Posts tagged: war

Arsenal of Democracy

By Meg | February 5, 2010

Paradox Interactive, the team behind Majesty 2, East India Company and Elven Legacy, has announced the completion of the new World War II strategy game, Arsenal of Democracy.

Arsenal of Democracy was developed by BL-Logic in partnership with Paradox Interactive. The WWII strategy game is hardly a new concept, but BL-Logic has created an ambitious title with AoD, offering players a detailed historical setting with in-depth challenges and detailed control over their nation’s economic, diplomatic and military choices. Players can battle enemies on land, air and sea, or control espionage, political alliances and international trade, with a wide range of customization available.

Arsenal of Democracy will be available for $19.99 at all major distribution portals starting February 23.

Paradox Interactive also expects to release Lead and Gold: Gangs of the Wild West later in 2010.

Popularity: 1% [?]

Kill 10 Rats And Bring Me Their Tails!

By Lexton Collins | January 4, 2010

Guest author Lexton “Lunarhound” Collins discusses the upcoming Guild Wars 2, believable NPC drama, heroic errand-running, and shares his perspective on what makes a good MMO great.

Most gamers, both fans and detractors, would agree that MMO’s need shaking up. It’s happened before, when City of Heroes and, shortly afterward, World of Warcraft made camp grinding a thing of the past and brought quest-based advancement to the mainstream. Suddenly, characters had purpose-driven lives. Other games followed suit, and life was good in cyberland.

Now, several years later, gamers are growing weary of the new grind. It’s tough to ensure that every single one of the hundreds of quests necessary to keep an MMO going are interesting, and players are growing weary of the endless variations on “kill ten rats and bring me their tails”. Mini dramas acted out by NPC’s cease to feel immersive when sticking around for a minute afterward lets you watch the world reset before your eyes so that the next players in line can ride. Collecting exclamation marks and running errands for people too lazy to deliver their own letters or fight their own battles feels less like an adventure and more like checking off a list of chores. Few want to go back to the way things were, but developers, and many players, seem to be finding it difficult to see a way forward.

There have been efforts to do something different but they’ve gone largely unnoticed. Guild Wars came hot on the heels of World of Warcraft, and attempted to remedy many of the ‘theme park’ issues that came with a static world that had to reset each quest for the next player by making heavy use of instancing. Players see each other in towns, but once outside, you and your party had your own private copy of the world. This allowed them to change things permanently based on your actions. Unfortunately, this lead to many players not considering it a real MMO and, despite its commercial success, it didn’t inspire many imitators. Additional problems came from the fact that players could not jump, climb or swim and the world was full of invisible walls that forced strict adherence to the current mission path. Dungeons & Dragons Online came along a few years later with a similar world structure coupled with much better implementation of the mission-based game play and a great new action combat system, but the facts that it couldn’t (at the time) effectively be played solo and it required a monthly fee, it also ended up being relegated to niche status.

Now, Guild Wars has a sequel on the way. ArenaNet was very secretive about it for quite some time after its announcement, and even now information is limited, but what is beginning to emerge paints an interesting picture of a title that is trying to shake up the genre all over again. With the inclusion of open world areas and much greater mobility (players will be able to jump, swim and climb as they can in most other MMO’s), as well as new attitudes toward creative use of instancing, they might actually succeed this time.

In a preview at Eurogamer, back in August, lead designer Eric Flannum states that “I think I can safely say that you won’t see a single exclamation mark floating above a character’s head in Guild Wars 2.” This one little sentence makes for a pretty bold statement considering the direction of MMO’s for the past few years and, luckily, he elaborates:

“We actually don’t have a traditional RPG/MMO quest system… Instead what we’ve got are Events. Think of them as group-orientated activities. This is one of the many things that will encourage the player to explore the world – you can wander through and never quite know what you’re going to see. You might come across a fortress that’s being attacked by centaurs, or it might be that the centaurs attacked half an hour before you got there and they hold it now. You might start walking along a road you’ve walked a hundred times and suddenly there’s a caravan traveling along that road that you may not have seen, and you can go help that caravan out.”

Supposedly, these events will form a complex web within any given public area, spawning new ones and phasing out old ones based on cause and effect. An older example given is that of a dragon attacking a bridge. Players can band together to defeat the dragon, which might open up a new chain of events that can be participated in. Alternately, they might fail, choose not to help, or simply not be there when the dragon attacks, which would result in the bridge being destroyed and a completely different chain of events opening up, revolving around repairing the bridge. The difference between this and something like Warhammer Online’s public quests is that they will not simply reset repeatedly so that players can do them over again. The assertion that there will not be a traditional quest system seems to indicate that public areas will consist of countless such events and, rather than wandering around looking for someone with an exclamation mark to tell them what to do, players will spend their time looking for something actually happening. The potential of such a system to change the way questing is seen in online games is staggering.

