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Jun 20

‘Civilization V: Gods & Kings’ brings back religion, sneaky spies

Posted on Wednesday, June 20, 2012 in 2K Games, Firaxis, PC, strategy games

Religion and espionage have long been influential in the development of nations since man first started gathering together. “Civilization V: Gods & Kings” reintroduces those two elements to their successful turn-based strategy franchise in their new expansion pack.

Spies and religion have returned, and raised the level of strategic, long-term planning for players. Both elements impact the game, but at different times in history – faith and religion early in the game and spies later on.

Losing (And Regaining) My Religion

Religion was included in “Civilization IV,” still one of the most popular games in the franchise, but was left out when “Civ V” was released. Faith is a resource that is grown much like gold or science. Players can gather faith by building shrines, temples or mosques. Accumulate enough faith and you can start your own pantheon.

The pantheon will be the basis for creating a religion later and gives players bonuses mainly based on your surrounding terrain. Choose wisely, because you may need to clear-cut some of that terrain later in the game and lose some of your pantheon benefits.

Gain enough faith and you will get a Great Prophet, who will help you found a new religion. This opens up more benefits through founder and follower beliefs. You can also customize your religion with its own name and icon.

The beliefs offer additional resources when your religion expands, or benefits to cities who follow your faith. There are also benefits if you decide to go to war or maintain peace on the homefront.

Spreading your religion happens naturally within friendly cities. Players can also “force” religious change through the use of missionaries (to spread the good word) or inquisitors (to eliminate other religions in cities).

Religion also helps dealings with city-states, and can make other civilizations that follow your religion look at you more favorably. There is also a social policy branch called Piety offering faith bonuses.

You’ll want to develop your religion early to take advantage of its benefits. As the game moved toward the later eras, the value began to wane as new science advancements make some beliefs useless. Also, not every country gets to found a religion so don’t be late and get left out.

Secret Agent Man

Spies were also conspicuously missing when “Civilization V” was released, but have been re-imagined and included in the expansion pack.

Instead of an actual unit on the map, spies are stealth units that you can place using a menu in cities and city-states to see what’s going on. Players recruit their first spy when any civilization hits the Renaissance era. Actually, all civilizations get a spy at that time, so be prepared for sneaky stuff from that point on.

New spies are recruited as each player crosses over into a new era. One new spy also becomes available with the construction of the National Intelligence Agency wonder.

Utilized well, spies are great for evening up the technology race. Place them in a foreign city and they can steal new tech for your nation. While in that city, they can also listen to intrigue and find out what the other country is planning.

Are they plotting an attack on a neighboring country? You can rat them out and gain favor with their opposition. Spies will also let you know if you may be the target of a troop build-up near the borders.

Be sure to keep a spy or two in your own cities to thwart opposing espionage. Moving spies around also lets you keep an eye on all your opposition and also find out who might be ready for an invasion of your forces.

Your spies can also influence city-states by rigging their elections, winning your favor (and resources) while reducing the influence of other religions.

Is It Enough?

There are nine new leaders and nine new civilizations to conquer in ”Gods & Kings.” Each has their own special units and abilities that will need to be accounted for and exploited whenever possible.

The reintroduction of religion and spies will help fill the gaps many fans of the franchise felt existed in “Civilization V.” The use of religion early and spies later in the game adds another level of thought and planning that long-time players will enjoy.

Will the additions bring back those players who lost faith in the franchise after the fifth title’s release? Maybe, but, as some have said on forum pages, faith and espionage should have been there all along.

“Civilization V: Gods & Kings” is an expansion pack for “Civilization V.” It will be released on June 19 for Windows PC and Mac OS X. It is rated E 10+ for everyone 10 years of age and older due to drug reference, mild language, suggestive themes, and violence. This review was done with a provided digital download through Steam.

Jan 20

20 years of ‘Civilization’ with Sid Meier

Posted on Friday, January 20, 2012 in 2K Games, Firaxis, PC, RTS, strategy games

Sid Meier, creator of the “Civilization” franchise of strategy games, completed his 20th year with the franchise after the launch of the first “Civilization” game in 1991. Meier has been involved in gaming since 1984 with the release of “Spitfire Ace” from MicroProse Software, Inc.

Meier is considered to be one of the great game designers and is currently the director of creative development for Firaxis Games. He sat down to reflect over the two decades of “just one more turn” and ponder what the future of gaming holds for him and the industry.

Congratulations on 20 years of “Civilization.” When you were first coming up with the idea, did you imagine that it would “stand the test of time”?

I wanted to make a game that was fun to play. Where it is today, I wouldn’t have dreamed. We made the first “Civilization” game because it was a game that we wanted to play and hoped that if we liked it, others would too. Lucky for us, people latched on to the game and our fan community has made the game what it is now.

Where do you get your inspirations for gaming?

The themes for all of my games are inspired by things I’ve been interested in my whole life. History, pirates, railroads, airplanes, golf, etc. are all things that I enjoy, so I wanted to make games based on these subjects.

For “Civilization” games, we get a lot of our inspiration from our fans and the talented folks who work on the games. While I have my own ideas to contribute, by bringing in designers with a fresh perspective, we’re able to continue growing and developing “Civilization” to create a new gameplay experience with each iteration of the game.

