Author - Jerry Paxton

SunAge Review

Vienna-based developer Vertex4’s ‘SunAge’ is a real-time strategy game set in a world where the aftermath of a nuclear war has forced humans into protective domes while those outside either died or mutated into the ‘Raak-Zun’, the game’s ‘evil’ mutant faction. Those that stayed in the domes are known as the ‘Federals’. Much like the winning number of people in a ‘boy band’ is five, the winning number of factions in an RTS seems to be three. In keeping with this tradition, a third alien robot faction is thrown into the mix as well.

Graphics: SunAge is played in a 2D world from an isometric viewpoint, similar to the RTS games of the mid 1990s. In fact, the whole visual style of the game echoes back to that generation of RTS games. The background seems straight out of Fallout 2 (and that is a compliment), albeit much higher resolution. The units are very well detailed 2D sprites and they animate smoothly to boot. The game is not entirely two-dimensional however, as some of the game’s effects are done in 3D and, as they are the only three-dimensional elements in the game, really stand out over the background art.

Gameplay: The game’s campaign starts with a couple of missions which teach the player the ropes of command while setting up the story to follow. Cut scenes are featured at the beginning of every mission and sometimes are dispersed during a mission as well. They are done in a 2D comic-book panel style which, while maligned by some critics, I actually thought we a nice change from full-motion video. While I appreciated this change, I felt the artwork was often a bit dull.

Controlling your units is generally a smooth experience. Once you click on a controllable group of units, a blue circle encompasses your mouse cursor. This denotes the currently selected group’s weapons range (a very handy feature). In addition, by right-clicking and dragging on a location you can change your group’s formation and facing direction. Unit AI seems relatively intelligent as far as target selection is concerned. Infantry will try to attack other infantry and soft targets before turning to heavy units while heavy units tend to attack other comparable units before turning to soft targets. By right-clicking an enemy, you tell your group to make that type of target their highest priority. They will still attack other targets as needed, however, to survive. This really gives you the feeling of giving orders to your troops. You tell them to go to a location, form up, and they will handle the rest. A ‘feature’ of the game doesn’t always work as planned is that right-clicking and dragging will not select multiple unit types. They do this to help the player avoid selecting unwanted units. However, in a scramble situation when you need to throw alot of units somewhere fast, it is a bit of a pain. In addition, most units have a secondary mode which can be toggled on and off. For infantry, they become snipers. These dual-functions expand a unit’s flexibility and a nice addition.

Your construction projects are fueled by natural resources which have to be mined from around the map. The resources in SunAge come in four flavors: Nitrium Ore, Plutonium, Zirkonium, and Iberium Rods. Each are used in different applications. For instance, building light vehicles requires not only Nitrium Ore, the most common resource, but also a quantity of Plutonium. Capturing and controlling the ‘mines’ where these resources are gathered is of vital importance, as is defending them. The concept of resource gathering may not be very mainstream anymore, when looking at titles such as World in Conflict, but in this case the natural resources add an additional layer of planning to the battlefield.

Base planning and construction will be a big part of your game in SunAge. You will need to instruct your builder units to construct power distribution networks to feed energy to your future buildings. An improperly planned base layout can cost valuable resources and time later on in the game. Base defenses are also extremely important in SunAge, as the constructible defenses in this title are actually viable in combat, unlike many other RTS games where they limit the number of turrets you can create.

It seems to us that in SunAge, the developers wanted to create something where strategy was of the utmost important. Where ‘Zerging’ was disapproved of and players were meant to gather resources, fortify their bases, and then send their armies to duke it out. We feel they succeeded in their efforts.

Sound: The sound design in SunAge is adequately executed. While nothing extraordinary it serves the title well. The voice acting in the cut scenes leaves something to be desired. It is often a bit over-the-top and unbelievable which, unfortunately, only serves to bring down their quality.

Score: SunAge features an orchestral score that appropriately sets the mood depending on which side you are playing as.

Conclusion: While SunAge features nicely detailed 2D art assets, it looks somewhat dated when compared to modern RTS games. However, upon closer inspection you will find a very fun game that holds strategic thinking in the highest regard and offers a large amount of flexibility in its base building and unit usage. It is the kind of small release that the ‘big’ companies out there ought to take note of and learn from.

Democracy 2 – Review

I cannot emphasize enough how addictive this game is. The developer, Positech, states that D2 ‘looks daunting at first’ and they’re not kidding. There appears to be so many variables to contend with it’s a wonder you got elected in the first place! Once you’ve played a few ‘test’ regimes, however, you quickly settle in and learn what’s effective and what’s not. I made the mistake of showing D2 to my girlfriend and subsequently had to sit patiently watching her for two hours before I got another chance to play.

