PC

Some MMOs are extremely huge and multifaceted, such as World of Warcraft. Some are almost nothing but PVP, such as Guild Wars. And some MMOs are mainly about alliances and economics, such as EVE Online. In the big picture, some people would say Warhammer Online is a clone of World of Warcraft. These people haven’t played the game enough. To be sure, it’s very similar, especially as far as the user interface is concerned; WoW set simple standards. WAR stands tall because it stands on the shoulders of giants, but that doesn’t mean it doesn’t stand tall by itself.

Warhammer is faithfully based on the Games Workshop world of the same name; the characters, the language, and even many of the “careers” (WAR’s word for classes) come straight from Warhammer lore and the world captures this lore well. The textures and backgrounds are standard: the water really looks like water, but only in the sense that graphics have come a long way in general, not that WAR is pushing any boundaries; still, for an MMO it’s pretty beefy. The tone of voice, color, and text all fit within the world. There is no breaking the fourth wall and very little irony in the quests or storyline, if any.
 
You play on either the side of Order or Destruction; their names speak for their intentions. The world is split up into 3 sections based on sectionalized conflicts: Greenskins vs. Dwarves, High Elves vs. Dark Elves, and the Empire vs. Chaos. The quests are mostly centered around this conflict. Countrysides, mountains, and towns are awash with NPCs of varying levels engaged in combat. Every single area your character goes to is full of characters on your side fighting people from the other side.

That’s what players will be doing with each other, too. One of the very first quests you receive is to do a “scenario”, an instanced RVR (PVP) zone. Simply doing one is a repeatable quest, worth experience points every time. You can also gain experience from killing enemy players and there is an award of experience based on your individual and team performance.

It’s here, in combat, that WAR really shines. There is no conflict between the PVE and RVR elements, here–the armor and weapons are best for healing and killing players and monsters alike, and so are the moves and class-design. There a great number of options, and the crowning feature of combat is that in WAR there are one-size-fits-all move sequences. In many other MMOs, if your class encounters another class, the best choice of sequence of moves you make is almost a science; always hit 1, 2, and 3. While the moves are simple, the number of moves is large–by rank 40, your character will have over 30 of them. An example: even the bright wizards and sorcerers, which in most MMOs spam endless fire and darkness, have unique situations and will have different types of decisions to make. They can do more damage as they build up power, but will also have a chance to have the magic backfire and hurt them. They can release the power, building it up over and over again, but if they have healers, they can afford the self-harm that comes with more powerful spells. Without a healer, they are choosing whether or not to make the gamble.

At any rate, most combat will be group-based and in these matters your skill and decisions matter more while your gear and class knowledge matter less (though they do still matter). Tanks, for example, have to choose whether to slow down those who flee, whether to protect a group or individual, whether to focus on buffs or debuffs, or whether to hold a choke point–there is no clipping in WAR, so you can block enemy and friendly players. The classes here have distinct purposes and differences. Order and Destruction are different, but complaints about imbalance have been few. WAR has gotten off to a smooth start.

One of WAR’s unique aspects is its grouping system; WoW and others may have set standards for screen layouts and item management, but WAR has set a new bar for groups. Groups form naturally and don’t require a lot of communication; people who aren’t the group leader can refer a player to the leader, making it easier for groups to form quickly. Players can also join without asking; by default, groups are open, and anyone can join them through a simple search.

Also unique is the much-heralded public quest, a quest chain with 3 quests that continually resets. Walk into the public quest’s area and you’ll see the quest requirements. It’s as if the very lands have souls: if there are 40 guards to kill and 4 tents to burn, anyone killing the guards in any group will ticker it down. When and if the quest requirements are completed, everyone in the area receives experience points.

WAR isn’t without its weaknesses, but these are curable in the future. There are still some glitches, though for a launch, they aren’t bad. I had a character get stuck inside a wall and have to log out, but this only happened once. Twice I’ve randomly teleported to mid-air and fallen, then taken a moderate amount of fall damage. Only once have I had a glitch completely ruin whatever it was that I was doing, and it was taken care of within a day.

Some public quest chains end with bosses are way too difficult for their areas, and as the number of characters passing through low-level areas decreases, this will only exascerbate the problem; this too is fixable, though. Also problematic is that the game depends on other players being on and on equal distribution of Order and Destruction sides. They have already offered some measures to prevent and cure this problem: when rolling on a server, even if that server is currently low, it will say if it has a high population. The queues for every single server on every single side are on the server list. Also, queues and population are listed by each side, not each server. They’ve even allowed 5 of the high-population servers to clone (not transfer) characters to other servers in order to alleviate server stress.

One last aspect to cover: the crafting system leaves a lot to be desired. The professions are simple, poorly explained, and unrewarding, though we haven’t fully seen them in action. The auction house and banking system haven’t really been experienced, either, and neither has end-game PVE, which could turn out to be a bore. Still, they have time to fix it and people aren’t playing this game for the crafting or PVE anyway. They’re playing it for a breath of fresh air, some fun combat and PVP action, and great, unique guild mechanics. WAR isn’t for everyone, but anyone who loves world PVP, team scenarios, territory control, or coordinated, roaming posses should take a look.

