Author - Jerry Paxton

GamingShogun Sits Down with Blizzard Lead Game Designer Tom Chilton

At the recent launch of Wrath of the Lich King in Anaheim, CA the other evening, we were given the chance to interview Lead Game Designer Tom Chilton. Tom works with all sorts of game-specifics such as balancing, items, the mail system, and a ton more. Let’s just say he is a very busy guy and we would like to thank him for taking the time to meet with us at such a frenetic event.

GS: How would you describe your experience in developing Wrath over the last couple years?

TC: Well, it started before Burning Crusade shipped actually, we first started our ‘concepting’ and, I remember thinking at the time ‘Oh God, we’re already starting on another expansion when we’re still trying to get this one finished.’ At the same time, it was real exciting to work on because right from the start that there was something special about Lich King. The way the story plays out…the way the features came together, all the new zones, and the Death Knight. I think there was alot of excitement in that we felt this could be even better than Burning Crusade. Overall: Fun, exciting!

See the full interview after the break!
GS: How did the Blizzard infrastructure hold up in the transition to Lich King? Were there any major upgrades that needed to be done?

TC: Well, we did a lot of work on our tools, internally, so that designers would have more power over how to create quests and do new things. For example, our vehicle technology where we knew that we wanted vehicles not only as a feature in pvp but also pve and we also wanted to expand that and use it to do all kinds of new quests that we were never able to do before. One of the things that we have always had in our minds is that while there has to be some ‘kill ten of this’ and ‘collect 5 of that’ kind of quests, we don’t want that to feel like that’s all there is. We really want to make sure that Lich King feels like more than that and so we wanted to make sure there were several new types of quests that we never had gotten to do before.

GS: You have a lot of history in game development. Are there any other genre of games you would like to work on in the future?

TC: For the most part I am focused on WoW. I mean we have other projects in development like Diablo III and an unannounced project that I contribute to, so its really fun to mix it up a bit and put in time on those games also. My biggest passion is with role-playing games but in the past I have been an avid RTS gamer and shooter gamer. I really like games in all forms but for now I can see myself working on WoW and RPGs in the general sense for a while.

GS: And whats the name of the unannounced project (I had to try)?

TC: [laughs] The unannounced project.

GS: When you first began working on World of Warcraft, did you have a sense that it would become as popular as it has?

TC: No, to be honest, I really didn’t. I felt like this was going to be the best MMO out there and I kind of figured that we would do well. I would never have guessed a million players, let alone the 11 million players we have now. Its pretty mind blowing.

GS:  What is the current status of in-game player housing?

TC: You know, its a feature we have talked about adding for years before WoW even came out and its always been something where we feel like there are clearly a lot of other games that have done it, but we don’t feel like any of them have done it to the quality we would want to do it…We would want it to feel that it was really well-built into the game but, unfortunately, that means it is a huge task and its something that we really haven’t been able to get to at this point.

GS: How did the concept of in-game motorcycle mounts come about?

TC: [laughs] Well, let’s see. The mechanohog is something that one of our concept guys just kind of drew up and we thought it would be awesome…Its just one of those things where we had to do it. It appeals to our sense of humor and we have done mechanostryders for the Gnomes and we look at things like that which are kind of quirky and off to the side and not exactly what you would expect our of a medieval fantasy universe and try to make sure we find a way to make it looks like it still fits…

GS: Many Paladin-players are upset about the recent nerfing of their protection abilities in order to ‘fix’ the over-powered retribution ones. Do you have anything you would like to tell them?

TC: Well, we definitely still feel like the Paladins are very competitive tanks. We have been really pressed with Lich King to make sure that all of the tanking classes remain viable in all their different specs. Its definitely something that is very important to us to make sure that every tank out there feels like they can generate enough threat, keep the agro, deal respectable damage, that they have the mitigation they need to take on high-end bosses, and we still feel like Paladins are fitting that. Anytime we start to hear that kind of feedback we start to do our own investigations to find out if what they are saying is true or is it some misconception of where they use to be when they were over-powered, that kind of thing. So, we definitely will be doing our own investigations on that and if it proves to be true we will make changes.

GS: Are there any plans to upgrade the visuals of the various Druid forms in the game?