I’ve also been inspired by other developers and games such as Will Wright’s “SimCity,” the first “God Game” which really set the stage for the first “Civilization.” Also, Bruce Shelley, one of my design partners during Microprose’s early days, created one of the best RTS games ever made, the “Age of Empires” series. I’m also a big fan of Dani Bunten who created the first open ended adventure game, “The Seven Cities of Gold.”

What is the greatest innovation or idea that has been introduced from over the last 20 years in the “Civilization” franchise?

Each “Civ” game is unique because the designer brings their own unique ideas to the game. The biggest changes lately were the hexagonal world tiles, the one-unit-per-tile combat system, and the beautiful graphics in “Civ V.” We’d thought about hex tiles all the way back in the original “Civ,” but never tried it until “Civ V.” The one-unit-per-tile system makes combat much more tactical and fun to play. And the graphics take the gameplay experience to a wonderful new place.

Maybe the biggest change to the Civilization series as a whole is that we’ve managed to bring it to a variety of new audiences through our console, mobile and Facebook versions of the game.

What were some of the best times and hardest times in gaming for you in the last 20 years?

It’s difficult to think of hard times when I get to go into work every day and make games. I have the greatest job in the world and feel very fortunate to have been doing this for so long. The thrill of designing a new game never seems to grow old for me.

Screenshot from the first "Civilization" game

How has gaming and video games changed in the past two decades?

Technology is always changing and giving us new tools to work with. PC and console game designers have been taking advantage of this by creating dramatically better graphics and deeper gameplay experiences. New technology has also allowed developers to deliver games on a wide array of devices, so people from all walks of life have access to games everywhere from phones to tablets to the internet.  It’s a great time to be a gamer.

Is the social gaming and mobile gaming trend a product of advancing technology leading an audience or a change in the gamer’s philosophy about gaming?

It’s a little bit of the chicken and the egg debate, but I do think advancing technology has allowed us to explore new platforms and areas of games that we didn’t previously have at our disposal. Social and mobile games deliver a different kind of experience than the traditional PC and console games, which seem to appeal to a broader audience than the usual gamer. The growth of gaming on so many different platforms, and the diversity of the audience is great news for the gaming industry as a whole.

Has gaming become more important to our culture in terms of entertainment?

Games have become the entertainment of choice for people all over the world. I’ve always said that games will someday take over the world and that seems to be happening. There are so many different gaming platforms and a constant stream of new games for players to enjoy in any way they choose.

It’s exciting to see the rise of games in popular culture in the past few years. Now it seems that everyone plays games on their phones and social networks. Games and game franchises have become an integral part of mainstream entertainment, and the industry is only 30 years old. It’s just the beginning of the greatness still to come.

Dec 27

Top 10 Games of 2011 – Your list may vary


There were plenty of great games for 2011 and all many long-time franchises put bows on storylines that have been going on for years. It was also the year of the shooter (and the number 3) as “Battlefield 3,” “Gears of War 3” and “Call of Duty: Modern Warfare 3” brought players into combat zones with new and creative gameplay.

As with any top 10 list, many very good games will not make the cut. As I put this together, I tried to include games that I played and never really wanted to put down until the very last scene. Your list may vary.

Number 10: “Uncharted 3: Drake’s Deception”

A fitting finale for Nathan Drake and his adventures, “Uncharted 3: Drake’s Deception” wraps up the historical adventure franchise with possibly his greatest treasure yet. Not only does the story takes a look back and reveal how Drake got started on his quests, but also tied up many loose plot lines very well. The game feels like an Indiana Jones adventure and Drake keeps a wry sense of humor throughout the most trying times. The designers did their research to showcase several incredible environments, historical references and lost treasures. Players will come away feeling like they’ve been on a grand adventure, which they have.

[PlayStation 3]

Number 9: “LA Noire”

“LA Noire” puts the story to the forefront in a daring attempt to be different. Action is dictated by the narrative and not by a splash of action to get the plot moving. It looks and feels like a 1940’s style detective thriller with some great voice acting and motion capture animation. It is a great effort to bring the narrative to the forefront without forcing dialog or plot. Expect to see more like this in the future.

[PlayStation 3, Xbox 360, Windows PC]

Number 8: “Little Big Planet 2”

Sackboy returns and actually got better. “Little Big Planet 2” has a single-player story that has a good plot, supporting characters and new abilities for everyone’s incarnation of imagination. There is actual dialog instead of grunting or mumbles. The puzzle solving remains fun, but the creation of levels to share with the community raises the enjoyment level. The inclusion of social media connections increased the player’s audience for their newly created level and has spurred some wonderful creations that anyone can play.

[PlayStation 3]

Number 7: “Deus Ex: Human Revolution”

”Deus Ex: Human Revolution” allows players to experiment with different augmentations to enhance their human character. Creatively building and upgrading, gamers will discover new ways to complete missions even during replays. The atmosphere of the not-so-far-away future is one of hope and despair. The story is well crafted and keeps players involved with very little downtime or boredom.

[PlayStation 3, Xbox 360, Windows PC]

Number 6: “NBA 2K12”

“NBA 2K12” offers more basketball action, both on and off the court, and gave hoops fans a great outlet while the real NBA figured out their work woes. Improved animations make the action look more realistic than ever. The inclusion of more of the NBA’s greatest players lets you pit superstars from different era to find out who is truly the greatest of all time. “My Player” mode lets you get drafted, work your way up the depth chart and puts your player in the harsh glow of the media during press conferences.

