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

12/05/2012

Sid Meier's Alpha Centauri & Alien Crossfire Expansion (Bundle) Review

Sid Meier's Alpha Centauri & Alien Crossfire Expansion
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As much as I hate to do it, I have to write a negative review on this package.Now, I'm not reviewing the game itself, which I have loved since I first started playing computer games.I'm reviewing this particular re-release by EA.I got it, hoping to finally play Alien Crossfire.I installed it, gave it all the proper permissions in the properties menu, and tried to run it.It didn't.I'm not sure exactly why it doesn't run, I have the original game cd currently installed on my Windows 7 machine and it runs perfectly.

It could be that this package doesn't support the 64-bit system I have; but like I said, the original works, so why wouldn't this?I don't understand it and I'm very disappointed.

If you're considering buying this package and you have a Windows 7 64-bit machine, be aware that it might not run.

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Product Information Ever wonder what happened to the explorers launched into space at the end of Civilization II ? This game has the answer: they landed on a planet orbiting Alpha Centauri and quickly divided into feuding factions each bent on molding the new world according to the group's particular philosophy or culture. But the human colonists are not alone. Alpha Centauri employs the same basic gameplay rules and concepts as Civilization IIbut features enhanced diplomacy and a new slicker interface. Players begin by assuming leadership of one of seven colony factions establishing a base on the unexplored world. Conquering territory developing technology expanding the faction's population and dealing with native life forms are critical priorities that must be correctly balanced for survival. If a faction's military output is low it may be vulnerable to attacks by others or by dangerous mind worms that roam the landscape. On the other hand building war machines at the expense of scientific research Legendary designer Sid Meier presents the next evolution in strategy games with the most addictive compelling gameplay yet. Explore the alien planet that is your new home and uncover its myriad mysteries. Discover over 75 extraordinary technologies. Build over 60 base upgrades and large scale secret projects for your empire. Conquer your enemies with a war machine that you design from over 32000 possible unit types.

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10/21/2012

Sid Meier's Alpha Centauri Expansion: Alien Crossfire Review

Sid Meier's Alpha Centauri Expansion: Alien Crossfire
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Seven years after planetfall, as the Gaians, Collective, University and other factions struggle to make their way on Planet, two alien spacecraft fight in the space above...and ultimately crash land, to make their own wayon Planet.
Alien Crossfire puts the Alpha Centauri game in the center ofthis conflict, as the factions we all know and love are caught between theCaretakers and Preservers, two alien factions diametrically opposed to eachother and any who would ally with the other. New Human factions to playsuch as the Cyborgs and Pirates just add to the fun.New unit types, andplanetary features such as the Manifold Nexus make the Alpha Centauriexperience even richer than the already excellent basic game.

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Product Description:
The official Expansion Pack features 7 all-new playable factions, new technologies and secret projects, and expanded plot that continues the story of Mankind's struggles on an alien world.New custom faction editor.Seven new technologies.Four new Secret Projects.Five new weapons. Sid Meier's Alpha Centauri fans can choose to play classic Alpha Centauri (with the original seven human factions), the new Alien Crossfire story (with seven all-new factions, or customize the game by combining their favorite factions from the entire suite of fourteen!

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10/09/2012

Heroes Of Might and Magic V Limited Edition (DVD-Rom) Review

Heroes Of Might and Magic V Limited Edition
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This game is superb.Great graphics, good story line, gorgeous CGI and in-game cut scenes, outstanding soundtrack, the list goes on.However, the Limited Edition is not so limited.The soundtrack for the game comes on a DVD, which as far as I know can only be listened to through the TV and DVD player.The disc also contains some interesting and entertaining artwork and game movies.I was unhappy that the soundtrack was included on the DVD and not a seperate CD.The rest of the DVD is nice though.The previous editions of HOMM, 3 and 4, are included on a single disc, which is great.However, no manual or monster chart or anything is included.Nothing else of the sort is included in the Limited Edition for HOMM 5 either.Unless this is a must have, stay with the regular edition.But by all means, get some form of this game as soon as you can!You will not be disappointed!

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Product Description:
Platform:WINDOWS 2000/XPPublisher:UBI SOFTPackaging:RETAIL BOXRating:TEENThis special limited edition version includes:Heroes of Might and magic V on DVD-ROM (also includes printed manual)Heroes of Might and Magic III and IV on DVD-ROM (XP Compliant)Official SoundtrackOfficial artwork and IllustrationsExclusive ScreensHeroes of Might and Magic V Features:The Heroes franchise enters a new era. Dive into the new groundbreaking Might and Magic universe for the most complete strategy gaming experience ever created. Cutting-edge technology: For the first time experience the world of Might & Magic in a full breathtaking 3D animated world supported by a consistent and modern graphic style. Deep scalable turn-based battle system for challenging and tactical combats: Immerse yourself in the combat system that made the success of the Heroes series or experience the brand new Dynamic Battle System. Choose from over 200 skills 170 creatures' abilities and 40 spells to build up your heroes and their armies. New darker heroic fantasy universe: discover a completely revamped and more mature universe that features 6 unique factions and over 80 different creatures. Live the adventure like never before through a gripping storyline that features special objectives numerous side quests and plot twists. System Requirements:PC Processor Type: Intel Pentium4 processor AMD Athlonprocessor PC Processor Speed: 1.5GHz PC Operating System: Windows 2000 Windows XP PC System Memory: 512MB RAM PC Hard Drive Space: 2GB PC Video: 64MB DirectX 9-compliant video card PC Sound Card: DirectX 9-compliant sound card PC Drive Type: and Speed DVD-ROM 4x PC Modem: Cable Modem DSL PC Additional Requirements: Internet service required to access online features

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9/28/2012

Heroes of Might and Magic IV Complete Review

Heroes of Might and Magic IV Complete
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This is the complete set of Heroes of Might and Magic 4 with both expansion packs: The Gathering Storm and The Winds of War.