TC: We actually have plans to upgrade the forms, its actually something we talked about back at the Worldwide Invitational. Unfortunately, it didn’t get in at the launch of Lich King but we do have artists which are actively working on it…One thing that we were always leary on in the past and actually caused us to delay on it longer than we would have is that we don’t generally have good experience with changing the way something looks out from under a player. So, we have to be very careful in going down that road and, in this case, what we are looking into doing is providing options for how to look rather than kind of forcing a new model on them…Believe it or not, there are plenty of Druids our there who are perfectly happy with the way they look and we don’t want to upset all of them in the process…

We would like to thank Tom Chilton again as well as the rest of the Blizzard staff on-hand at the launch event who made this interview possible.

SteelSeries 7G Keyboard Review

SteelSeries has long been known as a developer of high-end gaming peripherals and their ‘7G’ gaming keyboards keeps to this tradition well. It is the most solid and well-made keyboard I have ever had the pleasure of using.

Looks/Design:
The 7G features a flat black-metal (for the most part) construction which, at first look, is actually a bit underwhelming. It comes in two pieces, the keyboard itself and a metal wrist rest unit that attaches to it. You will not find any lights or LCD screens or any other bells and whistles on this unit.

What you will find, however, is a very effective braided cable system which almost entirely eliminates any ‘tangling effect’ as well as the possibly of fraying normal plastic insulation. This feature alone should be standard on all new gaming keyboards or mice out there as I cannot tell you how many times I have had a cable start to pull out of a device because the plastic connection got worn down. No such possibility here, thanks to some ingenious thinking.

One special feature that SteelSeries would have been smart to add is some sort of lighting system. Unlike the LCD screens and the other ‘bells and whistles’ found on gaming keyboards these days, lighting is definitely the most useful, especially when gaming in a dimly-lit tournament environment. The keyboard features a USB pass-through cable, so why not draw power from it for on board lighting?

The included wrist rest is quite large and does a good job of keeping your hands at a comfortable angle. However, it is an all-metal design and can chafe if used for long periods of time. While SteelSeries has told us this design decision was made for durability purposes (gel rests can puncture and decay), and this makes sense, we recommend you put a soft barrier between the rest’s metal and your wrists for your own comfort.

The 7G’s key layout is fairly standard, save for the Windows key being replaced by a key with the SteelSeries logo on it. Once held down, it enables the ‘secondary media feature’ on keys F1-F6. So, you want to mute your PC’s volume, just hold down the SteelSeries key followed by F1 – simple! SteelSeries has also chosen to use an L-shaped enter key, which we find comfortable and familiar. The only real issue we have with the key layout is the small backspace key. It takes some getting used to if you have been using wider variants on other keyboards for a while.

Then we looked at the 7G’s output cables. SteelSeries has attached a gold-plated USB cable (for the on board pass-through ports), speaker and headset cables, and a PS/2 connector! That’s right: PS/2! Why would such a premium keyboard use an ‘old’ technology like PS/2? Well, we asked. Our answer was fielded by Kim Rom, VP of Marketing at SteelSeries. Kim told us that the reason for the PS/2 connector (a USB adapter is included, by the way) is two fold: First, when gamers take their 7G’s to various tournaments, many tournament machines can have no available USB ports to plug their keyboards into. Second: The PS/2 interface (while actually has more dedicated access to the motherboard. This can be seen pretty much anytime your USB ports ‘freeze up’. While the PC processes what is going on, if you had a PS/2 keyboard installed it would still be able to pass on your key presses. Also, this allows the 7G to be used during your PC’s booting period where a USB keyboard might not have been detected yet. We would like to thank Mr. Rom for his helpful answers.

Usage/Features: Using the 7G is a very pleasant experience, with the keys providing a smooth glide. They call them gold plated with ‘no-click’, however we found them to be extremely loud, so this is not the keyboard to use if you are trying to type in secret. Aside from the noise, the keys have a great action. They feel very solid, and you can feel friction in the glide which makes for an experience we liken to ‘squeezing’ the trigger of a semi-automatic pistol as opposed to ‘snapping’ it back. If all this sounds very ethereal and new age, you will just have to try one of these keyboards yourself, as the typing experience is quite unique among all the keyboards I have tried. This translates extremely well to gaming, with the only problem being that I miss having the macro features other keyboards provide. With the PS/2 anti-ghosting feature, I never ran into a keystroke overload even once. Also, the heavy weight of the unit keeps it staying put during intense gaming sessions. I just hate it when I end up pushing my keyboard about the desk while in a flurry of typing.