That isn’t to say that all adventuring will be completely directionless. Each player will have a personal quest chain to play through that reflects his or her own character. From an interview with MMORPG.com in December:

“When a player creates a character in Guild Wars 2, they will be able to answer many questions about their personal character history. These answers will help determine your personal story in the game. As many fans have theorized, one of the first things you choose is a ’subdivision’ of your race, which provides a more personal feel to your character’s history. For the humans, that means their ancestry–Elonan, Krytan, Ascalonian and Canthan–and also their social status as gentry or commoners of the city of Divinity’s Reach. For charr, it primarily means their legion, whether Blood, Ash, or Iron. The asura choose between the three most respected colleges of learning; Synergetics, Dynamics, and Statics. The sylvari follow the path of their seasonal cycle, or the time of day in which they awakened, being Dawn, Day, Twilight or Night. The norn choose their personal totem, and may choose to walk in the path of bear, snow leopard, raven or wolf. From these and other initial determinations, a wealth of personalized storylines develop, so that each player in the game experiences a story that is individually tailored to their character.”

According to ArenaNet, these choices, though part of character creation, will not affect class or power in any way. Their sole impact is on the player’s own personal narrative. This sounds tantalizingly like the Origins system in Dragon Age: Origins, and is an exciting thought when considered in the context of an MMORPG.

There’s no telling, of course, how much of an impact any of this will have or how well it will be received until the game is available to the public in some form. And if these claims were being made by a smaller developer without the experience or budget to back them up, they might be only a faint cause for hope at best. But ArenaNet has the budget and the talent to back up its big ideas, and it has already proven with one successful series that it knows what it’s doing.

Most seem to believe that the ultimate feat for an MMORPG would be to topple World of Warcraft. I’m not so sure. I think the ultimate measure of success is moving the genre as a whole forward. With a new approach to quest content, a strong focus on providing the player with a personal storyline, and the lack of any sort of monthly fee, Guild Wars 2 stands poised to do exactly that. Will it topple World of Warcraft? I doubt it. But it may force Blizzard to change in order to compete, which would almost certainly lead to other games following suit. Now that would be an accomplishment.

Popularity: 1% [?]

Beta Opp: Grand Fantasia

By Meg | December 6, 2009

Open Beta has begun!

Grand Fantasia is now open to all, and the Item Mall has been released! Join the dynamic and quickly growing community now and experience the adventure. The Aeria Staff has a lot of thrills planned, and players can look forward to epic contests and events including the chance to win 1 Million AP!

Popularity: 5% [?]

Best Press Release Ever

By Meg | December 3, 2009

I don’t often post press releases in their entirety (and I get a bit annoyed with publicists who think I should) but I loved this one and wanted to share. The games aren’t bad, either.

Santa Claus Presents The Indie Video Games Advent Calendar 2009

Santa’s Office, North Pole (December 3, 2009) – Santa Claus announced today the indie xmas advent calendar is available for every merry indie gamer out there. Santa’s official advent calendar is featuring unique and innovate indie video games at www.indiexmas.com

The Indie games advent calendar features 24 doors, which can be opened one-by-one. Behind each door, gamers find one or more fun indie game to play, and trailers or demos to watch. Naturally, the indie advent calendar is only available in Christmas time.

When Santa was asked about the fun factor of these games, he replied with a warm “Ho ho ho!” laughter and continued eating porridge.

To follow the Santa’s official indie advent calendar, please visit www.indiexmas.com.

About Santa Claus:

Santa Claus, also known as Saint Nicholas, Father Christmas, Kris Kringle or simply “Santa”, is a legendary figure who, in many Western cultures, brings gifts to the homes of the good children during the late evening and overnight hours of Christmas Eve, December 24.

Popularity: 5% [?]

Game Review: My Boyfriend

By Meg | November 4, 2009

my-boyfriend I was way too excited for the new My Boyfriend game. I anticipated all the fun of Sim dating, plus my favorite guilty pleasure (changing my avatar’s clothes every five minutes), without all that tedious eating and sleeping and meter-watching of actual Sims. I really wanted to like it. I wasn’t lying in angry-feminist wait for objectionable themes, I wanted to blog about frothy dialogue, cute outfits and imaginary boyfriends.

But it was awful.

The game opens with you and your best friend arriving at a resort full of  fun activities and hot guys! Unfortunately, the dialogue is stilted, partly because it’s EFL, and partly because I hoped for witty banter. There’s a lot of clicking ok, only “ok” is an awkward agreement. The dialogue was so awkward that I couldn’t always tell who was supposed to be an attractive possible friend and who was a mean girl to be thwarted with my killer wits. I could tell which guys were potential boyfriends, though, because the minor NPCs only had one line to say.

As you walk around the resort, white stars appear over activatable items, and you have the option to participate in different resort activities. Whether you choose to relax in the sun, rent waterskiis, or swim in the pool, you don’t play a minigame or even watch a little cutscene animation. You watch a clock tick. I’m not exaggerating. You watch a pink clock tick. Um, when does the fun start?