This is thought to be the weakest game in the series by some and possibly the second best by others. Most people who play the HOMM series agree the 3rd is by far the best.

That being said, Heroes 4 is a pretty good game; capable of consuming the hours of your life at huge chunks at a time. The emphasis in this installment moved from the heroes armies to the actual heroes themselves. Moving from the side lines to the battle, the heroes make yet another piece on the battlefield to conquer and strategize.

The two expansions are, unfortunately, some of the worst expansions ever made for a game. At the time, the parent company 3DO was going under and needed to make some quick cash so they pumped out these two expansions asap. Missing any sort of real animations or plausible story which made the series to this point, most serious Heroes fans skipped over these two titles.

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Heroes Of Might & Magic Iv Complete Includes Heroes Of Might & Magic Iv And Its Two Expansion Packs The Gathering Storm And Winds Of War. note: This Is A Dvd-rom Program And Requires A Dvd Drive To Play. heroes Of Might & Magic Iv: heroes Of Might And Magic Iv Is The Highly Anticipated Next Chapter In The Award-winning Heroes Of Might & Magic Series. This Stellar New Addition To The Heroes Line Combines The Proven Award-winning Gameplay With An All-new State-of-the-art Engine. Heroes Iv Showcases An All New Highly Detailed Fantasy World Where Players Will Be Immersed In A Battle For Territory And Resources. Rise To The Challenge By Commanding Armies Comprised Of Skillful Heroes And Fantastic Creatures Collect Vital Resources Artifacts And Fight Enemies And Capture Towns. Strategic Planning And Tactical Cunning Are Instrumental In Your Goal To Be Undisputed Ruler Of The New World. heroes Of Might & Magic Iv: The Gathering Storm the Newest Offering In The Ever-popular Heroes Of Might And Magic Series Heroes Of Might And Magic Iv: The Gathering Storm Expansion Pack Broadens The Magical World That Gamers Entered In Heroes Of Might And Magic Iv. With More Than 20 All-new Maps And Campaigns Heroes Iv: The Gathering Storm Promises To Deliver More Detailed Fantasy Worlds All New Heroic Characters To Take Into Battle And Incredible New Creatures For Fighting Enemies. Pick Up Your Sword Gather Your Army And Get Ready For Battle In This All-new Heroes Adventure! heroes Of Might & Magic Iv: Winds Of War in Heroes Of Might And Magic Iv: Winds Of War Players Are Transported To The Land Of Channon A Large And Populous Kingdom Occupying Most Of Axeoths Northern Continent. The Shining Capital City Has Become The Target Of No Less Than Five Invading Armies Who Covet Its Lands And Riches. Players Assume The Roles Of Five Conquerors Each Staging His Own Uniquely Driven Invasion Before Facing A Showdown For Ultimate Control. system Requirements: windows 98/me/...

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8/22/2012

Conquer the World Review

Conquer the World
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This is a compilation of Sid Meier's Colonization, Sid Meier's Railroad Tycoon Deluxe, Pirates Gold (also by Sid Meier) and Transport Tycoon (by Chris Sawyer, better know for Roller Coaster Tycoon).

Colonization, is a semi-sequal to Civilization. It deals with the colonization of the American colonies. You can play one of the old world powers trying to conquer the new world. The gameplay is very very similar to Civilization. The game is turnbased.

Railroad Tycoon Deluxe, is a graphically enhanced version of Sid Meier's Railroad Tycoon. In this realtime game you become a Railroad Baron trying to make money by running trains building factories and using the stock market.

Transport Tycoon is a similar game developed by Chris sawyer and published by Microprose. It expands the idea to bus lines, airplanes, ships, etc. Also adds the isometric prospective.

Pirates is the hybrid rpg-adventure-action-strategy game. In this game you sail the seven seas to capture treasure, make your fortunes, find your love, and rescure your family.

All the manuals for the games are on CD, which you need to use the included Adobe Acrobat Reader to print.

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Product Description:
From the back of the box: "THERE'S MORE THAN ONE WAY TO RULE A WORLD! Conquer the roads, lands, air and sea in this amazing collection of award-winning strategy games from Microprose. Build a railroad empire. Colonize new worlds. Control a vast and complex transportation network. Amass a pirate's fortune! Everything you need for endless conquest is in this collection."

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8/06/2012

Master of Orion Review

Master of Orion
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Master of Orion I really set the bar for 4X games.Pick a race (each has its advantages and disadvantages), colonize a section of the galaxy, and fight with your neighbors for more.There's diplomacy, a technology tree, and random events to keep things lively.It really is a game worth spending some time on.

It doesn't run too well on modern Windows operating systems, but does run well in DOSBox, a DOS emulator.

The game is freely downloadable from the Internet, so I'd advise purchasing it here as a desirable option only if you want to round out your collection of MOObilia.

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The original 1993 release from SimTex that spawned two hit sequels.

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7/19/2012

Starflight 2: Trade Routes of the Cloud Nebula Review

Starflight 2: Trade Routes of the Cloud Nebula
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I have never payed a game as fun as this one in my entire life. yes I know this game is like 14 years old. But I tell even with only the EGA graphics its still a blast.