Conclusion: If you are looking for the best ‘functional’ gaming keyboard possible, the SteelSeries 7G gaming keyboard is exceptional and well-worth its $150 dollar price point in that it very well could be the last keyboard you need to buy until the apocalypse, maybe. Even then, the thing might just hold-up fine. Unfortunately, nuclear testing was not part of our review regiment. Also, we cannot say what the value of the beast will be in bottle caps. Sorry, we have been playing Fallout 3 too much. The biggest complaint we can find about this keyboard is the lack of back-lighting. If you can get over not having the ‘bells and whistles’ and are able to afford it, the 7G is easily the keyboard for you.

GamingShogun Reviews Fallout 3

‘War. War never changes’. It is with these words that began one of the greatest role-playing games ever made (of course I mean Fallout). The RPG and its sequel are renown for their tongue-in-cheek humor, stylistic design, and isometric gameplay. When we heard Bethsoft was taking the reigns on Fallout 3, and that it would be a first-person game, forums around the ‘net lit up with flame wars on the subject. Die-hards of the series naturally had a worry that by bringing the series into the first-person, Bethsoft would be taking away an aspect which made the previous games undeniably ‘Fallout’. We are pleased to say, however, that this worry has proven itself false. This is a Fallout game.

Fallout 3 takes place along the East Coast, in and around Washington D.C., well, what’s left of the city anyway. It is 2177, two hundred years after the atomic exchange which effectively ended the world, and the capital is now known as the ‘DC wasteland’. You play as a vault dweller who has left the safe confines of Vault 101 for the first time. ‘Vaults’, for those of you who don’t know, are big underground communities built before the 1977 atomic war by a company called Vault-Tec.

One unforeseen effect that Fallout 3 had on me while I played it was an overwhelming sense of despair and aimlessness. I had not thought of the increased immersion that the first-person view would bring, and as I wander through the ruins of the nation’s capital I actually feel sad. Sad that we humans had to do this to ourselves. Our greatest monuments in ruins, our people now scavenging about like beasts. Making it worse is that I stumble upon Pennsylvania avenue and see the ruins of a very familiar White House. It actually reminds me alot of the Gears of War ‘Mad World’ trailer as Marcus wanders through the ruins of his world. I would say that Gary Jules’ ‘Mad World’ might almost be too much to bare while walking around DC in its ruined state.

Thankfully, if you can get past the sense of sadness for the human race as a whole, you will find a gigantic amount of things to do and see. Quests can be found in abundance and it is very doubtful you will finish everything in one play through. In fact, your character’s level is capped at 20, making it very likely you will play the game over again at least a few times, trying different character builds. Bethsoft has stated numerous times that they wanted to increase the re-playability of the game immensely and they have succeeded in this feat. Of course, the low level cap is also probably some foreshadowing that forthcoming DLC will raise it somewhat for added quests, etc.

Graphically, the game is beautiful, and the wasteland really feels alive and bleak. Dust devils swirl about the barren landscape as do wild beasts, most with some mutation such as the Radscorpions, which have grown to huge sizes and are hungry for human flesh. Characters are modeled wonderfully (especially the Ghouls) and animations are mostly fluid although I have noticed some spotty issues with characters moving between uneven planes.

Adding to this immersion is the sound design, which is simply spot-on. The constant howling of the wind as it sweeps across the wasteland is haunting as is the eerie silence. Sure, you hear the rare bird or cricket but for the most part the world is very sparse on the animal life. This eerie silence makes things all the scarier when you suddenly hear rustling about, causing you to immediately spin around in different directions, attempting to locate the source. Failure to locate the approaching creature could mean death or sever injury to your person. If your perception is high enough, you are able to detect creatures early on your HUD, which helps out quite a bit.