[PlayStation 3, Xbox 360, PlayStation 2, PlayStation PSP, Windows PC, Nintendo DS, Nintendo Wii]

Number 5: “Saints Row The Third”

So many games use sex and violence as a hook to draw players in. “Saints Row The Third” uses it as the canvas of a hilariously funny and sexually charged romp that also offers excellent game mechanics. Missions are ultra-violent, outlandish and filled with tons of OMG moments. Drive around with a tiger in your car. Rescue hookers from a violent gang. Converse with Burt Reynolds and Hulk Hogan. It is a tongue-in-cheek, high-paced game players will enjoy.

[PlayStation 3, Xbox 360, Windows PC]

Number 4: “Bastion”

An independent title that shows what the “little guy” could do, “Bastion” was a surprisingly stunning game with original weaponry, an environment that players put together as the game progresses and narration that literally tells the story of what you are doing at that time. Dialog isn’t tied to a predetermined set of events. The narrator, known as the Stranger, reacts to what your character does and makes the game seem personalized. It was a game that was very fun to play without taking itself too seriously.

[Xbox Live Arcade, Windows PC]

Number 3: “The Elder Scrolls V: Skyrim”

Let me say that the top three could be shuffled in any order and it would still be right. But this is how I’m shuffling them (for now). “The Elder Scrolls V: Skyrim” is an open world role playing game that literally has over 100 quests to complete. Your character can be trained in any skill at any time, thus assuring that the game is very personal to each player. Sure, there are some minor bugs in it, but they are more amusing than frustrating. And any game that lets me stand at the top of a mountain while more than a dozen dragons fill the sky is a big winner in my book. It is enthralling, addictive and satisfying.

[PlayStation 3, Xbox 360, Windows PC]

Number 2: “Batman: Arkham City”

The Dark Knight returns to his beloved city of Gotham and discovers it to be just as violent and twisted as the dark halls of Arkham Asylum. His new adventures, “Batman: Arkham City,” expand the playing field dramatically and take the insanity into the open world. This allowed for more freedom during combat as well as takes the missions away from a linear progression. The voice acting remains flawless, the design and the increase in the number of the classic villains and the sense of foreboding throughout the game made this game a pleasure to play and a difficult one to put down even after the main story line (which was highly dramatic) was finished.

[PlayStation 3, Xbox 360, Windows PC]

Number 1: “Portal 2”

Outstanding characters? Check. Cryptic puzzle solving? Check. Great dialog? Check. Everything you’d expect from a “Portal” title returns in “Portal 2” with some great additions. While the first title was all about the puzzles, this title keeps the puzzle solving portion alive, but mixes in a wonderful story that is fast paced, informative and extremely humorous. Origins are discovered, new alliances formed and there is not a crumb of cake to be had. If that wasn’t enough, a new co-op mode was introduced that allows players to play as test robots that act like Abbott & Costello. A fantastic game from start to finish.

[Windows PC, Mac OS X, PlayStation 3, Xbox 360]

Jul 8

‘Civilization World’ takes Facebook by storm

Posted on Friday, July 8, 2011 in 2K Games, online gaming, PC, strategy games

Can you build a city to stand the test of time?

Playing “Civilization World” on Facebook takes the power away from the individual player and forces cooperation among people you might not even know – and comes off as something un-Civ-like.

To the millions of people who have played a version of “Civilization” on their computer, taking to Facebook to challenge Sid Meier’s game is a cautious task. “Civilization World” (2K Games) wants to bring the idea of global domination to the social networking arena.

The nexus of any “Civilization” game is to build of nation from meager beginnings into a world power by any means necessary. The player controls different aspects (science, culture, military, etc.) and decides how best to overcome other countries toward the ultimate goal.

In “Civilization World,” the idea of world domination still exists, but players can no longer control their own destiny and must rely on others to band together for success. It is a mind shift for long time fans of the series and one that requires changing strategies on the fly.

Players only control one city-state throughout the game and manage how its citizens work and produce resources for the common good. Food, production, science, gold and culture are constantly harvested from the surrounding lands.

Citizens move from home to resource to drop off point to increase overall production. How short their travel time is, where their home is located and how many similar citizens live nearby all affect their overall happiness.

Each resource is used in different ways. Science goes towards research, culture developes Great Persons cards, food increases your population and so on.

It is a Facebook game, which means there are opportunities to purchase Civ Bucks, which can then be spent on purchasing additional resources. The game plays just as well without spending any of your real money, but the option is there.

Alone, players can act as independents, but only accomplish so much and will get quickly left behind unless they create or join up with existing civilizations. In an interview with CNN.com, Meier said developers wanted re-imagine the game to involved hundreds of people playing the same game.

“What was really intriguing to us was being able to emphasize cooperative game play, which was something that really hadn’t been a major part of ‘Civilization’ up to now,” he said. “A lot of our design in ‘Civ World’ was taking advantage and using these opportunities for players to work together — teamwork, communication, planning. Those are all the things that become really important to ‘Civ World.’”

The pace of the game is slow and methodical. Resources are harvested en masse every hour. Battles take up to 10 hours to set up and are conducted one unit at a time over many more hours.

Wonders are formed by using Great Person cards, which are obtained by having a high culture score. Armies are bought after accumulating massive amounts of gold.

