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ABOUT THE MOVIE DIRECTORS

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PIN ag 4 ZIFF DAVIS MEDI/

ae May 2003 $4.99/S6.50 Canada

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we've EVEf seen. The textures, the models, the tracks, and the effects are absolutely amazing.

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“Must. Have. This. Game.”

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Use the -

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WHEN YOU’RE THIS DEADLY, ONE PLATFORM CAN’T HOLD YOU.

i kkk ok

NOwW REDEFINED FOR ALL NEXT-GENERATION CONSOLES.

KKKK

Redeiined with all-new cinematics and exclusive content. Thermal goggles, prototype guns, and the ability to use your enemies as human shields are just a few of the weapons and tactics in your arsenal. You are Sam Fisher. You are a Splinter Cell.

& Tom Clancy's

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CONTENTS

116 100

132 132

138

126 136

134 136 134 120 32 134 78 96

88 130 70 124

1080° Aslan

Aliens vs. Predator: Extinction All-Star Baseball 2004 Amplitude

Armored Core: Silent Line Army Men: Sarge’s War

Big Mutha Truckers

Black 9

Clock Tower 3

Color Quest

Def Jam: Vendetta

Deus Ex 2: The Invisible War Dynasty Warriors 4

Enter the Matrix

Evil Dead: A Fistful of Boomstick F-Zero

Final Fantasy X-2

Furious Karting

Godzilla: Destroy All Monsters Melee

Golden Sun 2: The Lost Age Halo 2

Hulk, The

Ikaruga

Inuyasha

Jak 2

Kakuto Chojin

Lost Kingdoms II

MLB SlugFest 20-04

MVP Baseball 2003

NBA Street Vol. 2

Pokémon Ruby and Sapphire Primal

Red Faction Il

Rent-A-Hero No. 1

Run Like Hell

Sims, The

Soldier of Fortune Il: Double Helix

Sonic Advance 2

Sonic Adventure DX: Director’s Cut

Starsky & Hutch

State of Emergency

Super Puzzle Fighter II Turbo Tao Feng: Fist of the Lotus Tom Clancy’s Splinter Cell

Tomb Raider: The Angel of Darkness

UFC Tapout 2 Unlimited Saga

Wakeboarding Unleashed Featuring Shaun Murray

Wario World WWE Crush Hour X2: Wolverine’s Revenge

Zone of the Enders: The 2nd Runner

May 2003, Issue 166

Game Directory

Departments

sqooconeceatocanoneTcOnERONNOI HOON

PE OODROD ROLLA ROALD

12 20 Press Start 32

You’ve been pleading for more Halo 2 information, and now we deliver. Also read our news section to find out why Microsoft’s Xbox fighter, Kakuto Chojin, was pulled from store shelves.

=) Gossip 06

lM page 100

Tumble Down the Rabbit Hole

Previews 68

Not only do we start to unravel the mystery of Yuna’s journey in Final Fantasy X-2 (PS2)—we also dish out the first details on the PS2 sequel to Jak and Daxter. Plus, read about Xbox sci-fi shooter Black 9, X2: Wolverine’s Revenge, Deus Ex 2, and a remake of the Dreamcast game Sonic Adventure for GameCube.

112

Check out how Splinter Cell holds up on PS2, and if Pokémon Ruby and Sapphire are good enough to make you wanna “Catch ’em all.” We also evaluate ZOE2, NBA Street Vol. 2, Clock Tower 3, and Dynasty Warriors 4.

Let’s face facts. Games based on popular movie franchises usually fall way short of the standards set by their film counterparts. We were given an exclusive backstage pass to see how Enter the Matrix is trying to change all that. Take your pills and come join us.

@ page 32

Definitely No Angel

Ms. Croft is taking her sweet ol’ time transitioning to life on the Ps2. Our hands-on preview checks out how Tomb Raider: The Angel of Darkness is shaping up.

Tricks 144

Get the lowdown on all the Dark Cloud 2 supporting characters, and find out how to unlock the secret cars in The Getaway.

J ®@ The Final Word

V Which Def Jam: Vendetta moves were toned down because they were considered too raunchy? Don’t you wanna Find out on page 44.

» Read everything you need to know about this year’s fine crop of baseball games before making your purchase on

page 50.

know...

148

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Printed in the U.S.A.

Audit Bureau of Circulations

ES RRR ER AIRS HG

$50 videogame. A $10 movie ticket. What

happens when you combine the two? You

get a wallet that’s $60 lighter, that’s what. But nowadays, you also get a totally new experi- ence—a sum-is-greater-than-its-parts sorta thing.

Take The Matrix. If you see the next two the- atrical releases without paying any attention to the videogame Enter the Matrix, you’re gonna blow right past a big chunk of the cyberthriller mythos. “Big deal,” you say. “I’m gonna miss out on some movie characters shooting up enemies in a game with a half-baked plot line.” Well, smartypants, read our cover story to see how the directors of the movies intentionally crafted the Matrix story line to weave through the flicks, the upcoming Animatrix DVD, and the videogame.

Later this summer, you’ll get to see The Hulk on the big screen. You’ll also get to play The Hulk videogame. Why will you want to do both? | don’t want to spoil anything here, but those who watch the movie very carefully will get to do things in the game that others won’t.

Now that videogames are a $10 billion-a-year industry, you'll see a lot of arranged marriages between Hollywood films and their interactive counterparts. And why not? It’s fantastic for mar- keting (you don’t have to try very hard to sella Lord of the Rings videogame) and half the cre- ative work is done for you (though that’s not really a good thing...).

‘SOORNROROOIROORRODOOHEOEEHOSICES HOOD OONOONDOONORIODORIOOOHIONIESOAOSIAIHONIDODOSNINORSDIODOROIOIOSRO NOSE NIKAADOONIOIROSRSOOOSEONDESODSSOSHOAOSSERHONERIHOOIROOIRORSHOADHOSOOI SosneneeeanoonnnanconsnoanonnncnsaaKkonNSee

Contributors

Greg Sewart

Before the INS dragged longtime EGM Previews Editor Greg Sewart back to his Canadian homeland, he reviewed one more game while hiding in our crawl space.

Jon Dudiak

The guy behind our Splinter Cell review and

crossword could work anywhere, but he

... chose to run a factory so your children and q children’s children will have paper tubes.

Jon Gibson

In no way related to Neuromancer scribe William Gibson, Jon is a very tall, very young freelancer who wrote a very short story on game commercials in Press Start.

Casey Loe

Who better to review Pokémon Ruby and Sapphire for us than the industry vet who wrote its strategy guide? Hey you, Pikachu, _ you are this man’s little yellow bitch.

seanhaby

Would it warm your heart to Know that this humor writer was born with only one lung? It’s not true. But he does review some very special games in Rest of the Crap (pg. 140).

RAs

By Dan “Shoe” Hsu

My only hope is that developers have out- grown the movie-to-game funk of the ’80s and 90S. Remember the crap that was Home Alone, Dragonheart, and Batman & Robin? (You proba- bly don’t, as playing these would’ve permanently damaged areas of your brain.) Now, movie games aren’t all terrific, but they’re certainly get- ting better, and the more Hollywood pays atten- tion to them, the more resources developers will get to create a great experience.

Speaking of damaged brains, I’d like to say good-bye to one of the hardest working editors in the biz: Greg Sewart. Sadly, he really did have to go back to Canada. We'll miss you, Greg.

We have a fresh crew in place, though. Please say hello to Joe “ex-GameSpot” Fielder, Demian “ex-/ncite” Linn, Bryan “ex-GameWEEK and should be spelling his name ‘Brian’” Intihar, Paul “ex- Daily Radar” Byrnes, and Shawn “ex-nothing par- ticularly exciting but he was a teacher” Elliott. None of these guys is Canadian, but they’re still damned talented.

On another note, if there’s ever a time when you need to trust me, it’s now. MAKE SURE you check out the next issue (EGM #167). Not only will we have one of the coolest exclusives ever, but this will be our totally new, totally redesigned relaunch issue. What should you expect to see? Come back in 30 days to find out.

Shoe, Editor-in-Chief

Official U.S. PlayStation Magazine Todd Zuniga, Chris Baker, Sam Kennedy, and John Davison can review a PS2 game from 300 paces. Funny: That’s exactly how far they sit from our side of the office.

GameNOW

Guest reviewers Carrie Shepherd, Ethan Einhorn, Phil Theobald, and Miguel Lopez put together a magazine with more heart, wit, and Yu-Gi-Oh! coverage than anybody.

Like extra cash? No? Then avoid EB stores, where you can subscribe to GMR for $10

and get 10 percent off used games. It’s the home of reviewer James “Milkman” Mielke.

Microsoft says the Xbox is potent enough i to create its own mag. Well, they’re right, ",, but reviewers Evan Shamoon and Greg

Computer Gaming World

The Ancients say that inside every console you'll find a “computer.” So we appease the old gods by letting Computer Gaming World’s Scooter Nguyen review Golden Sun.

OFC WalTinge Vi

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Orlando are there to push the Start button..

ConRROREIOREERORROREREROREEODICORIOKIORIOOI SOOO IIIRIONIAAO IODA ORIIIIRR SRI OIIRRIIIGIE DONOR OOSHRIH KARRI ROSH ERRORS ERODED DORORSOIRERRIENSSISERRSOORONIIOG

ELECTRONIC Number 166

May 2003

GAMING ——} MONTHLY

Editor-in-Chief

Dan “Shoe” Hsu * shoe@ziffdavis.com Executive Editor

Mark MacDonald * mark _macdonald@ziffdavis.com Managing Editor

Jennifer Tsao * jennifer_tsao@ziffdavis,com Features Editor

Crispin Boyer ¢ crispin_boyer@ziffdavis.com News Editor

Chris “Cj” Johnston © chris_johnston@ziffdavis.com Previews Editor

joe Fielder * joe fielder@ziffdavis.com Reviews Editor

Shane Bettenhausen ¢ shane _bettenhausen@ziffdavis.com Editor-at-Large

Demian Linn * demian_linn@ziffdavis.com Associate Editor/Production Designer

Paul Byrnes © paul_byrnes@ziffdavis.com Associate Editor

Bryan Intihar * bryan_intihar@ziffdavis.com Associate Editor

Shawn Elliott * shawn_elliott@ziffdavis.com Tricks Editor

David Hodgson ° tricks@ziffdavis.com

Art Director

Monique Martinez * monique_martinez@ziffdavis.com Associate Art Director

Stefan Belavy * stefan_belavy@ziffdavis.com

Copy Chief

Kristen Salvatore ¢ kristen_salvatore@ziffdavis.com Copy Editors

Greg Ford © greg ford@ziffdavis.com

Tom “T-bone” Edwards * tom_edwards@ziffdavis.com

Contributors Scott Steinberg, Seanbaby, Jonathan Dudlak, Jon Gibson, Scooter Nguyen, James Mielke, Sam Kennedy, Chris Baker, Todd Zuniga, John Davison, Miguel Lopez, Greg Orlando, Ethan Einhorn, Carrie Shepherd, Casey Loe, Charles Ernst, Norm Scott, Cyril Wochok, Greg Sewart

International Editor John Ricciardi Japanese Correspondent

Yutaka Ohbuchi

Manufacturing Director Carlos Lugo Senior Production Manager Anne Marie Miguel Art Production Manager Michele Kellogg-Manousos Production Manager Monica Brent Assistant Production Manager Teresa Newson : ss winners ae icc a cd Vice President/Game Group ; Dale Strang Editorial Director John Davison Creative Director Simon Cox Business Director Cathy Bendoff Sentor Newsstand Sales Manager Don Galen Group Circulation Director Tracy Schultz Single-Copy Sales Director Bob Kerekes Internet and Partnership Marketing Director Chris Wilkes Advertising Inquiries Contact: Game Group 101 2nd Street, 8th floor, San Francisco, CA 94105 Telephone: 415-547-8783

SUBSCRIPTION SERVICE NUMBER: WEBSITE:

PLEASE SEND ALL SUBSCRIPTION QUESTIONS TO:

DO NOT CONTACT THE EDITORS RE: SUB. PROBLEMS

ALAN IN LI AIR HII RIOR RRO NOSE COgpNRDERIERENRERODEOI

AORN ANON OHNO OHHIT

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Group Publisher

Lee Uniacke

415-357-4910 * lee_uniacke@ziffdavis.com Group Associate Publisher

Stan Taigen

415-357-4915 * stan_taigen@ziffdavis.com

KEY ACCOUNTS WEST Regional Sales Manager Marci Yamaguchi 415-357-4944 * marci_yamaguchi@ziffdavis.com Account Executive Amy Mishra 415-547-8780 * amy_mishra@ziffdavis.com BAY AREA District Sates Representative Mary Gray 415-547-8782 * mary_gray@ziffdavis.com Account Executive Aaron Gallion 415-357-4925 * aaron_gallion@ziffdavis.com MIDWEST Regional Sales Manager Marc Callison 630-810-4095 * marc _callison@ziffdavis.com Account Executive Candace Droz 415.357-4920 * candace _droz@ziffdavis.com T

Regional Sales Manager lan Sinclair 203-255-5795 ® ian_sinclair@ziffdavis.com Account Executive Mary Letson 415-357-5226 * mary_letson@ziffdavis.co SOUTHWEST . District Sales Manager Julie Knapp 310-379-4313 * julie _knapp@ziffdavis.com Account Executive Emily Olman 415-547-8781 * emily_olman@ziffdavis.com : is | Online Sales : Bill Young * 415-547-8453 Marketing Director Rey Ledda 415-547-8775 © rey_ledda@ziffdavis.com Marketing Coordinator Wayne Shiu 415-547-8248 ¢ wayne_shiu@ziffdavis.com Senior Advertising Coordinator Tipler Ubbelohde 415-357-4930 * tipler_ubbelohde@ziffdavis.com Senior Sales Assistant Kristeen Laut 415-547-8778 * kristeen_laut@ziffdavis.com Sales Assistant e Amanda Nelson 415-547-8783 * amanda_nelson@ziffdavis.com ; Founder Steve Harris : ee :

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‘New 3D Engine and character control take full advantage of the latest technology.

Stealth and hand-to-hand attacks help Ns remove anyone in your path.

The gritty urban underbelly of Europe offers whole new environments.

A bloody crime scene. A ritual killing. A shocking

pursuit of good becomes the desperate flight fromevil. Ant | if the dark forces

arrayed against her believe she's incapable of the ultima about Player/character Kurtis Trent brings his we _ own distinct gameplay mechanics. to learn a painful lesson: Payback's a bitch. __ Blood . PC Violence CD aft mn a O

3 |

© 2003 Core Design Limited. Lara Croft, Tomb Raider and Core are registered trademarks of Core Design Ltd. Lara Croft Tomb Raider: The Angel of Darkness, the Tomb Raider logo and the Core Design logo are trademarks of Core Design Ltd. Eidos Interactive an

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Inc. The ratings icon is a registered trademark of the Interactive Digital Software Association.

Computer

Group of Companies. Alll rights reserved. “PlayStation” and the “PS” Family logo are registered trademarks of Sony

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|

OUTRAGED LETTER OF THE MONTH

Congratulations, Dameon Willich, if that is your real name. You win a copy of either NBA Street Vol. 2 (PS2) or Splinter Cell (PS2), our game of the month co-hon- orees. Or you could probably have the old copy of the D&D Monster Manual that's been lying around the office.

HANDBAGS AT DAWN

Regarding the “Knights of the Kitchen Table” box in EGM #163 [pg. 90]—nor-

ceivable that someone reading the article could be a prospective client, | can’t let Chris Baker’s statements

freaks in armor that attends Renaissance Faires,” and “guys who teach themselves to fight in their par- ents’ basements,” for example) pass without comment. While I’m glad Mr. Baker is of the opinion that we “at least know what they’re doing,” the blurb was at best condescending, and

at worst, actively damaging to our pro-

fessional reputation. Mr. Baker’s com- ments are uncalled for, and reflect badly on the level of professionalism at your magazine.

I’m glad Mr. Baker got a “good

laugh” out of our website. It is intend-

ed to entertain the casual browser as well as inform prospective clients. If he had investigated further, he might have discovered that The Seattle Knights is a real theater troupe that trains professional, certified actor- combatants and stunt people, many of whom have performed stunt work

in films, television, video, motion cap-

mally I’d shrug it off, but since it’s con-

(calling the Seattle Knights a “band of

ture, and live theater. We spent years learning to safely perform our craft, and we get paid to do it. None of us taught ourselves to do this in our par- ents’ basements. I’d like to see a retraction/apology in your next letters or editorial page. Dameon Willich Director, Seattle Knights ironwolfe@seattleknights.com

Sounds like someone’s historically accurate banded mail is chafing in all the wrong places. Former Previews Editor Greg Sewart added many of those comments to Chris Baker’s text, which is kind of funny when you think about it, seeing as how Sewart’s now Safely out of harm’s way, up in Canada. Have fun storming the castle!

i. _2 ZIFF DAVIS MEDIA

Chairman & Chief Executive Officer Robert F. Callahan

Chief Operating Officer & Chief Financial Officer Bart W, Catalane

Senior Executive Vice President (Publishing Operations) Tom McGrade

Executive Vice President Stephen D. Moylan

Executive Vice President and Editorial Director Michael |. Miller

Executive Vice President, General Counsel & Secretary Gregory Barton

Senior Vice President (Technology and Sales Operations) Jasmine Alexander

Senior Vice President (Finance) Derek Irwin

Senior Vice President (Circulation) Charies Mast

Senior Vice President (Publishing Director, Baseline) Sloan Seymour

Senior Vice President (Game Group) Dale Strang

Senior Vice President (Internet) jason Young

Vice President (Corporate Sales) Ken Beach

Vice President (Publisher, PC Magazine) Tim Castelli

Vice President (integrated Media) Charles Lee

Vice President (Corporate Communications) Aimee D. Levine

Vice President (Editor-in-Chief, Internet) jim Louderback

Mark MacDonald: Ef Hater

I’ve had faith in your magazine for a long time! I’ve read each issue front to back! | even created a Dan Hsu shrine out of extra EGM issues | had lying around! But when | saw the horrible, biased, and revolting score for Zelda by that jerk Mark MacDonald, | vomited! A 9.5? How much money did Microsoft and Sony shove into your wallet, you biased, horrible, and revolting score- giver! Ur teh making me angrie!!1!

You should be fired...for your name alone! | mean c’mon, “MacDonald”? Ha! And another thing, you only gave the review five pages! Five? It deserves at least ten, or fifteen!

| will now burn every single EGM |

own, and I’ll never look at another one again until you apologize for every good score you gave to Xbox and PS2! You all make me sick! Jon—An ex-EGM fan MetroidHunter89@aol.com

We’ve received, oh, let’s say one or two e-mails about Mark’s Zelda score. Mark responds to all the fan- boys, with signature restraint:

Dear a******5, In the interests of space, allow me to point out just three of the countless holes in your “argument”:

1) When we write our reviews, we don’t consider what award a game might ultimately get (or not get) no one even knows the other

Electronic Gaming Monthly - 20 - www.e

you guys some- thing | noticed

-— Zero. |f| am not

mistaken, Billy’s tatloosays “MAKE LOVE.” _

just thought you

should know. Chad Lewis

Good work,

Chad, that’s some top-quali- ty sleuthing. _ Willitbea = Trivial Pursuit question in 10 years? No.

Vice President (Editor-in-Chief, eWEEK) Eric Lundquist

Vice President (Editorial Development) Bill Machrone

Vice President (Controller) David Mullen

Vice President (Human Resources) Beth Repeta

Vice President (Editor-in-Chief, Baseline) Tom Steinert-Threlkeld

Vice President (Internet Audience Development)

Stephen Sutton

Vice President (Publisher, C/O Insight) Stephen Veith

Senior Director, Manufacturing Carlos Lugo

Director, International Christin Lawson

INTERNET ACCESS NECESSARY TO PARTICIPATE. Must be U.S. | sident at least 9 years old at time of participation. Minors under 13 must register off-line and have a parent/legal guardian provide written permis to parti ate Find Auction Points Code inside specially marked _ packages of Bagel Bites: Items for auction will be of varying values and subject to varying minimum Point bids. The sale, trading, transfer, assignment, combining, or barter of any Bagel Bites Auction Points Code packa teri or codes is prohibited and they cannot be purchased or redeemed for cash or credit. Subject to Official Rules found at www.bagelbites.com on about 12/01/02. Void where prohibited. Auction ends 4/30/03 9:00 p.m. ET. Sponsor: HJ Heinz Company, 357 Sixth Ave, Pittsburg Stati Y and the “PS” Family logo are registered trade-

©2002 H.J. Heinz | mpany, L P. Bagel Bites is a registered trademark.

marks of Sony Computer Entertainment Inc. All games featured herein are trademarked and copyrighted properties of their respective publishers and/or licensors. Sony is a registered trademark of Sony Corporation r of points, MANY WILL BID, FEW WILL WIN.

ae

s!

or

?

essons i

ed boxes of |

Collect the poi

:

:

Bid to Win

ck out

3) Go to hell.

reviewers’ scores until they settle on their own.

2) We received your bitchy letters mid-February. The game comes out mid-March. You haven’t even played it yet. You have no idea if my score is too low, too high, or right on the money. (And by the way, it’s right on the money.)

You can write

EGM Letters

101 2nd Street, 8th Floor San Francisco, CA 94105 E-mail: EGM@ziffdavis.com

Please note: We reserve the right to edit any correspondence for clarity or space purposes. If you don’t want your name, city/state, e-mail address, or boxer/brief preference printed, better

mention that somewhere.

And note this, too: We also reserve the right not to edit your letters (hate mail) if leaving them in their original form will make you look silly, due to egregious grammar and spelling mistakes.

maaaaaieaatieaaaia tea daaeeaadadaaaaeaiadaadaeadaiaaaaasabbasdaanaaanecmnaneannaetenessnneneionaienssennsennenntessontesztazziecaenesenetseseneseneanecietetcarcccrrcereemeese neater TE

My boyfriend is a voice in Grand Theft Auto: Vice City, and | want everyone to look for him and run him over, beat him with a nightstick, or whatever method you prefer. He’s one of the blond guys that hang around the hotel. He has no shirt on and his swimming trunks are red. So, how

i think The Bouncer (PS2) was the best game ever! You should give it a higher score. Rouse

No.

Some thought it was too obvious, a mere shadow of last year’s Sonic-and-Tails-in-Super-Smash-Bros. jolly jape. Some threatened to burn all future issues and cancel their subscriptions. Some lied and claimed they actually did unlock the topless mode in Dead or Alive: Xtreme Beach Volleyball, even though we made the whole thing up. Yep,

it’s that time of year again.

Liked it

I'll admit it: I’m a big fan of your April Fool’s pranks, but this year’s joke was very disap- pointing. | mean, who in the world would actually believe that The Legend of Zelda: The Wind Waker only got a 9.5 from one of the reviewers? Next year, maybe you should try a fake nude code or something.

Steve Wittkamp

Very nice job on the recent issue and the joke in the back. First, you had the world believing that Sonic and Tails were in Super Smash Bros. Melee, and now you get the preteen world hot and bothered with a nude code for Xtreme Beach Boobies...er, | mean Volleyball. Within minutes of reading it | visited an online message board—all over the page, | saw top- ics of rage and frustration: “OMFG | CANT GET TEH NUDE CODE TO WORK!s!4!!1” | did laugh. Bo Hunter

Cry Babies If that DOA: XBV topless code is this year’s April Fool’s joke, | am going to hunt you all down, tie you to a chair, and force you to watch me cry. For now, though, I’m off to have some private time with the ladies.

Mitchiner Underhill

| went out to buy DOA: XBV solely because of topless mode. You bastards lied. | followed the directions but received no due recom-

pense (e.g., topless women). Now | am stuck with a lackluster game with great jiggle effects. | demand that you repay the expense of the aforementioned game and compensate me for the five hours of my life spent trying to unlock the aforementioned mode.

Jason Schweitzer

How dare you! How could you? That was a low blow! OK, it was - the best April Fool’s joke ever, but if you do anything like that again IL...well, just look at the pic- = ture. Catch my drift, punks? Joshua Carcamo

General Pervs You know how in DOA: XBV there is the Topless mode? Well, can you please send me some screenshots of the game like that just without the stars covering all the “good stuff”?

Name withheld

| tried the topless cheat for DOA: XBV several times, following the directions in EGM #165 very closely, but no dice. Finally, | gave up and decided to play some Super Smash Bros. Melee, and to my surprise, Sonic and Tails jumped out topless! It was very traumatizing. Michael Barker

MHC GaaifiiS WIOTILALY - 22 - WWWLCSMmMad ARES Eee

OMANI AION ONIN ONE IONNIINIIS

about beating him up? | would really appreciate it. Thanks. vdeogamegrl@aol.com

| was just reading a recent issue of EGM, and it strikes me odd that people say “the gaming industry has matured” just because a bunch of games where you hurt things and they squirt blood have come out.

How is that mature exactly? GTA games are as far from maturity as they come. Things are so parodied that they become unreal and even car- toonish! Zelda: The Wind Waker is “not grown up enough” for many gamers, and yet it’s very mature. The game is so serious that the develop- ers want you to feel the things Link feels. So please, I’d prefer if the words “gaming has matured” do not cross my eyes again.

DeathBuu@aol.com

Spotted Disc

| dropped by my local Electronics Boutique today to pick up a couple of new games. | specifically asked for new copies of both (no one seems to under- stand that DVDs are much more sensi- tive to dirt and scratches than CDs). However, when | got home | noticed that one of them was in some kind of ghetto shrink-wrap, and was missing the security seal stickers along the sides. The disc was in obviously used shape, with little splotches and dings on the media side of the DVD.

| headed back to EB and called them on it, and they exchanged the disc fora new one. | thought the whole thing was a bit odd, so | did some checking online when | got home. Apparently, most major retail chains do this—selling what they consider “good condition” used games as if they were new.

Ben Lincoln

EB and other retailers will reshrink- wrap returned games and sell them as new, which isn’t so bad, really. That’s probably what happened. Any retailer selling used games as new, though, is cruisin’ for a bruisin’ from the suit- wearing thugs at the Better Business Bureau. They'll mess ya up, spread- sheet style!

AN IMPORTANT MILESTONE IN.

“WE GUARANTEE YOU'VE NEVER IMPORTANT MILESTONE | aamcccuTA IKE IT ‘THE EVOLUTION, OF GAMING...”

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Blood and Gore Y Violence PlayStation.e VIS

State of Emergency game © 2003 VIS Entertainment Pic. State of Emergency and the State of Emergency logo are trademarks of VIS Entertainment Plc. Rockstar Games and the Rockstar Games logo are registered trademarks of Take-Two Interactive Software, Inc. The ratings icon is a trademark of the Interactive Digital Software Association. Copyright 2003. All rights reserved. “PlayStation” and the “PS” Family logo are registered trademarks of Sony Computer Entertainment Inc. Microsoft, XBox and the XBox logo are either registered trademarks or trademarks of Microsoft Corporation in the US and / or other countries.

“MANUFACTURER'S SUGGESTED RETAIL PRICE FOR BOTH XBOX™ AND PLAYSTATION® GREATEST HITS

LETTERS

WHAT'S YOUR PROBLEM?

MISSING AN ISSUE? SUBSCRIPTION DELAYED? DODGY TICKER? Don’t tell us, we’ve got games to play, words to write, and windows to stare out. Tell our subscription people—they wanna know! E-mail: subhelp@egmmag.com

Phone toll-free: (800) 779-1174

Website: http://service.egmmag.com

Snail mail: P.O. Box 55722; Boulder, CO 80322-5722

Getting to Know: Brett isaacoff

You should designate a little section in each issue for readers to send in pic- tures and a little bio of themselves. I’ll Start ya off. Age: 15 Likes: Dir en Grey [a Japanese goth band—Google it] Dislikes: A\\ the hype Kingdom Hearts got. It’s not that great of a game! Interesting Fact: | play bagpipes.

Brett Isaacoff

OK, enjoy it now because we proba- bly aren’t going to do this again. The picture was just too funny. And the Dir en Grey part. And the bagpipes.

| admire how you sought to support Dan Hsu’s editorial in EGM #165 witha real-life example. Despite an inter- view with “celebri- ty gamer” Vin Diesel and his appearance on the front cover,

q f 3

Got some ideas about how the next-generation PlayStation,

_ GameCube, or Xbox might look? We bet you do. Put pen to paper (or crayon, if you must—or Adobe Illustrator, best-case sce- nario) and send your prototype sketches by April 16, 2003 to:

EGM/Next-gen Systems 101 2nd Street, 8th Floor San Francisco, CA 94105

Or e-mail files to egm@ziff- davis.com, subject: Next-gen Systems. The best ones will be published! That’s it. That’s the prize. Stop reading this already.

later in the issue, you said his movie was “horrible,” gave the game version of xXx a Tobie Award for “crapulence,” and likened Vin Diesel’s acting skills to those of a chair. There is no doubt left that the reviewers at EGM have com- plete journalistic freedom; | am glad my favorite magazine is not a sellout. | just won’t expect many celebrity gamer interviews anytime soon, unless it’s Elijah Wood or Keanu Reeves.

David Binkley

| love the cross-

word puzzles | in

would like to

point out a glar-

The uc for 35- down ys “Take _

- clock is Madden 2003” and the answer is

_ “knee.” What?!

Yeah...could you do us a solid? Don’t tell Vin’s people about that one. And

Take a knee to turn to page 51 for some Elijah Wood stop the clock? action. By the way, Keanu Reeves When a quarter- kinda has that chair thing happen- back takes a

ing, too.

Mom's Pissed

| couldn’t believe your Final Word in EGM #163! You think it will be five years or more until 30- to 40-year-old moms become interested in gaming? Mark says, “The systems are already in their houses for their kids...” Excuse me, but I’m a 32-year-old mother of four, and we have every new console system, including GBA. But guess what! None of my kids are old enough to play! | buy the systems and games for myself, and play them until people start throwing their hands up in dismay. And yeah, | like Animal Crossing and The Sims, but my favorite games are the ones I’m not supposed to like: World Series Baseball and NASCAR Thunder.

A 30-something mom doesn’t have to be a washed-up, boring old loser. A lot of us do have our priorities straight! Don’t underestimate us—or our influ- ence on the gaming market.

Heather Deshaies

hea he is : oa for run aout

coherent? Jason Du

Has press

hen ever released just a

7 the stuff he does for the Final

Snap! Hey, we’re behind you 110%, but honestly, how many of your gal pals play videogames? That’s not a rhetorical question.

Rim Shot

DOA: Xtreme Beach Volleyball? More like Asleep or Awake: Xtreme Narcoleptic Boring Ball. Ha.

Gillott

Ba-dum, tissh! But have you tried the nude code yet? #

Electronic Gaming Monthly - 24 - www.egmmag.com

QUESTION

What game franchise should be retired for the good of all humanity?

Mega Man. |s Capcom trying to see how many prequels-to-the-sequel-side-story- spin-off-director’s-cut-remixed-editions they can make of Mega Man each month?! evil_chocolate_penguin@yahoo.com

For the love of God, somebody stop Turok. These worthless pieces of crap can proba- bly be blamed for every major internation- al conflict since the franchise started. Fuzzy

The Dragon Ball Z franchise must end! Not only does the show suck (weird people acting constipated and shooting farts out of their palms), but the only half-decent game they’ve made is Budokai.

Zak M.

For the love of Pete, the Army Men fran-

chise. Send Sarge and his heroes to the

grave with a tiny firecracker, sandbox-style! Alex Dugan

Someone please “finish” Mortal Kombat. The novelty wore off some time ago. MK is the Police Academy of videogames. Actually, | wouldn’t mind playing a Mortal Kombat game with characters from Police Academy. Something about ripping out Steve Guttenberg’s spine appeals to me.... Babelfishg4@aol.com

Zelda. Nintendo’s decline in quality games from Nintendo 64 to GameCube has become blatantly apparent. | mean, two 10s and a 9.5 just don’t cut it these days. P.S. Just kidding!

Thomas Lynch

No offense to Resident Evil fans, but it’s getting kind of ridiculous. It’s like they add another game to the Resident Evil series every day. Please make it stop! Mark Marchitto

Definitely Tomb Raider. | think everyone has seen enough of her. And having a new black shirt and bigger boobs just isn’t cut- ting it. Sorry Lara, but you have to go. Ryan Chambers

Final Fantasy. Am | the only one that doesn’t like those games? Nice hair. Evan Trask

Next Month’s

Question of the Moment:

Well, there isn’t one...at least not yet. Question of the Moment is joining the 21st century and going online! Woo! Each month we’ll post a question on our message board (hit www.egmmag.com and you can’t miss it), and then we'll stand back as the magic happens!

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B | 0 od © 1999-2003 Activision, Inc. and its affiliates. Published and distributed by Activision Publishing, Inc. Activision and Pro Skater are registered trademarks and Activision 02 Comic Mischief and Sports Revolution are trademarks of Activision, Inc. and its affiliates. All rights reserved. Tony Hawk is a trademark of Tony Hawk. PlayStation 2, Xbox, and GameCube ; _ versions developed by Neversoft Entertainment, inc. PlayStation and Game Boy Advance versions developed by Vicarious Visions inc. "PlayStation" and the “PS” Family logo Mild Ly rics are registered trademarks of Sony Computer Entertainment Inc. Microsoft, Xbox and the Xbox logos are either registered trademarks of Microsoft Corporation in the U.S.A. : —]—_—[_—_—_—_—_

and/or other countries and are licensed under Microsoft.™, ®, Game Boy Advance and the Nintendo GameCube logo are trademarks of Nintendo. The ratings icon is aa ACTIVISIONO2.COM CONTENT RATED BY SU gg XSANISMMAISIAAletse | registered trademark of the Interactive Digital Software Association. All other trademarks and trade names are the property of their respective owners. f

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Confront your past at the Weapon X facility, using your claws, combo attacks and accelerated healing powers in action and stealth scenarios.

