misplaced commas and misspelled words that will occasionally require self-translation. 

The kind of English that’s at the official website displays some of the kinds of errors you’ll see. It’s a shame, too, because the story is very long, eventful, and creative. One part of the main questline has you searching for the king’s older brother, Carl, who gave up the throne to practice science and general hermitry. You must deliver to him the king’s seal; the king doesn’t know why, but decides to give it to him anyway. Is it for power? Does he want his throne back? No, the old man discovered he wants to get married after all upon reading some scholarly works written by a woman he’s never met. You then go to meet her, and she’s a hundred years old and as such curses his persistence (“I wrote that thing fifty years ago!”). Another side quest has a man asking you to kill a large carnivorous plant by the lake. The plant then talks to you, and if you choose the diplomacy route, the quest ends not with a battle but with you giving a cow to the plant so the plants will have a safer world to grow in. The wry, perhaps Russian sense of humor does not take over the fantasy world but permeates it, and it’s difficult to appreciate it with small, poorly translated text. 

Other bizzare opportunities open up as well, including chances to marry and have children, the most interesting one being documented at Rock, Paper, Shotgun.

The game’s music is about as generic as you can get for a fantasy outing, complete with synthesized sounds that imitate an orchestra that emphasizes a harpischord and glowing brass section, but it does not offend. It melds seamlessly with the world, though the few number of tunes may make them repeated so often you’ll want to turn them off. Sound effects for action and spells are bland, like any strategy game. The camera and animation is similar to Warcraft III, though the characters and some of the monsters have original or fresh interpretations. The controls and some of the game world will really get on your nerves. A left click is not to select something, but to move to something; looking around is used using a right-click. Not only is this extremely uncomfortable, but with an overhead view that looks like Warcraft III this will go against the sensibility of PC gamers who have played any type of strategy game. Mor
e than five hours in, I’d still click on an enemy with a left click and scramble to click away before I ran into an enemy much more powerful than I. Some of the first starting areas have overpowered enemies in the corner. There’s a wizard not one minute from the starting castle in some corner by a tent who can still slaughter me, and I’m level 6 (which is not like level 6 in an MMO). Really weak enemies can’t be auto-defeated–even if it will take 5 minutes and you’ll get basically no experience or gold, you still must continue the fight, though you have ability to see enemies and avoid them before hand.

Despite awkward navigation and dialogue, the game’s combat is addicting and endlessly different. There are three types of heroes you can be and all are vastly different. In fact, the world’s units that you fight are completely different based on which commander you are. Even if you play as a mage again, you’ll certainly have a different experience each time you play. If you’re looking for a strategy-based game that actively engages you and rarely feels like a grind, King’s Bounty is worth two run-throughs.

With Episode 2 of Telltale’s Strong Bad series, the team has found its stride. While the first episode served to introduce the interface, world and characters to a group that probably didn’t need any introductions, the second installment has a story with charm all its own and makes references that both fans of games and Homestar Runner aficionados will enjoy.

In Strongbadia the Free, Strong Bad is under house arrest due to a new law by the King of Town taxing emails. He then rallies the others to declare independence and siege the King’s castle. A large portion of the game spoofs the board game Risk, using a board for a game called “Maps and Minions” and taking over nearby nations. Newcomers will like that this installment features more jokes that don’t require knowledge of the site, and fans will enjoy the return of the quirky Homsar and more appearances by Strong Sad, Strong Bad’s depressed little brother.

The engine is identical to the first. Don’t expect any improvements or changes here, as Telltale left everything the same and focused on the story. It’s difficult to fault an episodic game for reusing resources. Instead, the team created a slightly longer adventure with essentially just one month of development time.

Other changes include a new retro-spoof minigame and a new Teen Girl Squad comic. And for those of you that played the first game: no, the Trogdor arcade machine isn’t fixed yet.