PC

Sam & Max: Season One

September 24, 2007

Longtime graphic adventurers have no doubt heard of Sam and Max, two lovable and memorable mid-90s creations of Steve Purcell who starred first in LucasArts’ Sam and Max: Hit The Road. Sam and Max have had a full, yet rocky career, which has included a print comic, a cartoon on Fox (which is also now available via Gametap), the aforementioned LucasArts game, and most recently a six-episode season of new game titles. These episodes packed quite a punch on their own, but they’ve now been bundled into one set, and delightfully so. Sam and Max: Season One towers above the competition.

For those not in the know, Sam and Max are, respectively, an erect, anthropomorphic dog and bunny who comprise a A

Attack on Pearl Harbor

September 18, 2007

In a world of realistic PC flight sims, Attack on Pearl Harbor is definitely a stand out title. It’s not necessarily better than a more punishing and realistic dogfight experience, but it certainly is different. If you’re a casual flier, want to blow up ships, and wouldn’t mind winning World War II single-handedly then Attack on Pearl Harbor is just the game for you. If you genuinely care what the gauges read and what all those little switches in the cockpit do then you’ll need to look elsewhere because Attack on Pearl Harbor is aimed at a more casual audience.

There’s a story to be told, but unless you were sleeping through high school history class when the Pacific theater portion of WWII was covered you know the gist of it. Of note, however, is the manner in which the story is presented. Colorful comic book panels serve as bookends for each mission. They introduce your pilot, explain the mission, and and they’re a refreshing take on the same old A

Coming off of 2006’s Tomb Raider: Legend, it appeared as if, for the first time in what must have seemed like an eternity, the series that simultaneously gave birth to both modern 3D adventure and iconic video game heroine Lara Croft had returned to form. The franchise’s breakthrough 1996 debut notwithstanding, the series found itself in a near decade-long slump, punctuated by the near-unplayable mess that was 2003’s Angel of Darkness. However, it was Legend, penned by Crystal Dynamics rather than the recently dismembered Core Design, which proved Eidos’ continued faith in their media darling with an adventure that stood out as one the year’s best.

And just as Legend re-energized the Tomb Raider franchise with an overhaul and a return to Gameplay 101, Tomb Raider: Anniversary builds upon this foundation, using Core Design’s brilliant freshman effort as a jumping off point for what is unquestionably Lara Croft’s most rewarding adventure to date. The original stood out for its emphasis on epic platforming and death-defying heroics, and this remake manages to recapture this magic, while simultaneously refining it so that the experience feels unmistakably modern.

Anniversary is nostalgic when appropriate, and players who experienced the original will no doubt geek out over several of the little touches offered by this homage to Tomb Raider‘s roots. But this game is more than just a remake: the real accomplishment of Anniversary is that Crystal Dynamics has not used the original as a crutch, but rather as a kind of map, and like Croft herself, the developers were not shy about exploring beyond the edges of what was known, resulting in an experience that brilliantly marries both old and new.

Also brilliant are the numerous touch-ups found in this return to Lara’s first adventure, from Croft herself, now looking every bit the part of a modern gaming icon, to the title’s many sprawling environments, a handful of which represent some of best designed levels to come about in years. Anniversary‘s completely redesigned puzzles also impress, with head-scratchers that are rarely too difficult, many times offering just enough of a hurdle to make the accomplishment feel earned and worthwhile.

While the original’s gameplay was based on a calculating, grid-based system of jumps, Anniversary is much more fluid, more forgiving, with a wonderful checkpoint system that records your progress automatically after nearly every significant accomplishment. Make no mistake, the game is still challenging in parts, but the developers have done a great job at keeping frustration to a minimum. Much of this comes thanks to the groundwork laid with Legend, including a new repertoire of gameplay mechanics such as grapples and pole vaults, so it’s surprising that Anniversary‘s camera feels much less intuitive than Legend‘s, sometimes obscuring the action rather than showing what needs to be seen.

Altogether, Tomb Raider: Anniversary is now the benchmark against which all future remakes will be measured. Like the original, action takes a backseat to exploration, as Anniversary leaves players alone for long stretches of gameplay as they wrestle with the game’s many platforms and crevices, making those encounters awaiting Lara Croft feel all the more intense. Anniversary rethinks one of the most important games of the last decade, and is a fantastic testimonial to its roots, standing out as one the year’s most worthwhile gaming experiences so far.

Shadowrun

June 27, 2007

Shadowrun (PC) is a hard game to dislike. That sentence, strange as it sounds, contains what will probably be a common theme among reviewers, particularly PC ones. But I’ll explain more about that in a second. First, let’s talk about what Shadowrun is all about.

Take a futuristic, urban cyberpunk scene, mix in some mythical races (Elves, Dwarves, and Trolls), and add high-tech weapons, along with the rediscovered power of magic, and you’ve defined Shadowrun‘s unique setting (borrowed loosely from the tabletop role-playing game of the same name). It’s an intriguing backdrop to pair with a First-Person Shooter (FPS) and FASA, the game’s developers, have used the source material wisely and with abandon.

In some ways, the sheer variety of character options makes Shadowrun a bit off-putting for newcomers. You’ll first need to determine your character’s race: (Elf, Human, Dwarf, or Troll), each of which brings specific bonuses and penalties, then you’ll be faced with the selection of up to 3 specific technical aides or magical powers to enhance your latent racial characteristics. For example, Elves are quick movers, they can regenerate their A

I love text adventures. That’s my dad’s fault. He installed Zork, Zork Zero, and Planetfall on our Amiga, and along with The Secret of Monkey Island and Worms, they made up approximately three quarters of grade school. (Planetfall, Floyd in particular, taught me more about characterization and emotional impact than all the English classes I ever attended.) Later, he bought me the old Activision A