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Screenshots taken from PlayStation’°2 computer entertainment system gameplay. activision.com X2 Motion Picture Elements: © 2003 20th Century Fox Film Corporation. All rights reserved. MARVEL, X-MEN, Wolverine and all Marvel characters and the distinctive likenesses thereof are trademarks of Marvel Characters, Inc., and are used

with permission. Copyright © 2003. All rights reserved. www.marvel.com. Game code © 2003 Activision, Inc. and its affiliates. Published and distributed by Activision Publishing, Inc. Activision is a registered trademark of Activision, Inc. and its

affiliates. All rights reserved. Licensed for play on the PlayStation”2 computer entertainment systems with the NTSC U/C designation only. “PlayStation” and the “PS” Family logo are registered trademarks of Sony Computer Entertainment Inc.

Microsoft, Xbox, and the Xbox logos are either registered trademarks or trademarks of Microsoft Corporation in the U.S. and/or other countries and are used under license from Microsoft. TM, ®, Game Boy Advance and the Nintendo GameCube

logo are trademarks of Nintendo, © 2001 Nintendo. The ratings icon is a registered trademark of the Interactive Digital Software Association. All other trademarks and trade names are the properties of their respective owners.

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Will Lara Croft's first P52 game resurrect Tomb Raider fervor? We dig up what's hew...and whether It's really improved

t was an unlikely scene for a murder con-

Spiracy, especially since the victim was a

celebrity. But deadly deeds were planned at 2 Roundhouse Road, an ordinary brick-and- glass building within an office park nestled in the sparse English countryside. Here, inside a

dim but airy room coated with tacked-up story-

boards and filled with humming workstations, more than a dozen people plotted the assassi- nation of the woman who paid their salaries. They were going to kill Lara Croft. That was three years ago, when artists, pro- grammers, and designers for Tomb Raider developer Core Design crafted the series’

fourth game, Tomb Raider: The Last Revelation.

At the time, the team was winding down the PS1 Raider games and prepping Lady Croft for her next-generation PlayStation 2 adventures, amidst grumbles that each new installment— churned out every year since the series’ 1996 debut—was too much of the same ol’ shoot- and-climb formula. “Everybody asked for more interaction with the environment and its char-

Electronic Gaming Monthly

acters...but Core never delivered,” says Luis Cunha, head of Lara mega-fan site The Croft Times (www.cubeit.com/ctimes).

So Core ended The Last Revelation by crush- ing our heroine under rubble, leaving fans to wonder if she was a goner. This wasn’t a heat- of-the-moment murder; it was premeditated. “It gave a clean break, so we could start [her PS2] game fresh,” says Core Development Director

- $2 - www.egmmag.com

Adrian Smith. “We didn’t want to have to go into much history and what she’d been doing.” Now, on the eve of its mid-May PS2 debut, the Tomb Raider franchise has reached a turn- ing point: Lara’s new game, Tomb Raider: The Angel of Darkness, will either heat her series up again or lack the necessary spark. All long- in-the-tooth franchises face this situation. Just

ask Crash Bandicoot. But the folks at Core know the score. “Five games in five years is a lot,” Smith says. “We had a load of new ideas that we wanted to bring in.”

Tales from the bible

Those ideas have waited for Angel of Darkness, Core’s first Tomb Raider game that’s not hitting a mere year after the last one. With this extra breathing room to plan things properly, Core is creating one giant story and keeping it all ina massive three-folder series bible. “It’s similar to the X-Files,” Smith says, “where you know

Tomb Raider: 9.2 Tomb Raider II: 9

, Tomb Raider III: 6.8 |\—+-— Tomb Raider: The Last Revelation: 5.1

\

I\ —Tomb Raider: Chronicles: 4.3

*PSi1 versions only

KUNG FU

What’s new: When Lara kicks off her quest, her big guns are nowhere in sight (insert easy joke about what’s holstered in her sports bra); she has to make due with punches, kicks, and combos that’ll have thugs spitting teeth. But is it improved? The hand-to-hand antics at the start of the game are a novelty—we spent most of the time sneaking past enemies. Once we found Lara’s guns, we preferred slinging hot lead rather than her dukes.

CHATTY CROFT What’s new: Lara now talks tough with characters for items and info. These chats unfold via dialogue choices.

But is it improved? The version we played still wasn’t populated with talk- ative folks, but we’re told the streets of Paris will teem with clue-givers.

STEALTH FIGHTER What’s new: As a wanted woman on the lam in

Paris, Lara’ll have to make with the sneaky-sneaky. Tapping the L2 button snaps her into Stealth mode, a hunched-over stance that lets her skulk behind bad guys. Jab Circle near a wall, and she'll cling to it, then slink along and peer around corners. Lara can also sneak up on enemies and snap their necks. Way to rebalance that karma, accused murderess.

But is it improved? Stealth is more than a gimmick this time—it’s crucial. Many puzzles involve figuring out ways to get from point A to B unseen, although we still saw plenty of old-fashioned switch puzzles.

Silla aie tid Mali the Las epn een Doge

WALK THIS WAY What’s new: Lara doesn’t walk like a remote-control 60s robot any- more. Now, you just tilt the analog stick

in the direc- tion you want her to mosey.

SaNGiiiatiohanasadadste velar

“This is the first new game since the original.”

there’s this big sinister plot, and each chapter affects it and gets closer to revealing it. So there will be a natural ending to this game, but it’s also the beginning of the big story.”

Angel of Darkness’ shorter-than-usual 12- hour adventure begins with Lara very much alive, but in a black mood and unwilling to dis- cuss what she’s been up to since her brush with death. Someone has framed her for the

Core Development Director Adrian Smith

murder of her mentor, Werner Van Croy, and all she knows is Croy’s death has something to do with a conspiracy to revive an ancient race.

Sounds like another day at the office for Lara, right? We can assure you that tombs will be raided during Lara’s adventures through Prague, deep under the Louvre, and into the bowels of a freaked-out lab. But, Smith says, “It certainly won’t be the same old thing.”

But is it improved? The control setup was a messy and cumbersome work-in-progress in the version we tried, but Core is still tweaking the interface.

Lara’s short-term fate,

not going anywhere. Core is already deep into development of Angel of Darkness’ sequel. And Lara’s sta- tus as a digital-dan- ger-girl icon hasn’t Slacked with the Sales of her

games. She’s still landing on maga- zine covers, and

Lara’s alive...but well?

What it will be is a larger blend of gameplay styles than past Raider titles, melded to a new control setup that pulls away from the clunky grid-based movement system the

CHARACTER BUILDING What’s new: Chalk it up to a bum knee from too many two-story falls: Lara isn’t her usual super self at the start of Darkness.

She can’t leap as far or dangle from ledges forever. Instead, you must build up her abilities by finding power-ups, which come in two brawn-boosting flavors: upper body and lower body.

But is it improved? Core tells us the game will fully soup up Lara about halfway through her adventure, whether you find all the power-ups or not. So we won- der, “What’s the point?” In the mean- time, let’s flex...

too. You don’t even need

BELOW THE WAIST Beyond an extra boost to her leaps and vertical jumps, lower-body power-ups will also allow Lara to kick down doors and find secret areas.

series had used. But even if its improved features fall flat (and we'll reserve judgment until we review the game next issue),

at least, is certain: She’s

ABOVE THE WAIST Beef up Lara’s upper bod, and she’ll shimmy along longer ledges great for finding alternate routes above prowling guards. She’ll also slide down zip lines and clutch sheer rock walls. Oh, and her chest jiggles now,

TOMB RAIDER SERIES SALES (ON PS1

Tomb Raig er: 1.9 million units Tomb Raider Il: 1.8 million units

Tomb Raider Ill: 1.3 million units Tomb Raider: The Last Revelation: 900,000 units - Tomb Raider: Chronicles: 300,000 units Source: NPD Funworld TRSTS Service

don’t forget that Angelina Jolie is reprising her role as Lady Croft for this summer’s (hopefully better) Tomb Raider movie sequel, which does not tie in with Angel of Darkness. But Lara’s fortunes began with videogames, which makes her rebirth on PS2 that much more crucial to Core and publisher Eidos. They’ve already killed her once. Can they bring her back to life? “| don’t think we’ll ever beat what we did on the original game as far as creating that sort of buzz,” Smith says. “But this game is infinitely different from any other Tomb Raider games, and | truly believe that it is what’s need- ed on PS2.”

—Crispin Boyer

LARRY CROFT What’s new: Kurtis Trent—who’s out to avenge the death of his pop—is Lara’s first-ever playable ally. “He’s the charac- ter who’s watching from afar,” says Core’s Adrian Smith. “He’s often ahead of you and where you want to be, or he has something you want.” The two fight side by side in one scene, and you spend the last fifth of the game in his shoes.

But is it improved? Don’t expect to strain Kurtis’ brain: His levels focus on action, gunplay, and telekinetic combat with his bladed Frisbee. If nothing else, his survival-horror-style trek through a spooky nuthouse will give you a nice break from the all the tomb raidin’.

a power-up for that.

Hunting Season Begins... GAMECUBE.

May 2003

MATURE , Blood

Strong Sexual Content Ee|LDoOS

Violence hee -{ \. lo-Interactive hitman2.com

CONTENT RATED BY ESRB

Hitman 2: © 2002 IO Interactive A/S. Developed by IO Interactive A/S. Hitman 2: Silent Assassin is a trademark of Eidos Interactive. 10 Interactive and the IO Interactive logo are trademarks of 10 Interactive A/S. TM, ® and Nintendo GameCube logo are trademarks of Nintendo. © 2001 Nintendo. The ratings icon is a registered trademark of the Interactive Digital Software Association. All other titles, trademarks, characters, and regis- trations are property of their respective owners. All rights reserved. EGM Gold Award was received in the December 2002 issue of Electronic Gaming Monthly for Hitman 2 on PS2. Electronic Gaming Monthly Gold Editors’ Choice Award Logo is a trademark of Ziff Davis Publishing Holdings Inc. Used under license.

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EVERYONE

Visit www.esrb.org or call 1-800-771-3772 © CAPCOM CO., LTD. 2002. ALL RIGHTS RESERVED. © CAPCOM U.S.A., INC. 2002, 2003. ALL RIGHTS RESERVED. CAPCOM and the CAPCOM LOGO are registered trademarks of CAP- for rating information COM CO., LTD. “auto modellista” is a trademark of CAPCOM CO., LTD. “PlayStation"and the "PS" Family logo and DUALSHOCK are registered trademarks of Sony Computer Entertainment Inc. Online plays requires internet connection and Network Adaptor for PlayStation 2 (sold separately). The online icon is a trademark of Sony Computer

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Entertainment America Inc. The ratings icon is a trademark of the Interactive Digital Software Association. ALL MANUFACTURERS, CARS, CAR PARTS, NAMES, BRANDS AND ASSOCIATED IMAGERY FEATURED IN THIS GAME ARE INTELLECTUAL PROPERTY RIGHTS INCLUDING TRADEMARKS AND/OR COPYRIGHTED MATERIALS OF THEIR RESPECTIVE OWNERS. ALL RIGHTS RESERVED.

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| ‘.steiteoan.con REAL AGCHTERS.

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Utimate Fighting Championship, UFG ond the UFC Logo are either trademarks or registered trademarks of Zoffa, LIC ia the US oad other countries, ond are sed ender Hcense. @ 2003 TOK Mediactive, lnc. All Rights Reserved. PUBLISHED AND DISTRIBUTED BY TOK MEDIACNIVE, INC

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It's a phone! it's a console! It’s expensive as hell!

Finnish mobile-phone giant Nokia used a chilly | Raider were pushing 3D graphics akin to early Well, while N-Gage will launch in the United

February evening in London to unveil its stab PlayStation 1 titles—pretty impressive for a States and Europe by Christmas, no price at handheld gaming, the N-Gage. Combining handheld. Very impressive for a handheld has been set. And unfortunately, Nokia’s the capabilities of a well-stocked cell phone that’s also a phone. Games will be sold sepa- only statement on the matter is “definitely less and a gaming console, N-Gage’s communica- rately on cartridges. than $540!” Phew, thanks for narrowing it down. tion features appear to be its biggest draw. Now, how much would you pay for all this? —Ravi Hiranand

Imagine playing games with your friends either locally via Bluetooth (a wireless network technology that connects devices up to 100 feet away) or from anywhere over cellular net- works—and then calling them afterward to

| F are

Several big names plan to make games for N-Gage. Here’s a list of who’s involved and

a ged $4 % 3 di

gloat over your win! How much would you pay what you can expect from them when the device debuts later this year.

for a device that does that and plays MP3s

and is aradio? $100? $200? Whoa, ho, Nokia— Virtually Board Taito— Taito Memories, Activision—No titles

ho...don’t answer yet. Snowboarding 2, Kart Super Puzzle Bobble announced yet, but we’d We always Say it’s all about the games, and Racing, Bounce THQ— MotoGP, Red guess a certain skate-

Nokia rolled out a few big guns, with Sega Sega— Sonic N, Super Faction, MLBPA Baseball boarding game involving

headlining the short but sweet list (see side- Monkey Ball, Puyo Puyo, £idos— Tomb Raider, the words “Tony” and

bar). Despite being in development for only a Sega Rally, Virtua Tennis Pandemonium “Hawk” is in the works.

month, demos for Pandemonium and Tomb

Shining Light on the Phantom RAMPANT HOANERY

When we heard about start-up Infinium Labs’ —wouldn’t return our calls or e-mails, the word ite ¥ The videogame plan to launch an ultrapowerful broadband- “infinium” is already trademarked by another § media isa only console called Phantom (www.phan- company, and Infinium Labs’ listed address is aa ay pretty juicy tom.net) —by this Christmas—the flimflam actually a Mail Boxes Etc. in Florida. But after ga. : 4" target for meter hit 10 and exploded. We were con- much digging, we can confirm that the ot ® hoaxers, what vinced it was ahoax; Phantom is real—real ambitious and real i’ ie te “* | with all the

the company unlikely to succeed, but real nonetheless. | i A # online news The plan is for Phantom to play regular PC NO WAY, . 7 a sites run by games preloaded on the system, downloaded NOT IN MY HOME guys who

from Infinium’s servers, or on a pay-per-play TOUGH GUY. | | never leave the

basis via a subscription service. Think of it as house except DirectTV for gamers. to attend cosplay conventions. Parsons f Good luck, Infinium Labs, or whatever your School of Design student David Yoo oo) name is once the lawyers get done with you. perpetrated one recent, wildly success-

ful hoax as a class project—MAVAV.org (Mothers Against Videogame Addiction and Violence). At its height, MAVAV’s vitriolic antivideogame ranting attract- ed more than 60,000 hits per day and

ROUGH* PHANTOM SPECS

Windows XPe operating system Dolby Digital 5.1 surround sound 2.0+GHz Intel or AMD CPU S$600+ retail price

256-512MB DDR RAM inspired thousands of sputtering e- High-capacity hard drive (Source: Infinium Labs’ VP of Retail Sales mailed rebuttals from videogame fans Wireless network card Jason McDermott’s now-deleted posts on worldwide many of which were cc’d to Wireless controller, keyboard, mouse Internet message boards.) EGM’s own inbox. Thanks for that.

* so very, very rough

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When box art must be ridiculed.... This month: Sorcerer’s Maze (XS Games) ¢ “Look deeply into my beard, children,” says the wizened mage on the cover of this $10 PS: title, “and | will explain to you the mysteries of dragon eggs, ancient elf lords, and generic stock imagery for cheapo games that have nothing to do with sorcerers or mazes or even kids with transistor radios and pullover sweaters.”

SARNIA ISEB SEE ED IIE PIED BEES EEE EE IE CETTE EEE EEE TESTES TREN SRNR APARNA BAAN SSSA AAD SAN RC REISSUE PE ERENT PELE PTET OBIE STET RE FETE TUTE TOBE RITE SIUSSRETOERE

Microsoft Recalls

If you’re one of the few who bought Kakuto Chojin, our condolences: You’re the owner of one crappy 3D fighter (Microsoft’s first for Xbox). But your luck may be changing. Now, it seems you're the owner of a crappy 3D fighter that’s also a collector’s item. Microsoft pulled Kakuto from shelves in early February after it discovered that a background music track included an inappropriate verse from the Quran, the Muslim holy book. The company has since destroyed all affected copies. (A version of the game without

the prayer is now available, but we doubt it will do anything to help Kakuto Chojin’s already lackluster sales.) A similar recall occurred in Japan.

So, what was the offensive chanting about? And is it worth all the fuss? We went to the Muslim Educational Trust in Portland, Oregon, and spoke to Assistant Director Gail Ramjan and Principal Wafa Subhi to find out.

“It is inappropriate use of the Quran,” remarks Ramjan, noting in the character Asad’s ending theme repeated and overlapping use of the phrases “Qul Hewa Allah Hoo Ahad” (“He is Allah, The One”) and “Allah Hoo Samad” (“Allah, the Eternal, Absolute”) —recitals taken from the 112th chapter of the holy book. And it doesn’t seem like an accident. “‘Asad’ means ‘Lion’ in Arabic,” Subhi tells us. “Some of [the Prophet] Mohammed’s companions were known as ‘Lions of the Desert,’” adds Ramjan. Not only that, but the character’s bio also says he comes from Somalia, a country with a 99 percent Muslim population. This, along with the Quran recitation, seems to our experts to signify a badly chosen mix of fantasy with holy narration. Ramjan and Subhi tell us, “[Microsoft] did the right thing [by pulling the game. The recitation] doesn’t belong in this format.” —David

S.J. Hodgson

tournament patted spectac- ularly with Asad's vietory. ~- Always a spir-

itual man, he continued devoting himself to obeying his fate. he went hack to his homeland, a village. co! ong

Sure there’s been a lot of talk about videogames causing violence, but can they prevent it, too? If we’re at war by the time you read this, the answer is no, but at least Mikel Reparaz tried. Reparaz launched a successful online money- raising campaign to buy George Bush a PS2, complete with SOCOM: U.S. Navy SEALs,

Conflict: Desert Storm, and an extra controller for Dick Cheney, in hopes that “you [Bush] accept these gifts and use them, rather than the lives of lraqi civilians and our U.S. servicemen, to fulfill any militaristic fantasies.” No thank-you notes on White House stationery as of yet, but check evilninja.net/buybush for updates.

Electronic Gaming Monthly - 42 - www.egmmag.com

"..Other pure wrestling games tend to have matches that drag on and on and on. it becomes a long, drawn-out experience.”

Def Jam Producer Josh Holmes

eM SIHPER aia i i ya =

efore Def Jam: Vendetta arrived, wrestling games were about men in tights beating each other senseless for hours. But EA has broken free of those con- Straints to deliver a game that, like NBA Street and SSX, has genre-busting, universal appeal, with help from some of hip-hop’s biggest stars. We sat down with Vendetta Producer Josh Holmes to talk about wrestling game conventions (and the breaking thereof), working with hip-hop’s top names, and what had to be cut to get a Teen rating.

EGM: Now that the game’s done, what do you think of the finished product?

Josh Holmes: As a team, we’re very happy with the result and very proud of what we accomplished. In a lot of ways, it’s more than we hoped.

EGM: But let’s say you had another month for development. What do you wish you could tweak?

JH: If we had some more time, there would’ve

been some additional music. One of the big From that expression, it looks like he’s getting the foot-tickling of his life. challenges with this game was the music licensing. Hip-hop is a notoriously difficult you usually have a number of samples you

THE WRATH OF 100 B*TCHES

genre to license music for. We felt it was need to clear as well.

important to have a good mix of old-school

hits and new breaking music, and within that, | EGM: There are 4o characters to choose from in Versus mode, but only four that you can play with through the Story mode. Don’t take this the wrong way...but what were you thinking?

JH: It was just a creative choice we made. We wanted to make a clear distinction between the heroes you’re able to develop and the opponents you face. The heroes are vessels you can put yourself into and experience the Story through their eyes. It would’ve been cool to allow people to go through Story mode with the other characters, but it would’ve changed the experience a lot.

Since the Def Jam artists worked so closely with EA Canada to put their like- nesses into Vendetta, we had to ask: Did anyone want to have some kind of really crazy super move or be super- powerful to the point where you were like, “Uhhh...no?” “Oh yeah,” Producer John Holmes tells us. “Redman had this crazy move where once he got his oppo- nent down, he wanted ‘100 b*tches to come from the audience and kick the guy in the nuts.’ And we were like, ‘Yeah, _™ yeah...we don’t know ¥ ey) if we’re going to be EGM: Vendetta’s missing a few conven- —— NS apiete ath tional wrestling game standards, like Vy \ | %

move t customizable multiplayer matches and ove that

\ @ ' : "i 1 \ stays true to a Create-a-Wrestler feature. Why did 4 the spirit of ' what he was asking for, but

they get the ax? NS \ within the techni- 2 {cal constraints of : —~. @ » the game.”

JH: In creating the game, we wanted more of an arcade-style, quick pick-up-and-play experience with a lot of depth in its own right. Part of that simplicity is keeping

That back beat really gets ya in the kidneys. the number of options to a minimum and

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focusing on creating a really well-tuned, bal- anced, and polished gameplay experience. It’s very similar to the approach we took with NBA Street (another EA Big title).

EGM: In our experience, the K.0. system (where you can defeat an opponent with a super move without pinning him/her) really helps keep matches to a realistic length. Was that the goal?

JH: When we came onto the project, we had Aki [WWF No Mercy for Nintendo 64, Ultimate Muscle for GC] as the world’s greatest wrestling developer—| think that’s pretty widely acknowledged. And we wanted to blend the gameplay into a hybrid of wrestling and fight- ing. Part of that was having a really intense feel to the matches, where they had a natural pro- gression, so the intensity built to a climax and there was an end in sight. The K.O. system came from brainstorming around that. I’ve found that other pure wrestling games tend to have matches that drag on and on and on. It becomes a long, drawn-out experience.

EGM: It’s gotta be a challenge to put togeth- er a T-rated game with artists who use very M-rated lyrics. Did you have to cut anything? JH: We decided early on we wanted to deliver

a game that was suitable for a T audience. We worked closely with the ESRB throughout the process, running ideas by them and getting

DETRUSOR ZY RS

BUST IT OPEN

Still got a couple ‘?’ slots in Vendetta’s Versus mode Character Select screen? To

unlock those, finish the Story mode with all four heroes. The last few Easter Eggs are bouncers from the Story mode’s cine- mas and an alternate costume for D-Mob.

aR RE nari RORORERORR

their feedback on what they thought was appro-

priate. In the end, there were some minor things. We had to make a couple modifications to moves that were incredibly violent.

EGM: Can you give us an example of a move you had to tone down?

JH: One of the girls who has high heels, Tai, had a special move where she would grab the legs of her opponent and grind the back of her heel into the upturned crotch of her foe, which was incredibly painful-looking, especially with the sound. | think it would’ve been OK against most of the male characters, but when you got her doing that to a female who’s wearing a Skirt, she was grinding her high heel into the girl’s panties...and it didn’t really work. So, that’s one minor example. We tweaked the move, and it didn’t affect much. It’s still a really cool, really painful move.

EGM: That hurts just to hear about. So, what was it like working with Def Jam guys like Redman and Method Man? Did they show up all bright-eyed and bushy- tailed in the morning?

JH: It was actually a really great experience. Red and Meth were really enthusiastic; they’re huge gamers. In particular, Method Man has been there for us every step of the way. Ever since he saw the game, he’s been hyped about it. He’s been playing it and giving us

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PRO STRATEGIES, YO

If you’ve been playin’ Vendetta for a while, you probably have your own strategy for winning. But we thought we’d ask producer Josh Holmes for his advice on...

The best fighter in the game: “It’s gotta be D-Mob. He’s pretty stacked. All of his attributes are pretty maxed out, and there’s nobody who can hold their own against him...except maybe DMX.”

His personal strategies for winning: “1 usually go for the K.O.; I’m not a pin guy. Usually, what I’ll do is get my first Blazing move, pull that one off, and maybe do a couple of Turnbuckle moves to take down my opponent’s health before he can recover from the special. Then I’tl build up a second Blazing and keep his health near the Danger zone, send him into Danger, and K.O. him. But when you’re playing against an expert, it becomes harder to pull off a strategy like that.”

feedback, and giving us direction since day one on how he wants to appear and how he wants to fight.

EGM: Finally, we gotta ask: Are you thinking about a sequel yet?

JH: Not yet. We’re just really curious to see how this one does. We’re really happy with how it turned out, and the response so far has been overwhelmingly positive. If it’s successful and people enjoy the game, we'd be stupid not to come up with some sort of a sequel. But we’re in a wait-and-see mode right now.

New Excuse To Talk

About Halo 2

Normally, we wouldn’t run a huge screenshot of some dude standing in a big metal room. But that’s not just any dude—that’s the Master Chief. And that’s not just any big metal room— that’s a big metal room from Halo 2, the follow-up to the best-selling Xbox first- person shooter that was EGM’s 2001 Game of the Year. Hot dog! So, yeah, we

admit it, we’re hungry for anything new on this game, and we’re probably not alone. Since it’s not due out until this fall and developer Bungie is working on it in virtual isolation, even this some- what plain new screenshot got us excit- ed. Here are a few facts we already know about Halo 2, plus some idle, pathetic speculation:

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GANGSTA LEAN: Looks like the Master Chief is leaning around the corner here, doesn’t it? Doesn’t it? (Work with us here people.) That’s one of his new abilities—he can peek around corners to see what he’s up against before entering a room. Other new moves include a full sprint and melee-attack combos.

2B:

NEW GUN: More accurate but with a lower firing rate than its Halo equivalent, the new assault rifle also includes a scope for longer-range sniping.

www.egmmag.com

MYSTERY SHAPE: Halo 2 uses new shadowing techniques to make everything look even more realis- tic, which makes us wonder: What’s casting this shadow? Looks like a new vehicle of some sort! (Does

too! Shut up!) Bungie has promised | plenty of new rides, including troop | transports, an ATV four-wheeler, © and the alien equivalent of a jeep.

IMPROVED METAL GRATE: Halo 2 will contain more than

twice the amount of grating as the first Halo. OK, maybe not.

GAMECUBE

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is worth your $50? Trust us, you’ll only need one. We wade through the hype so you can feel like a Hall of Famer. Todd Zuniga

a With the season in full swing, which of the six baseball games Li]

Franchise It Resembies

Model Player

Game Cover Star Cred We Hate Motels? Sim Factor

02 Mets: Lots of Finding stats is It’s decent, but jaseba payroll, lots of harder than hitting the ball Acclaim (PS2, ————¥ flavor, star finding a Devil ee is too hard, and

GC, Xbox) “ea! power every- Rays season sx / & the cursor sucks. E, where, but noth- ticket holder. 2 Avg. EGM score «5 mitt in’ doin’ in the

(out of 10) win column

’01 Yankees: Not much. But The best simula- ) | —— A bloop hit pitchers do try tion baseball 3D0 (PS2, GC, - -~@ away from lame pickoffs to <i same onthe Xbox) -_ ion; third base. AX meg ~Market Weird. er

Avg. EGM score

On a scale of : one to a million, Midway (PS2, fe ee Se this scores a GC, Xbox) Saya t ag Ei, ble. Plus, it’s ne" = zero. ;. be tig Anot real base- ball.

Avg. EGM score

No defensive A gazillion times & tive? Huh? better than EA Sports Puyo? it Sammy m Triple Play; the (PS2, Xbox) fo : I: : —— e2§ pitching is iiber-

Avg. EGM score

Sega Sports (PS2, Xbox)

Avg. EGM score

M | ; Finds the niche

989 Sports eS. : between sim and (PS2) Ot | Heystep andgo. arcade Official U.S. Playstation

Magazine score (converted to EGM’s scale)

(Note: We couldn’t get hands-on with Microsoft’s Inside Pitch 2003 before press time, so it is not included on this chart.)

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lidden characters, extra weapons anc undiscovered worlds are all at your fingertips. Cut out the cards, slip them

into the game’s case for a quick trick. When you get the itch, punch in these codes and really get into the game.

Check out www.getinfothegame.com {0

download a coupon for $5 off any game on this card. While you're there, get the scoop on all the hottest games and accessories.

BRUTE FORGE

GET INTO THE GAME.COM

©2003 Target Stores. The Bullseye Design is a registered trademark of Target Brands, Inc. All rights reserved.

PRIMAL

: PLAYSTATION 2, GAMECUBE PLAYSTATION 2 TEAMMATE TIPS SUPER MOVES . FIGHTING TIPS Tex When first start- maneuvers over and over again, : = Te : Hid i iat paler Tex is your inga match, use _—the crowd gets bored, and you is ie ee . silane : gh rhe fle biggest hitter, quick strikes and actually lose: momentum in the i ' ? ndle aes etc tf radia i the one most soft grapples to —smatcli. It's when you add kicks hang ee When she mies, as their health will regen-

able to deal damage and take a hit. He's the guy to efficient- ly clear out a lot of enemies. Tex, especially when he acti- vates his Berserk mode with the right team backup, can bash his way through most obstacles.

Brutus

Brutus is your best all-around Operative. He likes the same weapons as Tex, but he's faster than Tex, and can quickly close in on enemies and escape easily. His senses will allow him to pick up enemy contacts where your other Operatives see only scenery.

,

Hawk Hawk is all about stealth. Her special attack mode, her elusive- ness, her silent approaches, everything about her is geared toward stealth. Naturally, the best time to use Hawk is on a

delicate mission when you need to

stay out of sight.

Flint

Flint is a special case. While her weapons aren't useful in a run- ning fight, when she can plan her shots, there is no one better to get rid of enemies. While Hawk is your designated scout, Flint's acute vision allows her to look ahead. She's not as stealthy or quiet, but Flint's who you want spotting terrain for you before you charge.

weaken your opponent. These moves are easy to pull off and hard for your opponent to counter or reverse. Once you've gained

the upper-hand, move on to hard .

grapples to get momentum on your side. When it comes to momentum, it's not just about strong moves, it's about variety. If you keep pulling off the same

and slams to your, suplexes and piledrivers that the match really begins to turn in your favor. The faster your momentum meter fills up, the faster you can finish off your opponent with one of the lethal Blazin’ moves in your arse- nal.

encounters an enemy, press [L1] to initiate combat. Pressing and holding [R1] blocks an enemy's attack. Pressing [L1] executes a spinning attack (quite helpful when surrounded), and pressing [L2] or [R2] executes left and

right attacks.

e By pressing the various attack- buttons in different orders, Jen can pull off damaging combo attacks. Use [R1] for special attacks by pressing it while mov- ing the left analog stick. During a battle against multiple enemies, press [X] to cycle through and lock onto different opponents.

¢ When fighting tougher enemies, Jen will need to execute super attacks, which are also Finishing Moves, by simultaneously press- ing [L2] and [R2]. These attacks take off more damage, but are

EXCERPTS FROM FULL PRIMA GAMES STRATEGY GUIDES.

erate if they are not eliminated this way.

¢ Jen taunts enemies by pressing Triangle, as well as disengage combat by pressing Square.

Screw this ring crap- let's go play some Tony

Hawk.

New Line Cinema

Celebrities are people, too—just incredibly rich ones. You like games; they like games. Each issue, we talk to a different celebrity who plays games, is involved in their cre- ation, or is lucky enough to be in one.

Although he’s a fantasy expert, Lord of the Rings trilogy star Elijah Wood is strict- ly down to earth about his games. Given all the time the guy’s spent on the LOTR set cooling his fuzzy feet in a trailer, he should be; homeboy’s got a lot of free hours to kill in front of his favorite console. We couldn’t resist prodding the Hobbit heartthrob to spill the beans about his favorite title and the lengths to which Electronic Arts went to make its LOTR game memorable.

EGM: Must be tough sitting around making epic films. How do you relieve all that stress?

Videogames. | love ’em to death. Sean [Astin, who plays Sam] and | played tons of Tony Hawk’s Pro Skater 3 on the Lord of the Rings set. That game is amaz- ing. We couldn’t keep our Hobbit hands off it.

EGM: What makes you think your game, The Two Towers, is anywhere near as addictive?

Have you seen the graphics? |’m real- ly impressed with the way the game

Ae EDIE I ICO O HOPI DIT IEPO DSTO AION FLOP OIA LALA ELE PIRES R NER ERE DAL EES AEE PRESSE ERE AS MERE EEL AOR R RIEL EPO ARAPRL BARA EEG RE DE EE

turned out. Come on—tell me you don’t see the attraction.

EGM: Graphically, sure, but what about the gameplay?

Hey, I’m a gamer, too. All right, so The Lord of the Rings is a hack-and-slash title, and |’ll admit there’s not much to it. But Electronic Arts did a great job with what they were given.

EGM: That’s better than doing a crappy job with what they were given still sounds like a backhanded compliment, though.

Look. We all know movie games never turn out right. It’s always a rush job to have the game’s launch coincide with the release of the film, and there’s not enough real art or attention to detail put into the process. Just know that the developers worked really hard to create something that was true to the film and maintained its integrity.

EGM: What was it like hearing your voice emanating from a PlayStation 2?

Pretty cool, actually. Doing voiceover work was a lot of fun and made the title sound so much better. It’s not as freaky as you'd think, and it was a good way to get my big, hairy foot in the door of the world of gaming, so to speak.

EGM: So a sequel’s not out of the question?

Depends on the particular project. I’m looking for more mature roles now, movie or game. If there’s a quality script attached, no matter how big or small the project, then | want to be a part of it.

EGM: Now casting: Lord of the Bedsprings: Elven Girls Gone Wild!

Thanks, but I’ll have to pass on that one.

51.

“PROYAS —LIMAN RATNER A. SLY COOPER

B. METROID PRIME

C. SHINOBI

Metal Gear Solid is coming to the GameCube! Yes, you read that right. In an interview, Nintendo bigwig Shigeru Miyamoto mentioned that the big N and Konami are working on a new edition in the iiber-popular stealth-action series. No release date or other details were announced, but that shouldn’t stop Cube owners from dancing in the street.

R-Type Final, the [| latest ina line of | ~ beloved shoot- i ers, is due this

June in Japan for PlayStation 2.A U.S. date is TBD.

Is the future of after-market GBA lishts still glowing?

