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“Van Helsing” interactive game © 2004 Vivendi Universal Games, Inc. Van Helsing & ® Universal Studios, Licensed by Universal Studios Licensing LLLP. All Rights Reserved, "PlayStation" and the "PS" Family logo are registered trademarks of Sony Computer Entertainment Inc. ™, ®, Game Boy Advance logo is a trademark of Nintendo © 2001 Nintendo. Microsoft, Xbox, and the Xbox logos are either registered trademarks or trademarks of Microsoft Corporation in the United States and/or other countries and are used under license from Microsoft. The ratings icon is a trademark of the Interactive Digital Software Association. Vivendi Universal Games and the Vivendi Universal Games logo are trademarks of Vivendi Universal Games, Inc. The Saffire Logo is a registered trademark of Saffire, Inc. Parental Advisory: A Note to Parents: Please consult www.filmratings.com for information regarding movie ratings in making viewing choices for children,

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cover story

42

Microsoft's Bungie Studios is a pressure cook- er right now - to put it lightly, its next game has been a hot topic of conversation on couch- es across the land. We visited the developer

to bring you the big-news skinny on creating the ultimate console FPS, Halo 2's multiplayer

mode, and its most kick-ass player.

A ES

|

MORTAL KOMBAT: DECEPTION

Ed Boon and his crew break their pact of silence and throw the doors wide open on their next MK release. Refreshingly open, they talk about character lists, alternate gameplay modes,

Fatalities, and online play.

departments

STAFF Read the team’s latest favorites

GI SPY Silly pictures of our life and times

DEAR 61 Your chance to fire back at us!

CONNECT Where news, talk, and technology collide

INTERVIEW John Shappert, general manager of EA Canada, talks shop with us

HOMEBREW GAMING 101: A PRIMER COURSE

Despite the Hollywood-like budgets of most triple-A titles in recent memory, it is still possible for someone at home to make a game with mi

| financial investment. We're getting

all of you independent developers off on the right foot.

GEAR Geeky gadgets for the masses - from robots to TVs

OPINION Steve Kent, author of Game Over, ponders the changing face of our industry

CALENDAR Get hip to this upcoming month's happenings

PREVIEWS Sly 2 is insuring that platform games of yesteryear keep evolving

REVIEWS

Game of the Month: Splinter Cell:

Pandora Tomorrow for Xbox

CHARTS Retail Sales Data and the GI edi- tors' Top 10 Games

SECRET ACCESS Codes, strategies, and passwords

CLASSIC 61 Reliving gaming's greatest moments

GAME OVER The end...or is it?

GAME

Athens 2004 ......

Battlefield Vietnam ..,....

Bujingai: The Forsaken City

Darkwatch

Destruction Derby Arenas

Driven to Destruction ................. Far Cry

Final Fantasy ХІ . .

Fire Emblem ...

Gangland ........

Hitman: Contracts .

Iron Phoenix . pitt

Judge Dredd: Dredd vs. Death . . Madden NFL 2005 .

Mario Golf Advance

Mario vs. Donkey Kong

Men of Valor ......

Metroid Prime 2. 22... MTV Music Generator 3: This is the Remix NASCAR Thunder 2005 ............... МВА Ballers

NHL 2005

NCAA Football 2005

Paper Mario 2...

Pool Paradise .... i

R-Type Ill: The Third Lightning . .

Rainbow Six 3: Athena Sword

Resident Evil: Outbreak .

Rollercoaster Tycoon 3

Samurai Jack ........

Samurai Warriors .......

Scooby Doo: Mystery Mayhem . . . . Serious Sam: The Next Encounter

Seven Samurai 20XX

Siren CE.

Sly 2: Band of Thieves .. k Splinter Cell: Pandora Tomorrow (GBA) ........ Splinter Cell: Pandora Tomorrow (Xbox) . Spyro: A Hero's Тай ..............

Steel Battalion: Line of Contact .............. Syphon Filter: The Omega Strain

TOCA Race Driver 2: Ultimate Race Simulator . . .

Tron 2.0: Killer Арр .................... Unreal Championship 2: The Liandri Conflict Unreal Tournament 2004

Vampire: The Masquerade - Bloodlines Wade Hixton’s Counter Punch

World Tour Soccer 2005 ...

WWE: Day of Reckoning .

X-Files: Resist or Serve

Yu-Gi-Oh! World Championship 2004 ............

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SAME AS IT | EVER WAS...

ANDY McNAMARA EDITOR-IN-CHIEF

Over the last year, the staff and | have been working diligently on the magazine rede- sign you now hold in your hands - and we are quite proud of the results. As with any redesign, I’m sure there will be people who immediately decide to love it or hate it,

but 1 would just ask that you give it a little time. | know that after | spent all my waking moments with the new magazine | found it difficult to go back to the old style.

The most notable updates are the sweep- ing changes made to С! News and Etc. As you may have noticed, GI News is now called Connect, and it includes some new departments such as the Interview, Calendar, and Opinion sections, as well as the new Etc. simply known as Gear. Like many of you out there, Etc. was always one of our favorite pages in the magazine, and we thought we could make it even better by moving it up and giving it more space.

You'll also notice other little additions throughout the book, but I'll let you discover those on your own. In the coming months we will continue to tweak Connect, and add and experiment with new bits and pieces. I'd love to hear your feedback on the new look, so feel free to drop me an email and let me know what you think.

Enjoy our Halo 2 cover story, and make sure to check back with us again next month when we bring you perhaps our biggest cover story yet. What game is it? | can't reveal this monster title just yet, but | can promise you that it's something you have been dying to see, and we'll have the exclusive first look.

Cheers,

Andy >> andy@gameinformer.com

Handle: The Game Hombre Expertise: RPGs, Action/Platform, Driving, First-Person Shooters Interests: The Grey Album, Timberwolves Basketball, The Sopranos, American Chopper Dislikes: Losing Power In The Middle Of A Superstar Saga Marathon, That Paulie Doesn't Get More Screen Time Current Favorite Games: Unreal Tournament 2004, Syphon Filter: The Omega Strain, Far Cry, Splinter Cell: Pandora Tomorrow

10 GAME INFORMER

People Who Actually Get Paid To Play Video Games

Reiner >> reiner@gameinformercom Handle: The Raging Gamer Expertise: RPGs, Fighting, Action/Plattorm, Strategy, Sports Interests: Probot (Rock On, Davel), Batman Begins (Finally A Good Batman Movie???), Nintendo Confirming Zelda: The Wind Waker 2!, Secret Super Hero Societies (I'm Starting One. . Wanna Join?) Dislikes: Waiting Another Year For Star | Wars: Episode Ill, The Cost Of Final Fantasy XI For PS2, Angel Getting Canceled Current Favorite Games: MVP Baseball 2004, Syphon Filter: The Omega Strain, NBA Ballers, Splinter Cell: Pandora Tomorrow, Mario Vs. Donkey Kong

Matt >> matt@gameintormercom

Handle: The Original Gamer Expertise: First-Person Shooters, Action/Platform, Action/Adventure, Action/Sports Interests: The Line-up Of Lollapalooza 2004

4 (Morrissey! Sonic Youth!), Peter Jackson's King Kong Movie, Sunny Weather, Donuts, Baseball (| Love Baseball!), WiFi Dislikes: Actually Having To Go To Lollapalooza, Getting Lost In San Francisco, 56K, NetZero, Hyundai, Onions Current Favorite Games: Syphon Filter: The Omega Strain, Ninja Gaiden, Steel Battalion: Line Of Contact, Breakdown

Kato >> kato@gameinformer.com

Handle: The Game Katana Expertise: Sports, Racing, Action/Adventure, Action/ Platform Interests: NASCAR 3D IMAX Movie, Hockey's Vigilante Justice, Charlie Murphy, Girl Scout Cookies, The New Mag Design Dislikes: Habitual Line Steppers, Non-Question Askers, Arrogant Developers Current Favorite Games: Far Cry, Driven To Destruction, Pool Paradise, Wade Hixton's Counter Punch

Lisa >> iisaegameinformer.com

В Handle: La Game Nikita Expertise: Survival Horror, Adventure, RPGs, Action/

ME Platform, Racing Interests: Geeky Gadget Stuff, Spring, The New Game Informer (Still СІ, But Looking Better), Thai Peanut Sauce, Auto Repair/Customization Dislikes: J| Weirdly Sweet Bleu Cheese Dressing, Shrunken Sweaters Current Favorite Games: Unreal Tournament 2004, James Bond 007: Everything Or Nothing, Resident Evil: Outbreak (With The Right Setup), Mario Golf Advance, Splinter Cell: Pandora Tomorrow

Jeremy >> jeremy@gameinformer.com

Handle: Gamezilla Expertise: First-Person Shooters, Survival Horror, Action/ Platform, Fighting, Strategy/RPGs Interests: Getting My Private Detective License Via Correspondence Course, New York City, This Modern World, GI's Hip New Look (It's The Latest Style From Paris!) Dislikes: Coconut, Not Owning An iPod, People Who Drive Hummers With Wildlife Conservation License Plates Current Favorite Games: Final Fantasy Tactics Advance, Splinter Cell: Pandora Tomorrow, Steel Battalion, Ratchet And Clank, Halo 2

Adam >> adam@gameinformer.com

Handle: The Alpha Gamer Expertise: RPGs, Strategy, First-Person Shooters,

Fighting Interests: 170hp Inline 4-Cylinder Engines, 17-Inch Low-Profile Tires, 6- Speed German Transmissions, Leather Interiors, Backlit Gauges, Sunroofs, Heated Seats, Not Tasting The Rainbow While Reading GI Dislikes: Allergies, Spawn-Killing, Truckasaurus Parked Outside My Base And Obliterating Everyone Who Tries To Come Out Current Favorite Games: Unreal Tournament 2004, Far Cry, Diablo II (It Still Rocks), Rogue Squadron Ill: Rebel Strike (If You Use The Code To Skip The Non-Flying Stages), MVP Baseball 2004

JOE >> joe@gameinformercom

Handle: The Real American Gamer Expertise: RPGs, Adventure, Strategy, Platform, Puzzle Interests: Hiro Protagonist, Eternal Sunshine Of The Spotless Mind, My Car's Comprehensive Warranty (Trust Me, I'll Need It), Preacher, Zombiance Dislikes: DVDs Without Chapter Selection (Curse You, David Lynch!), The Uncontrollable Mating Habits Of My Wrath Unleashed Dragons, Fancy-Pants Mustard, Excel Saga, Deep Blue Current Favorite Games: Metal Gear Solid: The Twin Snakes, Splinter Cell: Pandora Tomorrow, Ninja Gaiden, King's Quest Il (AGDI's VGA Remake)

UNLIMITED ENABLED

GAME INFORMER UNLIMITED

When you see this logo on a game preview, review, or feature, you can learn more about it by heading to www.gameinformer.com and clicking on the Unlimited logo.

There are tons of other bonuses there (including movies, interviews, and screenshots) exclusively for Game Informer subscribers, so even if a game you like doesn't have the logo in the magazine, there is a good chance you can still learn more online.

AMEINFORMER,

MAY 2004 Volume XIV * Number 5 * Issue 133

PUBLISHER.

Cathy Preston

EDITOR-IN-CHIEF Andrew McNamara

EDITORS Executive Editor Andrew Reiner Senior Associate Editor Matt Helgeson Associate Editors. Matthew Kato * Lisa Mason Jeremy Zoss * Adam Biessener * Joe Juba Mascot Arthur

PRODUCTION

Art Director Thomas Blustin Production Director Curtis Fung Production Assistant Rachel Nimerfroh

CONTRIBUTORS

Photography Perry Zavitz Freelance Steve Kent Illustrators Jason Schneider, Joseph Pillsbury

GAME INFORMER ONLINE

Managing Online Editor Billy Berghammer Associate Online Editor Chris Cook

ADVERTISING SALES MINNEAPOLIS Rob Borm Director of Marketing and Midwest/East Coast Sales Manager (612) 4866155

Fax: (612) 4866101

rob@gameinformer.com

‘Amy Amold Advertising Coordinator (612) 4866154 Fax: (612) 4866101 amy@gameinformer.com

SAN FRANCISCO Doug Faust Vice President Advertising Sales (650) 7285647 Fax: (650) 728-5648 doug@gameinformer.com

LOS ANGELES Marc Minasian Southwest Regional Sales Manager (818) 991.9923 Fax: (818) 991.9923 mare@gameinformer.com

CIRCULATION ‘CUSTOMER SERVICE DEPARTMENT

For change of address or subscription inquiry ONLY: Toll Free: 1 (866) 844-GAME (4263)

Fax: (612) 486-6101 Email: customerservice@ gameinformer.com Or send correspondence to: 724 North First St., 4th Floor Minneapolis, ММ 55401 Attn: CIS Dept

Circulation Manager Paul Anderson * (612) 4866104 paul@gameinformer.com

Information Systems Manager Paul Hedgpeth paulhedgpeth@gameinformer.com

Manufactured and printed in the United States of America The Editor welcomes company product information for all video games. Such materials should be addressed to: Editor, Game Informer® Magazine, 724 North First St, 4th Floor, Minneapolis, MN 55401. Unsolicited manuscripts cannot be retumed or acknowledged. Entire contents copyright 2004. Game Informer® Magazine. All fights reserved; reproduction in whole or in part without permission is prohibited. Game Informer is a trademark ol GameStop, Inc. Products named in these pages are trade names, or trademarks, of their respective companies, PUBLISHER LIABILITY FOR ERROR The publisher shall not be liable for slight changes or typographical errors that do not lessen the value of an advertisement. The publisher's liability for other errors ‘or omissions in connection with an advertisement is limited to republication of the advertisement in any subsequent issue or the refund of any monies paid for the advertisement. INDEMNIFICATION The advertiser and/or Advertising Agency agrees to defend and indemnity the publisher against any and all liability, loss, or expense arising from claims of libel, unfair competition, unfair trade practices, infringement of trademarks, copyrights, trade names, patents, or proprietary rights or violation of rights of privacy, resulting from the publication of the

Advertiser's statement.

Member Audit Bureau of Circulations

TRACY McGRADY ©2004 AMERICA’S DAIRY FARMERS" AND MILK PROCESSORS

Great for dunking.

My friends told me, “T-Mac, you’re gonna be big some day.” Must’ve been the milk. About 15% of your height is added asa teen and the calcium and vitamin D can help. Will drinking a cool glass of milk make you the hottest scorer in town? Hey, it couldn’t hurt.

got milk?

ру Candid Photos From The Seedy Underbelly Of The Video Game Industry

1 Matt and Lisa show Spider-Man pride with Activision's Lisa Fields and Chris Hewish

2 Andy looks on after presenting Lionhead Studio’s Peter Molyneux with the Hall of Fame Award at this year's DICE conference in Las Vegas 3 GI Online's Billy Berghammer's inner Nintendo fanboy is stoked to meet the love

of his life, Leslie Swan, the voice of Princess Peach! 4 Eidos' Denny Chiu and Steve Starvis grab a pint in Amsterdam with the GI Spy posse 5 Joe Juba practices his patented "I am staring into the dark pit of your soul" look with GameSpy's Raymond "Gisele" Padilla and Midway's Reilly Brennan 6 Oddworld's Lorne Lanning discusses the finer points of, um, game design with two Sudeki babes at Climax's DICE party. Vegas oddsmakers have put the over/under on the dollar value of silicone gel in this picture at $20,000 7 Rockstar Games’ Devin Winterbottom (far left), Corey Wade (second from right), and Jordan Chew (right), share some laughs with the Gl ad men Doug Faust and Rob Borm (center) while someone gets Rob a booster seat. "That's not funny,"

he says. 8 Rockstar's Rob "Bobz" Fleischer and Ryan Rayhill take a look at the remnants of the world's largest roast beef sandwich at Mayslack's in lovely Nordeast Minneapolis 9 Vivendi Universal's Adam Kahn and Stephen Wilkes stopped by the С! offices recently. They actually weren't here to show us a game, either! They just heard about our "Pizza Party Fridays!"

12 GAME INFORMER

bosse d —Maxim

“Best Action Game” —Spike TV Video Game Awards

ч TRUE |

LLULLL. TREETS OF LA

New PC multiplayer modes have transformed the City of Angels into your personal battleground. Fire on en SOUNDTRACK each other as you race through 240-square miles of re-created LA. Go toe-to-toe with a massive array IN STORES NOW ON

of martial arts moves. Draw rocket launchers and crossbows from an arsenal of new weapons. Vieira Visit truecrimela.com for exclusive game clips and soundtrack samples. ا‎ IE а ies

| | Blood and боге T —À Mature Sexual Themes | | : г Strong Language | | e L | | PlayStation. | Ж 3 Р CE | е | | ёсе | | | | | ACTIVISION.

i i xu nu. aan AE ue

| Violence

|

| ° 2003-2004 Activision, Inc. and its affiliates. Published and distributed by Activision Publishing, Inc, Activision is a registered trademark and True Crime and Streets of LA are trademarks of Activision, Inc. and Из affiliates. Al rights reserved, Developed by Luxoflux. Microsoft, Xbox and the Xbox logos аге activision.com | either registered trademarks or trademarks of Microsoft Corporation in the U.S, and/or other countries and are used under license from Microsoft. TM, © and the Nintendo GameCube logo are trademarks of Nintendo. © 2001 Nintendo. Al rights reserved. "PlayStation" and the "PS" Family logo are

| registred trademarks of Sony Computer Entertainment inc, The NVIDIA logo and the "The way it's meant to be played logo are registered trademarks or trademarks of NVIDIA Corporation. The ratings icon is a registered tradmark of the Entertainment Software Association. PC CD-ROM logo ТМ and © IEMA 2003. l

All other trademarks and trade names are the properties of their respective owners. Screenshots taken from PC gameplay

The Readers Strike Back

DAILY AFFIRMATION

| just wanted to write and tell you what a great job you guys are doing. The reviews are cool and fun to read. I'm heavy into video games and it's great to find a maga-

zine with writers that seem to share my enthusiasm. I'm really enjoying my current subscription to Game Informer and will defi- nitely renew it. You guys are the best. Keep up the good work. Ryan Robinson Via email

в Gosh, that's real sweet of you. It's so nice when readers respond to all of the hard work that goes into each issue - and without us paying them or anything! It just makes us feel all warm and fuzzy inside, especially when

we don't have to buy the praise. We didn't do that in this situation, but you know, if we did, it wouldn't be...of course it would be unprin- cipled and dishonest, but we didn't pay Ryan a single cent. Honest!

TAG TEAM BACK AGAIN

My friends and | have been watching and waiting for

a decent multiplayer game to hit the shelves, and we haven't seen any. It's almost ritualistic for us to get together and destroy each other on TimeSplitters 2, cheer with delight as we play Super Monkey Ball, and slam out controllers as we lose to each other in Smackdown! Here Comes the Pain. While all three of these games have a high replay value (at least to us), we would like to get a new flavor in the mix. Since TimeSplitters 3 won't be out until 2005, we were hoping you guys could recommend any good multiplayer games that are already out or will be out in the near future.

Byron Klein Via email

: Disregarding the obvious sports-themed titles that allow for multiple players, there has been

a nice surge of good play-with-friends games in the last few months. James Bond 007: Everything or Nothing, Champions of Norrath: Realms of EverQuest, Wario Ware Inc: Mega Party Games and Splinter Cell: Pandora Tomorrow are all really different titles that have nice multiplayer or co-op options.

BOON OR CURSE?

Final Fantasy has been one of the most intricate and thought-provoking series ever. But now Final Fantasy must confront the threat of decay that could ultimately mean the end of what made the series what it is. Final Fantasy began as a modest NES RPG with a simple formula that appealed to both American and Japanese gamers, but by the time the series reached its sixth installment, it had developed into a series with fantastic storylines and wonderful characters. FF games elicited both wonder and awe by giving you a vague detail of the events and his- tory that took place in a unique world. At the same time, they allowed the player enough space to digest what he or she witnessed and build his or her own perception of the game.

Today, the true essence of the franchise is being

severely threatened as the series and its marketing potential expands it seems that Square Enix has become more concerned with milking the Final Fantasy franchise for all that it's worth rather than staying true to its formula. Square Enix has lost the concept of a "Final" Fantasy, of each Final Fantasy being unique without further elaboration. The recent X-2 is a prime example of this corruption.

Veteran Final Fantasy fans could still escape to their stronghold of the classic Final Fantasies (FF VI, VII, VIII, IX et al), but Square now announces that they intend to tamper with Final Fantasy VII by making the cinematic sequel Final Fantasy VII: Advent Children. Few realize that this jeopardiz- es everything that made FF VII such a wonderful game. FF VII offered an entire world for players to explore, complete with a history, plot, and interesting characters. However, it was the ‘filler space’ that allowed the player to use his or her own imagination that earned FF VII an almost religious following. The movie will ruin our perceptions of FF VII.

SHARING THE PAIN

What's up with this dual screen Game Boy Advance? It's so stupid. | mean, do you play two people at once or what? Lately Nintendo's handheld consoles have been pretty impressive, but this seems like a fee- ble attempt to beat the Sony PSP to stores. | really want to see this. Ryan Via hotmail.com

в So do you want to play it then? Or do you think that it's stupid? We suspect that you've been gripped by the two opposing forces gov- erning most gamers lately: the yin of wanting to like every bone Nintendo throws your way and the yang of doubting this two-screened gizmo. We're all going through it right there with you, buddy. It's okay, and as a commu- nity of like-minded gaming enthusiasts, we're going to come to terms with our emotions. You just have to hold on, hold on to the night. (At least until the unit is revealed).

In this new world of corporate competition, Square Enix seems to want to bring every penny possible into its pockets, and it appears that they are willing to go through some of their greatest and most memorable titles to do it. Doctor Voyager Via email

Although the tone of your letter implies a greater conspiracy and reckless mishandling of the classic Final Fantasy franchise, it looks to us like Square Enix is doing something really spectacular for the fans. That being said, you do bring up some inter- esting points about taking away players' ability to use their own imaginations. We'll have to see how it shapes up once Advent Children gets closer, but judging by the response we received to our feature [The Future According to Square Enix, issue 127], lots of gamers are truly excited to get an updated guided tour through the world of FF VII.

WISH LIST? DONE

| think that the next generation of consoles needs a whole lot more than the PS2 and Xbox are offering. First of all, it should have an input for your satellite or cable so you can watch TV using the console. It should also have a word Processing program. In order to print out documents there should be a USB connection somewhere on the system. You can take simple storage devices that connect via USB and transfer the data to a printer or computer. The console should also allow a split screen mode so you can watch TV and work at the same time. It should also possess a 60 GB hard drive so you have plenty of storage for music. The console could also act as a digital recorder and playback device similar to TiVo. Of course, you need to throw in surround sound capabilities including THX. There should be Internet capability as well, but no additional online fee (that means you Microsoft) since your already paying an ISP to be hooked up to the net. The console should come with a foldable and compact keyboard/mouse combo and a controller that is wireless. Finally, it should have dual disc capability along with a built in DVD/CD burner. You also shouldn't have to buy a special remote to watch DVDs. Now imagine all of this in a package that costs no more than $200. True, the company might lose money on sales

Send your comments to Game Informer. Snail Mail: Game Informer Magazine e Attn: Dear GI e 724 North First St., 4th Floor e Minneapolis, MN 55401 Email: deargi@gameinformer.com

14 GAME INFORMER

22)

| A PlayStation.e b.

of the system, but it really wouldn't matter in the long run because they would make it all up in game licenses. Now all of this might seem a little far-fetched, but | guarantee a system with this capability would certainly be the biggest seller of all time. | can only hope, Dustin Hobaugh Via email

= Dustin, we have some mighty good news for you - they already make this system. And, it's widely avail- able in a range of configurations and price points (although it still hasn't really broken that $200 bar- rier). Because we're friends, we're going to clue you in on what this wonder-box is called. Ready? It's a PC. There you have it! A solution to all that ails your gaming ills! Happy pie!

ROCK THE SOCKS

| read your article on the upcoming Resident Evil 4 and was a little bit heartbroken to hear that the Umbrella Corp. and the beloved flesh-eating zombies won't be in this one. Other that those two sad facts, this sequel looks to be pretty interesting,

Dar Man Seattle, WA

| just read your exclusive on Resident Evil 4. Sweet! | cannot wait to get that game. Eric Engel Via email

Your coverage of Resident Evil 4 in the March 2004 issue was amazing. Although I'm too much of a wuss to actually play the game when it comes out, it might be something to buy maybe even just to turn it on and get quick glimpses of the beautiful work they did before screaming like a child and turning it off. This certainly is something to look forward to in the future.

Silver Angel

Via email

Great job on your last article on Resident Evil 4 and Killer

7. Capcom is one of my favorite companies, with games like Mega Man, Resident Evil, Viewtiful Joe, and Killer 7 (which will hopefully be another great title). You guys cover the games that we, the gamers, want to hear about. Thanks much!

Sincerely, Miles Bairey

Included is the Hobby Consolas issue that has your stolen RE 4 article. As a Spanish gamer, things like this make me very sad. Their magazine is pure crap. Thank you, Alberto José Lapuente Spain

s Getting the opportunity = to cover Resident Evil 4 and Killer 7 before anyone else in the world was a huge honor, and we were really excited to get the information out to everyone. But, as Alberto supplied us proof of, the story was so hot that certain publications and information out- lets decided to just scan our article instead of going to the trouble of actually writing. Sending out curtly written requests to remove the loot was kind of fun, though.

16 САМЕ INFORMER

CHARLES ATKINS That bunny sure isn't on that "Atkins" diet. Ha ha ha ha! [groan]

Contest. All you need to do is draw, paint, scratch, spit, or carve the best darn envelope art you can think of and send it to us. Please | un le name, phone number, and |

Enter the Game Informer Envelope Art | | |

return address on the back of the envelope.

If youve the monthly winner, we'll feature

your/work in СІ and you'll receive a video |

game prize from the Game Informer vault, wm |

Send to:

Game Informer Envelope Art Contest 724 1st St. №, 4th Floor Mpls, MN 55401

CHARLES FERNANDEZ Ricky Williams experiences the other end of Samus’ technique

aga di Ax W x et

Kain has a wicked case of b.o.!

| DADE

Mario and Luigi are going to star in the video _ adaptation of Stuck on You

JONATHAN SULLIVAN Samus demonstrates her famous technique for anal probes

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The Cutting Edge Of Gaming

FIRST PSP GAME UNVEILED

SONY ROCKS GDC WITH DEATH JR.

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AND IDOL APPEARANCE

Hung (of “She Bangs” fame) could overshadow the excitement caused at the annual Game Developer's Conference over a showing of the first actual footage of a PlayStation Portable game in action. Hung rocked the house singing along to "Y.M.C.A" while playing the upcom- ing EyeToy: Groove, but the real fireworks came later when Sony executive vice president of third-party relations and marketing Andrew House, unveiled new details regarding the company's highly anticipated handheld. After the usual boasts about the system's cutting-edge technology, wireless networking, PS2 connectivity features, and a video montage of various development professionals

N ot even an appearance by American Idol's William

M Sony vice president Andrew House outlined the company's plans for PSP, while American Idol's William Hung (inset) got down with EyeToy: Groove

20 GAME INFORMER

singing the PSP's praises, House introduced Chris Charla and Mike Mika of Backbone Entertainment, who then showed footage of their upcoming PlayStation Portable- exclusive title Death Jr. A stylized action game in the vein of Tim Burton's The Nightmare Before Christmas, the title demonstrated a surprisingly sophisticated look, espe- cially considering that it is far from complete. The footage showed Death Jr. (who is purported to be the son of the Grim Reaper) as he navigated fully 3D levels, decimat- ing enemies with a bazooka-like weapon and his scythe. Graphically, the game already eclipses many PSone prod- ucts in terms of texturing, and demonstrated jaw-dropping, explosive particle effects.

Charla also pointed out that the PSP was very easy to create software for, com- paring its technology and development tools favorably to the developer-friendly GameCube, commenting that it was “really frickin’ fun" to work with. Charla estimated that it would only take around 15 people to create a quality PSP title. He went on to add that “polygon per polygon, [the PSP] is more powerful than the PS2” Although Backbone is still searching for a publisher for Death Jr., the game looks extremely polished, with a highly developed visual style and macabre sense of humor. It's certainly a promising sign of things to come in the future of handheld gaming.

Breaking News, Views, And Technology From

® Although a bit blurry, these screens (captured from a live video feed shown at GDC) do give some idea of what the PSP is capable of graphically

news

NINTENDO DS SPECS REVEALED?

INFO LEAKED FOR DUAL-SCREEN HANDHELD

f: amers around the world have been wondering what to make of Nintendo's recently announced dual-screen

handheld. Some of your questions may have been answered. Game Informer received this leaked spec sheet for the system, codenamed Nitro in this document, which reveals some exciting possibilities. It claims that the DS will feature a touch screen - a first for a portable gaming machine. A CNN report says that users will be able to type out local instant messages with a stylus. The DS will also have wireless capabilities (802.11x com- patibility) so gamers can compete with each other at a distance.

The handheld will also feature a higher screen resolution (256x192) than the current Game Boy Advance (240x160), be linkable with 15 other systems, contain a microphone input, a sleep timer (which will wake up for incoming messages), and have a polygon draw rate in 3D of 120,000 polygons per second. The DS now has a d-pad, left and right triggers and A and B buttons. Two additional buttons - an X and Y are being considered.

Nintendo won't comment on the validity of the spec sheet or the features of the DS, although we expect to see it officially unveiled at E3. However, Nintendo president Satoru Iwata cryptically says the unit "should serve as a hint towards [our] next-generation console"

Here are two conceptual drawings of what the Nintendo DS may look like

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GAME INFORMER 21

connect

ESPN NFL

2005

GLORY OF THE GRIDIRON

ega and developer ESPN

Videogames blew the doors off

of the football genre last year with the addition of a first-person view to its already fantastic pigskin fun. We're here to give you a first look ESPN NFL 2005, along with a few tidbits to whet your appetite.

ESPN has put a lot of work into the graphics for this already hot looking momma, including a new specular highlighting system. Furthermore, the company tells us that just one of the many improvements to first-person football is the new passing control. Couldn't get enough of The Crib last year? 2005 will bring you double the amount of unlockables to pimp out your pad with. There will be other new features on the gameplay front, but all the developer would tell us is that the picture on the right hints at some new bump-and-run coverage options for the defense. Of course, this, as they say, is just the tip of the iceberg. Keep your head on a swivel for more details soon.

22 САМЕ INFORMER

ям!

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DATA FILE

More News You Can Use

QUAKECON ON!

id Software has announced the dates and location of the 9th annual QuakeCon festival and tournament, which will be held August 12-15 at the Gaylord Texan Resort & Convention Center in

Grapevine, T

SATURDAY MORNING GBA

Majesco is touting its Game Boy Advance Video technology with the signing of Teenage Mutant Ninja Turtles, Sonic X, and other Fox Box shows to appear on the GBA or GBA SP. This technology allows up to 45 minutes of color video in a standard cartridge.

SOUL CALIBUR MOVIE

American Pie and Final Destination producer

Warren Zide has snapped up the film rights to

Soul Calibur. Wonder if Stifler's mom will square gainst Му!

GUERILLA GOES SONY

Killzone and Shellshock developer Guerilla Games will make tiles exclusively for Sony in the future.

SCIENTIFIC’S SET-TOP BOX

Cable expert Scientific Atlanta is looking at making a set-top box capable of playing games, Atlanta promises “the same performance” that gamers get out of other home consoles,

ENLIGHT GETS MCGEE

Alice creator and former id Software level designer American McGee has signed on to be a creative director for Enlight Software. McGee will spearhead rounding up creative developmental talent for Enlight, and will maintain his own work with his company Carbone.

MAX BACK FOR MORE PAYNE

Despite less than expected sales of the sequel is pushing forward with Max

NINTENDO BACK IN COURT

Using a patent filed over th s ago, Nintendo is attempting to block the Firestorm gbaZ Game Boy Advance emulator for Palm OS-based units, including Tapwave's Zodiac handheld.

r

FABLE'S KUNG-FU FIGHTING With his spare time from being an artist on Fable, Mark Healey is developing Rag Doll Kung Fu. Onscre: mbatants are controlled by your mouse, and have no pre-scripted animations. Healey wants to have the game on Lionhead's website this fall. Now go back to making Fable, you slave!

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Devastating Neo-Psionics, Time Extend and Overdrive Attacks

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When You Want Your News Categorized With An Editorial Sarcastic Spin

BAD GOOD

Castle Wolfenstein creator and Muse Software | Microsoft takes the plunge and lowers

co-founder Silas Warner passed away after a the price of the Xbox to $149. Also up for battle with kidney disease. His widow said, "No | grabs are a clutch of new Platinum Hits one was more loved than my husband; the games such as Crimson Skies: High Road comments of his industry colleagues lead me to Revenge, Project Gotham Racing 2, and to believe no one was more respected” Counter-Strike.

Snoop Dogg played a snitch in Starsky & Hutch, and he's selling his own services when it comes to video games. Snoop Dogg Boxing will be available for download in late April for major Java and BREW handsets.

FIRST M-RATED CONSOLE GAME? On Api 22, Se Paty Ser

Online Episode Ill: CARD. Revolution W e were shocked this morning when we found a horse's head in our bed, but that was nothing

will send players on a special Game compared to our surprise when we heard that Electronic Arts was going to dive into the mature- ES Ad jw rated market with an adaptation of Francis Ford Coppola's seminal adaptation of the Mario Puzo who have been missing for weeks. gangster novel The Godfather. Those that complete the quest will get Speaking at a conference in Florida, Warren Jensen, chief financial officer for EA said, “I think many of ` ete ounce INE you know that we are developing The Godfather.” Jensen went on to to say that the title will “likely be an surrounding characters. By the way, M-rated game” Until now, Electronic Arts has stayed away from the 17-and-over ESRB designation on its console titles, choosing to erase the blood even from war games such as Medal of Honor, which bears a Teen rating. It will be interesting to see how EA fares against an established heavyweight like the Grand

when you see Reiner, poke him in the Theft Auto series now that the publisher is hitting the mature audience with this mainstream game. Details such as release date, platform, and gameplay features have not been divulged yet, but Game G REA |

eye for us. Informer has heard that The Godfather will make a big splash next month at E3. We just hope Sofia Coppola doesn't ruin this game like The Godfather Part III.

What was once old is totally freakin’ new again! Nintendo is releasing a limited-edition Game Boy Advance SP modeled after the NES on June 7. The Classic NES series

R & D Game Informer brings the world’s worst game ideas to A will also feature eight vintage titles, including Super Mario Bros, The Legend of Zelda, Excitebike, and others

Uwe Boll: The Video Game Adventure ¿sa Talentless director Uwe Boll sure has a thing for video games. First, he inflicted the cinematic lesion that is House of the Dead upon the world, and then he started snapping up the film rights to any game he could get his hands оп. He owns the rights

to Hunter: The Reckoning, Dungeon Siege, Far Cry, and more. The director's adaptation of Alone in the Dark is currently shoot- ing, and features the “talents” of Christian Slater and Tara Reid. Obviously, Boll loves games, so it seems only natural that he should star in one. We have the perfect idea for him: a stealth/ action title. In this game, players would take on the role of Boll. Using his stealth abilities, Boll must spy on customers in game stores to see what they are buying so he can pick up the rights to the most popular titles and ruin them with horrid movies. Play too cautiously, and you won't learn what's really selling. But if you get caught, the enraged gamers will beat you to death for desecrating their favorite franchises. We think this is a really great idea for a game, and the best part is that if it's a hit, Uwe

i3

can buy the rights to his own game and tur it into yet another Vicarious Visions CEO Karthik Bala has confirmed that its Xbox port of Doom 3 will give console sub-par film! players an exclusive mode. A buddy can join you through the single-player campaign for some co-op fun.

24 GAME INFORMER

PlayStation.e <> СОРУ Now

BRAND

THE ULTIMATE CONFLICT BEGINS MAY 11

PREPARE FOR BATTLE AT

RESERVE YOUR

ATARI

ODDWORLD’S XBOX FALLOUT?

In some promotional materials for The Game Developers Conference, developer Oddworld Inhabitants passed out materials with the saying, “Oddworld just got Stranger” True. Word is that the studio has split its ties with Microsoft Game Studios, who won't be publishing the probably 2005 title. This is a long way from the cozy relationship that the pair built up preceding the launch of the Xbox and the subsequent failure of once-marquee title Munch's Oddysee. The developer's new game may use “Stranger” in its title, which is the name of its central, Clint Eastwood- inspired character.

c А \ PERFECT DARK KEN А \ A There has been talk that developer Rare is prepar <A J"

ing three titles for release this year on both

notable is what won't be included in that tio. =

Wiile Kameo: Elements of Power and Conker: Live

Talk has heard that the long-awaited Perfect Dark Zero wil

not be at this year's E3, and won't come out until 2005 at

2005? Ate the Xbox and Game Boy Advance. What's

and Uncut have been kicking around for a while, Loose

the earliest.

NEW TEST DRIVE IN 2004

Drummers, by nature, aren't very smart, but we're glad that ex-Fear Factory's skin man Raymond Herrera has a big mouth. Herrera says that the band's been working on a song for Atari's Test Drive: Cross-Town. The game will appar- ently be released this year for all the major consoles.

E7 POSTAL 2 ИШ DELIVERS TO CONSOLES

Loose Talk has heard that the Running With Scissors development crew is working on bringing its mix of irreverent humor and

I gunplay from the PC to the consoles. Gary Coleman: Bigger than ever, same small size.

Got some insider info? Email us at loosetalk@gameinformer.com and well be all ears.

Test Your Sight

112001, Final Fantasy maker Square. (as it used to be called) created a big budget PS2 fighter/RPG with the help

of Tobal developers Dream Factory. The game wasn't very good, but it did expose Square's hatred of cacti (as shown on Мое jacket). We know what they mean. We once tried to rub some cactus aloe on a rash we had, but nobody told us the lotion is from the inside of the cactus and not the outside. Ouch. Anyway, do you know this game or not?

(Answer on page 28)

26 GAME INFORMER

XNA BRINGS XBOX, PC CLOSER TOGETHER

MICROSOFT PLATFORM TO GUIDE ALL FUTURE DEVELOPEMENT

n a presentation on the first day of The Game Developer's Conference, Microsoft unveiled the XNA | software development platform. It will offer common technologies between different Microsoft plat-

forms and be used to design software for the company’s current and future systems, including Xbox Next, Windows, and Windows-based mobile devices. XNA will enable studios to keep production costs down, save time, and help keep up with the changing nature of developing games among the differing systems. Cross-platform play between the PC and Xbox (and/or Xbox Next) is also expected,

Microsoft says that studios will be able to utilize more of a stable development platform instead of hav- ing a steep learning curve where the best of what a system can offer will only appear at the end of its life. Says J. Allard, corporate vice president for Xbox, "Now, by creating this environment, we're really giving the development community an arsenal of tools to work together and XNA is really going to allow people to focus on the parts that matter”

Microsoft says that over 20 development and middleware companies, including the likes of Valve and Criterion, are already on board with the platform. BioWare CEO Dr. Ray Muzyka wants others to follow Microsoft's lead. “It's the kind of thing every hardware manufacturer should be doing if they want great games and want to command developer support”

ХМА$ theme of convergence will be reflected in the company's merging of technologies between the PC and Xbox. Microsoft plans to give Windows developers Xbox Live-style security, billing, and matchmak- ing; graphics and audio tools now used only on the Xbox; and both platforms will soon share a common controller like today's Controller S.