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6/19/2012

Heroes of Might and Magic II: The Succession Wars Review

Heroes of Might and Magic II: The Succession Wars
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There are a variety of creature types such as unicorns, hydras, and four different dragons. Each castle type has six different creatures, ranging from weak to strong. There are 6 different races you can choose control. The maps range in size from large to small. There is a map maker included.

The graphics are pretty good, better than in the first heroes and the creatures were well drawn too. The game play is still addictive. Overall Heroes II is a masterpiece.

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This software is BRAND NEW. Packaging may differ slightly from the stock photo above. Please click on our logo above to see over 15,000 titles in stock.

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6/11/2012

Gladius Review

Gladius
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Gladius is a turn-based tactical strategy game. That is, your gladiators and your enemies each take turns moving and attacking in a grid-based arena. Gladius is very deep and can be complex if one does not take the time to learn how to really play it. I had this game for a month before I really discovered how great a game this is. I would reccomend the strategy guide as well, to help you spend your gladiator's earned Skill Points more effectively.
There is so much customization and character development - it is great! The gold you earn from battles is spent on better Weapons, Shields, Armor, Helmets, and Accessories. The graphics are very good, and the "paper doll" representation of your character looks great as you try on all the different equipment. Just like in Japanese RPG's, your character stats change colors, red or green, to indicate if the equipment will help or hinder your chance of success in the arena. You can also customize the color of your character's hair, skin color, armor, and clothes. They also have four different styles of outfits you can choose from for each character - you can make all your gladiators the same color (i.e. team colors) or just make them all individually completely different. It's really cool.
As you earn more Experience, your Level or stats goes up - Hit Points(HP), Defense(DEF), Power(PWR), Damage(DAM), Accuracy(ACC), Initiative(INI), Constitution(CON), and Move Rate(MOV). As these abilities go up, the better your gladiator will perform in the arena. Different equipment will also change these a bit. For instance, a certain sword might increase your DAM by 2, but reduce your DEF by 1 which might be good for your offensive-heavy Samnite, whereas your Archer might prefer a weapon that increases ACC but decreases MOV, or whatever. That's just two examples, but the customization is limitless.
Your gladiators are divided into 5 classes - Light, Medium, Heavy, Support, and Arcane . Combat works on a paper-scissors-rock style. Light beats Heavy, Heavy beats Medium, Medium beats Light. Support and Arcane classes are best used from a distance (arrows and lightning bolts, obviously.) As you go up in Level, you also earn Skill Points. These are used to customize your fighters even more! Each character has dozens of different Skills to potentially learn, but you will never earn enough Skill Points to learn them all, so you must select few that complement the gladiator to your liking the most. Once again, I recommend the Gladius strategy guide to help you choose the best Skills for each Class - there are so many branches to develop your character, it can get daunting and hard-earned Skill Points unwisely spent.
The Swing Meter is what keeps the combat from getting boring and static. Just like in golfing games, it's a meter at the bottom of the screen. You have a normal hit(yellow), critical hit(red), and miss zone(blue). It's not too terribly difficult to score critical hits on a semi-regular basis, but it makes you pay attention and be involved in how your fighters do in battle. Enemy A.I. is actually OK. During the fights where the object is something other than all-out combat, (i.e. Points Battle, Barrel Break, Defend the Statue, or King of the Hill) the computer will do some dumb things, but during true battle the computer will stomp you if you don't employ the right tactics and appropriate gladiators (luckily, you can preview who your opponents will be beforehand, so that you may assemble your team with the best advantage.) You are the leader of a gladitorial School, so you are able to recruit a large variety of fighters to choose from.
This game is HUGE. It will take a long time to go all the way through it. You must travel with your School through 4 different lands and compete in numerous Leagues and Tournaments, with the ultimate goal of being able to take on the best Schools in the High Tournament in Caltha.
Each land you travel through (Nordagh, Imperia, Windward Steppes, and Southern Expanse) all have an average of 3 to 7 towns. In each town, there are numerous Leagues and Tournaments to compete in.
Please give this game a try. If you enjoy deep and involved games that can quickly consume hours of your free time, this is a game for you. I hope this game does well, so that we might be able to look forward to Gladius II.

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Product Description:
An epic gladiatorial saga comes to life in this combat/role-playing game with a sweeping narrative, stunning environments, and insanely detailed graphics. In the fantasy world of the game, the darkness of the Great War has passed and the lands of Gladius are peaceful once more. Now combat takes place only in the gladiator arenas, where schools from around the world compete for the title of Imperial Champions. You will follow the grand saga of two young heroes, Ursula and Valens, as they recruit and train a team of warriors and compete in the gladiator games. Battle with deadly weapons and powerful magic as you learn vital combat tactics while you enhance and customize your own characters. Strategic possibilities are nearly endless, with 16 character classes and over 100 unique character types from which to choose.

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5/28/2012

Civilization 3: Conquests Expansion Pack Review

Civilization 3: Conquests Expansion Pack
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This is a GREAT expansion pack. Particularly if you skipped "Play The World" (as I did). There's more, more, MORE of everything, and enough interesting gameplay tweaks that it makes Civ 3 feel like a brand new game.
What makes it so good?
* New tribes to play. Or, perhaps more importantly, new tribes to play against. The Mayans can be a terror.
* New tribe attributes. Seafaring! Agricultural! OK, that doesn't sound that exciting, but it definitely has an impact on gameplay and strategy. Agricultural favors the AI such that the new Killer AI tribes are almost always those with the Ag trait, like the Celts.
* Boosted navy! Combined with the Seafaring, navy is still underpowered, but way better than before. On an archipelago map, seafaring can mean the difference between a breezy success and a slow slog.
* Boosted airforce! Bombardment in general is boosted, so everything from catapults to stealth bombers feels a little more useful.
* Fewer resources! Wait, fewer resources? Well, not fewer KINDS of resources. Just fewer all around. You either have to learn to play very nice with the AI or very mean.
* Entertaining scenarios! From the cradle of civilization to the 20th century, you can have your turn (sorta) re-enacting historical events. These can be fun, fast, intense, changes of pace from the epic game.
* New techs/wonders/governments! The unit-producing Statue of Zeus and Knights Templar are a hoot. The Temple of Artemis is amazingly powerful (but very short-lived). The Internet--well, like all the modern wonders, it seems a little too late. But it ain't bad. Fascism is a blast to play if you want to live out your Great Dictator fantasies, but you can see the AI self-destruct with it, too, unfortunately.
So, how was this Really Good Thing screwed up? Bugs! Bugs o' plenty! If you're a casual player, playing particularly on Chieftain or Warlord levels (maybe even Regent), you might not notice the bugs. Not at first, anyway. There are patches, oh, yes, there are patches, unofficial though they may be. But the situation seems to have arisen because the game was yanked out of public beta toward release-time, then tweaked and re-tested internally. Unfortunately, this game is too deep and often too subtle to be effectively tested by any in-house crew. Result? They managed to break trade, corruption and resource-distribution in the final release.
An official patch will eventually be released. Probably before the summer. Until then, you have the choice of living with bugs, or living with a beta patch (which might introduce its own bugs), or simply waiting to get the game.
There's an even more serious problem, really, underlying these changes. Trade is absolutely vital with the resource reduction. Either you find a way to trade, or you find a way to conquer, which may not be a play style you want to be forced into Every Single Game. The problem is, the trade and diplomacy systems are not sophisticated enough to meet this increased need. If you need iron, but it's all being traded, you can't offer the AI any incentive to trade it to you when the current deal is up. Those deals get made in-between turns, so you often don't have a shot.
So these fabulous changes are not only marred by bugs, the whole game creaks under them. And it's a long way to Civ 4.

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Civilization III: Conquests takes you on a journey through the ages as you pursue victory through conquest!

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5/17/2012

Heroes of Might and Magic V: Hammers of Fate Review

Heroes of Might and Magic V: Hammers of Fate
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It has become my way to write reviews about the new things in games, in particular how new races play.Having recently bought Hammer of Fate, I figured I would do the same again.

This expansion finishes what Heroes 5 started, i.e. the creation of a great Heroes game in 3D.5 was a fun and enmeshing game that was almost as good if not AS good as Heroes 3, the benchmark of the series.Now, with the inclusion of this expansion, it is PROBABLY better.

By this I mean the expansion has the long awaited random map generator which makes for insane re-playability.It includes the caravans from Heroes 4 which means you no longer need extra heroes to run from castle to castle trying to keep one hero with a full army.Caravans also allow a town to buy from the numerous autonomous creature buildings you mark, a great addition.

Now let's move on to the new race that is a... interesting addition.If you care enough it is easy to look up creature stats online and see attack power and defense and all but I will give a general descript.

When I first started playing this race, I hated it.The primary start creature is the Defender, possibly the WORST start creature in the game.They have weak attack, health and speed.In their basic form Defenders do 1-1 damage. That means AT BEST you will do the damage of the number you have in the stack.50 Defenders will do 50 or less damage... probably less.No big deal right?Peasants for the Knights are weak but with archers it's no biggy.Well... the next unit is called Spearwielders and they are awful too.With a piddly 4(?) shots and weak damage these shooters will be out of spears long before you reduce an enemy enough to send in the Defenders.And, as most players know, most early games come down to the 1st 2nd and 3rd tier of units.Which brings up the Bear Riders.

Bear Riders are supposed to be the fast attackers of the early Dwarf game.They are hopeless at it.Again, lack of speed at attack power plus only 25 hit points means that, unlike griffons, you can't hold back and wait for a certain kill.The enemy will more likely reach you first.Thus, early game can be a rough run for Dwarfs.

However, something funny happens when Dwarfs upgrade their creatures.Defenders become Shieldguard and now their attack is better, they are a great counter to fast movers like Paladins and they have a decent turn of speed.Spearwielders become Skirmishers and double their shots.Even the near worthless Bear Riders become Black Bear Riders whose special actually knocks back enemy units and stops a counter attack.From being the 3 worst units in the game, the Dwarf 3rd tier units are now some of the best.This trend continues through all the Dwarf units, with the exclusion of Fire Dragons, which rock from the start.Thanes, tier 6, are pretty poor.Their weak attack is supplemented by a lightning attack so they always kill twice what the computer says but besides being meat shields they lack punch.Warlords move fast, strike fast and do a great single range attack.Brawlers...bad.Berserkers have a no retaliation attack that tears through weaker units.And Runic Priests are ok but Patriarchs are better.And the Dwarfs grow fast.REAL fast.All their creatures populate in unheard of numbers so players can afford to lose a few more.

As an added bonus, the Dwarf special ability, Rune making, gives Dwarf army's a dangerous unpredictability.The Rune of Speed gets even the slowest creature across the map in one turn.There is a number of others that give attack bonuses, revive creatures and shield them from attack.You can't trust a Shieldguard to stay on his side of the map and only attack once.In fact, I would say this ability is probably the best CREATURE COMBAT special ability of any race, though that is arguable.