Other activities do involve minigames. These are activated by talking to an NPC. I’m usually a big fan of minigames (see also: all my recent hidden objects game reviews), but these minigames were awful. AWFUL. We’re talking incomprehensible directions, repetitive gameplay and bizarrely uneven difficultly levels. For Step Aerobics, you need to click the right color in the right order five times to complete level one. For Kareoke, you need to click the right color at the right time FORTY EIGHT times to complete level one. Wait, one is more difficult than the next by a factor of ten?

Your character can also experiment with makeup, but the extremely limited choices forbade either adorable looks or hilarious fashion trainwrecks. (If you think makeup doesn’t lend itself well to a videogame, check out the facial minigame in Nancy Drew Dossier: Resorting To Danger for a makeup game done right, or Sims 3 for recreational avatar decoration.)

I really wanted to like My Boyfriend, but we have to break up. This just isn’t working out.

Popularity: 14% [?]

Mystery of Cleopatra

By Meg | October 28, 2009

Mystery of Cleopatra follows Herod’s Lost Tomb and other educational, casual games from National Geographic. In this one, you play as a trusted advisor to the queen, charged with solving a mysterious break-in at the palace.

Cleo is a gateway game,  a hidden objects game with elements of an adventure game. While there’s still a certain amount of searching, you aren’t just looking for objects for the sake of squinting at the screen, your character actually uses those items.

I’ve written before about losing interest in hidden objects play, but Cleo held my interest a bit longer with ancient scenes. Did I mention that there are Romans? I’m unable to separate my game reviews from my classicist side, and I have to admit that the later civil wars and the question of Caesarion and Octavian’s inheritance have always interested me. The story leads you through different famous places in Alexandria, like the library and the lighthouse, and touches on some of the Roman-Egyptian tensions at the time. As you click around the hidden objects screens, bits of information appear about the items you’re seeing. You’ll also come across scrolls with a paragraph or two of historical background information. (I soon found myself skimming these, but that’s mostly because I wanted to play more.)

Finding items was quite easy, since you can see silhouettes of the items you’re seeking. I found my location hints recharging much faster than I could possibly need, but of course I was playing in casual mode because I am a huge slacker I don’t like my games to scold me for pausing. At times, silhouettes of items that are used together will appear inside a jeweled circlet, and once all the parts are collected, you can make and use a new item.

The puzzles ranged from the usual reassembly of a torn-up note to really creative, clever puzzles. I particularly liked the logic puzzle to open the armaria (That’s classicist for storage box. You’re welcome.) and the code-breaking puzzle. The only disappointing puzzle was one that required players to arrange numbered scrolls. The directions were seriously confusing, it took me a long time using the red and green hints to figure out what the game was asking me to do. (If you’re stuck, it might be because “across” doesn’t mean what you think it does. )

Later in the game, your character remembers places you’ve previously visited, and you use your inventory and evidence to answer questions about them, a bit like the basic mechanic in Phoenix Wright and occasionally used in Women’s Murder Club: Games of Passion as well.

Spoiler Alert! Caesarian gets killed so Octavian can be Caesar’s undisputed heir! Wait, wrong spoiler. The real spoiler is at the end of the game when your NPC sidekick, Kathya, who’s been mostly plot exposition and historical detail so far, turns on you and tries to frame you as the murderer!  The brutal backstabs of palace life!

Overall, Cleo is an engaging Big Fish-type game with great scenery and good puzzles. And Romans.

Popularity: 14% [?]

Tales of Monkey Island: Launch of the Screaming Narwhal

By Meg | October 2, 2009

monkey-islandI’d been meaning to play the new Monkey Island game since I first heard about the Telltale Games release, but it was the pirate-day free download that finally got me started.

Telltale’s new Monkey Island is not to be confused with the LucasArts updated re-release. No, the Screaming Narwhal is an all-new tale in the saga of Guybrush Threepwood, mighty pirate. Elaine and LeChuck (and at least one other familiar character!) are back as well, revamped from their grainy 2d incarnations, but following the spirit of the originals.

Goofy dialogue, creative uses for found items and pirate-y silliness are the hallmarks of the Monkey Island games, and the Screaming Narwhal has them all. Guybrush uses his razor-sharp wits to deal with the wacky denizens of Flotsam Island, whether that’s a clever ruse of selling fine leather jacket, an amazing use of misdirection (Look! It’s Louis XIV!) or coming up with a believable excuse on the spot. The dialogue is not a memory test of in-game facts, but a chance for zany interactions.

The freedom of the old Secret of Monkey Island and LeChuck’s Revenge options was in stark contrast to the thousand ways to accidentally off the protagonist in the punishing other adventure games I played around the same time. (Getting killed by a passing car when Laura Bow crosses the street still sticks in my memory as the finest example of the I Made This, You Play This, I Hate You mindset.) Guybrush can stick a bomb in his pocket or attempt all sorts of athletic feats without any ill effects.

