Showing posts with label strategy. Show all posts
Showing posts with label strategy. Show all posts

Supreme Commander 2 Review

Supreme Commander 2
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Supreme Commander 2 ReviewWARNING: It has come to my attention that there is an organized campaign to manipulate the review scores for this game, with posters on the official forums attempting to recruit others to create multiple accounts and write 5 star reviews. Obviously it hasn't been very effective, but be aware that the review scores have been slightly increased by this shilling. I highly encourage you to download the demo and find out the truth.
Supreme Commander 2 is the latest game in a disturbing trend gripping the gaming industry: more and more developers simply have no regard at all for the fans who put them on the map. If you enjoyed Supreme Commander and Forged Alliance for everything that made them unique, DO NOT BUY THIS GAME. It is complete and utter rubbish, in essence a parody of the masterful original. The game has been dumbed down to be almost unrecognizable, although some of the good elements like extreme map zooming and a good unit patrol interface remain. Those who prefer more micro-heavy games like Command and Conquer may still get some enjoyment out of it, but if you want a small scale RTS there are many of them better than Supreme Commander 2.
The problems start with Tiers. In Supreme Commander 1, there were three tiers of units, plus experimental units. The first tier units were like little ants, useful for little other than early game harassment but incapable of dealing any real damage. Second tier units were capable fighters, and third tier units were pretty powerful. By the end of the game, you could have hundreds upon hundreds of units out, yet it was still possible for a single experimental unit to slice through your entire army and kill your commander. It was thrilling to devote your entire economy for a protracted period of time just to get that experimental out, and you would cheer for it as it completely shifted the battle. Supreme Commander 2 throws all of that away. The units now fall roughly along the lines of the dozens of C&C style RTS games, with experimental units being roughly as powerful as Mammoth Tanks. I saw an experimental unit get taken down by five gunships. FIVE. Now there is no longer any strategy in deciding what to build. Whereas before, you would need to make hard choices about whether to devote significant resources to tech up and devote a large portion of your economy to build single units or structures, now you can pump out experimental units in under 5 minutes from the start of a game. In other words, Supreme Commander 2 is now just your standard RTS, but with units far more generic than most. The macro has been scaled back dramatically, yet most units are still one-dimensional so there is little need for micromanagement since you won't affect the outcome of a skirmish.
As for resources, the great system where you used mass to build things and power to, well, power them is gone. Structures and units no longer use up power by being in play. Instead, power is just like mass. When you build something, power is deducted from your cache and that's it. In other words, you can build shield generators and artillery all over the place with no consequence since it costs nothing to support them. This means even more incentive to turtle since a surgical strike on any one area of your base isn't going to damage anything you can't easily replace. In Supreme Commander 1, it was at least a possibility that your generators would be taken out, rendering you defenseless as the shields and turrets shut down. To make matters worse, the old system where resources were deducted as units and structures were built is GONE. Now resources are deducted immediately when you queue up unit production or structures, which means you can no longer queue up a massive base and then let an engineer do his thing. This was one of the two or three most important aspects of Supreme Commander and it is completely ruined.
Now there is a third resource: research. Points are produced by buildings and can be spent in one of five overly convoluted tech trees. This is a terrible system that replaces the tiers from Supreme Commander. Unlocking the best units is too easy, and the pace of the game is killed by having to constantly open up the tech menu to unlock things. It also discourages adapting your tactics to the situation because there are so many minor upgrades that you'll need to choose between specializing in ground, air,or naval units since it will take a very long match to power up all three. It was just flat out stupid to have a menu-based system instead of tying upgrades to buildings. Some games like Battle for Middle Earth make it work because they don't have as many upgrades and don't require constantly accessing the menu, but it doesn't work here.
Normally a sequel is supposed to be bigger, badder, and better in every way. Supreme Commander 2 takes a step back in almost every aspect. The graphics are scaled back. There are far less unit types and the unit cap is far lower. The maps are much smaller. They aren't small just in comparison to the original, they're actually some of the smallest maps I've seen in a RTS. The campaign is very short, with 18 missions that take around 10-30 minutes each. Normally a RTS with such a low mission number will at least have 1-2 hour missions. And as for the much vaunted "story" and "cinematic experience" that was supposedly added? It's terrible. The CG is just video of the normal in-game assets, so it actually looks worse than the gameplay if you have a decent computer. The characters are insufferable, the dialogue terrible, and the story paper thin. The only positive thing I can say is that the art design of the maps is improved.
There is very little to recommend Supreme Commander 2. If you like the original, you're better off playing that, and if you didn't, there are many better RTS to spend your time and money on. To add insult to injury though, once you own this terrible game, you OWN it. That's right, Steam is required for this game, and it will be tied to your account forever. I look at this as a shrewd and cynical move by a developer that knows the market would otherwise be flooded with used copies because most who buy this game will not want to keep it.
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Addendum: If I could revise my score down to 0 stars after what I've seen of the online play after writing the original review, I would. Matches end one of two ways almost every time. In a 2 v 2 or larger match, multiple players will rush with their commanders at the start and kill one of the enemy commanders 2 on 1. Then repeat with the other players. Total match time is around 5 minutes. Otherwise, the match will end in a swarm of gunships due to the weak anti air options. There is no reason to build anything else because there aren't any units or structures in the game that, for the same resource cost, can kill a swarm of gunships faster than they can kill a commander. Also, to clarify something I said earlier, in SINGLE player it is very easy to unlock the best experimental units and pump them out in mass quantities. In online play however, they barely play any role at all. Anyone who tries to build them will probably lose because they are not as effective as normal units, dollar for dollar. There is no point in trying different strategies. Online play is ruled by basic units and whoever has the bigger blob of them wins.Supreme Commander 2 OverviewSet 25 years after the events of the original game, Supreme Commander 2 begins with the assassination of the newly elected president of the Colonial Defense Coalition. The CDC members - the United Earth Federation, the Order of the Illuminate, and the Cybran Nation - deny involvement, blame each other, and a galactic war ensues!Experience brutal battles on a massive scale! Players will wage war by creating enormous customizable armies and experimental war machines that can change the balance of power at any given moment. Take the role of one of the three enigmatic commanders, each representing a unique faction with a rich story that brings a new level of emotional connection to the RTS genre, or fight the battle online. Where do your loyalties lie?

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Command and Conquer Generals Review

Command and Conquer Generals
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Command and Conquer Generals ReviewC&C Generals is definitely one of the best RTS games there ever has been. And with the low price for the game and the expansion, this is a great deal.
Generals was a very solid game. A good challenge with excellent graphics and gameplay. the only problem I had was the difficulty settings. If you play this on easy, it was too easy. It you played it on hard, it was extremely hard. Other than that, the only other thing would be that I wouldn't reccommed this game if your computer is below the following: P3 1000mhz, 256 ram, 64meg video card. It was quite laggy, but playable. I upgraded to a P4 2.8mhz, 256ram, 128meg video card and this game played great on the highest settings.
You also get the expansion pack Zero Hour which I believe is the second best expansion pack ever (behind only Warcraft 3).
You get 15 more missions that are pretty challenging with more units, maps, and just plain fun.
There is also something called the Generals challenge which allows you to choose 1 of 9 different generals and you play against the other generals in 7 different battles (they mix them up depending on which general you choose). And this is quite challenging (again, don't play this on easy as it is too easy) and very fun. You can also use these generals for games vs the computer opponents or for on-line/LAN play. The generals give you more units and buildings. this expansion pack is what really makes this game rock. Alot of replay value here.
If you haven't gotten any of the C&C Generals games yet, here is your chance to get the whole thing at a great price and enjoy a great game.Command and Conquer Generals Overview

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Command and Conquer Generals: Zero Hour Expansion Pack Review

Command and Conquer Generals: Zero Hour Expansion Pack
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Command and Conquer Generals: Zero Hour Expansion Pack ReviewAlthough Generals added a new standard of graphics and several new and interesting departures from the original C&C game design, it was something less than revolutionary. Zero Hour goes a long way toward addressing this issue, and really turns Generals into a completely new game.
The expansion adds a new campaign for each side, with about 5 missions each. The campaign is interesting, and adds a few new elements, but is actually not the best part of the expansion. There are full motion video cutscenes (reporters talking about what's going on) to add some depth to the story, which is pretty straightforward stuff that could happen sometime in the near future (though we hope not). The missions add unique buildings and locations, all well done, as well as objectives that are pretty fun to carry out. Some of them are quite difficult, and there are a few stealth commando missions that Generals sadly lacked. There's also some campaign-only powers, such as the ability to call in battleship artillery and carrier strikes in one of the USA missions.
The real meat of the expansion starts with the new units and upgrades. Each side has new things, some of which go a long way toward filling holes in the armies' capabilities. China, for example, gets some much-needed surveillance by way of the Internet Center, and a worthwhile stealth detector in the Listening Post. Frenzy, a new general power, increases the firepower and armor of units for a brief time. China also gets added airborne firepower with the Helix and the ability to carpet bomb. The GLA gets several low-tech solutions, most of which are still geared toward outmaneuvering rather than outgunning the opposition. The Battle Bus, however, can pack quite a punch in a frontline role. Fake structures, a sometimes-useful throwback from Red Alert, can also be purchased. More interestingly, they can be upgraded into real ones, which is a nice way to play with an opponent's mind. The USA gets a powerful base defense with the Fire Base, which is garrisonable, effective against infantry, and doesn't need power to shoot. They also get a mobile anti-air unit in the Avenger, making it unnecessary for you to bring weak Missile Defender-packed Humvees along in future battles. Three new tech structures are also added- the Repair Bay (repairs all your ground units), Artillery Platform (shoots at enemies with a howitzer), and Reinforcement Pad (produces a tank on a countdown).
The upgrades and units are standard expansion fare, but Zero Hour adds something else- new generals, each with their own combat styles, units and powers, and personalities. There are three for each side- Air Force, Lasers, and Superweapons for the USA; Toxins, Camouflage, and Demolitions for the GLA; and Nukes, Tanks, and Infantry for China. Each of these has a doctrine that you must adhere to if you wish to use them effectively, and have weaknesses that hold you to it. For example, the US Air Force general cannot make tanks, but has aircraft cost reduced, unique and better air units, and a point defense laser on all airplanes that along with the standard countermeasures upgrade makes them practically immune to missile fire. China's tank general can build the Emperor Overlord, which is the newest and baddest vehicle on the ground. The GLA camouflage general can make literally everything invisible to the unaided eye, and turns the GLA into a real guerilla army (his Scud Storms are especially scary). All of these generals can be used in skirmish or multiplay, and there is a special 'generals challenge' campaign in which you pick one and play against all others. Your opponent is always on territory that favors their doctrine, and it can get pretty tough. This is a great way to accustom yourself to the various generals and pick your favorite, and is also quite fun since your opponents continuously taunt you during the games.
It's worth mentioning that several nice tweaks have been added to the engine. For example, fighters on an airbase will automatically attack nearby enemies, and both superweapons and scouting powers (e.g. radar van scans) appear as a sidebar icon with a number indicating how many are ready, if it's more than one. This makes it no longer necessary to separately hotkey practically every unit you have. Multiplayer options have been added, such as how much cash to start with, and no superweapons. The already excellent graphics have been improved, with even more fantastic fireballs, flotsam and jetsam, and better water effects. The result is undoubtedly the most graphically appealing RTS out there, though you might need a new video card if you want to run at max detail.
In summary, Zero Hour is for all intents and purposes a completely new game. Some have argued that it is what Generals should have been from the start, but I'm glad EA took the time to do a good job on this rather than rushing it for release. I honestly have no complaints about the expansion- it's one of the best ones I've seen for any game. It's a definite must for any Generals fan, and even if you weren't overly impressed with Generals, Zero Hour might just change your opinion.Command and Conquer Generals: Zero Hour Expansion Pack OverviewCommand & Conquer Generals: Zero Hour challenges you to face off against other military leaders using the most advanced arsenal in history!

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Settlers: Rise of an Empire Review

Settlers: Rise of an Empire
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Settlers: Rise of an Empire ReviewIf you've played Settlers 1 or Settlers 2, this would be very familiar for you.
1. Focused on building your econ & city planning.
2. Military is very small part, can only build swordsmen and archers. + some siege.
3. Graphics - it's good enough for game like this.
4. Music - very good actually, many different songs.
5. Multiple Generals for you to choose from, each with their own passive ability and special power. Actually makes a significant impact on the gameplay. This really increases the reply value.
6. Length - Haven't finish or gone very far yet. About mid game. Games like this there is plenty of replay value in it even after you finish the campaign.
Some issues:
1. Slow - there is no time adjusting or speed increase, so some parts does feel a bit slow. Nice to have a EGM or some magazine handy while playing.
2. Walling - Very difficult to wall correctly with the 3D terrain.
3. Very long saves, takes well over 1 minute for a save, at first thought my computer froze cause it took so long.
4. Military - Even though this is more of a sim game than RTS, the warfare could of been a little more deeper. Maybe an addition of Cavalry Unit or Kights to spice things up a bit.
Overall, it's an enjoyable game. Nothing major new, if you liked Settler 1 or 2, this one gives you more of it with minor improvements on the overall gameplay.Settlers: Rise of an Empire Overview

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Starcraft II: Wings of Liberty Review

Starcraft II: Wings of Liberty
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Starcraft II: Wings of Liberty ReviewThis new iteration of Starcraft is very good.
This is the collectors edition. Its about thirty dollars more than the base version. While that may seem like a lot being one third more cost, you do get a ton of really cool extras. I will put a + next to the ones I think are good. Whats different in this version vs the other version. For your thirty dollars you get:
..>> A nice art book with paintings, character models, sketches for behind the scenes look into the art of the game.
+ >> A making of DVD with behind the scenes movie of how the game was made.
..>> A CD of the music from the game.
+ >> A 2GB Flash drive shaped like Raynor's dog tag. In the drive there is the original Starcraft plus the Broodwar Expansion. You can use this drive for anything its still a 2GB drive in the end.
..>> A Starcraft comic book
+ >> A different icon for your character on Battlenet.
+ >> Special Icons and logos for your units in the game
+ >> Special collectors edition of the Terran Thor.
+ >> MY favorite a MiniThor pet for WoW that is for all characters on your Battlenet account. Just like the Pandaren monk or Mountain Dew promotional pet.
Its alot for only a few dollars more. I spent that much on 3 WoW pets, so if your into unique items this may be the upgrade for you. I have too many books now as it is so the extras are not IMHO worth it all that much. That being said the DVD has a nice production value to it and the other pieces are well made so if you are into that aspect you may enjoy it more.
The review of the game:
Blizzard has taken this game into the modern time with a new look, 3D engine and new strategies. You do not have to have played the original Starcraft to understand what is going on here. Blizzard has made this game to be completely stand alone and to train you as the player from the ground up. This means that if you may be new to the story then you will be brought up to speed quickly. If you are a veteran you will appreciate the new and exciting look and feel plus the new units.
3D:
+ For the first time you can swing down and check out your units and see what they can see with regard to the terrain.
+ Beautiful 3D terrain and environment. You really feel immersed in the fantastic vistas and look of the game.
+ Smooth performance even with low end graphics cards. I played this on my PC which has a GTX 470 and of course it was beautiful. I then tried it out on my wife's Macbook Pro (with old ATI card) and while not as rich looking it was very playable and smooth. Which means Blizzard cares enough about their fan base to let older slower computers play this game.
Sound:
+ Zerg squishy noises are awesome and make me nauseous to hear them. The clink of the space marines are so fitting and the phased sounds of the Protoss are spot on. Great sounds that add to the immersion.
+ Voice acting is some of the best I have heard in a game. It has a cinematic feel to it as you play.
Single Player:
+ The single player mode is fun and it is what I have played most sofar. It is challenging and without using any cheats (I am sure they are there but not released as of yet), it means I really have to watch my resources and units well.
+ Units are easily queued and respond with amazing AI. Give them a general order and they follow it and can think on their own better than any other RTS I have ever played, thats saying alot because I have played probably most of the RTS games even back to the original Civilization ( yes I am dating myself here).
Online play:
+ Games are quick to get into and feature a nice interface that makes the waiting time pass.
+ The ranking system thus far seems very fair and well thought out. I am sure it will change in the future but for now is very good.
Summary:
This is more than an update of the original. It is more like a movie playing homage to an old classic. What you get here is a brand new game with a history behind it as being one of the best video games of all time. Don't believe me ask one of the professional SC1 players. This game will grow over time and by the time the last iteration comes out it will be so polished that it may surpass SC1 as the seminal RTS game.
In closing:
I am not an employee of Blizzard nor am I a Fanboy. I merely purchased a game, enjoyed it wrote a review here on Amazon. Nothing more nothing less. I am passing on this information to you the consumer in hopes you will find this to be the case for you too.
It is great RTS game, get it.
UPDATE: August 1 2010
Ok Multiplayer just rocks. I spent 10 hours today playing head to head with my friends and against others. Its really good. From time to time people may crash and then the game gives you the win after 45 seconds. The chat is great, you can talk to your allies, your team mate and the opponents by just hitting tab. The achievements are great and really fun. I am still doing the unranked challenges, you get 50 total then you are ranked. By then you should know what your doing. You can create your own custom games, maps and setup. Very customizable.
Overall this is fantastic and really engaging. I haven't sat this long in one sitting since raid nights on WoW. I still don't get where people say you cannot chat with the other team, your team or whatever? I think its a ton of misinformation that is spreading. Oh well I am enjoying the heck out of this.
Get this game and get in the battle!
Thank you for reading my review.Starcraft II: Wings of Liberty OverviewStarCraft II: Wings of Liberty is the sequel to Blizzard Entertainment's 1998 hit StarCraft, which has been hailed by players and critics worldwide as one of the top real-time strategy games of all time. StarCraft II will once again center on the clash between the protoss, terrans, and zerg, with each side deploying favorite units from the original StarCraft, along with numerous upgraded and brand-new units and abilities that allow for fresh tactics and strategies. The game's new 3D-graphics engine maintains the speed and responsive control of its predecessor while rendering hundreds of units onscreen for massive battles.StarCraft II: Wings of Liberty's solo campaign will continue the epic saga where it left off in StarCraft: Brood War. The storyline chronicles the exploits of marshal-turned-rebel-leader Jim Raynor and features both familiar faces and new heroes. Players will be able to tailor the experience, choosing their own mission path and selecting technology and research upgrades to suit their playing style throughout the 29-mission campaign. Several challenge-mode mini-games will also be included, with focused goals designed to ease players into the basics of multiplayer strategies. In addition, dozens of multiplayer maps will be available for competitive play through the new version of Battle.net, which is launching alongside StarCraft II: Wings of Liberty. This new version of the service has been built from the ground up to offer an unparalleled online play experience, with new features such as voice communication, character profiles and achievements, stat-tracking, ladders and leagues, cloud file storage, and more. StarCraft II: Wings of Liberty Collector's Edition Features:

The Art of StarCraft II: Wings of Liberty, a 176-page book featuring artwork from the game
An exclusive 2GB USB flash drive replica of Jim Raynor's dog tag, which comes preloaded with the original StarCraft and the StarCraft: Brood War expansion set
A behind-the-scenes DVD containing over an hour of developer interviews, cinematics with director's commentary, and more
The official StarCraft II: Wings of Liberty soundtrack CD, containing 14 epic tracks from the game along with exclusive bonus tracks
StarCraft comic book issue #0, a prequel to the comic series
A World of Warcraft mini Thor in-game pet that can be applied to all World of Warcraft characters on a single Battle.net account
Exclusive Battle.net downloadable content, including special portraits for your Battle.net profile, decals to customize your units in-game, and a visually unique version of the terran Thor unit


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Sinbad: Legend of the Seven Seas Review

Sinbad: Legend of the Seven Seas
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Sinbad: Legend of the Seven Seas ReviewIn my opinion, the movie was horrible piffle. However, this game displays 'nice' graphics, with no 'blood-letting' so that it is safe for the whole family. That is, unless swordplay is a no-no in your household. There are a huge variety of moves (over a dozen) to use in combat. Many different types of 'power-ups' and weapons to utilize as well. Gameplay is both on the high-seas and land. Nice water graphics (with some specail options for pentium 4 owners). Good soundtrack, and lots of battling 'demons'. This takes up a relatively small amount of hard-drive space, requires very little ram, and plays out in a far more creative way than the movie ever did. Not the greatest pirate adventure I've played, but, if you're into combat, this is a lot of fun, Matey.Sinbad: Legend of the Seven Seas OverviewSinbad: Legend of the Seven Seas take you an the epic adventure from the popular Disney animated film!

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Heroes of Might and Magic V: Tribes of the East Review

Heroes of Might and Magic V: Tribes of the East
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Heroes of Might and Magic V: Tribes of the East ReviewTribes of East is the final chapter of the Heroes of Might and Magic V trilogy. Even though this expansion was not highly anticipated as its predecessor, Hammers of Fate, it was generally better received by the HMM5 internet community for competency issues. Ubisoft definitely put their best foot forward to ensure that all of the glitches were ironed out before releasing a buggy product (contrary to the original HMM5).
The GOOD!
* TOE IS A STANDALONE PRODUCT - This is a very convenient installation feature that allows you to install the product without owning any of the previous HMM5 products. No annoying prerequisite installations to worry about.
* TOE DOES NOT REQUIRE THE DISC TO RUN - Another convenient installation feature that allows you to launch the game with the DVD absent in your disc drive (Be warned: This feature could be unintended by Ubisoft as it was not advertised on the packaging and could be removed in a future patch).
* A NEW FACTION AND HERO - A strong majority of HMM5 fans were anticipating and begging for the arrival of the nomadic and savage faction known as the Orcs. Their Stronghold hosts a diverse array of units consisting of Goblins, Centaur, Warriors, Shamans, Slayers, Wyverns and Cyclopes. Under the command of an Orcish Hero (The Barbarian) these units can utilize a Bloodrage ability. This ability is accumulated in correlation to the amount of damage that unit inflicts and as a result will give the Orc units access to additional abilities (ie. Cyclops obtains a Fear Aura when obtaining Bloodrage level 3).
* AN ALTERNATE UPGRADE TO EVERY UNIT - This is a highly celebrated feature of ToE that adds a whole new dimension to the HMM5 gameplay. Whenever a creature dwelling is upgraded in a town, the player can choose between two different upgrades for the creature stack. (For example, after the player upgrades the Lich Dwelling in the Necropolis, he/she now has the choice of upgrading a Lich into an Arch Lich or a Lich Master.) As a result there are essentially 50% more creature types availible vastly opening the strategic diversity in a battle. In addition, there is also a "regrading" system allowing the player to interchange his/her units from one upgrade to the other. (For example, the player can pay to "regrade" a stack of Arch Liches into a stack of Lich Masters and vise versa so that the player is not forced to dedicate themselves to one upgrade type).
* SOME NEW INTERFACE FEATURES - Ubisoft did a fine job attuning their eyes and ears to consumer feedback by implementing some very convenient modifications to the user interface. The first one is the Kingdom Overview screen. This allows you to view hero and town details all in one screen without having to tediously cycle through all of them in the town view(a nice feature available in HMM3). In fact you can even access the build menus from here greatly speeding the pace for multiple town management. The second is a "Wait" button in battle menu, something that was highly desired since the original since HMM5. There are a couple more minor features in ToE that smooth out the gameplay but I do not wish to go into them all in great detail.
* PLENTY OF NEW ARTIFACTS, AND ARTIFACT SETS - The new artifacts offered by ToE are well balanced and function specific bestowing a very strategic use for each one. Many of the original artifacts along with some new ones are components of artifact sets. For each set artifact that the hero equips, he/she receives additional bonuses. (For Example: if the hero equips 2 artifacts from the Dragon Set he/she receives +1 to all hero parameters in addition to the original artifact bonuses. If the hero equips 4 artifacts from the Dragon Set he/she also receives +5 attack and all tier 7 creatures in the army receive +20 HP).
* THE GRAPHICS - Despite the 18 month disparity between the release dates of HMM5 and ToE, this game is not a hair more graphic intensive. This means that the consumers of HMM5 who met bare minimum specs will not have to purchase a whole new PC or upgrade their hardware just to run this game. However, Ubisoft did include a couple new display settings to tailor to wide screen monitors and laptops.
* GOOD MAP EDITOR CONTENT - ToE has a batch new terrain types along with a slew of new interactive and decorative doodads. This greatly diversifies the amount of creativity involved when creating a new map with the map editor.
* FAN CONTENT MATERIAL - This aspect alone illuminates the high level of appreciation that Ubisoft has for their online community. ToE comes included with a 300 plus page .pdf manual that breaks down the specifics for every creature statistic, spell formula, artifact bonus, and just about every concept involved with this game. This manual is pretty much the holy bible to the HMM5 series and is compiled by a very credible fan base known as the "Age of Heroes" community.
The BAD!