Updated from the 2004 version, Stardock’s The Political Machine 2008 boasts some enhanced graphics and some tweaked gameplay but doesn’t change the addictive and solid tone of the first.

Playing as your favorite candidate, or from your own fictional creation you have 41 weeks to win the hearts of the American people to become President of the United States. You start from your home state and immediately must build a headquarters and start campaigning. From there you use every tool your budget allows to wheel-and-deal the constituents; from hiring smear merchants, advertising in key states, and using the current polls to tailor your individual campaign message in borderline states. The game succeeds in using current hot topics, such as abortion and Iraq withdrawal, to create a pertinent, intelligent gameplay that will draw more than the common strategist, especially considering its 20 dollar price tag.

The fast pace of the game only encourages multiple play-throughs, as I tried several different iterations, attempting to bend my politics only to win, or another time I used only my moral compass to see how I would fare in the election. Money is the primary way you keep yourself alive here, run out of money and you might as well concede before the election, so you better make sure you keep your backers. In addition to money the 2008 edition includes Public Relations points which are used to offset public opinion polls, which helps slightly level the playing field when your opponent comes up with surprise donors. The AI does an excellent job campaigning key states and especially in later rounds ensures that there is no clear winner close to the election, so you are constantly fighting the good battle up to the end.

Beyond the standard mode, you also have the additional modes of playing in an 1860 American election where you may need to do some research to see who actually cares about tariffs and equality movements. Or you could play on a twisted European theatre version of the game or the equally ludicrous and hilarious alien Drengin Empire elections. All have their different skews, but ultimately are the same core set to different themes. Graphics and sound are appropriate for its 20 dollar price tag, but it is a vast improvement over the 2D representations of the first game.

The Political Machine 2008 unfortunately will be forgotten by the end of the year, which is a shame because it is a solid turn-based strategy game that has big potential to educate younger generations into how the political process actually works.

Matt and Mike Chapman’s Homestar Runner flash cartoons have always felt a little like a point-and-click adventure game. The Brothers Chaps, as they are called, leave little items and words that, when clicked, lead to comments, montages and other easter eggs. So it’s unsurprising that the first foray into commercial games would come from Telltale, the reigning kings of the adventure genre.

Strong Bad’s Cool Game for Attractive People, or SBCG4AP, plays a lot like Telltale’s flagship Sam and Max series. It is a modern interpretation of the classic LucasArts formula. Players, as Strong Bad, explore areas of Free Country USA, examining places and acquiring random items that somehow can be used to complete various objectives. Episode 1, Homestar Ruiner, starts with Strong Bad sabotaging Homestar’s chances of winning a race, and takes off from there.

Everything feels just like it should. Strong Bad has his table where he writes Teen Girl Squad comics. Coach Z freestyles at random points. The Poopsmith er…does his thing. Fans of the cartoons will be happy to know that there are many references to specific emails and jokes as well. The Cheat’s rave switch is here, as is Strong Mad’s “Limozeen: But They’re In Space!” lunchbox.

Telltale nailed the visual style. The cel-shaded look makes the game feel two-dimensional without actually being 2D. The system requirements are low to work on WiiWare, so it doesn’t carry the same sort of quality look as Sam and Max, but it works.

The one drawback to the game is its length. Episode 1 comes in at just around three and a half hours, a bit shorter than the average Sam and Max episode, and the genre doesn’t tend to carry any replay value. Once a story’s over, it’s over. There were a few efforts to make the game retain some fun, such as the Snake Boxer 5 minigame and the Teen Girl Squad challenge, but a little more variety would have been nice.

All in all, Homestar Ruiner works well as a short adventure for fans of the site. It won’t win over anyone not already in the loop, but that’s expected with a subject like Homestar Runner.

City Life Edition 2008 is not very different from its previous installment, World Edition. Of course, considering our review, that isn’t exactly a bad thing.

Of course, most people never got a chance to check out the previous City Life titles, so let’s start with the basics. City Life is basically a take on the classic SimCity formula, but with a twist: competing social groups. The goal is to make a city that is pleasing to A

The Witcher

May 6, 2008

CD Projekt Red has given us “The Witcher“, a remarkable single-player RPG that captures everything flavorful about lush, gothic settings and mature themes. Even more surprising is how refreshing and different The Witcher feels compared to preceding established RPG franchises. The reasons are varied but well worth exploring.

The primary (and perhaps most obvious) gameplay aspect that sets apart The Witcher from its peers is the mature and admittedly sexist content. Gamers can only play as the titular male protagonist, Geralt of Rivia, a two-fisted aloof sword-wielder monster hunter whose passion for monster-slaying seems only matched by his ability to score with the ladies. These “extra-curricular” opportunities abound throughout the game. If you’re careful and clever enough with your witty dialogue choices, you’ll share many an enjoyable evening with a wide variety of attractive and interesting female characters. You’re actually rewarded for this behavior with a card-sized picture of your, er, “conquest” in partially nude form, to show around to all your Witcher buddies. While this may be unpalatable to some, it lends The Witcher‘s world of Temeria a lusty medieval fantasy ambiance that catches one’s interest a bit more than the usual fare and even becomes a sort of mini-game unto itself for those so inclined.