D2 opens with a series of 9 nations to choose from. Each has its own perks and drawbacks. If you want a lot of money to play with early on, choose the capitalist haven, Koana. Your budget surplus will easily hit $90billion within the first couple turns, giving you plenty of cash to fund various policies.

Once you choose a nation, you are given the option of configuring the populace. For a balanced game, Positech recommends not adjusting the default settings. Each nation comes pre-set with a pretty mixed society. Obviously, in a heavily capitalist society you’re going to have a lot of business owners concerned about taxes and property rights. This is important! You need to know your people to propose initiatives which will be viewed favorably.

Choose your political affiliation carefully. It doesn’t make sense to be a socialist president in a capitalist country. Do that, and you’re setting yourself up for a single term regime! It took me forever to figure out why I was so unpopular! I had glossed over that option the first couple times I played. The game doesn’t default you to the most beneficial, so make sure you know what’s popular and what isn’t.

Once you’ve chosen your country, political affiliation, and term limits, you are presented with the main screen. As can be seen from the screenshots below, the issues (represented by the icons) seem very overwhelming. If you hold your cursor over any segment of the population, or any issue, the red and green lines appear showing you how the issues related to each other and to your people. In the screenshot below, ‘Crime’ is directly related to poverty, police spending, etc… Increase police funding, maybe do some racial profiling (for non-liberals), and crime goes down. Getting rid of problems makes everyone happy, but your methods might have negative influences on certain members of your population (i.e., the aforementioned liberals).

With each turn you have a certain amount of political clout (represented by a fist and a number). Each policy, or adjustment to spending requires different amounts of clout to implement, and most policies take several turns before their effects are felt. Pay attention to your reports and your society! The people will let you know what needs to be done! Ignore them and you risk terrorism, or even a coup! At the end of each term, there is an election. If you’ve done your job well enough and get re-elected, the people will hold you to your campaign promises!

CONCLUSION: That being said, you cannot please all the people all the time. So go ahead! Be controversial! You may, over time, liberalize your society (or make it more conservative). Have fun and experiment! D2’s creators spent what appears to be an ungodly amount of time coding the interworkings between …well, everything!

I have to go, my girlfriend is feeling dictatorial…

Roy Scheider is Dead

According to AP news, veteran actor Roy Scheider passed away at the University of Arkansas for Medical Sciences hospital in Little Rock at the age of 75. The actor had been treated at the Myeloma Institute for Research and Therapy unit there for around the last two years. The official cause of death was not disclosed.

Fans will most likely remember Scheider from his roles in Jaws and later, SeaQuest. However, the actor had acted in over 80 films in his long-spanning career. He will be missed.

GamingShogun v3

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Logitech DriveFX Review

Logitech. The name brings up thoughts of numerous gaming peripherals from mice to pro flight yokes. The DriveFX is Logitech’s current racing wheel for the Xbox 360. It touts several features and we are about to get down and dirty with the unit to put them to the test.

Features:
   *  Axial Feedback Technology: Get behind the wheel and let the authentic road feel guide your way.
* Standard Xbox 360® Buttons: Jump right in without learning anything new.
   *  Adjustable-Sensitivity Steering: Put customizable control in your grasp.
* Gas and Brake Pedals: Get instant response with true-to-life pedals.
* Wheel-Mounted Paddle Shifters: Shift through the gears lightning fast with F-1 style paddle.
*  Injection Molded Wheel: Keep your hands comfortable with this seamless 10-inch wheel.
* Soft Rubber Grips: High grade non-slip grips provide unparalleled comfort during intense racing.

Design/Construction: The DriveFX is primarily made of black, hard plastic. It has a sharp, professional appearance which exudes quality. The DriveFX is not a lap-friendly wheel, meaning it was designed to be clamped down to a table, desk, or gaming chair mount of less than three inches thick. This is evident in the two large clamps that extend from the bottom of the unit. Any gamer familiar with a pro-flight yoke for their PC knows what I say is true: the unit is VERY stable when clamped down to a surface, even though in this case the clamps are not rubberized. So while many gamers will miss the ability to slap a racing wheel onto their laps and play, trust us when we say: This is better.

The construction of the DriveFX’s wheel is excellent. It feels very solid and the rugged rubber grips add a great amount of control when turning the wheel. Two small paddle shifters are located on the back side of the wheel. They are not levers but instead, buttons activated by angled plastic pieces that replicate paddles. Even though the button press is not as realistic as a lever’s motion, it is more precise and consistent. The standard Xbox controller buttons and directional ‘D’ pad are located in the inner-area of the wheel. They were all within reach of my thumbs which allowed me to easily activate them while in the middle of a race.