And all that time invested in those actions doesn’t even include the time it takes to plan out future actions for your civilization with your comrades-in-arms.

“You need to vote if you are going to battle another civilization. You need to vote on adopting certain civics,” explains Tiffany Nagano, a producer for “Civ World.” “Voting becomes a pretty central part for a lot of Civ-related activities.”

The entire process is designed to encourage drop-in, drop-out play. This isn’t a game that requires the micromanaging of the PC version.

Grouping together speeds up the process as resources are shared among all the players in the civilization toward goals. Era victories are achieved by completing one of three goals usually oriented towards military victories, scientific discoveries or accumulating gold.

Playing at different times in the day, Meier said, “fundamentally changes the mechanics of the game because if you are not there at the same time as other players, there needs to be ways of leaving messages, ways of communicating. Things have to happen at a pace where everybody can be included. So that fundamentally changes the pacing and the mechanisms of the game.”

Players can also earn positions of power within their civilization, which provides bonuses and special skills that help the overall group.

The game does have a distinct end so it won’t go on in perpetuity. Each civilization is limited to 10 players and each game is limited to 10 civilizations, so it doesn’t become unwieldy.

But is it fun? Yes and no, depending on what you are expecting.

If you go into “Civ World” thinking it is just “Civilization” on Facebook, you are going to be disappointed with the lack of control over your own destiny. The long held idea of “Just one more turn” in a typical “Civ” game doesn’t really apply here since turns, such that they are, can take hours.

However, if you like the idea of cooperating with others toward a common goal and are happy being a part of the puzzle instead of the entire solution, “Civilization World” will be enjoyable and immersive. It isn’t “Civilization” as played on PCs, but it is a redevelopment of that game idea and allows many more players to be involved in a collaborative effort.

In my game during beta testing, I concentrated on building up science and researching new discoveries. Others in my civilization focused on military and gold to help us win.

It was thought provoking, engaging, and not as time consuming as the PC version. While you can play with your Facebook friends, you can join up with people you’ve never met and possibly make new friends.

Unless, of course, they stand between you and world domination.

“Civilization World” will be officially launched on July 6 only on Facebook. It is a free game to play, but there are micro-purchase opportunities during gameplay. This review was based on gameplay during the beta stage testing.

 

May 17

‘Starhawk’ wants to break mold with Build & Battle

Posted on Tuesday, May 17, 2011 in action/adventure games, PlayStation 3, RTS, Sony, strategy games, TPS

When a video game company says they have a brand new idea for a game, it can be often met with some bit of skepticism.

However, “Starhawk” (LightBox Interactive, Santa Monica Studios) uses a unique “Build and Battle” system in a new third-person shooter that will make every level different for different players.

The game is based on a lawless, frontier in space setting where the search for rift energy has split the populous into two factions. There are the rift miners who want to gather the energy to use and sell while the outcasts, miners who have been overcome by the mutating power of rift, consider it holy and want to preserve it at all costs.

Into this chasm steps Emmitt Graves, a miner who was exposed to rift, but did not mutate. With the help of a regulator in his back, he is able to survive and use the rift energy to power his abilities.

Graves defends the locations across the system from the roving outcast war bands that seek to destroy all who would desecrate the rift energy. He has a partner who helps act as a spy in the sky for enemy movements as well as outline the upcoming missions, but does not take an active role in the fighting.

At a hands-on demo, I tried the “Build and Battle” system in the single player mode. The gameplay mechanics seemed straightforward at first for a shooter, but the introduction of the ability to build equipment offered a unique change.

“Starhawk” is an area-based shooter, with multiple objectives confined in a specific space. The artificial intelligence (AI) is more freeform and dynamic, and takes its cues from whatever the player is trying to do.

A looser AI is needed because players can build different offensive and defense additions that will change the flow of the play. Turrets, vehicles, and bunkers provide offensive firepower while walls and gates form defensive barriers that funnel the action to where you want it to go.

The items are dropped in from the sky from an unseen location, but that offers some really fun options. During one heavy firefight involving some pretty powerful enemies, I had a wall drop in and smashed them into a fine powder – effectively turning my defense into a potent offensive weapon.

Soldiers, laser turrets, and flying mechs called Hawks were at my disposal to vanquish wave after wave of Outcasts who tried to take over a valley. Some good old-fashioned rifle work was also needed to defeat my enemies.

Players can collect game rewards that are given out at the end of each scene depending on how you played the game. I got big bonuses for the wall maneuver.

In the multiplayer demo, teams with eight members on each side played in a capture-the-flag mode that was entertaining to play and fun to watch. The action was intense and loud as each side built walls, used jeeps, or sometimes just found a unique path to capture the flag and return it to the base.

LightBox Interactive president Dylan Jobe said his team wanted to build a game that was different and awarded creativity in players.

“It is all about strategy,” Jobe told CNN.com. “Each mission can be done differently depending on the player’s choice of tactics.”

Jobe, who was the game director of “Warhawk” (Incognito, Santa Monica Studio), helped create LightBox with the idea of putting together “Starhawk.”

“We really wanted to know what the universe could be like, but remain driven by the idea of unique gameplay. We want gamers to have bigger dogfights, bigger landscapes, and a sense of progression throughout the game.”

With that in mind, Jobe said “Starhawk” was built to have a fast paced, fun and visceral multiplayer game that has a single player mode to teach the gamer about tactics. He said you ‘d never get a “game over” screen because you can always go back to the last checkpoint in single player to learn try a new way to succeed.

“There is no optimal path. We playtest every single day to find new ways to complete the missions. Even when I know something won’t work, there is someone who will find a way to make it happen. That’s why our gameplay mechanic needs to be so flexible and adaptive.”

“There are still some holes in the balance, but we are closing those up. For every power, there is or will be a defense.”

Jobe likened the action to “Starcraft,” but on a much more personal level. He said the building of equipment on the fly is very similar; however, the action takes you down to a micro level that can’t be felt in the real-time strategy game (RTS).

“It has elements of an RTS. It is more personal than that. You get to build what you want, but you are going to have to blast away. It really is more of a shooter than a RTS.”

Jobe said many of the game elements are still being finished up and playtesting goes on every day. He said they would be bringing the game to the Electronic Entertainment Expo (E3) in Los Angeles in June.

More than two years in the making, Jobe said “Starhawk” would be ready to go sometime in 2012 and exclusively for the PlayStation 3.

 

May 11

Sid Meier: ‘Civilization World’ to be dramatic stretch

Posted on Wednesday, May 11, 2011 in 2K Games, online gaming, strategy games

Sid Meier is the director of creative development at Firaxis Games. But to millions, he’s better known as the “Father of Computer Gaming.”

Now, the designer of “Civilization” is ready to take over a completely new world — social gaming on the pages of Facebook.

“Civilization” is one of the most popular computer strategy games of all time, and has spawned several versions and updates over the past 20 years. The game allows players to build and develop their own cities, countries and civilizations across the expanse of time.

It has sold millions of copies and drawn in fans from around the world who are involved, vocal and loyal. From its beginning in 1991 to its most recent edition, last year’s “Civilization V,” Meier said it has been a strong, connected community that has kept the game strong.

“Players have continued to respond to the game in spite of how far technology has come, in spite of how the world has changed, in spite of how the demographics of game players have changed,” Meier said. “Each game starts out in a brand new world (and is) probably going to go off in a different direction than your last game. You’ve never really exhausted the possibilities of the game.”

While the game primarily has remained a PC game over the years, Meier took his creation to consoles in 2008 with “Civilization Revolution.” The game retained many of the PC version’s features, but made them available to a new set of fans — those who enjoy console and mobile gaming.

“We’ve seen console games getting more strategic, having more depth. It felt like, both in terms of the technology and also where players were, that they would respond to having a strategy type game on their console.”

Fans and critics who enjoyed the fast playability and ease of control warmly received the game. Long-time fans bemoaned the simplicity of the console version, but it won 2008′s Best Strategy Game award from the British Academy Video Games Awards.

Now, Meier is ready to take to the pages of Facebook with an incarnation of the franchise called “Civilization World.” Developers hope to have the game up and running this summer.

“It’s been the most dramatic stretch for the game, I’d have to say, so far,” he said.

“We really weren’t looking to make a quote-unquote ‘Facebook game’,” he said. “We were looking at what does Facebook bring us that is unique, that we can leverage and take advantage of with ‘Civilization’-style game play.”

Meier said there were things that a Facebook game can offer Civ players over a traditional PC game. Connections with friends and a world with potentially hundreds of millions of players provided fuel for the development team to re-imagine the classic strategy game.

“What was really intriguing to us was being able to emphasize cooperative game play, which was something that really hadn’t been a major part of ‘Civilization’ up to now,” he said. “A lot of our design in ‘Civ World’ was taking advantage and using these opportunities for players to work together — teamwork, communication, planning. Those are all the things that become really important to ‘Civ World.’”

Meier points out that a typical “Civilization” multiplayer game can easily span 12 or more continuous hours, whereas a Facebook game will take place in stops and starts over days and week.

He said pacing and having to work with other people would be the biggest adjustments for PC “Civilization” players.

Playing at different times in the day, Meier said, “fundamentally changes the mechanics of the game because if you are not there at the same time as other players, there needs to be ways of leaving messages, ways of communicating Things have to happen at a pace where everybody can be included. So that fundamentally changes the pacing and the mechanisms of the game.”

Meier said all the game’s traditional pieces — science, economy, military, culture — will be in “Civilization World.”

“You can do those things yourself but you’ll be most effective — science, for example — if a couple of people are researching the same technology then that technology will be discovered more quickly and you can all use it.”

In the Facebook game, a world will consist of 200 people, all vying for supremacy. The goal remains the same as previous “Civilization” games — to build an empire that will stand the test of time.

“You have your own city to manage and you can do all kinds of stuff (on your own),” Meier said. “However, the most successful players will be those that can also work together with other players.”

Unlike other Facebook games (oh, let’s say “Farmville”), “Civilization World” will have a beginning and an end. Players who succeed will be rewarded, and then another game can start.

The game will also look different from its PC counterparts.

“We’re dealing with Flash. We’re dealing with browsers, dealing with kind of a whole different technology than we are with PCs. It is not your standard PC ‘Civ’ look by any means.”

He said designing a Facebook game does give them the ability to update things really quickly because players are essentially downloading the whole game every time they play. He said they will be taking a look at feedback and making adjustments and providing new stuff frequently.

Meier says he’s excited about the prospects of social gaming, but thinks its full potential hasn’t yet been reached.

“The future is really out there, but I think we are at the very beginning of exploring the possibilities of social gaming,” he said. “It is not like I can see the end and know where this is going.”

He said that, ultimately, gamers will decide whether social gaming will stand the test of time alongside consoles and PCs.

“It’s just one more place to experience games,” he said. “Games are really taking over the world.”

 

 

Apr 22

‘SOCOM 4′ uses new command structure to let you play it your way

Posted on Friday, April 22, 2011 in action/adventure games, Move, PlayStation 3, strategy games

“SOCOM 4: U.S. Navy SEALs” offers new command options, an interesting story, and the culmination of ideas learned from previous games in the series.

The third-person shooter from Zipper Interactive and Sony puts gamers in the role of a NATO operations commander who is deep into a battle with insurgents in a peacekeeping mission. The insurgents deal a crippling blow to NATO early in the game and you take it upon yourself to find who is behind the attacks.

With two American soldiers and two South Korean soldiers, your squad battles through six days over gun battles, stealth missions, and guerilla warfare. Each pair is specialized; the Americans are heavy troops with high damage weaponry while the South Koreans are adept at sniping and reconnaissance.

Ben Jones, game designer at Zipper, told CNN at a Washington, DC, demonstration that a lot of effort went into the single player campaign.

“The cinematics are fantastic,” Jones said. “This is a full fledge campaign in a single theater. We made some big investments in the animations and the audio. And the AI (artificial intelligence) on both sides is massively better.”

As the ops commander, game controls allow you to direct and position your 2-man squad team in locations or have them concentrate their fire on specific targets. Jones said the team-based play sets “SOCOM 4” apart from other games in the genre.

“You can direct (the teams) in very powerful ways,” he said. “It is all about your style of play and making the best choices possible. Almost as if you were in the military.”

D-buttons control which team you want to give control. Different buttons indicate where you want them to move or which targets you want them to attack first.

Tactics play a big part in getting through the campaign. Deciding if you want to take the lead and have your teams follow or stand back and direct their action will impact how the game plays out for each gamer.

Weapons upgrade as they are being used to increase power or accuracy. There are also many variations of weapon types available to offer as many choices as possible.

The multiplayer game is also robust, allowing up to 32 players to play online in nine different missions. It is also divided up into three different types – standard, classic and custom.

Standard plays similar to the single player game as far as health regeneration and lives. Classic mode harkens back to previous “SOCOM” titles where there was only one life and death actually means something.

Jones said there are unlockable weapons and gear in multiplayer and they really worked hard on the matchmaking to have balanced combat between players.

A 5-player co-op campaign recruits you and four friends to work your way through a completely different scenario than the single player campaign. You choose which missions you want to tackle and how you want to deal with them.

Overall, “SOCOM 4” utilizes the squad commands very well and improving weapons as you go is a very nice touch. The team members feel real and exhibit individual personalities beyond the normal grunts in some squads.

During stealth missions, you get to play the female South Korean officer, which offers a nice change of pace and is done very well. However, the enemy AI does get a little stupid during these missions and sometimes can’t even see a dead comrade’s body right in front of them.

The variety of play – single player, multi player and co-op — and the unique command structure make “SOCOM 4” a good shooter for any type of gamer.

“We give you a lot of suggestion, but there is a ton of flexibility,” Jones said. “It is all about your style.”

“SOCOM 4: U.S. Navy SEALs” is available now and exclusive to the PlayStation 3. The game is Move controller compatible and also can utilize the SharpShooter accessory. It is rated M for Mature due to blood, strong language and violence. This review was done on the PS3 using a preview copy and the DualShock 3 controller.

 

Apr 20

No lie: ‘Portal 2′ is smart, humorous, fun


“Portal 2” is an absolute joy as it continues and improves its dark humor, mind-bending puzzles, while providing a story that twists, turns, and answers questions previously unasked.

A follow-up to the 2007 surprise smash hit, “Portal,” the game from Valve puts you back in the test chambers at Aperture Laboratories many years after the ending of the first game. You play again as Chell, a female test subject, who has been in stasis for many centuries, and are once again trying to escape from the lab.

You are aided early on by a helpful robot ball named Wheatley, who wants to get out as well. However, you eventually run into GLaDOS (Genetic Lifeform and Disk Operating System), the homicidal computer from “Portal” who you destroyed, but is now seeking revenge – in the name of science.

The game play is a series of platform-based puzzles that require the use of the portal gun to traverse. The gun fires two types of portals that form an opening to get to hard to reach places easily.

Not every surface can be used as a portal, so proper selection of targets is key to advancing in the game.

The Weighted Storage Cube and Companion Cube, a small box with hearts on the side, are back to help with weighted triggers. There are also Redirection Cubes that contain lenses to deflect laser beams, or Thermal Discouragement Beams as they are called.

The puzzles require logical thinking and are smartly done. If you didn’t play the first game, “Portal 2” does start with some basic puzzles to help you understand how the physics, mechanics and portals work. But the difficulty ramps up quickly after a few test rooms.

There are some new elements to help work out the puzzles. Aerial Faith Plates launch you and other objects around the room and often help in adding momentum, which is sometimes critical to get to hard to reach places without a portal.

Liquid gels are also available later in the game that provide different properties. A blue gel helps Chell bounce while an orange gel boosts her speed as she moves along the floor. A white gel covers walls or floors that normally can’t be used as a portal and allows for one to be created.

There are puzzles that will require the use of one, two or all three gels to complete. And much like Chell, these gels can be flung through portals to reach places they normally wouldn’t.

All of these additions to the puzzle solving make for a very intelligent game. It is often best when entering a new room to stop, take a look around, and analyze the scene. Be sure to look in all directions because the way out may force to you to go in a different direction that the obvious one.

The story is fantastic, and the writing and dialog remain one of the cornerstones to this series.

GLaDOS’s voice is dripping with sarcasm and malice even though her tone is soothing and calm. Wheately is silly, frantic, and almost childlike in his guidance.

The humor remains dark and dangerous, as it was in “Portal.” GLaDOS often lies about concern or danger, then admits her lie and seems to revel in the deception.

Without giving away any story spoilers, the game is pretty much divided into three parts and introduces the CEO and founder of Aperture Science, Cave Johnson. Johnson was heard in promotional videos for the game and has a sarcastic, shoot-from-the-hip attitude that just adds to the great dialog found throughout “Portal 2.”

The single player version takes about 6 to 8 hours to play depending on how fast you can solve the mind-bending puzzles. But the action doesn’t stop there.

“Portal 2” offers a co-op version for two players, each operating a robot with a portal gun. GLaDOS puts Blue and Orange, the two bots, through test rooms much like Chell had to experience.

It is truly a co-operative game and cannot be done with just one person. The rooms are designed for interaction between the two robots to get to the exit of each chamber.

The puzzles are more complex since they do require cooperation, but the devices and mechanics remain the same. And the dangers are more pronounced since they are just robots (i.e. – falling to your death means shattering into pieces).

Orange and Blue can communicate by using indicators to show what needs to be moved or where a portal should go. They can also gesture to one another for a wave, a hug, or even a high-five after a job well done.

A random partner can be found online, but it is infinitely more enjoyable to play with someone in the same room or with a friend. These puzzles can take some time to solve if you’ve never seen them before and a friend might be more willing to cut you some slack if you are analyzing your options.

There is no drop-in or drop-out during co-op play. If one player leaves the game, the session is disconnected. Another reason to play with someone you know.

GLaDOS keeps up with the sarcasm, but doesn’t show any empathy for the robots. Her dialog remains funny and brutal at the same time.

Xbox 360 players can play each other across the Xbox LIVE network. Steam, the online gaming platform, is supported on the PlayStation 3 as well as PC and Mac computers so players on the different platforms can play co-op with one another. It is the first title that Steam supports on a gaming console, but likely not the last.

The co-op adventure lasts about as long as single player adventure, but the interaction between Orange and Blue make it worth playing repeatedly with friends.

“Portal 2” was scheduled to be released Tuesday morning, but a Steam promotion gave gamers the chance to get the game released early by purchasing a package of independently produced games. The release threshold was reached around midnight Monday night for it to be downloaded from Steam.

Overall, “Portal 2” is a sublime game from start to finish with humor, wit, intelligence and drama that continue from the debut title. The action remains fresh and original, and the dialog spurs spontaneous laughter even in the deadliest situations.

And in case you were wondering, there is no cake.

“Portal 2” is available now for the Xbox 360, PlayStation 3, PC and Mac. The game is rated E10+ due to fantasy violence and mild language. This review was done playing the single player version on Xbox 360 and the co-op version on PS3 and PC (through Steam).

 

Apr 8

New tech pushes ‘Rift’ into MMORPG arena

Posted on Friday, April 8, 2011 in MMO, online gaming, PC, strategy games, Trion

In the world of massive multiplayer online role playing games (MMORPG), “World of Warcraft” is the gold standard with more than 12 million subscribers (as of October 2010).

With their most recent expansion release, it seems Blizzard’s hold on the market share would grow even tighter. However, another game company is taking the plunge in the MMORPG arena and taking a little dig at the gaming giant with an ad that says, “We’re not in Azeroth anymore.”

“Rift” (Trion) is set on Telara, a world that apparently is a nexus of sorts for different planes of existence. These other worlds invade Telara through physical rifts and allow monsters to attack important cities and people.  Your job is to stop it from happening.

Players get to choose from two factions, Guardians and Defiants. Each has their own races and tactics to employ during the game and both can choose from four classes (warrior, mage, rogue, and cleric). The two factions aren’t necessarily battling each other, but are trying to show which way is the best to save the world.

Skills are built up using souls, which unlock powers and allow gamers to customize their characters as they match their style of play. A character can have multiple soul systems so they can change their abilities as needed.

Executive producer Scott Hartsman said the initial idea was not to start a new MMORPG, but it was to create a new gaming technology that would allow Trion to build games in different ways.

“There were visions for some slightly less formed ideas for what the game would eventually be,” Hartsman said. “It was all about think of all the cool stuff we could build if we had technology that would let us do 500 players in one place, 1,000 players in one place, big events that start up and shut down on their own. A world that is truly alive.”

Hartsman said their own technology had to be created first before they could figure out what to do with it. They were looking for something that was social, dynamic, and fun that would utilize their design to the fullest.

The ability to track online players’ locations and keep tabs on what actions they are doing led the team to develop a fantasy MMORPG. Trion CEO Lars Butler choosing the fantasy genre was an obvious decision.