The Monkey Island games make you wonder What would happen if I…? and then encourage you to try it out! When you try to pair two objects that didn’t belong,  use something in the wrong way, or say something ridiculous, Guybrush makes a joke instead of a beep, an error message, or a score punishment. LucasArts rewarded creativity by offerings zany responses to zany questions and zany actions. The object was not to beat the level, the boss, or the game, but just to see what would happen next!

The Screaming Narwhal contains the old Monkey Island mechanic of an old pirate map for Guybrush to decipher. I don’t want to give away too much, but this isn’t the usual hidden object standard, there isn’t any squinting at the screen to find map pieces. If you’d like to make the puzzles easier or harder, the hint frequency is on a slider in your options menu, so you can adjust how much Guybrush tells you.

When I think about it, the only thing that could possibly be improved is the inventory. Oh, no, not the actual inventory, the U-tube and manatee monocle and breathmints leave no room for improvement. But the way to access the inventory is to mouse over the right hand edge of the screen. This is also the way to walk off the right hand edge of the screen or look at things on the far right of the screen. It is not a game-breaking mechanical failure, but a minor annoyance that came back every time I mean to look at something on the right and opened my inventory.

Go check it out and remember why Monkey Island was such an awesome story.

Popularity: 20% [?]

Best Geek Blog Nomination

By Meg | September 27, 2009

My site was nominated for Best Geek Blog! ThumbGods was nominated for a Bloggers Choice Award! Right now we have 4 votes… Could you help us out by voting for ThumbGods.com?

Popularity: 17% [?]

Crying Over Games

By Meg | September 16, 2009

A few years ago, I met Brenda Braithwaite at a Cyberlore company picnic, when Cyberlore was working on the Playboy game, and Brenda was pregnant with twins. After we all ate, she told me — in no uncertain terms — that I was going to sit back down and let the men clean everything up. So if I wasn’t already impressed with her contributions to game design, she also encouraged me to sit around while Stick picks up after me. Score!

This article a few months ago in The Escapist, called How a Board Game Can Make You Cry discussed Brathwaite’s shift from computer games to board games, and creating emotional, educational unplugged games. The whole article is worth reading, especially if you’re interested in bringing games into the classroom, and not just as a reward for completing traditional assignments, but one part really stuck out.

The object of [Braithwaite's new game] Train is to get a collection of people from Point A to Point B by placing them in a boxcar and sending them on their merry way. Played among a group of three people, players draw cards from a pile that can impede other players or free them from existing obstacles. The first player to reach the end of the line wins.

The destination? Auschwitz.

Although the pieces are little plastic men in little plastic train cars, this game is creepy in a way that videogames with ever-more realistic gore cannot be.  By having players share their game goal with Nazi officers, this game evokes our own individual connections to the Holocaust.

I love the idea of an interactive educational aid that doesn’t try to cram facts into an existing game format. (Full disclosure: I have done flashcard Memory and Go Fish quite a few times in my classroom, and last year I introduced Vocabulary Survivor. I don’t mean to mock putting together flashcard games or study-question games, of course, but there’s a world of difference between blackboard Jeopardy and Train.)  I love that Train makes emotional points with a history lesson instead of distilling it to a list of dates and names, and it makes me wonder what other concepts would lend themselves to similar lessons.

Train doesn’t seem to have any replay value, except for a history teacher “playing” it with a new class every year, because it’s more of a shock, a gotcha moment when you realize what you’ve done. It is interactive and emotional, but I hesitate to call Train a game. It would be best described as interactive lesson, an experiment.

While I see Train as a classroom aid to give the numbers and dates of World War II a memorable, emotional tie, I’d really like to point out the reaction that Amanda d’Adesky, anothing game dev, posted on her blog. d’Adesky titled the post “The One Who Wept”:

As Brenda described the objective of the game, which was to get all your pieces from Point A to Point B, I became misty-eyed. She explained, “You see, I had made the pieces just a hair too tall to fit through the doors easily. Because of this, some players opened up the end of the boxcars and began “stuffing” the people inside to make them fit better.” That was when the first tears started silently streaming down my face. And when she said, “It wasn’t until someone ‘won’ that the destination was revealed: They had just shipped all those people to Auschwitz,” it was all I could do not to openly sob.

I’ve often written here contesting the idea that violent games cause real-life violence. I believe that angry people choose violent games, not that violent games bring out the crazy in nice boys, but I also think that we cannot ignore that games do cause an emotional reaction. That simulated destruction can be cathartic, a way to blow off steam, not to encourage real violence.

An emotional reaction from a game doesn’t have to be disturbing, of course. Why not use the increasingly realistic Sims to practice other stages of life? We focus on guts and explosions so often, when the same tech also lends itself to building fantasy worlds with believable, engaging relationships.

It’s also worth noting that Braithwaite chose a board game format. A demo showing the games’ simple rules and simple plastic pieces brought d’Adesky to tears. When was the last time a PowerPoint made you cry?