Finally, the Dwarf town is the hardest to crack in the game yet.With numerous extra defense walls, rune mines under the wall and a special that puts as many as 2K extra Shieldguard in your army, chances are any army will take losses in excess of the gain when attacking a well garrisoned town.And this defensiveness plays well to the Dwarf army, which can sit back, let the towers do their thing and kill any flyers that come over the top.

So... The Dwarfs.

Fun?Sure.Fire and Magma Dragons stumble around the map with great sinister and make for good times late in game.Dwarf Heroes add a great unpredictability to the game as well.

Powerful?Not entirely.Until a player upgrades his creatures even wild armies will be difficult to kill and that means slow recourses early in game.

Cheap?Not at all.To even stand a chance against other players Dwarfs need to buy TONS of extra buildings and upgrades.If anything, the Dwarf early game is deadly to Dwarfs,

A good addition?Absolutely.Weaknesses aside, once the Dwarfs get rolling, they are a powerful enemy.

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The Empire is paralyzed by a vicious civil war, having barely recovered from the massive conflict against the demon hordes and the undead legions.Take part into a thrilling new adventure in the world of Ashan with the Hammers of Fate expansion. Discover uncharted territories and experience new ways of playing Heroes of Might & Magic V.

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4/29/2012

Spaceward Ho! IV 4 Review

Spaceward Ho IV 4
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Spaceward Ho! IV for Windows is an updated version of the classic spaceploitation strategy game. A host of new features are added from previous versions, including: new galaxy types, alliances, computer AI negotiations, new radical technologies, new ship types (dreadnoughts, tankers, biologicals), tougher AI opponents, smoother network play in multiplayer mode, enhanced graphics and sounds, and a variety of tools to measure your progress throughout the game (graphs, rankings, etc.).

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This software is BRAND NEW. Packaging may differ slightly from the stock photo above. Please click on our logo above to see over 15,000 titles in stock.

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4/21/2012

Combat Mission: Shock Force Review

Combat Mission: Shock Force
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What you get out of this game, like anything, will depend on what your expectations are. Presuming that you are approaching this title for the same reasons that people approached the first three CM titles, and for the same reasons that the developers claim to have published the game, this reviewer feels you will likely be disappointed. That reason would be to find a playable, entertaining, perhaps even thought-provoking squad-based, company level tactical 3D wargame.

The positives; CM:SF at its most basic level seems like its predecessors. The player is presented with an open ended game with a map editor, scenarios, a linked-scenarios game option, and a random scenario generator. Play is still turn-based, with 1 minute "movies" interspersed with orders phases in which both sides give orders. Play is resolved simultaneously. Even board game designers knew that "Si-Move" was more realistic than sequential turns back in the early 1970s. Additionally, those Zombie-critters in the first CM games have been replaced with stunning 3D models, and adequate animations. All the wheels on the tanks turn, men reload magazines, they even give first aid to injured soldiers. And hey, you want to play in real time and forget the goofy turn system, there is a real time option too. And if you still want to stop and catch a breath, you can pause the real time. They fixed the "borg spotting" and now each unit traces LOS independently of others.

So what could possibly be wrong? It's the same old CM, just better, and more features, right?

Unfortunately, no. Aside from the most obvious change - a modern day fictional war in Syria that may or may not appeal - many of the old CM features have been gutted. First of all, the game is so data-heavy, with individual tracking of ammunition and small arms fire, that PBEM files are bloated. There is also no way to play turn-based over the internet. It's real time only. If you were a fan of the Quick Battles - there are no random maps. The data was too much to be able to do them "on the fly". There are no more point purchase systems for the QBs, either.

In game, there are a lot of handy features that didn't make the transition - LOS tools or ambush or shoot-n-scoot or seek hull down. Some have work arounds (the target command works as an LOS - unless you have an unarmed unit), but some don't.

The main objection is that the biggest complaint about the old CM - the 3-man representations on the map of entire infantry squads - have been replaced with 1:1 representation. But the individuals on the map don't act like individuals. Just about everything is abstracted; there are no interior walls in buildings - but there are exterior windows and doors (you can tell because the men won't jump through the windows, and the pathfinding is so poor that men will run circles around entire buildings trying to find the doors even if it means exposing themselves to fire to do it). LOS is supposedly drawn to each man individually, but an underlying 8x8m grid of "Action Spots" also controls such things as movement - though there are no visual clues on the map as to what is determined by the action spots, or where they are, exactly. You still control squads as if they were squads - not individuals - which means if you want to replenish your squad's ammo from its APC (another welcome new feature) - you send the entire squad running off the firing line to do it where in real life you'd just send one man back for an ammo can or an armful of bandoliers. There is a serious "scale-mismatch" as one veteran wargamer described it at the official forums. The developers lost sight of what made the original game fun and tried to broaden their retail base to include real time customers while abandoning commitment to crucial philosophies of game design.

Worst, perhaps, the AI has largely been removed. Granted, it was silly to watch platoon HQs and mortars leading counterattacks in the first CM games, but the AI in CM:SF is entirely scripted. The scenario designer now sets the agenda by having the enemy react to the clock, not the tactical situation. There is still a TacAI, but the developers are still working out the bugs, and it mostly determines defensive actions. The AI won't counter-attack you if you take a victory location - unless the script calls for it. There are multiple scripts available for each scenario, but the AI still won't act dynamically to what you are doing except by sheer coincidence.

The "campaign" released with the game replaces the popular Operations model of the earlier CM games. You will never be able to fight over the same terrain as in the early games. Instead, you have a simplistic branch system of linked scenarios with which you have no control to make decisions on which units you will employ - you're there for the ride.