“Because of the technology (we built), we wanted to take on the most established online gaming category first,” Butler explained. “We felt we had what it takes to substantially address some of the shortcomings that this genre still has.”

Trion servers are broken down by function, rather than taking care of a particular piece of virtual real estate in game. For example, they use servers to handle non-player character functions in the world, a different set of servers that handle boss events, and another set that handle player functions.

Hartsman says by dividing the servers along functions, more processes can be started and stopped more easily with less impact to the world overall. Getting them to all work together seamlessly was hard.

“Yeah, it was hard, but it was well worth it. We’re really just now at the point we’re about 25% into all of the things we can do with our technology and we’re looking to add more.”

“What people see in ‘Rift’ right now is pretty revolutionary as well as a great foundation for us to keep adding more unique types of things to do.”

The technology is flexible enough to handle the weight of the world without crashing and still be expandable for additional players or additional game features.

“Even the best fantasy MMORPGs out there are still mostly static. They have very limited social game play,” Butler said. “They’re getting old.”

“Rift” launched at the beginning of March after a beta run and a Head Start run, which allowed early gamers who signed up extra time in the world before the official launch. After the launch, there were some complaints about server wait times because Trion underestimated the demand on day one.

They doubled the number of servers in the first few days and eventually triple the initial number of servers in an effort to get the wait times down. Trion is also working on migrating players away from overcrowded servers to new servers in an effort to get everyone’s cue time to zero.

Trion developed the fantasy elements and story to populate their massive world to make the best use of their new technology. While acknowledging that the fantasy gaming genre is a difficult one to stand out in, Hartsman said having the ability to get players gathered together on a moment’s notice to battle a widening rift was one of the advantages of using their technology.

And despite the good-natured jab at Blizzard with their advertising, Trion believes there is room for two successful MMORPGs.

“Ten years ago, people were comparing everything to ‘Everquest.’ This year, people are comparing everything to ‘World of Warcraft,’” Hartsman said. He said talk about comparing “Rift” with “WoW” is more about gamer culture than direct competition.

But he said there are differences that make “Rift” unique in the genre.

“The fact that there is always something interesting going on in the world and the fact that the world itself can be a dangerous place and a place where there is new danger, new adventure … gives the game a sense of urgency and banding together with other people adds a whole lot of excitement that only ‘Rift’ is doing.”

“Rift” is available only on the PC. It is rated T for Teen due to alcohol references, blood, mild language and violence. There is a 30 day period included in the purchase of the game, but requires a monthly subscription for continued play. It is also available in English, French and German.

Dec 22

Last minute shopping ideas for geek gamers


For the retro geek in your life, “Atari Greatest Hits, Volume 1” will invoke memories of early geekdom at the arcade.

The game for the Nintendo DS accurately recreates 50 of the iconic Atari arcade and Atari 2600 games.  It also contains a trivia test, images of original arcade cabinets, game manuals and even advertisements.

The arcade games, like Centepede, Lunar Lander, Asteroids and Pong, were the early trendsetters in the gaming world.  Geeks will be thrilled to turn back the clock and relive those patterns they memorized so many years ago.

Is your gamer geek more into first-person shooters?  Then the “Halo: Reach” Legendary Edition is the perfect gift to not only provide them with the finale to one of the most popular franchises but also enough extras to make their eyes light up like a plasma rifle.

The package contains the “Halo: Reach” game, the last in the long running series, but actually a prequel to the entire storyline.  There is also a Noble Team statue made by McFarlane Toys which has been individually molded, hand painted and numbers.

An embroidered Spartan II patch, an artifact bag containing notes and documentation on how the SPARTAN program began and customized packaging await your Halo geek.  There are also in-game bonuses as well – an Elite armor set for multiplayer modes and an exclusive Spartan armor effect.

This will make the perfect gift and a lasting memory for a game your geek has probably spent (and still spends) many hours playing on the Xbox 360.  With the end of the series, these items become just a little more special.

Maybe your geek is a thinker, someone who likes to figure out how to take diverse elements and make them work together.

“Sid Meier’s Civilization V” is just the right thing to have your geek huddled over his or her computer trying to play just one more turn.  “Civ V” is a strategy based game where players try to build up an empire from starting with just one city.

The game has been updated with new combat techniques, amazing graphics and an artificial intelligence that actually “learns” as you play.  It will be a challenge to those geeks who dream of taking over the world without actually leaving the comfort of their home.

If you really want to go all out, the Special Edition contains metal figurines, a CD soundtrack, behind-the-scenes DVD and hardcover art book.  Just be prepared to find your geek a-glow from the computer monitor at 2 a.m.

Maybe you have a young geek on your gift list and want to get them something a little less electronic.  Why not get them introduce them to Dungeons & Dragons with the new D&D Red Box?

The Red Box is a starter kit that introduces players to the 4th edition of rules for Dungeons & Dragons.  The kit comes complete with a solo game to help players understand how the game works, what some of the new rules are and dipping a toe into the waters of role-playing games.

Don’t buy this for someone who has been playing D&D for years.  They probably already have it if they want it or they are not interested in learning the new rules.

Do get this for youngsters who are interested in role playing games but don’t know how to get started or for a person who always wanted to try D&D but was overwhelmed by all the books in the old rules system.

With this gift, you will be thanked for opening a door into the world of imagination.