I still think Train is more of a shock than a game, game pieces and rules setting up to an emotional suckerpunch, but it reminds me what can be done with simple mechanics.  It’s disappointing to see so many new computer games becoming shooter clones, hidden object clones, or churned-out sequels of successful games, and it’s so good to be reminded of the possibilities for educational and artistic simulations.

Quoted text via The Escapist : TGC 2009: How a Board Game Can Make You Cry, and Sojourn In A Game Tester’s Headspace

Popularity: 22% [?]

Beta Opp: Star Trek Online

By Meg | September 4, 2009

The  Star Trek Online Official Site just announced beta signups for the upcoming Star Trek  game. Of course, if you already have a six-month or longer subscription to the new Champions Online, you’re already signed up for the Star Trek beta.

The Star Trek Online team is happy to announce we’re taking applications for the Star Trek Online closed beta, which will occur later this year!

As we proceed with testing the game, we’re relying on you, our fans, to help us work out kinks, squash bugs and create the best Star Trek experience we can. To apply for the beta, please visit this web form and answer the questions provided. We’ll randomly select from that group as we ramp up toward open beta.

Via Star Trek Online Closed Beta Signups: Taking Applications | Star Trek Online Official Site.

Popularity: 24% [?]

Resorting To Danger! Hints

By Meg | August 29, 2009

This is the second time I’ve done hints for a game (my first was the solutions to the wonders on MyTribe), so I should warn you that there are game spoilers in this post! If you’re just interested in the game, I have a non-spoilery review of Resorting To Danger, too. Are you sure you want to keep reading? You don’t want to try just one more time?

Don’t worry, I have the answers to the elements puzzle in the Zen room, the statues puzzle in the garden, and the icons puzzle to get into the bomb shelter.  Read on for the solutions!

Read more »

Popularity: 24% [?]

Indie Games Competition!

By Meg | August 3, 2009

From the press release:

2BeeGames, the leading online community for independent games, has officially announced that their second Indie Game Competition has begun on August 1st. The grand prize winner will receive $10,000 and will enter negotiations with Zoo Games, Inc. for a multi-platform publishing contract.

Aspiring game designers everywhere are invited to create and submit a new, original title starting August 1st until September 15th. Throughout the six week submission phase, participants are encouraged to combine creativity and a passion for gaming towards the development of a new game. Once finished, the game can be submitted to the 2BeeGames.com website for judging. The 2BeeGames community, aka “The Hive”, will play and rate the contestants’ games and vote on their favorites along with a panel of judges. Finalists will be announced in October and a winner will be chosen November 3rd.

In the first 2BeeGames Indie Game Competition, rising developer Cipher Prime beat out intense competition to win $10,000 and is currently negotiating a publishing deal for its upcoming title, Auditorium, a unique and ethereal audio-visual puzzle game. Now, the call for the next game to shake up the indie gaming scene once again has gone out to be answered.

In addition to the second Indie Game Competition, 2BeeGames.com is hosting an “8 Weeks In 8-Bit” contest, where gaming fans are encouraged to submit original works of art inspired by the 8-bit gaming era. The first week of the contest called for gamers to create and submit the ultimate “8-bit Hero,” and the winning designs are up for display on 2BeeGames.com today. There will be a new theme for each week of the contest, with eight different opportunities to win great prizes from “8 Weeks In 8-Bit” sponsor, GamersGate.

For official competition rules and news on the second 2BeeGames Indie Game Competition, as well as information related to “8 Weeks of 8-Bit,” please visit: http://www.2BeeGames.com.

I blogged about the last set of winners, and I can’t wait to see the next winners!

Popularity: 20% [?]

WarCraft Down In China

By Meg | July 12, 2009

I blogged from Beijing last year about World of WarCraft access in China. Technical difficulties were keeping nerdy expats from accessing servers from outside China, and when you’re in China, you know that a sudden “technical glitch” preventing you from accessing a previously available site means that something is going on that the Chinese government doesn’t want you to know about. (See also: inability to connect to YouTube, Twitter, Blogspot, etc. during the current Xinjiang unrest, last year’s torch relay protests, that stuff that didn’t happen in T-word place, etc.)

Although it turned out to be real technical difficulties, we spent a long time worrying about what had gone politically sensitive in Azeroth. Was it a Free Dun Morogh rally?

Anyway, seems like there’s there’s another technical issue with WarCraft and in the Middle Kingdom, and this time it’s the China-based servers, not the foreign ones, affected.

The handover should have gone smoothly. Blizzard had decided to change its Chinese handling company for World of Warcraft from The9 to Netease.

And so on June 7th the WoW closed down for the handover but has yet to come back again.

Apparently Blizzard and NetEase are “working around the clock” to get the service restored to millions of Chinese users, but after three weeks there’s still no show.

The result has been long waits to enter Taiwanese servers as Chinese players swamp them.

via Boomtown – PC.

Popularity: 32% [?]

Majesty 2 Preview

By Meg | July 6, 2009

What happens when you take a pinch of fantasy RPG, a dab of Populous, and wrap it in a warm crust of Sim City? You get Majesty: The Fantasy Kingdom Sim. Majesty was a unique breed of RTS released for the PC in early 2000. …

Fans will be happy to hear that Majesty 2 is keeping very faithful to its predecessor. For those unfamiliar with Majesty (which I’m sure must be the vast majority of you; it’s pretty obscure), here’s the rundown: it’s sort of an RTS. You’re the king, and as the king, it’s your job to build, expand, manage, and defend your kingdom. Basically, it’s the base-building and unit production without the combat. Trust me, it’s more fun than it sounds.

This is a pretty detailed review, although it does include a major annoyance of game reviews: saying how obscure and unusual the game you’re reviewing is. This always rubs me the wrong way… if I’m reading it on a major site or in a major magazine, it can’t be too obscure, and if I’m reading a smaller indie site, then I wasn’t looking for Gears of War or Sims news.

I was already pretty enthused about Majesty 2, but it’s good to hear that the fun elements of Majesty will be kept and the game will be prettified and updated for a new release.

Via GamingEvolution.

Popularity: 28% [?]

Game Review: Create-A-Mall

By Meg | June 27, 2009

I recently reviewed the unimpressive Create-A-Mall:A lovely picture of Create-a-mall to go with my scathing Create-a-mall game review.

Unfortunately, Create-a-Mall took mindless consumerism and crossed it with repetitive, challengeless gameplay. You play as Kelly, a corporate drone tasked with leasing stores to create a mall.

Time and resource management games all have some similarities. No matter what the game theme is, players will need to manage resources and time to complete goals. But Create-a-Mall felt like a clone of the repetitive playstyle and unrewarding rewards of Build-A-Lot 2, reskinned as a mall instead of a neighborhood.

Via Simpson’s Paradox » Create-a-Mall.

Popularity: 30% [?]

Game Review: Sims 2: Castaway on the DS

By Meg | June 3, 2009

One day, you’re standing on the dock, waving goodbye to a friend, when you slip and fall and land in a crate, which is sealed and loaded onto a cargo ship, which is caught up in a storm and your Sim is shipwrecked on a deserted island! Your poor shipwrecked Sim must survive on this island, at first by finding food, building a shelter and starting a fire.

The zaniness we love about the Sims arrives in Castaway once you’ve gotten a handle on sleeping and not-starving. Your Sim can build an SOS sign for Dharma initiative-style airdrops of random things, like a victrola or a candy bar.  As you collect island items, you can cook tasty dinners (your Sim was getting tired of bugs and raw fish), make new clothes, make tools or decorations, build a new house, make a canoe and just create all kind of island crafts. You can even make and play an ocarina! And, as you explore more, you’ll also befriend the other island refugees, and check out the ancient temple. All tropical islands have an ancient temple, don’t you know?

I’ve written such angry things about sparkly pink shopping games as “girls’ games”, that I hate to admit when I fall into a traditional girl pattern, but, well, I love pretend cooking. I like it in World of WarCraft, too, if that make me sound any less like an eight-year-old girl. I also like making Sim clothes and playing dress-up. Castaway avoids being an unappealingly feminine game by also having survival puzzles and mini-games about fish-catching and fire-building. Oh, and the game’s not pink, which is always good in my book.

Sims 2: Castaway seemed to make much better use of the DS interface than Sims 2. In the regular Sims 2, you’re forced to ignore the stylus, and use the clumsy buttons to navigate, but you can’t put the stylus away completely, because you need it to select menu options that really should be hotkeys or at least accessible by arrow keys. Sims 2: Castaway takes better advantage of the DS-specific interface, using either the stylus to move, and even creating minigames that require use of the microphone. The top screen is used to display the meters that are very familiar to Sims players.

One interface annoyance is the crafting book. When crafting, your Sim cannot create multiples of the same item. You need to select the crafting spot, tap Craft Things, then click the item you want to make,which leads to a screen showing you what materials will be reguired. On this screen, you must click Make. Then you’ll see a picture of what you’re making, and you must click OK. Then you see a picture of what you made, and you’re forced to click OK one more time. If you want to make a duplicate (or a second item), you’re back at the crafting book, and you need to do it all over again. And if your item is on the second or third page of the crafting book, it can be even longer. And if you need three of one item to make something special, well, seems like EA figured out how to most of the suck the fun from a crafting game.

I was a big fan of Sims 2 for the computer, so I expected to like Castaway. It was even better than I expected, with the exotic island theme, a zany but cohesive storyline, and all the adorably realistic animations we expect from the Sims.

Popularity: 40% [?]

Monkey Island Returns

By Meg | June 1, 2009

Ok, so when I posted about LEGO Rock Band, I was pretty excited. But this is even better!

Monkey Island is back, both as a remake of the original game AND as a new series in the Monkey Island world.