The wheel unit is connected via serial port to the pedal unit. The pedals are the weaker of the two links in this package, as they do not feel nearly as solid as the wheel. In addition, the pedals’ base unit where they expect you to rest your foot was not long enough for my feet and I only wear size 13 men’s shoes. Alright, so that may be asking alot, but with it being as thin as it is, my foot was not at the most comfortable of angles to hit the pedals. It would be fine for maybe 45 minutes of play, but after that my lower legs would definitely need some moving about. The pedals are pressure sensitive, which adds a great deal of control to accelerating and braking while gaming, so that is one great thing about them.

The serial port connects to the back side of the wheel unit next to the input for the included AC adapter. Unfortunately, there is no fastening device (thumbscrews or otherwise) to keep the serial connector in the port. If moved around, the connector could come loose.

Gaming: We tested our wheel out in Burnout Paradise as well as Forza 2. The features we have mentioned thus far are all well and good while gaming. The unit is very sturdy and reliable. THE best feature of this unit however, is its ‘Axial-Feedback’ technology. Microsoft has been stingy with its trademarked Force Feedback platform, so only select wheels can use it. The DriveFX is one peripheral that cannot use it, so Logitech has created their own feedback system which is almost as good – better in some respects.

The Axial Feedback system detects rumble signals that would normally be translated into a shaky control pad and instead, attempts to translate that into wheel feedback. Running off the track will cause the wheel to vibrate and give you enough feedback to know something is a miss and you should watch where you are going. This feedback response is just one part of the Axial Feedback system and is where Force Feedback would be better as the effect was never strong enough for our tastes.

Aside from this, there is an absolutely amazing counter-torsion or, return-to-center, drag inherent in the Axial Feedback system. Most times in Force Feedback wheels, the return to center effect is too unnatural, feeling like you are being shoved back to the center point instead of how a real car acts, more like a gentle dragging motion. The DriveFX captures this ‘drag’ very well, and is where the AF system thrives and pulls ahead of a Force Feedback design. If there was a way to get Force Feedback effects with the Axial Feedback’s return-to-center drag the unit would be a perfect 10.

Conclusion: Logitech’s DriveFX gaming wheel is an excellent choice for driving games on the Xbox 360. While not a true ‘Force Feedback’ wheel, it outshines that technology in it’s counter-torsion effect. In addition, it is the sturdiest, most rugged wheel we have seen for the console at this time.

Armageddon Empires Review

Cryptic Comet’s Armageddon Empires(AE) is a turn based strategy game set in a post apocalyptic Earth torn asunder by the war making of two different alien races. After the conflict leaves our planet, the human survivors and some abandoned alien troops are left to fight it out for global domination.

Gameplay: Cryptic Comet chose to use a ‘collectible card game’ (CCG) system of building a ‘deck’ of units and other special tiles to use in AE. Once a deck is built, it can be used by the specified side as long as the game map allows a deck of that many units and tile cards. This ensures fairness in that each side is limited to the max number of each type cards.

Upon entering a game, you set out any tile cards you have in your deck onto the hexagonal game board, followed by your initial side’s base/stronghold card. From there, the game moves into the actual movement/action phase. The order of which side acts first, second, and so on is determined by a ‘roll’ of virtual dice to determine ‘initiative’. Rolling for initiative is used heavily throughout the game to not only decide which side acts first in the action phase, but also when two armies meet in combat.

When in the movement/action phase of the game, you have a tilebar that can hold 8 cards from your deck at any given time. You may only deploy unit cards that are in those eight slots. Once a card is deployed you may request an addition one be dealt from your deck to take its place. The player has a set number of action points(AP) depending on the order of which your side acts. These APs are your currency for acting, whether it be asking for an additional card from your deck, moving or deploying a unit, etc. In AE, players will have to take into account the other four resources in the game as well, all of which can be increased by capturing tiles on the board that generate them as many actions require certain amounts of these resources in addition to APs to work.

In the early part of a game, your time is spent performing recon missions to uncover hidden caches and bases to take over as well as growing your industrial base back home. Cryptic Comet spent alot of time making the game feel as ‘desperate’ as possible. Resources never seem to come fast enough and you always seem to be scratching and clawing for every inch of territory. This is captured brilliantly and is totally inline with AE’s post apocalyptic story.

Once your empire has grown a bit and the real fighting begins, combat is broken down into initiative rolls followed by combat actions followed by more rolls to determine if the attack was successful or not. Like I said, there is a lot of ‘rolling’ dice in this game, but that goes back to the game’s tabletop roots.