Combat is handled either by standard FPS controls or via the Vault-Assisted Targeting System (or V.A.T.S.). This system was put into place mainly for RPG fans, as it is a tactical way to approach the otherwise FPS-style combat. When entering V.A.T.S., you will get a reading on your current target and be able to click on various parts of said target (arms, legs, antennae…) to queue up attacks. When you are ready, simple click accept and the fun begins. The results of your stacked actions are shown in a cinematic, bullet-time, method with various camera angles and the like. The V.A.T.S. combat system can lead to some VERY cool-looking combat. For instance, using my Chinese pistol (which makes me feel a bit like Han Solo) I initiated combat with a raider. I queue up V.A.T.S. and assign two shots to the body, one to the left leg, and the last to the head and then click accept. The following ‘cut-scene’ (and I use the term loosely as it is all done in-game) blew me away and was completely unexpected. My two shots to the body blew the raider back a bit, obviously wounding him deeply. He turned around and began to run in an attempt to escape my wrath but he was not fast enough. My shot to his leg crippled him, sending him to the ground in a heap. My last shot finished him off with spectacular gore and violence. This kind of scenario does not happen all the time. However, it happens enough to make you want to continue using V.A.T.S. whenever possible. Using this mode drains you of action points (or ‘AP’) which must be recharged in real-time mode. This is just another example of the great lengths Bethsoft took in making Fallout 3 accessible to new gamers as well as fans of the original RPGs.

Character creation is done in an equally unique way, and will be familiar even to fans of their early Daggerfall RPG (one classic game). You start as a baby (literally) and progress via a few jumps to your adulthood. However, at age sixteen, you must take the GOAT exam. This test determines your aptitude as well as your future job inside Vault 101. It is made up of a series of questions each giving a situation. Your answer is how you say you would deal with such situation. For example, one question would be something like, ‘How would you deal with a co-worker who confesses he stole an expensive item from the boss?’. You could reply with either ‘A – Beat him up, take the item for yourself’ or ‘B – Sneak into his room at night at steal the item’. Each of these point your character more towards a skill-set you prefer. A would point you more towards being a melee-based character and B would point you towards being stealthy and thief-like. Thankfully, you have the choice of manually assigning your tag skills after the test, but it is cool to see what it thinks you are based on your answers.

Bethsoft has kept the SPECIAL (Strength, Perception, Endurance, Charisma, Intelligence, Agility, Luck) system of character attributes, as they have also kept the Perk system of special characteristics. For instance, if you select the ‘Bloody Mess’ perk upon leveling up, you will notice that enemies tends to die in the most gruesome manner whenever you attack them. This is a fan favorite and is a welcome homage to the original games.

A new feature in Fallout 3 that we have not seen before in the series is the ability to own your own home. In certain areas and by accomplishing certain tasks, it is possible to own your own residence. This provides you with a free place to rest and heal up as well as the ability to customize it with house-specific items like jukeboxes, first-aid stations, and more.

Overall, this is a very worthy game of the Fallout title. Bethsoft has created what is probably their best product since Daggerfall, and that is saying a lot considering the gems they have produced in between the two titles. Fallout 3 will provide you with hours upon hours of entertainment as well as bring back fond memories of playing the first two games (look for homages to them throughout the game).

GMC X7 X-Station PC Case Review

GMC, a Korean company, has been making its mark on the North American PC case market for a short time now. They usually offer cases with plenty of cool features and eye-popping designs. Their first gamer-specific enclosure, the X7 ‘X-Station’ is no different.

It seems as though everyone and their brother is making gaming PC cases these days. These folks put out all manner of crazy designs in an attempt to bait the perspective buyer into purchasing them. Problem is that most of these gaudy cases are nothing more than flash, with poor cooling and no useful features to speak of. Thankfully, the X7 is not one of them.

The X7 is designed with militaristic-looking black lines which lend themselves well to the gamer-centric motif. It actually reminds me of something you would see in Batman’s ‘Tumbler Batmobile’. The bezel features a couple of cool orange power lights as well as four USB 2.0 ports, power button, and reset button. We would like to have seen an eSATA and/or FireWire port on the front, but we digress. The X-7 also features a backlit LCD display which shows the case temperature and fan speed.

Speaking of fans, the case features three of them: One 120mm fan in the aft, an 80mm fan in the fore, and an 80mm fan in the side panel. The side panel doesn’t feature a window, but instead a cool protruding, vented area with a button to change fan speeds. These provide decent airflow, but if you are overclocking I would recommend modding out the side fan with a 120mm unit using an adapter. Inside the case, there is just enough room to accommodate a gtx 280 video card, making cabling somewhat of a challenge. This is not out of the ordinary though, as most cases have issues in this department.