* NOT SO INTELLEGENT ARTIFICIAL "INTELLEGENCE" - This is the sole reason I gave ToE a 4-star rating in the "Fun" category. I feel that a competent A.I. is an imperative necessity for the turn-based strategy genre and throughout the whole HMM5 trilogy I have been pretty disappointed. I don't think this is the worst A.I. ever coded into a PC game but it is apparent that Ubisoft neglected to invest the proper amount of time in their A.I. so it can adapt, prioritize, and strategize in specific situations. I simply do not feel like the A.I. is a comparable opponent unless it is set on higher difficulties where it will flagrantly "cheat" (by receiving extra resources, experience, etc) making you lose that feeling of being in a battle of wits.
* NO NEW NEUTRAL CREATURES - With the release of every HMM expansion pack I always look forward to utilizing new mercenary creatures that are not affiliated with the 8 main factions. I was hoping that they'd bring back classics like the Medusas, Efreeti, Beholders, Basilisks, among many others. Don't hold your breath as there is not a single new neutral creature in ToE.
* TOO FEW NUMBER OF NEW MULTIPLAYER MAPS - With the creation of several new terrain types and the numerous addition of interactive doo-dads, I expected Ubisoft to work their creative team to the bone to pump out new maps and scenarios. Unfortunately that was not the case as there were only 4-6 new custom maps with this expansion. However, there are many 3rd party sites that provide multi-player maps and single player scenarios for download.
OVERALL: ToE has exceeded my expectations. If Ubisoft spends the proper time to revamp the A.I.(or maybe scrap it completely and start from square one) and release more multiplayer maps in a future patch then this will be a virtually flawless product. It is obvious that the numerous PROS of ToE outweigh the potentially rectifiable CONS. ToE's new features do a good job enhancing the gameplay mechanics providing a highly crafted but fluid turn-based strategy experience. For that reason, this game is worthy of the 5-star rating and is definitely worth buying for any casual or diehard fan of the Heroes of Might and Magic series. On the flipside, people new to the franchise might want to pick up a precursor title first.
Heroes of Might and Magic V: Tribes of the East Overview

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Grand Theft Auto: San Andreas Review

Grand Theft Auto: San Andreas
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Grand Theft Auto: San Andreas ReviewThe version (2.0) has been altered to 'remove' the ability to 'hot coffee' mod the program.
This version (2.0), while still containing the violence, language, and sexual references was altered to remove the ability to de-clothe' the characters within the game.
The original release could be altered.
The version (2.0) was released due to a small public outcry about the nudity. AND a few 'activities' that are going on while in the 'nude'.....
Strange when you can remember the reasons why they tried to ban Grand Theft Auto 3 all those years ago.
This time around they don't even mention violence.
They are mad now because kids can see people 'nekkid'.
;-)Grand Theft Auto: San Andreas Overview

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Sid Meier's Railroads Review

Sid Meier's Railroads
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Sid Meier's Railroads ReviewI've spent some good time with the game now and, despite the fact that I'm about as big a fan of Sid Meier's work as you're likely to find, have to admit disappointment with this game. When it comes right down to it, the game seems more like Sid's golf game than the original RRT. It's shallow, fast and just not nearly as fun as you'd hope.
Of course it's not all bad. The graphics are beautiful, the music is great and you actually get a real manual. The game looks nice and plays nice, even on a system which is not a true gaming rig. The animations are great as well and I love how each of the train cars at a depot have to be filled individually with coal or grain or whatever the case may be. The patent auctions are well done as well.
Unfortunately, there are a few problems with the game:
First, the game moves too quickly. For example, if you play the Eastern USA scenario, you may start in Baltimore. You can immediately join with Washington, plunk a depot in Washington, and get a little Grasshopper to run a single mail car and a single passenger car back and forth. By the time the train has made its first run from Baltimore to Washington, you'll have enough money to connect to your second city (Baltimore to Frederick). So you do that, and get your second train. Give it four or five minutes and you'll be able to either double the line between BAL and WAS or create a third line to a nearby resource. Within fifteen minutes you will have connected to every city and needed resource in the vicinity. By then your opponents (assuming you are playing against two) will have pretty well done the same so that every good-sized town has at least one connection. The opponent railroads are a complete mess, with weird overpasses and tunnels all over the place. Much like the previous iterations of RRT, the AI seems to deal with brute force rather than sophistication.
Second, the maps are too small. RRT and RRT2 had a real epic feel. RRT2 was especially good with this, allowing you to make huge railroads stretching across an entire continent. The maps in SMR are tiny in comparison and few in number. This could be my single biggest point of disappointment. It contributes, of course, to the first problem, since you now have three railroads stuck in just a small corner of a country.
Third, the financial game is shallow compared to previous RRTs. The same is true of the economies. There doesn't seem to be much sophistication in this. Also, it is very easy to make great deals of money and, because the game moves so quickly, if you take a few minutes to look around the map, you'll probably find that suddenly you've got a couple million dollars in your account. This may be less the case in the more difficult European scenarios, but certainly I haven't had any trouble making money in the US of A. The stock market offers buy and selling. There is no splitting, no short selling or anything else. There are ten shares per company and that's it. I may just be missing something, but it also seems difficult to know how much different resources are worth, which ones are the most valuable, and so on.
Fourth, there seem to be some problems with routing. It's not unusual to see trains getting all plugged up near stations, even stations with three tracks running through them. The crossovers kind of work, but not as well as you might hope. When a station gets enough traffic running through it (and that may be only 5 or 6 trains) it can really begin to bog down so trains sit endlessly without being able to unload. There have also been times when the little "end of line" roadblocks have refused to go away, even in the middle of a station. That means no trains can run past the roadblock out the other side of the station. To this point I haven't found an easy way of resolving this. I think it will prove difficult to have stations with a large number of trains accessing them.
Fifth, laying track is so automatic it's almost disappointing. Unlike previous games, there do not seem to be a lot of premiums in placing bridges or tunnels. A track running from Phoenix to Flagstaff, which requires at least one major bridge and a couple of long tunnel sections, will only set you back about $500,000. That wouldn't get you very far in previous RRT games, and I think it's better that way. It used to be more important to find just the right route (anyone else remember running trains through the mountains to California in RRT2?), but now it hardly matters anymore. Terrain gets smoothed, tunnels get dug and bridges get built just like that. You can just smack a track wherever you want one and the game takes care of the rest.
Sixth, there is no campaign. This is hugely disappointing as the campaign in RRT2 was one of the best parts of the game (with the exception of those stupid puzzle ones where all you had to do is route trains). The individual scenarios have a list of objectives, but if you are not looking for them, you won't find them and won't heed them. I don't think you ever get reminded of the objectives and they don't seem to have any real bearing on the game. They are just there. Once you finish a scenario there is no connection to the next one--you just start over. All-in-all, this is pretty disappointing.
So overall, I think it has the makings of a great game...they just didn't finish it. The game itself is so good in the way it looks and the way it plays. It pains me that they kept it so shallow.
PS - One more thing. I forgot to mention the strange fact that the economies are not modified depending on the era. So be prepared to funnel steel to an automobile manufacturer in 1830...and one that is based in a city filled with 20th century skyscrapers.Sid Meier's Railroads Overview

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Command And Conquer Generals Deluxe Edition - Windows Review

Command And Conquer Generals Deluxe Edition - Windows
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Command And Conquer Generals Deluxe Edition - Windows ReviewFirst, I want to say this game ROCKS. I recently repurchased it because I wanted a game worthy of my time. My very favorite aspect is that it favors brain over brawn--with the (possible) exception of the Chinese Overlord Tank, there is nothing you can spam to blindly charge and overcome everything. But if you pick the right units and manage them smartly, you can acheive Spartan-like dominance. Last night I sent over 200 GLA basic infantry at a Patriot Missle embankment of 10 or 12 units, and moved at least 3 dozen rocket buggies around for a flank attack. My opponent saw my buggies with his UAV scouts, and killed them all with a handful of commanche helicopters (buggies have no air defense), while my AK47's and suicide bombers were slaughtered by his missile turrets (they're not meant to fight defense buildings). In the next minute he lost 6 commanches and 2 tanks to my 6 RPG troops bunkered in a building. You CANNOT throw stuff blindly around and expect to win. I like having to think.
Since no other reviews on here seem to do this, let me briefly review my impression of each faction.
USA--these guys are about two things--communication, and precision. The U.S. start out with radar, and they're the only faction to do so. An early General ability is to drop a UAV scout over any point in the map, and as long as it's not detected/shot down it will stay there and show you that part of the map. In addition, the U.S. Command Center has an ability to do a radar sweep of an area at will. Finally, you can also have a detention center that will periodically allow you to see EVERYTHING your opponent does. Basically, the U.S. is Big Brother, and he's watching you. Even their defense systems communicate. If two or more Patriot Missile emplacements are close together, they can network to all fire at the same enemy--even if that enemy would normally be out of range for one of them.
The precision part shows up in the U.S. Arsenal. The Pathfinder (sniper) can make quick work of infantry, and their big tank (The Paladin) has a slow-firing defense laser that can even stop a SCUD missile. They have a broad air force including a fighter jet and stealth bomber (both limited in use, in my opinion), an attack helicopter (commanche), and a supersonic bomber. The chopper can make quick work of any ground unit that's away from air defense, but is made of paper and goes down pretty easily. The Aurora bomber can put a nasty bomb anywhere you want it, being impossible to hit until it has dropped its payload. Even the U.S. superweapon is precise--the ion beam is mouse-controlled to affect a very specific area. In comparison to the other two weapons, this is pretty underwhelming--but the rest of the American arsenal makes up for it.CHINA--These guys are about brute force and strength in numbers. Their basic infantry, rocket infantry, and basic tank are all slightly weaker than their American counterparts, but they also get a "horde" bonus if you have a group of 5 or more close to one another. The Chinese don't start with radar; you have to build a separate building for that. While they don't have the map advantage that the U.S. does, their focus on specialty armor and artillery make them a formiddable foe. Their basic defense turret is a gattling cannon instead of a missile emplacement, so it deals much better damage to infantry and aircraft.
The Chinese have an air force, if a very limited one--they only have one plane, the MiG. It's slightly better in air combat than the U.S. fighter plane, and its missiles have a napalm effect--get a few of them to bomb the same ground target, and you get a nasty little firestorm effect that lasts for a little bit. The real stars in the Chinese arsenal are its artillery and the Overlord tank. Its basic artillery fires a napalm shell, and if you get a few of these guys going you get that same firestorm that makes for a handy no-man's land. This can put a sudden stop to any opposing land assault. If you don't want several basic artillery running around, you can also opt for one or two nuke cannons. They lob mini-nukes great distances, and they do severe damage with a radioactive lingering effect. The Overlord is a gigantic two-barreled tank, the heaviest ground unit in the game. It can be upgraded with a healing tower, an infantry bunker, or a pair of gattling cannons for air and infantry defense. While not such a star, the Chinese gattling tank is also a force to be reckoned with. Basically, this armor-centric arsenal is designed to punch through and mow down anything in their path. If you preferred the Orcs from Warcraft 3, these guys are for you. Their superweapon also demonstrates this--while consuming a great amount of power, the Nuke is the Big Ugly of the super weapons and leaves a long-lasting radioactive effect over a large radius.GLA--These poor guys don't have map-hack skills or brute force. They're the ragtag, the rebels, the little people, and very difficult to play with--I'll spend a bit more time on them so you can see how they work. They also, unsurprisingly, don't start with radar--you have to get the vehicle for that. The extra delay of having to build a vehicle depot means that the GLA goes the longest in any game without radar, and this makes you feel pretty vulnerable starting out. There's also a consistent sense of being broke, at least early on. The USA uses its mighty Chinooks to get supplies, and the Chinese use their supply trucks. The GLA uses slaves. They don't take as long to collect supplies, but they move more slowly and carry less. And they complain.
Despite these difficulties, the GLA is surprisingly viable as a fighting force--instead of brute force or precision strikes, they excel at map control and generally annoying the crap out of your opponent. They're very versatile--unlike the USA and China, they do not require power plants to keep any of their buildings running, so you never have to worry about support for your buildings. This allows you to decentralize greatly, to great effect. For example, troops will not automatically attack most buildings, so destroying a base is cumbersome work. If you know which buidings to take out, you can cripple your opponent. If they can't find your important buildings or you have more than one, you can frustrate them greatly--especially if your base has defense buildings throughout.The GLA defense building is the stinger site, manned by a few rpg troops. These troops can be killed separately from the site itself, but over time they regenerate. If the stinger site itself is blown up, a tunnel hole is left, and you can quickly rebuild if the tunnel hole hasn't been destroyed. They also have a Tunnel Network building, which allows you to move up to 10 troops instantly to any other Tunnel Network building you own. This makes for a very fast reinforcement system to frustrate your opponents advance.
The GLA arsenal is almost entirely constructed of paper meche, but very cheap. In terms of infantry, the best unit is the mob. Starting with 5 civilians with guns (and later, AK47s), this unit gets larger over time and is very hard to kill. They use Molotov cocktails on buildings and vehicles, to great effect. The GLA armor division is also very ragtag. Quad Cannons are like a paper version of the Gattling tank, and even the Marauder tank can't really hold its own against other armor. But, both of these can upgrade their guns to great effect by "salvaging" the remains of enemy tanks you kill. You can also get a "junk" upgrade that lets your fighting armor repair itself on the fly, which is really handy. For artillery, you have a rocket buggy (which has range juuust longer than that of defensive buildings) and the SCUD Launcher, what I consider to be as good as the Chinese Nuke Launcher. It doesn't fire as far, but it hits hard and it's not nearly as cumbersome. And you never know when it will pop out of a tunnel network. Finally, the GLA have the truck bomb--yes, manned by a suicide bomber. This can be disguised as an enemy armor unit, and your opponent has to manually click on it to undo the camouflage. He'll see this coming when you attack him--but defensively, it can make a significant difference very quickly. And of course, the GLA have no air force at all. Their Superweapon is the SCUD storm, a toxic wannabe Nuke shower that still covers a large area and hurts worse than the USA superweapon.Command And Conquer Generals Deluxe Edition - Windows Overview

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