The biggest problem in Armageddon Empires is its user interface. Unfortunately, due to restrictions with Macromedia Director in which the game was made, the player is forced to click several buttons all in different locations to get past all of the initiative rolling. Ideally, a single button could be clicked which would cause all of the rolling to occur in from of the player’s eyes and then immediately jump him or her back into the game.

Graphics: AE does not feature ‘spectacular’ 3d graphics or HDR lighting or anything like that. AE features drawings. Thats right, 2d artwork, the kind your daddy had on his IBM-compatible computer games growing up. They are crisp, detailed, and very well rendered.

Score: AE’s score is well done and definitely adds to the game’s feeling of despair.

Sound: Sound effects in AE are minimalistic but functional.

Conclusion: Cryptic Comet brilliantly captures the table top war game in Armageddon Empires. Aside from a sometimes frustrating user interface, the game will provide hours upon hours of play. In a world of multi-million dollar video game productions to take advantage of the latest graphics engines, it is wonderful to see that good gameplay wins out over flash any day of the week.

Savage 2: A Tortured Soul Review

Savage 2 is a multiplayer game where two teams, one from the Human faction and the other from the Beast faction, fight it out in a struggle to destroy the other’s base while at the same time expanding their own. This concept is familiar to anyone who has ever played a real-time strategy game before. In Savage 2, you can command your units as the force commander through a top-down interface. The only difference is that the Builder unit you select and give orders to deploy a structure to…is a real playing character. Thats right, Savage 2 is a shooter/action game inside of a real-time strategy shell.

Jumping into a game of Savage 2, you will find the option to join either the Human or Beast team. Each side has their assortment of character classes to play, with each class having a melee mode and a ranged mode, in addition to any special skills the unit might have. After selecting your side, you will be given the option to join a squad on that team – or even lead a squad if you are experience enough. Now that you are on a squad, it is time to enter the game.

Your commander can view the battlefield from a top-down RTS view when inside one of your side’s lairs. From there the commander will select any players or squads to carryout any tasks desired. There is nothing quite like telling one of your builder units in an RTS to build a structure somewhere, then watching that unit completely disobey orders and build something else at another location. This can be an issue in Savage 2, which will in turn garner the disobeyer a good chat-flogging or even getting booted from the server, so that works as a good system of checks and balances.

Playing as a non-commanding unit in Savage 2 can be a varied experience in terms of what is expected of you. There are a set number of classes to choose from on each side, and some have to be unlocked by your side having built or captured certain structures. Each unit has a melee mode and a ranged weapon mode in addition to special class abilities which can be anything from shape shifting to taming pets. Human unit’s ranged ability can be upgraded when their side builds an Armory. There are even siege units, such as battering rams and ballistas, which can be taken as a class when your base upgrades enough. These siege units are critically important in taking down a well-defended enemy base.

The melee combat system is well-handled and provides an additional level of sophistication you usually don’t see anywhere but fighting games. There are three types of melee move, the first of which being a ‘basic’ attack. Then there is a ‘blocking’ move which will shield you from the basic attack move. To counter blocking, you can use an ‘interrupt’ move which will stun a blocking opponent, leaving him or her open for an attack move or offensive ability. This level of tactics can sometimes degrade into button-mashing when the Bantha pudu hits the fan, leaving the frenzied player open to the onslaught of a thinking opponent which can easily waste them. I was surprised how many enemy players would seemingly ‘freak-out’ while fighting me and start spamming their attack buttons. I would be able to keep blocking their attacks until a moment when I has a break to cut out from behind my shield and take a slice out of them.

The graphics of Savage 2 are not the best on the market right now by any means, however, they are colorful and of quality production. In game audio is okay, with nothing to really make that aspect of the experience standout. Savage 2’s musical score is nice, having a very ‘epic fantasy’ feel to it which helps set the mood of your matches.

Currently, only the ‘Conquer’ gameplay mode is available, but S2 Games has said they are planning to release more game types in the future. Savage 2 has no subscription system, but instead a one-time fee for life of $29.95. Matches are recorded and can be reviewed back at any time on the Savage 2 website, which is host to a very impressive user-statistics tracking system.

Conclusion:
Savage 2 is a fun RTS/Shooter hybrid that manages to combine both aspects into a very cohesive system. The game can be a bit daunting to new players though and with so much going on, even experienced gamers can feel overwhelmed sometimes.

Faith and a .45 Trailer

A trailer has been released for the upcoming Faith and a .45, an atmospheric shooter featuring a heavy focus on characters, co-operative gameplay, ‘road movie’ storytelling, and cinematic aesthetics. Faith and a .45 is being developed by Denmark-based Deadline Games.

Official Trailer: