Archive - 2008

Interplay Opens New Website and Adds Chris Taylor to Design Team

Interplay, a legendary game company which was defunct for quite some time, has apparently re-staffed and launched a new website. Chris Taylor, who was one of the designers on games like Fallout and its sequel (just to name a couple), has been signed on to the new development team. They also tease a ‘Project V13’ which is the code name for an upcoming MMO they are working on. Could this be the Fallout MMO? We thought would have fallen in the hands of Zenimax.

Interplay Website

Official Release:

Interplay Entertainment Corp. (OTC BB:IPLY) announced today the launch of an all-new web site at www.interplay.com.

The site, developed over the last several months, is designed to improve the company’s communication with customers, investors, and partners.  The new site includes forums based on past and future Interplay games, a customer support section, detailed information on the company and its products, and much more.

The company also announced that Chris Taylor, a game designer who was a part of the original Fallout game development team at Interplay in 1994, has rejoined the company. Taylor will serve as Lead System Designer for “Project V13,” the working title of Interplay’s next generation Massively Multiplayer Online Game (MMO) currently in development. Taylor joins other original Fallout team members on staff at Interplay’s internal game studio, which recently opened an office in Irvine, Calif. Additional development staff members continue to be hired as the project ramps-up.

Race Driver: GRID DLC Pack Announced


The first DLC pack for Race Driver: GRID has been announced. Called the ‘8 Ball’ pack, it will contain eight new cars including the Honda S2000, McLaren F1 GTR, and Volvo C30. Also included will be two additional online events to take part in. The 8 Ball pack will be available sometime near the end of this year.

Official Release:
Codemasters today announced the forthcoming release of the first downloadable content pack for Race Driver: GRID™, the summer’s hit game that made racing exciting again, with the reveal of the ‘8 Ball’ pack coming this autumn for the Xbox 360® video game and entertainment system from Microsoft® and the PlayStation®3 computer entertainment system.

Enhancing the award-winning Race Driver: GRID, the premium 8 Ball pack is set to feature eight thrilling new cars to race and two new online events to compete in. Each vehicle is beautifully realised and was carefully selected as a thoroughbred racing car with a unique personality to deliver a stunning race experience.

Star Wars: The Force Unleashed Review

Star Wars. The name conjures up images of epic space battles, mystical energies, the battle between good and evil, and even the conflicts that rage between children and their parents. A bit about me: I was less than pleased with the latest trilogy of movies and just displeased as possible with the CGI Clone Wars film. I did, however, love the animated Clone Wars series and, of course, the original trilogy (Han shoots first dammit).

So you can imagine my apprehension when sitting down to play Star Wars: The Force Unleashed. Oh sure, the preview stuff had looked interesting and sometimes blew me away (the Emotion demo vids for instance) but you can’t always tell when it comes to a Star Wars these days. How are we to trust Lucasfilm, LucasArts, Lucas* when we, as fans, have received such a spotty track record of both awesomeness and lameness? Anyhow, so I start the game and the main theme kicks off with the Star Wars logo. It slowly moves into the cosmos and the title crawl begins. I am already hooked. Why is it that just this alone is enough to fire my geek engine like nothing else? So at this point I am very excited to get past the opening crawl but remember Master Yoda’s teachings and utilize some of this mystical mojo we call ‘patience’ to see it through.

And then LucasArts might as well have shot me with a dart of pure adrenaline because you start the game playing as ‘the man’, Darth Vader himself. And, it does not disappoint. Without spoiling it for you guys, the situation in which you find yourself in and what you must do during the first level are the things of geek legend. I kid you not.

Enter ‘Starkiller’, a young boy who Vader finds and takes as his own apprentice, we assume raising him (how much of an extent is not really seen) as well as Vader could given his busy schedule of slaughtering Jedi and being the errand boy for Emperor Palpatine. Now, it finally dawned on me where I had seen this character’s face before. I am sitting there and I blurt out, ‘Hey, Starkiller was on BSG!’, much to the funny looks from my two cohorts beside me. You see, Sam Witwer, who played ‘Crashdown’ on the re-imagined Battlestar Galactica series is Vader’s young apprentice. He not only voices the character but also lends his face to the game. They have modeled it extremely well and, unlike Kristen Bell in Assassin’s Creed, is very recognizable even without a lab ID card on his bosom. Not only that, but Witwer puts in a great performance and is a total credit to this game.

Vader is voiced by none other than Chad Vader’s Matt Sloan (who voices Vader in that series of shorts too). This guy is incredible, the BEST Vader in a video game or movie since James Earl Jones. I did not hear one line uttered from him that did not sound spot-on. If the guys at LucasFilm and LucasArts were smart, they would hire him from now own as Vader’s voice in any future film or video game. It is scary how good he is.

The aforementioned actors as well as the rest of the cast all put it incredible performances and I can’t think of anyone who came off as ‘wooden’ or unbelievable. The rendering of the cutscenes is equally incredible and makes me wish LucasFilm would have focused on turning this into a CGI film instead of the Clone Wars. And guess what? There is not a single fart joke in this entire beast, imagine that!

The gameplay in SW:TFU is done in the third-person ala God of War or Viking: Battle for Asgard, and is far more action-oriented than what you might have played in the demo. In the actual game, you will find yourself using your lightsabre a ton more as force grip requires you to stand perfectly still while controlling an object and, if you get hit, you lose that control. It is just not combat viable in hordes of enemies. Now, force lighting, THAT is an ability (especially when maxed out)! That’s right, as you progress through the game, you will gain points with which to customize your character – learning new force abilities and attack moves. The boss battles can be fun, however the game’s finishing system used to dispatch most is a bit awkward. Unlike God of War’s finishing system, this does not feel fluid or timed like you would expect, causing many missed attempts in the process.

Unfortunately, the camera can be down right awful at times, especially when in narrow passages or caverns. This is not only an issue in confined spaces, but the cinematic camera used when you fight Jedi is, again, awkward. They have tried to make it feel like you are watching a duel from one of the films, but it ends up just making everything difficult to see. The camera will zoom out from behind you and move to some angle to try and frame the entire room in which you are fighting. Problem is, that when zoomed out, it is easy to lose your character (or the enemy’s) when the objects really start getting knocked about. Additionally, targeting between anything becomes more difficult as your perspective is off from your character’s (on which targeting is based). Aside from the camera, levels seem to spottily move from easy to insane in terms of difficulty level. While an increasing scale of difficulty is to be expected in most games, these seemingly random patches of insanity definitely keep you on your toes.

Overall, I cannot recommend Star Wars: The Force Unleashed enough. The game provides a much needed does of quality Star Wars story and excitement. The gameplay is not perfect, as I have stated with regards to the camera and whatnot, but these imperfections are a small price to pay for the wealth of goodness that otherwise lies within the title. Star Wars: The Force Unleashed…Do it, you know you want to!

Confused about our review system? Click here.

Microsoft X5 Gaming Mouse Review

Part of the new Microsoft Sidewinder product line, which will pinnacle with the X8 wireless gaming mouse (with Blue Track), the Microsoft Sidewinder X5 gaming mouse is a more budget-minded version of the original Sidewinder Gaming Mouse, specifically: $20 dollars cheaper.

The X5 features a hard, black plastic design, save for the cap pieces which are rubberized, with a rubber scroll wheel and plastic vertical side buttons. The high-gloss, plastic center strip houses the scroll wheel, DPI, and Quick Turn buttons. Not a flashy gaming mouse, the X5 is only equipped with two rear-mounted undercarriage lights. Its minimalistic aesthetic gives an air of dignity to the mouse in a category where gamers often pay more for flash than function. Thankfully, the X5 makes up for its lack of lighting effects with a variable-DPI laser sensor.

Gamers can press one of the three DPI buttons underneath the scroll wheel and put the mouse into 400, 800, or 2000DPI modes. Personally, I felt that the standard three settings needed some tweaking, and after installing the Microsoft software, increased the second setting to 1200DPI as opposed to the stock 800. The X5 is extremely responsive and at the full 2000DPI, even the slightest hand tremor will effect your aim. This works fine for macro movements such as running but, for fine movements, the lower settings are a definite must.