While most gamers are giddy that Nintendo released its Game Boy Advance SP on March 23 (with a built-in light so they can play without donning a miner’s headlamp), at least one entrepreneurial GBA fan has every reason not to celebrate. He’s Adam Curtis, president of Triton Labs (www.tritonlabs.com) and designer of the Afterburner, GBA’s first internal-light kit. Demand for his $25 doodad, which must be installed in the GBA via a delicate operation we detailed back in EGM #157, has been high: 75,000 of the lights (which can also be bought preinstalled) have shipped since the kit launched last fall.

But now that Nintendo has unveiled its GBA SP—with so-called front-light technology that’s the same as the Afterburner’s (Curtis jokingly says he has no plans to sue) —you’d figure the kit’s prospects might dim. Curtis disagrees. “We are confident that significant demand will remain for the Afterburner for at least another year,” Curtis says. “There will be those who pre- fer to install an Afterburner in their current sys- tem rather than spend $100 for the new GBA. And from the pictures I’ve seen, gamers with large hands will be much more comfortable with the horizontal ergonomics of the original GBA.”

Even if demand for the Afterburner does

plummet after GBA SP’s March debut, Curtis Says his company has new products on the hori- zon that will likely cause just as much of a stir as the Afterburner, especially since they'll be compatible with the new GBA SP. And, ultimate- ly, “The gamer half of me is very happy to see Nintendo release an internally lighted system,” he says. “The original goal of [my] project has been realized in full.”

You can order an Afterburner kit from tritonlabs.com, and if the thought of eviscerating your GBA and wielding a soldering iron is daunt- ing, the folks at www.portablemonopoly.net will do the surgery for some extra cash.

eee We need to find something that is a substi- tute for [GTA] in terms of a game that sells. It’s our mis- sion to find an alternative that is unique and nonviolent.”

~~ Zelda and Mario creator Shigeru Miyamoto

“It is

aren e independently yet so advanced it exceeds the needs of hardcore gamers.”

Line from Infinium Labs’ press release on their Phantom console: we’ll believe it when we see it

WHAT YOU DID...

Bought a plane ticket to Cancun, then purchased drinks for you and 10 potential Mrs. Yous

Took a road trip to Tijuana, got an impulse tattoo, underwent tattoo removal one week later

Went to Vegas, played 30 games of blackjack, bought a lap dance (cost varies with your luck at both)

Got a part-time job selling Reservoir Dogs posters to college kids

Spent 1o rolls of quarters seated in front of the Ms. Pac-Man machine at Pizza Hut

Electronic Gaming Monthly - §2 - www.egmmag.com

Wondering what you’ve got to show for all that cash you spent on spring break? We’re here to make you feel a little worse—check out all the fun you could have had:

Illustration: Jermey “Norm” Scott

YOU COULD HAVE...

Bought an Xbox, Girls Gone Wild DVD, DOA: Xtreme Beach Volleyball, and suntan lotion to use as you see fit

Rented 50 games, gone on a tequila bender, and then tried to redistin- guish Max Payne’s life from your own

Bought a PS2, GTA: Vice City, and 100 hours’ worth of cash to spend at the game’s Pole Position strip club

eBay’d that mint-in-box Panzer Dragoon Saga (Saturn) and spent the week playing GBA in your kiddie pool

Hell, that sounds like a winner to us. Throw in one of them stuffed-crust pizzas, and we'll be there next year.

The Human Anatomy

as deconstructed by Tao feng

Fic.1.— Considerable Pain

The process of deconstructing the anatomy begins with bruwsing at the point of contact, leading to bloody contusions and cerebral hemorrhage.

FiG. 2.— Physical Disability The deconstruction nears completion ad limbs

weaken and break from continuous physical abuse, finally rendering the enemy useless

FIG. 3. Environmental Destruction Opponents are often hurled into walls and glass situated nearby, resulting in injurted of variable depth and stze.

= if © he uy 'S” The Pain ts Real Blood Microsoft

CONTENT RATED BY game ‘Studios www.xbox.com/taofeng ESRB

Ss T og lh THE

Violence

ONLY Oil yBor

©2003 Microsoft Corporation. All rights reserved. Microsoft, Fist of the Lotus, Tao Feng, Xbox, and the Xbox logos are either registered trademarks or trademarks of Microsoft Corporation in the U.S. and/or other countries. The ratings icon is a trademark of the Interactive Entertainment Ratings Board. The names of actual companies and products mentioned herein may be trademarks of their respective owners.

APRIL 2003

THE JOURNEY BEGINS INCLUDES

5 EPISODES, A BONUS: POSTER AND COPIOUS DVD E

ALSO AVAILABLE IN A SPECIAL - COLLECTOR’S EDITION - With AN EXCLUSIVE feria

WWW.ADVFILMS.COM

30

P| td DOWN

1. Like Neo and 10 Across of the Matrix series

2. Navi of N64 Zelda: OOT does this

3. PS2 DVD remote medium

4. Object of Tomba’s affection

5. Scope, Service, or Hill

6. Root of Q*Bert serpent’s name

7- Munch’s Oddworld accomplice

8. The Matrix _loaded (movie sequel)

g. Will sound if you get found in Metal Gear

10. Some of Bloodrayne’s bad guys are these

4a. Power-up meter built into the Matrix game

14. Gallop Racer track, Golden _

15. The Wavebird eliminates these

18. Blue Oyster Cult would fear him if they’d played Castlevania (NES)

20. Beach volleyball is played only this way in the world of Dead or Alive

21. Pokemon #86

22. The red one will take you inside the Matrix

24. Gameplay guideline

26. Something to slide on in Tony Hawk

27. Mario Kart 64’s mountain

29. Developer of game based on The Matrix

30. Square-pantsed Bob of GBA, PS2, and GameCube fame

31. NFL 2K3 playing surface

32. Competitive gamers “play _ _” (2 words)

35. Deus Ex modifications, for short

37. Full Matrix game name: _ the Matrix

39. Duck _ or _ for Red October (both NES)

42. Like Double Dragon’s Billy and Jimmy Lee

43- EGM’s is found at the bottom of its pages

44. One of these might intersect a Fighting Street (abbrv.)

45. Egyptian sun god referenced in a Game Boy/NES title, Pyramids of

47- Noneditorial content in EGM, for short

ee te

=CCCo™

pescooecoeaqseeqgosanaeoncsocgnoccoseaanepnoapoaaoooaonenoanecsonnosoOnEHSIgpINsadbSnnoReEsOnnoHNADEHOReCEaDOERE

a a wt ert ett tt

ACROSS 1. To gun down from afar

5. Street Fighter Rose’s weapon

9. Matrix publisher label

10. Female star of the Matrix game

12. Slowdown in network connection speed

13. Plays the net in Winning Eleven 6

15. Big boss, to Solid Snake (abbrv.)

16. Pirates-speak (PS2)

17. Panzer Dragoon Saga’s (Saturn) leading lady

18. 1983 arcade game from Konami, _’n Rope

19. Gran Turismo 3 Acura model

21. Saturn’s Mr. Bones doesn’t have any

22. Westernmost neighbor to Blanka’s Brazil

23. “Three,” to Street Fighters Vega

25. One of GTA3’s gangs

27. Motley band heard in Vice City

28. Alpine Racer (arcade) locale

29. In Mario’s world, they come in red or green

31. Game piece in Shanghai

33._ Alone (NES) or_ Run King (GO)

34. Tekken’s Phoenix

36. PS2 Resident Evil game that uses the Network Adaptor (abbrv.)

38. You're surrounded by it in The Thing (PS2, Xbox)

39. Duke Nukem: Zero _ or WWE Crush_

40. Darkstalkers sequel, for short

41. Options menu negative

42. Matrix martial art

44. Built the GameCube’s graphics chip

45. Sonic’s “precious”?

46. Vulcan of Metal Gear Solid (PS1)

48. Devil May Cry swordsman

49. Stereotypical RPG wise man

Solution on page 148

#231929-1 $19.99

#231921-8 $49.99

: Call 1-800-800-5166 for a store near you.

“From the makers of Resident Evil comes Driver: The Movie!” That’s right, a big-screen version of Infogrames’ good guy/bad guy car game is in the works. The film is scheduled to begin production this year under the direction of Paul Anderson (Evil’s director). Why do games like Driver and Crazy Taxi get scooped up while Metal Gear gathers dust? We may never know.

maces eceaenta aa eea ane taaesnaaata aanasaasanetuanananannasenananeananabanestanssanansnnnenannnaannbannennaannmeaamneanmaaaannanamnaannaannananananananaasanaannanaanagannasnammeraananaazaaeraenseaaacacercicessacattarenaetriaccreetereieneientanenies raeertokeomereeeere eee TORTIE)

Good (morning, afternoon, evening—pick one) gamers, ’tis |, your

illustrious host to the world of videogaming rumors— The Q-Mann. The new-Jenchu game recently hit PS2, and word

| appear before you once again to deliver a virtual bounty of gaming _has it a side story is in the cards. Plus, The Q

gossip and rumors for your reading pleasure. Please, read what | hears the producer of Sega’s Shinobi has defected

have to say and be amazed at the future! to Activision’s Japanese development studio to work on the game. Sneaky, sneaky....

A bevy, a passel, or possibly a throng of Sony sequels lurks around the

corner. A new Syphon Filter is on the way, and this time it’s got online If you’re a Star Wars junkie who owns an Xbox, connectivity. Want 3D platformers? How do Ratchet & Clank 2 and Sly you might be wondering, “Where the hell’s my Cooper 2 (not to mention Jak and Daxter 2—see page 74) sound to Knights of the Old Republic?” A fair ques- you? We have it on good authority that they’re all currently in develop- tion, Surely. Current scuttlebutt tags a summer ment. We haven’t heard from Gran Turismo in a while, which is reason release after all the smoothing and polishing’s enough to be suspicious —expect an online installment (maybe called been done. Besides, we wouldn’t want a GT4) to make an appearance later this year. janky game, would we? Wait for it.... Sam Fisher may be back in actionearlier than you think. Word has it The Q’s sources indicate James Bond might » Splinter Cell 2 is scheduled'to debut in.early 2004. be changing his first-person ways in the next ™\ Expect more of what you loved from the first one, plus game (scheduled to hit as early as the end of

possible Xbox Live connectivity for onlineplay. The this year). Expect the new game toinclude a third- Q’s psyched about that li’l bit of news.... person view (a la Splinter Cell and Metal Gear). In addition, another Bond in the works is supposedly a-direct sequel to Nintendo 64’s GoldenEye... Square has begun-preliminary beta tests of its massively multiplayer online role-playing game, Final Fantasy XI.Beta testers are playing the Japanese version Stateside, but at least it’s progress toward-a-U-S. release later this year....

ww Console Prices to Drop Soon

Predicting console price-drops is a tricky business. They're inevitable—the question is, when? This year, The Q’s sources have heard we may have new prices for all our favorite consoles (Xbox, PS2, and GameCube) as early as E3. Of course, when one drops,

Tired of saving Middle-earth by yourself? they all follow suit, limiting any short-term advantage...

You may not have to for long. The Q has learned that EA is planning multiplayer And with that, | must bid you adieu for another month, my friends. support for the next Lord of the Rings But don’t worry—30 more days and I’Il be right back at ya with game coming out this fall. (Kinda fits the another boattoad of the juicy stuff. If you feel like dropping me a hack-n-slash gameplay, doncha think?) line, send e-mail to quartermann@ziffdavis.com. Until next time.... —TheQ

cl | ah ae)

Electronic Gaming Monthly - 36 - www.egmma

LIGHTS......CAMERA......ATTACK!!!

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e ie 7 i i e a : ne me, ed 5 Bins ee Cle «Rey Hs : 3 wy j i ieee ate e F r y : E 4 : Re ni 3 we? ; \ Ss .)

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DIRECTED BY SHAO TING

In a world where violence and celebrity go hand in hand, one video game beautifully glorifies both. Kung Fu Chaos is the story of director Shao Ting’s mad obsession to assemble top 70’s martial artists throw them onto movie sets and have them beat the duck sauce out of each other. With 21 big-budget locations, 8 hot-tempered actors and a cameo by a mystery master, it’s never the same movie —er, game twice.

Blood : Mae tumor | Micresott 4 fonuron| hasan. ie gamexX€studios- VA) Ox

CONTENT RATED BY Violence ESRB

©2003 Microsoft Corporation. All rights reserved. Microsoft, Xbox, the Xbox logos, and Kung Fu Chaos are either registered trademarks or trademarks of Microsoft Corporation in the United States and/or other countries. Other products and company names mentioned herein may be trademarks of their respective owners. This is a parody of a typical 1970's movie poster. The ad does not intentionally represent any specific movies, establishment, or any individual living or deceased. Additionally, the reviews are fictitious, and any perceived connection to an actual movie review is purely coincidental.

ROS « RENOEY TONS

poe dosoapeenconpaR EOL NROORHE

1 Grand Theft Auto: Vice City

Rockstar

10 610—Ss«é*i0

Che GregS Milkman

2 Grand Theft Auto ill

Rockstar

§ 9 10

Crispin’ GregS Milkman

3 Madden NFL 2003

EA Sports

John R Jon Dean

4 Super Mario Advance 2

Nintendo

3 Gran Turismo 3 A-spec Sony CEA

6 Medal of Honor: Frontline

7 Spider-Man: The Movie Activision

—r= §

8 Kingdom Hearts _— }eem!

Square EA

Microsoft

10 Super Mario Sunshine

11 Tony Hawk's Pro Skater 4

Activision 02

13 Dragon Ball Z: The Legacy of Goku

Infogrames

14 Lord of the Rings: The Two Towers

16 Yu-Gi-Oh! Forbidden Memories

17 NGAA Foothall 2003

EA Sports

20 SOCOM: U.S. Navy SEALs

Sony CEA

Source: NPD TRSTS Video Games Service. Call Kristin Barnett-von Korff at (516) 625-2481 for questions regarding this list. A “—” indicates the game was not reviewed.

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ee! . mei We Nae ar, of = \ 3 Dragon Ball Z: Budokai = a ' ; Infogrames “r=. 3

4 James Bond 007: Nightfire

EA Games shy! eas

0 Matiden NFL 2003

EA Sports

6 WWE SmackDown! SYM ._ THO =r=_

1 Dead to Rights

§ SOCOM: U.S. Navy SEALS

9 Need for Speed: Hot Pursuit 2

10 Conflict: Desert Storm

a eS

Source: Blockbuster Video, January 200

U.S.A.! U.S.A! _,| Although

—| Ratchet & Clank (now at number | 12) has slipped

. off the chart, Pokemon Ruby/Sapphire

SmackDown! Nintendo GAME BC

2! | SYM brings the Taiko no Tatsujin

——— trailer park to Namco

Tokyo with a Ninte

>} Surprising sec- Nintendo ive

z nd-pl how- ndo Puzzle Collection | ing. ofequal_ Makai Senki Disgaea

ing. Of equal Nippon-ichi Software

2 WWE SmackDown! SYM

Yuke’s

interest is the appearance of debonair Brit

| James Bond in NightFire, in the eighth position.

» | Witness the " * softening of James Bond 007: NightFir Japanese isola- Electronic Arts Square =r | tionism.

10 Operator's Side Sony CEI =a Source: Weekly Famitsu, week ending 2/9/03

ST SmackDown! SYM

4

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22ORERRIEODNOROROREORICNDDODISOONOROORDOOROIIDINSOOH NIC 0 oe x

cosconeenooanneeonnenioonesobooRnOnaDOn ODN nOROROIIIDO RI HAIISORICORIISORIEEEIIERIOSEHO OIE EEDEESDaSHECIToS IDI NTIS CORICAnSEESpEASHoaHRE REDO NeHIDEeoSpEgopEagooNRSRISEESbagHEESSgoSSIINOEEIORHEISAEEDE

Backyard Baseball (Sports) GC BattleBots (Action) PS2, GC Brute Force (Action) Xbox Colin McRae Rally 3 (Racing) PS2 Conflict: Desert Storm (Action) GC Dragon’s Lair 3D (“Adventure”) PS2

Evil Dead: A Fistful of Boomstick (Action) PS2, Xbox Freedom: Battle for Liberty Island (Action) PS2, Xbox Godzilla: Destroy All Monsters Melee (Fighting) Xbox

Golden Sun: The Lost Age (RPG) GBA Hamtaro: Ham Ham Heartbreak (...uh, Misc?) GBA High Heat Baseball 2004 (Sports) GC Ikaruga (Shooter) GC Lufia: The Ruins of Lore (RPG) GBA Midnight Club II (Racing) PS2, Xbox MLB 2004 (Sports) PS2 Pinobee’s Great Adventure (Platform) PS Rent-A-Hero No. 1 (Action) Xbox Run Like Hell (Action) Xbox Stake (Action) Xbox Super Puzzle Fighter II Turbo (Puzzle) GBA Tom Clancy’s Splinter Cell (Action) PS2 World’s Scariest Police Chases (Action) Xbox

X2: Wolverine’s Revenge (Action) PS2, GC, Xbox, GBA Yu-Gi-Oh! Worldwide Edition (Card Game) GBA

May

-hack Part 2: Mutation (RPG) PS2 Castlevania: Aria of Sorrow (Action) GBA Color Quest (Monster Breeding) PS2 E.T.: Return to the Green Planet (Action) PS2

Enter the Matrix (Action)

Fila World Tour Tennis (Sports) Gladius (RPG) PS2, GC, Xbox The Hulk (Action) PS2, GC, Xbox Indiana Jones and the Emperor’s Tomb (Action) PS2 Lost Kingdoms II (RPG) GC

PS2, GC, Xbox Xbox

Mafia (Action) PS2, Xbox MLB Inside Pitch (Sports) Xbox NBA Street Vol. 2 (Sports) PS2, GC, Xbox RTX: Red Rock (Action) PS2, GC Smash Cars (Action) PS2 Sonic Adventure DX: Director’s Cut (Action) GC

Space Channel 5: Ulala’s Cosmic Attack (Action) G&A

Tomb Raider:,, - The Angel oF Darkness (PS2) | _

1080° Avalla

NBA Street Vol. 2 (PS2, GC, Xbox)

Speed Kings (Racing) Star Wars: Knights of the Old Republic (RPG)

PS2, GC Xbox Tomb Raider: The Angel of Darkness (Adventure) PS2

Tom Clancy’s Splinter Cell (Action) GC, GBA Urban Freestyle Soccer (Sports) PS2, GC, Xbox Wario Ware, Inc: Mega MicrogameS (Action) GBA Wario World (Action) GC Wolfenstein: Operation Resurrection (Action) PS2 Wolfenstein: Tides of War (Action) Xbox WWE Raw 2 (Wrestling) Xbox June

1080° Avalanche (Sports) GC Advance Wars 2 (Strategy) GBA

Aliens vs. Predator: Extinction (Strategy) PS2, Xbox Backyard Wrestling (Wrestling) PS2, Xbox Charlie’s Angels (Hot Girl on Girl on Girl Action) PS2 Crimson Skies: High Road to Revenge (Flight) Xbox Crouching Tiger, Hid. Dragon (Act.)PS2, GC, Xbox, GBA

Deus Ex 2: Invisible War (Action) Xbox Donkey Kong Country (Action) GBA Dungeons & Dragons: Heroes (Action) PS2, GC, Xbox F-Zero GC (Racing) GC Freaky Flyers (Action) PS2, GC, Xbox Freestyle Metal X (Sports) GC, Xbox Mace Griffin: Bounty Hunter (Action) PS2, GC, Xbox Midtown Madness 3 (Racing) Xbox Outlaw Volleyball (Sports) Xbox Rock ’N Roll Racing (Racing) GBA Soldier of Fortune Il: Double Helix (Action) Xbox

Splashdown 2 (Racing) PS2 Starsky & Hutch (Action) PS2, Xbox Wakeboarding Unl. feat. S. Murray (Sports) PS2, Xbox

Wakeboarding Unleashed feat. Shawn Murray (PS2, Xbox)

Import Pick of the Month Fire Emblem: Sword of Raging Fire

IMPORT CALENDAR

\- pr HEEFT CE

Frtbnk || ae.

3/27 4/10 4/17

4/24

4/24

3/21 3/28 3/29

4/18 4/24 4/25

5/8

‘GameCube

3/27 3/27 3/28

4/10 4/25 Apr.

Fire Emblem, one of Nintendo’s oldest franchises never to come to North America, is about to make a second appearance on Game Boy Advance in Japan. Rekka no Ken (The Sword of Raging Fire) is a prequel to last year’s Fuuin no Tsurugi (The Sealed Sword), and it once again stars the Pharaen swordsman Roy (featured in GC’s Super Smash Bros. Melee), this time as a younger, gen- tler ass-kicking warrior. The Emblem series fea- tures deep, addictive strategy/RPG gameplay (think Advance Wars, but with swords and knights), making Nintendo’s decision to keep the games away all the more unfortunate.

PlayStation 2

Game Boy Advance

import-game store for the latest release info. “Hey dudes, thanks for rescuing me. Let’s go for a burger.... Ha! Ha! Ha! Ha!”

Soul Calibur Il, Namco (Fighting)

-hack Vol. 4, Bandai (RPG)

Final Fantasy XI: Vision of Ziraat, Square (RPG)

DDR Max 2: DDR 7th Mix, Konami (Music)

Metal Slug 3, Playmore (Action)

Made in Wario, Nintendo (Action)

Shin Megami Tensei, Atlus (RPG) Dragon Quest Monsters: Caravan Heart, Enix (RPG)

Zoids Saga II, Tomy (RPG)

Hunter X Hunter, Konami (RPG)

Fire Emblem: Rekka no Ken, Nintendo (RPG)

Castlevania: Aria of Sorrow, Konami (Action)

P.N.o3, Capcom (Action) Soul Calibur I, Namco (Fighting) Shaman King: Soul Fight, Bandai (Action)

Dokapon DX, Asmik (RPG)

Giftpia, Nintendo (RPG)

Final Fantasy: Crystal Chronicles, Nintendo (RPG)

Mobile Suit Gundam, Bandai (Action) Viewtiful Joe, Capcom (Action) F-Zero GC, Nintendo (Racing)

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PlayStation

SQUARESOFT ° SQUARE ENIX U.S.A., INC. www.playonline.com

©2003 SQUARE ENIX CO., LTD. All Rights Reserved. ILLUSTRATION: ©1987, 1988 YOSHITAKA AMANO. FINAL FANTASY and the SQUARESOFT logo are registered trademarks of Square Enix Co., Ltd. FINAL FANTASY ORIGINS is a trademark of Square Enix Co., Ltd. PlayStation and the PlayStation logos are registered trademarks of Sony Computer Entertainment Inc. The ratings icon is a trademark of the Interactive Digital Software Association.

HSU AND CHAN’S OFFICIAL WEBSITE www.ape-law.com/evilmonkey HSU AND CHAN IS NOW A COMIC BOOK SERIES! HALLELUJAH!

WHAT 1S wane uP, video Youg @REAKFrET <EREAL| | ig 15 tue REAL WORLD, A WORLD

GAMERS -- \'M Hob WEIRD KID Wrid SITS WHERE MACHINES RANE TAKEN OVER,

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> WORLD, AS YOU CALCULUS AND BREATHES TERMINATORY KIND OF WAY. NO, IN KNOW \T 1S A cell fone OE a THE REAL WORLD, THE HOmMAN Race

FRAUD ! LIVES IN INDIVIDUAL, ART-DECO BATHTUBS FOLL OF SELL-O WHILE SPIDERY ROBSTS GLIDE ABouT FIPDLING witH KNOBS ~— WHICH, ALL THINGS CONSIDERED, 15 ONLY SLIGHTLY LESS LUDICROLS THAN WEARING WOMANY \TALIAN SUNGLASSES WHILE STAGEHANDS SWING fou AROUND ON WIRES AS You TRY TO DO MIDAIR KUNG FO.

BYTES IN A COMPUTER.

OR, HECK, BEING IN GENERAL.

cuit eee a ee PRETIR? VERY ENTERTAINING? SURE. But EVER SINCE THE ALIENS OF "“\WNOEPENDENCE DAR” WERE REevEALED TO BE MAC USERS, | CAN NO LONGER REMAIN TOLERANT OF FILMS FEATURING THE HOMAN RACE DECIMATED BY ALL- POWERFUL, IDIOT-SAVANT ENEMIES.

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62

KONAMI © www.konami.com/usa

SUBS TANC E EXCLUSIVE GAMEPLAY ONLY ON SUBSTANCE!

350+ VR MISSIONS « 150+ ALTERNATIVE MISSIONS ° 5 SNAKE TALES EUROPEAN EXTREME MODE « CASTING THEATER » BOSS SURVIVAL MODE ENTIRE SONS OF LIBERTY™ GAME ° MERYL RETURNS! FIRST-PERSON VIEW MODE VARIETY MODE ° WEAPON MODE SNEAKING MODE ° SKATEBOARDING MODE ° BOMB DISPOSAL MODE ELIMINATION MODE © HOLD UP MODE »° PHOTOGRAPH MODE HIDDEN PLAYABLE CHARACTERS « GIGANTIC SOLDIERS » NEW DOGTAGS NEW MUSICAL SCORES « EXCITING NEW STORYLINES

Blood and Gore Violence Partial Nudity

CONTENT RATED BY ESRB

METAL GEAR®, METAL GEAR SOLID®, SONS OF LIBERTY™ and SUBSTANCE™ are either registered trademarks or trademarks of KONAMI! COMPUTER ENTERTAINMENT JAPAN, INC. © 1987 2003 KONAMI COMPUTER ENTERTAINMENT JAPAN. KONAMI@® is a registered trademark of KONAMI CORPORATION. ALL RIGHTS RESERVED. “PlayStation” and the “PS” Family logo are registered trademarks of Sony Computer Entertainment Inc. The ratings icon \s a trademark of the Interactive Digital Software Association. Screen shots are from the PlayStation®2 version. Skateboarding mode is only available in the PlayStation®2 version.

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©2003 Ubi Soft Entertainment. All Rights Reserved. Ubi Soft and the Ubi Soft logo are trademarks of Ubi Soft Entertainment in the U.S. and/or other countries. Rayman is a registered trademark of Ubi Soft Emertainment. Microsoft, Xbox, and the Xbox Logos are either registered trademarks or trademarks of Microsoft Corporation in the U.S. and/or in other countries and are used under license from Microsoft. Station” and the PS” Family logo are registered trademarks of Sony Computer Entertainment Inc. TM, ®, Game Boy Advance, and the Nintendo GameCube logo are trademarks of Nintendo.

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Official trailer

featuring “Madder”

by Groove Armada, courtesy of Jive Records.

EVERYONE

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ter to win a trip to Jamaica at: www.rayman3.com

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CONTENT RATED BY ESRB

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PREVIEW

Square Enix U.S.A. Square

Players: 1

Ca ec

73.9%

Fall 2003

None

Yuna...in hot pants.

Oh, and Rikku in a bikini. No wait, Paine in S&M leather. It’s all so good!

The mission-based

gameplay might shock series regulars who expected a linear plot.

FFX's costars (Lulu,

Wakka, and Kimahri) are relegated to nonplayable cameo roles here.

S you read this, legions of Japanese gamers are uh...mysterious disappearance after trouncing the already enjoying Final Fantasy X-2, the first-ever | monster (how’s that for spoiler-free?). Luckily, all

You can select your next mission

direct sequel to an FF game. Lamentably, we’re hope isn’t lost. After finding a magical sphere hinting from this handy overworld screen. still a good six to eight months away from its U.S. to his whereabouts, Yuna sets off with cousin Rikku me ee ti i, + release (due to translation time, English dubbing, and a mysterious new friend named Paine to find global market positioning, yadda yadda), but now more spheres and, hopefully, her missing boyfriend. that it’s out somewhere, at least we finally know Just as Yuna’s put away her old summoner’s robes more about X-2 than “Yuna looks mighty good in in favor of frolicsome hip-huggers, the developers those daisy dukes.” bravely steamrolled much of FFX’s established game- First off, fans desperately want to know what’s up play for this sequel. First off, X-2 is mission based. with the plot. Here’s the scoop—two years after Instead of going about the quest in a purely linear Tidus, Yuna, and Co. defeated the world-destroying fashion, you can now tackle a large number of mini- beast known as Sin, the realm of Spira has begun to adventures in any order you choose, thanks to the heal its physical, spiritual, and social wounds. Yuna, __ gals’ globetrotting Celsius airship. The overall narra- however, has yet to fully recover from Tidus’ tive remains intact, but what you see along the way

Although our three lovable heroines appear to be the game’s only playable characters, thanks to the new Job Wheel system, variety isn’t lacking. In X-2, you’ll uncover a slew of job classes for the girls as you progress, including classic FF fare like black or white mage, gambler, and thief—and creative new jobs like pop star, dark gunner, and mascot. Each job fea- tures unique stats and abilities (not to mention a snazzy outfit), and you can switch between them during battle using the Dress Up command.

to your ultimate goal is completely up to you. Also, Square has revamped the combat system, bringing back the classic Final Fantasy Active Time Battle con- cept (where enemies will continue to pummel your characters while you make your choices). The end result: faster, more dangerous combat. Yuna also

“The developers bravely steamrolied much of FFs established gameplay for this sequel.”

sees more action while scampering about the field and dungeon screens. Now, she can jump and pull herself up onto ledges. Don’t worry, she’s not going all Lara Croft on us, but it adds some excitement to the previously uneventful walking bits. Finally, FFX’s Sphere Grid character customization system gets trashed in favor of the all-new Job Wheel system, a melding of Final Fantasy V’s beloved job system and playing dress-up (See sidebar).

NEW FACES AND OLD

LeBlanc

= A 2 y humor clashes with the other

girls’ giggly effervescence.

his new party member’s cold This brazen lady leads a rival group of sphere hunters com- peting with Yuna for the goods.

SILLY AND EXPENSIVE

in Japan, diehard FF nuts will be able to purchase these $100 replicas of Yuna’s Tiny Bee pistols. They’re

functional controllers that have all the required but- tons for playing the game, but they don’t work like a GunCon—all the shooting action is purely implied. No word ona U.S. release, but don’t hold your breath.

Check out the mag wheels on Yuna’s fueled-by-girl-power Celsius airship.

The one area X-2 hasn’t changed much from its ¥ gt prequel is in its graphics. Since it takes place in the same world as its forerunner, you’ll visit many of the same locations, only updated with two years of reno- vation. You'll view previously unseen areas of Spira as well, so it’s not merely a nostalgic geographical

retread. As expected, Square also includes a healthy dose of brilliant CG cinemas and ridiculously over- the-top spell effects. The music, however, might blindside you. Longtime series composer Nobuo Uematsu isn’t involved at all. Instead, The Bouncers sound team delivers a mix of pop, R&B, and other styles you’d never expect on an FF soundtrack. But change can be a good thing, right? 4

—Shane Bettenhausen

oe \ vt 2 = ———

You’ll meet some FFX alums— Kimahri, Lulu, and Wakka will cheer you on, but won’t join up.

This grizzled veteran of the war against Sin leads The Youth League, a group of rebel teens.

Pee Woe A ae oo Re al a Re ah Bao ee Aa Boca ek oe LPOPREC 5 aming Mionimniy - 69 - WWWLEVTAM a? . com

PREVIEW

‘f) Activision

Gene Pool

! mi

. re: | Action

% Done: S Hl 85%

| PF April 2003

CT Gc, Xbox

Cee www.wolverines revenge.com

A Wolverine's more than a cutout action character with claws.

The Bad: | Killing hordes of face-

less henchmen. Yawn.

OMA Said lackeys after

a thorough slicing...wait, they just disappear.

as good as it looks, Activision turned to some

| To ensure that X2 sounds | big-name voice talent:

: Goodbye, Luke. Mark

| “Will Read Dialogue For Food” Hamill gets gruff as Logan.

i

|

| Who better to

| play the

| Professor

| than the man

| himself,

| Patrick

| Stewart?

|

This short-bus-approved headgear is from Department H (seen in the comic), not the movie's Alkali Li

hile Wolverine’s no stranger to videogames, comic-book readers know the full range of the X-Man’s abilities have previously been slight- ed on the consoles. What with his signature pig-stick- ers, it’s always been easy to overlook the ol’ Canucklehead’s other mutagenic gifts. Of course, Wolvie’s claws will always take center stage, and developer Gene Pool has devised plenty of satisfying ways for you to use ’em in its upcoming action game, X2: Wolverine’s Revenge. You'll get a meat-and-pota- toes series of wild slashes, perfect for tearing through an equally redundant menu of generic goons, while other acrobatics include somersaulting, Sliding, and spin kicking.

Thankfully, though, Revenge goes a bit beyond this programming-by-the-numbers by letting you cull these clones with several flashy finishing moves. More than just lethal tinsel, these special attacks can be indispensable in boss battles. For example, to best the Juggernaut, you’ll need to pry free his hel-

Unbridle the wrath of a dozen orangutans.

Thwart state-of-the-art defens- es with raw animal instinct.

met with aerial attacks before you and X-pal Colossus can finish him with a straight-from-the- comic Fastball Special combo attack.

So, what’s the fuss about the furball’s other, often overlooked, talents, you ask? Well, for one, if Wolvie’s always doing what he does best, his accelerated heal- ing factor won't kick in; he has to sheath his claws in order to regain lost health. But it’s access to his height- ened senses that really puts you inside this killing

= Po w.Y why) ra dd 82, eR i

machine’s Adamantium-plated skull. “We thought long and hard about the mutant abilities of Wolverine,” explains Executive Producer Rob Letts, “and tried to tai- lor the gameplay to really bring his awesome potential

Ri alee hd FD ehs

e on . vena? Save the bandages—Wolvie regenerates health on his own. |

70 z \ LA Or@MIVITII ARH sa aN ea |

1. Wear car door.

KEEP THE MOOCHERS AWAY!

4. Keep Juicy Fruit!

Ss

PREVIEW

OM ONONP MONEDA NHI HIE NDOT DONO IOI POITIER NOOO NII OO OIRO BI SIROR DER IBNRIDIN CODD SORIRDRIHIN SEDO RODIRRO DIDO RERURDERRDDRONAREREROREROORRERAES

alive.” And it shows. Revenge is designed so Stealth is, at least some of the time, a viable alternative to wholesale slaughter. When you hold down the L2 button, the screen goes gauzy and red, and environmental noise dulls to a quiet drone. Suddenly, you’re at one with your Surroundings: You can follow previously unde- tectable footprints, scan the UV spectrum for evidence of booby traps, and surprise your quarry from the shadows. Wolverine can be cool and collected or a savage berserker—it’s really up to you.