The case has bays for four 5.25” drives, three of which are protected by an easy-open drive cover in the bezel. Instead of removing your case’s plastic drive bay cover and potentially losing it (I do this a lot), these swing open to the side, staying attached to the case. Once installed, the cover swings back into place, covering your drive with its cool Batmobile-esque design. The top-most drive bay does not feature one of these covers, but instead has been designed to house a CD/DVD-ROM drive. This particular bay has rounded corners and allows for easy access to your drive. The easy-access covers are removable, however, should you have a second disc media drive to install. The case allows for up to four 3.5” drives to be installed, right behind the 80mm forward area fan to promote hard disk cooling.

Overall, the X7 ‘X-Station’ is a fine mid-level gaming enclosure that balances form and function. While its fan system may not be the most optimal for overclocking your gear, its cool extra features make up for that in spades.

THQ Sues Activision Over Baja 1000 Box Art

The legal guys at THQ are going to war with Activision over the box art on their upcoming SCORE International Baja 1000: The Official Game. They consider it to be too close to the box art on their Baja: Edge of Control and could feasibly confuse gamers, resulting in a loss of sales.

Via PatentArcade

E3 2009 – Both Media and Public Days

**UPDATE: The ESA has made their official statement regarding the changes to E3 2009 here.

File this under the ‘almost confirmed’ department, but several sources (including one I cannot name within the ESA organization) are hinting around at a possible news release tomorrow from the ESA in which they will detail E3 2009 being both open to the public on certain days as well as media-only for a bit too. This would provide the best of both worlds for both our peoples (media and public). I am sure we can find a way to coexist… Say, June 2nd through the 4th for us media folk and the 5th though 6th for you guys? Maybe?

Actually, this is sounding really familiar. Could it be because I gave this exact solution to E3’s woes in my blog here over a month ago. If this rumor should prove true, I would expect my paycheck in the mail ASAP.

Interview on the Pro-Flight Series with Richard Neville of Saitek


We got the chance to interview Saitek Category Manager, Richard Neville, on their line of Pro Flight products. In case you have not heard of these premium flight-sim peripherals, you may want to check out their selection at the official site. We would like to thank Richard Neville as well as Alex Verrey for their assistance in making this interview possible. Check out bigger images of the above products after the break!

Q) So to start, could you tell us how many people you have working on designing the Pro-Flight peripherals???

A) It varies depending on the product! Usually each product is worked on by one of our product designers with occasional design review meetings where everyone else (well… me) gets to influence things.??.. (cont.)

Q) What kind of a design process is used in developing new Pro-Flight peripherals? How much are real pilots used in this process?

??A) Product ideas come from a combination of researching the market and actually talking to simulation fans – most of our customers need no urging to suggest product ideas and features! We also have contacts with a number of actual pilots who we consult with to further ensure we’re keeping on the right track with everything from features to getting the right ‘feel’ for a controller’s movement.

??Q) What are the biggest challenges faced in developing the Pro-Flight line of peripherals?

??A) Probably the biggest challenge is trying to please as many people as we can. Flight Simulation might be a niche market within the wider context of PC gaming, but as you know within that niche you have a number of different sub-categories of aircraft. Just within civil aviation alone you’ve got to try and account for anything from props to ‘heavy iron’ and all the different variants within each of those. That and trying to squeeze as much into a product as we can so the sim fans feel like they’re getting value for their money.??

Q) The X-52 Pro is a nice improvement over the standard model but why create the incremental ‘Pro’ and not move to the next iteration of the HOTAS series altogether???

A) It was purely a reaction to our customers’ feedback. They loved the X52 but wanted even better build quality and more from it – the MFD is a perfect example; people wanted to display information from their sims on the MFD, so we implemented that feature with the Flight Simulator X Radio Stack display. We also included an SDK so that some of those bedroom coders out there would be able to create plug-ins for their own games; it wasn’t long before there were plug-ins available on our forum for Flight Simulator 9, IL-2 and even X3: The Threat??, but don’t think that we’re not looking into how we can further the HOTAS market – there’s already been some feedback from our customers about where we can go next and we have been listening.

Q) How would you describe the flight simulation market currently???

A) It’s in a tiny bit of a lull at the moment, but that’s mostly because it’s compared to the boom of two years ago with the release of Flight Simulator X. It never truly goes away though – there’s always new people discovering flight simulation for the first time or existing simmers looking to upgrade their hardware, and finally being able to run the newer simulators. It should start picking up again next year thanks to the Black Shark add-on for LOMAC and Oleg Maddox’s Storm of War, to name just two. Even the less strictly simulation-based games like Tom Clancy’s: HAWX should serve to interest more people in the genre. Then of course looking further ahead you’ve got Microsoft’s next version of Flight Simulator which is somewhere over that horizon…??