If you're mostly interested in pretty graphics, CM:SF won't disappoint. The night-time effects are good; daytime effects are ok - still some work to be done on shadows, and battlefront has said they have no way to fix the fact that bunkers and trenches are impossible to hide. That's right - you get a bunker or a trench and the terrain is deformed wherever you put it, and the enemy can see that wherever you place it on the map (actually, the scenario designer will place the trench for you - it's not your call, and you can't dig foxholes, either, nor are there roadblocks or barbed wire). Unhidden trenches and bunkers are not cool for head-to-head play. Between two friends, not an issue, but perhaps its no small wonder there haven't been any tournament ladders springing up with the same wild abandon they did for the first CM games. As nice as the vehicles look on the move, other animations are silly - inappropriate weapons reload animations (those US troops don't know how to use the hold-open device on a reloaded M4 apparently) and really silly building demolitions - pull you out of the environment pretty quickly.

The official forums for the game will inform you far better than a review here. The fact this game went to the clearance bin so quickly should inform you also. Nine months after release and the game has seen 8 patches (one was required on release day) with no official announcement to when the patches will be complete. And yet the game is already retailing for less than 8 dollars. Compare the price of this game to that of its earlier predecessor Combat Mission: Barbarossa to Berlin, still retailing around the 20 dollar mark on Amazon.

8 dollars is a fair price for this product and there are enough fans to be found at the official website that you will find plenty of company to enjoy the game with. The developer has promised at least one add-on module to incorporate Marines into the game with additional Syrian units. Best advice is to download the demo and try it out for yourself. Bear in mind the latest patch features will likely not be reflected in the latest demo, as this does not get updated with each patch.

A word to the wise, however - an educated guess is that when this game engine progresses to the Second World War, the modern setting will be quickly forgotten. The developer has only one coder working on their titles, and demand for the WW II version has been high. After a series of mediocre releases (CM:SF, Theatre of War, T-72), BFC will be looking to appeal to new audiences - there will likely be little future in modules for this one after the promised Marines module comes out, if demand for the WWII titles is as high as is anticipated and sales of that popular genre manage to eclipse the modern games.

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Create your own battles and maps or edit existing ones

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4/13/2012

Etherlords 2 Review

Etherlords 2
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At first, this is a great game for any collectible card game person. The single player campaigns have great voice acting, resource gathering, and multiple side quests. Multiplayer is also fun, assuming you can find people to play against that aren't way over your league. 3D Graphics and sound are sufficient but they were curiously slow on a lower end P4 2.1ghz.
By biggest gripe is that in the single player campaigns, you usually start by learning the ropes, eventually get a good deck, and have fun fighting varied and challenging NPCs through the first section of the campaign. Then right as you have a great deck and are have some really great spells to cast or creatures to summon, the game starts over with a new campaign "chapter" which erases everything you have obtained... and this chapter is EXTREMEMLY unforgiving. This is my main problem with EL2.
This second chapter, even at the Easy setting, starts you with only the bare minimum cards to have a chance to *maybe* defeat even the first NPC, and then only if you get lucky with your draw. It gets harder with each subsequent fight, not because you didn't assemble your deck right or because you cast the wrong spell at the wrong time, but simply because you're not provided with the right spells or you missed out on a single card on the draw. One chapter gives you nothing but high level summoning cards to start with, which means you have to go idle and skip turn after turn just to cast one of them, usually while the NPC casts enough of their low level cards to form a defense that you can't break through.
Time and time again on this 2nd campaign I simply "Surrender" after the first round, knowing that I didn't get the right draw to defeat the opponent, who's deck you memorize after the first 10 times fighting him. Even the CPU "Auto-Battle" feature can't use those starter decks to beat these NPCs unless it gets a lucky draw.
The single player experience starts out great for the first couple of hours, but eventually becomes a real trial and error save/reload game. It's not really up to your skill or deck building abilities, because you're not offered much of a choice when you start that 2nd chapter. It's just up to the luck of the draw.
This might be true for most collectible card games, but with each save/reload taking over a minute on my system it gets tiring waiting for a semi-decent draw to even bother trying to defeat the opponent.

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Product Description:
Etherlords II: Second Age takes you deep into a fantasy world -- four races vie for control over the world. You'll help your chosen side gain victory through dynamic card-based one-on-one combat.One-on-one and team-based duels for up to 8 playersMultiple paths through lands filled with unsurpassed beauty and danger to unlock the ultimate mystery!

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1/28/2012

Space Rangers 2: The Rise of the Dominators Review

Space Rangers 2: The Rise of the Dominators
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[last updated 11/03/06]: Note that Space Rangers 2 (SR2) is now available without copy protection [...] Instead, they use the same approach that they use for Galactic Civilizations II. I can only hope this means that updates for SR2 will be released.

By conventional wisdom, Space Rangers 2 (SR2) shouldn't be such a great game. After all, it contains a mixture of widely disparate game types:

-- 2-D turn-based space travel, including ship-to-ship combat;
-- 3-D ground-based real-time-strategy (RTS) combat among robots, with the ability to 'step into' one of your robots and control it personally;
-- 2-D 1980s arcade-style (real time) travel and combat set in a stylized "hyperspace" within a black hole;
-- text-based "choose your adventure"-style quests and challenges, some of which are quite tough.

All of this exists in a setting of sixty (60) star systems, with over 250 planets, space stations, and the like. You play a single character, of a given race (five available) and starting profession (also five available)--and you pretty much take it from there. There are another 50 or so non-player rangers zooming around the game universe in their own ships and pursuing their own paths and inclinations, as well as lots of traders, diplomats, pirates--and the dread Dominators.