Adding welcome depth to the breadth of

we FRIENDS Colossus

A bod of organic steel adds invul- nerability to this Ruskie’s brute strength.

“Be our guest! Be our guest! Be our...”

Professor X

He has the most powerful mutant mind on the planet.

G

these genetic blessings is a story line crafted by comics scribe Larry Hama. So, despite hav- ing titular ties to the X-Men movie sequel due out this May, Revenge’s plot has much more in common with the long-running comic book. It also means that underlying the standard Series of lackeys and locked doors is a solid Story that Letts calls “fast and punchy.” All we know so far is that Wolverine must trek deep into the Canadian wilderness, returning to the clandestine Department H facility. There, he must locate an antidote to the viral bomb that’s just been discovered in his system.

Yeah, the infamy of shoddy superhero titles could be Wolverine’s real worst enemy. But if Revenge’s gameplay consistently puts his powers to meaningful use, perhaps the clawed one can escape the comic-book-to- videogame jinx. #iFe

Shawn Elliott

Snikt! Pop Juggernaut's shiny top like a tin can.

ly -12- w

> ON

X2°S SECRET ORIGIN

Can’t wait for this May’s X-Men film sequel? Comic shops are now carrying a

reprinted edition of the 1982 X-Men: God Loves, Man Kills graphic novel (in which the X-Mansion is invaded by antimutant forces) that inspired the movie.

Sabretooth

Power for power, this psy- chotic murder machine is the Canucklehead’s Fe evil incarnation.

Lady Deathstrike

Wolverine ina Wonderbra?

Sabretooth in tights? Yeah, / even the mighty

Marvel think tank can lose a tread.

Wendigo

If you ever snack on a human drum- A stick, you can

‘\, expect to host wah, this immor- ty tal spirit of

an albino Sasquatch.

Magneto

Now, how’s our man with a metal-laced skeleton gonna take down the

self-proclaimed master of magnetism?

BEFORE WARCRAFT:

THREE HAIRY NORSEMEN SET THE STAGE FOR A TRADITION

OF GREAT GAMING.

THE BLIZZARD CLASSIC RETURNS.

Now On GAME Boy” ADVANCE.

ame Boy and Game Boy Advance are trademarks of Nintendo. © 2001 Nintendo. The ratings icon is a registered trademark of the Interactive Digital Software names are the properties of their respective owners.

a 2

PREWIEW

SOOO RIOD RIOR ROPING

Sony CEA Naughty Dog Players: 1

Ce Action

60% September 2003 None www.jakand-

daxter.com

It's the sequel to one

of our favorite PS2 platform games.

We're still mad about

the lame “extra” ending of the last game. Aren't you?

Puma |e Jak, after a dark eco

transformation, can get pretty ugly.

Jak and Daxter make friends wherever they go, right? Wrong.

iven the popularity and critical acclaim of Jak & Daxter, a Sequel was a no-brainer. What we did- n’t expect was that a follow-up to the kid-friend- ly platformer would follow with such a dark, gritty,

prison, but hard time has changed Jak into an angry, street-smart tough guy (see the sidebar for details). With this new attitude comes a new focus on game- play, too. Jak now has access to four guns, each

After Jak’s time in prison, his eyes are no longer wide and soulful; they’re glaring and omi- nous. His hair has grown out, his body is buff, and he has a soul patch (always a sure sign of evil). But the biggest change? Get ready for it: Jak... speaks! (He was mute in the first game.)

more mature approach. As you can see, developer Naughty Dog has left behind the bright Crash Bandicoot-style backdrops of the original in favor of a setting that looks more like a war zone.

When we last left Jak and Daxter, they were peering into a mysterious, glowing doorway. At the start of Jak Il, we learn that doorway is actually a portal to a dark, depressed city in a completely different time period. Naturally, the pair enter the doorway, but they aren’t given a warm reception on the other side; the natives grab Jak, throw him in jail, and experi- ment on him using dark eco, the mutagenic goo from the last game.

Daxter eventually helps his friend break out of

loaded with a different kind of projectile—and the game’s fighting is also more combo driven. For exam- ple, you can spin kick, then follow up by smacking a goon in the face with the butt of your gun. Or you can jump into the air and blast downward to apply a bru- tal finishing touch.

There are a number of changes to Jak // from a tech- nology standpoint, as well. Every one of the hundreds of different computer-controlled characters you run across in the city look different; you can travel through the entire town in a number of futuristic flying cars, and the cut-scene graphics have improved dramatically. Darker, bolder, prettier—all told, this is definitely one sequel to look forward to. —Ethan Einhorn

GAMES, electronics boutique’

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=

PREVIEW GALLERY

Agetec * May 2003 « Also On: None—|f you're a budding Picasso who derives pleasure from customiz- ing your car logo in racing games, decorating your room in Animal Crossing, or breaking out that dusty Super Nintendo copy of Mario Paint, you'll be all over Agetec’s Color Quest. It’s a creative reworking of the Monster Rancher concept, except this time you actu- ally design the cuddly creatures you bring to battle.

At the game’s outset, you can create little more than a tiny blobbish freak, but as you progress, you’ll be able to forge nearly anything from a massive, ten- tacled monstrosity to a ramshackle rendition of Freddy Krueger. Your creation’s stats and skills change depending on the colors and shapes you employ (undulating appendages increase agility, objects placed in monsters’ hands up attack, and so On), SO success is more about careful consideration than random doodling. Combat combines traditional RPG-style attacks (magic, fight, heal) with a paper- rock-scissors hierarchy of dominance, so winning is a mix of skill and luck. Fighting your way through the surprisingly long single-player experience is only part of the fun—pitting your artistic creations against your friends’ sketchbook rapscallions should settle some long-forgotten art-class rivalries.

Evil Dead: A Fistful of Boomstick

THQ ¢ May 2003 ¢ Also On: Xbox— Let the one-liners commence. Cult horror-movie favorite Ash is giving this whole videogame thing another shot after the criminally disappointing survival horror-style Evil Dead: Hail to the King (PS1, DC). A Fistful of Boomstick isn’t a sequel, but an entirely new action game based on the signature Evil Dead formula of chain saw-wielding wiseass meets shambling zombie horde. Bruce Campbell voices Ash with predictable aplomb, thank goodness, with VIS (State of Emergency, Earthworm Jim 3D) handling development duties. In fact, Evil Dead is based on State of Emergency’s basic game engine, which means it should be able to handle dozens of bloodthirsty zom- bies all moaning and limping onscreen at once. We just hope the mission objectives are a little more interesting than SOE’s. Combat certainly will be, as Ash can wield two weapons at a time. And thanks to the magic of target autolocking, he’ll be able to take out a zombie with a no-look, over-the-shoulder shot- gun blast while chasing down another foe for some impromptu chainsaw surgery, delivering rapid-fire catch phrases all the while. Hail to the king, ba—hold up, maybe we should wait for the review....

Electronic Gaming Monthly - 16 - www.egmmag.com

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Nothing takes the “un” out of “undead” like Ash's boomstick.

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PREVIEW GALLERY

Agetec ¢ Summer 2003 ¢ Also On: None—When a develop- er just adds a subtitle to a game name instead of dubbing it a true sequel, you usually can’t expect too much. But with Silent Line, Agetec says it will address the main complaint against its mission-based robot-combat series: Your mech’s always been too slow! In addition to quicker controls, it also promises a wider selection of parts to trick out your robot, smarter backup mechs to assist you on missions, a new tar- geting feature that lets you selectively shoot parts off foes, and the ability to import your old ’bot from Armored Core 3. The only feature missing is online play, which was included in the Japanese version. (Grumble, grumble.)

Big Mutha Truckers

Empire Interactive * May 2003 ¢ Also On: Xbox Ma Jackson ain’t a pretty lady. Hell, she barely passes for human. But somehow, she spawned four kids—with four different daddies, no less. Now, she’s leaving her trucking company to the offspring who can make the most money runnin’ goods from one place to the next. Truckers isn’t just a racer, it’s also a trading game where you buy various items and sell them for profit elsewhere. Of course, you have to learn the fastest routes between cities (that means loads of shortcuts, people). Along the way, you’ll run from the cops and avoid motorcycle-gang hijackings. Oh, and you might have a couple run-ins with some of Ma’s illegitimate children as well, of which there are quite a few.

For some reason, this game reminds us of when Fudd beer made all of those hillbillies go blind...

CLETUS ABDUCTED BY ALIENS. NOBODY SURPRISED

ORNL RE SCREENER LORETO es

Square Enix U.S.A. e Summer 2003 ¢ Also On: None Finding a Final Fantasy aficionado among RPG fans is easy, but locating a fervent admirer of the SaGa games (Square’s other long-running franchise) is much more difficult. It’s not that SaGa Frontier and SaGa Frontier 2 (PS1) were terrible games, but they were completely odd and never caught on with the mainstream.

Unlimited: SaGa is the series’ first PS2 installment, and while it’s still pretty damned weird, it’s definitely interest- ing. With seven interrelated scenarios (Some are supposed- ly 40 hours long) to be tackled in any order and a revolu- tionary art style that looks like animated sketches, Unlimited definitely breaks new ground for the genre. Problem is, the mind-warping difficulty, bizarre movement system (you don’t actually walk around, so dungeons play almost like a board game), and wildly complex battle sys- tem (filled with more giant spinning wheels than your aver- age game show) might scare off all but the most hardcore role-playing faithfuls.

Electronic Gaming Monthly - 18 - www.egmmag.con

PlayStation.e

#232539-7 $49.99

Blood and Gore

Violence

eee ieee

“Vou: are 2B Blazkowicz, a US Army fanoet recruited by the OSA and the Allies‘ top spebialist iin covert. operations, heavy weapons and assassination. Hitler's head of the SS, Heinrich Himmler, is twisting Science

and the occult into an army capable of annihilating the Allies. The balance of victory i is in your ands.

BETERY JR CHSTLE

> yeaa a brutal arsenal oS fe: , = = of authentic and a ses . Eaincle= player campaign = experimental weapons. _ re across over 30 levels.

PlayStation.c

= "cluding se ie = assassinating Nazi offic icers.

Soa ee os | idePttwarexcimn activision.com Screenshots taken from Xbox" ‘Siaieg game system. nand PlayStation®2 computer entertainment system gameplay. -

© 2001-2003 Id Software, Inc. ‘All rights reserved. Published’ ‘and distributed by Activision Publishing, Inc. under license. Return to Castle Wolfenstein: Operation Resurrection, Return to Castle Wolfenstein: Tides of War, Return to Castle Wolfenstein, the Return to Castle Wolfenstein logo, theid Software name and the id logo are either registered trademarks or trademarks of Id Software, Inc. in the United States and/or other countries. Activision is a registered trademark of Activision, Inc. and its affiliates. Licensed for-play on the PlayStation 2 computer entertainment systems with the NTSC U/C. designation only. "PlayStation" and the "PS" Family logo are registered trademarks of Sony Computer Entertainment Inc. Microsoft, Xbox, Xbox Live, the Live logo and the Xbox logos are either registered trademarks or trademarks of Microsoft Corporation in the U.S. and/or other countries and are used under license from Microsoft. The ratings icon is a registered trademark of the Interactive Digital Software Association. All other trademarks and trade names are the properties of their respective owners.

PREVIEW

_ Ss Pe eR

Sega Sonic Team 1 | Action/Platformer 65% May 2003 Dreamcast www.sega.com

The { _ GameCube owners finally receive Sonic’s finest Dreamcast adventure.

It's basically the Same game as before.

Dr. Robotnik’s mous-

tache. Somebody get that mana razor, quick!

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a op Pinas eR SoS

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umors have circulated for years about two of today’s most talented developers— Mario maker Shigeru Miyamoto and Sonic’s pop Yuji Naka—

levels were superfun.) The hedgehog’s back, doing what he does best: foiling the plans of his egg-shaped, walrus-musta-

Nope, that’s not Sonic after he fell into a tub of bleach. It’s Super Sonic, and you can only play as him and access the game’s true ending if you com- plete all six characters’ journeys. In the last stage, Sonic’s abilities are upgraded to the max as he draws the emeralds’ power and challenges Chaos’ last form, Perfect Chaos. Even though it’s a short level, it’s an intense thrill ride that’s a must-play for Sonic fans.

working together on a secret game project, mainly because Naka-san often gives props to Miyamoto’s work. So, while that secret project has yet to materi- alize, it’s hardly surprising that Nintendo’s systems have become the (so far) exclusive new playgrounds for Sega’s speedy blue hedgehog.

Thankfully, after a subpar GameCube debut in Sonic Adventure 2: Battle, Sega’s mascot returns ina Slightly enhanced version of the original Sonic Adventure (which launched with Dreamcast in 1999). Unlike its sequel, this game—now sub-titled Dx: Director’s Cut—keeps the superstar rodent at center Stage. (Battle, on the other hand, gave equal play- time to all of Sonic’s superbuds, but only Sonic’s

chioed nemesis, Dr. Robotnik, who has summoned a giant water monster called Chaos. Robotnik plans to turn Chaos into a 4o-story killing machine by fueling him with Chaos Emeralds, so it’s up to Sonic and his pals (more about them later) to find the emeralds first.

If you never played Adventure on Dreamcast, or its Cube sequel, buckle up—in this game, speed thrills. Backgrounds blur and levels corkscrew as Sonic bounds from platform to platform or boosts to max speed to outpace environmental hazards such as a titanic killer whale. Adventure DX features a wide range of locales, each with multiple objectives. In one wicked tornado level, you need to pounce on trampo-

The Tamagotchi-inspired Chao creatures star in Adventure DX’s racing minigame. The more time you spend caring for them, the better they perform. You

can also spoil the little guys on the road via the

GC-GBA link cable. Just download the Chao Garden | (where you care for the Chao creatures) to your GBA and head out. In order to save your Chao’s progress, you'll need to download the garden into one of the three GBA Sonic titles—Sonic Advance, Sonic Advance | 2, or Sonic Pinball Party. Otherwise, the garden dis- appears when you switch off the handheld.

Knuckles the Echidna takes...wait a second. What the hellis an echidna, again?!?

“Sonic will also meet up With five - familiar and'not-so-familiar faces..."

line-like devices to skyrocket about. And when Sonic isn’t retrieving gold rings or scouring for Chaos Emeralds, he’ll face off against Robotnik and different Chaos-monster forms.

Like the title says, the game also includes adventure elements, but they’re pretty basic; they mostly involve moving objects from point A to point B to access new Stages. Sonic also finds upgrades along the way, such as new shoes that'll help him gain enough steam to conquer those mammoth loop-de-loops familiar to series vets. Sonic will also meet up with five familiar and not- so-familiar faces (See sidebar), who eventual- ly become playable characters.

You might be asking, “What makes this game different from the Dreamcast version?”

The answer: not much. You can link up your Game Boy Advance to raise those cute and loveable Chao creatures for Adventure DX’s racing minigame. And Sega is promising slick- er visuals (in our version, the characters looked improved while most of the game appeared the same) and 50 new mini chal- lenges (time trials, grab the rings, etc.). But it’s a bummer Sonic Team didn’t develop new areas for these additional missions, and you don’t need to complete them to open up Adventure DX’s much cooler ending.

We’re a bit confused about why Sega decid- ed to release the worst of the two Sonic Adventure games first, but hey, Adventure DX’s arrival is better late than never. eee

Bryan Intihar

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complain of motion sickness. Expect to

collect numerous gold

rings, race through

time limit, and take on | various Chaos forms. i

Tails Sonic’s wingman gets time in the spotlight as he races Sonic and takes on Robotnik.

Knuckles

SAE PEWTER LELAND) Yr Dot ATMA

it’s hard to tell whether

Knuckles is Sonic’s friend or if he’s waiting forthe |

{

perfect moment to take j his place. Each of his stages requires finding three pieces of a broken emerald, which might explain why they are the least favorite among most Sonic fans.

Amy

Sonic’s (intimate?) lady friend. You better show her , some respect, because Amy ( comes armed with a ham- mer she ain’t afraid to use.

Big the Cat

We’re still trying to figure out why Sonic Team decided to let you take control of an overweight feline. In each stage, Big fishes for his lost frog. 2272...

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This Robotnik- designed robot eventually tells his creator to take a

hike. E-102’s levels consist of destroy- ing everything in

Ls his path. |

PREVIEW

——_

© Activision ' From Software 2 == RPG By 98% © May 2003

_ None

| www.activision.com Lc Ha) Tons of new cards to find and upgrade

) It's easy to waste

rei i) Use up all your cards and you're toast

Tara can barely go 50 feet without tripping over a chest with a new card in it. That's a good thing.

he first Lost Kingdoms was a cult favorite RPG, thanks to its epic story line and unusual but sur- prisingly intuitive battle system. Lost Kingdoms |! improves upon these strengths and addresses many of the original’s weaknesses, which just might lift its cult Status and turn it into a GameCube RPG worthy of everyone’s attention.

LK/! takes place 200 years after the first game. Evil

You can tran

wizards are threatening the Kingdom of Argwyll with synthesized Runestones—talismans that summon and control monsters. You play as Tara, a young girl raised by thieves who mysteriously possesses a true Runestone and Is, in short, the kingdom’s only hope. Who is Tara? Where'd she get one of them Runestones? You'll need to use the gem’s power to answer these questions and protect the realm from invaders.

The original battle system returns for the sequel, with some key enhancements. As before, collectible magic cards allow you to Summon creatures that fight on your behalf in real-time. With experience, you can improve the creatures’ abilities. A new addition to the system lets you use multiple cards to launch powerful (and visually dazzling) combo attacks. And of course, you’ve got a much bigger deck to play with this time— of the 200 cards to discover and power up, half of them are brand new.

Having magical beasts fight for you is thrilling, sure, but sometimes you get a hankerin’ to dish out a spank-

84

erin’ without proxies. LK// has many new cards that let you attack enemies directly or transform your character

Altered Beast-style and personally issue a beatdown.

These transformation cards also help you solve puzzles and reach new areas—you can morph into an aerial creature to fly over a broken bridge, for example. Battles happen in real-time, but—as in any good card game—there’s still plenty of strategy. All cards have

rm your character Altered Beast-style

associated elements that interact in rock-paper-scissors fashion: water defeats fire, fire defeats wood, and so on. Bear this in mind and use your cards wisely, lest you use all your creatures and attacks, leaving Tara defenseless like the waify girl she is. # Paul Byrnes

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Kangaroo Jack begins his Elvis-esque descent into booze and overeating. 600 pounds and counting...

| Power to the People.

apiece OSA AMINE IN EH iy

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EVERYONE Harness the power of the elements, summon great forces and

bring magic back to Weyard in Golden Sun: The Lost Age. Only for Game Boy Advance.

© 2001-2003 Nintendo/CAMELOT. TM, ® and Game Boy Advance are trademarks of Nintendo. © 2003 Nintendo

Players of the arcade version of F-Zero (which = looks identical to the home version) can use | their GameCube Memory Card to race their

* craft in the full-moving cabinet. Sega hasn’t said whether such interfacing will unlock spe- | cial characters or vehicles, but it seems likely. |

Fesvcatenvetm pean tenses eERSRERSEA SSUES

PREVIEW GALLERY

sesonesssccesss CORONERS SES AOSEDIEEOOEE conenenoncnnntennienbhtt

Nintendo ¢ Summer 2003 © Also On: None Andre Komatsubara is sweating.

It can’t be the weather on this brisk winter morning that’s got Japan’s No. 1 F-Zero player (he won a Nintendo-sponsored tournament years ago) all hot-n-bothered. And it’s certainly not from exerting himself—he’s been shuffling through a line for the last hour. To borrow an old slogan, it’s gotta be the game.

Andre has just finished his first play of the new F-Zero, the Sega-developed GameCube and arcade update to the famous hover-racing Series. Having tried the same 50-percent-done version of F-Zero ourselves, we can understand why he’s all shook up; this game is intense.

F-Zero has always been about speed, but this latest version makes previous incarnations feel like a trip to pick up the kids from soccer prac-

Points you earn based on your top

Speed, crashes (both causing and avoiding them), and other stats can be used to upgrade your ship.

tice. Colorful buildings and bright neon signs 360 degrees. And the jumps? Once, we hit a cial sections of the course, you’ll lose precious blur as you streak through the wild, futuristic ramp at such an insane speed, we clocked a seconds docking with a repair ship. cityscapes —and that’s before you hit any of 10-second hang time before landing. Yeah, Many questions still remain about F-Zero: the strategically placed turbo pads or your you'd be sweating too. How many courses will be offered? What new boost button. Then, things get even faster. Oh, and there’s always the chance your ship characters are planned? And when exactly will The track designs only add to the chaos. might explode, since its energy meter goes the game be released in America? Andre cer- Sometimes, courses split in two, with both down each time you use a boost, hit the side of _ tainly doesn’t know, but as he wipes his brow roads twisting around until one is suspended, the track, or run into another racer (asthe one —_ and moves to the back of the hour-long line for upside down, above the other. Another unique to three other splitscreen players and up to 30 __ five more minutes of F-Zero, he does offer level is actually one long, twisting cylinder— computer-controlled opponents are well some advice: “When you play, don’t wear a lot you ride along the outside at any point on its aware). If you don’t refuel by driving over spe- of clothes.” sie

EGM: So, you won an F-Zero competition? EGM: Doesn’t going out of your way to Andre Komatsubara: Yes. twas ano-handi- attack others make it tougher to win? cap contest with more than 30 contestants. AX: Oh yeah, it definitely makes it tougher

But | was the only battle racer among them. to win, but | can’t help it. That’s what | love about F-Zero. Usually, racing games are just

EGM: Battle racer...? about who can drive the fastest. But in F- AK: | love playing rough, you know? | don’t Zero, you can also wreck other cars. Not just ae like just racing through the track to win. | push them away —actually crash them. ee a ye want to use side attacks, wreck the other [laughs] | don’t like Time Attack mode— Coming soon to a Wheaties box near you. players, and then win. | want to compete with others and win.

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CONTENT RATED BY Se ee Serene er

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2003 LucasArts Entenainmnent Company LLC: ©2003 Lucastiim Ltd & TM or as indicated. All ights reservetl:' Used under authorization. LucasArts and the LucasArts logo are registered trademarks of Lucasfilm Lid. Microsoft, Xbox and the Xbox Logos are either registered trademarks or trademarks of Microsoft Corporation in the US. and/or in other countries and are used under license from Microsoft, “PlayStation” and the "PS" Fa amily logo are registered trademarks of Sony es Entertainment Inc.

PlayStation.2

Official indiana Jones website . www. indianajones.com

PREWIEW GALLERY

1080° Avalanche Nintendo e Summer 2003 ¢ Also On: None It’s been more than five years since the original 1080° first raced onto Nintendo 64, but Nintendo’s snowboarding fran- chise is finally strapped in and geared up for a return on GameCube this sum- mer. You'll travel to areas reachable only by helicopter where the fresh powder is as soft as a feather bed, but collapsing wooden bridges and falling evergreens make your downhill journey ever so dan- gerous. Also, be on the lookout for mon- Strous avalanches that can make you the next great snowboarder to grace the obituary pages.

The action gets even crazier when you add tricks such as Toe-grabs and Rail Slides to your repertoire, all while trying to stay in front of the pack. Combine this with a two-player Versus mode, and 1080° Avalanche is primed to please snowboard junkies (like EGM editors Crispin and Shoe) who are desperate to extend their riding season.

Wario World

Nintendo ¢ May 2003 ¢ Also On: None You can’t keep a good bad guy—or in Wario’s case, a psychotic Italian leprechaun—down. At right are the latest screens of Wario World, a 3D side-scrolling action game in which you take control of Mario’s evil twin as he tries to regain his riches from the clutches of a myste- rious black diamond that’s changed the loot into a horde of baddies. Unlike Wario’s portable adventures, World’s gameplay is straight-up action, so he has new ways of dealing with enemies instead of the ol’ run-into-them-elbow-first routine. For instance, you can now grab and twirl a foe around, knocking other nearby enemies out of the way, or lift him up and perform a floor- shaking pile driver, creating a ripple through the ground that'll knock other enemies on their asses. Or, if it’s simplicity you prefer, you can always toss your foes into a background object. Any way you decide to go, once you’ve dispatched a bad guy, he turns back into the lost treasure and brings you ever closer to discovering who did this to your fortune. Look at it this way: It’s the closest thing we’ll ever get to a licensed game for Leprechaun in the Hood. “| want me gold!”

n by their respective holders.

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It's not whether you win or lose—it’s how you buy the game.

Grabber

‘Video Games > : > ) Comparison Shopping Beyond Compare:"

Eidos ) lon Storm 1 )) First-person shooter, action-RPG 65% _ Winter 2003 " None

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Choosing your character’s | sex and abilities is just the | start of the gameplay options Deus Ex 2 pre- sents. For instance, light- ing will be dynamic to the point that you can create shadows to hide in, or you can shoot gas barrels to unleash a toxic cloud that causes your enemies to choke and die in horrific fashion. From what we’ve seen of it, it’s clear that you’ll impose your will on the game, and not the other way around.

-

“You go show that power generator who's boss, Carl. I don’t like the look of those three...red... lines..."

eus Ex 2 begins with a bang, not a whimper, according to lon Storm’s Project Lead Harvey Smith. “We start the game by killing off every- One in Chicago,” he says.

That tragedy, apparently sparked by terrorists, forms the backdrop of this new first-person shoot- er-cum-action/role-playing game...but beyond cryp- tic mention of human cells as an invisible weapon in an invisible war, the developers are keeping mum on the plot.

We do know that Deus Ex 2 is set in the not-too- distant future—roughly 15 years after the events in the original game. This time, you’ll jump into the role of Alex D—a secret agent of sorts—and you choose whether Alex is male or female. Since nanotechnolo- gy has become more commonplace in this brave new

world, you'll improve your hero using special neural interface bio-modification chips. Render him/her a brutish figure strong enough to kill enemies by pick- ing up crates and using them as projectiles, or cre- ate a stealthy sort who can slink through the entire game without ever picking up a weapon. Or, aim for some point in between.

“It’s your experience,” says lon Storm’s Studio Director Warren Spector. “We want to empower play- ers. We want them to create the experience while we get out of the way.”

That’s DE2’s biggest draw: the freedom it presents to players. Modification chips (some of them illegal) boost strength, suck energy from the dead, or make you tough as Steel. One particularly useful (and shady) biomod will allow you to possess the game’s

droids. With it enabled, Alex D can saunter into a room as a cleaning robot (no one ever suspects the cleaning robot), eavesdrop on an important conver- sation, leave, then possess an ass-whomping military robot, storm into the same room, and lay waste to foes with extreme prejudice.

Smith and Spector don’t want to reveal much more about the game just yet, but they have said that DE2 will take you to Seattle, Cairo, an Antarctic base (inspired, they admit, by John Carpenter’s The Thing), and a number of additional spots around the globe. lon Storm has written approximately 20,000 lines of text for the game. Like its predeces- sor, DE2 will have multiple endings.

—lon Storm Studio Director Warren Spector

The game looks delightful in motion, with highly detailed characters; menacing, burnished-metal robots; and even cool, bump-mapped (a graphics technique only Xbox and PCs are capable of) sofas that, Spector laments, currently look like a dinosaur’s hide. We’re a little concerned about the game’s A.|. after seeing a character run into a table and get stuck there, but it’s still early, and the game looks very promising.

“We’re using everything Xbox has to offer,” Smith says, remarking that this version will be identical to the PC game in look and content. You'll be able to judge that for yourself when the game ships at the end of this year. sR Greg Orlando

Above: Play it sneaky or shoot him Above left: Happiness is a warm gun Below: Some wild and/or crazy guys

“In a really good game, you’re not just increasing your character’s stats, you’re also figuring out who you are,” Warren Spector says, telling a story that illustrates how different people’s experiences can be with Deus Ex 2. “My wife was playing an [early] version of the game, and she accidentally killed a dog. It squealed horribly and fell to the ground in a spreading pool of blood. She was so upset by it, she refused to play. The consequences of her act were so overwhelming, she had an emotional response to a virtual act of vio- lence. That’s what it’s all about! There’s no other medium that can do that.”

91

PREVIEW

Majesco NH Taldren 1 (2-46 Online)

Third-person shooter/RPG

40% November 2003 Might come to PS2

www.majesco- games.com

A twist on action

games plus lots of Xbox Live love

Why isn't there a

first- person mode?

Flashbacks of the

Tom Selleck movie, Runaway, while getting swarmed by spider-bots

Here’s a list of the differ- ent illuminati factions you need to deal with during the game and where they originated...

aSis The Sega sys- tem evolve into a robotics and A.|. company.

| roup Based upon Dr. Robert Zubrin’s theories on space colo- nization

Oriental fticiem and countless kung fu flicks

eT ee ons The Sigtinds meets the Triads.

: NO - GameNOW editors become radical environmentalists.

der Old- world poventnadL Dubya style—God help us all.

Glimmer A.G. As Oliver Rane puts it, the “mili- tary-industrial complex.”

Sounds like a bad finan- cial dot-com, doesn’t it?

Mon Dieu! The French even- tually take over the media.

ajesco has been almost as enigmatic about its new title, Black 9, as the nine secret societies the game is named after. Is it an RPG? Is ita third-person sci-fi action game? Is it an even more aggressive Unreal Championship? Actually, it’s a mix of all those things, with a deep, story-driven single- player campaign and ambitious multiplayer modes. CEO Erik Bethke at developer Taldren foresees a rather dull future, at least by videogame standards. “Not much is going to change 78 years from now,” he says. “There’s no apocalypse, no World War III, no clichéd, bleak cyberpunk future.” Luckily, there will be plenty of cybernetic technological developments and duplicitous, warring secret societies to keep us busy in 2081. In an effort to keep spoilers to a mini- mum, we'll leave it at this: You’ll find a linear but plot-twist-riddled single-player campaign where you'll cross paths with the nine different illuminati

Go for a spin on a hoverbike a la Halo.

Eabbanethe big computer-sends in the drones.

sects as you fly to Hong Kong, the moon, and Mars.

On the surface, Black 9 looks like your standard- issue third-person action-adventure game, but it actually has the story and character growth of an RPG. Take, for example, your three alter egos in the game: There’s the military bruiser, a stealthy hacker/thief, and a cyber mage with nanotech “magic” abilities. But just because you play as a sol- dier doesn’t mean you have to blast and bash your way through the entire game. If you develop hacking Skills or buy nanotech upgrades, other ways to achieve each objective present themselves. Bethke was quick to bust out old Dungeons & Dragons refer- ences, saying players can be any permutation of a multiclassed magic user, fighter, or thief—or you can create a jack-of-all-trades (note: not an official D&D character class).

With every completed mission, you gain attributes

® Y Pe Ss + <2 ° Gorgeous graphics and 1 r calistic weather effects

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* 2 Visit www.esrb.org or TIVE an: call 1-800-771-3772 for Rating Information. CONTENT RATED BY ESRB

_==— a ZeniMax Media company COMPANY

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==... © 2003 Bethesda Softworks LLC, a ZeniMax Media company. Bethesda Softworks and ZeniMax are registered trademarks or trademarks of ZeniMax Media Inc. Microsoft, Xbox and the Xbox Logos are either > registered trademarks or trademarks of Microsoft Corporation in the U.S. and/or in other countries and are used under license from Microsoft. Audio/Visual elements © Disney. Other product and company names e a referenced herein may be trademarks of their respective owners. All Rights Reserved.

ere

+ aati

PREWIEW

I hope my legs don’t break... Walkin’ on the moon....

and skill points that increase your potential. And with all the credits you earn on the job, you'll also be able to fine-tune your mercenary with brand-new weapons, supplies, and nan- otech implants. Screw the clothes—it’s the Stats that make the man.

In the early build we played, only a handful of standard-issue ballistic weapons were in place. Handguns, machine pistols, and the like were fired from a third-person chase-cam perspective, while some sniper weapons push you into a first-person view. Ultimately, Black 9 will include grenades, mines, detonation packs, crossbows, and much more-roughly 20 weapons in all. And vehicles? In our demo, we boarded a hoverbike, donned a flight pack, and climbed into an assault ground car. Word

So OEE EE NTRS NA BONAR RAP IPO TE PEI SPAR ARN ARS RRND SSRN ST

has it six to eight vehicles will be available.

But it’s the variety of 30 different skill and nanotech upgrades that impressed us most. Some are bland but helpful, like those that improve targeting or give you onscreen stats of enemies in view. But then there’s the gen- uinely cool new inventions; Urban Tracking, for instance, turns you into a cyber blood- hound able to see stray DNA molecules that come off your prey (they appear onscreen as colored blips that fade over time). Or take the magnetic grappling hook that lets you work out your Spider-Man fantasies as you swing through the levels. Other nanotech-based Skills work a lot like magic in most fantasy RPGs. Five schools of spells are planned, one for each of the four elements and another called drain, which focuses on leeching health, mental energy, and chi (used for spell- casting and other cyber skills).

The single-player campaign is shaping up to be a huge character-building quest, but

Inspired by the art styles of acclaimed comic-book artists Moebius and Geoff Darrow, art director Nate Simpson was keen to give this version of the not-too-distant future a sophisticated look. For a good example, check out this sketch of an Intimidator and its in- game counterpart.

Genesis Corp. is looking to create the ulti- mate artificial intelligence at the beginning of Black 9. Its name: Charles Babbage. For those not geeky enough to know, Babbage is the father of the modern computer, which he called a difference engine. (Little known fact: He also invented the cowcatcher that used to be put on the front of trains to push wandering cattle off the tracks.)