The mouse also features the ‘Quick Turn’ button seen on the original Sidewinder. You need to install Microsoft’s Intellipoint software for this (and macro capabilities) but once you do, you will realize its worth it. This button will send make the cursor act as if you just rotated the mouse 180 degrees, very useful in an FPS where you need to turn about quickly. Crazy Ivan? Now, its ‘Crazy You’!

The scroll wheel has been reworked from the metal one on the original Sidewinder to a rubber model with unique tread pattern. Microsoft claims to have been inspired by Halo and the Master Chief in the design of the Sidewinder (and X5) and you can definitely see the Forerunner-influence in the wheel’s tread pattern. The wheel has pronounced detentes in usage which make scrolling very efficient and accurate while the rubber texture is actually better in terms of grip than the metal wheel.

On the thumb position (sorry lefties, the unit is not ambidextrous) you will find the two programmable vertical buttons. They are a smooth plastic here (originally metal on the Sidewinder) and, unfortunately, still prone to accidental clicks when picking the mouse up from the pad to re-adjust it.

Gone are the adjustable weights and interchangeable feet of the original Sidewinder, but they are not missed here in the least. The X5 shows that you do not need those frills in order to be effective in-game.

The $59.99 gaming mouse price point contains some pretty stiff competition in it these days and, while the Sidewinder X5 is not the best in this heap, it easily holds its own against most. The biggest problem facing this new gaming mouse is the reseller market putting the original Sidewinder on sale for markedly lower prices. At least you can rest well in the fact that should you not find an original Microsoft Sidewinder mouse for cheap, you will be in great hands with the Sidewinder X5.

Official Product Page
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Microsoft Sidewinder X6 Keyboard Review

Microsoft’s Sidewinder line of gaming peripherals has recently undergone a transformation. It initially started with the Sidewinder Mouse and has grown substantially with the release of their X5 and X6 products, not to mention the announcement of the X8.

The X6 gaming keyboard has an ominous, black plastic design with a red back lighting that has to be seen in person to get the full effect. It features two rotary knobs at the back right of the layout: one controls the brightness of the back lighting and the other controls the volume. These rotary knobs actually work a ton better than standard buttons to control lighting and volume as they feel responsive and accurate.

An aspect of this keyboard which I did not find to be at my level of expectation was the keys themselves. I have gotten spoiled by other keyboard on the market with rubberized keys and miss them here. The keys are a hard plastic that do not feel like they belong. Thankfully, their action is nice with a good spring-back. If I had to suggest another feature on the next version of this keyboard, it would be to add a USB and audio port pass-through, something that is featured on many other keyboards in this price range.

The numeric keypad can be placed on either the right or left side of the keyboard and is held in place by some curiously strong magnets. At first I did not think this would be a useful feature, me being a right-handed person. However, as I placed the keyboard on my desk I realized I could make my workspace more comfortable by having the alphabetic keys closer to my mouse (instead of the numeric pad). Hence, I swapped the numeric pad and have realized the joys of having such a feature. Its just not for ‘lefties’ anymore!

Aside from its style, the bread and butter of this keyboard are its macro controls. The X6 features a multitude of ways to record and assign macros. The first being the 30 macro keys which are all programmable. These include the six dual-function vertical keys to the left of the alphabetic keypad as well as the entire numeric keypad (yes it does double duty: number and macros). The next is the button which enables to record macros on-the-fly, even while inside a video game. You press this button, located along the top of the keyboard and then press the series of keys (up to four) you want it to remember. Finally, there is the keyboard’s ‘Cruise Control’ functionality, where you hold down the cruise control button and press a single key you wish to spam to your PC. Then release the cruise control button and it will go to work sending that key signal as if you were holding it down. Say you would like to auto-run in a shooter which does not feature such a key. Simply press the cruise control down, tap ‘w’ and release. Your character will continue running forward until you press any other key.

Overall, this is a great addition to the Microsoft Sidewinder line-up. While there are still has a few issues that need to be addressed, such as the lack of a USB pass-through, its macro-capabilities and stylish design make it a very viable contender in its weight class. The keyboard retails for $79.95 and is available now.

Official Product Page
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Spore – A Review

Starting on a new planet in a spiral-armed galaxy, you are presented with a cutscene of a meteor, carrying the building blocks of life, crashing into your planet. The camera follows it down to its ocean impact with a quick camera zoom in to reveal your species emerging from the rock. You don’t look like much at this point, basically a small cellular blob with a flagella, pair of eyes, and a mouth part (you select to be a carnivore or herbivore). Your goal is simple: swim through the waters, eating as much as possible in order to advance to the next level of the stage. This stage is similar in concept to flOw, albeit with much more fleshed-out graphics. Each of these levels in the cell stage increases your creature in size that is accompanied by a very cool ‘zooming-out’ effect by the camera. Blurry (yet seemingly Death Star-sized) creatures and objects that appeared in the background will now be revealed as your size, and even bigger things appear in the background. This in-game commentary on ‘there is always a bigger fish’ is a very cool element to the stage and really gives you the feeling your little organism is growing. In addition to size, you increase in available DNA points with every level increment. This is where the creature editor comes into play. As you collect DNA from either plants or animal life, you will eventually unlock the ability to equip different kinds of defensive and offensive parts to your body. Each of these pieces costs a different amount of DNA from your total pool. Creatures are SO CUSTOMIZABLE it is not anywhere near funny. Objects can be placed just about anywhere and all have their own adjustments as well. With so much variation at your fingertips, it is easy to lose yourself in it for hours just experimenting with different configurations.

So, you have eaten enough DNA and your race of multi-cellular organisms is now ready to move to dry land. A quick trip to the creature creator to add some basic legs to your species and you are all set: the creature stage has begun. This stage, much like the cell stage is all about gaining DNA through food. It was the most intimate of the stages due to the amount of different body parts to configure as well as your only controlling one creature. You control its actions and will be directly responsible for leading your species to the tribal stage. It is easy to empathize with your creature and feel like you are experiencing the world through its eyes (or whatever you chose as sensory organs). With each increase in creature stage level, however, your brain grows a size larger and you gain the ability to add a pack member to aid you. These pack members (a max of three) will mirror your actions. This also marks the first time in the game where you can befriend other species on the map for mutual defense. For you herbivores out there, focus on the peaceful, diplomatic body parts then charm the pants off of those other species!

In the next stage, your creatures form a tribe and you will no longer control just one of them. This stage (as well as the next) plays like a simple real-time strategy game with the focus being your tribes domination of its continent (namely the other tribes thereon) through diplomatic or combative means. Unfortunately, you lose the ability to change your species’ biology at this point and focus on its tribal clothing and equipment (not nearly as satisfying). The tribal stage is a bit weaker on the fun than the previous two, but still entertaining.

After the tribal stage comes the civilization stage and that is where Spore took a down-turn for me. The civilization stage sets your tribe (now in a modern city for which you design the buildings) against the other cities of the planet all rules by other tribes. You will create land, air, and sea vessels which like the creature editor you can get lost in for quite some time. Unfortunately, you can only design one kind of each of these vehicles for the three categories (military, religious, economic). The civilization stage is not fleshed-out enough as far as its real-time strategy elements are concerned to be anything more than a buffer between two otherwise fun stages. In opposition, I could accept the simplistic gameplay of the tribal stage because your people ARE primitives at that point. Also, you no longer get the warm and fuzzies by controlling your individual creature anymore so you have nothing to empathize with.

Thankfully, the space stage brings us back to the realm of ‘fun’ by putting you in control of a spacecraft of your own design. You ‘pilot’ the ship from planet to planet, performing various missions such as seeding, destroying, and scanning. This brings back the intimacy of the creature stage while also allowing you to construct some very sweet-looking space ships. Some people I know have gone so far as construction their own X-Wings in the game. Not very original, I know, but it does show off the flexibility of the editor.

