PC

Sam and Max are now into their fourth episode – Sam and Max: Abe Lincoln Must Die!. Those that have been following the series should know what to expect by now: lovable Sam and Max quipping at each other and to others about every culturally significant and current topic under the sun as they make their way through yet another variety of puzzles which are, again, mostly conversation-driven. Thankfully, the dialogue in this series has been so robust, it alone is reason enough to keep gamers coming back, and this latest episode is no different, though perhaps a bit better.

The only real complaint I’ve had regarding the previous episodes has been that the puzzles were relatively easy and that the game is fairly repetitive in some respects. This fourth episode tries to distance itself from that somewhat by beginning at the White House itself, but it is a short-lived glee, unfortunately, as this episode still requires players to drive back toward their office and interact with Bosco and Sybil. Nothing against these characters, but it is getting tiresome that they are so often integral to the puzzles, but often have little to do with the plot. Without spoiling, though, fans should enjoy their involvement this time around, and even through my general unwillingness to entertain their antics again, I felt their inclusion this time around to be a bit more respectable. Oddly, though, the office itself plays more of a role than in previous episodes.

I suppose that is understandable at this point as, though the episodes certainly work individually, the puzzles do occasionally rely on knowledge of the previous episodes (and there really isn’t much of a reason to not have played the earlier episodes anyway). This six-episode season has a common arc running through it, and though each episode is self-contained, items discovered in a previous episode often carry over to the next. The bug (literal and in the spytronics sense) is perhaps my favorite and the way it is used in this episode just adds to the hilarity.

Overall, there’s not much new to say about the series: it is classic Sam and Max. Abe Lincoln Must Die! strikes all the right chords, and tickles the funny-bone expertly. For fans, this episode will probably be your favorite. New folk that just want to try the series out might want to start here as it is the best example of this season. It does make me wish for a new venue – the distortion of the White House, and the colossal Abe Lincoln statue that Max must campaign against (yes, indeed), are novelties that Purcell and company are expert at.

EA and DICE have earned their share of derision in the past for their decision to sell mini-expansion packs, entitled A

Just… one… more… turn. No other four words could better sum up the experience of playing the original Galactic Civilizations 2 and now its expansion pack, Dark Avatar. You can almost picture tiny little Oompah-Loompahs slaving away in some arcane game development laboratory, infusing each boxed copy of GalCiv 2: Dark Avatar with pure gaming crack and gleefully singing those creepy little songs that they like to sing so much. Yes, it’s just that good and just that fun.

Stardock, makers of the original Galactic Civilizations and its recent superb sequel, were clearly not content to rest on their well-earned laurels as this eagerly awaited (for good reason) expansion pack shows. Many fan-requested options and additions made the cut in this new addition to the franchise, and the game is even deeper and more robust for it.

The easiest thing to praise is the graphical A

Supreme Commander

March 13, 2007

It’s almost like Gas Powered Games’ Supreme Commander was designed with an awesome A

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.