Taldren also has some big multiplayer plans

in store via Xbox Live. You'll get a Co-op mode, where you can go through the whole game Online with a buddy, as well as combat scenar- ioS Supporting up to 16 players. Bethke explains, “We’re using the backstory of Black 9 to pit mercenary agents of the various illumi- nati in thematic scenarios. There will be cap- ture-and-hold matches like in [the PC game] Battlefield 1942, rescue/kidnap a VIP missions, and scenarios that have you hacking into or defending important installations.” Multiplayer will also sport additional crafts not available in the single-player game.

The developers still have plenty to do before Black 9’s November target date, but Taldren is definitely onto something. The only mystery left is figuring out what we’re anticipating the most: seeing the finished graphical flourishes, the single-player action/RPG experience, or the multiplayer scenario-based matches.

Darren Gladstone

XBOX INTRODUCES

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There are 3 things gamers shouldn't be without cheese balls, some friends, and a solid library of video games. With Platinum Hits, you can stock up on best-selling Xbox" titles, such as Project Gotham Racing’, Max Payne, and many more, without breaking the bank. Once you've got a nice

stash built up, you won't have much time to miss her anyway.

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PREVIEW GALLERY

IS VS.

Extinction

Electronic Arts © Summer 2003 ¢ Also On: PS2—You might assume this would be a first-person shooter like the last two Aliens vs. Predator PC games...but you’d be wrong. Oddly enough, Extinction is a console-exclusive real-time strategy game in which you build and battle armies, a la Starcraft. You’ll play mission-based levels as the colonial marines, Predators, or Aliens, and each team has its own abilities. For instance, the marines use the latest hi-tech weaponry, Predators rely on their advanced stealth technology, and Aliens attack en masse and impregnate their foes. Every unit you’d expect—from Alien facehuggers to marines in exo- suits—will be present, as well as new creatures like the Predator Hydra and Alien Ravager. And special weapons like the Marine’s airstrike will have you using movie quotes like, “| say we nuke it from orbit. It’s the only way to be sure.”

Wakehoarting Unleashed featuring Shay

Activision O2 ¢ June 2003 ¢ Also On: PS2—What’s this? Tony Hawk tied to a towline? More or less, since you can expect to experience a familiar, Zen-like oneness with Murray’s master- ful controls. Aside from the obvious differences between rid- ing water and asphalt, it’s the wakeboarder’s ability to cut and reconnect to his tether on command that distinguishes this latest O2 entry. (In one of several imaginative locations, it’s possible to grind the length of a roller coaster before returning to your leash.) In addition to the now-standard Trick attack and H.O.R.S.E. challenges, two players can take turns at the wheel and on the wake. And in Tug-o-War, tandem wake- boarders score points that shorten one another’s lines until someone is torn to pieces by the boat’s propeller.

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FROM BIG LAUNCH x 986

idier of Fortune Il: Double Helix

Activision ¢ June 2003 ¢ Also On: None—Assume the role of John Mullins, a merc working for the antiterrorist group The Shop, in the hyperrealistic (and extremely gory) first-person shooter Soldier of Fortune !/: Double Helix. As in the first Soldier (PC, PS2, and DC), Mullins tackles everything from hostage rescues to search-and-destroy missions, wielding more than a dozen meticulously re-created real-world weapons. State-of-the-art modeling and animation, location- specific damage, and scenarios based on Mullins’ experiences (he’s a former Special Forces officer) lend authenticity to the game. Bad guys await your bullets in such diverse locales as Prague, Hong Kong, and Kamchatka. Best of all, Double Helix supports various forms of online bloodletting (Deathmatch, 4 Team DM, Elimination, and Infiltration) via Xbox Live. =

Electronic Gaming Monthly - 96 - v.egmmMag.com

PREVIEW GALLERY

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- ; eas Universal Interactive ¢ May 2003 ¢ Also

On: PS2, GC—No longer just a support- ing member in the Marvel vs. Capcom franchise, the Hulk gets top billing at the box office and on your consoles this sum- mer. In this game set one year after the film, the Hulk’s nemesis, The Leader, plots to destroy Earth by creating an army of gamma-irradiated creatures, forcing the not-so-mild-mannered scientist Bruce Banner to unleash the greener side of his personality. In some levels, you’ll play as the less-confrontational Banner (voiced by the film’s star, Eric Bana) and use stealth to complete the mission at hand. As the Hulk, you'll let loose on hordes of | : : military personnel, destroy buildings like _ | ~. = they’re made from papier maché, and

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AIA Games ¢ Spring 2003 « Also On: None— Believe it or not, he’s walking on air! When a mild-mannered suburban kid finds a costume that gives him special powers, he sets out to make good use of them. You’d probably guess he’d beat up criminals and foil an arch villain’s plans— and he does—but he also finds time for more lighthearted tasks. He reconciles feuding lovers, saves pets from trees, and runs errands (at superspeed, no less) for his neighbors. Although this quirky RPG was previously released in Japan for Sega’s Mega Drive and Dreamcast, this spiffed-up Xbox version will be its U.S. introduction.

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Starsky

Empire Interactive ¢ June 2003 ¢ Also On: PS2 —Streetwise Starsky and soft- spoken Hutch, true friends and partners, fight crime their own way over the objec- tions of their tough-as-nails but well- meaning captain. If that sounds trite, it’s because Starsky & Hutch (broadcast 1975 to 1979) became the archetype for virtually every TV buddy-cop show since. The game features the loose-cannon cops, the classic red-and-white Ford Gran Torino, pimpish informant Huggy Bear, and a whole lot of mission-based driving and shooting. True to the spirit of the Show, Starsky & Hutch encourages vehic- ular mayhem, fierce gunplay, and team- work. That’s right—two-player coopera- tive play means one partner can concen- trate on driving like a maniac while the other makes the bullets hit the criminals. And yes, support for steering-wheel and light-gun controllers is planned. Man, this is sure looking better than the those old Dukes of Hazzard games...

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MOREMMEDRBUTSS MOREOVER

4 Kids everywhere are lo eir prized Medabot Medals and Medaparts to a diabolical team of warped Medamaniacs! Join Ikki nd his friends as they track down the source of the trouble and beat the

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Natsume is a registered trademark of Natsume Inc. Serious Fun is a trademark of Natsume Inc. © 2002, 2003 Natsume inc. All Rights Reserved. Character Design by Horumarin. “Medabots” is a trademark of Kodansha and is used under license. ©1997-2002 imagineer Co., bid. © 1997-2062 Natsume Co.,Ltd...Published by. Natsume Inc... Illustrations Copyright © 1997 Imagineer, Natsume. © 1999 NA ‘odansha,

4s S ® and the Nintendo Game ey Advance logo-are trademarks of Nintendo. The ratings icon is a trademark of the Interactive :

Digital Software Association.

Serious Fun™

It’s a $20 million game nearly three years in the making.

Now, we slip you the pills for our exclusive hands-on look at

ENTER THI [//!

arry and Andy Wachowski, the notoriously secretive filmmakers behind the Matrix movies, don’t want you reading this story. We just spent a full day as the first outsiders to play Enter the Matrix, the PlayStation 2, GameCube, and Xbox game based on the Wachowskis’ cybermystical universe. It doesn’t hit your con- sole until May 15——the same day The Matrix Reloaded, the first movie sequel, materializes in theaters—but we’ve already seen and played too much.

And we’re ready to talk. We'll tell you about things—how the game’s story unfolds, how its hyperactive kung fu combat really works, how you can actually hack into your game console—that no other magazine has seen.

All you must do is choose between two paths.

Swallow the red pill to transport yourself to the fantasy world that is Enter the Matrix. Head back to reality with the blue pill if you want to know who truly orchestrated this massive undertaking. (Here’s a hint: It wasn’t the game’s developer.) To quote Morpheus from the first Matrix film: “We have shown you the door. You must walk through it.”

No, eat me! Choke down the blue pill for a dose of behind-the-scenes reality. Get on down the blue road for...

e The Wachowskis’ secrets-pg. 102

© An insider's look at the flick-pg. 104

¢ The game's stars fess up-pg. 108

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Shiny told us that the Xbox version (shown here) will pack sharper graphics and

more eye candy. And while

the game fits onto a single DVD for PS2 and Xbox, the GameCube version will be a two-disc set.

ENTER THE MATRIX— BLUE PILL

f you want a simple gauge of how involved

the Wachowski brothers were in making the

Enter the Matrix videogame, think about this: The brothers had to approve every Screenshot you see on these pages.

Yep, these guys are obsessed. They logged major frequent-flier miles zipping to the offices of Shiny Entertainment, the game’s developer, to see how things were progress- ing, or they had Shiny staff fly out to the movie set in Australia with updated versions of the game. The brothers even produced the first Enter the Matrix trailer.

Throughout development of the game, the Wachowskis would conjure up new scenes that would require additional last-minute

Electronic Gaming Mont

filming. They even had Jada Pinkett Smith (who plays Niobe, one of the game’s main characters) fly back to Australia to shoot additional scenes just for Enter the Matrix. “The crew that worked on these scenes in Australia literally walked off the set shaking their heads going, ‘l can’t believe we just did that for a videogame,’” says Shiny President David Perry.

Enter the collaboration

But Perry isn’t grousing about the Wachowskis’ control-freakery. After all, the brothers are hardcore gamers, as well as film- making wonderboys—they know what it takes to make a good game. And Perry’s just happy to have the opportunity to make Enter the Matrix after his company kissed away the opportunity —because of “bad timing,” he Says—back when the Wachowskis first shopped around the license (when they were working on the original film). Shiny got a sec- ond shot at it only after both Metal Gear Solid creator Hideo Kojima and Halo developer Bungie Studios turned the project down (the brothers are huge Halo fans). “I think they [the brothers] were looking for a combination of the technology we were able to demon- Strate along with a shared opinion of what this game could be,” says Perry, explaining why the Wachowskis gave Shiny another shot.

ly - 102 - www.egmmag.com

The Wachowskis Don’t Play GameCube. ..

..and 9 other things you don’t know about the men behind The Matrix

Larry and Andy Wachowski, the auteurs behind the Matrix films, are so secretive, they have a no-publicity clause in their contracts. Doesn’t matter: We still dug up some dirt.

10. Both are young: Andy is 35; Larry is 37.

g. They were raised on the mean streets of Chicago.

8. Marvel Comics hired them to write the obscure and unsuccessful series Ectokid.

7. The Wachowskis’ first screenplay, Carnivore, never made it to the big screen.

6. According to Jada Pinkett Smith, who plays Niobe, the Wachowskis are obses- sive over their actors’ hairstyles.

5. It’s rumored that, after the Matrix trilogy, the brothers want to make a movie based on the comic-book series Plastic Man.

4. They are huge fans of videogames and Japanese animation.

3. Their favorite gaming genres are action and role-playing games.

2. Arecent game fave is Splinter Cell (Xbox).

1. The Wachowskis own a PlayStation 2 and an Xbox, but not a GameCube.

t took almost three years to get our hands

on a Matrix-based videogame, but we final-

ly logged exclusive playtime at the offices of Enter the Matrix’s developer, Shiny Entertainment (best known for the Genesis/Super NES—era Earthworm Jim and MDK for PS1). We uncovered never-before- seen levels, picked about 100 fights with some familiar (as well as new) Matrix ene- mies, and discovered just how deep this rab- bit hole goes.

Enter the Matrix’s plot has been shrouded in mystery...until now. It turns out the Wachowski brothers decided that both the

Mystery men: The super Wachowski brothers Andy (left) and Larry (right).

“They knew we weren’t going to go off and try to mess up their design or break everything they wanted to see happen.” The two groups—the filmmakers and game makers then set off to give people an all-new experi- ence: a movie-based game that doesn’t stink.

While Shiny began developing a cross-plat- form game engine, the Wachowskis spent the end of 2000 putting the finishing touches on the game’s script. Wait—whazzat? A game Script? That’s right...the brothers wrote an entirely new story for Enter the Matrix, span- ning 244 pages and featuring three of the movie sequel’s supporting characters. The Wachowskis then broke new ground by film- ing an hour of footage solely for the videogame at the same time they were shoot- ing The Matrix: Reloaded and The Matrix:

second film, The Matrix Reloaded, and the game would pick up where the last of The Animatrix animated shorts (see sidebar on page 105) ends. In that final episode, you watch the rebel hovercraft Osiris stumble upon evil machines drilling a hole through Earth. Before the hovercraft is ravished by thousands of tentacled-robot sentinels, a crewmember drops off a package at a mail- box inside the Matrix. The package contains a message about the machines’ advances toward the last human city of Zion. This is where Enter the Matrix kicks off.

Rather than having you play the game as the all-powerful Neo (played by Keanu Reeves in the films), the Wachowskis wanted to go in another direction and build upon the second film’s events by telling a parallel ie |

Revolutions. By incorporating this new footage into a videogame, the brothers were able to expand their sci-fi universe without having to cram too much stuff into the next two movies. That means Matrix fans will get the whole story only if they play the game as well as see the movies, and Perry promises that players who go through Enter the Matrix will be in for some real surprises that will make the movie experience that much more rewarding. Gamers will have a better under- Standing of certain events in Reloaded because they’re triggered by what transpires in the videogame. For example, in the game, there’s a balls-to-the-wall driving mission that ends with you entering right into a scene from Reloaded. If you only see the movie, you just see Niobe arrive, and you miss out on the dra-

matic chase that took place beforehand.

Still, one hour of exclusive movie footage was not enough for the brothers to tell their Story. The game’s script also includes more than an hour of cut-scenes that Shiny created using the game’s graphics engine. “These scenes help keep the game flowing,” Perry says. “The movie footage is usually a payoff that explains something that has happened.” The motion-capture process used to create the scenes—filmed in the United States and Australia—took six months. The film’s fight choreographer, Yuen Wo Ping, and his stunt team also completed the motion capture, to ensure that the game’s combat system would feature the same stunning martial arts moves made famous in the original Matrix movie.

The Wachowskis also demanded eS ae

Electronic Gaming Monthly - 103 - www.egmmag.com

Ce] m= story that further explains the Matrix’s ins and outs. To accomplish this, the game includes two playable heroes, Niobe and Ghost, who are supporting characters in the next two Matrix movies. You pick the char- acter you want, then start the game.

Just as the plots of Reloaded and Enter the Matrix’s intertwine, so do Niobe and Ghost’s paths. Both start the game in a post office where they must retrieve that all-important package left by the Osiris crew. The two then go On separate journeys, but ultimately reunite down the road. In the power plant Stage, for example, your goal as Niobe is to make it through the level without falling vic- tim to heavily armed SWAT members. But as Ghost, your job is to back up Niobe and Snipe unsuspecting enemies before they whack her. The two also work together in the driving and hovercraft missions (see sidebar on page 103).

Although Neo, Morpheus, and Trinity will never do your bidding in the game, they fre-

it won't be this easy for Niobe when the noto- rious Agent Smith arrives on the scene.

quently appear in the movie footage and in- game cut-scenes. Enter the Matrix features approximately 80 characters, and Shiny promises you’ll confront all the big-league bad guys, including Agent Smith and the odd-looking, silver-dreadlocked twins who first Show up in the movie sequels. While playing the game, we also met freaky vam- pire-like enemies. Finishing them off required the use of—you guessed it—a wooden Stake, ala Buffy the Vampire Slayer. Shiny President David Perry wouldn’t explain the origin of these oddball creatures, saying it would give away too much of the story

Death from Above: Slowing down the game via the Focus button (see pg. 109) gives your character's punches and kicks that extra “oomph” needed to take the enemy down with one perfectly executed move, as playable dude Ghost demonstrates in these two screenshots.

Electronic Gaming Monthly - 104 - www.egmmag.com

Like Metal Gear's Solid Snake, Niobe can peek around corners, scoping the area for threats.

before the movie’s May 15 debut.

| know more than kung fu

Of course, your method of doing away with the game’s army of agents, evil twins, and other ripped-from-the-flick nogoodniks is no secret: Both main characters know Matrix- Style martial arts moves that make Steven Seagal look like a bloated has-been (well, more so than usual). Enter the Matrix repli- cates the movies’ high-flying martial arts with a combat system that combines souped-up chop-socky techniques with 24 different

(continued on page 108) te

Sa that Shiny deliver additional game content that every player would want to expe- rience, but would not be able to access easily. “They had us make it so players will get to have a sparring match with Trinity,” Perry adds as an example, “but they will skip right over that part unless the player does what is nec- essary in the game to reach it.” The point? Replayability. “When people see screenshots in magazines of Trinity fighting, they’ll say, ‘Whoa! Who’s fighting Trinity? | didn’t do that,’” says Perry.

This isn’t the first time Perry has worked with a famous Hollywood franchise. In 1992, he developed a Sega Genesis game based on the first Terminator movie. Perry describes it as “the worst thing ever.” Movie executives set up so many obstacles, it became nearly impossible for him to create a quality game. He was forced to base it on a character, Kyle Reese, who dies in the first movie—there couldn’t be a Sarah Connor character, and the game’s main enemy was indestructible. Perry had better luck with Disney’s Aladdin (1993, Sega Genesis) because the directors were into videogames, and he was able to work with the movie’s animation team. But the Enter the Matrix project has involved so much more cooperation with the filmmakers, Perry likens

it to “Aladdin on steroids.”

For instance, when it came time to choose the motion-capture studio for the game, Shiny teamed up with the film’s Oscar-winning visu- al-effects supervisor, John Gaeta, so the team could reach the level of quality the brothers wanted. “When the Wachowskis have some- thing in their mind they would like to see, they go for it,” explains Perry. “They say, ‘This is what we want to see. Find a way to get it done.’” Even if everybody comes back to them saying it’s not possible, the Wachowskis’ phi- losophy is to scour the earth and find some- one who can make their dreams a reality.

Even the game’s publisher, Infogrames (Atari label), is upping the production values. The company plans to release a 30-minute Making of Enter the Matrix DVD (produced by the same people who put together the film’s DVDs) some time this year. Don’t be surprised this Christmas to see a special edition of Enter the Matrix bundled with the extra DVD.

All of this unprecedented collaboration between the Wachowskis and Shiny leaves us with one white-hot question: Do we need to see Reloaded before playing the game, since both plots intersect? Perry says yes. “The game has good things in it that would give away some secrets you don’t

. a

Electronic Gaming Monthly - 105 - www.egmmag.com

We're still trying to figure out how this Marilyn Manson lookalike fits into the Matrix saga. Shiny says we'll have to wait until the game's release to find out.

You Mate Your Console Do What?

A guide to hacking the Matrix

want to know first.” He adds, “On 2 The game’s cheat sys-

the other hand, when you’ve seen the tae, available eben movie, you don’t even want 24 hours to go Main menu, is a funky by before you See the rest of it [by playing little bonus designed to Enter the Matrix].” Looks like May 15 will be : make you feel like

one busy day. you’re hacking into the Matrix. By jabbing in Editor’s note: Before you go into suspended old-school DOS com-

hibernation until Enter selon os api vant the Matrix’s May oad new ghting styles and various behind-the- debut, we have our

. scenes goodies like con- own movie-inspired

cept art. Shiny hopes to game for you to also let you download play—with some blueprints for levels major Matrix you’ve already beaten, goodies as prizes then place health or for the winners. weapons in certain Just follow the rooms before re-enter-

ing that area. Just think back to when Neo said, “Guns. Lots of guns,” and infinite racks of them zoomed out of thin air.

Here’s another twist for true hackers: You'll actually be able to take control of your console. We watched a Shiny rep hack into the PS2 and make the machine’s disc tray eject and controller guarantee this super- vibrate. No word on whether the the Xbox version will spit out Bill Gates’ zillion-dollar bills. cool contest will make :

you say, “Whoa.”

white rabbit in our next issue for all the answers. We

Electronic Gaming Monthly - 106 - www.egmmag.com

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Niobe does her best Neo impression from the first movie. Only with the proper use of Focus can you break the boundaries of the computer-gen- erated world called the Matrix.

Electronic Gaming Monthly - 108 - www.egmmag.com

Oo m> (continued from page 104) types of weapons.

Newbies can advance by simply mashing the Kick, Punch, Jump, and Action (which is either a block, throw, or counterthrow) but- tons, but they’ll miss out if they don’t explore the most intriguing gameplay feature: the Focus meter.

More than just another iteration of the slow-mo bullet-time effect that games like Max Payne and Dead to Rights ripped from the first Matrix movie, Focus power allows you to pull off brutal, superpowered moves while ramping down the speed of the onscreen action. Just tap the Focus button to initiate these attacks, which last as long as you have juice in your Focus meter. After some trial and error, we were able to create some gorgeous-looking fight sequences reminiscent of the first flick. Take the chateau level, for starters. As we entered its massive ballroom, a pack of vampire wannabes flooded the scene. When playing as Ghost, by activating Focus at precisely the right moment, we ran up the side of a wall, then jumped off and performed a cart- wheel flip with acrobatic grace. While hang- ing upside down in midair, we pulled out our pistol and began blasting the assailants. The actual aiming is automatic, so you can exe- cute these superhuman moves without wor-

rying about enemies’ positions. As Niobe, Focus enabled us to pull off simultaneous attacks on multiple enemies with Jean- Claude Van Damme-style split dual super- kicks. We were also able to juggle policemen in the air with a rapid-fire blast of punches to the chest, only to then finish them off with a boot to the rib cage that sent them across the room like we were punting a foot- ball. Now, add fully interactive environments to the equation and the action gets that much more intense. For instance, you can blast apart the first room of the post office level, which is reminiscent of the original film’s marble foyer. Just cut loose with your MP5 machine gun and watch the concrete chunks fly. We also made a mess of the chateau’s fine selection of liquor bottles as we obliterated the bar, and caused problems in the kitchen as our gunshots left all the hanging pots and pans in disarray.

The only Enter the Matrix topic we can’t touch is the movie footage filmed for the game; that’s where the Wachowskis drew the line. The brothers won’t let anyone other than Shiny employees catch a sneak peek. In fact, Shiny recently sent the game to Sony to start the approval process, but only after removing all the game’s story elements—almost two hours of movie footage and in-game cut- scenes—per the Wachowskis’ orders.

We do know the game won’t have a cliffhanger ending like Reloaded. And Perry says the third film— The Matrix Revolutions, due in November—will answer any questions left after finishing Enter the Matrix. Maybe by then, we'll finally have reached the bottom of the rabbit hole.

Electronic Gaming Monthly - 109 - www.egmmag.com

FROM BENEATH THE SWRFACE A SECRET HIDDEN FOR EONS IS ABOWT TO BE REDISCOVERED

PlayStation.c call |

BREATH OF FIRE

==

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Meda Mehs be Ik »

° ABRAND NEW EVOLUTION OF THE e NEW REAL-TIME, TURN-BASED e 3-D WORLDS EVOLVE TO SUIT BREATH OF FIRE SERIES BATTLE SYSTEM YOUR PLAYING STYLE Blood Partial Nudity 2 . 2 = Violence PlayStation. wal

© CAPCOM CO., LTD. 1994, 2003 © CAPCOM U.S.A., INC. 1994, 2003. ALL RIGHTS RESERVED. CAPCOM and the CAPCOM LOGO are registered trademarks of CAPCOM CO., LTD. BREATH OF FIRE and DRAGON QUARTER are trademarks of CAPCOM CO., LTD. "PlayStation" and the "PS" Family logo are registered trademarks of Sony Computer Entertainment Inc. The ratings icon is a registered trademark of the Interactive Digital Software Association.

Our Philosophy

EGM rates games based on how they com- pare with other titles on the same system. The highest score we'll give a game is a 10. When a game receives a 10, you can rest assured it’s one of the best games ever made—a revolutionary title that truly stands above everything else in its genre for its time.

ofKED s EEE] 0 |

At the other end of the spectrum sits the low- est score a game can receive: ao.o. This is the kind of game you want to avoid at all costs. It’s pure crap. In the middle lies the average grade, 5.0. We repeat: 5.0 IS AVERAGE. Simple, ain’t it?

Platinum Awards go to : >, Gold Awards go to Games that average at games that get all 10s, 7 EGM A games whose average least an 8.0 (but lower the best and rarest SOLD VS score equals 9.0 or F than 9.0) receive review a game can get. me” higher. cod Silver Awards. Shane Bettenhausen Crispin Boyer

Reviews Editor | As the release date for his silver-

ly “Hollywood” now he only com- municates to his fellow EGMers through his publicist.

Favorite Genres: RPG, Action, Fighting Current Faves: /karuga, Final Fantasy X-2

Associate Editor

Shawn was carving carpet whenever Activision stopped by until Shoe

» confiscated the cardboard and told

.. ’im he couldn’t have a complimenta- | ry copy of Wakeboarding Unleashed

even if they offered.

Favorite Genres: Online, FPS, Fighting Current Faves: Wakeboarding Unl., Splinter Cell

Dan “Shoe” Hsu

Editor-in-Chief

The politicians are right: Games are bad influences on kids and

» dumbasses. Shoe tried some of the _ stuff he’s seen in snowboarding games, but the rails didn’t treat his shins too well. Unretouched photo!

Favorite Genres: Everything Current Faves: Unreal Championship, Ikaruga

Demian Linn # Editor-at-Large

@ Boy, this California thing is working out great. They aren’t crazy at all. Demian’s already a certified Avatar Metaphysical Toastmaster, and his Miracle Swimming class starts next week! Who’s up for some Bikram?

Favorite Genres: Action, Hockey, Racing Current Faves: NBA Street Vol. 2, Zelda: OOT

screen debut in The Matrix Reloaded nears, Shane’s becoming increasing-

Electronic Gamin

Features Editor Crispin worked out his antisocial

_ hit the PS2. Now that it’s on Xbox, the only misdeed Cris can muster is gulping down those “Do not eat!” packets that come with beef jerky.

Favorite Genres: Action, Adventure Current Faves: Amplitude, Ikaruga, Splinter Cell

» Joe Fielder

. Previews Editor

so much that he spends most of his time in the office muttering lines

* from the original Starcraft. “Ghost reporting!” “Bye, bye, bye!” Favorite Genres: Shooters, Action/Adventure Current Faves: Tenchu: WOH, Metroid Prime

Bryan intihar

Associate Editor

Working on this month’s cover story has done something strange to Bryan. He now thinks that the Matrix is real and that he, not Neo, is truly “The One.” Someone help him, please.

Favorite Genres: Action, Adventure, Sports

Current Faves: Enter the Matrix, Street Vol. 2

Mark MacDonald

Executive Editor The announcement of a new R-Type

took Mark back to his high school

4 days in the ’80s, when the shooters flowed like wine. Those were sim- pler times.

Favorite Genres: Action, Adventure, Shooters Current Faves: [karuga, Zelda: The Wind Waker

ge Monthly - 12 - www.

NS!

tendencies when State of Emergency

The newest editor here at EGM, Joe’s already jonesing for Starcraft: Ghost

game and constant /karuga sessions

egmmag.c

NBA Street Vol. 2 p. 118 Splinter Cell p. 120 The satisfying stealth of Splinter Cell and the hot-dogging hoops action of NBA Street Vol. 2 equally impressed our Crew, so both games share the honor. In other news, pre- pare for a senses-shattering, new-and- improved Review Crew section next month.

Paul Byrnes

Associate Editor

) Paul will kick your ass in Tekken or + DOA3, he holds his own in Halo, and , \Wy he’ll beat your best Tetris score. But 7 Lt you'd clean his clock in any version of ey “4004 Tony Hawk’s Pro Skater, guaranteed.

| ie There. His shameful secret is out. Favorite Genres: Adventure, RPG, Fighting Current Faves: Zelda: Ocarina of Time, SSX

Associate Editor

After reviewing nothing but baseball games the past two months, Ford noticed something unusual happen to him. Shocked at first, he just shrugged it off and joined the company softball team.

Favorite Genres: Action, Adventure Current Faves: The Sims, Star Wars (Famicom)

Chris “GY” Johnston

News Editor

_ © spent most of this month sick

_ with a combination of a cold, the flu, and bronchitis. The cure? A couple rounds of Dr. Mario on the copy of

* Nintendo Puzzle Collection for GC that the sick bastard just imported.

Favorite Genres: Action, Adventure, Music Current Faves: Phantasy Star Online (Xbox)

Jennifer Tsao

Managing Editor

The guys around the office were more than willing to join Jennifer in a little multiplayer Amplitude this month—right up until they discov- ered that her “winning strategy” involved actual dance moves. Favorite Genres: Action sports, Adventure

Current Faves: The Sims (again!), NOLF2

Publisher:

Sony CEA —— Developer: Harmonix Players: 1-2 (2-4 w/Multitap or Online) Also On: None Sequel to: Frequency (PS2) Best Feature: Great selection of music Worst Feature: Getting to faraway music tracks Website: www.playstation.com

As with any music game, how much you enjoy Amplitude really depends on whether or not you like the music included on its soundtrack. Luckily, it’s a diverse mix here: a hodgepodge of techno, alterna- tive rock, and club mixes that includes songs from the likes of Garbage, Papa Roach, Slipknot, and Run- DMC. If you like those artists and can successfully tap your fingers to a beat, you should give Amplitude a shot. Of course, it’d help even more if you’re famil- iar with 2001's Frequency, as this is its direct sequel. Gameplay-wise, you still rock out using the DualShock’s shoulder buttons to “play” the music, but Amplitude pumps it up with more music than the original, a higher degree of difficulty, a new power-up, and an Online mode out of the box. It’s still not perfect, though, and despite a few cosmetic changes, this is still basically the same game. One seemingly innocuous tweak, however, does make a serious impact. The plane that.represents,the music is now flat rather than cylindrical (as it was in Frequency), which makes it easier to.keep track of everything but actually hinders gameplay. Now, there’s really no fast way to go from one Side to the other—a big problem in more difficult songs where keeping your combos up is key. Despite that, Amplitude is really fun, especially in its Versus and Online modes. «Cl Don’t go a lets dene in traffic if you tuned out the thumping-good rhythm game Frequency. Instead, jam over to sequel Amplitude, which refines the st game’s button-beating gameplay (score multipliers are easier tospot),,while adding music. from..mightier supergroups. It’s this hit list of 20-plus tunes—from bubbly pop to whiplashing metal—that makes Amplitude a music game for the masses (though with 10 more songs, it would be perfect). Even all-thumbs players will open most of the music. Win an online duel or get into your zone to complete the trickier hits, and Amplitude becomes a rockin’ rush. Plus, chicks dig it,

TERINE it area for Ope play. _ Crispin

When playing Ansett if at any point you start to feel that doing well in this game means you’ve actually got soul, please stop immediately, go buy a Busta Rhymes or Stevie Wonder album—a Janet Jackson video willdoin.a.pinch— and take afewminutes to see what real groovin’ is about. Pressing a couple buttons on a controller just isn’t my idea of true rhythm-action. Amplitude works well for what it is— and the sound- track contains some of my favorites (Weezer, Blink 182, and even the new Bowie song is cool) —but as Olivia Newton-John said in a-similarly soulless but catchy number, |} wanna get physical! Samba de Amigo (DO),

- where have you gone: Jennifer

VISUALS SOUND INGENUITY REPLAY

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MLB SlugFest 20-04

Publisher: Midway Sports

—— Developer: Midway

Players: 1-2

Also On: GC, Xbox

Cover Athletes: Shouldn’t act in cut-scenes Best Feature: The new special pitch

Worst Feature: Too much time between pitches Website: www.midway.com

| don’t want to like Slugfest. I’m hardcore. I’m a purist. I’m the baseball-videogame ambassador. But in my first game, | punch Todd Helton in the face, then knee him in the junk. He drops the ball; | race to second. | laugh. Next game, | throw at Scott Rolen’s head, he collapses to the ground, and, yep, | laugh. Game after that, the loading screen has the two chat- ty announcers taunting an intern. | laugh. There may be no crying in baseball, but SlugFest 20-04 fea- tures plenty of laughs. Funny-bone tickling aside, this new version actually appeals to serious hardball fans. Not really serious fans, mind you—you can still drive in 35 runs in 10 games with Barry Bonds—but detailed player stats and bigger rosters expand the gameplay depth, meaning you’ll want to finish the season instead of just goofing through one-off exhi- bitions. At its heart, though, it’s still arcadey fun— the new special pitch simply rules, as do the hot dames on.the.loading screens and the-plentiful (and often useful) cheats. Overall, it’s a blast to play, with insanely over-the-top pitching, batting, and fielding anyone can pick up and enjoy. | wouldn’t hold off for next year’s model, either. History tells us (if Hitz and Blitz are any indication) this second entry will be SlugFest’s shining moment. There’s not much more ground to cover, so buy this one and you’re golden. It’s a definite eal in yeu eye. Todd

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Siuarast Te returns fot a ecru season of hardball that

even people who’ve never swung a virtual whooping stick can pick up instantly. Aside from some lack- adaisical outfielders who take forever to react to well- hit balls,.the.gameplay is fast, funy and. simple. It’s funny, too, although the commentators’ goofy anec- dotes become repetitive. Also, like its extreme cousins NFL Blitz and NHL Hitz, SlugFest regrettably lacks the depth needed for serious solo gaming. Luckily, multi- player action shines— it’s always a blast to vibrate your buddy’s controller via the Taunt button after belt- ing another pitch over the fences. Just don’t expect ci ali ilk saa Bryan There’ Sno Auli that iarasncl delivers a msaed time— as the arcadey alternative to this season’s baseball- sim glut, it offers rollickin’ two-player fun. Taunting your buddy after he blows a big lead (which will hap- pen) is great,.and the over-the-top showboating and exaggerated animations capture a competitive spirit the serious MLB sims lack. But that’s not-enough to cover the annoying control flaws, like a frustrating running game and spotty defense, especially in the outfield. If you’re looking for a solid one-player game, look elsewhere. But if you're dying for a rock- em-sock-em multiplayer experience, Slugfest is per- fect for a double header. G.Ford

VISUALS SOUND INGENUITY REPLAY

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AARON EAR PORE R REET RIESE PEERED PORE E SERPS ODP OPECDLE SEN PODOO ETE

MVP Baseball 2003

EVERYONE

Publisher: EA Sports

ee Fe Developer: EA Canada Players: 1-2 Also On: Xbox Replaces: The tired Triple Play series

Best Feature: Worst Feature: Website:

Pitching is actually fun! Hitting is way too simple www.easports.com

Imagine you have a puppy that has been retarded for as long as you can remember. You now have the power to give the puppy an operation to make it not retard- ed. You’ve loved this afflicted puppy (which, apparent- ly, does not age) for years, but you dream of a better life for him...so you take the chance. Let’s call this puppy Triple Play, and let’s call its new-and-improved nonretarded form MVP. This new puppy looks sweeter than a 460-foot Sammy Sosa tater, and its wickedly awesome new pitcher/batter interface topples any- thing done in previous games. Finally, for the first time ever, pitching is actually as much fun as hit- ting, thanks to a strategic, realistic interface that per- fectly balances risks and rewards. How many puppies can say that? Problem is, the hitting is still too much like when you called the puppy Jriple Play. Which means this puppy needs a stern talkin’ to and some serious discipline. Basically, if you push up, you hit a fly ball, even.on.a.low pitch. If you pushdown, expect a ground ball, even on an eye-high heater. This is way lame. But, of course, there’s no sense in badgering the poor puppy. $a, let’s look at another improvement the Franchise mode. Here, you can simulate seasons and jump in and out of all of the games as they hap- pen...super-duper kick-ass: If | were the owner of this puppy, l’d be pleased. Next year, | hope the puppy will be even more not retarded. Todd

MVP’s most innovative feature—its complex pitch- ing/throwing meter—totally goes against the realis- tic, meter-free, virtual-immersion look of most base- ball games. With an array of multicolored arcs hang- ing above your player, you never forget-you’re.playing a videogame. That said, this meter system lifts MVP’s pitching game above other titles’ point-and-chuck-a- thons. Also, the simple batting controls prove surpris- ingly deep, and the Home Run Showdown mode is highly entertaining. EA took a risk with its new franchise, and it pays off. Let’s hope the company delivers less-repetitive announcers and more control over jumping and diving next year. G. Ford

EA finally woke up and smelled the pine tar—say adios to Triple Play and hello to a franchise that com- petes with Sega’s WSB and 3D0’s High Heat. What’s changed? For starters, the developers found a way to make an enjoyable pitching game that actually requires skill. The hitting’s not shabby, either —con- necting with the ball gets easier with every swing of the bat, although home runs are quite rare. The pre- sentation’s sweet, too, with insightful commentary and graphics that shine. MVP does have some prob- lems, like its touchy throwing meter and fielders who are often out of position. Minor issues aside, though, MVP remains a worthy baseball choice. Bryan

VISUALS SOUND INGENUITY REPLAY

i L 8 1

Clock Tower 3 tht once you're fully

Publisher: Capcom Developer: Capcom/Sunsoft Players: 1

Also On: None

Featured in: EGM #165

Best Feature: Worst Feature:

Increasingly weird story line “Puzzles” that aren’t the slightest bit puzzling

Website: www.capcom.com

orget the first two Clock Tower games.

Clock Tower 3 has a new look, a new 3D

control scheme, and a standalone story that doesn’t require previous CT experience, so no one should be scared off.

But the game will scare you. Developers Sunsoft and Capcom took an ingenious route

TOP TALENT

It’s no wonder Clock Tower 3’s cinemat- ics are so good—Kinji Fukasaku (the recently departed director of the cult- classic flick, Battle Royale) directed them—he’s often described as “the last great Japanese action-movie direc- tor.” And the story, another of the game’s strong points, was written by Flagship, the company that penned the scripts for Resident Evil and Onimusha.

Clock Tower 3

to inducing fear: casting players as a teenage girl, Alyssa, who—with no weapons except holy water—must evade hostile enemies as She tries to find her missing mother. Throughout the intricate story line peppered with exquisite cinematics, Alyssa unlocks the mysteries behind some horrible murders—but in turn, a few homicidal maniacs chase her. A Panic Meter rises as Alyssa’s enemies hit or scare her; if it fills up, she freaks out and

becomes almost impossible to control. It’s a lit-

tle irritating, but it definitely increases your own panic level as you play.

Although the puzzles are easy to solve with your brain effectively turned off, the story is compelling enough that you’ll want to pay attention to find out what happens next. Plus, the action elements—running from would-be killers and engaging in some fairly hardcore

boss battles—keep C73 from ever being anoth-

er cliched adventure game, and the strikingly designed environments deliver a great feeling of creepy realism. Unfortunately, while Clock Tower 3 is fun to play and the story is both intriguing and gory enough to satisfy survival- horror fans, it’s probably disturbingly easy for anyone who’s ever finished a Resident Evil game. Those hoping for a lengthy adventure will be disappointed, and the short, simple quest might not justify its $50 price tag.

114

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Alyssa spends most of Clock Tower running, hid- ing, and acting like...well, like a fifteen-year-old high school student (she is one, after all). Only during boss fights does she finally break out the sacred bow and go all Buffy on that serial killer ass, as Sledge-man here is about to discover.

Try hiding from a crazed serial killer by cowering behind a transparent fish tank and see if it doesn’t make your heart skip a beat. Not having the ubiqui- tous sniper rifles or ninja swords at your disposal brings a sense of realistic fear to Clock Tower 3—even with the game’s outlandish plot and idiotic enemies. | loved the diverse, spooky settings, the old-fashioned charm of using holy water to fight enemies and laven- der water to calm your panic meter, the eerie music, and the process of unlocking the stories behind the various murder victims. Some of the story line schmaltz was a bit shudder-inducing, but the CG cut- scenes, which | normally hate, were as interesting as every other part of the game, and beautiful to watch. My main gripe with the game is that the puzzles are too easy. Not only are there no stumpers, there aren’t even many points in the game when you’ll have to evaluate the situation and think about what to do. Outside.of some tense, action-packed. boss battles at the end of each level, the game’s just not challenging. In fact, CT3 plays more like an unfolding,.increasingly weird adventure title (like Myst or the Broken Sword games) than a traditional survival-horror thriller. That said, | really liked playing it. The bottom line is that Clock Tower 3 is a fun game with a fantastic, sur- prising story behind it. | kept playing just to find out what lle aidani next. Carrie CT3 can’t rey on an eanulltonwes ‘With. its hokey, R.L.

Stein thrills, much of the game feels like survival-hor-

ror lite for the campfire storytelling set. You spritz ghouls with holy water, solve simple puzzles, and recover from near bludgeonings with. lavender baths

hardly the stomach-turning terror of, say, Silent Hill.

Even the serial killers on your heels are more.irritating than frighteningthat is, until the chilling. cut- scenes depict each of these murderers’ most grue- some deeds in morbid detail, bravely pushing the envelope for gaming gorewAnd although the truly sick cinemas make the biggest impact, the plush visuals and unique combat aren’t half-bad either. Shawn

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Despite its bititalle sited cut-scenes ne crazed serial killers chasing you all over with big, sharp things, | found myself literally yawning through much of Clock Tower 3. You spend 70 percent of the game just.running and hiding from.the.aforemen- tioned psychos, which might be exciting if they did- n’t all follow the same moronic charge-attack-charge pattern. (Haw some of them managed 30+ victims is beyond me.) The game is also relatively short and very easy, with puzzles so simple they would bore a fifth-grader. Only the decent graphics, creepy sound- track and (eventually) interesting story make Tower 3 worth an overnight rental for horror fans. Mark VISUALS

SOUND INGENUITY REPLAY

L I 6.6hCltC‘«<g

Mega Man

and Bass's fight

for humankind as you face off with

the newest menace in town, Robot King. He's captured all of the data plans for Dr. Wily's creations in order to crush and dominate all humans. Mega Man and Bass set out separately to stop him, but only one may succeed!

© CAPCOM CO., LTD. 2003 © CAPCOM U.S.A., INC. 2003 ALL RIGHTS RESERVED. CAPCOM and the CAPCOM LOGO are registered trademarks of CAPCOM CO., LTD. MEGA MAN AND BASS is a trademark of CAPCOM CO., LTD 2003. ALL RIGHTS RESERVED. LICENSED BY NINTENDO. NINTENDO, GAME BOY, GAME BOY ADVANCE AND THE OFFICIAL SEAL ARE TRADEMARKS OF NINTENDO. © 2001 NINTENDO.The ratings icon is a registered trademark of the Interactive Digital Software Association. All other trademarks are the property of their respective holders.

EVERYONE

VIOLENCE Y

ESRB

Play as Either Mega Man or Bass

Unique Battle Moves & Weapons: Double Jumps & Charge-Up Buster

Defeat Robot Masters to Open More Paths

Poe

Publisher: Koei Developer: Omega Force Players: 1-2

Also On: None FeaturedIn: EGM #165 Best Feature: Epic battles

Worst Feature: Website:

Been-there, done-that design www.koeigames.com

t’s one of those timeless truths: Nothing’s

certain except death, taxes, and the timely

succession of Dynasty Warriors updates. Despite massive success in Japan, DW’s obese warlords and obscure settings don’t resonate with as many gamers on U.S. shores—which is ashame, because beneath the series’ far- flung feudal trappings lies a solid beat-em-up that’s grown more complex with each succes- sive iteration. Think of DW as the rightful suc- cessor to classic hack-n-snackers in the vein of Final Fight—except, surprisingly, there’s a lot more happening here. In a series of Braveheart-sized battles, you’ll marshal friendly forces and monitor their morale, raise a retinue of bodyguards that help even the odds when enemies attack, escalate intense rivalries with other would-be rulers (and even- tually add them to your own growing roster),

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“People of China, bring me your best...so | can serve ‘em up like General Tso!”

collect and tweak new killing tools, and, oh yes, gobble dim sum. So, how does this pan out when you’re actually playing? Well, even if you’re just mashing buttons, it really feels like you’re acting as a general in someone else’s colossal real-time strategy campaign. Of course, if you’re a die-hard DW fan (Meng Huo’s man-diaper costume optional), you already know this, and you’ll heartily enjoy the latest update. But if you’re new to the ancient-Chinese brawling scene, now’s a perfect time to jump into the fray.

IN WITH THE NEW

What’s new in Dynasty Warriors 4, anyway? With more bodyguards (up to eight) watching your back, your ene- mies won’t blindside you...as often. The ability to duel with officers adds another dimension to the somewhat

exhausted (and exhausting) core gameplay.

There are also new siege engines: battering rams, cata- pults, bridgelayers, and tricked-out wooden cow tanks like the one pictured here. Unfortunately, you don’t take the helm of these musty war machines; instead, they appear from nowhere for you to protect or demolish.

- 116 - www.egmmag.com

Your troop morale meter (at the top right of the screen) is crucial. It spikes when you annihilate high-ranking officers and plummets when baddies breech your defenses. Don't ignore indicators of your army’s confidence, or your troops are liable to strand you inside a circle of haters.

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Maybe you think Dynasty Warriors has had more use- less updates than AOL, or that it owes its success to the empty shelves DW2 shared with Fantavision back in PS2’s infancy. But play this fourth entry in the series and you'll reconsider. No other game so seamlessly melds punch-n-munch gameplay with the stat man- agement and grand scale of real-time strategy. The combat has been refined to near perfection, and the way DW4 keeps its perfunctory kill-em-all premise from growing stale is pure genius: Even when you’re just chopping through a sea of chumps, you must adapt your attacks and retreats along with the chang- ing tides of war. This isn’t to say things never sour. At its worst, enduring the audio is like being assaulted to a speed-metal score while onlookers drown out your sobbing with Chinese opera. (Note to Koei: Asian clas- sical music is oil to butt rock’s unpotable water.) There’s also the fact that each new installment offers only subtle. tweaking in place of real change. One-on- one duels, a complete roster of playable bosses, and new siege engines add depth, but only serious fans will really appreciate these minor upgrades. Meanwhile, the unevolved visuals and persistent slowdown this far into the seri@s até just plain sad. If you picked up Xtreme\kegends this past holiday sea- son, you might not need this. DW4 is a bigger treat for those who thought ney never try it. Shawn Don’t let ~ suenasedli sriteamas styiaiegte elements fool you: Dynasty Warriors 4 is still all about hacking and slashing. And that’s perfectly OK, because this series excels at making melee combat entertaining. Upgrading my characters with stronger.weapons and new items provides just enough incentive to keep me in the fray. Chopping through the single-player game is hardly revolutionary, but it’s good, mindless fun. Meanwhile, DW4’s multiplayer options get mixed marks; the limited Versus battles disappoint (fighting in the pitch black isn’tmy idea of fun), while the two- player Co-op mode takes the edge off the game’s rather difficult noida

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You'll fens a lot of critics frecludtne the | two on this page) dismiss DW as just “more of the same.” Well...maybe it is pretty similar, but that’s just fine with me. This series has enthralled me since DW2 at the PS2’s launch,y.and |’m still just as hooked with this edi- tion. Fighting swarm after swarm of ancient Chinese guys with unpronounceable names just never grows old, and even though I’ve beaten the game twice (once as the unlockable LuBu)), | still have every intention of returning to it several more times. Even if new features like siege engines and Greate-A-General don’t add as much as I'd hoped, this is still the most fun, polished offering of the series to date. Chris B.

INGENUITY REPLAY

VISUALS SOUND

1 Gi 7

Nin TE NOD GAMECUBE.

#233308-6 $49.99 #233130-4 $49.99 INN #2390827 $49.99 #933084-3 $29.99 Call 1-800-800-5166 for a store near you.

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Publisher: EA Sports —— | Developer: EA Big/NuFX

Players: 1-2 (2-4 w/Multitap)

Also On: GC, Xbox

Featuredin: EGM #164

Announcer Bobbito Garcia Default difficulty is too easy www.easportsbig.com

Best Feature: Worst Feature: Website:

BA Street Vol. 2 builds upon the break-

through success of the original Street by

enhancing every possible facet of the game, Starting with its infectious personality. Vol. 2 is buzzing with cultural B-ball signifi- cance, from its funky art-style to its fresh beats; it clearly taps into the unique, genuine spirit of Street ball. And it respectfully borrows from every generation since James Naismith invented basketball, cleverly putting old-school legends like Earl “The Pearl” Monroe and Wilt “The Stilt” Chamberlain on the same asphalt as new schoolers Allen Iverson and Shaquille O’Neal.

The gameplay’s been improved as well—we

can’t get enough of the four-player support, defensive counters to stop special moves, and passes off the backboard (and occasionally our opponent’s skulls). Also, the crucial Game- breaker bonus (where you can gain extra

NBA Street Vol. 2

Unlock hidden sherman (like James Worthy, pictured above) in the NBA Challenge mode.

points while subtracting from your opponent’s score) now doubly screws your rival with twice the point-stealing power. If you’re not happy with the default regulations, though, investi- gate My Rules, an option to tailor the game to your liking. If you’re ballin’ with a beginner, spot them 10 points. In a hurry? Play to 11, instead of 21. Don’t like Gamebreakers? Turn them off. The only part of the game they forgot to beef up was the difficulty in the single-play- er contests—it’s woefully easy, so be sure to bump it up before hitting the streets.

WHO'S DJ CUCUMBER SLICE?

DJ on 89.9 FM in NYC, magazine writer, and now NBA Street Vol. 2 announcer (and, if you’re crafty, a hidden character), Bobbito Garcia’s got more verbiage than Dennis Rodman has tats. What’s his favorite part of the game he emcees, you ask? Garcia explains: “I like the fantasy aspect of NBA players participating in playground basketball. So many people would love the opportuni- ty to go up against NBA-level athletes, but how often does a 6- foot-9-inch highflier with a handle show up around your way to run fulls? And what’s the likelihood of you being able to compete? So the game allows experiencing that on an equal plane.”

. 118 ~ AAA? OOMMac com

What's going on here? Only in the fantastical world of NBA Street Vol. 2 could a scenario like this possibly unfold: The ever-grounded Boston Celtics legend, Larry Bird, soars through the sky making present-day NBA superstar Vince Carter look foolish.

0

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Like a big-budget Hollywood film with monster produc- tion-values, Street Vol. 2 instantly had me glued to my seat. The glue-seepedin furtheras:stylishgraffiti flitted across the Title screen, followed by some concept art that’s funkier..than Curtis Mayfield’s Superfly sound- track. (Pause fora moment: You should know that | saw immense potential in the original NBA Street, so | was totally ready forea no-dribbles-barredwexperience this time around. Would this live up» to my lofty expecta- tions? OK, back.to my gluey euphoria.) So after this gleamingandartsy welcome commanded me to feel at home in glitzy, mid-’70s hoops culture, |. soon discov- ered that the gameplay is, by far, the game’s greatest gift (and shouldn't it be?). Everything that needed fixing from the last gamey (lackwofeMultitap support, poor rebounding, not enough incentive to keep playing, no way to defend special moves) has/been dealt with swift- ly. The multiplayer is fantastic, rebounding is spot-on, the Careermode.has you playing to.unlock NBAlegends (so much cooler than a dorky Rastafa n named Biggs), and a new defensive counter adds 1S Of

photo-realistic i Tink aa ‘A meets NBA on NBC. All things CONSE ls | is a must-own ae on any ama _ Todd

fy you slike your nr bagkettall with extra monster dunks and triple slamma jamma, you better be sittin’ down. NBA Street Vol. 2 refines and tweaks the original’s already excellent gameplay and adds four- support and-a.whole bunch more. stuff.to. can even edit each baller’s tricks, moves, allowing you to custo |

hours (poor Bryan was so aide me was | sleep), and that’s just the single-player game —wi few friends on the stickythisvis the sort o

y

keeps on giving. Even if basketball titles aren't nor-

san your iin check this one out.

Vol. 2is Kaeeadiy the seaual ra nanady av It iensieaients several fresh gameplay elements, like trick counters and multiple Gamebreaker levels, that’ll instantly hook both Street newcomers and veterans alike. The game is scarily addictive—| found myself awake, until the wee hours playing to unlock ait i a and

lenge at all. evalk a. aside. Bee > is an expectation-surpassing follow-up. Bryan

VISUALS SOUND’ INGENUITY REPLAY

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‘20 intense Intercept-and- 5 prototypes with 4 high-flying pursuit Destroy missions unique weapons action modes

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Publisher: Ubi Soft eof Developer: Ubi Soft Shanghai Studios

Players: 1

Also On: GC, Xbox

FeaturediIn: EGM #165

Best Feature: Acutely awesome A.I.

Worst Feature: Tedious toughness Website: www.splintercell.com

ou’ve suffered long enough. It’s been a

few months since that no-good Xbox-own-

ing friend of yours first dangled Splinter Cell in front of you, knowing quite well Ubi Soft wouldn’t bring it over to competing platforms until (gulp) 2003. But you held out, and your patience is about to pay off.

It’s true the PS2 can’t quite match those oh-so-good Xbox visuals, but Splinter is still one of the biggest lookers on the console. The darkest and grittiest of environments are

Sam Fisher pauses to reflect, “Man, I'm approximately the precise age for this s***,”"

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Sharply defined, and real-time moving shad- ows contort with every slight change of light- ing. Weather effects give a palpable energy to the stages where they’re a factor. And the always-available free-look camera gives you a perfect view of whatever you’d like, whenever you'd like it.

But all these fancy visuals are much more than gravy; they’re an essential part of Splinters multilateral gameplay. Your primary weapon in all 10 missions (yep, 10—Ubi tacked on another sweet little treat to beef up the PS2 translation) is stealth. In fact, guns, bullets, grenades, and the like—while extremely useful at times—are secondary to One overriding gameplay tool: not being seen. Get in, get out, and leave no trace is your M.O. here. Light is your most persistent enemy, and it’s used brilliantly to make things

Tom Clancy's Splinter Cell

d artistic body arrangir -~Headed Commando”

Lawn, am

Hiding the Evidence Splinter Cell’s Sam Fisher never leaves a man behind (not a dead one, any- way). That means you'll need to find a place to stash the corpses you create, lest another enemy soldier happen along and discover your handiwork. It can be grueling— hauling 200-pound stiffs around is about as easy as it sounds, and closet doors have a vin- dictive way of slamming shut just as you pick up your human cargo. But if you don’t find a dark closet, stairwell, or other out-of-the-way nook into which you can drag these dudes, you'll pay for it later. Your enemy-alerting alarm level will rise as comrades of the fallen find out why Boris and Nikolai never punched out last night.

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Meet the world's most notorious drivers on Choose from the latest performance enhanced vehicles There are no rules - drive anywhere in the city. Find The Midnight Club is now open to motorbikes. the streets of LA, Paris, and Tokyo. and compete to make a name for yourself. the fastest route to win. Take advantage of the speed and control.

“Midnight Club 2 is the first PlayStation®2 game to really get my heart racing.” ®@@®®® S/S - OPM Magazine April 2003

CONTENT RATED BY ESRB

Violence ! ; | J&xeox | : : )] Mild Lyrics | Vv Ee: PlayStation.c ees CD ROM P pea oe BROADBAND ONLY

© 2002 Rockstar Games, Inc. The FR, jogo is a registered trademark of Take Two Interactive Software, Inc. “PlayStation” and the “PS” Family logo are registered trademarks of Sony Computer Entertainment Inc. "Online play requires internet connection and Network Adaptor for PlayStation®2 (sold separately). The Online icon is a

trademark of Sony Computer Entertainment America Inc.” Microsoft, Xbox, and the Xbox logos are either registered trademarks or trademarks of Microsoft Corporation in WWW ROCKSTARG AMES COM / MIONIGHTCLUB 2 the U.S. and/or other countries and are used under license from Microsoft. The ratings icon is a registered trademark of the Interactive Digital Software Association. s 2 fom

Copyright 2002. All rights reserved.

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that much tougher for you. Sure, you can sometimes charge forward guns-a-blazin’, but Sticking silently to the shadows will never fail, and it’s a lot less messy.

The game steers you toward a more subtle style of infiltration, but you always have options in Splinter Cell. Do you take the long route through the ventilation system, or cap the security cameras in the hall and try the direct approach? Hang upside down from a water pipe until the sentry passes and slip

Who's that little rascal hiding in the shadows?

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ess is definitely Sam Fisher’s friend wh and avoiding security cameras, but it’s not always easy on a gamer’s eyes. That’s why Sam’s infrared goggles are a lifesaver—they’ll light up both the screen and any warm

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shames!

through undetected, or grab him from behind and see if he’s got any info you can extract? Go for the head shot, or disable the trigger-fin- gered hand? The most satisfying part of the game is devising an alternate way of solving a problem and then besting the crafty A.I. to get it done. You’ll probably fail a few missions try- ing, but the first time you pull off an insanely Sneaky trick to get past a half-dozen guards in broad, betraying daylight, you’ll feel like the Slickest spy on the continent.

Splinter Cell’s Sam

~Fisher!-AS it you didn't know....

EeEeitt: ESTERRES 2:

bodies that happen to be in it, but they won’t give away your position like natural light does. Plus, you'll kind of feel like the Predator, which is a nice bonus.

This Jean-Claude Van Damme-style split maneu- ver might look totally rad, but chances to actual- ly use it in the game are sadly infrequent. If you long to get the drop on guys, you can choose to wait in ambush in any hallway you like-Sam’s rock-hard quads will never give out.

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Well, here it is: the game Xbox fanboys insisted could- n’t be done on the PS2, running in fine form on Sony’s machine. Granted, this. port-isn’t-as- visually impres- sive as the Xbox version—the lighting effects have been noticeably dialed down—but it’s a great game regardless. Splinter, Cell completely retains the intense play mechanics that made it Microsoft’s biggest title last, year. And:this release is more than just a straight translation—lots of skillful nips and tucks have been made to improve the game’s flow. The alarmsystem ismoreforgiving;many stages have been streamlined in terms of layout, and an entirely new mission has been worked into the middle of the adventure, It’s interesting to note that the new level’s areas are more visually:refined (and, arguably, more fun to play through) than those brought over from the ’Box—which kinda makes you wish they’d done an entirely new Splinter Cell for PS2, built from the ground up. But, you take what you canget,.and in this case you’re getting a title that easily rivals Metal Gear Solid 2 in the fun department. No whiny heroes, campy dialogue, or wacky plot twists here —just grit- ty, realistic stealth action that’s as strategic as it is addicting. And each stage demands so much critical thinking and creativity, you’ll want to replay them all several times just to explore the possibilities. Overall, a must-have title.

Xbox Splinter Cell, so its insanely good graphics never Spoiled me. But this PS2 port looks so outstanding, you won’t care what you’re missing. The graphics aren’t even-the-main draw for me—it’s.the.terrific bal- ance between straight-up action and stealth that makes every mission memorable. Supercooperative controls and a highly functional camera round out the stellar gameplay, but the game is sometimes too realistic—minor frustrations (mostly to do with hiding bodies and the sensitiveAtl.) tried my patience as stages grew more complex. The fun factor is still

the best-looking PS2 games around is the icing on what is fundamentally a very tasty cake. For me, the excellent stealth gameplay, tangible sense of danger, and believable»scenario (take that, MGS2).render this a must-play experience. There are a couple of trifling problems though— mostly control-related frustrations with certain maneuvers (like dangling from a ledge, or trying to grab a drain pipe) —that continually annoyed me, so | lopped a bit off my final score, Despite this, it’s a very satisfying game, and the fact that there’s extra stuff here that wasn’t in the Xbox version is a big plus

for PS2 owners. John D

VISUALS INGENUITY REPLAY

SOUND

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CONTENT RATED BY ESRB

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Corporation in the U.S. and/or in

other countries and are of the video game. “Based on total franchise sales from TRS

were taken from the Xbox

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Konami Konami CE Japan 1-2 None EGM #164 Everything goes boom real purty Short—very short Websit www.konami.com

OE’s giant robot star, Jehuty, has nasty

luck—in The 2nd Runner, a chump once

again takes it for an explosive joyride through space. In this case, the finder/keeper is Dingo Egret (who’s thankfully not a whiner like the first game’s pilot, Leo), and the loser/weeper is again Nohman, a deranged dictator who has seized control of Mars.

Only your mech-combat skills can keep Jehuty out of Nohman’s grubby, evil hands, so prepare for some serious fighting. These bat- tles are fast and intense, with wave after wave of evil robots attacking, dozens at a time. Dingo and The Big J have plenty of ways to Serve up enemies’ just desserts—lasers, mis- siles, and a massive sword—yet the controls are pick-up-and-play simple.

Action is at the core of the game, and it makes for a sweet and chewy core, indeed.

Blowing stuff up with your giant robot pal never gets old, thanks to a variety of available attacks and pitch-perfect difficulty level.

A compelling story provides further reason to keep playing. The pacing is tight—there’s always a boss battle or an animated cut-scene just around the corner. Make yourself take a break, though, or you might finish the game in One sitting—no kidding. That’s The 2nd Runners fatal flaw: Although it has some extra missions (simple enemy kill-a-thons) and a two-player Versus mode, most gamers will be finished with ZOE2 when they finish the story. And the story is simply too short.

Jehuty can grab certain environmental objects and use them as weapons. In fact, sometimes you have to do this to survive. For instance, if you don’t graba wall panel to protect yourself, Nephtis will smash you into lifeless smithereens (left). Even enemy robots aren’t off-limits—use them as shields or throw them into a bunch of their buddies and watch the fireworks if you wish. You can also swing poles like baseball bats or throw them like spears, or even toss barrels a la Donkey Kong.

- 124

Explosions, lasers, and smoke trails-what the hell is going on? When you're destroying dozens of enemies at a time, the flash and dazzle don’t let up for a second. If you're having a hard time fig- uring out these screenshots, don’t worry: When you're in the driver's seat, it’s clearer than clear.

a ime ee Zone of the Enders: The 2nd Runner is a tasty mélange of action-packed gameplay, unique visual style, and an engrossing story. Each element complements the oth- ers. The tight, responsive control draws you in; the plot and characters provide motivation to keep playing; and beautiful, anime-inspired graphics pull these pieces into a cohesive whole. Events in the narrative frequently affect your objectives during gameplay, like when a comrade’s robot is disabled and you have to carry it through hordes of bad guys to safely reach an exit. Or when a giant robot’s A.|. goes AWOL, and you have to grab the machine and give it a few noogies in order to delete the bugs without destroying the robot. The plot’s not perfect, though; the gist of ZOE2’s tale won’t sur- prise anyone who has seen an animated Japanese movie in the last 15 years. And the dialogue desperately needs to be rewritten by a fluent English speaker. Also, the characters’ voices range from pretty good to bloody horrible,,..Unfortunately, Dingo “Ate.My..Baby” Egret is both the most egregious perpetrator of bad voice acting and the game’s main character. In spite.of.these prob- lems, The 2nd Runner is a fantastic game. Its nonstop action makes it consistently challenging and fun— but it’s over too quickly. It’s like a delectable smoothie made of only the finestifruits and yogurts from the most exotic corners of the world...in an eight-hour shot glass when you're craving a 20-hour tumbler. Damn. Paul I'll say this without hesitation: ZOE2 is the best game I’ve played since Metroid Prime. The mad, visceral thrills | experienced while playing it are pretty much unrivaled, and it looks positively amazing. It’s the sort of game that-prompts onlookers to ask,“What the hell is happening? Are you even controlling it?” It’s that fast and insane. But you know what the best thing is? You feel completely in control the whole time. Once you learn the basic commands, you can bust moves that'll make you freak out—truly stunning stuff. Some will complain about its shortlength, but trust me, the game is plenty challenging, and you'll feel pretty

couple hours before | could get over the name of ZOE2’s main hero: Dingo. Now, |’m sure there are some happening Dingos out there, but it’s not really a savior- of-the-universe name. Regardless,.The 2nd Runner is an incredible experience that no PS2 owner should miss. |t improves on just about everything.from the first game—eéven the already-stellar visuals (this time, they’re just plain sick). Gameplay is instinctive, chaotic, and breathtaking. Unfortunately, the entire thing is still very linear, a bit too segmented, and repetitive—and | can’t help but feel that it doesn’t quite live up to its

potential for perfection. Sam K VISUALS SOUND : INGENUITY _ REPLAY -

Receive $10 EB Mail-In Gift Voucher

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Call 1-800-800-5166 for a store near you.

Primal

Sony CEA

Publisher: PS Developer: Studio Cambridge

Players: 1

Also On: None

Featuredin: EGM #146

Best Feature: Fantastic graphics

Worst Feature: Plodding pace

Website: www.primalgame.com

I’m a huge fan of third-person action-adventure games like Eidos’ similarly themed Soul Reaver series, and | also really enjoyed Sony’s MediEvil, so | had high hopes for Primal. But | can’t help feeling let down by it. Without a doubt, the game is absolutely gorgeous, both in its in-game graphics and its Buffy The Vampire Slayer-style story sequences. It’s definitely one of the recent batch of PS2 games giving Xbox titles a visual run for their money. The voicework is equally impres- sive and, save for the cheesy guitar-laden tracks that play during combat, so is its soundtrack. On top of the game’s high production values, it’s got a few nice gameplay touches, like an excellent mapping feature and the option to ask your gargoyle friend Scree for hints when you’re stuck. Unfortunately, Primal doesn’t hold up in the areas that count the most: Its combat is mindlessly repetitive, its puzzles aren’t very inven- tive, and there are often long, boring stretches between. the-action. I’d much rather,spend.time with Sony’s underappreciated Drakan: The Ancients’ Gate, which had more technical problems but Was)ultimate- ly much f more fur to Nips Also, Primal is a big game once ‘you’ re done, you re done ame with Pd DVD- style unlockable extras. It’lblikely take you longer than a three-day rental to beat, but you'll have little cause

to play it again. Joe F

ARR RRNA RITE RITES RETENTION

Primal’s lush levels full of swaying trees and quietly falling snow create an ambiance that invites patient exploration. And the deep symbiotic partnership between heroine Jen and her stony tour guide Scree makes, S |e occasionally mindless, backtracking some- le (though too much atmospheric bleak- too many vague milestones often had me sing my psc Still, where else can in bui

De mores spall the Geeohere. Primal courts SERIES, but gets cold feet. Shawn

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MALONE SALAAM ANANSI ONAESACESSAORAAONSIS

These guys dare t appreciate my ‘on, She’s complicat- ed, she’s seen tough times, she’s a half-demon babe who hangs out with a talking gargoyle.... | can see how they’d want to step back. But | think she’s a great char- acterina beautiful, interesting 8 The.gorgeous visuals, ee i al

id hard-to-finderails, bot ale favethe- less). Figuring out what to do next might take time, but it’s worth it in this cool, moody game. Jennifer

VISUALS SOUND INGENUITY REPLAY

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Publisher: 3D0

Developer: 3D0

Players: 1-4

Also On: None Betterthan: Portal Runner 2

Best Feature: Worst Feature: Website:

Quality CG cut-scenes Asinine camera www.3D0.com

With its Toy Story-style plastic servicemen and over- the-top, almost-cartoony action, Sarge’s War initially seems like a decent tour of duty for tots. And as long as | keep reminding myself it’s just a kid’s game, | can overlook some of its dubious design choices, like the difficulty-draining, overly generous autoaim. | can try to appreciate the bizarre mish-mash of kiddie and real-life environments (one level, you’re in little Jimmy’s playroom; the next, you’re in ’Nam). Heck, sniping a few Tan tangos from their tin can hiding spots even got me pumped...that is, until the clunky gameplay problems knocked off my kid-colored glasses. The killjoy camera, which you must con- stantly correct, is frustrating enough, and then you discover that autoaiming and strafing occupy the same shoulder button. As a result, you’ll accidentally autotrack offscreen targets and be forced to choose between losing your lock and getting a look at what- ever you’re emptying magazines into. These same technical troubles also mar the multiplayer modes, where any incentive to make yourself a mobile target is totally destroyed by the bright autoaim bracket that’s always on you—roll, leap, and lunge though you may. Standing still and holding down Fire is all the strategy you need here. This is no bloodless Battle of the Bulge —just another anemic action romp under the Army Men banner. Shawn

Why blow good dinero on Sarge’s War when you can replicate the experience for free? Here’s how: Step 1) Dump a bag of tan toy army men in any room of your home. Step 2) Dart from one piece of furniture to another while blasting the tan toys with a cap gun. Step 3) Rearrange the toys and furniture slightly, then start again at step 2. Cha-ching! You just saved 50 bucks! Better still, you won’t have to battle through this game’s repetitive levels (most of which are a subtle variation of the previous stage) and deal with the iffy control. Why won’t ol’ Sarge shoot when | press Fire? Things liven up near the end, but by then, the hor- rors of War had me in a glazed-eyes daze. Grispin

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PR POTN TRE

Sarge’s War sets the standard for being standard. In this banal third-person shooter, Sarge uses the usual boring weapon assortment to dispatch the monoto- nous (and monochromatic) Tan army forces. On every uninspired level, he tediously searches for bombs in order to blow up enemy ordnance. This routine starts thin and wears thinner. Any aspect of the game that aspires to distinction is negated by mediocrity. The areas where Sarge wages Lilliputian war among giant shoes and beer cans would be quite memorable, if not for the lackluster graphics and ho-hum level design. Although the vapid Sarge’s War is the best Army Men game yet, it’s still nothing special. Paul

VISUALS SOUND INGENUITY REPLAY

i i

© (DITORS CHOICE AWARD © © OWUMY ID10N9 SUOLIO @

Quem 13910%3. SuOLIGI ©

EVERYONE

Publisher: Atari

Developer: Treasure

Players: 1-2

Also On: Sega Dreamcast (Japan)

Get unlimited continues Creative, intense gameplay It’s rather short us.infogrames.com

Play 10 Hours: Best Feature: Worst Feature: Website:

Most gamers likely fall into one of two camps: Those who’ve never heard of (and maybe can’t pronounce) /karuga and those who’ve already imported it from Japan. And since | don’t have to bother explaining what’s so great about this game to the hardcore fiends who’ve been playing it on their Japanese Dreamcasts for months, I’m talkin’ exclusively to you average Joes: You simply must try this game. Now, | know that old-school shooters are about as popular as the Spice Girls these days, but luckily, this one’s good enough to help revive the genre. I’m not recom- mending /karuga so highly because it has spectacular graphics (in fact, the visuals here are merely average) or tons of diverse levels (nope—you could count ’em all on one hand). Instead, incredibly innovative, wickedly addictive gameplay is the compelling rea- son to pick this up. It’s pure genius—every enemy in the game is either black or white and shoots bullets of that color. You can switch your ship’s color between the two, and when you’re the same color as the bullet headin’ at ya, you'll absorb it rather than perish. It gets a little more complex, since your white bullets cause more damage to black enemies (and vice versa) and you get massive point bonuses for consec- utively killing foes of the same color. Sound confus- ing? Maybe, but after a few sessions, you won’t be able to put it down fora long, aid time. ‘Shane

| had a Gollum Pati LOTR: The Two ee moment when writing this review: “Yesss...game isss pretty. The gameplay isss wonderful!” “But nooo...game is too hard, and most people won’t appreciates it!” “But master gamersss will like game! It’sss.old.school and hardcore!” “But nooo...most gamersss are not old school and hardcore, so we cannot recommend game!” So, how do | review this one? I’m a sucker for 2D shooters, and Ikaruga shoots with the best of them. The black/white gameplay twist will test your skills like nothing before, but if you weren’t raised on classics like Raiden and R-Type, you probably won’t see any we think mange is SO PrscinnsEs. shoe

Like Kea ious Said in.. soil every movie aw Ss ever been in: Whoa. /karuga’s onslaught of baddies, bullets, and bosses push your reflexes to their limits, while its brilliant black/white-switching and combo-scoring systems make for surprisingly deep gameplay. As you learn patterns and develop skills (assisted by excellent practice modes and instructional videos), playing ’Ruga evolves from just hoping to survive, to wanting to beat the game, to finally just having to perfect each stage. My only major gripe is that, despite being infi- nitely replayable, it could:use more levels. Still, if you value mastery and high-score bragging rights, this will blow your socks off your ass. Mark

VISUALS SOUND INGENUITY REPLAY

1 9 g

Tag team players can switch a __ Launch double attacks between characters seamlessly!

with a team member!

Engage in 2 player and single player combat or tag team battles!

From the hot new Television Show on Cartoon Network! Based on the comic by the great manga artist, Rumiko Takahashi, Bandai is proud to present INUYASHA for the PlayStation game console! Battle your way through the thrilling world of INUYASHA and unlock new characters for hours of pulse-pounding fighting action! Go head-to- head against a friend, or team up in tag-team dnd versus modes! In this fight for fun, you'll always come out the winner!

Suggestive Themes

Inuyasha ® or TM, the Inuyasha logo, and all related characters and elements are trademarks of Shogakukan Production Co., Ltd. © 2003 Rumiko Takahaski/Shogakukan-YTV-Sunrise. © 2002-2003 BANDAI. This product is manufactured, distributed and sold under license from ShoPro Entertainment. All Rights Reserved. PlayStation and the PlayStation logos are registered trademarks of Sony Computer Entertainment Inc.

Violence >

PlayStation

TORS CHOICE AWARD

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Publisher:

EA Games Developer: Maxis Players: 1-2 Also On: PS2, Xbox Featured In: EGM #163 Best Feature: Satisfying Get a Life mode

Worst Feature: Website:

Sim time sometimes goes too slow www.thesims.com

hey say it’s not whether you win or lose,

but how you play the game, and The

Sims really proves that point. In either the level-based Get a Life mode or the open- ended Play the Sims mode, you quickly learn that the meat of the game—maintaining your Sims’ motives (Hunger, Fun, Energy, etc.) can range from a hugely satisfying exercise in

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micromanagement to a twisted and perverse experiment in various forms of digital cruelty.

The Play the Sims mode is great for control freaks or budding sadists. You build a house and create a family to your liking, then direct them as you See fit, whether that’s keeping them healthy and happy or making them beg for mercy (and they will beg). If that seems overwhelming, then the new console-exclu- Sive Get a Life mode is for you. With specific goals in each level that grow progressively more difficult (and more interesting), Get a Life’s excellent learning curve offers tons of satisfying moments. Unlockable two-player competitions round out the great variety in this brilliant and quirky game.

QUIZ: YOUR SIM PERSONALITY

Use this handy quiz to find out whether you'll be a benevolent dictator —or just a dictator.

You’re a loser who lives with your mom. If you cook her dinner, she’ll help you get your own place. You:

ri Graba cookbook, learn

) a recipe, and start fryin’. | Of | Sell herTV and ordera ))) pizza with the cash.

@@ Lock her outside till she ))) dies of starvation.

Your new pad just isn’t a home without a plasma- screen TV. To come up with some extra dough, you:

Learn to paint, then ped- _ dle your art fora profit. |

You’ve got a crush on the chick next door so you invite her to a party, where you proceed to:

Warm her up with a joke, then turn on the charm.

|) Get her drunk and invite | her into the hot tub.

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Trap her in your room and | ignore her cries for mercy. |

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The graphics are better on the GameCube version than on PS2, but they're still not quite cutting- edge. Luckily, this game isn’t about amazing graphics, ‘cause when you're waiting to see just how long it takes for your Sim to pee his pants, you don’t really care how crisp the lines are.

In case you missed my review in EGM #163 of the virtually identical PS2 version of The Sims, I’ll admit here that this game turns me into a sex-crazed flirt eager to get friendly with all the fine Sims (of either sex) within spitting distance, and the virtual soap operas | inevitably create keep me totally hooked. That all probably sounds bizarre, hard to imagine, and potentially scary or sad, but trust me, it happens—even the sensible Demian was hosting keggers (see below). The fun Get a Life mode teach- es you how to take care of your Sims in manageable doses, and you’re rewarded every time you accom- plish something. By the end of the game, when you’ve learned how to make your Sim successful at work, find him lots of friends, and transform his house into a swingin’ bachelor pad, you'll probably Surprise yourself by actually caring about him. You'll be proud when he comes home from a hard day on the job and learns he’s earned a promotion and raise, and you'll cheer him on when he scores with the hot chick at the party. The open-ended Play the Sims mode might seem rather intimidating at first, but once you’ve played through Get a Life, you’ll really understand how to push the bound- aries and get creative. The freedom The Sims allows is brilliant, and it’s about time GameCube got an

innovative title like this. Jennifer

Think of The Sims as Animal Crossing without the psychotic cartoon animals. It’s the original relation- ship/house furnishing/bodily function simulator, and even though it’s gained some features in the PC-to-Cube transition (I’m lookin’ at you, multiplayer games), you may find the constant trips to the toilet, meal prep, and home maintenance initially daunting, Stick with it, though, and virtual life gets a lot better, thanks to maid service, heart-shaped hot tubs, and raging keggers with the gals (and guys!) down the block. This version is identical to the PS2 game features-wise, but looks Slightly better. It also suffers from the odd in-game load- ing times, which really aren’t a big deal. Demian

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Social faux pas! Decorating disasters! Why ruin my own life when | can mess up a simulated one instead? The Sims remains your best option for experiments you wouldn’t dare perform in real life. The game is brilliantly conceived and executed, and while | per- sonally could do without all the tedious care and feeding —especially in the somewhat aimless Play the Sims mode—I found the challenge of balancing needs and achieving specific goals in the Get A Life mode compelling. More furniture and decorating options would be nice, but there’s plenty to play with here. | (like Demian) noticed some occasional slowdown, but it didn’t affect gameplay—or my score. Carrie

INGENUITY REPLAY

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Seen

Publisher: THQ

Developer: Pacific Coast Power & Light Players: 1-2 . = ) Also On: PS2

Best Feature: Low price

Worst Feature: Simply existing

Needs: Tobias Bruckner’s T-Rex with tractor treads as an unlockable car Website: www.thq.com

orget Dolly the sheep and Eve the won-

derbaby—Crush Hour is a perfect example

of the perils of cloning. Though this Twisted Metal copy has been infused with the WWE’s in-your-face attitude, it’s lost all the fun and flavor of its source of inspiration. Truth be told, this hillbilly hybrid of wrasslin’ and monster car wreckin’ is more mutant monstrosity than respectable knock-off. From the sterile “signa- ture” moves (Rakishi could’ve flung his loin- cloth instead of firing the same laser as the 29 other losers) to the colorless commentary and ripped-off rooftop arenas that play like a homeless man’s TM, one thing becomes abun- dantly clear: Crush is nothing more than a

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shameless attempt to make as much loot with as little effort as possible. To its credit, the game Sells for just 20 bucks. It also controls reasonably well and is inadvertently hilarious (although much less so if you’re the one fork- ing over $20 for it). Ordinarily, this is where we'd also acknowledge Crush Hours potential appeal to rabid wrestling fans, but aside from the six lines of sampled celebrity dialogue and the occasional bootleg-quality video clips that bracket matches, you’d hardly know you’re playing a WWE tie-in at all.

MRA Select Player 1 Superstar >

& Select ~~ Return

Rather than customize each wrestler’s ride to match his or her personality, Crush Hours makers simply assigned numbers to an assortment of Hot Wheels cars. These were then placed in a bag and drawn at random by their respective drivers. At least, that’s our theory.

Electronic Gaming Monthly - 180 - www.egmmag.com

Conceptually, | adore the idea of wrestlers in atomic-

Sample commentary for the thrilling action depicted below: Edge...continues _ to...fire. Edge...continues to...shoot in all directions. Edge...continues to...twisty rockets! (Except, imagine it delivered in garbled, piecemeal blurbs approximately three minutes after each action.)

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powered toboggans tearing the living crap out of one another, but Crush Hour fails to actually deliver a passable game based on this absurd premise. Does it have cool, Twisted Metal-style vehicles? Nope. Blind children could’ve whittled cooler cars using butter knives on wood blocks. At least the core com- bat’s solid, right? Dream on. Combos are nonexis- tent, the secondary ordinance is unimpressive (twisty rockets, anyone?), and none of the nearly indistinguishable “custom” moves are logically con- nected to the inbred characters that execute ’em. Plus, the dry, ass-crack-ugly levels are utterly devoid of secrets. Amazingly, the poorly advised in-game commentary might actually be the game’s most embarrassing aspect: Crush Hour takes fewer than a dozen Jim Ross sound bites and recombines them with Speak & Spell fluency to produce incoherent stammering, about things that happened.three min- utes ago. It’s terminally asinine. But worst of all, though Crush Hour sits on a comedic gold mine as rich as any imaginable, it takes itself seriously—and that’s a pity. Played for laughs as a ludicrous farce, this just might have worked. As it stands, it should be completely avoided at all costs. Even if you were cursed with a superfluous 21st chromosome, you’d have more fun reading Highlights. Shawn

took to type this sentence, gone. Despite the pre- dictable shoehorning of the license (i.e., tired sound clips from spandex-clad behemoths), even ardent WWE fans will be bored with Crush..Hour., Vaguely wrestling-related stages offer players the opportunity to drive around in circles; attack foes with standard- issue guns, rockets, and lasers; and stave off death by collecting endlessly respawning health icons. There’s nothing new or innovative here, and even the mild thrill of powering The Rock’s car through a lum- berjack-themed arena dissipates long before players

rack up 10 (or even two) wins. Greg i

| smell what THQ is cookin’, and it’s damn foul. Sadly, Crush Hour’s strongest selling point—the slapped-on WWE license—is what hurts the game most. Wrestlers spouting generic one-liners while engag- ing in car wars is just plain dumb. Remove the wrestling theme and this game still falls short of the bar set by the Twisted Metal series. It’s visually unap- pealing and:sonically repulsive. Plus, the gameplay’s dull—a slim selection of weapon upgrades, pitiful spe- cial attacks, and the fact that blindly ramming into things is more effective than shooting basically leaves no room for fun. Crush Hour will disappoint even the most devout wrestling lunatics. Bryan INGENUITY REPLAY

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All-Star Baseball 2004

| EVERYONE

Acclaim Sports

Publisher: | Developer: Acclaim Studios Austin x Players: 1-4 : Also On: PS2, GC

Missing: Bundled ice packs

Best Feature: Classic teams and players

Worst Feature: Frustrating batting system Website: www.allstarbaseballo4.com

There’s a tremendous crop of top-quality baseball games this year, but ASB 2004 isn’t one of them. It simply can’t compete. First of all, the batting is phys- ically painful. In order to avoid constant check- swings, you’ll have to pound on the pressure-sensitive button with all your might. Plus, lining up the finicky batting cursor just isn’t fun. Around the sixth inning (when you’ve just finished icing down your throbbing fingers), more frustration sets in as you continue to acclimate to the unpredictable fielding control. It’s too hard to judge routine fly balls because the nonad- justable camera angle is set so far back you feel like you're playing ASB 2004 from the Goodyear blimp. Even if you’re perfectly positioned inside the circle designating where pop-ups land, there’s no guarantee you'll catch them. Besides the nagging gameplay issues, ASB 2004 suffers where the series shined in years past—the visuals. The player models and stadi- ums are subpar compared to those in Sega’s WSB and EA’s MVP. Fluid player animations are the game’s only visual saving grace. In its defense, ASB 2004 comes packed with a ton of extras such as downloadable ros- ters, MLB legends (including the likes of Gehrig and Ruth), and even Negro League greats. The entertain- ing Pick-Up and Scenario modes also help, but with so many baseball games out there offering tighter game- play, | can’t recommend this one. Bryan

If you paid me enough, then maybe I’d play this game

over the best-of-the-crop High Heat ’04. While All-Star feels like it’s been crafted for baseball lovers by base- ball lovers, some poor execution drags it down into mediocrity. First and foremost, can we please get rid of cursor batting? I’m never a fan of cursors, and All- Stars makes me especially punch-a-wall angry. If | want to pull the ball, | should swing early, right? Not here—I just have to adjust the cursor. Why is that? Isn’t this baseball? Cursors aside, the pitches are thrown at such eye-popping speeds, you won't hit them anyway. Nifty unlockables, pretty visuals, and Rane STRAY alps but not slinicihal _ Todd

All-Star Baseball definitely has awesome extras,

such as a bevy of hidden uniforms, movies, cheats, and other nifty secrets—as well as a cool Scenario mode that throws you into nail-biting situations. And playing in classic stadiums with Negro League and Major League legends stirs up a nice nostalgic feeling. Too bad the actual gameplay isn’t very good. Hitting is a chore—tinkering with ASB’s signature batting cursor while trying to turn around a fastball is hellish. Combine this with imprecise fielding, and you’re left with more frustration than fun. Rent it to check out the impressive bonus features, but if you’re lookin’ to buy a baseball game, you can do much better. G. Ford

VISUALS SOUND INGENUITY REPLAY

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Godzilla: Destroy All Monsters Melee

Publisher: Infogrames Developer: Pipeworks Software Players: 1-4

Also On: GC

New Monster: Mechagodzilla 3

Best Feature: Four-player monster mayhem Worst Feature: Sluggish control

Website: us.infogrames.com

If you’re reading this review and wondering whether Godzilla: Destroy All Monsters Melee is something you'd enjoy, first fill out this quick and easy ques- tionnaire: 1) Do you like giant monsters as portrayed by men wearing rubber suits? 2) Do you like smash- ing things up (namely office buildings) real good? 3) Do you not mind if the controls aren’t exactly Street Fighter—-responsive (read: sluggish)? If you answered yes to all three questions, then you’re precisely the kind of person who'd enjoy rubbernecking (literally) with fighters like Godzilla, Rodan, and Megalon. (lf you answered no to the above queries, you’re likely a hateful miser like Paul—see below). If you’ve glossed over our previous GameCube coverage, know now that Godzilla: DAMM is a no-nonsense brawler—less finesse than straight-up mess— designed to let four folks kick each other’s movie- monster asses with punches, throws, and laser breath. Xbox owners will be glad to know this version comes with new features the Cube one lacked, like enhanced graphics (mutant dinosaur skin has rarely looked this soft and supple), new arenas to thrash about in, and a streamlined control scheme. The combat is simple button- -mashing material, but it fits the subject matter perfectly. For younger gamers and Godzilla fans in general, this is fan service at the top

of its econ _ Milkman

Godzilla: DAMM V faithfully re-creates the inhabitants

of Monster Island, but puts them in a lukewarm, shal- low fighting game with unresponsive controls. DAMM is bursting with exploitable moves—for instance, if you throw your opponent into the force field sur- rounding the arena, he’ll bounce back, and you can throw him again. Repeat as desired. One monster can burrow underground with impunity and attack from below at its leisure. The only way to win is to dis- cover your character’s cheap moves and jam on them relentlessly. If, like Milkman, you want the gen- uine Godzilla in a fighter, give DAMM a shot. If you'd rather have pene fighting, aay far away

The monotonous one-on-one matches in Adventure mode simply serve as a means to open up beasties to use in the far-superior Versus battles. Still, DAMM is the perfect reason to invite a bunch of friends over to beat each other senseless while scarfing down pizza and beer (the “root” variety if you’re not of age).

But beware—the game favors button mashers, con-

tains plenty of cheap moves, and has controls that are sometimes frustrating. This version has only slight improvements over its Cube cousin (Mechagodzilla 3, the promise of Live content updates, and custom soundtracks), but we'll take what we can get. C]

VISUALS SOUND INGENUITY REPLAY

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www.egmmag.com

Furious Karting Publisher: Atari Developer: Babylon Software Players:

Often Mistaken For: Curious Farting Website: us.infogrames.com

Best eabei Real-lookin’ go-karts Worst Feature: Not enough cool power-ups

| love a good kart racer—especially one like this where the go-karts are actually based on the real thing. But with FK, striving for realism might actually limit the appeal. Since most kart games are built upon recognizable characters and over-the-top spe- cial attacks (like in Mario Kart or Crash Team Racing), the generic Karting feels too bland. It’s a shame, real- ly, since it’s a Solid racer with smooth visuals, a boun- cy soundtrack, and some creative track designs. And while it does have power-ups and a combat system (you swing a baseball bat at your opponents), clock- ing guys with an ordinary bat isn’t quite as fun as shooting say, a fluorescent-gree lat ’em. eater ee a cool team- play

track, you ve gotta help your teammates while pum- meling your enemies. Go a whole race without screw- ing up one of your partners and your karma rises a

bit, earning you new abilities and better karts. It’s an interesting idea that keeps you playing. Greg Ss.

SOUND INGENUITY REPLAY

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| Publisher: . THQ x m™ Developer: f Cranky Pants Games ett Players: 1-4 | Also On; | PS2, GC | Lamest Character: _ Repta | Website: www.redfaction2.com

Best Feature: Superb splitscreen multiplayer

Worst Feature: No online action

While the first Red Faction staged a coup in the for- mulaic first-person-shooter genre, this sequel, curiously, sides in many ways with the rulers its predecessor kicked out of power. The vehicles you commandeer now ride on rails (in the first RF you had full control), and the more finicky Geo-Mod scenery-destruction engine quells the potential for environmental vandalism. Even the plot plays out like some made-for-UPN, A-Team 2059 movie com- pared to the first Faction’s high-concept, Total Recall-style story. Still, Faction 2 remains a rocket ride with airtight controls and quicksilver pacing that’s rarely interrupted by aimless wandering— the blistering single-player mayhem will keep you hooked throughout. Multiplayer, though, is where your techno-heat packs the biggest punch. Once just an afterthought, this mode has matured into a full-fledged four-player firefight. Granted, it’s not online, but 40 play-balanced maps, a dozen inspired weapons, and customizable bots make for good splitscreen compensation. Shawn

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No purchase necessary. Open to residents of the US only. Contest participants must be at least 13 years of age. Void where prohibited. Grand prize is non-transferable and non-refundable. Fill out an electronic entry form found at Activision's Web site, www.wakeboardingunleashed.com. Entries must be received by 11:59 a.m. PT on June 3, 2003. Maximum of one entry per person. For official rules visit Activision's Web site at www.wakeboardingunleashed.com or send a self-addressed stamped envelope to Wakeboarding Unleashed featuring Shaun Murray Sweepstakes, c/o Activision, 3100 Ocean Park Bivd., Santa Monica, CA 90405. Grand Prize winners must Sign an affidavit of eligibility and a liability/publicity release that must be returned within 72 hours of verification of prize. In the event of noncompliance with this time period, an alternate winner will be selected. Sony Computer Entertainment America takes no responsibility for this offer. © 2003 Activision Inc. and its affiliates. Published and distributed by Activision Publishing, Inc. Activision is a registered trademark and Activision 02 and Wakeboarding Unleashed are trademarks of Activision, Inc. and its affiliates. All rights reserved. Shaun Murray is a trademark of Shaun Murray. Developed by Shaba Games, LLC. Microsoft, Xbox and the Xbox logos are either registered trademarks or trademarks of Microsoft Corporation in the U.S. and/or other countries. All rights reserved. Licensed by Nintendo. Nintendo, Game Boy and Game Boy Advance are trademarks of Nintendo. © 2001 Nintendo.

All rights reserved. Licensed by Sony Computer Entertainment America for use with the PlayStation 2 computer entertainment system. “PlayStation” and the “PS” Family logo are registered trademarks of Sony Computer Entertainment Inc. The ratings icon is a registered trademark of the Interactive Digital Software Association. All other trademarks and trade names are the property of their respective owners.

CONTENT RATED BY

activisionO2.com

Publisher Rockstar A Developer: Vis Interactive f Players 1-4

Aiso On PS2

Ceol States: Rhode Island, denial

Best Feature: Multiplayer, $20 price tag

Worst Feature: Lackluster Story mode

Website: www.stateofemergency.com

Reworked and redone for Xbox, this third-person anar- chy simulation shakes the very firmament of modern thought: Put simply, State of Emergency disproves the scientific theorem that it’s impossible to polish a turd. The ultraviolent premise of its PlayStation 2 forebearer lives on—you'll find explosions, fire, gunfights, beat- ings, and carnage aplenty. It makes the Roman Circus seem like a Family Circus cartoon. As a freedom fight- er, players wreck stuff, kill people, and try to avoid authority’s skull-crushing truncheon. Gameplay— whether open-ended or mission based—generally tips the scale at frenetic, with hundreds of cops, looters, cit- izens, gang members, and rebels choking the screen. Developer Vis screwed the pooch by making the PS2 version single-player only, which proceeded to sink thanks to poor A.l., a dearth of mission types, and unbalanced challenges. The Xbox version has had its single-player action tweaked to little effect; characters in need of protection still charge foolishly into gunfire, and the improvements to the game’s balancing may have been done by chimpanzees. Luckily, a new multi- player mode offers salvation. Here, players need not worry about repetitive missions, impossible tasks, or computer-controlled dolts who don’t understand this simple equation: bullets + flesh = bad. With four play- ers, the carnage quadruples and the state of euphoria

increases exponentially. Greg 0

Anyone who nuked a few food courts in the PS2 ver- sion of State of Emergency knows this game plays dirty, with its cartoony ultraviolence and gimmicky mass of humanity that’s fun to watch for a few hours but soon, loses its novelty. That’s when you sober up to the game’s shortcomings—mainly, there’s not much of an actual game here. Escort missions in the story-based Revolution mode become maddening (prepare for endless do-overs), and singling out tar- gets ina crowd is no laugh riot. The developer did add tweaks that make the game suck less, but the real lure here is the multiplayer. Get four pals to split the

$20 pre and this gains ’s a Steal! ‘Crispin

Man, | never se Phenaelt Id be shavines this again. Last year’s disappointing PS2 version was a total bore, so Rockstar’s fighting a perilous battle trying to make Xbox owners give a damn now. I’ll give them some credit, though—the improvements here (moderately fun multiplayer modes, a rebalanced single-player game, and custom soundtrack support) definitely sweeten the deal, and shipping this thing at $20 is a wise choice. Problem is, the underlying experience is still riddled with subpar visuals, frustrating aiming, dippy A.l., and lots of tiresome missions. Pick it up if you're desperate for some brain-optional four-player mayhem, but don’t bother playing itsolo. Shane

VISUALS SOUND INGENUITY REPLAY

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The timeless cliché of not judging a book by its cover pulls double duty with Tao Feng because 1) the cover is laugh-out-loud ugly while the game looks quite swanky, and 2) although the graphics look fantastic, the accompanying gameplay is fun- damentally busted. Your initial foray into the game world will leave you amazed—each of the gor- geous fighting arenas oozes with subtle interactive details. For example, you can grab a support beam, swing around it, and launch into your opponent, knocking him into a birdcage that smashes open and releases a fluttering flock into the air. Sounds awesome, right? Well, it would be if the fighting engine didn’t feel shoddy and broken. A combina- tion of Mortal Kombat-style dialed-in combos, cheap one-button special attacks, and the fighting genre’s least effective blocking system render Jao Feng miserably unfun in the long run. Oh, | should- n’t forget the painfully obtuse Practice mode that features no visual reminder of the long-ass combo you’re attempting. Or the hokey, overlong voiceover that precedes every match in the single- player Quest mode. Or the laughable enemy A.I. (try simply jump kicking the sword-wielding final boss repeatedly—it worked for me). Overall, it’s a beautiful but brainless fighter not worth your

pai or time. Shane

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Tao Banc seems to o fill a wisi list st of fighter features, but

its piecemeal approach results in schizophrenic gameplay. Case in point: Why put welfare-cheese Chi attacks (acid regurgitation, anyone?) in a game inspired. by more elegant fighters—namely Virtua Fighter 4? You won't want to bother setting up juggles when one-button Chi blasts deal more damage. And why pair such expansive arenas with confining controls tailored more toward fighting on a track? Jao Feng isn’t a turd, though. With more eye candy than an art muse- um and many borrowed bits from the genre’s best, it’s fun in short sessions. | just can’t see experienced

pugilists sticking around. Shawn

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Playing Tao Feng is is a lot like diarrhea; the longer it

lasts, the more irritated you get. The various bits sim- ply don’t come together: Awkward animations, poor collision detection, a lackluster combo system, and hopelessly generic character designs do not a quality game make. Matches dispatch elegance in favor of sheer brutality, resulting in awkward, lumbering fights with all the grace of a weeping stool pigeon. The few laudable innovations (interactive environments, limb damage) are rendered void due to the game’s many inherent flaws. Tao Feng serves as a reminder that Microsoft needs to do a much better job choosing its horses. Wait for Soul Calibur 2. Evan VISUALS REPLAY

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=: Eight-player ladder

Worst Feature: Long load times, short bouts site: www.ufcvideogames.com

ublisher:

While an uncompromising dedication to realism doesn’t exactly cripple Tapout 2’s mixed martial arts action, it does limit the appeal for those unfamiliar with the sport. For example, most of the fighters are unrecognizable unless you’re a UFC fan, and the fact that they’re all dressed for the same Hanes commer- cial doesn’t help, either. But at least these pugilists are limber, lifelike, and brutally solid, unlike the plas- tic people in previous UFC titles. Plus, the fighting system, although newbie-friendly, is complex enough to encourage mastery. Each fighter has a few custom kick-n-punch combos, and they all share the same intuitive commands for submission holds and counters. Once I’d warmed up to kicking shins and wranglin’ in the reversal-heavy man-pretzel grap- ples, | had a good time battling buds in the Versus mode. And when you both acquire the skills to sur- vive for more than 20 seconds, the fun really heats up. | can’t say as much for the single-player contests, with their Everest-steep difficulty curve and lack of continues, though. The Career mode offers the same action, but with more generic, less-balanced combat- ants—although building my own beefcake in tighty whities (known as The Tenderloin Tussler) is more fun than using the stock fighters. Overall, UFC aficiona- dos will dig it, and even the uninitiated might enjoy

<a 2’s two- pay brawlin’. Shawn

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UFC is auth a aidtitie sport, | bet jai alai players are jeal- ous they don’t get a game, too. Tapout 2 incorporates so many different combat styles, it’s hard to do them all justice—the capoeira fighter | created had about one move that looked vaguely capoeira-esque, and it was one | had to unlock. The fighters here look great in a shiny Ken doll sort of way, but the gameplay and general presentation are merely passable. Striking moves lack variety, the promising Career mode suffers from bad design, and you can wax the floor with com- puter-controlled characters if you’re willing to employ cheap and repetitive tactics (which | am). For the hard- core UFC fans in the house only. Demian Pecy i if ‘pillage a new UFC title, the fasult is fhe same: | get a sudden urge to be doing something, any- thing, else. The problem may lie with the fact that I’m not a real-life UFC fan, so the fighters all look the same and their combat styles seem interchangeable. But it probably has more to do with the boring gameplay, which is just not much fun. Matches often last mere seconds, so you'll spend more time on the Loading screen than actually fighting. You’ll win round after round with basic combos and simple submission moves, keeping the excitement level between ho-hum and unremarkable. At least this version looks real good and has a fairly decent Career mode. Cj

SOUND INGENUITY REPL

Run Like Hell

Publisher: Interplay we eee = Developer:

ae Meee Digital Mayhem

Players:

1

Also On:

PS2

Listen For: Captain Janeway Website: www.interplay.com

MATURE

Best Feature: Surprisingly interesting plot

Worst Feature: Janky camera angles obscure action

Before the age of videogames, philosopher Jean-Paul Sartre commented, “Hell is other people.” Had he been around to experience Run Like Hell, he would have changed it to, “Hell is playing other people in a game with a really bad camera.” Flawed yet truly fun, RLH makes players work to get grizzled space hero Nick Conner off the doomed space station Forsetti. Hideous Space invaders are wreaking havoc, Nick’s allies are dropping like flies, and the damn camera keeps jerking wildly as if fed a particularly potent stimulant. A frantic pace and wonderful sense of creeping doom keep play- ers running and gunning smoothly—well, except for that flaky camera. Story-wise, there’s some real narra- tive depth here; RLH has Conner hunting for his true love amid the chaos, and the game fleshes out its char- acters nicely. Here on Xbox, the game’s been beefed up from the PS2 version with improved graphics, addi- tional rooms to explore, and a brand-new level set in a hydroponics bay. It’s only a new hat on an old game, but it helps make RLH more pleasurable for newcom-

ers and vets alike. Greg 0.

VISUALS SOUND INGENUITY REPLAY

Koch > & « 8

Inuyasha: A Feudal Fairy Tale

Sverre = lt Publisher: a se % ~~ - a Bandai | Ls Developer: Dimps ecco Players: = | 1-2 fq Also On: | None | Inuyasha means:

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Best Feature: Plenty of extras for fans _ “Dog demon” Worst Feature: Stiffgame- | Website: play _ bandaigames.com §

If you’re thinking “/nu-what,” then you obviously haven’t seen the popular Japanese anime (currently airing on Cartoon Network) this fighter’s based on. It’s a good show, and fans will find lots to like here (especially hardcore anime purists, who will be happy it’s subtitled and not horribly dubbed into English). At first glance, this may look like just another 2D fighter, but the Story mode—where you pummel the show’s stars to collect mystical crystals—offers an involving plot. Character-specific dialogue and a handful of inventive minigames (like destroying a large boulder within a time limit) keep this mode surprisingly fresh. Play enough,of.it to unlock the Backpack—a menu with a'wealth of fan-friendly goodies including art gal- leries, sound tests, and an option to customize the characters’ victory.taunts. But ultimately, that’s all window dressing for a bland-looking, simplistic fight- ing game. /nuyasha’s button-mash gameplay feels stiff and dry, so even Versus: matches aren’t likely to hold your interest for long. Still, for the price, it'll sat- isfy anime lovers as a decent tie-in. ry | SOUND INGENUITY

_ VISUALS REPLAY

3 7 o- 9

EVERYONE

Publisher: THQ

Developer: Sonic Team aimee Players: 1 (2-4 linked)

Supports: GC-GBA Link

Worst Name: Cream the Rabbit

Sest Feature: Vivid, beautiful graphics

Yorst Feature: Unoriginal level designs

Website: www.thgq.com

As a survivor of the great Super Nintendo vs. Sega Genesis console war of 1991, | feel like I’m in The Twilight Zone every time | control Sega’s hyper hedgehog ona Nintendo platform. But as long as he’s in top-quality games like Sonic Advance 2, |’m cool with him running in Mario’s crowd. This sequel improves upon every aspect of the first GBA Sonic: The graphics are snazzier, the music’s catchier, the bosses pose more of a threat, and each character now sports a Surprisingly deep arsenal of special attacks. Also, this time around it actually isn’t a struggle to snag the Chaos Emeralds—SA2’s tense, robot-pursuit bonus stages are legitimately fun. That same creative spark doesn’t quite carry over to the regular levels, as most are borrowed from previous Sonic games (I’ve spun through a few fire, ice, and music-themed Stages in my time). Luckily, they’re so exciting and pretty, you won’t mind the lack of ingenuity. In fact, you’ll probably want to tackle these stages multiple times in order to unlock all the hidden goodies, which include secret levels and two additional playable characters. Plus, some wacky four-player versus games (when you link up multiple GBAs) and a Chao- raising simulation (when linked up to Sonic Adventure 2 on GameCube) further extend Advance 2’s impressive depth. This is the best original action- abs Bante on GBA, hands down. Shane

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Publisher Capcom

Developer Atomic Planet

Players 1-2 (on one GBA or linked) Also Gn PS1, Sega Saturn

ottest «: Hsien-Ko from Darkstalkers Sesi Feature: Devilishly addicting

orst Feature: Telling gems apart on a dark screen Website: www.capcom.com

No longer will you need to place a triple-digit eBay bid to play Super Puzzle Fighter || Turbo. Here it is—a pixel-perfect port of the genre’s crown jewel...and it’s portable to boot. As with all the best puzzlers, SPFI/ successfully stacks brain-boggling complexity atop the simplest of premises. Arrange like-colored gemstones so they share horizontal or vertical bor- ders, then shatter your collection with a matching Crash gem. Doing so creates space for you and crowds your competition—all while your superdeformed Capcom fighters duke it out in the center of the screen. It’s easy to learn yet immeasurably subtle, just like its Spiritual grandpappy, Tetris. And indeed, knowing when to amass screen-filling multistrings (at the risk of having your master plan buried in debris) and when to quickly counter with small, steady strikes gives each game a cool, clever balance. As with its street- fighting progenitor, solo play is fine for practice and unlocking additional characters (guess who?), but multiplayer is the clincher. The zany two-guys-on-one- GBA setup is awkward; link-up with the right com- padre, though, and you’ll be demanding “uno mas” until your batteries are tapped. My only complaint comes with the handheld territory: Differentiating gem types on the dark and dinky GBA screen is dicey and can—no—will cost you combos. Still, it’s a small price to pay for portable puzzler perfection. Shawn

This is waite what i ‘ones ‘the first Sonic Advance would be—a fun, fast-paced romp with level designs on par with those in the classic Sega Genesis games. Advance 2 is a pocket adrenaline rush; it’s the perfect complement to the more mod- erately paced Mario games already in your collec- tion. Sonic has finally been given a slew of refresh- ing new moves—the tornado attack, backwards somersault, megabounce, and more—so he’s no longer limited to his standard running, jumping, and spinning. My one gripe is that the game is way too Short, but that’s been a problem with Sonic games since their introduction a decade ago. Ethan

Simple fact, folks: Sonic belongs in 2D. That’s why |

enjoyed the original Sonic Advance, and this sequel is just as good. The level designs are classic Sonic, and you'll have to play them multiple times to explore everything. Level-specific animations also add an extra element of fun (like when you watch Sonic hold onto his blue butt as he slides down a hill in the Ice Paradise Zone). And while | was skeptical of the new character, Cream the Rabbit, she won me over—her animations are cute and she attacks with a cuddly Chao, for crying out loud! The on-the-run boss fights get tiresome, but overall, this is a great continuation of the Sonic series. Phil INGENUITY REPLAY

VISUALS SOUND

Electronic Gaming Monthly - 186 - www.egmmag.com

Super Puzzle Fighter I! Turbo may be old, but it’s still one of the best puzzle games ever made. Thankfully, this handheld incarnation delivers a stunningly accurate port. All the combo-forming, gem-smashing gameplay is here, along with all the unlockable secrets. It even supports the GBA Link Cable. Too cool. The only things | could find wrong occurred during large combos when some slight slowdown and sound dropout reared their glitchy heads. Still, since you’re not actually controlling anything as the combos shatter, this doesn’t affect gameplay. Like the original Tetris on Game Boy, you can play SPFIIT forever. Phil

All the guys around the office (like the two above) act as though this is the greatest thing since Tetris. My the- ory: These blockheads just don’t have the brainpower to appreciate true masterpieces like Puyo Pop, Tetris Attack, and Pokémon Puzzle. Puzzle Fighter is a damn fine game, but certain design elements (like the clear-all Super Gem and garbage blocks that can help a player more than they hurt) make come-from-behind victories too commonplace. This leads to exciting games, sure —but ones that don’t necessarily take seri- ous skills to win. You’ll find lots to like here (I didn’t have a problem with the graphics like Shawn did), but better portable puzzlers exist. Shoe

VISUALS SOU

INGENUITY REPLAY

‘eeeseuad ~

Geta Se. of eight soldiers as for Battlefield 1942 Official National Championships,

head to your nearest iGames game center and let the games begin! This game is rated "T" for teen.

THE BATTLE RAGES ONT

@ EDITORS' CHOICE AWARD @

lean

Nintendo

Camelot 1 (1-2 linked)

Golden Sun characters

EGM #157

Controlling two parties at once leads to great puzzles and battles. It’s more of the same, but much, much harder.

www.nintendo.com

reviously on Golden Sun: Our intrepid

hero, Isaac, leads a feisty band of young

adventurers on a quest to rescue two lovely maidens, Jenna and Sheba, from the clutches of the vile Mars Clan. During the cli- mactic showdown at Venus Lighthouse, a cat- aclysmic tidal wave assaults the land and Jenna’s brother craftily escapes with the girls to safety. What will become of the two groups of heroes?

Got all that? OK, now you’re ready to tackle The Lost Age. Even if you finished the first game (and especially if you didn’t), you’ll need this refresher course, since the sequel thrusts you directly back into the dense story. There’s an interesting plot twist, though: This time around, you control the former damsels in distress. You’ll explore mysterious conti- nents, hook up with some newfound friends, and master a bevy of new magical attacks. Plus, you’ll eventually meet up with the first

ped

game’s party and manage two adventuring groups at once.

The Lost Age may be an immediate contin-

uation of the first game, but the graphics, sound, and gameplay mechanics have

scarcely evolved. This isn’t necessarily a bad thing—the original Golden Sun looked pretty

sweet, had an epic (by GBA standards, any- way) soundtrack, and offered a solid mix of fun battles and tough puzzles. This one fol- lows that same pattern, but on a grander scale—the dungeons are more challenging, and the Djinn spell effects are even more impressive, making it a top-notch continua- tion to the GBA’s finest RPG series.

Just as in the original Golden Sun, you’Il have to scour the land to locate feisty ele- mental Djinn. Equip these friendly mon- sters, and you'll significantly increase your characters’ stats. You can also summon them in battle to rain destruction upon ene- mies, and even combine two different types of Djinn to call forth screen-filling super- beasties for maximum damage.

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A plethora of awesomely tricky dungeons offers The Lost Age's finest moments. You'll be pushing blocks, rappelling down cliffs, causing tremors, digging holes, freezing puddles (we could go on, but you get the point) in nearly every cavern and shrine. Few RPGs, portable or not, offer such puzzling fun.

Unlike most RPG follow-ups, The Lost Age isn’t a complete, standalone sequel. Instead, it’s essentially the second act of one gargantuan story (much like that other fantasy megahit, The Lord of the Rings: The Two Towers). |t picks up mere moments after the first Golden Sun, which is cool for fans of the first game, but confusing for series newcomers. Being a direct continuation also means it neither looks nor sounds any better than its forerunner. These nearly identical production values disappoint slightly —then again, | prefer improved, challenging gameplay over new visuals any day. And Age completely delivers in the gameplay arena; it’s a much deeper and more rewarding RPG this time around. You’ll be bombard- ed by countless Djinn Summons, useful new Psynergy powers, and wondrous places to explore. You have to work hard to earn everything, though, as Age sports some remarkably tricky puzzles and labyrinths. |’m a sucker for difficult dungeons, so these brain-benders kept me enthralled (and occa- sionally baffled) throughout. | especially like having more playable characters, and here you control sec- ond-stringers Felix, Jenna, Sheba, and Piers at first, and eventually add the original four GS characters. At this rate, I’m game for another chapter or two in the future; the finest portable roleplaying franchise ever

deserves to continue. Scooter

Whoa, who are these people again? Even though | did finish the first GS, it still took a few hours before | fully recalled the events that had transpired way back in 2001. (Maybe 15 months between releases was a bit too long, Nintendo.) Confusing plot aside, Lost Age is a stellar RPG with its priorities in the right place—its lightning-quick random battles aren’t the main source of challenge. Instead, you’ll spend most of your brain- power solving incredibly clever puzzles in the game’s dungeons. It’s not going to win any originality contests (this looks, sounds, and feels nearly identical to its predecessor), but when more of the same means more

top-notch roleplaying, | can’t complain. Shane

| never solved the original Golden Sun, so this sequel left me pretty confused from the get-go. The events that took place at the end of the first game are important to this one, and the long (and hard-to- follow) text prologue that introduces Lost Age didn’t help much. Once | did finally come to grips with what was going on, | thought the story was fine, but noth- ing special; the same goes for the abundant random battles. What really makes the game click, though, are its ingenious puzzles (consider investing in a hint book) and lush, stunning visuals. Lost Age is no Final Fantasy, but it is the best RPG you can get on

GBA right now. Ethan INGENUITY REPLAY

PALANAN SORP ARSE:

RRR

VISUALS

SOUND

Much like your bedroom in Pokémon Gold and Silver, Ruby and Sapphire give you a special, pri- vate place for you to call your own. This time, however, it’s a hidden cave that you have to dig out on your own before decorating it with plants, toys, and lovable little Pokémon dolls.

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| suppose | should be ashamed. I’m a 28-year-old man, and | love Pokémon. Sure, all the cartoons, cards, toys, comics, and other merchandise got a bit (OK, a lof) excessive, but at the heart of the phenomenon, there were some great videogames. Now that the craze has

Nintendo died down, these new GBA releases arrive with minimal Game Freak hype. Ruby and Sapphire, like the previous Game Boy 1 (2-4 linked) games, are simple yet fun RPGs with great strategic EGM #162 battles and the ever-addictive “catch ’em all” hook.

Unfortunately, these allegedly advanced versions are a lot like the older games. They’re disturbingly similar, really. Nintendo seems to be following the “if it ain’t broke, don’t fix it” rule with this series, and it’s begin- ning to wear thin. Don’t get me wrong, Ruby and Sapphire are still great fun, and | became addicted all over again, but I felt as though I’d done this all before. Which | had—multiple times in Blue, Yellow, Gold, and Crystal. Sure, there are enhancements here and there—more colorful visuals, occasional graphical effects (reflections in water, etc.), Pokémon contests

Tons of new Pokémon to catch Same ol’, same ol’ www.pokemon-games.com

or too long, Nintendo has sat idly by as

Konami’s Yu-Gi-Oh! steals the hearts of

elementary school children everywhere. Well, no more! Pokémon is finally here for

Game Boy Advance, but can the series reach batants this time), it’ll probably lure Poke- (kind of like a dog show), some gimmicky e-Reader the levels of success that the prior entries fans back into the fold. Our reviewers connectivity, and equally gimmicky 2-on-2 battles but enjoyed? It’s hard to say at this point, but wished that a little more effort had gone into nothing takes advantage of the GBA’s power. This is

th ti Id wine hie a truly , t- really tough for me to judge. | do love them, but the with a new quest in a new world, 100+ new making this a truly impressive, next-gen feeling of “been there, done that” looms large over the Pocket Monsters to collect, and the ever-pop- update, though. As it stands, it’s a solid entire experience. Better have some big improvements ular multiplayer battles (with up to four com- adventure, but nothing earth-shattering. next time, Nintendo, orl may not be sonice. [Dipig

LAORODIIOG I ALIO NIETO MONOD NODA O ANION OID ON HRI N NIHON

These other guys are being too easy on Ruby and Sapphire. Yeah, they do sport a handful of cool features, including strategic 2-on-2 Pokémon battles and a Trait system that finally makes each critter into more than the sum of its stats. But the quest and play mechanics are just so painfully stale. The new characters are car- bon copies of the old ones, the new world is functional- ly identical to Johto and Kanto, and the gameplay changes are little more than subtle refinements. Unlike CJ, | think avid fans will be happy, but everyone else will aS find their patience tested by games that strive to be lit-

Fy EGE tle more than remakes of the original with different

Thststoull . P FIGHT ‘BAG Pokémon and snappy GBA graphics.

Pokémon’s dill a and while I’ve adored the past ‘mons, something’s different this time. These new versions look better, are better organized, and have a sexy new gimmick (2-on-2 battles) —but there’s a problem. | just can’t shake the feeling that I’ve played these games There’s no denying that the Pokémon games look very similar. See if you can identify three or four times before—and the new garnish isn’t each version based on these pictures: enough to take the series to the next level. In many ways, they aren’t even as complex as Gold and Silver. Of course, Pokémon’s always been fun, and Ruby and Sapphire are no different. They’re still great RPGs that, if you've never gotten up close and personal with Pikachu before, deserve playing (yes, seriously). But Poké-pros (like myself) will be a Li'l disappointed. Cc]

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VISUALS SOUND INGENUITY REPLAY

AO REVIEWS

ormally, the names of | the games I’m forced to

review begin with the words “Sabrina the Teenage Witch” and end with some- thing like “/diotic Shopping

= Adventure.” And guess

what? This month isn’t different. However, as a prize for the outstanding insights in my review of SpongeBob’s X-treme Pedestrian Safety, this month, | was given two games with titles that do not involve any puppets or cartoon characters. But all this meant was that I had to actually play the games before | decided to hate them.

Tom and jerry: War of the Whiskers Publisher: NewKidCo ESRB: T NewKidCo heard the badly spelled com- plaints from stupid gamers everywhere claiming that more than two attacks in a fighting game confused and enraged them, so Whiskers is as dumbed-down as scientifically possible. If, through some kind of comical antics, you some- how find yourself playing this game and you’re the type of person who enjoys a variety of com- bat attacks, there’s good news. The camera often, and for no apparent reason, zooms sever- al miles away from the action, so you can imag- ine that the tiny, distant creatures are doing whatever moves you want. Of course, videogames are like women—if you have to close your eyes and think about a better one in order to have a good time, put your pants on before someone catches you with that beast!

It’s great for kids-as the cat beats the mouse to death, they're all smiles!

Antz Extreme Racing Publisher: Empire Interactive ESRB: E

= This is what happens when market researchers play practical jokes on game developers. “Gentlemen, our

polls indicate that the public hubbub

Even more exciting than the Annie Hall shooter

Electrot

for a racing game based on the 5-year-old Woody Allen movie Antz is through the roof! And when you’re done with that, our focus groups are willing to do anything for a Happy Days flight simulator.”

The game features four types of racing, each more extreme than the last. In fact, by the time | made it to the second type of racing—giant grasshoppers with wheels—| found it so extreme that | felt like | was doing it a disservice by not playing it while jumping out of a plane strapped toa rapping surfboard. Luckily, | had neither, so to maintain the integrity of the word “extreme,” | stopped play- ing this crap.

Beyblade: Let it Rip! Publisher: Crave Entertainment ESRB: E Beyblade is So bad, it will change the way you feel about hiring the handi- capped. However, to be fair to the very special peo- ple behind this game, they didn’t have a lot to work with. Beyblade is a cartoon about kids launching futuristic tops into a tiny arena and letting them bang around until one falls out. The videogame is very faithful to this concept, which obvi- ously was a mistake, since it’s like making a game based on special Happy Meal toys for kids under age three.

Once the player presses the Launch button (i.e., “lets it rip!”), the interactivity ends. You just sit back and watch the damn space drei- dels bonk against each other until it’s over. Depending on how much fate hates you, that can take as long as five minutes. Supposedly, you can control your Beyblade during these “battles,” but in reality, your Beyblade takes your button presses as vague suggestions at best. This game is unimaginably bad. It’s like flipping a coin that somehow takes five excru- ciating minutes to land.

D.J. Jazzman’s insightful match commentary, “Well,” sums it up nicely.

c Gaming Mo - 140 -

V.eegmmag.com

Whirl Tour Publisher: Crave Entertainment ESRB: E

While the

scooter-lov- ing band Flipside is rocking the Castle Coliseum, they’re suddenly sucked into an evil dimen- sion. It’s up to you (and your totally rad- ical scooter) to save your imprisoned bandmates. Strangely, this warp-portal drama is hardly

BEAT DOWN THE FLAMBOYANT FLAMER.-.

This level features rocket scooters AND hate crime?! Where's our sticker for Game of the Year?

orth mentioning compared to the madness © that i is this band. The developers were careful to

appeal to every single possible Gen-Y youth, so Flipside is an impossible mix of conflicting musi- cal styles. There’s a hip-hop DJ, a goth keyboard player, an emo girl, a punk guitarist, and a girly bubblegum-pop lead singer. If these people met, they wouldn’t write happy songs about scooters; they would engage in a savage combi- nation of gang warfare and tortured poetry.

Sadly, the plot of Whirl Tour is its only real draw. If you’ve played Tony Hawk’s Pro Skater, good—play it again and take my word for it that this game is exactly the same, only awful. Of course, | doubt anyone was optimistic enough to expect the same people who came up with the dumbass idea of an industrial- rock/punk/hip-hop/electronic/country-west- ern/pop band that rides scooters to invent an entirely new genre of gaming.

If you replaced the

swords in The Legend

of Zelda with fruit, and

instead of slashing

your enemies to death,

you forced those ene-

mies to pray by throwing fruit at them, then you’d have Spiritual Warfare for the ol’ NES. To make this rip-off even more holy, the player is occasionally thrown into a thrilling biblical trivia quiz where correct answers make an anonymous dis- embodied head’s bow-tie spin around, which as | understand it, is the classic symbol of Jesus Christ’s appreciation. &

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Tricks in partnership 1 GENRE-ATION GAME

with Prima Games Which game genre twists your collective noodle the most? Which do you need a little help with?

Many of these highly amusing tricks were bor- rowed from the following

3% RTS: He keeps send- 58% RPG: What

ing in the tanks! Gah! subquest?

: Prima guides: Sonic Fighting: Up, Down, Platform: Shines? By David S. J. Hodgson Advance 2, Dark Cloud 2, and The 4% Kick, Kick, what now? 6% Blue coins? Easy! What? You still haven’t managed to unlock Topless mode Getaway. If you require further help, by all revealed last issue) in DOA: Xtreme Beach Volleyball? i i Action: These d None: Keep yo ( ) y means, pick up the full guides anywhere 5% ate vice't aul. 21% ouidas. Fenbes pel Pe

Try, try again. Listen, just how badly do you want to stare games are sold. They'll sort you out. at rendered breasts? Wait, don’t answer that. Please.

Top 5 Tricks of the Month 1 Sonic Advance 2: Knuckle Down for Some Secrets

Sonic Advance 2 is all Emeralds with Sonic and beat the _)) about screaming at the air- game with everyone except borne antics and then whooping Amy. To hear the Sound Test, a excitedly once you’ve collected all fine aural experience accessed the Chaos Emeralds. Why? To win through the Options menu, col- fab prizes! For the Tiny Chaos lect all Chaos Emeralds with two Garden, collect all Chaos characters. The infamous Cream Emeralds with one character. This (no relation to Godley) accompa- debuted in the original Advance. nies on tambourine!

Advance 2 has an all-new minigame, Boss Attack mode (1), in which one-on-one battles can improve your score. Unlock it by collecting all Chaos Emeralds with three characters. Unlock the pink Amy Rose by collecting all Chaos Emeralds with four characters.

To get to True Area 53 (2-3), a hidden level, collect all Chaos

Source: Gamers.com poll 2/03

Grant Theft

Auto: Vice City Motorcycle Glitch

Want to ride a bike with- out fear of falling off and ruining your pretty-boy looks? Head to a tailor shop on a bike, park in the clothes icon, get off, and get back on. If you do this right, you’ll be standing inside the bike, able to ram cars head-

= ithout tch! Just don’t 2 Dynasty Warriors Xtreme Legends: ttems press Circle or you'l instantly. Yon %

snap into your normal bike-riding

For the Seven Stars animation, complete with messy Sword, get over 1,000

points in the Combo Mania

and damaging spills. Xtreme Challenge. To get the Beast Harness (you see your last mount), finish the Speed Demon Challenge. Get the Master’s Cloak (a midair evade) by beating Lu Bu’s Balancing Act

oth

5 am

score. The Magic Drum (forces Zhuge and the drum appears on __in the Opening/Options menu, gain morale faster) ison the Very the southern bridge. To see a hold R1+L1, and press X. R2 + L2 Hard Nanman stage. Defeat hidden ending (4), highlight Play and X is another one (2).

3 Black and Bruised: A One-Two Code Knockout! LOTR: The (1): Sta, X, R1, Cir, Squ, Sta Two Towers Constant power-ups: Sta, X, Cir, Preciousss Codes

K, Cit, X, Cur, Squ, Sau; Sau, Sta Conversation mode: Sta, R1, X, Cir, Squ, R1, R1, R1, Sta

>. Finish the game. Start | / amission, pause,

Intercontinental Tournament: hold L and R, and tap in the codes f Sta, X, X, X, Cir, Cir, Cir, Squ, Squ, (GameCube first, Xbox second). a Soa 5 Se | Squ, Sta Invincibility (2): Sta, X, Devastating Attacks: GC: B, B, X, mys, To Squeeze the very most __ with Start. To deactivate the X, Cir, Cir, Ri, Rt, Sau, Sau, Sta pe eS ana out of this lackluster box- code, input it again. All boxers: (A controller in port 2 allows 2P Se

Upgrades: GC: Y, X, Y, X. XB: Y, B,

ing debacle, go into the Cheat Sta, X, Cir, Squ, Squ, R1, R1, Squ, invincibility.) Faster Boxers: Sta, Y, B. Slo-mo: XB: Y.B, A, X (not on

option in the Setup menu and Cir, X, Sta All Boxers’ Life lev- Ri, Ri. Rt, ’R1, Ra, Ri, R41, Ry, R41, GO). Invincibility: GC: Y, B, A, X. enter the following codes. Note: els: Sta, X, Squ, Cir, R1, X, Squ, R1, Sta Scrap Yard arena: Sta, XB: Y. X. A.B. Infinite Projectiles: Each one must begin and end Cir, R1, Sta Alternate costumes = Cir, R1, Cir, R1, X, X, Sta GC: B, X, A, Y. XB: X, B, A, Y.

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_ Fancy toolin’ around town in a primo perambulator? _

‘| Listen you slags, eet nue "ave you! ee not in the Oz way you're thinking. Drop in on

theyre re in, and how span of a oe they are. For best beleatiohy finish all 24 missions of rn e choose Free Roaming mode from the Extra Features, then start yer larkin’ abaht!

Go-Kart, TVR,

Lotus M250, and Nissan Skyline

_ Let’s snag four of the 12 hid- den cars straight away. From & _ where you start Free

_ Roaming mode, make a 180- _ degree turn. Drive forward

- Saab 9x

Would you like to test-drive a | Saab? Piece of cake. Or scone. _ Whatever. From the start of Free Roaming mode, drive to the lowest level of the NCP car park in Chinatown, and there’s your new - Saab 9x. As you leave the crime scene, ponder this conundrum:

: Why do Saabs eed rear 2 a | windows? To keep your ha

to the T-junction and take a MZ2 warm when you're pushing hone right (the smaller images below illustrate the correct route). Go for- Ha! A funny joke at Saabs’ 2 _ ward a bit, then turn right again at the four-way intersection. Head The MZ2 is easier to secure expense. Good times. If you're like toward Marble Arch, turn left and merge with the traffic, then than a dodgy DVD player on us, you'll nick this bucket of bolts Tottenham Court Road (that is, just to wreck it. We suggest dri-

immediately follow the road around to Bil; ore © &

the right. Drive forward, keeping Hyde WNL) Ub 00 bide quite easy indeed). You begin ving the wrong way in one of

Park on your left. Keep going untilyou |) $45: 22 82) Free Roaming mode with this _ London’s many traffic circles. Ten come to the grass-covered island in mT VY Vr V ee bad boy, Gun the engine, | (meaningless) points per circuit. the road. Tool it straight over the eS Ds : b an a guvnor! Like you mean ie now. | Challenge your mates! Or don’t. island, through the gate (which is ee ee fo a Le

usually closed), and drive up the path ie, | GolfCart 2. to the mansion. You'll find the Nissan | Chey

Skyline and the TVR parked just out front, free for the taking. Take a

From the front gate of t mansion, turn right ar

butchers in the ¢. bon “I forward. When you ety aay

nk ea ar on etn es 7 ae : Park. Drive on the ath ung it n

Lotus M25o. That’s four delicious : ce = tN

Splits in two with a large clear- ing in front of you (see small pics). Look for the cart near two

autos to choose from already (well, 8 _ three delicious autos and a go-kart), aw i =, and we're just getting started. Ifyou a a | are so inclined, please indulge ina donut or two on the lawn before leav- *

_ mower speeds. Try out this motorized hair dryer if you must.

___ ing the premise. After stealing cars * ‘th. is “a (not to mention breaking and enter- = 7" "

_ ing), what’s a little vandalism? Some ae Cue

call it gratuitous. We call it a sweet ,

bonus for a job well done. PL |

_ White Nissan Skyline Hi-jet Pickup

_ This freakin’ insane combina- tion of import power and funky-fresh styling is just ail waiting for Nissan to grow _

bollocks and release _

Stateside. Until then, it le ( we candriveitinvirtual Eventually, you’ll se London. Start at the entrance mee 4 heading into Hyde

| to Charlie’s Warehouse, turn right, right again, and left onto the main the trail nn ye : road. Drive forward and take the first right (at the light blue aH08 called Minty). Turn right at the next intersec- -

__ tion, driving against traffic (see small pic- ture, right). Look for a pile of cardboard boxes on the left. Stroll behind the boxes to _ _ find the white Skyline. Press the accelerator and savor the madcap speeds of this beast.

If you want to fulfill your “cock- ney chimney sweep” fant a! o you'll need the proper set c wheels. Get to the ma gates, turn aroun straight down the

This is available in Free Roaming and Normal _ modes. Once you’ve marveled at what cen-

Peugeot 306 Street Racer

To access one of the best street racing cars you’ve never heard of (think Subaru WRX with added Frenchness), begin your search on Westminster Bridge, facing the Houses of Parliament. Gaze at the marvel of gothic archi- tecture (the pointy building with the big clock), then head west. Drive past Big Ben, and when you reach the first intersection, hang a left. When you get to the roundabout, turn right. Follow the long stretch of blue boards on the er ee right side of the street until you reach a gap with a pile of cardboard boxes in it. Boldly drive through the boxes! The Peugeot 306 is waiting in this underground car park behind the hut. it’s des in both Normal and Free Roaming modes. It’s a bods ic Lee color, too!

_ Lotus Esprit

This is a classic, popularized by the quintes- sential English gent. No, not Liam Gallagher; we’re talking about the second-best James © Bond of all time, Roger “Piece” Moore. To find the car, start from Charlie’s Depot. Head straight through the gates and hang a right. Then sit back, relax, and push your accelerator pedal to the floor, because you've got a long and tedious distance to travel in a straight line. 2 | Keep driving (and driving) until you spot a turnout on the right side of the Gall Follow the turnout to the very end, then swing around, behind the building. Look for an alcove on the right were gs ul fi os ame Espa parked inside. It’s s available | in both Normal and Free _

, Roaming modes. Unlike

Bond’s version, this one doesn’t have far-fetched aquatic abilities. But thugs __ might think twice before tan- __ gling with the driver of this - excellent machine.

ese Rese =

ws” mR tn See He

turies of inbreeding can produce, turn from the _ front gate of Buckingham Palace and face the - Victoria Memorial. Now turn right, drive through the posts, and head across the small grassy area. Turn left at the junction. Continue forward, checking the right side of the roadway (or et if y u’re get ng into character)

win this ound, GTA) io make irresponsible use of your newfound firepower Gs - we know you must), press L3 to fire the cannon! Now

- you’ll be ready, Tommy, when “ze Germans” arrive.

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©2001 Full Sail, Inc. All rights reserved. The terms “Full Sail,” “Full Sail Real World Education,” and the Full Sail logo are either registered service marks or service marks of Full Sail, Inc.

FINAL WORD

License to Thrill or Make Us IilP

Shawn Elliott, Associate Editor: Games based on licensed properties: Are they truly improv- ing, Or are we just impressed they’re reaching

a point where they’re playable at all?

Chris “CJ” Johnston, News Editor: | don’t think licensed games as a whole have really improved; there’s still plenty of licensed garbage out there. But | do think you’re right we're all enticed by a gaming experience that will add to our enjoyment of a good movie. I’m still a bit skeptical that the Matrix game will be great, but I’m keeping an open mind.

Bryan Intihar, Associate Editor: Good man. | was shocked to learn how involved the Wachowskis were with Enter the Matrix. It almost feels as though they’re as passionate about this game as they are about the next two Matrix movies. | hope this is a positive sign for future movie-based games.

Can close directorial ties help The Incredible Hulk smash mediocrity?

Shawn: I’m not sure, but didn’t both Hideo Kojima and Bungie decline the Wachowskis’ offer to make a Matrix game? The way | see it, the bigger names in programming can’t be bothered with other people’s ideas —espe- cially when those ideas are already as well- known as The Matrix. It seems as though it’s so much easier for the industry’s top studios to bypass all the red tape and egos in favor of their own concepts. Once in a while, though, you'll get a genuinely cool anomaly like Kingdom Hearts. But what distinguishes that game Is that Disney left its properties in someone else’s playground—a playground indigenous to gaming.

Shane Bettenhausen, Reviews Editor: Back up a sec’, fireball. The success of EA’s Lord of the Rings: The Two Towers proves that good, movie-based titles can easily be huge sellers, but last summer’s Spider-Man: The Movie showed that mediocre titles based on a hit flick can also be massively successful. It would seem

Electronic Gaming Monthly - 148 -

? Ef

i 3 a E 3 = F 3 3 z

Miyamoto: “Yes! Corpulent is good...but can we drape last night’s linguini from his 'stache?”

the quality of the game might not matter to the masses, but the failure of the crapulent Scorpion King and Men in Black games proves the public has some modicum of taste.

Demian Linn, Editor-at-Large: What, you didn’t like Scorpion King? As the guy who wrote the strategy guide, I’d have to say that Scorpion King is great for people who like games where you hit things, and, er, things sometimes hit you back. | agree with Shawn, though: You’re just not going to find many high-quality development teams that are excit- ed about putting their hearts and souls into someone else’s half-crappy idea. Unless it stars The Rock; then you get the best.

Joe Fielder, Previews Editor: The Rock notwithstanding, I’d like to see more licensed games go beyond the events of the movie, like The Incredible Hulk game (oh, please be good). | loved the Spider-Man movie, but hated playing Spidey before he got his cos- tume in the game. Granted, that game had more villains in it than the movie did, but it still could’ve done more. It’s usually the licens- es that aren’t beholden to any film, like Aliens vs. Predator, that can go that extra mile.

Crispin Boyer, Features Editor: Well Joe, | hear Hulk Director Ang Lee is working closely with the game’s developers, just like the Super Wachowski Bros. are super involved with Enter the Matrix maker Shiny. That’s gotta be the niftiest new trend in licensed gaming: filmmakers and game designers actu- ally cooperating with each other and incorpo- rating ideas into each other’s projects, and not just giving lip service to the cooperative process. Do you think Mario creator Shigeru Miyamoto had any input in the Super Mario Bros. movie? Not bloody likely. And if he did, that guy should just stick to making games.

Shawn: Truth be told, he was tied-up with the Super Mario Bros. Super Show.

vV.esmmMag.com

Advertiser Index

A.D. Vision www.advfilms.com Academy of Art College www.academyart.edu Acclaim Entertainment www.acclaim.com Activision www.activision.com Bandai America Inc. www.bandai.com Bethesda Softworks www.bethsofi.com Capcom USA Inc. www.capcom.com

Ecko Unlimited www.ecks.com

Eidos Interactive, Inc. www,eidos.com Electronic Arts www.ea.com Electronics Boutique/Eb Cat www.ebgames.com Full Saii Real World www.fullsail.com Funimation Productions Ltd. www.dragonbaligt.com Game Music Online www, gamemusic.com Gillette Company www.gillette.com

H.}j. Heinz - Feodservice Division www.heinz.com Infogrames, Inc. www.infogrames.net Intec Inc. www.inteclink.com Johnson & Johnson www.acuvue,com

Koel Corporation

www, koeigames.com Konami America www.konami.com LucasArts Entertainment www.lucasarts.com

54

97

123

25, 28-29, 80-83, 133 127

53

36-37, 115, 110-1114 77

43°17, 35

43; 45, 47, 49

41, 55, 74a-b, 75, 79, 117, 125 1A?

149

445

435

24

4-5, 107, 150-151 107

44

30-31

"63, 131"

26-27, 66-67, 87

Microsoft 53> 57) 95 www.microsoft.com

Midway Games, Inc. 59 www. midway.com

Natsume 99 www.natsume.com

Nintendo of America 85 www.nintendo.com

Pricegrabber.com 89 www, pricegrabber.com

Reebok international LTD 8-9 www.reebok.com

Sega of America 152 WWw.sega.com

Sony Computer Entertainment 2-3 Www.scea.cem

Square EA 6 www.squaresoft.com

Take 2 interactive Software 23, 124 www.lake2games.com

Target Stores 50a-b www.getintothegame.com

TDK Mediactive 48-39 www.tdk-mediactive.com

Ubi Soft Entertainment 6-7, 64-65, 119 www.ubisoft.com

University of Advancing Computer Tech 98 www.uact.com

VUG - Black Label Games 18-19 www.blacklabelgames.com

VUG - Blizzard Entertainment 73 www.blizzard.com

VUG - PPG 129

www.interplay.com Wm. Wrigley jr Company www.juicyfruit.com

ANSWERS TO

72

* CROSSWORD on page 54

We totete

ELECTRON GAMING

——— MONTHLY NEXT MONTH

June 2003 Issue #167, on sale May 6

Reviewed Next Mont © Auto Modellista (PS2) _ | © Lost Kingdoms II (GC)

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sy. All we'll sa se - |

D&D: Heroes : Auto Modellista

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