Visually, Spore looks very nice with a slightly cartoonish presentation (thankfully cause had they gone for realism it would be a blood bath). It is not, however, the ‘next big thing’ in graphics as some reviews would have you believe. Sound design is great with plenty of ambient noise to go around. Creatures’ vocals consist of warbles and other cute noises which only serve to make you like them even more. And when they are scared and shrieking while you devour them, it makes you feel a little bad. I still have nightmares…

Another interesting feature of the game is that your creatures can be shared online in the massive ‘Sporepedia’, which is a repository of creatures, vehicles, etc made by the huge number of people playing Spore online. When played in online mode, Spore will grab a random sampling of creatures and what not from the Sporepedia and place them inside your game.

Conclusion: Spore is a fun and addictive game that will provide you with many hours of enjoyment, especially creating species and testing them out in the creature stage. While the game takes a bit of a down-turn in the civilization stage, it rebounds nicely with the space stage and is well worth your time.

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STALKER Clear Sky Pushed Back to September 15th

Announced just recently, S.T.A.L.K.E.R.: Clear Sky is being pushed back to September 15th due to a manufacturing issue. That is all, for reckonry.

Official Release:
Deep Silver, the games label of Koch Media, a leading producer and distributor of digital entertainment products, today announced that due a problem in manufacturing, S.T.A.L.K.E.R.: Clear Sky will hit retail stores in North America on September 15, 2008. The digital download release date has not yet been determined.

iGames Center Celebrating Warhammer Battle March Launch

iGames centers across the country are hosting launch parties as well as a two week showcase for the upcoming Warhammer Battle March. Battle March is the expansion to the RTS Warhammer Mark of Chaos.

26 iGames centers from around the country will host a launch party on September 6th and over one hundred centers will host a two week showcase of the game.

For more information, hit the official iGames website.

Combat Arms Hands-On Impressions


Recently, we received the opportunity to take a look at Combat Arms, a free-to-play first-person shooter, from Nexon. The game offers several different multiplayer modes from deathmatches to capture the flag over a multitude of maps and environments. Once you create an account, you are given the option of selecting one of the many servers (each geared towards a different skill level of player), customizing your character, and shopping for goodies.

The goodies in question are a huge number of weapons, items, and modifications all based on their real-world counterparts. You purchase these items with points garnered from successfully winning games and killing your enemies. Purchasing something from the shop, you are given a choice as to how long you wish to keep the item (it costs more for the longer duration selected). This system of transactions (which will eventually include real-world money transactions) is in the UTMOST state of beta at the moment and is highly subject to change. There is also a chance that Nexon will offer several subscription models as well, but file that in the ‘rumor’ folder for now. As told to me from a company representative, development is firmly set in the realm of making the game as good as possible before they worry about the monetary system.

All of the items you can purchase have their own stats, pros, and cons which differentiate them from one another. This opens up a great level of tactical possibilities in your games. In fact, one of the things that struck me the most from taking a look at Combat Arms was the ability for your side to function as a cohesive team instead of getting myred down by complex gameplay mechanics. The gameplay is actually fairly simplistic, much like Dynamix’ Tribes was (and people STILL play that one). However this simplistic design ends up allowing a huge amount of complexity in how squads/guilds/clans will organize themselves and their plans to dominate the multiplayer games. Of course, there are always players who just want to run-and-gun, and that is fine for them. You will get a lot more out of the Combat Arms experience from getting involved in one of these squads.

The first-person gameplay was smooth, without the clunky controls that often plague free-to-play products. While some players scattered for remote positions on the map from which to snipe, others charged towards the enemy’s flag. Overall, the gameplay is exciting and fun, with a high degree of realism. People
die in the game somewhat more quickly from getting shot than in your run-of-the-mill first-person shooter which also more accurately reflects the real-world. Currently, there is currently no vehicular combat, but that is something they could expand into sometime in the future once the game moves out of beta and is in play for a while.

The graphics in Combat Arms are pleasing, yet not too high-end. These graphics (and in fact the whole game) are made all the more impressive once you realize it is a relatively small client to download and free to play. Quality like this is usually found in retail boxes.

We have high hopes for Combat Arms and are excited to see what kind of monetary system Nexon decides on. The game is currently playable in a beta state at the official site. The game client is only 455mb and, as previously stated, is free to play! If you are a fan of realistic shooters I highly suggest you give Combat Arms a try. Personally, we can’t wait to fully review it once it gets out of beta.

Official Site