LucasArts and Telltale Reveal Series of New Monkey Island Adventures Coming Soon!
SAN FRANCISCO, Calif – June 1, 2009 – LucasArts today announced that the original hilarious pirate adventure is back, with two new projects underway based on the classic Monkey Island franchise. Beginning in just a few short weeks, Telltale will premiere the Tales of Monkey Island™ game series, delivering a completely new epic storyline and swashbuckling flair that will unfold across five monthly episodes on PC and WiiWare™. The Monkey Island celebration continues later in the summer when LucasArts publishes The Secret of Monkey Island™: Special Edition, a completely re-imagined version of the first game in the series that adds updated high definition graphics, a re-mastered musical score, and full voiceover to the classic adventure game originally launched in 1990. The Secret of Monkey Island: Special Edition will be made available on Xbox LIVE® Arcade for the Xbox 360® video game and entertainment system from Microsoft, and PC.

Can’t wait to see what kind of insults the Swordmaster has for GuyBrush Threepwood this time!

Popularity: 22% [?]

Helping You Waste Time

By Meg | May 27, 2009

I’ve been a bit quiet on the blogging front recently. I’ve got a review coming out in the next Indie Games Mag, and I have some DS reviews in the works, but in the meantime, here are some other game sites I like to help you you smiling at work.

Angry Gamers (I love these guys but foul language warning!)
Big Red Potion
Casual Gamer Chick
Eat – Sleep – Game
Gamasutra
Gamers With Jobs
GamerTell
Killer Betties
See Jane Game
Simpson’s Paradox
Talking Orange
Tiny Subversions
Two Bit News
WomenGamers.com

Popularity: 20% [?]

Restaurant Empire 2

By Meg | May 26, 2009

Paradox Interactive — the people behind the upcoming Majesty 2 and East India Company games — is releasing Restaurant Empire 2 today.

Paradox Interactive today announced that Enlight Software’s Restaurant Empire 2 has been released worldwide. Restaurant Empire 2 builds on the highly popular Restaurant Empire franchise, a title that has already sold over 300,000 units in the United States alone.

With two handfuls of cash and a dream of creating a legacy; build, cook and hire your way to the very top of the culinary world, where tasty food is king and smart management reels in the dollars. If you’re skilled enough in the kitchen and behind the management desk, you just may go further than any aspiring restaurateur before you and cement your status as a true legend of cuisine.

You know what they say about keeping your fingers in as many pies as possible? It pays to diversify. In Restaurant Empire 2 you get the chance to grab a slice of the lucrative café and dessert house markets. Both types of establishment are available when playing the sandbox scenario, or throughout the second campaign, where you must help Delia carve out her own business empire.

Sprinkle your magic on a failing franchise, yet be wary of spreading your finances too thinly as your empire grows. Tailor your menus to include the very best and most popular beverages from teas and coffees to shakes, coolers and smoothies. Whip up some tasty treats for your customers in the form of sandwiches, salads, ice-creams, cakes, tarts, pies and many other items. Then set about decorating the interiors and exteriors with more theme-specific items, some of which must be unlocked through game events. Finally, invite the very best entertainers to perform exclusively in your outlets, making them stand out more from the competition.

If you still believe running a restaurant empire is as easy as baking a cake, here’s your chance to step up to the plate.

Via VerticalWire .

Popularity: 22% [?]

Florensia Battles

By Meg | May 20, 2009

From VerticalWire:

Lava-plateau-map-pk-zone_thumbBurda:ic, a leading publisher of online games worldwide, have announced that war is about to break out between the Royal Army and the Pirates of popular free-to-play MMORPG Florensia! Two existing in-game maps will be converted from standard adventuring areas into new player vs. player (PvP) War Zones for level 40 and above: the Hidden Port in the Pirates of the Black Dragon Base and the Rainbow Highland on Chester Island. Additionally, an all-new War Zone map, the Lava Plateau, will be added on Magnel Island.

Buccaneers beware, you’ll need a keen eye and fast fingers upon arrival to these new areas, as players are free to attack anything that moves… even if that happens to be a fellow adventurer. It’s every man, soldier, and pirate for himself on these battlegrounds, and it’s up to each player to decide his or her own fate. Help the Royal Army clear the areas of monsters and earn a boost in the ranks. Kill other players, and the Pirates are sure to take notice.

A war is brewing on the high seas of Florensia, and these new PvP War Zones are just a taste of the seafaring adventure and mayhem on the horizon!

For more information about the War Zones, scheduled to be added early next week, visit http://www.florensia-online.com/.

Popularity: 23% [?]

Beta Opp: Wonderking MMORPG

By Meg | May 13, 2009

An upcoming MMOPRG from NDOORS:

Wonderking_artwork_mandius_thumbNDOORS Interactive today officially announced their newest title, WonderKing. Planned for release in the second half of 2009, WonderKing is an unconventional MMORPG from the developer Ryu & Soft that is designed for gamers of all skill level. The beta is scheduled to launch early this summer.

“With the success of Atlantica Online and Luminary: Rise of the GoonZu in the US, we feel the market is eager for a variety of MMO games,” said Peter Kang, CEO of NDOORS Interactive. “WonderKing’s introduction to the North American market will offer a truly encapsulating experience for gamers of every taste and preference.”