Q) How is development coming on the Saitek Pro-flight Instrument Panel???

A) It’s good thanks. It’s definitely proven to be the hardest thing we’ve ever done but it’s coming along nicely and we should be getting it out there pretty soon.??

Q) Will the instrument panel have an open-source API???

A) As with the X52 Pro we will be shipping it with an SDK that will enable end users with programming experience to create interactions with other sims (or, indeed, any application that they care to).??

Q) What titles will support the panel at launch???

A) It’s supporting Flight Simulator X out of the box and we’re hoping we’ll get support for other titles from the community, as we did with the X52 Pro. Flight Simulator X is the main focus partly because of the amount of the market who use it but also because of the excellent SimConnect part of the sim, which gives easy access to the data we need to hook into to make a product like this work.??

Q) If you can, tell us about the type and capabilities of the screen being used on the panel.??

A) It’s a QVGA TFT screen that can display 256,000 colours and it looks superb!???

Q) Can you guys drop us any hints on the next Pro-Flight peripherals being developed?

??A) Not yet! But be assured that we are continuing to work on a number of projects.??

Q) And last, is there anything you would like our readers to know about that we have not covered here???

A) Sure – just to remind people about the two new Pro Flight products we’ve got coming this year: the Pro Flight Switch Panel and the Pro Flight Headset. There’s some info out there already but look out for the press releases closer to the products shipping this Fall. Also, if you’ve got a suggestion for a product that you’d like to see then we’re always happy to have your feedback. Use our forum at http://www.saitekforum.com and let us know what you think.?

GamingShogun Reviews Dead Space

Every so often, there comes a game which I like to save for myself. A game that I do not give to one of my esteemed colleagues to review. Electronic Arts’ Dead Space is one such title. I had a vague idea of what to expect from seeing it played briefly at this year’s E3 Media and Business Summit. At least, I thought I did. I guess seeing it played in a brightly lit convention room flooded with fellow gamers is a lot different than sitting down in a darkened room to play it by myself.

Fighting off the feeling that I had become a shut-in, I turned the lights off and started up Dead Space. So far so good, the intro UI is not scary. It is creepy but I am handling it. The score is eerie from the get go – brilliantly composed. So, into the introductory scene I go. It starts off with wonder and good excitement. After all, you are experiencing the majesty of space and mankind’s achievements therein. Then, it all goes wrong, and from that point forward you are in for one hell of a ride.

You play as Isaac Clarke, an engineer who is sent as part of a small repair team to find the ‘planet cracker’ ISG Ishimura and fix whatever is wrong with her. What you find is that the ship has been taken over by strange lifeforms called ‘necromorphs’. Whatever this life form is, it seems to utilize the biological matter available to it in its pursuits. In this case, the Ishimura’s crew. The design of the necromorphs is perfect. They look to be inspired by Rob Bottin’s and Lance Anderson’s work in John Carpenter’s 1982 film, The Thing. This fact alone did not bode well for me, as growing up The Thing was the only movie to ever really scare me. The idea of something using your own body for its grotesque purposes just creeped me out, and still does. Killing these abominations is a matter of tactics, just not spraying and praying. You have to dismember them first by blowing off their limbs/tentacles. This will usually kill the creature. If you try shooting it in the torso or head on the other hand, you will usually just piss it off. Trust me, don’t piss them off if you can help it.

The dark corridors and gruesome details adorning the Ishimura’s innards just wreak horrific atmosphere and you will often find yourself creeping around corners at a snail’s pace, gripped with anticipation of certain death.

Thankfully, Isaac wears a protective suit which helps him take more punishment that a normal person could. This suit can be upgraded by the use of ‘store’ terminals placed around the ship. Additionally, your weapons and armor can be upgraded at workbenches by using special ‘power nodes’ found scattered about.