And you know what? SR2 is a blast. In fact, as noted above, the longer you play, the more fun it gets. Part of that comes from increased personal skill; part comes from your character's development (not to mention your ship's development); and part comes from realizing that you're not in a "railroad game" (to use the term my friend Wayne Holder coined over 20 years ago), but that you really are free to choose any number of paths and find any number of approaches.

You can trade, gather asteroid fragments, explore planets (simple and a bit dull), hunt pirates, be a pirate, fight the robotic Dominators that are seeking to enslave humanity, or even try to get on their good side. You can trick out your ship, upgrade or swap out components, catch diseases, take various stimulants, pay for military campaigns against the Dominators, get loans, or even get a race-change operation (a good move if you've become too unpopular).

You're also free to suffer the consequences of what you do, which is why frequent game saves are a good idea. It's easy to die; it's not that hard to wipe yourself out financially; and it's even possible to get most of the known universe upset with you, as I did, inadvertanly in one game (the moral is, be careful when accepting a mission to track down and destroy another ship--some such missions are court-sanctioned, but others are simply political assassinations).

I have mixed feelings about the "choose your path" text adventures. On the one hand, it's a clever way of adding a great deal of varied content without having to come up with user interfaces to encompass situations as varied as being in prison, managing a ski resort, racing ground-based pods, competing in an interstellar (and trans-species) pizza contest, and so on. And you're never compelled to do them (except when you get thrown in prison), so you can avoid them if you wish.

On the other hand, I tend to approach new text adventures with a bit of wariness and weariness. Some can be relatively simple, but some can be quite difficult (though I have managed to eventually complete all the ones that I've actually started). And given how gorgeous the graphics are in the rest of the game, the simple sketches and text-based screens can be a bit of a letdown. On the whole, however, I'll take the content over the presentation, and I think SR2 is stronger for having these adventures in their current format than it would be if it lacked them entirely. Besides: they're a good fallback when you find yourself running low on cash and nobody wants you to carry some important object from one planet to another.

I find it interesting to compare SR2 with Microsoft's Freelancer. I had very high hopes for Freelancer and bought it as soon as it came out. Within a day, I had put it down again, and I haven't played it since. Freelancer had better eye candy and a more 'realistic' approach--but it felt far more like a railroad game than SR2 ever has. It is a classic example of the difference that good game design can make.

And that's what SR2 has plenty of: good game design. Trip Hawkins (formerly of EA and 3DO) famously said that a good game should be "simple, hot and deep." And that describes SR2. In spite of the variety of gaming styles--or, more likely, because of them--SR2 is addictive and fun.

SR2's greatest game design strength is, I think, the natural manner in which you can leverage yourself into having greater power and influence without ever losing the sense of your character being an individual. Natural (instead of arbitrary) tradeoffs keep you in line. You never command fleets; but if your leadership ability is sufficiently high, you can pay 1 to 6 other rangers to work for you for a while. While you can leverage up your ship and its components to take on the Dominators, you can still get killed if you get careless or overconfident--and there are still times you need to run away. Likewise, you may find yourself earning larger and larger sums for completing tasks and quests--but you may also find yourself spendings thousands or tens of thousands of credits in repairs and missile resupply after a single battle with pirates or Dominators.

Along those lines, your insystem-speed (including during regular space combat) is a function of the ship's size (carrying capacity) and the compnents and cargo inside. This means that a big, hulking ship, loaded with lots of weapons and other goodies, may be _more_ vulnerable than a smaller, less-equipped one, since the enemy can 'surround and pound' you. (With a fast enough ship, you can actually outrun missiles and torpedoes.)

Full disclosure: over 20 years ago, the abovementioned Wayne Holder and I designed and developed a real-time graphical space adventure game for the Apple II called "SunDog: Frozen Legacy". Needless to say, it was a constrained and primitive game, since it ran in 64KB of memory and fit (along with the operating system and all game data) on a double-sided floppy disk (280KB total). (Note: that's _kilobytes_, not megabytes or gigabytes.) Our vision was of a much richer and more complex game than we could possibly fit within those constraints.

SR2 encompasses everything that we did, attempted to do, or every wished we could do in SunDog, but with 21st century technology. It is for me such a delight, 22 years after SunDog shipped, to finally get to play the game that I have been carrying in my head for all this time.

==================
PROS (besides those cited above):

-- The game is rock-solid stable. In many, many hours of play, I've had SR2 crash exactly one, and it did so gracefully. This is in stark contrast to many other commercial releases (Civ4, GalCiv2, Battle for Middle Earth II, etc.). In fact, SR2 is very robust when dealing with external interruptions; twice I've had my system drop back into WinXP due to some kind of alert box from another application (unrelated to SR2); each time, the SR2 bar at the bottom of the screen change to read "Click here", and when I did (after handling the alert box), I found myself right back in SR2 where I left off.

-- SR2 does an automatic autosave every time you lift off a planet (overwriting the previous autosave). As noted, you can save your own games as often as you'd like (but: see below under Cons).

-- The user interface is very slick, very attractive, very fast, and works very well. Likewise, the graphics and music make the game very enjoyable.

-- For most actions, SR2 gives you a choice between automated and user-controlled.

-- The ground-based robot RTS battles are quite fun; the ability to take over and directly control one of your units (with a ground-based view) makes them even more so and opens the door to some more intelligent strategies.

-- E-Games/Cinemaware Marquee (the US producer/distributor) provided very useful support when I had a problem with one of the CDs on my original copy (and simply swapped out my copy for a new one). (Thanks, Nicholas!)