WonderKing is a 2D, side-scrolling MMORPG that takes players on an adventurous journey with story-by-story quests, much like a fantasy novel. Along the way, players will travel from beautiful beaches to murky marshlands and frigid snowfields as they battle to save the world. Don’t let the lack of a third dimension fool you, as this game is a highly developed MMORPG, including features such as:

• Home Town System: Players can personally decorate a private room where they can rest and store items and trophies.
• Pet System: Adorable, loyal AI animals will aid in hunting, item collecting, and other tasks.
• Class Change: The game allows players to focus their character’s abilities and change between classes to learn powerful techniques (mage, swordsman, thief, and scout).
• Mounts and Vehicles: Get moving with a variety of vehicles to ride and animals to mount, providing boosts to attack and defense.
• Castle Battles: Engage in PvP battles using siege warfare across castles.
• Crafting and Cooking: Weapons, food, and potions can be made to give players an edge in battle.

Designed for gamers of all ages, WonderKing is set in a vibrantly colorful world and features some of the most uniquely creative character designs and gorgeous graphics in any game. As with all of NDOORS’ titles, the game is 100% free-to-play.

I’m not sure what makes it an “unconventional MMORPG”, it looks like a standard anime adventure game to me. (Not really complaining, I like that genre, but I don’t see what makes it unique) Watch the trailer and decide for yourself, or sign for the beta here.

Popularity: 28% [?]

Beta Opp: NinjaTrick

By Meg | May 11, 2009

A new Ninja will be opening soon, check out the open beta now!

Nt1_thumbCyberAgent America, Inc., today announced the launch of the open beta for free-to-play multiplayer action game NinjaTrick. Aspiring ninjas everywhere are urged to point their browsers towards www.NinjaTrick.com to get a first look at the intense Ninjutsu action.

NinjaTrick offers its own unique brand of PvP ninja action, with Japanese-inspired artwork and hundreds of stylish, personalized avatar options. Features include:

  • Multiple match modes, including 1vs1, free for all, and team
  • 20+ Ninjutsu and Traps
  • 100+ Ninja costumes
  • Virtual currency NinjaGold and NinjaCoin
  • New items and battlefields introduced regularly to keep content fresh

“NinjaTrick is built from the ground-up to deliver a fun, safe and engaging experience for teens – whether they’re playing at NinjaTrick.com or on Facebook,” said Toshimichi Namba, CEO for CyberAgent America, Inc. “We invite teens everywhere to bring their Jutsu skills to the open beta and help us further refine what we think is the perfect formula – just enough action, just enough cuteness, and fun in spades.”

Join the NinjaTrick open beta at www.NinjaTrick.com. Add the Facebook application here: http://apps.facebook.com/ninjatrick/

Via VerticalWire

Popularity: 25% [?]

Looking Forward

By Meg | May 6, 2009

Just a quick post to talk about upcoming games!

The new Sims 3 is coming out in just a few days! I can’t wait to play it!  Seems like I was just excited about the release of Sims 2!

My boyfriend is waiting for Warhammer 40,000 Online, but I can’t say I’m counting down to that one.

I’m also looking forward to the frequently-delayed LEGO Universe, which is now expected to be released in 2010.

What games are you waiting for?

Popularity: 20% [?]

Beta Opp: East India Company

By Meg | April 21, 2009

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Paradox Interactive and Nitro Games Ltd. are looking for beta testers to play their upcoming strategy game, East India Company, which is due to release in Q3 of 2009.

Now is your chance to control one of the most powerful companies in history. In East India Company, the player assumes the role of Governor General, the leader of one of the East India Companies. The goal of the game is to bring wealth and new colonies to your company and make it the dominant force within a given time limit.

The player must organize profitable trade routes to the East Indies and back, as well as use political skills to minimize conflict. However, being that there are seven other companies with the same intentions, armed conflicts and outright wars are unavoidable.

This is a really interesting historical period, and there’s an opportunity for the type of alliances and negotiations I loved in Civ3. Sign up here to be a beta tester for East India Company, or go here to see more about the game!

Paradox is working on the upcoming Majesty 2,  the sequel to the game by the awesome (former) game developer, Cyberlore (disclosure: My boyfriend worked on Cyberlore’s Playboy game), but I don’t know much about Nitro Games, do you?

Popularity: 21% [?]

Target Discount For Pre-Ordering Games

By Meg |

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Target announced today a new reservation program that offers guests a chance to reserve the biggest and most popular video game titles. Beginning April 19, Target guests can purchase a collectible reservation card, only in stores, for $1. When they bring the reservation card back within seven days of release to purchase their game, they will receive a $5 Target GiftCard to put toward a future purchase.

So you pay $1 to reserve the game, then when you come in and buy the game, you get a $5 gift card. Not bad!
via VerticalWire.

Popularity: 15% [?]

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