Aside from the horizontal shenanigans, there are plenty of tricky moral dilemmas to tightrope across throughout the course of the remarkably involving storyline which involves a calculated plot to discredit and destroy the few remaining Witchers in the world. While the plot teeters on a trite precipice from time to time, the journey there is very much worthwhile, and things pick up towards the latter of the game’s segments. Dialogue is delivered by voice-acting that’s better than expected, but occasionally suffers from the random wonky performance. Adding to the game’s mature feel is the haphazard usage of fairly modern swear words. It’s one thing to hear an NPC cry out for your head on a stake but it’s an entirely different situation when some surly street-fighter tells you that one of your close familial members uh….sucks (that’s not what he said). If the cuss words were sprinkled evenly throughout this game and were more consistent with the flavor of the time-period, they would allow the player to be better absorbed in the game.

Another small but bizarrely anachronistic aspect of The Witcher‘s story is the frequently mentioned and apparently well-understood aspect of genetics. Last I checked, medieval peasant types lacked the basic understanding of even the most rudimentary forms of science, let along the nuances of a highly complicated scientific field. Not only is the term “genetics” mentioned verbatim but the characters referring to this challenging science seemed remarkably well-versed in it. It’s not a major gripe, by any means, but something odd that ruins a bit of the game’s ambiance.

The unique combat system takes time to get used to. Unlike traditional action-based click-fests, The Witcher provides a novel and approach to combat that involves the use of proper timing in order to chain a series of attacks together. To further enhance combat variety and boost the element of strategic thought while slugging things out, players need to be able to understand (and have researched) the monsters they’re facing in Temeria. Foreknowledge helps you know which type of sword and potion will best suit Geralt in even his easiest battles. Geralt fights with either a special Witcher’s steel sword (mostly for human or humanoid creatures) or a more monster-unfriendly silver sword. Each offers three styles: fast for quick-hitting, lightly-armored foes, strong for buff, muscle-bound sluggers, and group for tackling multiple enemies. Unfortunately, you never really seem to have any use for the other weapons you stumble across during the game – The Witcher‘s swords are far too potent. One cool aspect of combat that doesn’t seem to be getting a lot of review coverage is that CD Projekt actually enlisted the motion-captured aid of several bona fide medieval sword masters, so the wickedly cool combat animations that Geralt routinely performs look even better than they normally would. It’s something better seen to be appreciated but it ramps up the visceral enjoyment that much more.

Though it’s a small thing and something expected of these type of genre games, the leveling-up process is both thought-provoking and difficult to abuse. Every player’s version of Geralt by game’s end will look and play differently because The Witcher doesn’t strive to provide a fully-realized talent path as much as it does a “Jack-of-all-Trades” talent progression. Some may find this frustrating but it leads to characters better able to handle everything the game may throw at them, so in that regard, it’s definitely a good thing.

I also mentioned “potions” because one of the important tools every good Witcher learns to employ during his career involves the careful brewing of powerful magical concoctions that provide useful buffs or enhancements during combat. Everything from night-vision, to Matrix-style slow-motion perception and reflexes can be whipped up with enough of the right natural ingredients. This adds an amusing diversion to all the monster-mashing you’ll do while solving the game’s primary plot. This isn’t the only fun little mini-game, though – along the way you’ll be able to engage in gambling, drinking, and street-boxing events that offer experience, money, or sometimes both. These bring a variety to the proceedings that is sorely missed in other more determinedly single-minded RPGs. For those who hanker for a bit of spell-slinging, Geralt also utilizes a variety of different “signs” (read: Spells) to aid him during combat. However, these are all rather basic and in some cases they feel more like an afterthought than a useful addition.

Graphics seem to scale well, even on lower settings, while the highest settings are impressive enough to make combat just that much more enjoyable. Sound is another strong aspect, as ambiance-supporting musical themes grace many important areas while never reaching a level of annoyance. One unfortunate issue is that under Vista (at least) the game regularly crashes during loading screens. Thankfully a PC-friendly save-anywhere type system keeps this frustration mostly at bay but it doesn’t address the other main complaint – the annoyingly frequent need for loading screens. These loading screens seem less bothersome if you’re running at least 2 gigs of RAM but those without that amount should be prepared to be patient.

One final issue to consider is that CD Projekt has recently announced the future release of an “Enhanced Edition” of The Witcher, with improved graphics, better stability, and many other gameplay-improving changes. In light of this newly announced version, gamers interested in trying out The Witcher may want to wait for that version. It’s also worth noting that the North American version of The Witcher has edited out any nudity while the European versions have toned down the gore a bit – though the Euro version seems to have much better scripting and translation than its North American counterpart. Regardless of which version you eventually decide to purchase, one thing is clear: this is hands-down one of the most enjoyable, refreshing, and depth-filled role-playing games in years. Fans of the genre or even those just looking for an engaging story or setting will find plenty here to amuse them.