CONS (besides those cited above):

-- As noted elsewhere here, SR2 uses the controversial Starforce copy protection system, though I've had indications from the manufacturer that they plan to replace it.

-- SR2 was developed in Russia (and in Russian); some of the text translations are a bit obscure or confusing, though at times that simply adds to the sense of speaking with an alien whose grasp of human languages might be weak. While in prison, I did find one screen of text entirely in untranslated Russian, but it's not a critical screen.

-- The more games you have saved, the longer the save/load game panel takes to come up (though it always has eventually come up). Since I tend to save games often, this can be an annoyance. My solution is simply to delete saved games more often.

-- You can't save games at all while doing one of the ground-based robot RTS battles or during one of your text adventures. However, both of those environments give you the option of restarting should you lose or fail.

-- There are only two graphics resolutions supported in most of the game: 1024x768 and 800x600. (This is probably one of the reasons why the game is so stable.) However, the ground-based robot RTS subgame also supports 1280x1024--and SR2 will automatically switch back and forth between that resolution and whatever your chosen resolution is for the...Read more›

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The Dominators have risen as an ominous new threat throughout the galaxy. As part of a planet responsible for producing war androids, it has become self-aware - producing The Dominators - a mutant force which has advanced beyond their sole programmed ability. They have developed their own intellect, force of will and agenda and are now striving to destroy everything in their path and expand their own horizons by conquering the galaxy...one planet at a time.

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1/08/2012

Master of Orion 2: Battle At Antares (Jewel Case) Review

Master of Orion 2: Battle At Antares
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This game is wonderful.Those of you who played the original MOO will find gameplay similar but with expanded options, while folks new to the series will likely enjoy the politicking and pestering that goes on in the average game.A few general comments and then some specifics:
MOO:2 is a galatic strategic adventure game.You pick from one of nearly a dozen races, each with its own benefits or drawbacks (The klackons, industrious space-ants, excel at production but are as dumb as bricks; ethereal Psilons float about learning with amazing rapidity but struggling to produce the ships necessary to defend themselves, while charming and wily Humans play folks against one another).A new feature allows you to customize your own race from the scores of options characterizing the pre-packaged ones.Want enormous planets?Make your race Aquatic and Subterranean.Insanely productive?Cybernetic, Tolerant (ignores pollution effects), +2 Production.The possibilities are staggering, and by buying a lot of negatives, one can afford an equal number of wonderful positives.
Each star system, unlike MOO:1, has a number of planets, most of which you can land on initially.Unlike MOO:1, you will not need to learn different _types_ of colonization for different planets (radiated, barren, toxic, etc.).However, you still need to research how to make them more fruitful.Along the way you receive the option to hire both planetary governors and ship leaders, effectively Heroes for your forces.Placing a good planetary leader in a system with a half-dozen habitable planets can double your empire's food, research, and/or industry production.
Other additional features such as multiple 'special' worlds guarded by nasty beasts, in addition to Orion itself, as well as the ability to purchase (eventually) robotic workers allows for great customization, and lets races rebound from setbacks.MOO:2 even allows you the option to let the computer calculate all the fleet battles nearly instantly, so you don't have to sit through a 2 hour fight involving stasis fields and boarding parties.However, you may only choose this option _before_ starting a given game, and cannot turn it off afterwards.Long fights may get annoying, but I find it far more useful to know _why_ you lost, not just that you did.
All in all, MOO:2 is a very engrossing strategy game, particularly for sci-fi buffs.Note however that while it has aged well, you may need to turn down the graphics accelerator on your computer to keep it from freezing up if you have a new one.Details on how should be included in the help files that come with the game.

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Forge an empire to span a universe. Colonize unknown planets and trade with other races for their knowledge. Conquer alien star systems by war or diplomacy to secure their resources. Only then can you guarantee your galactic supremacy. Multiple game settings let you select such factors as your adversaries' intelligence, the size and age of the galaxy, and the level of civilization. There are multiplayer options for up to eight players. You can play using modems, a network, a hot seat, or TCP/IP. The game also includes 13 predesigned races, each with its own abilities, and the means to create your own.

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1/01/2012

Civilization 4: Beyond The Sword Review

Civilization 4: Beyond The Sword
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Most expansion packs are disappointing, and until now the Civilization ones were no exception. They add a few new units, a few new civilizations, and maybe a concept or two. Although "Beyond the Sword" does all of this, it does a lot more. The additions--corporations that grow and develop, random events that affect relations and growth, a new espionage system that puts teeth back into spies--change the strategy of the game, adding complications and nuances throughout. This is especially good when all of the territories have been claimed. Before this pack, late gameplay was the least interesting part. Now, it is just as enjoyable as the rest of the game. There are also little things that I've enjoyed. Building wonders has always been a great part of Civilization, and now there are many more. New military units, like anti-tank infantry, guided missiles, and paratroopers, add new strategic possibilities to war, and personally, I really like the new animations for the spaceship. The only thing a littledisappointing is that they couldn't get Leonard Nimoy to read the script for the new technologies. I don't know who the new guy is, but compared to Nimoy, he sounds pretty lame. You won't be disappointed with this expansion pack. After playing this at my house a few nights ago, a friend of mine went home and ordered his own copy immediately. If you're a fan of the Civilization series, I suggest that you do the same.

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Sid Meier's Civilization IV: Beyond the Sword is the second expansion pack for Civilization IV. The expansion focuses on the late-game time periods after the invention of gunpowder and includes 12 different scenarios, ten new civilizations, 16 new leaders, five new wonders, and a variety of new units that offer more ways for players to expand their civilization's power as they strive for world domination.

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