Even with all this upgrading, you will usually feel very weak in relation to your enemies. Problem with Mr. Isaac Clarke is that he is an engineer, not a space marine. Your weaponry will consist mostly of unusual tools such as a plasma cutter. You will get a couple more standard military weapons, but ammo is nice and sparse in the game leaving you constantly hungry for more. You will also get some other engineering hardware which allows you to move things from far away, a sort of engineering telekinesis. Issac also gets to play with a stasis tool which slows down whatever object he hits with it. This can range from a fast-moving obstacle to a fast-moving tentacled infant-monster (creepy). This, coupled with your finite inventory space can lead to much pondering over what to keep with you and what to leave behind.

Dead Space has a very eerie score which procedurally changes depending on what you do in the game. The composer of the base chords and melodies, Jason Graves, does to your ears what the art direction does to your eyes.

I must admit, I could only take playing in the pitch-black for so long. I think I lasted about a half hour before the intensity just got too much and I had to light the place up with warm and friendly photons. The problem with this logic is that while lighting up my living room makes me feel better here in the real world, poor Isaac has no such luck. Even lit areas could become death traps in an instant.

There are several other cool gameplay gimmicks in the game, even having to do with zero gravity, however I will not spoil anything more for you. Dead Space is one of those games which you just have to experience for yourself. If I can tell you one thing in this review, it is that if you usually enjoy shooters, creepy survival-horror titles, or sci-fi horror in general you will love Dead Space and should buy it right now. Go and support quality productions like this. There are far too few of them to let this one pass you by. And for goodness’ sake, try playing in the dark to start with just to get the full effect. Good luck…

Mount and Blade Review

Usually, we are nothing but excited with sandbox games. The freedom one derives from exploration can be quite liberating. In an RPG it is also equally nice to have some sort of overall quest which ties the whole thing together. TaleWorlds has decided to just keep with the sandbox part of that equation, ditching an overall quest and thrusting gamers into the unknown.

Mount & Blase features a very fluidic and fun combat system. Every weapon acts as you would expect and, while macro-attributes such as damage and speed are effected by your skills, you will actually have to do the majority of the grunt work in combat. You control every swing, movement, and parry of your character. Combat plays out like a tactical event, picking and choosing your moments of attack carefully while also timing your blocks and parries. Even combat on horseback is handled great. While in some ways, using a mount is helpful, it is also more challenging to time your sword swings and archery shots.

Also cool is the large-scale combat you can find yourself in. By recruiting troops from towns and the like, you increase the numbers in your personal army. At one point, I took part in a battle with easily twenty members per side. The battlefield strategy employed in these large skirmishes is vital as one false swing or direction can mean the turn of the tide. Commanding troops is done easily by shouting commands at them. They are fairly basic commands but mirror what a human being would be able to shout while riding into battle. This adds an additional element of realism to the combat, as knights in the middle ages did not have GPS or other high-tech gadgets with which to organize themselves.

Mount & Blade shines like a bright beacon for smaller developers everywhere when looking at the combat system. Unfortunately, where it loses a bit of its luster is in the open-world created by TaleWords. As mentioned before, you are dropped into the kingdom of Calradia which has been broken apart by multiple factions. What you do in this world is entirely your business. You can choose to become a warrior, mercenary, trader, or whatever else you can come up with. While there are quests given by individuals in towns and whatnot, they are not required and will serve only to further your character’s development. This lack of overall story often times leaves the player asking themselves, ‘What now?’

The character development is fairly complex, TaleWorlds taking a queue from Daggerfall in asking you a series of questions to determining your base character. From there, you allocate some skillpoints are off you go. Along the way you level up your character, increasing your skill points and personal wealth.

There are a multitude of armors and weapons to use in the game as well as a good trade system for those aspiring merchants out there. The enemy AI runs from fencepost to challenging, with enemies performing acts of self-preservation as well as selecting their own weapons on the fly and parrying as necessary.

Graphically, the game looks okay. Some scenery comes off as lush and pretty, but the game’s shaders and textures are just not up to modern standards that you will find in other RPGs. In my playthroughs of this game, however, the combat made up for the lackluster graphics. In fact, I wish there was a way to just play various battles out, skipping the rest of the stuff in the game, but I digress…

Overall, we must applaud TaleWorlds for the game’s awesome combat system but must caution gamers that the rest of the game is not nearly as exciting. Not saying that at $29.99 it is not worth picking up, but don’t expect it to be the next Oblivion (although we like M&B’s combat system way better than that mainstream title). Also. the mod community is currently working on enhancing the game as well, so I would not be surprised to see a lot more from Mount & Blade in the future.