In a presentation to attendees, Allard and Robbie Bach, chief Xbox officer, not only explained the ben- efits of XNA, but also showed some demonstrations of the platform through a Windows XP PC with next generation ATI hardware. Using a Controller S through the PC, Laura Fryer (Xbox technology director) and Chris Donahue (lead technical evangelist for Windows gaming) showed some real-time demos, starting with one from High Voltage. It showed a gorilla morphing smoothly into various other animals. The focus of this was the audio. Using XNA, developer High Voltage was able to frontload it and let the creators integrate it with the demo's other elements at the same time, instead of dropping it in at the end as an afterthought.

Next was а demo of Eva, a film-noir femme fatale, who was created by a Microsoft team merging tools like HLSL (formerly PC-only) and XACT (once only for Xbox). Eva showed off spectacular reflections of light and self-shadowing.

Lastly, Microsoft showed the crowd a presentation put together by Pseudo Interactive showing a sleek sports car in a test laboratory. It then was sent racing off to crash headlong into a cement cube to show some great physics and particle effects. This was repeated several times, each impact having different crumpling effects on the car.

Microsoft says that XNA-enabled developer kits will be available this summer to studios.

Rain destruction on your foes from the back of a flying, fire-breathing dragon. Dogfight airborne enemies in 360 degrees within massive environments.

[ news | THE TRUTH AND

CONSEQUENCES OF DRUG

USE IN VIDEO GAMES MIDWAY'S NEW GAME KICKS OFF

CONTROVERSY?

S video games take more and more of a prominent А place in our culture and amongst the youth of this

country, our industry and its games have come under more scrutiny from parents’ groups and politicians. Whether the issue is violence in video games or the selling of inappro- priate titles to minors, what we play is being monitored and discussed at kitchen tables and on legislature floors across the country. Now a new topic of contention may have just entered the arena: drug use in video games. Game Informer has seen a preview version of Midway's МАКС for PlayStation 2 and Xbox, which features the main characters’ use of the illegal drugs marijuana, LSD, crack cocaine, and speed. Is this going too far? Or is it just more evidence of the maturing and realistic nature of video games today?

NARC puts you in the role of a pair of cops out to stop a new drug called Liquid Soul. Along the way, the game pres- ents you with choices. Some criminals you arrest will drop drugs for you to confiscate. NARC differs from other gritty crime games in that narcotics aren't just the subject matter; they can be ingested and become an important but not mandatory part of the gameplay (you can also purchase them from dealers or sell them). If you decide to smoke some pot, for example, the player will notice both positive and negative effects. You will go into “weed time,” which puts the player into a slow-motion Matrix-like state. The downside, as with all drug use in the game, is that if you use it too much you will not only become addicted (which is a gameplay mechanic all its own), but you could overdose. Furthermore, your badge rating will fall, resulting in good cops coming after you in the streets. Midway's vice president of development, Steve Crane, points out that NARC is all about realism. “Real life is our guide in such matters. You have choices. Choices have consequences. As long as the consequences are realistic, we felt comfortable offering them”

Choice is something gamers crave, but NARC is sure to invite controversy and bring up the age-old question as to whether content influences players’ real-life behavior. Industry

screen from Midway's NARC

groups such as the Entertainment Software Association have historically denied a connection between violence in video games and society (the ESA couldn't comment for the pur- poses of this story), but are drugs a different matter? When you consider that violence in video games has been long- standing throughout the industry's history, and it is utilized far more than drug use up to this point, one wonders whether Midway is opening a new can of worms altogether. Particularly since МАВС$ use of narcotics is so pervasive and illegal and not merely using a medkit to heal a character. Furthermore, the bottom line is that violence is simply tolerated more in our society than illegal drugs. However, Crane argues that an individual's own responsibil- ity is still at the core of the matter, whether it stops people from taking crack or killing people in the streets. “INARC doesn't promote drug use] any more than | think this game (or any shooter) advocates shooting people to solve your problems. If anything, it demonstrates rather vividly the conse- quences of your choices. I'd hope that people try to play the game in several different ways. We've put a lot of effort into making that possible, and that's why the choices are there in the first place” Unfortunately, in an election year, we wonder if this view will be enough to keep the politicians at bay. The game releases in September, and Midway tells us that even though the drug portion of NARC did very well in the focus tests the publisher ran, some elements such as whether to use the actual names of the drugs or generic substitutes can still be changed. The ESRB has seen the game and appropriately rated it Mature, with the necessary content descriptors to warn consumers. An Xbox spokesperson told us that it trusts the ESRB's rating system and for players to make up their own minds. "Xbox appeals to a broad audience of game players and, like all forms of entertainment, not every game is appro- priate for every player" In the end, the buying public will have to determine just how ready video games are for illegal drug usage in their living rooms.

28 GAME INFORMER

WIZARDS HOOKED

| ON EYETOY

exciting as wet noodles until now, but the EyeToy is

hopefully about to change all that. The first third-party title to utilize Sony's hit camera peripheral, Harry Potter and the Prisoner of Azkaban will feature four minigames using the EyeToy on the PlayStation 2. Squish chocolate frogs, catch the Golden Snitch, avoid dungbombs in Zonko's Joke Shop, and even play a game of Exploding Snap. Prisoner of Azkaban also lets players control Ron and Hermione for the first time as the trio unravels the mystery of escaped killer Sirius Black.

Е lectronic Arts' Harry Potter games have been about as

Favorites From Industry Pros And GI Readers

DEVELOPER

LYLE HALL General Manager Heavy Iron Studios

1 Super Mario Bros. 3 - NES

2. Phantasy Star - Sega Master System 3 Final Fantasy IIl - SNES

4 Guardian Heroes - Sega Saturn

5 Wing Commander - PC

READER

SEAN BORIS Maple Grove, MN

1 chrono Trigger - SNES

2 The Legend of Zelda: A Link to the Past - SNES 3 Final Fantasy VII - PSone

Å Shenmue - DC

5 Grandia - PSone

Send Top Fives and a photo of yourself to:

Game Informer Magazine/Top Five 724 N Ist St 4th Fl

Minneapolis, MN 55401-9022 email: topfive@gameinformer.com (attach digital picture)

Top Ten Things We i

Wish We Could

Forget

10 The first time we played Devil May Cry 2

That time at the karaoke bar where Kato and Reiner did a duet of “Just Like Paradise” and looked lovingly into each other's eyes

8 our GBA running out of batteries in the middle of our cousin's Catholic wedding

Т Joe Juba's album, "Pieces of Juba"

6 Losing at SOCOM 2 to a guy named "PinkFairy27"

5 Being held hostage by an enraged Nintendo fan who forced us to play Mario Party 5 for 72 hours straight

4 Watching Jeremy try to play Dance Dance Revolution З Nokia's all-night N-Gage slumber party

2 Michael Jackson's admission that he really, really, really likes Link

1 The Men of Game Informer Swimsuit Calendar

Name That Game Answer: The Bouncer

Crush vast armies with the might of your steel and magic. As the legions fall, your strength, skills and spells will increase.

Chaossbelow

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BRUTAL ACTION

Launch into massive battles in the air and on land. Endless waves of enemies assail you from all sides. Survive, and you will grow stronger. Perish, and all is lost.

SQUARE ENIX.

www.square-enix-usa.com Published by Square Enix U.S.A., Inc.

© 2003, 2004 cavia/SQUARE ENIX. All Rights Reserved. DRAKENGARD, SQUARE ENIX, and the Square Enix logo PlayStation.

are trademarks о! Square Enix Co., Ltd. "PlayStation" and the "PS" Family logo are registered trademarks of

Blood and Gore Violence

Sony Computer Entertainment Inc. The ratings icon is a trademark of the Entertainment Software Association

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CAREER CAREER HIGHLIGHTS | Desert Strike _

John Schappert begins his long relationship with Electronic Arts as а programmer, crafting the SNES version of Desert Strike: Return to the Gulf.

As part of a two-man team, Schappert exclusively handles the ‘coding of the super-successtul SNES titles Madden NFL ’94 and Bill Walsh College Football

Birth of Tiburon

TIBURON

In September, Schappert becomes one of the found- ing members of Tiburon Entertainment, along with partners Jason Anderson and

Tiburon releases Madden NFL '97.

for PlayStation and Saturn. It's a huge bit, becoming the fastest- selling PSone title released to date

EA Nabs Tiburon - Tiburon Entertainment is acquired by Electronic Arts. Schappert steps down as President of Tiburon, and becomes as vice president

at EA, as well as the general manager of the newly named

EA Tiburon

Madden NFL 2001 EA Tiburon releases Madden NFL 2001 for the launch of PS2, The game sells to over 50 percent of the installed base of the PS2 at the time

To Canada

‘Schappert leaves Tiburon and

< becomes senior vice president,

as well as the general manager of Electronic Arts Canada, the world's largest game production studio, There, he oversees the. creation of many top sellers,

including the company's new Def

Jam Vendetta franchise

32 САМЕ INFORMER

= connect interview |

OHNSCHAPPERT

SENIOR VICE PRESIDENT/GENERAL MANAGER | EA CANADA

>> John Schappert may not be a household name, but as the head of EA Canada, he's the man directly responsible for the largest game production studio on the planet. Recently, GI talked with Schappert about EA's past, present, and future. <<

So, what's going on with John Schappert and EA Canada right now?

We just shipped MVP Baseball. It was the first baseball game shipped this year, and we were

very happy with week one sales. We have a whole lot going on. We're going to deliver about half the games that come out of EA this year, so we're awful, awful busy. We signed the Marvel license, so we're working on a Marvel fighting game that will probably come out in the next calendar year. That's exciting for us. We've also announced Def Jam 2.

EA dominates the software market like no other company ever has...what does EA know that the other companies don't?

Well, you have to deliver high quality games. There are only so many $50 bills in people's wallets, and they have to be pretty discerning. When they walk into a store looking at the Tony Hawks of the world,

sequel that the market demands, that consumers want, that team could be working on a new fran- chise. But we can only make so many games. But the millions of people that play Madden and FIFA each year those are the people we need to make sure we're taking care of. Then, we can think about making new franchises. And when we can, like in our upcoming Marvel fighting game, we will.

One thing that people speculate now and again is the possibility of Electronic Arts entering the console market. Do you ever see this happening?

Anything can happen, I'll give you that. But, if you look at where we are in terms of all the different categories, | think there is still so much room for growth. I'll go back to the [sales] data. EA is a huge company, but what's the biggest category? Action games. Our share of the action market is 10 per-

your take on these systems?

We can't really talk about hardware or prototypes that we're under NDAs with the manufacturers regarding. | can tell you that we're very excited about the PlayStation Portable. | think it's going to be a great machine for the portable market. We are already looking at getting games over to that system. I'd like to say we'll be supportive of the PSP, but there is no business deal worked out yet. But, just as a video game fan, l'm excited about it and I'd like to make games for it.

EA has worked exclusively with Sony in the arena of console online play. Do you foresee working out your problems with Microsoft?

| think it would be wonderful if we could get the Xbox Live issue resolved, and | hope that we can. | know both our companies continue to talk about that issue.

I'm excited about [PSP] and Га like to make games for it.

the Maddens of the world, the Need for Speeds of the world why would they buy your game over some of those titles? We only want to make big hits. We make fewer games and make more out of each one of them. | think if you look at the other pub- lishers you've seen over the past few years, many

of them have trimmed back their plans and said, “We're going to do fewer, bigger titles” We were on this а long time ago; it's not rocket science. The chal- lenge is simply executing that plan.

There is a perception, at least with a certain sector of hardcore gamers, that EA is a bit of a soulless, giant corporation. They'll say, “All they do is make a ton of money off sports and signing big franchises like Harry Potter and The Lord of the Rings - EA doesn't take the risks to make the truly groundbreaking, visionary games.” Does that bother you?

I'd argue that, if you look at the number of new franchises that we have made, they often don't give us the credit that we're due. Looking at the studio | work for, EA Canada, since the inception of the PlayStation 2, we've created no less than three franchises: NBA Street, Def Jam Vendetta, and SSX. All three are great, critically acclaimed titles that have done well in the marketplace.

So, we come out with a game like Def Jam Vendetta and it does really well for us, the market's excited, and we think, "Gosh, there's so much we still want to do with that game that we couldn't do in the first one" The team that's working on a

cent. That's the largest category on PlayStation 2. The second largest is sports, we have a majority share of that. The third largest is racing; we've got 27 percent coverage of that. Then you've got fight- ing; we don't have a large share of that, less than 10 percent. Then you've got RPGs. | just named five categories. Of those five categories, we've got less than 10 percent in two, no coverage in one RPGs, and majority coverage in two racing and sports. There's still room for improvement. There's still so much we can do in software, that | don't see us get- ting out of our core market.

You were one of the founders of Tiburon Entertainment. Why did you move on from Tiburon? Was that a difficult decision?

Yes, it was very difficult. | founded Tiburon with a couple of other guys. It's a great studio, they are wonderful people, and there are great franchises there. | was there for eight years, and it was very hard to leave. What was exciting was the opportunity to come to a new place with an amazing amount of resources and franchises. With me coming up here, | still have a strong partnership with Steve Chiang and the folks at Tiburon, so you saw all our sports titles go online last year. That was through a concerted effort between Tiburon and EA Canada.

We've heard that PSP and Nintendo DS tools are out there already in the development community. Does EA Canada have anything in the works for these systems? Also, what's

What are some the issues you're discussing? Well, some of the issues are who owns the rela- tionship with customers, and ownership of servers. Sony's structure is a benign online model. We have a great EA.com business that has a huge infrastruc- ture, big pipelines to the Internet, big server farms, So it's easy for us to tap into that. We have our own servers that run our games, we have our EA Sports Nations and EA Games Nation with unified logins and gamespace it's a nice little community that we've created. Sony's said, "Hey you want to go online? Here's an adaptor go online" Microsoft has been a little more planned and has a few more rules. So, right now, our companies are disagreeing in the approach.

Can Nintendo continue in the home console business in the long term, competing with companies the size of Sony and Microsoft?

| think what Nintendo needs to do, and what they've always had as their trump card, is their first-party software. The GameCube hasn't been a runaway success, and they've been a little slow in getting out their first-party titles. Zelda and Mario last year certainly helped drive sales of that machine, along with the price drop. Remember when the Nintendo 64 came out and Mario 64 was the launch title? What a great game. Sadly, you look at the GameCube launch and | don't think we had titles of that caliber. It took a year to get our Mario, and it was a little late. We'd all spent our money buying the Xbox and PS2. Wi

S S

—Game Informer

If you’re a beginner,

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TEEN 1 Mild Language x PC POWERED EN "X Mild Violence Pas pa 4. @ games

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begin somewhere else.

and get ready for the main course. With ToCA Race Driver 2, if it has four wheels and a motor, you can race it, balls out, on 50 international race tracks in 15 different «. Styles including Street Racing, Stock Car, Rally...even Super Truck and Ice Racing. Tear up the asphalt with unsurpassed handling, realistic crash modeling and up to 12 player Xbox Live”.

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© 2004 The Codemasters Software С ита (Bodemasters’). All rights reserved. Codemasters'@ and the Codemasters logo are registered trademarks owned by Codemasters. “Race Driver" 2, "Ultimate. Racing Simulator" апа "GENIUS AT PLAY are Фаефатк of Codemasters. The word Jaguar’, the leaping cat device, and the characters E-TYPE SERIES 1I, XJ220 and XKR are the trademarks of Jaguar Cars Ltd. England and are used under license, The words Astğn Martin ; the wings device and the words DB7 VOLANTE, DB5, DB9 GOUPE and V12 VANQUISH are the trademarks of Aston Martin Lagonda Limited, United Kingdom are used under license, All other cop adenifks are the property of their respective owners and are being used by Codemasters under license. Microsoft, Xbox, Xbox Live, the Live logo and the Xbox logos are registered trademarks or trademarks c vatian in the U.S. and/or other countries and are used under ligênse trom Microsoft. GameSpy and the “Powered by GameSpy" design are trademarks of GameSpy

Industries, Inc, All rights reserved. Screens п are from the Xbox version.

„° connect gear

4 4 WHAT'S NEW:

| | * Smaller form factor (shaving off a few grams in

| 1 | weight and a noticeable couple of millimeters on

К Т А, \ | each side)

| | * A Check button to make selections (instead of pushing the middle of the directional pad, which was cumbersome)

* Hot-swappable MMC card slot for changing games on the fly

Manufacturer: Nokia Website: www.nokia.com List Price: $200 * Software that automatically starts a game when Nokia has announced and produced working prototypes for an addition to its N-Gage R e E headphone jack

gaming platform/cell phone line. The QD (the initials purposely stand for

and mean nothing) is expected to release this sum- mer and be fully compatible with all exist- ing N-Gage software. Think of the QD as an alternate shell for the same N-Gage.

WHAT'S MISSING:

* Side-talking capabilities the speaker and microphone are now on the face of the phone

* Built-in MP3 player software (you can still down- load a third-party player off of the Internet from a number of websites that support the QD's OS)

* FM tuner

* Tri-band capabilities, which means that although it will work nearly everywhere in North America, Europe would be a dead zone (the QD is GSM 850/1900)

* Almost $100 dollars from the original's launch price

The QD's hot-swappable card slot - which means that you can change games without shutting down. Finally!

| tech | HDD120 MUSIC STELI | PL AYER Manufacturer: Pixels Past/AtariAge

Website: wwwatariage.com

Manufacturer: Philips List Price: $29.99 P Website: www.philips.com It's certainly not sexy in appearance, but this adapt- f Music List Price: $349 er lets you use standard Atari 2600 controllers with z] Playlists Philips’ newest hard-drive based music modern computers through USB and an emulator. Artist player packs high-end features into the

world's smallest audio recording music player. The hdd 120 model offers 20 ]Itracks GB of storage (around 5,000 MP3s or 10,000 WMA tunes), a rechargeable battery that plays for about ten hours

per charge, and three different audio recording options. An internal microphone coupled with external analog-line, digital- optical, and secondary microphone inputs can be used for voice memos, live-ses- sion music recording, or track mixing. Finding tunes, editing record- ings, and managing multiple equalizers

is handled with the four face buttons that zip through the player's options.

ordings

Manufacturer: Radioactive Clown Website: www.radioactiveclown.com List Price: 59.99 - $12.99

This РС MMORPG finally lets you play as а dragon, and Radioactive Clown is now offer- ing said creatures (along with other in-game characters) as high-quality figures. In addition, each comes with an encrypted key code that unlocks exclusive items that can be used, traded, or sold within the game.

36 GAME INFORMER

Manulaciurar: Toshiba Website: www.toshiba.com List Price: $2,599.00

Truly a desktop replacement, this “notebook” weighs

in just shy of 10 Ibs. Unwieldy for commuters, but with more power than many desktops PCs out there, gamers will appreciate three big features of this model: an nVidia GeForce FX GO5200 graphics chip, the vivid 17-inch wide- screen display, and Microsoft Windows XP Media Center Edition OS. To use the Xbox Media Extender Kit that the company announced at CES, you'll need Media Center OS, and the P25 has it preinstalled for your personal file- sharing pleasure.

SPECS:

* 3.0 GHz Intel Pentium 4

* 1024 MB DDR SDRAM (expand- able to 2048 MB)

* 80 GB IDE Hard Disk

* Microsoft XP Media Center Edition

* 17-inch active- matrix display

* Harmon/Kardon stereo speakers

* Integrated

802.11 a/g wire-

less networking,

10/100 Ethemet

port, and 56k

Manufacturer: Wow Wee Toys Ltd. Website: www.wowwee.com List Price: $99

Granted, at 14 inches high, he’s not the most intimidating fellow,

fantastic with some custom dance

. moves, navigate rooms without and pick up small items (like lose ity socks you threw on the three months ago). If only he

a giant laser on his head...

ONIMUSHA 3 SOUL CONTROLLER

Manufacturer: Hori Website: www.hori.ne.jp

List Price: 14,800 yen (around $135 USD)

Spendy, and from the looks of it, a little goofy to use, but Onimusha fans (who have historically spent generously for franchise-inspired baubles) will certainly appreciate this katana-styled controller. Set to launch in Japan with the game, Hori has pronounced their

intentions to bring the unit to American gamers along with Onimusha 3's launch stateside.

Manufacturer: Fossil Website: wwwfossil.com

List Price: $179.99 $199.99 There's nothing that this watch line can do that other devices can't take care of (and sometimes in a more informative or graceful manner), but that doesn't mean that the geek joy factor isn't extremely high. We tested out the Abacus model in the rough-and-tumble world of downtown Minneapolis. There's a lot to cover about this device, so for more specifics go to

direct.msn.com. The Dick Tracy watch (shown here) is

one of many models available, most of

Hour 1 - After charging the watch which are a little more subdued

(which we did nightly thereafter because

the charger is a handy display device that looks pretty cool), we followed the quickie directions. Finding the registration code for the watch, setting up a Passport account, and coughing up dough for the monthly service fee (around $5 a month) took less than 15 minutes. Quick indeed.

Hour 2 - The watch has synchronized with an atomic clock, offered us a new clock face, and supplied us with weather reports for Minneapolis, San Francisco, LA, and Tokyo. We also got some rudimentary stock reports along with quick and dirty versions of the news headlines.

Day 2 Watch beeps. We're getting a news flash about the verdict in the Martha Stewart case, which closed minutes ago. This is cool. The amusement factor of constantly switching between channels and annoyingly telling everyone the current NASDAQ index is starting to wear on friends and family.

End of Week 1 - the novelty has faded a bit, but the weather reports, constant news feed, and sports scores are still handy and interesting. We've wrestled with a few annoyances (IMs being delayed and having to tell MSN when we'll be out of our home area to get Calendar and Messenger notices), but the service is generally quick and sur- prisingly useful.

GAME INFORMER 37

< connect

he video game industry is undergoing a fundamental shift. Classic companies such as Nintendo, Sega, Square, and Capcom are stumbling all over them- selves while relative newbies such as Take 2 (a.k.a. Rockstar Games) and Sony Computer Entertainment reshape the defini- tion of gaming.

Does playing Grand Theft Auto make you a gamer? | don’t know. Does eating at Taco Bell make you a Mexican?

Don't get me wrong. | raved about how cool GTA 3 and Vice City were along with everybody else. But in the past, gamers had their own defini- tion of cool. We thought it was cool when Mario turned metal and sank to the bottom of the lake. We thought it was cool when E. Honda did a belly flop on Chun-Li.

The rest of the world shook its head at us in disgust. The difference with Grand Theft Auto is that it is chic in that universally accepted, Quentin Tarantino-type of way that only Puritans and politi- cians ignore. (Gamers may be nerds, but they are neither Puritanical nor political.) You do not need to be a gamer to appreciate most of what comes out of Electronic Arts, either.

Make no mistake, EA makes a good product. | would go so far as to say that EA is the most dependable company in gaming today. (Nintendo used to be the most dependable publisher; but after Super Mario Sunshine, Kirby Air Ride, Star Fox Adventures, and the whole “connectivity fiasco,” questions about Nintendo's sanity can no longer be ignored). But Electronic Arts prospers by mak- ing games for the majority. These days, when it comes to video game playing, gamers are in the minority.

PROFITS AND LOSSES: Over the last decade, | have shown an amazing propensity to pick last-place consoles. What do Saturn, Dreamcast, and GameCube all have in common? A) They all did poorly. B) They all suf- fered from technological inferiority. C) | picked each as my favorite console at the time of its launch.

PlayStation and Xbox are engineering marvels, but do the above-named consoles have gaming in their souls? | doubt PlayStation 2 even has a soul. What it has is DVD playback and a well-rounded library. The mainstream likes watching DVDs and respects a good library. As for soul, don't count on the public that made Clay Aiken's Measure of a Man double-platinum to care much about soul.

In the meantime, the companies that cut their teeth pandering to gamers are taking it in the shorts. EA sold over 4 million copies of Madden NFL across all platforms this year. In the mean- time, Capcom has sold approximately 202,000 units of its critically-acclaimed Viewtiful Joe since it debuted late last year. Ubisoft moved more than 718,000 copies of Prince of Persia: The Sands of Time across all three platforms but for one of the most awarded games of the year, this is a disappointment (and it's hard to say how much of the title's sales boost was because of the com- рапу free Splinter Cell tie-in over the holidays). THQ's Sphinx and the Cursed Mummy has sold a pitiful 140,000 since early November across the major consoles.

But do not cry for THQ or Ubisoft. THQ, with its WWE franchise, and Ubisoft, with its ultra-chic Clancy games, are almost sure to survive in any market.

Sega, however, may not be able to save itself,

don’t count on the public that made Clay Aiken’s Measure of a Man double- platinum to care much about soul:

not even with genius designers like Yu Suzuki (Virtua Fighter, Shenmue), Yuji Naka (Sonic, Samba de Amigo), and Toshihiro Nagoshi (F-Zero GX, Super Monkey Ball). Other high-profile com- panies such as Namco, Capcom, and very possibly Nintendo are in the same boat. They seem unable to adjust to a market in which nerds are in the minority.

IS THERE HOPE FOR OLD SCHOOL GAMERS? YES AND NO.

If the market remains as it is today, some compa- nies can preserve their identities and save them- selves by accepting the reality that they will never have the best-selling game of the year. They will become boutique publishers such as SNK. SNK always makes a profit on King of Fighters, no mat- ter how badly Soul Calibur И outsells it. There's still a strong market for a good Mario Kart game, even if it is not as big as the market waiting for Gran Turismo 4.

And then there is that hateful hope the hope that mainstream gamers are simply tourists who will lose interest in gaming just as they lost inter- est in Razor scooters and boy bands. Mainstream interest in video games has certainly come and gone before.

In the meantime, hardcore gamers, get used to the company and enjoy these chic new games. After all, Madden NFL and The Lord of the Rings really are great titles as long as they don't crowd out the likes of Prince of Persia and Viewtiful Joe. =...

The views and opinions expressed on this page are strictly those of the author and not necessarily those of Game Informer Magazine or its staff

If you work in the industry and would like to share your opinion, contact senior associate editor Matt Helgeson at matt@gameinformer.com.

38 GAME INFORMER

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connect calendar

NEW RELEASES * Rent-a-Hero No. 1 - Xbox * Samurai Warriors PS2

NEW RELEASES

* La Pucelle: Tactics - PS2

* Metal Slug 5 - Xbox

* RalliSport Challenge 2 - Xbox

* Shrek 2 - PS2, Xbox, GC, GBA

* Syphon Filter: The Omega Strain - PS2

07

HUGH JACKMAN SAVES THE WORLD!

On this day that we'll remember forever, Van Helsing opens in theaters. The video game adapta- tion is also available today on PS2, Xbox, and GC.

THE NORTHWEST | CLASSIC GAMES | ENTHUSIASTS 2004 (May 8 - 9)

Once again, this excit-

ing event is home to the

Annual Northwest Atari Championships. Put your

Classic gaming skills to the test

at the Sea-Tac International Airport Holiday Inn in Seattle,

MOTHER’S DAY This is one of the few days in the year where you shouldn't be playing video games...unless it's a really good one.

10

CAPCOM'S РВЕ-ЕЗ GAMERS DAY!

Set your browser to www.gameinformer.com for exciting details from Capcom's games.

11

NEW RELEASES

* Custom Robo - GC

* Invader Zim Volume 1: Doom Doom Doom - DVD

* Mega Man Anniversary Collection - PS2, GC

* Transformers Armada - PS2

|

12

ЕЗ 2004 BEGINS! (May 12 - M)

The world's largest video game event kicks off at the Los | Angeles Convention Center | From surprise announcements. to hands-on time with the years biggest titles, E5 is the mast important three days in the video game year.

16

James Bond. ..Secret Agent. ..Senior Citizen. Pierce Brosnan turns 51 today

40 GAME INFORMER

17

NEW RELEASES * Joint Operations: Typhoon Rising = PC

18

Today action hero Chow Yun-Fat celebrates 49 years of shooting people.

19

15

It's Saturday. Go outside and move out of your parent's basement.

The Good, the Bad, the Ugly, and the old... Clint Eastwood tums 74 today

25

What do Elvis, Vampires,

| Hobbits, and Really Boring

People from Alaska All Have in Common?

| Bubba Но-Тер, Buffy the

Vampire Slayer Season 6, The Lord of the Rings: The Return of the King, and Northern Exposure Season 1 come to DVD

The Sith will live forever! Christopher Lee turns 82 today

ANIME MID-

ATLANTIC 4 (May 28 - 30) D Artwork on display, anime

music contests, Cosplay dance L- |

parties, and video game tour- naments are just a few of the. sights and sounds to be found at the Holiday Inn Select Koger Center in Richmond, VA.

wwwanimemidatlantic.com/ events html

Е 22

MIDWEST

GAMING CLASSIC CONVENTION

(May 22 - 23)

Celebrate the history of video games with industry veterans and enthusiasts from across the world at the Brookfield Sheraton in Milwaukee, WI.

www.mnidwestgamingclassic.com/,

ie F i |" | E m 3 em d =. W |. | иа L HI |! TL

"THE MOST IMPORTANT VIDEO GAME OF THE LAST FIVE YEARS." = THE CHICAGO TRIBUNE

НИНН

OMING TO XBOX’ AND PC _APRIL 20, 2004

Strong Language Blood and Gore Intense Violence

PlayStation. ies ре

XBOX

> STYLE 1 TO 4-PLAYER ACTION (UP TO 16-PLAYER VIA XBOX LIVE OR SYSTEM LINK) > PUBLISHER MICROSOFT > DEVELOPER BUNGIE > RELEASE FALL

пап office park т Redmond, Wash- ington sits a nondescript building, not too different from the countless utilitarian structures that dot the landscape of suburban areas around the country. It does not stand apart from

white exterior is so familiar and unassum- ing that few would give it a second glance. On the inside, however, things are a bit different. Posters for various video games, comic books, and sci-fi movies cover the

: walls, and desktops are covered with the

; plastic likenesses of characters such as

: Spider-Man, Hellboy, and a certain mysteri- : ous space marine. This is Bungie Studios,

: home to the Xbox's most anticipated title,

: Halo 2.

any of the buildings that surround it, and its :

The crew at Bungie is very excited and

: devoted to their game, and are completely : aware of the feverish buzz around it.

: They know that any scrap of information,

: however small, will be eagerly devoured

: by Halo fans around the world. Because of

AN ARMY OF MANY: HOW BUNGIE IS MAKING SURE HALO 2 WILL BE ALL THAT IT CAN BE

Se Cover Story

: the intense scrutiny Halo 2 factoids receive } from the gaming public, Bungie is reticent

: to dole out too much. But eager to get some : new information out to the public, they had : some news to share with us, which should

: make Halo fans quiver with delight. The

: most exciting aspect of Halo 2 is the online : multiplayer via Xbox Live, and they revealed : the process they used to ensure that Halo 2 : will be the absolute best online experience : it can be. Oh yeah, and they let us play it,

1 too. But more on that later.

\ к

ч

„К

[44 ultiplayer games are really important to us," says

Bungie's Chris Butcher, the lead networking engineer.

"But we haven't done an Internet-scale twitch-based

action game before.” According to Butcher, an online multiplayer mode at one point existed for the original Halo. However, it was scrapped because Bungie didn't have enough time to fully develop it before the game was scheduled to ship. With Halo 2, it is even more critical that things are done right. When dealing with a title so hotly anticipated, the public will show little mercy if it falls short in any area. To make sure this doesn't happen, Bungie initiated the Halo 2 online alpha test. "Obviously, you can't go live with an Xbox Live game unless you've tested it," said Butcher.

The alpha test was a five-week trial to make sure that Halo 2's online features functioned in the real world. Because of confiden- tiality reasons, only Microsoft employees were able to participate, and only 1,000 were chosen. In order to qualify, candidates for the alpha had to be full-time Microsoft employees with broadband and an Xbox at home. They also had to be spread out all over the country to ensure that location wasn't an issue when playing online. These testers were all given a version of Halo 2's online mode to play at home in order to collect data on how it performed on the real Xbox Live network.

Since there are several different types of broadband connec- tions (cable, DSL, T1, etc), Bungie needed to ensure that its game worked smoothly in all types of network situations. Gigabytes of data were collected on Halo 2's online performance in as many different configurations as possible. The company wants Halo 2 to be as fun and fluid online as playing the original game in split-screen or system link, even in a situation where players are

divided between the coasts and

have wildly different Internet

connections. Several Bungie employees confessed to us that they are driven to create a great online title because they love crushing their friends. Killing your buddies, they say, should feel no different online than it feels when they are sitting right next to you. It should feel great.

The results of the test,

according to Bungie, were quite positive and helpful. Max Hoberman, multiplayer design lead, summarized the collected

data for us. "We gathered

(continued on page 46) b

44 САМЕ INFORM

se Cover Story

А А 2 eti GAME INFORMER 45

Lockout, the тар shown here, is so cramped that it

constantly forces players

into firefights

wh '

every piece of data you can imagine, from usage patterns to individual network performance

to individual player performance to automatic bug reporting,” said Hoberman. “Our testers collected so much data it took several weeks just to sort through it all! That kind of data is only being collected for

the alpha testing process - so don't : : significant others back!” Although } the testers were sad to give up their : : beloved games, all at Bungie feel : that the exercise was a success.

worry, we won't be collecting info on how you stayed up 'til 5 a.m. for three weeks solid when the game ships.”

: participants were required to return : their copies of the game, so don't : go searching eBay to find some

: ered all the data that we needed : we pulled the plug, causing a lot : of tears,” jokes Hoberman. “Lots : of these were tears of joy from

When the test was completed, the

licit bootleg. “Once we had gath-

spouses glad to finally get their

: Hoberman described how feedback : was collected and what people had : to say:

“We hosted a set of newsgroups

: for the alpha and encouraged

: testers to post anything and every- : thing. ! actually read every single

; post, over a thousand of them.

: Topics included bugs and network : issues, gameplay questions and

: comments, and of course, feature requests. We kept track of all of this i : without giving much away. You'd : haircut, and a fat wad of cash” : be amazed by how careful we are,

: even within the company, even : with other game studios within : the company, to not let апу

1 secrets out!

Judging from the feedback on

1 the newsgroups, everyone that

: participated in the alpha had an

: amazing time. One comment І saw : often was that they liked that the

: game felt like a natural extension : of the original—like an old friend,

only with a new look, a clean new

With a game like Halo 2, a lot of info gets tossed around. The follow- ing is a list

of things that have been mentioned by Bungie and are believed to be true or very, very likely.

>> The setting is Earth: What is known about the story so far is that it deals with a Covenant inva- sion of our planet. However, a second Halo is also involved so we have а feeling that Master Chief will be heading back into space. Bungie has stated that there will be low-gravity environments, so space travel seems even more likely.

>> The Covenant will be playable: Elites will be a playable class in multiplayer. We don't know if any other Covenant forces are playable, nor do we know if there will be more than one class of human to choose from.

46 GAME INFORMER

LITA

>> There will be more vehicles: The

Warthog, the Scorpion Tank, and the Ghost are retum-

ing, along with some new rides. There will be several variants of the Warthog for different uses, along with more Covenant vehicles. The Banshee is definitely back, and rumor has it the aliens have added a new tank to their arsenal.

>> Master Chief has new tricks: Dual- wielding is in for certain, and peeking around corners should make it in as well. Destructible environments are also expected to be included.

>> Моге enemies are headed your way: The Covenant has added at least two new types of warriors: the Brutes and the Prophets. The Brutes

are huge, gorilla-esque warriors, while the Prophets are floating psychics who are expected to be more like generals than actual warriors, as they look pretty frail. Word is there may be even more enemies, including a huge beast capable of flipping over a Warthog! Whether this makes it into the final version or not remains to be seen, but it would certainly be

>> There will be more multiplayer modes: Aside from the typical deathmatch modes of Slayer and Team Slayer, Capture the Flag, Assault, Oddball, and King of the Hill will be back for Xbox Live, split-screen, and System Link. Online co-op is also likely.

Note the characters in the background holding two guns. Woohoo! It's like Halo, John Woo Style

1e alpha test version of alo 2 consisted of three dif-

game types, and just enough of the actual gameplay mechanics to keep testers coming back, but not so much that they lost sight of the point of the test and commented solely on gameplay issues. Not featured

in the alpha were some of Halo 2's highly : : 15 still unknown, we were shown three,

: each with its own distinct look and feel. : Obviously, many more original maps will Halo 2, were only included in a very basic : : lead Chris Carney admitted that fans are be pushed around by shooting them, and : : favorites, especially Blood Gulch. The

: inclusion of these classic maps is being > considered.

touted new features, such as dual-wield- ing. Interactive environments, another mechanic Bungie has announced for

form. Certain objects in the alpha could

even forced off ledges. The final version, we have been assured, will feature envi- ronments that are much more interactive and destructible, and dual-wielding will be included as well.

The alpha did, on the other hand, contain a few of the features that Halo fans have been drooling for. Obviously, the Warthog made a return, and it was joined by drivable Ghosts and Banshees. Both of these airborne vehicles feature a new boost function: By holding down

Se Cover Story

: the left trigger, the engines flare and

: send you screaming across the level at ferent multiplayer maps, three : : maps in Halo took a long time to cross

: on foot, and still felt oversized when

: driven across. These boards can now be : traversed in no time, thanks to this new, : rocket-assisted flight.

unheard-of speeds. Certain multiplayer

While the exact number of maps that will be included in Halo 2's multiplayer

be included, and multiplayer environment

hoping for the return of some popular

Carney, who joined Bungie after

: studying architecture, was happy to

: show us around the levels he helped

: create. The first level is called Lockout,

: and is a very small map that is tall and

: narrow. When describing this stage, he

: explained not only how it was laid out,

: but hinted at how it fit into the story

: of the Halo universe. A multi-tiered Pb

GAME INFORMER 47

Even for а video game character, Master Chief is a mysterious and enigmatic hero. Halo revealed shockingly little about the man behind the mask, and it's doubtful Halo 2 will reveal much more. But information about the human killing machine is out there, in the form of the official Halo novels, and they reveal quite a bit about the space marine.

According to the books, Master Chief is the result of a super-soldier program spearheaded by Halo's Jacob Keyes and a woman named Dr. Halsey. The pair "recruited" children from orphanages and enhanced them through drugs, surgery, and training. These children were known as the SPARTANs, and the boy who would be become Master Chief was designated SPARTAN-117. When outside of his MJOLNIR armor (named after Thor's hammer), he's known simply as John.

48 САМЕ INFORMER

concrete structure built into a rock outcropping, Carney said this type of structure was typical of the Forerunners - the mysterious, unseen race credited with the creation of the Halo. Since Bungie has stated that Halo 2 takes place primarily on Earth, the news of

areas created by the Forerunners is

certainly intriguing.

The Forerunner structure in Lockout is a central tower with a couple of satellites attached by narrow bridges. Each area of the structure features multiple levels, which can be traversed by ramps and ladders, as well as a new energy elevator contraption. Step- ping into the swirling energy beam lifts the player up like a strong air

current. Not only is this a welcome :

change from the original Halo's ladders because it is easier to

navigate, but it can also be used in : : we were accustomed to from

combat. Unlike the ladders, which leave players vulnerable to attack, firing one’s weapon is possible while riding the beam between floors. When used properly, the beam becomes an interesting and deadly combat tactic.

Lockout was designed as a small map for small games, such

: as one-on-one or two-on-two. : But an unexpected side effect of

: for incredibly fierce matches : when more players are involved. : Our first round of Halo 2 was a

: ourselves playing a game with

: four teams and 14 players! Red, : Blue, Green, and Gold teams

: squared off against each other ina : : fast-paced fragfest unlike anything : : we expected. Naturally, we stood Е

the level design is that it makes

: no chance against Bungie's group : of fanatical gamers; they knew

: the map, they knew the weapons, : and they knew we didn't. We

: were unprepared for how intense : Halo 2's multiplayer is, and found

= This sketch of Burial Mounds shows

ATVs - a new vehicle in Halo 2

classic game of Team Slayer on this map. However, rather than the two teams and four players

our experience with the original Halo's split-screen, we found

: ourselves getting wiped out every : 15 seconds or so.

The second level featured in

: the alpha test is named Burial

: Mounds. A medium-sized map,

: Burial Mounds is a barren, desert- : themed map which prominently

: features a military base and huge, : twisted pieces of metal affec-

tionately referred to as "the ribs"

(continued on page 50) pe

Ahh, the sniper rifle. The great equalizer

These shots reveal the Waterworks level and its massive layout. The huge structure in the middle of the map is an alien machine with tons of great hiding places inside

Se Cover Story

f

m

beca qt their resemblance to the skeleton of a long-dead giant. This board stands out in the Halo universe because it could fit so well in the Star Wars universe. The sandy, junk-strewn wasteland is reminis- cent of Tatooine.

Burial Mounds feels like it was custom-designed for the game type we played on it: Assault. In Assault, one team plays offense, the other plays defense. The offense team must carry a bomb into the defense's base to score a point. The two sides switch at regular intervals and the first team to three points wins. The defenders' base has a nice little perk to dissuade attackers: two mounted turrets. Much like the guns on the back of the Warthog, those on the base can be activated with a click of the X button and spew out unlimited ammo. When playing defense on this map, we were pretty happy when we mounted the turret on the side of the base and started laying down a heavy suppressing fire. We may have even cackled a bit when we mowed down a couple red soldiers. But then we saw a light moving rapidly towards us. By the time we figured out it was a rocket, it was too late...

Since the pace of this match was not as frantic as Lockout, we had a little time to actually appreciate some of the smaller details. It was on this map that we realized that we had picked up one of the new weapons: the battle rifle. This improved version of Halo's assault rifle packed a bit more punch and

featured a nifty scope. We also noticed that even though this version was a test, character models seemed to sport more details. This

: basic version of the game points : to the final build being visually

staggering. After our team lost the Assault game in the Burial Mounds, we

were treated to a final level called Waterworks. An absolutely huge map, Waterworks feels like the successor to the infamous Blood Gulch. Indeed, the basic setup is

the same: It is a large enclosed area : ; Flag. It also is the map that features : the most vehicles out of the three:

: Warthogs, Banshees, and Ghosts

with a base on each end. However, a couple of things set it apart from Blood Gulch. First, the entire area is

inside a massive cave. Endless stone : : Ghost or Banshee in multiplayer is a : great thrill (especially for those who : haven't played Halo PC), the danger : of doing so is quickly learned. Fly

: to the enemies side and get shot

: down, and suddenly your foe has

: possession of your vehicle along

: with their own.

walls surround the entire area, and the main light source is a huge hole in the ceiling. The second differ- ence is the giant alien machine in the center of the level. It stretches from floor to ceiling, and is filled with plenty of nooks and crannies to explore. Whereas Blood Gulch tended to limit combat to the ends of the canyon, the giant structure in the middle of Waterworks adds another combat hotspot in the middle of the map.

The alien machine in the under- ground cavern leads us to a bit of speculation: The structure seems to be Forerunner technology, but the sheer size of the cave leads us to believe that it takes place on Earth. Does this mean that the Forerun- ners, creators of the Halo rings, visited our planet years ago? We didn't have time to search for more

: clues while we were being shot, but : what we've seen of this level so far : certainly makes us wonder.

With its two bases and centrally

: located choke point, Waterworks

is the ideal map for Capture the

are all accessible. While using a

Our peek at these three multi-

: player maps is only a brief glimpse : of what is to come in Halo 2. The

: single-player campaign is still

: shrouded in mystery, be we have a : feeling the online play will be this : title's biggest draw. Based on our

: time with the multiplayer mode, it : seems obvious that Halo 2 will be : the top Xbox Live title the very day } that it hits. You can be certain that : we will be online on the first pos- : sible day. And that night, and the

: following morning, and many, many : days to follow. ШШШ

LOUTH HEH H E HHHH

right weapon (plasma is good against shields, for instance), and engage or keep looking.

There are so many considerations, like your weapon loadout, health, shields, position on

The day Xbox launched [November 15th, 2001], a friend and I sat down and played through co-op. We started around

ea 2 а.т., and | think it took us about‏ کک CHARRED?‏

the map and how those compare to your opponent. It's really just about quickly evaluat- ing your situation, deciding how and when to hit, and moving on to the next target.

Tell 3 Bungie didn’t share the information about player stats that | really wanted to see. I'd love to know my overall kill/death ratios (as well as per-map and per-gametype), kills per minute, accuracy with different weapons, and other stats.

10 hours to finish. Needless to say, | showed up late to work the next day. | quickly organized a weekly game on campus for friends and coworkers. It's grown and evolved since then, but we're still getting together every week and fragging each other into the late hours of the night over two years later.

our alph

| E 1 do know that | regularly had high kill/death

| would y í and kills/minute ratios. After playing the alpha for two weeks, | had a weekend with over 3,000 kills in under 20 hours played.

During the alpha test, one player quickly rose to the top of Start with the single-player campaign. You'll get basic skills from that and a good under-

the pack. Going by the screen name “Char,” this tester kicked ere of the SMB so much booty it inspired Bungie to sponsor a “Death to Char” = A ES Pel: n Мише рау Aa

contest. He took some time out to talk about the game and his to the environment (which weapons and

А His Р power-ups are missing), evaluate your targets amarag К SES (soft targets like a wounded player running away are easy, hard targets like the guy with the battle rifle and overshield standing on the health pack might be better to avoid), pick the

do at 1

| get paid to design API's for TabletPC and other aspects of Tablet as a platform, but | think you could make a strong case for me being an ancillary Halo and Xbox hardware tester.

= This statue of Master Chief can be found in

Based оп what you have played so far, how is Halo 2 an improvement on the original?

A lot of the features we're all waiting for, like dual-wielding SMGs or vehicle takeovers, weren't in the alpha. | can't wait to see all that stuff implemented in the final game.

It looks like there is a lot of effort going into balancing weapons and designing maps. In the alpha, the pistol has been replaced with the battle rifle. It doesn’t have quite the range and accuracy combination that the pistol does, but it leads to more balance. Some

of the new maps, like Burial Mounds, are manifestations of pure genius.

There are also obvious engine improve- ments. Sounds, textures, and lighting are all stunning. I'm going to need to upgrade my home theater setup to take full advantage of everything this game has.

Tell us about the various competitions during the alpha.

There were weekly competitions organized by Bungie during the alpha. Prizes were awarded for various things like “Most kills” or “Most deaths by falling off a map.’ One of these competitions was named “Death to Char,” and (aptly) had a prize for whoever killed me the most. It was pretty silly what

some people were willing to do to get kills. I had people on my own team betray me in CTF games (I really hope those people lost а КИ! for that). People piled into every game | played that weekend in an attempt to get kills it was a zoo. | would see two players shooting at each other, and as soon as | engaged them, they would both turn on me instead of trying to finish each other off.

| think the best example of how my online experience changed was a CTF game | was in during the competition. The teams were pretty balanced and my team got off to a 2-0 lead. Suddenly, everyone switches off my team and | now have one teammate and nine opponents. My valiant teammate and | got stomped shortly afterwards.

1 do have to tip my hat to pun 1sher (the winner of the competition) for killing me 33 times that weekend.

id you win a good prize for b player during the test?

Besides being the prime target in every game | played after that? Actually, | did receive a very nice Halo hoodie. It's made appearances at our weekly Halo games to many "oohs" and “ааһѕ”

After Halo 2 ships to r you'll still be a top playe

Se Cover Story

Ah, turrets: the Sam's Club of Halo 2. They deal out carnage in bulk

4

Тһеге аге тапу р

who are better tha 1 | me at various aspe 4

of the game. Certain

people are better snipers,

some are wizards with

grenades, some are great

with vehicles, and some are

flag running masters. I'd be very surprised if there aren't people who are better than me across the board when Halo 2 goes live.

What are you looking forward to most about the final version of

Halo 2?

This may sound odd, but I'm

definitely looking forward to the 3 campaign I've always been a big fan ^ of Bungie's games since Pathways Into Darkness, and I'd be surprised if Halo 2 didn't continue the tradition of incredible storytelling.

What I'm most looking forward to is being able to play against the rest of the world, though. It's fun playing against your friends, but the biggest rush will be taking your group of friends and playing against another team and seeing how you stack up!

THE THRILL. THE AGONY.

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> STYLE 1 OR 2-PLAYER FIGHTING (2-PLAYER VIA PS2 BROADBAND & XBOX LIVE) > PUBLISHER MIDWAY > DEVELOPER MIDWAY > RELEASE FALL

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54 САМЕ INFORMER

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THE TEAM BEHIND IT

Story and character development have always played large roles in the Mortal Kombat series. How does the story begin in Deception? JOHN VOGEL (Animations & Story): There will be an FMV sequence depicting what happened at the conclusion of Mortal Kombat: Deadly Alliance. The opening storyline for Mortal Kombat: Deception Ў is also part of this FMV and wil seamlessly pick up where Mortal Kombat: Deadly Alliance leaves off. About the only thing we can reveal at this point about the content of the Mortal Kombat: Deception storyline is that the Dragon King is the main antagonist, and that he's been very ‘deceptive!

The cast of characters is one of the most memorable in all of gaming. Who can we expect to see returning? STEVE BERAN (Character Designer): In Mortal Kombat: Deception we wanted to introduce new characters, bring back the Mortal Kombat: Deadly Alliance favorites, and revive many of the classic characters from earlier Mortal Kombat games. Baraka, Mileena, Noob, Smoke, Tanya, Ermac, Nightwolf, Sindel, and Kabal are all making their way into Mortal Kombat: Deception. There are more that | can't reveal quite yet. The returning characters will still have their signature moves. We were loyal in keeping the basic charac-

ter concepts the same, but introduced new desi elements and details that make them revitalized and fresh. Devoted fans of these characters will not be disappointed.

Will we see the introduction of any new faces? HERMAN SANCHEZ (Character Designer): Yes, we've got some new additions that | think fans will be pleased with. Joining the classic MK character roster will be Kira, a new member of the Black Dragon; Ben, a professional martial-arts world champion; Dairou, a Ronin samurai with a score to settle; Ashrah, a mystical demon huntress, and... well, we have to save SOME surprises for you, don't we? Suffice to say that we are adding fighters who have a purpose in the MK universe, and will possess some very cool fighting styles and special moves that are unique to those characters. And, if you perform well during a certain mode of the game to its conclusion, you may be rewarded... Have any of the core characters undergone significant change since the last chapter? LUIS MANGUBAT (Char- acter Designer): Sub-Zero has probably undergone the

most radical change. His new costume was designed to look more Chinese in keeping with

the Lin Kuei concept. Plus, it helped to visually separate

him from Scorpion, which | think a lot of fans have

been wanting. Also, Liu Kang, having been killed in the previous game, returns in two new forms а ghost and a zombie.

What have you done to bring out the realism in your characters? JON GREENBERG (Engine Programmer): We've given the rendering engine a com- plete overhaul to take further advantage of both the PS2 and Xbox. The polygon count in the characters has been increased quite significantly, and we've added a host of new effects to really show off the kombatants. Characters have gloss maps, multi-layered transparency, a new more flexible dismemberment system, and some fairly complex dynamic lighting to top it all off. We've also been playing with bump-mapping and some full-screen effects to take better advantage of the Xbox's horsepower.

The number of playable characters is one of the largest that we've seen in a fighting game

Se Feature

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Regarding gameplay, can we once again expect to see three fighting styles per character? Has this mechanic evolved since Deadly Alliance? ED BOON (Team Leader): Yes, we were pleased with how the three fighting styles worked in Deadly Alliance. Our plan with Mortal Kombat: Deception is to expand on the idea by making the styles even more different from each other. Also, since you will be able to blast your opponent into background “death traps,” there will be more moves that propel them in front and behind you. We want the player to be very aware of

where he is in a background and to use that Position to his advantage.

What new gameplay features are you implementing? TONY GOSKIE (Back- ground Designer): Probably one of the most dramatic gameplay features we are adding to the fighting element is the role that the backgrounds play. Mortal Kombat: Deception's backgrounds are much more diverse in size, shape, and variety. Some backgrounds literally change in size and shape as you are playing in them. Our goal is to have the backgrounds be as influential to the outcome of a battle as the characters that were selected.

Are weapons still as prevalent? Are there any new armaments that we can look forward to wielding? JAY BIONDO (Game Pro- grammer): Weapons will continue to be an impor- tant gameplay element in Mortal Kombat: Decep- tion. We have expanded the number of unique weapons and continue to make weapons an integral part of the fighting engine. One of the major addi- tions to the backgrounds are obtainable weapons that are both unique and powerful. There is a strong incentive to get these weapons as they have dramatically increased range and deliver far more damage than normal weapons. However, getting these weapons will be a chal- lenge, as they are placed near death traps, hidden in secret locations, and Sometimes even encased inside other interactive background elements. Are you enhancing the combo system? ED BOON: Yes, we are expanding the combo

Baraka and Nightwolf exchange grooming tips

Additional weapons are hidden in each of the stages

system and restricting it at the same time. There will be more combos per fighting style as well as per character. But this time around we are also going to allow players to “break out” of combos. Deadly Alliance had some pretty elaborate multi-fighting style combos that delivered some pretty serious damage. We want to give the victim a chance to escape or break out of these longer combos by adding a “break out” move. This should really even the playfield when fighting against someone who has mastered a character's combos.

Knock your opponent to the lower deck where hanging bodies can be interacted with

55

Bad

Could this be any more grue fê?

Fans love Fatalities. How many can we expect to see for each character?

and there will be se

CARLOS PESINA (Animations, Martial Arts & Fatalities): Fatalities are an integral part of Mortal Kombat and the fans will appreciate the ones

in Mortal Kombat: Deception. Players can expect two new tasty Fatalities

per character. Unlike Mortal Kombat: Deadly Alliance, limbs can be severed мега! Fatalities that take advantage of this

new feature. One example would be the Fatality in which

the attacker rips the him with them.

We've also heard

Fatalities in Mo might just be

Here's an illustrati

opponent's arms off and then beats

that level Fatalities are returning. MIKE BOON (Game and System Programmer): Yes, level Fatalities

are returning, and there are many in

the game. Most of the level Fatalities take advantage of our interactive background features. If a player can force his opponent into a danger zone, they can quickly turn a losing match into a winner. As always, level rtal Kombat: Deception are graphic, and it worth losing a match to see them.

ion of the rock crusher deathtrap

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How exactly will the multi-tiered environments fit into the fray? E MIKE TARAN (Background Designer): The environments are stocked full of surprises, like earthquakes that literally shrink the arena size and increase the chance

of you falling off, breakable glass floors, breakable walls revealing secret rooms, and hanging dead bodies that you can slam into your opponent. As for the stage Fatalities, you will see opponents get buried in rock avalanches, smashed with giant steel presses, ripped to shreds with grinders, eaten by giant slugs, gored with spikes, shaved into chunks with spinning blades, boiled in lava, impaled on stalagmites, or cut to pieces by lasers... Awww yea!

Se Feature

ODES

Deception also marks the first time that Mortal Kombat will feature online play. What exactly is going into this experience?

ED BOON: We are very excited about online play in Mortal Kombat: Deception because it kind of recreates the whole magic of playing against friends and strangers at an arcade. Players always talk about the days when arcades were big and they would see a crowd of people gathered around an MK machine. Letting players go online and find opponents will give them that same thrill and challenge of playing people from all over the country.

We've heard a lot of talk about Deception's Konquest mode. What is its allure?

ЛМ BULVAN (Game Programmer): We have added several new exciting features to the Konquest mode from Deadly Alliance. Aside from learning all ШШ the characters’ move sets, Konquest is a full adventure game where the player is allowed to explore the different realms of the MK universe as the story of Deception unfolds. MK fans

All of the minigames can be played online

will be excited to learn that you will run into and can interact with every character in the history of MK! Also, throughout

your journey, you will be building up your character with the different techniques you learn and items you find. Once completed, you will be able to use your character in the fighting game, and even unleash him online!

A little bird told us that Deception would feature a handful of minigames and bonus modes. Can you elaborate on what we might see?

NICK SHIN (Game Programmer): Decep- tion will feature new game modes to expand on the minigames < beloved by many players. Minigames in the past have pretty much been small and diversionary tactics to break up the constant cycle of playing a couple of rounds, beating your opponent and repeating. But these minigames helped define what Mortal Kombat is today. This time, in Mortal Kombat: Deception, minigames will be bigger and better. One game mode will be a strategy board game. You will need to place your characters on

the board (each handicapped by the posi- tion they cover do you place your favs up front and in more numbers or save them out back where they are more powerful but in lesser numbers?). And, like in the fight modes where backgrounds have interactive elements, this board game will as well.

We will place power-up abilities when you occupy a square and hold it. Another game mode in Mortal Kombat: Deception will be Puzzle Kombat. You select a character that's unique by their super move abilities.

Some of them have offensive

power moves that fill up your

opponent's screen, while

others have defensive moves

to help clear our your own

screen. Each background in

this game mode is also unique

in that you get to see different

Fatalities performed on the victim

of a poorly played game. Oh yeah,

both of these games modes will be play-

able online. This game will cause people to _

yell, "Here comes the Fury!" "I suck." "Oh, what happened? You lose?" People who are not playing but watching their friends play can't help but also burst out, “What are you doin; "You suck.." “Gimme the controller, you're going down”

“f you move that

pawn, I'll rip your b

head off”

GAME INFORMER 57

THE GREATEST. COMMANDERS DON'T. JUST DELIVER THEIR MEN TO VICTORY.

TREY DELIVER THEM HOME.

Blood Strong Language CD-ROM Violence (SOFTWARE |

COMING SOON BEST SIMULATION MOST ORIGINAL GAME

Зреси f Pander anc vely licensed by THQ Ii

Ж BASED ON A TRAINING AID DEVELOPED FOR THE U.S. ARMY Ж

THE LIVES OF THE 8 MEN OF ALPHA AND BRAVO TEAMS REST

IN THE SWIFT DECISIONS YOU MAKE AS THEIR COMMANDER.

THEY WON'T BREATHE, THEY WON'T FLINCH, THEY WON'T MOVE A MUSCLE UNTIL YOU ORDER ТНЕМ TO. ONLY YOUR WELL-THOUGHT OUT STRATEGY WILL ALLOW THEM TO ACHIEVE THEIR DIRECTIVE. ONLY YOUR LEADERSHIP CAN KEEP THEM FROM MAKING THE

ULTIMATE SACRIFICE FOR THEIR COUNTRY.

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- OFFICIAL XBOX MAGAZINE

“...А QUANTUM LEAP FORWARD „АТ IS UNCOMPROMISINGLY IN THE BATTLEFIELD REALISTIC, YET RIDICULOUSLY FUN." SIMULATION CATEGORY." - IGN.COM - GAME INFORMER

CPL. DEVEREUX AND PFC fa | SILVERMAN MOVE INTO FLANKING POSITION TO ENGAGE ENEMY

PFC SHIMENSKI AND SGT. WILLIAMS PULL WOUNDED INFANTRYMAN FROM HEAVY ENEMY FIRE

TEAM UP ON XBOX LIVE FOR 2-PLAYER CO-OP

ASSUME YOUR COMMAND AT:

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www. pandemicstudios.com www.thq.com

ademarks and/or registered trademarks of THQ Inc. All rights reserved Microsoft, Xbox, Xbox Live, the Live logo, and the Xbox " г registered ademê t rks of Microsoft Corporation in th

ost people who play video games have, at some point, thought that they might like to make one. But almost all who entertain the thought abandon it just as quickly - independent development must be impossible, right? Well, it's not. That's right, boys and girls: You can make a game and we're going to get you started.

This industry originated with inventive, inspired, and oftentimes lucky people working on something at home for their own amusement; but anyone can successfully do the development thing with a couple of like-minded friends. And, as we learned while interviewing a few indie developers, the hardest part could be just getting off of the couch and laying out a plan of attack.

Although the information in the next few pages is geared towards PC game devel- opment, there are an astounding number of platforms that home developers can design a title for. Mobile phones, PDAs, and web-based Flash and Java titles are all reasonably robust and rewarding venues for homebrew development. Search the web for message boards, tutorials, and tools surrounding your platform of choice, and we guarantee that you'll discover more than you bargained for.

Before you get going, we do want to stress the importance of developing software the legal way. Violating a license agreement is serious business and can result in harsh penalties that could have been avoided by just reading the small print.

There's a lot of information in these next few pages, so keep up and take notes. You're going to have a long to-do list by the end of this - but you could also have a game plan on your hands. Read on and we'll take you through the basics, offer hints from those who have been there, and point you towards some extremely helpful

resources.

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THE INDIE GAME DEVELOPMENT SURVIVAL

GUIDE

| 2003] $39.95

Suggested by the Indepen- dent Games Festival as it cov- ers designing, developing, and publishing equally. Coupled with Ultimate Game Design: Building Game Worlds, this is a full-fledged course on the- ory and business execution.

3D GAMES: REAL-TIME RENDERING AND SOFTWARE TECHNOLOGY VOLUMES 1 AND 2 by Alan Watt and Fabio Policarpo [Pearson Addison

2D ARTWORK AND 3D MODELING FOR GAME ARTISTS

by David Franson [Premier Press, 2002] $59.99

A really great beginner's course on how to make texture maps, 3D models, and other in-game art from the ground up. The CD has tutorials on trueSpace and PhotoShop, along with trial versions of professional software.

Wesley, 2000 and 2003] $68.00 (Vol. 1), $62.00 (Vol. 2)

Volume 1 is on Dr. Shaws suggested additions to his course material and Volume 2 continues the series’ discussion of artificial intelligence, physics, collision detection, engine archi-

tecture, and multiplayer technology. Included in each edition is a CD-ROM with demos, images, source code, and a full game

engine.

ike so many things in life (painting the living room, wooing that special some- one, convincing parental types that they really need an HDTV), prep work is key. We talked to Dr. Chris Shaw, research scientist and teacher at Georgia Institute of Technology about where prospective developers should get started. He teaches a class in video game program- ming and design, and has ushered more than a few teams of GaTech seniors toward making a game in ти ba Опе semester since the

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Power Point slide

Alan Watt | Fabio Policarpo

Dr. Shaw's favorite

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advice starts by pointing out that, "What you are in con- y trol of as a programmer or as a designer is only half of

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the experience. The player is in charge of the other half.’ It seems basic, but to really plan out how you want some- one to experience the game you've designed involves more than just writing an instruction manual, and even for this initial step, you may need some help.

“If there was something that | wanted to be a prime message in this class, which operates both in games and other aspects of life, is that there are no really big one- person projects. Honestly, there aren't even many medium sized one-person projects. Most games aren't one-person projects anymore. What that means is that you have to be on a team, and the hard part of teamwork is that you have to go along with that team vision”

Therefore, prospective designers really have two things to consider right away, and it's one of those chicken-or- the-egg parts of game design. Do you lay out a complete plan and then find the teammates to help you make it

Se feature

ULTIMATE GAME DESIGN: BUILDING GAME

Е WORLDS by Tom Meigs [McGraw- Hill Osborne Media, 2003] $34.99 Ultimate Game Design focuses on the process and theory of game development itself. Pre-visualization, level planning, lighting, camera control, audio, and effects each have their own easy-to- tead chapter.

Also check out: Game Programming Gems series published by Charles River Media and A Programmer's Guide to Sound by Tim Kientzle

ONLINE RESOURCES

* Game Development Search Engine [www.gdse.com]

* International Game Developers Association [www.igda.org]

* GNU General Public License [www4sf.org/copyleft/ gpl.html]

* Game Tutorials [www.gametutorials.com]

* Breaking In [www.igda.org/breakingin]

+ DIY Games [www.diygames.com]

* Gamasutra The Art & Science of Making Games [www.gamasutra.com]

= Garage Games [www.garegegames.com]

happen; or do you take a basic idea, find some willing cohorts, and work it out as a team?

Whichever path you take, the written result of the planning stage is called a white paper or a design doc, and it is laid out for almost any piece of soft- ware from Windows to Tetris.

So what's in this mystical white paper? It is most easily described as everything. Anything about the game that you and your team of designers can come up with - user interface, hardware requirements, control schemes, plot, environment interaction, color schemes, move sets, player objectives, and character lists for ~N starters. Things that may or may not be included in your game are economy models, items, vehicles, experience-point allocation, time limits, etc. That's а lot of information - and it should be planned out or you're in big trouble.

Planning, like most prep work, isn't usually the most fun part of a project, but writing everything down does offer a certain clarity, especially for overzealous beginners. “The idea is conceptual unity. You need to manage to deliver a game that plays well and has no irrelevant things that dis- tract from the gameplay. Typically, another thing, because you've got a limited amount of time, is to select one thing that you're going to specialize in, one thing that is readily identifiable that is really cool - something that each indi- vidual did. И has a strength that people can identify. You need to think it through,” says Dr. Shaw.

If you've managed to come up with some serious соп- ceptual unity all alone, you still need to find a team, get some tools, and actually start making that great American game - and the wide open web can help you out.

61

А

founder of Dynamix who played a large role in the company's greatest successes including Tribes and Tribes 2 Jeff Tunnell aided in the production of around 70 published titles. Disenchanted with the state of the industry, he and a handful of developers opened Garage Games [wwwgaragegames.com] а few short years ago. The company is a one-stop shop to help fledgling game cre- ators find teammates with specific skills (they have an extensive independent artist headhunting tool), technology support, and publishing aid geared towards independent developers.

es’ Think T. b. available for

Windows, Mac, and Linux ~ the company's Torque game engine is designed to be cross-platform to increase availablity

Tools of the Trade

Quake И GNU General Public License innovation without tools Free [idsoftware.com]

Torque $100 [garagegames.com]

3D GameStudio/A6 $150 [conitec.net/a4info.htm]

3D MODELING AND ANIMATION:

Have your own little platforming hero or military head that you want integrated into

а game? How about buildings, landscapes, guns, vehicles, or a lovely vintage armoire thrown in for some ambience? You'll need to find the models or make them yourself. These programs let you design 3D objects, apply texture maps, and export them to your

Phase 2: Get it Done

“Garage Games is entirely made up to help the small guy to help him get technology. a team, and [get the game] published. The point that we're making is that the really interesting stuff is coming from the indies. We'll be the steady stream of innovation,” explains Tunnell. If your friends are disinclined to participate in this programming madness, there is no shortage of people wanting to work on a game and you can search Garage Games by what skills are needed for your project. There you have it, an instant team just add water.

Now that you're all off to the races with a thorough design document, a team of ambi- tious designers, and. ..well, what comes next? That's right actually making the game you've been thinking so much about. Obviously, we're can't offer a step-by- step guide for this part of the process, but we can tell you what you're going to need. It's like a recipe of sorts, and the good news is that the ingredients are cheap and readily available. A PC and electricity are the only things that you absolutely have to shell out for but remember that sometimes you get what you pay for. Ponying up a couple of bucks can really pay off in expanded tutori- als, more lenient licensing requirements, or better fea- ture sets for your tools.

code you've written. GCC Free [gcc.gnu.org] Visual C++ .NET - $109

[metrowerks.com] COMPILER: m - Engines have source code and any changes ALL-SIN-ONE- that you make to it (customizing levels, WONDERLAND :

let you know about inconsistencies in the

[msdn.microsoft.com/visualc] CodeWarrior Prices Vary Per Platform

Intf ( (bu кетеп (ау D) yu

= Jeff Tunnell of Garage Games

Tunnell adds, “I think that without having good technology now, you don't even stand a chance. Without having good technology, how are you going to make something that people even want to play? We feel like it's incredibly impor- tant to get this technology out to the masses so that they can make games. Without it, in the past say 10 years ago the technology was so hard to make yourself that it was almost impossible. We provide the tools that allow people to make a game that's really fun, but there's still a certain amount of technology that you have to reach before people would even want to play your game”

All prices are listed as a per user cost. Read through license agreements carefully, because making a kick-ass game, but breaking your license agreement, is one quick recipe for disaster.

lighting configurations. It's a free, all-in-one solution designed for ambitious newbies that also lets users take advantage of individual parts of the program (use the 3D modeler, but import the files into a different engine, for example). The only thing that you abso-

editor. Blender Free [blender3d.org]

accordingly.

game. gmax Free [discreet.com/products/ gmax] MilkShape 3D - $25 [swissquake.ch/chumbalum-sof] 3ds max 6 - $3,495 [discreetcom/ 3dsmax}

GAME ENGINE:

Many of you already know that engines are what make games work they make sure that all parts of the experience (physics, graphics, collision, control, etc) run when they're supposed to. Different engines have different strengths and weaknesses; so to figure out what you need as a developer, it's a good idea to decide what your game is going to be like and make your selection

incorporating characters, setting up collision, ; and the like) need to be compiled before ; that bucket of text will work as a game.

E X _

м Wild Earth, the 2003 IGF Seumas McNally, | Innovation in Visual Art, and Innovation in | Game Design winner has players stalking exotic animals as a photojournalist

` These programs do the math and some will

Blender is an open-source project that combines a 3D modeler, animation suite, compiler, and game engine with physics and

: IMAGE EDITING:

1 щеу need in addition to this is an image

These programs let designers make images, logos, texture maps, and user interfaces either from scratch or starting with a digital picture from a texture database or camera. The images can be applied to the 3D models you've made, imported as back- grounds for levels, or displayed as user interfaces.

The GIMP - Free [gimp.org] PhotoShop Elements $99 [adobe.com]

PhotoShop CS $649 [adobe.com]

Independent game design isn't always cheap, but Take Command: 1861 The Civil War had a budget under $500 and is an IGF Open Category finalist

Phase 2: Gett o the game is done? Good work. Lots of develop- ment teams (indie and pro) don't take a game to completion, and making it that far should give you a huge sense of personal satisfaction. But, if that warm fuzzy feeling inside would be even better knowing that others are actually playing your opus, there are a few things you can do to get a game to the masses.

In 1998, The Gama Network [www.cmpgame.com]

(which offers a collection of resources for publishers and game developers large, small, and student) started the Independent Games Festival. The goal, as stated in the IGF rules, is "to pick the games that show the greatest overall promise and contribute most towards the evolution of the art of game development" This goal doesn't differentiate between home developers, college students, or collections of self-funded professionals. Although the Student Showcase entries aren't eligible, awards and cash prizes are offered each year for innovation in visual arts, audio, game design, and technical excellence. In addition, there is an audience- selected prize and the $15,000 purse for the Seumas McNally Award for Independent Game of the Year.

And, in what appears to be a first for the awards' highly competitive Open category, a student team has made the finals this year. Eric Anderson from the Bontago (see below) team tells us that enrolling in the IGF was part of their plan all along. “A big goal was to get into the IGF. At first, we figured we'd just go for the student submissions, but when the game was completed, we figured that it was innovative enough to

тз ога little frame of reference, } Independent Games Festival.

£ Tristan Hall, acting producer and program- mer for the project, tells us that, “Bontago employment peak) and nearly ; was the game that our team did for our junior level project class. The idea came almost exclusively from Justin Kinchen, our lead designer”

Eric Anderson chimes in, “The main goal for

the semester was to have a fully completed

Neverwinter Nights took 75 full-

Hn time employees (at the project's :

four students put together Bontago in seven and a half months for a mere $79 (to buy a license for the terrain background tool they selected).

five years to complete. But one team of

The Bontago team (from left to right) is Justin Kinchen, _ Tristan Hall, Jason Bolton, and Eric Anderson &

+ The Bontágo team Tristan Hall, Jason j : Bolton, Justin Kinchen, and Eric Anderson ; are at varying stages of their post-secondary + education at DigiPen Institute of Technology ; in Redmond, Washington; but they worked ; together to make a strategy game that's š } getting а lot of attention at this year's

ing it Out

try for the professional IGF. We entered in both just for fun, and to our surprise, got into the professional IGF. It's the first time a student team has ever done that from what | hear” The awards are going on at this years Game Developers Conference and no matter the outcome, Bontàgo is already earning the team a lot of recognition which is worth its weight in gold for upcoming college grads looking to enter the workforce.

Besides submitting your game to this once-yearly event, there are number of options for getting a game to the masses. Building a webpage is a viable, cheap, and effective option. Another is a service offered by the good folks at Garage Games. “Once you get your game done, you need to publish it. That was another thing about the industry that had been bothering me for a long, long time was that the publish- ers take all of the

= ox rights to your рате” Ё =

feature

do. We have a publishing arm of our company and we pay really high royalties and we don't try to take any of the intel- lectual property rights or anything like that. We tried to make an entire system that will help developers and treat them the way that we want to be treated" Check out the website for the specifics, but the company's game sales are a great option for those who have a qualifying title.

Although there are many rewards that come with making your own game, the fast track to riches and acclaim is not a path many indies will walk. Everyone chimed in with the same sentiment as Tunnell about independent game design who said, "I think that people should just do it. It's like starting a band, you don't know until you try. You just get together with some friends and start making a game. It's accessible now. The technology isn't a barrier anymore, the tools aren't a barrier, and publishing is

explains Tunnell.

not one. Go out and do it. е It takes time. You'll need time, but you're having A student team called Annex Labs, from lowa State University, is fun? mmm

getting a lot of attention for Treefort Wars ~ where players make and

"That was something

that we didn't want to defend a fort during a neighborhood waterfight

work schedules were like during the develop- ment phase. “Since we were taking about 20 hours of other classes at the time, we had

to work in our free time about 10 hours

a week. We had pretty reasonable goals for getting things done, so there were only a few weeks [of really long hours],” says Hall. Anderson adds, “Our work schedule had

to coincide with school, so it was mostly nights. Some weeks it was many more than normal due to milestones that needed to be reached”

Being focused when making the initial plans for the game was something that the team excelled at because of experience. It was their second project as a group, so they already knew each member's skills and styles and how to better plan the actual execu- tion of their plans. Only one major feature was cut after implementation, "it just wasn't fun” This is a testament to planning, but that doesn't mean that development was all smooth sailing.

"The main technical

What did this exercise teach you? "Teamwork and the ability to learn and know when to use new technology are the most important skills" Jason Bolton, who dealt with program- ming and multiplayer support for Bontago, says. Designer Justin Kinchen offers, "Finding the time to work on it [is hard]. But, always have fun doing it" Anderson thinks that the biggest hurdle is to stick with the project until it's done. “Don't start on some other project thinking it will be so much better than your existing project finish what you've started, get everything done, and then make another one. Otherwise you'll end up with 50 million demos, but none actually equating to a full game” Hall offers that, outside of student licenses and college-supplied equipment, big games can be financially infeasible for some people (for some sticker-shock, check out the full license costs of the Quake Ill Arena engine or Alias Wavefront's 3D modeling program, Maya).

game with nothing missing or scrapped, and * everything working in order. For the most 1 part this goal was reached even surpassed ; in some areas, which is good. We wanted } people to play a completely different type of game that no one had ever seen”

Hall and Anderson agree on what their

problem encountered was getting the physics to work right. It was our initial inten- tion to make our own phys- ics engine for the game, but it just wasn't performing to our liking. Luckily for us the Tokamak engine came out literally right when we needed it. It solved a vast majority of our problems; but added new ones that were eventually fixed," Anderson explains.

With the team composed of students, we had to ask the scholarly question:

Bontàgo is а 3D RTS where players stack randomly generated cubes. The goal is to control all of the flags on the board - territory is determined by how high the

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Entertainment company. “PlayStation” and the “PS” Family logo are registered trademarks of Sony Computer Entertainment Inc. Online play requires internet Nintendo. ©2001 Nintendo. Microsoft, Xbox, Xbox Live, the Live logo, and the Xbox Logos are either registered trademarks or trademarks of Microsoft

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PLAYSTATION 2

Sly 2: Band of Thieves

> STYLE 1-PLAYER ACTION > PUBLISHER SONY COMPUTER ENTERTAINMENT AMERICA > DEVELOPER SUCKER PUNCH

> RELEASE SEPTEMBER

TALE OF THE COON

ucker Punch's 2002 effort, Sly Cooper and the

Thievius Raccoonus, was well received by press and

players alike the game was quickly inducted into

Sony's Greatest Hits collection for PS2. But this team, not one to rest on its laurels, has been quietly toiling away at the sequel for almost 18 months now, and we got a chance to check it out at the developer's Seattle digs.

Sly's nemesis in Thievius Raccoonus was the menacing Clockwerk, who the wily thief dismantled at the end of that game. In Sly 2, which starts two years after the first entry ended, the hero finds out that Clockwerk's parts have been stolen. It's now up to Sly and the Family Thieves [our name, not the developer's] to stop this nefarious plot in its tracks.

Sly 2 really is a family affair [sorry, we just can't stop, but we're almost done] that lets players take control of all three super-thieves in a way that wasn't offered during the team's first outing. Although there will be the series’ trademark minigames, Sucker Punch isn't spilling the beans on the specifics. We do know, however, that Bentley and Murray will be playable characters in a more traditional sense. Gamers

will be switching between teammates and their skills on a regular basis to successfully complete the title's elaborate capers.

The edict that Sly's development team has been following for the entire process is that, “Sly and the gang work together to pull off a number of big heists" What this really means to players is that the combined effect of the team's efforts is bigger, more dramatic, and remarkably clever. The scale of these events is seriously large and highlights another of the sequel's updates non-linear quests in massive environ- ments that players can take on however they like.

Although some of the improvements we saw were more on the storytelling and pacing side of things, there are a notable handful of more tangible improvements as well. The one-hit kills that put Sly on the map have largely been taken away. Instead, both the heroes and the villains will have health bars, and the game design puts a higher priority on managing groups of enemies effectively. Also, the stealth

т Our little thief is growing up; but that big, goofy grin looks like he's still having fun stealing for the greater good

Pr» <

functionality is much deeper and features an exclamation point indicator showing how aware an enemy is of your presence. Everything will affect his meter walking on tight- ropes will cause the lights to sway and make the guards pay attention, and using your weapon and running across differ- ent materials will also change your level of cover.

Sucker Punch, despite the tongue-in-cheek humor dis- played in its games, is taking this entry quite seriously, Sly 2 is scheduled to ship in September to let players creep to their hearts’ content. B I

“е previews

Dimitri

The game now includes a a meter to indicate how notice- Toy Bentley is meek in able you are to marauding $ ў! у. ^ appearance, but strong in enemies. Causing suspended - Y , explosive weaponry. This lights to sway (by running on s 1 demolition expert uses the top of them), for example, tips t big bang and a tranquilizer Йе guards Бе ыт i 7 jc | gun to gét the Jób doge САМЕ INFORMER 67

thanks! (кое! 25.

www.koei.com КОН 25th Anniversary

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cascade onto springtime battlegrounds. Traps lay hidden in noble castles. Battle through 30 | lose and you will emerge victorious. With multiple endings you have the power to change a nation's de

Produced by

а www.samurai-warriors.com

Мыл Мы b Á. oy . New Auto Formation System chan

New Active Mission System triggers a multitude

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previews

Unreal Championship 2: The Liandri Conflict

> STYLE 1 TO 4-PLAYER ACTION (UP TO 16-PLAYER VIA SYSTEM LINK OR XBOX LIVE) > PUBLISHER MICROSOFT GAME STUDIOS > DEVELOPER EPIC GAMES > RELEASE WINTER

UNREALITY CHECK

ith the March release of Unreal Tournament 2004 for the PC, and February's Unreal Il: The Awakening for the Xbox, fans of the Unreal franchise are living the high life these days. The good news is that things are just going to keep getting better this winter when Microsoft releases the sequel to 2002's Unreal Championship. However, unlike some sequels that just cruise along on previous success, Epic Games has done some consid- erable retooling to make this entry something special. The first major improvement is the addition of melee combat. This may seem jarring to

m Ciqde du Soleil...of the е!

CAME INFORMER

purists looking for unadulterated guns-blazing action, but Microsoft claims that melding the two styles will be seamless. It will certainly make it necessary to devise different strate- gies for close and ranged combat, and it promises to add a whole new category of hand-to-hand weaponry to complement the already impressive array of long-range instru- ments of destruction.

To highlight this new fighting potential, players will also be capable of taking their melee combat to the air, pulling off amazing acrobatic combos against opponents. Instead of just dashing to the side, players will now be able to flip in the air, weapons drawn,

Expect multi-tiered, highly-detailed environ- ments

and take the battle to a different altitude. The maps are even being designed with a more vertical approach in order to facilitate the high-flying fighting.

Because of these new additions, some of the mechanics of previous iterations simply won't do anymore. For instance, it would be nearly impossible to pull off a mid-air twirling melee attack from a first person perspec- tive. In order to make these feats easier to accomplish, a new third-person camera angle has been integrated in addition to the tradi- tional first-person view. This means that one minute you could be blasting away from long distances in classic form, and the next you

swollen with derivative titles and no-improvement sequels, it is good to know that Unreal is taking a step in a dif- ferent direction. However, the new features aren't the only ones getting love; already existing aspects of the series are receiving attention as well. An involved single player campaign, along with Xbox Live-enabled multiplayer (including more vehicles, char- acters, and adrenaline powers than before) has UC 2 shaping up to be a solid mix of old favorites and new hotness. s Bl

и Multiplayer continues to be the main focus

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PLAYSTATION 2

Driven to Destruction

> STYLE 1 TO 4-PLAYER RACING > PUBLISHER ATARI > DEVELOPER MONSTER GAMES

> RELEASE SEPTEMBER

RACING THE FENDERS OFF

his time last year, we were shocked to

hear that Atari would be bowing out

of NASCAR games. The publisher had

been edged out of the license due to the power of EA Sports’ almighty buck. This left developer Monster Games without a direc- tion, but it produced a beneficial side effect. Now free to think outside of the NASCAR box, the team began to dream up some pretty crazy ideas of what to do with their racing engine, and how it would rip a car to shreds in the process. Strangely enough, the game they came up with is played out in real life every Friday night.

The concept behind Driven to Destruction is an homage to the wackos throughout this great land of ours who find fun in destruc- tion derbies or beating and banging their station wagons around a track with trailers

in tow. Contests like this are usually side attractions to amateur racing nights. Driven

to Destruction gives you 25 of these events, and wraps them in an engaging career mode that would make any owner of an AMC Gremlin proud. You start out with a junker car, and must enter it into various nights. These are where you will compete in three to 12 events, including figure eight courses, Suicide races (where half the field is driving in the opposite direction as you), and something unfathomably known as Gizmo Wrangling. Monster's president Richard Garcia calls it "short attention-span racing" Work your way up the ladder, and you'll unlock new cars (of which there are over 30), gain money for upgrades, and become the craziest driver in the county. Apart from multiplayer goodness (although online is regretfully absent), the

game also features a Dare mode, which has you meet certain challenges in the events. Our main concem was whether play- ers would be confused. Which is more important? Racing for first or destroying your competition? Thankfully, this gameplay conun- drum solves itself. In our exclusive hands-on session with the title, we quickly noticed that in trying to come in first, there were plenty of mid-air collisions, horrible wrecks, and mayhem. Sometimes it's the tracks (such as in a figure eight course with the intersecting jumps in the middle) which inevitably lead to chaos. Other times #5 the race format (like in Whiplash, where you must turn and go the opposite direction after each lap) or the Al. Monster Games has even included colli- sion for many of the objects that may litter the track. Halfway through a race a stray hay

bale sitting in the middle of the course can suddenly make things a little tricky, Each race features ambient life such as traffic outside the track, great commentary from the stadium announcer, mid-race replays of the best crashes, and a sweet damage model for the cars. Instead of just losing a back fender, each auto has a crumple zone where a back quar- ter panel, for example, will indent and expose one of your rear wheels.

What was once a defeat at the hands of a competitor has turned into a blessing in dis- guise for Monster Games. The developer has left the NASCAR license and its year-to-year grind behind to pursue an even more ambi- tious project. If Driven to Destruction's infec- tious fun catches on with the gaming public, perhaps Monster will find itself at the front of an all-new racing juggernaut. Bi в ш

ж LOCAL COLOR ж

The game features a dozen unlockable videos showing footage of these events in real life. One mulleted con- testant reads off a list of injuries he's sustained, and then declares, "And that was just before the race!" Get a little down home flavor of the tracks, where when you order a

beer they ask you, "Six or 12-pack?"

* SWEET HOME ALABAMA *

The game's hub location is a world onto itself. You'll not only visit the junkyard to buy new cars or upgrade and paint them; you'll physically drive around the hub to do it. In fact, while going to the events, you can be challenged by rivals to a race for some extra cash!

were hurt dui

* DEATH BY POULTRY *

Bringing back the spirit of NASCAR Heat's tire-shooting secret code, Monster Games has included the multiplayer- exclusive Battle mode. Here you'll be pitted in a poultry fight to the death. You must destroy the opponent by shooting chickens out of your grill at your foe. Chickens

ring the making of this game!

72 GAME INFORMER

CHEM m

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PLAYSTATION 2 | XBOX

Darkwatch

> STYLE 1-PLAYER ACTION (UP TO 12-PLAYER VIA ONLINE) > PUBLISHER SAMMY STUDIOS > DEVELOPER SAMMY STUDIOS > RELEASE WINTER

A FISTFUL OF VAMPIRES

s long as there has been civiliza- tion, there has been a secret organization that protects the world from the ultimate evil. Their methods are a bit unorthodox they grind enemies for fuel and use their skin to

create protective cloaks. Grim, but effective.

No, they aren't the Freemasons they are the Darkwatch, and they have a deadly new agent named Jericho Cross, a gun- slinging half-vampire with a bone to pick. With a concept reminiscent of Stephen King’s The Dark Tower series, this upcom- ing FPS title from Sammy Studios features a re-imagined version of the Wild West teeming with sinister ambience, following Jericho across the frontier as he hunts the vampire lord who attacked him. As a half-vampire himself and a member of the technologically advanced Darkwatch, Jericho can use some powerful (and anachronous) weapons crafted to eradi- cate evil en masse. In addition to the typi-

cal shotguns and sniper rifles, he can wield heavier artillery such as a rocket launcher and the gattling-gun equipped Coyote Steamwagon assault vehicle.

But weapons alone do not make the man. Even without his impressive arse- nal, Jericho is still a force to be reckoned with. He has three vampiric powers that enhance his combat effectiveness a jump that allows him leap onto rooftops, a shield that absorbs damage from bullets, and enhanced vision that makes it pos- sible for him to zoom in with any weapon, even if it doesn’t have a scope. Also, in addition to these innate superhuman abilities, Jericho will be able to periodi- cally resurrect his undead steed, which he can then mount, blasting and trampling enemies as he rides.

Though there will be ample hordes of enemies to mow down, you can expect them to be more intelligent than your average shuffling, brain-eating zombie. In

order to add more vitality to this reworked version of the West, the enemies will feature a dynamic Al that constantly reacts to the player's actions. They'll use cover, retreat when threatened, and gain cour- age when they think they have the upper hand. t expect to just learn the pat- terns and blow through a level; enemy behavior depends on what you do as a player, so each time through the game could be a different experience.

The fun doesn't stop with the end of the single player campaign, either. Various co-op and versus modes (including a “Classic Western Duel”) supporting up to 12 players online will be available, in addition to the possibility of downloadable content like new characters and missions. Combine this replayability with a uniquely macabre theme, and you have an FPS with a highly original feel something that's harder to find these days than a good sarsaparilla. BI 8 BI.

Wanted: Dead or Undead

Location-specific damage leaves the door open for some grisly scenes

74 GAME INFORMER

www.koei.com

Liu Bel Army Cheng Du Envoy: Lu Xun (Sun Quan Army)

have time to байо! you

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@ 15 Historical, 5 Fictional, and 5 Challenge scenarios Officer personality affects responses to commands

@ Build towers or set traps to hold back invasions Use save data from Dynasty Warriors?4, DWAXL or

ө Set troop formations to activate over 30 different tactics Dynasty Tactics™2 to obtain a new officer

ө Use diplomacy while under attack, shift strategies in Soundtrack performed by the Moscow Symphony Orchestra combat or ally with foreign tribes 1-8 Players

Romance of the Three Kingdoms, Dynasty Warriors, Xtreme Legends, Dynasty Tactics, and the KOEI logo are regis- Mild Language tered trademarks or trademarks of KOEI Со, Ltd. ©2003-2004 KOEI Co, Ltd. АН rights reserved. ‘PlayStation’ and the PS" Family logo are registered trademarks of Sony Computer Entertainment Inc. The ratings icon is a trademark of

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°° previews PLAYSTATION 2 | XBOX І GAMECUBE | PC

MADDEN NFL 2005

> STYLE 1 TO 8-PLAYER SPORTS (UP ТО 8-PLAYER VIA ONLINE) > PUBLISHER EA SPORTS > DEVELOPER EA TIBURON > RELEASE AUGUST

HITTIN’ AND STICKIN’ LIKE FRIED CHICKEN

he EA Sports empire

builds to even higher

heights every year. It

seems that with each title in its arsenal, the famed publisher keeps raising the bar for itself and others. In Madden NFL 2004, Franchise junkies got more than they could handle, as the minutia of your team could be tweaked. No less of a feat came for offenses in 2004. The Playmaker controls let quarter- backs tum something into noth- ing with a flick of the stick We've seen what MVP Baseball 2004's use of right analog control did for the sport, now you're going to see what it does to a wide receiver stretching out over the middle for a pass..

The extent of defenses’ use of the right analog stick in last year's Madden was like a melon baller to a kitten negligible enough that you might never

m No QB controversy here, EA likes Bulger all the way!

76

have used them. Unlike the real NFL, defenses are now playing оп an equal playing field with offenses. Developer EA Tiburon is introducing Hit Stick control, which lets you jam on the right analog and put the big hurt on quarterbacks, wide receivers, and anybody else who comes in your way. Given the way EA Sports has been growing, we wouldn't be surprised to see Madden let you manually control players similar to how the boxers handle in Fight Night 2004. Imagine if this Hit Stick control encompassed swiveling the right analog to perform а swim move on a guard or personally pick off a pass (we're sick of the Al drop- ping the ball!). Getting a gander at these screens,

it's evident that EA Tiburon is finding more and more detail to pick out of the players. Notice how the jerseys stretch and strain to the players’ shoulder pads. Years into this console generation, and the developer is still finding new ways to make what already looked awesome even better. In an attempt to match the great broadcast-like touches of ESPN's football game, EA Sports is promising “ground-breaking fan presenta- tion” Does that mean halftime streakers? B mi

PLAYSTATION 2 | XBOX | GAMECUBE

NCAA Football 2005

> STYLE 1 TO 8-PLAYER SPORTS (UP TO 8-PLAYER VIA ONLINE) > PUBLISHER EA SPORTS

> DEVELOPER EA TIBURON > RELEASE JULY 1

CLEAN OLD-FASHIONED HATE

ollege football is more than

football without the mas-

sive salaries and big egos.

Its a whole sub-culture of fierce rivalries played out before over 100,000 screaming fans jammed into a stadium on a Saturday afternoon. It's the Red River Shootout between the Sooners and the Longhorns. It's the passing of rival trophies with names like The Megaphone and The Apple Cup. And it's a little Georgia tiff called "Clean Old-Fashioned Hate”

Before now, EA Sports' NCAA series did a good job of representing the passion of college football. In 2005, however, the game is going to take sports collegiate or pro some- where it's never been before. In an ode to the fierce rivalries throughout the land, the crowd can have a direct impact on the players on the field.

Coach gets ready г | for his game-winnit Gatorade supposit

Whether it's the difficulty of a QB calling an audible over the deafen- ing crowd noise, or the pressure of executing a winning forth quarter drive in an enemy's stadium, NCAA kicks the intensity of football up a notch and many thousands of deci- bels. Taking the custom entrances of last year, fans can now get in on the act with their own celebrations, such as the University of Florida's Gator Chomp or the Texas Longhorns’ Hook ‘Em Horns.

Part of the thrill of college football is seeing the men among boys, like a Larry Fitzgerald. NCAA now allows you to take advantage of any mis- matches on the line of scrimmage. With the Match-Up stick, you can position your best receiver against that slow, 5'9” cornerback, and watch as the domination unfolds. 8

S The Ohio State crowd makes it difficult for Michigan to get its audible down

GAMECUBE

Fire Emblem

> STYLE ТВА > PUBLISHER NINTENDO > DEVELOPER TBA > RELEASE ТВА

OUT OF YOUR HANDS AND ONTO YOUR TV

ire...Bad!!! Frankenstein's monster may not like fire, but Nintendo certainly does. At long last, the revered strategy/RPG saga is coming to GameCube. If you've played Super Smash x Brothers and wondered who the characters Marth and Roy were, they originated in the Fire Emblem series, which made its stateside debut with the recent GBA title. The GameCube edition is the first U.S. console release for the series, and as you can see, it looks pretty freakin’ cool. Details are still scarce, but you can be sure we'll be following this one closely, because we like playing with fire. IM m INI

W The game still z when characters attack

М "

Se previews

PLAYSTATION 2

The Forsaken City

> STYLE 1-PLAYER ACTION > PUBLISHER BAM ENTERTAINMENT > DEVELOPER TAITO/RED ENTERTAINMENT

> RELEASE MAY 19

о matter your opinion on some

recent releases like Ninja Gaiden,

Nightshade, or Tenchu: Retum

from Darkness, you cannot deny that these are great times for the swordplay enthusiast. But while many entries in this genre tend to feel and play alike, Taito and Red Entertainment are attempting to inject a little variety into the formula with their new. title, Bujingai: The Forsaken City.

There isn't much innovation in the story department a lone warrior must save the world from destruction. However, Bujingai manages to set itself apart with some out- standing stylistic elements. Though the hero, Lau, doesn't rank up there with Dante or Ryu in terms of the number of attacks in his repertoire, each of his moves has a unique flair. When he swings his two blades, a daz- zling prismatic trail follows them throughout the entire combo, enveloping the hero in a Swirl of color, and the enemies in a world of hurt. While in the air, Lau can glide for

a short distance, very much resembling the wirework flight seen in movies like Crouching Tiger, Hidden Dragon. In fact, Several aspects of the game feel deeply rooted in the Hong Kong cinema, such as over-the-top attack animations, wall-climb- ing, and extensive aerial combat.

The release of Bujingai commemorates Taito's 5Oth anniversary, and to mark the occasion it brought in some top-shelf talent to work on the landmark title. The characters were designed by Toshihiro Kawamoto (of Cowboy Bebop fame), and the story was written by Yousuke Kuroda (best known for Trigun). But the most high-profile contribu- tor is eccentric Japanese pop icon Gackt, who served as the model for Lau, and even provided the motion capture for his move- ments. So, while much of the gameplay seems familiar, the level of style and talent being poured into Bujingai promises to give it a flavor all its own when it comes state- side. ш ш ш

-> Killing defions has never looked so...festive

САМ!

°° previews

п Though you won't drive them, vehicles are very much a part of the war

Bi Enemies will use cover, з so you'd better too MN

m Authentic architecture adds to the setting

XBOX | PC

Men Of Valor

> STYLE XBOX: 1 OR 2-PLAYER ACTION (UP TO 8-PLAYER VIA XBOX LIVE OR SYSTEM LINK) PC: 1-PLAYER ACTION (UP TO 16-PLAYER VIA LAN OR INTERNET) > PUBLISHER VIVENDI UNIVERSAL > DEVELOPER 2015 > RELEASE OCTOBER

emember how it felt the first time you popped in Medal of Honor: Allied Assault? The shells bursting all around you, your fellow soldiers falling like so much wheat before the scythe? 2015, the developer who brought that experience to your home, is working to bring that same level of intensity to the Vietnam conflict with Men of Valor. Though southeast Asia is a signifi- cantly different venue than the European theatre of World War II, this looks to be on track to end up just as visceral and polished as Allied Assault.

While Medal of Honor did many things right (just ask its legions of fans), 2015 is moving in a more realistic direction for MoV. To that end, it's shooting for a Mature rating а decision which allows for a much more accurate and gritty depiction of the war. The requisite cursing and blood aren't the only things that immerse you into the conflict, though.

Cliches like breaking boxes for ammo are getting chucked out the window, in favor of searching the bodies of fallen foes to find the supplies you need. Another way Men of Valor brings you into the game is through the ever-present squad dynamic.

30/200|

It's all about the size of your boomstick

YOUR DEEDS OF VALOR WILL BE REMEMBERED

No longer will you play a lone wolf; with the vastly improved enemy Al, how well you work with your team will determine much of your success. Try to go play Rambo on your own, and your mother will more than likely be getting the worst sort of telegram.

On the technical side of things, 2015 is making great progress in bringing the steaming environ- ments of southeast Asia to life. Even at this early stage of development, the amount of foliage present is astounding. Of course, the impressive presentation hardly ends with that. Excellent music (including eight licensed 1960's songs), realistic sounds, and contextual banter between your squad- mates really go the extra mile to put you in Sgt. Dean Shephard's shoes.

Even in its current very incomplete form, Men of Valor looks like it's going to not only live up to the high standard of Medal of Honor, but surpass it in many ways. Keep your eyes on this one, and cross your fingers with us to hope that everything comes together like we think it will. B ë Il

THE PERSON IN THE SHOOTER

In yet another bold step forward for the video game industry, 2015 is doing their utmost to ensure that Sgt. Shephard, the main character in MoV, is a fully-developed character that gamers can empathize with something that's almost unheard-of in the FPS genre. In-game cutscenes and conversations will tell his story without taking you out of the world, and even mission briefings are given through Dean's letters home to his family. In addition to being a fleshed-out character, he's African-American; and we all know that video games could benefit from having more non-white characters who aren't there just to jazz a title up a bit. The developer isn't trying to dodge any bullets or tackle only half of the question, either. Dean's squad is ethnically mixed, and the interactions manage to both feel natural and address the race issue, something that is currently very lacking in our favorite entertainment medium. After all, the Xbox can display millions of colors. Why not mix it up a bit?

PLAYSTATION 2

Athens 2004

> STYLE 1 TO 8-PLAYER SPORTS > PUBLISHER SONY COMPUTER ENTERTAINMENT AMERICA > DEVELOPER EUROCOM/SCEE > RELEASE SUMMER

MEDALS OF HONOR

4 56 Ir *

hy Sony would choose

to do an Olympic game

is beyond us. Maybe

the Olympic Committee should check for illegal substances. But, Athens’ product manager, Ed Loonan, tells us why Sony is going to succeed where others have failed with Olympic games. “The gameplay itself [in previous titles] didn't seem to be very deep | think that there are twice as many events [in Athens]”

Sounds like just talk, but we're glad

to hear exactly how Sony is push- ing the genre forward. First off, the gameplay is going to be more than button mashing. Those of you with dance pads will be able to use those peripherals to control athletes in at least eight events. Running races will definitely utilize it, as will the women's dance gymnastics events.

== сс => > 9.

Unfortunately, the pad can only be used in Athens’ standalone Party Mode. Also, the game will utilize the analog sticks for more varied gameplay (see below).

Athens contains more than 25 events, including Equestrian, weight- lifting, and shooting to go along with the customary track and field, swim- m mode, players can go up against the real Olympic world records. Sadly, the International Olympic Committee put the kibosh on online play for the game. Sony is taking a risk with Athens, but hopefully good gameplay will be the final determiner. If all goes well, the company tells us that it has the right of first refusal for a winter Olympics game, so we may be curl- ing in no time! B

ing, and gymnastics. In Competition

GYMNASTICS

In a thankful attempt to spice up the gameplay, Eurocom will have the player utilize the analog sticks to perform certain events like the gymnastics rings. The controller will

shake. Sony says that it is currently

use the sticks in gameplay, but the

have built in resistance to mirror the muscle strain as the gymnast's arms

looking at how and where else it can я

UNLIMITED ENABLED

PLAYSTATION 2 | XBOX

Hitman: Contracts

> STYLE 1-PLAYER ACTION > PUBLISHER EIDOS > DEVELOPER IO INTERACTIVE > RELEASE APRIL

THE BIGGEST JOB YET

gent 47, the protagonist of the Hitman series, is one of our favorite antiheroes to ever grace consoles, and he's coming back for more in Hitman: Contracts. Developer IO Interactive is moving in a slightly different direction for this sequel, but it looks like the core gameplay is intact and even more refined than before, making for the best kind of follow-up to a hit title. At the very top of the list of improvements is a new graphics engine. Everything on screen, from Agent 47 himself to the poor bastards on his list (and the dank holes they hide in), looks better than ever before. Blood spurts, arms flail, neon glows, and snow flies all in vivid detail. Of course, not all of that detail is particularly pretty. The world of Hitman is a much more grisly place to be now. Within ин

W A bit overdressed, don’t you think?

Bad strategy leads to bad odds

Agent 47 catches Jimmy with his hand in the cookie jar

one level, we saw insane mental patients, genetic experiments, and quite a bit of gore from

the dozens of corpses spread around the facility.

This twisted vibe is pres- ent through the whole plot of Contracts. Agent 47's story is told through a series of halluci- natory flashbacks, each one of them a mission. These psychotic episodes probably have some- thing to do with the gunshot wounds and heavy dosages of painkillers running through his system, lending a significantly different tone to the franchise. This is a good thing, though it also opens up the action for some innovative ways to go about your profession.

To that end an expanded arsenal, something that no self-respecting sequel should be without, is also available in Contracts. From syringes full of

pain to 30 firearms, there are numerous ways to take care

of business. Not to mention new sneak attacks. Don't worry, though the cunning and strat- egy that the franchise is known for are just as necessary as ever, since Agent 47 isn't the only one with new tricks up his sleeve. Enemies feature improved Al that lets them communicate with each other and band together into squads to track you down, which should more than compensate for the new toys you have access to.

With all of these improve- ments, Contracts looks like it will do what every sequel aspires to keeping old fans happy while generating new ones. Even if the previous Hitman titles didn't do much for you, it's probably a good idea to keep this one on your radar until it hits stores sometime in April. ii

E The new snow effect is gorgeous

m You'll have to use the shadows to your advantage

AD LIB VIOLENCE

One of the big changes in Contracts is a huge bump to the interactivity of the environments. Not only can you use them to your advantage by doing things like hanging bodies on meat hooks as a lesson to your foes, but also an unprecedented number of commonplace objects

f can be used as weapons. Shovels, pool cues, and even pillows can serve to give you an alternate means to accomplish your objectives, thereby allowing even more freedom to complete tasks as you see fit.

GAME INFORMER 79

se previews

GAMECUBE

“ГИ be right there, honey! ! just need to

break this guy's neck”

WWE: Day of Reckoning

> STYLE 1 TO 4-PLAYER ACTION > PUBLISHER THQ > DEVELOPER YUKE'S > RELEASE FALL

THE NEW HEAVYWEIGHT

о you think you have what it

takes to become a WWE super-

star? Many wrestling fans have

dreamed of making it to the upper echelons of the world's most famous wrestling organization, but few actually have the ability or determina- tion. But thanks to THQ's new WWE title, wannabe heavyweights everywhere can live the dream. The GameCube-exclusive Day of Reckoning will let players experi- ence the life of a WWE wrestler as they climb the ranks to the main event of Wrestlemania.

Developed by wrestling experts Yuke's, the goal of Day of Reckoning is to pro- vide fans with everything they've ever wanted in a wrestling title. By listening to fan feedback, message boards, and the like, THQ determined that a compel- ling story mode is the key to a great game. In Day of Reckoning's School of Hard Knocks mode, gamers will create a

unique character and set out on a quest to become the next world champion. Players will participate in training camps to builds stats and earn a chance at a WWE contract. Those who are good enough will get signed and enter the WWE at the bottom rung. Backstabbing, betrayal, and plenty of plot twists will all obscure your rise to the top.

Over the course of your quest, you'll square off against over 40 of the WWE's most famous stars, including Chris Benoit, Triple H, John Cena, and many more. The models for the wrestlers are the most accurate and lifelike to appear on the 'Cube thus far, with new faces, improved physiques, and more detailed textures and lighting. Many fans will appreciate these improved models even more when they see the Day of Reckoning's bra and panties matches!

While a little skin is always a welcome addition to a wrestling game, THQ has

This is just like a

dream we had the other night

so much more than improved visuals in store for WWE enthusiasts. Gameplay has also been overhauled, and now features location-specific damage, more realistic weapon usage, an improved grapple system, and a new submission meter. No longer will tapouts be decided automatically how quickly you hit the A button determines how quickly you break out of a hold. The same mechanic is used to fight off "de-clothing" in the titillating bra and panties match.

These new features are all showcased by a new TV-style presentation with dynamic camera angles to emphasize the best parts of the action. Like the WWE itself, Day of Reckoning is hard- hitting, fast paced, and should drive wrestling fans absolutely nuts, if you smell what the GI is cookin’! IM Ili Ii

“Aww, dude! Lay off the burritos!”

“Yep, that looks infected”

WRESTLERS ARE GAMERS, T00

We recently had the chance to ask some WWE superstars about their thoughts on video games, and they were happy to share with us. They're so giving! Here are a few of our favorite quotes. :

HURRICANE:

“I just bought the last Mortal Kombat. If | were fighting them in real life, I wouldn't do a Fatality, because I’m a superhero and I have super-morals. š

DEVON DUDLEY:

^| love video games. It's a big stress

release. After а hard night in the ring, | like _ to play PlayStation all night long. Г VICTORIA: 0

“I used to be an avid player when | was playing Atari - Centipede, Asteroids. I'm aging myself.”

A-TRAIN:

“When I'm not playing with my dogs or my lady, | like to play video games, ever since the Atari. You gotta love Pong. You know - the little paddles.”

High-impact, motion-captured combat

ALIAS

Y Violence

CONTENT RATED

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Spy gadgets, high-tech & makeshift weaponry Intense camera work from multiple angles

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Watch PlayStation2? Дай

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XBOX

Tron 2.0: Killer App

> STYLE | TO 4-PLAYER ACTION (UP TO 16-PLAYER VIA SYSTEM LINK OR XBOX LIVE) > PUBLISHER BUENA VISTA INTERACTIVE > DEVELOPER CLIMAX > RELEASE FALL

UNLIMITED ENABLED

XBOX

Iron Phoenix

> STYLE 1 TO 2-PLAYER FIGHTING (UP TO 16 PLAYERS VIA SYSTEM LINK OR XBOX LIVE) > PUBLISHER SAMMY STUDIOS > DEVELOPER INTERSERV INTERNATIONAL > RELEASE WINTER

WILL THIS METAL BIRD FLY?

ammy Studios is plan-

ning to break new

ground іп a couple of

ways with its upcoming online fighting title, Iron Phoenix. Not only is it the publisher's first release on the Xbox, but it is also the first game to try to mix the action of 3D fighters with the strategy of team-based combat. We've seen plenty of entries in each of those separate genres, but the styles have yet to be combined in a massive 16-player online arena.

Though you'll find many standard weapons and attacks, Iron Phoenix is not your typical fighting title. For one thing, the weapons (not the characters) entirely determine which moves you can perform. In fact, the only differences between the 10 characters are purely cosmetic; they all wield each weapon with equal proficiency. Instead of character-specific special moves, players will need to get familiar with several weapons (such as warhammers, daggers, and spears), and be able to switch them to suit the situation. Of course, once you change weap- ‘ons, the various moves and

combos at your disposal will also be altered.

But Iron Phoenix will contain much more than the average button-mashing melee mayhem; there will be a heavy emphasis on teamwork and strategy. While on Xbox Live, it will be impera- tive that you use the headset to communicate with your team- mates in order to coordinate your attacks and get the jump on your opponents. Even in the single-player campaign, you will have an Al-controlled combat buddy, so you're rarely expected to go solo.

Each of th weapons provide unique moves and combos

Ah, the memories of picking square dance part- ners back in grade school

In addition to its unique gameplay mechanics, гоп Phoenix will also have other goodies to enhance the experi- ence. Not only will it include unlockables to spice things up, it will also support HDTV at a resolution of 480p, as well as integrate Dolby Digital 5.1 sur- round sound. Many games in the past have had trouble meld- ing genres in the way that Iron Phoenix is attempting here's hoping all these factors come together well enough to get this hybrid off the ground. IM ШШ

BETTER WITH AGE

t's a good thing that Buena Vista

waited about 20 years after

Tron's heyday before attempting

to revisit the 1980's box-office failure. It gave us time to remember the film fondly and gradually forget its faults. So when Tron 2.0 came out last August, we were thrilled to play some- thing that lived up to our expectations. Even those who weren't fans of the movie could appreciate the vibrant surroundings and engaging gameplay. In fact, one of the only downsides to the game was that it was available exclusively on PC but that's going to change this fall when Tron 2.0: Killer App hacks its way into the Xbox.

On one level, this game is identical to Tron 2.0. The single player mis- sions are the same as the original title, but Killer App is more than a simple port. In addition to tweaks that make the title's unique first-person

E Square off у against an army of ornery programs

“Hey! Get my isbee out of | your crack!”

gameplay more console-friendly, there is also a good chunk of new content on the multiplayer side of things. Ten brand new maps and extra weapons available for use in the arena are just two examples of the game's expanded features. Plus, you'll be able to enjoy them on four-player split screen or with up to 16 players through system link or Xbox Live.

For a game whose premise is rooted in computers, it is only fit- ting that it will make extensive use of available technology to enhance the gaming experience. Killer App will support HDTV at a resolution of 480p, widescreen, and Dolby 5.1 surround sound. If Tron 2.0 on PC brought a digitized world to life, Killer App promises to immerse the player in that world like never before. Ili

Se previews

And who might you be?

GAMECUBE

Metroid Prime 2

> STYLE 1 TO 4-PLAYER ACTION > PUBLISHER NINTENDO > DEVELOPER RETRO STUDIOS > RELEASE TBA AT LONG LAST.... MULTIPLAYER!

hey say that a picture is worth ре a thousand words. The shot of to head towards Radio Shack to reach The Limited”

Metroid multiplayer most cer- tainly has the Game Informer offices buzzing with speculation. Some people are optimistic and think that Nintendo may include Internet or LAN support, others fear that they will have to use their Game Boy Advance as the controller. Unfortunately, when con fronted with these questions and a bil- lion others, Nintendo wouldn't confirm or deny a single thing. It sounds like the company will stay tightlipped about this one until this year's Electronic Entertainment Expo. For now, sit back and enjoy the: usive screenshots, and stay tuned to upcoming issues of Game Informer for all of the juicy details! M т Like the original, this

game will be absolutely gorgeous

Nothing could N 1 be sweeter » \ (9. | J INFORMER 83

°° previews

Much like in real life, L.A. is constantly overcast and gloomy

ab l Mono

Believe it or not, this building is a nightclub.

Vampire: The Masquerade Bloodlines

> STYLE 1-PLAYER ACTION (MULTIPLAYER TBD) > PUBLISHER ACTIVISION > DEVELOPER TROIKA STUDIOS > RELEASE FALL

HALF-UNDEATH

ith a license like White Wolf's World of Darkness, there are approximately a bajillion elements of the universe that just don’t work in a video game. Fortunately for us, developer Troika Studios (which also did Temple of Elemental Evil) knows this. Thus, rather than try to port a pencil and paper RPG to PC, the primary focus of Bloodlines is to craft a full RPG and present it with the latest FPS technology. To that end, all kinds of character customiza- tion and a branching storyline are being infused into the super- sexy graphics of the Half-Life 2 engine. Veterans of any White Wolf “Storyteller” RPG will instantly recognize the character sheet in Bloodlines. Everything that makes sense in a video game has been incor- porated by Troika, from attributes to talents and Disciplines. This may be somewhat unusual for FPS gameplay, but it seems to integrate pretty smoothly. For instance, your firearms skill determines how

Vampires need sugar, too

84 GAME INF

large your cone of fire is, and having a high enough perception trait will make things like a loose board in a fence glow.

It was clear from what we saw that the gameplay department of Bloodlines is being designed with our very favorite formula in mind: Give the player an objective, and let them decide how to go about complet- ing it. Every situation that we saw allowed for several solutions, each of which played to different character types. Become invis- ible and sneak past the guards, convince them that you don't have the droids theyre looking for, or boil their blood. Did we mention that this has a projected Mature rating?

Based on what we've seen firsthand of Bloodlines, along with the impressive technology of the Half- Life 2 engine and the RPG expertise of Troika Studios, Bloodlines has become one of the top PC titles on our radar for 2004.

Some actions can trigger scripted events like this

Assaulting a

The Beast Within

One of the major role-playing elements of Bloodlines is the concept of Humanity. All vampires, in the course of their undeath, have to cope with trying to retain what makes them reasoning beings, rather than feral, marauding animals. Kill a non-combatant or do something equally morally reprehensible, and you come closer to succumbing to your darker nature. Help a starving orphan, and you push that ravening monster farther from yourself. If you get low enough on blood, your Humanity level determines your likelihood of going into Frenzy a berserk, uncontrollable state where you tear everything up in a blind fury.

vampire with a tire iron may not be the most intelligent choice this fellow ever made

Maximize Your PlayStation® 2

GAMECUBE

Paper Mario 2

> STYLE TBA > PUBLISHER NINTENDO > DEVELOPER NINTENDO > RELEASE TBA

PREEMPTIVE STRIKE

he first Paper Mario, released at the end of the N64's life- cycle, met with wide critical acclaim, but sales that were

below expectations. Despite this, Paper Mario 2 (pos- | "Welcome to Dragon

sibly buoyed by Mario and Luigi: Superstar Saga’s warm Burger. May | take welcome) is starting to make its presence known. There aren't а order?” lot of specifics to spill, as the Big N is being quite secretive until А ^ this year's ЕЗ, but we do have these mighty tasty screens to get

excited about N64's Paper Mario RPG offered two different play mechanics: a world view where enemies would on (M) charge at the adventurers ( like Superstar Saga, jumping on the opponents would give the good guys a first-strike advantage); and the turn-based, menu-driven combat screen (something that this batch of 1000000 Soo geg shots doesn't show). We're excited с HIE vid about the large scale of enemies

and environments, which implies /

a much grander experience this e

time out. M шш E " T 4 12

Wireless Controllers

M Bowser will go through side-scrolling levels, but we don't know if he plays a bigger part in this RPG

b AK Maximum yr Gaming

eu D

inteclink.com W'These large-scale environments x oj Cone [5

and stylized color palettes help set a tone for the game

°° previews

PLAYSTATION 2 | XBOX | GAMECUBE

Spyro: A Hero’s Tail

> STYLE |-PLAYER ACTION > PUBLISHER VIVENDI UNIVERSAL > DEVELOPER EUROCOM > RELEASE FALL

MOVING ON UP

pyro the character has defined

himself as one of few platform stars

born on the original PlayStation that

still successfully holds court on the next-gen systems, but both his publisher and developer realize that it's time for some change. They're pumping the purple dragon’ next outing full of new technology, character variety, and even alluding to some grown-up darkness.

Technologically, A Hero's Tail is offering an interesting feature that developer Eurocom is calling “real time morphing technology” What this means is that while Spyro is destroying dark gems that (at the beginning of the game) have transformed the Dragon Realms into a sinister wasteland, the worlds will turn into the happier, more familiar ver- sions players are accustomed to. Eurocom producer Jon Williams tells us, “The size and

m The enemy types will vary between stages to be more relevant to the environments - like this lizard in the caves

86 GAME INFORMER

layers of the morphing areas are the most impressive parts of this technology. In game, we have whole, huge sections transforming and changing every time Spyro destroys a dark gem. Morphing has never been done in a game at this level of detail"

Taking a cue from Spyro: Year of the Dragon, a few fully playable characters will join in Spyro's quest. Hunter the Cheetah, who gamers will remember as an NPC and trainer in earlier entries, offers distance attacks with his trusty bow and arrow. Playing off of his feline abilities, Hunter will also be able to climb into areas unreachable by the other characters. Spyro's favorite penguin, Sgt. Byrd, brings jetpack-enabled flight to the team along with missiles and bombs for more serious firepower. A new character introduced in A Hero's Tail is Blinky, a mole- like creature with a formidable hand-held

gadget his Mecha Glove lets him fire flaming bombs and dig to find treasures. Lastly, Sparx (another minigame favorite in Spyro games of yore) will make an appearance in linear 5D shooter levels. Even with this long list of friends, Spyro himself needed to improve. Williams says, "The player should notice, as soon as he picks up the control- ler, how smooth and realistic [Spyro's] core moves are. We've re-animated and tuned all of his preexisting moves for more precise interaction" They've also added the ability

E Hunter the Cheetah is a fully playable character for the first time. Because of his special abilities, he has a few. large sections to traverse by himself in A Hero's Tail

M Everyone's favorite dragon

world from the clutches of evil

to climb up ledges and a horn- slamming move to break large objects. "The main character, yro, has evolved into a much more mechanically robust creature with a fairly realistic move set”

Couple these major updates with playable areas three times larger than any

earlier entry, and players are in for a Spyro geared towards a new generation. Although it's still early in A Hero's Tail's devel- opment cycle, we're thinking that Eurocom will reach its goal of matching the high level of quality that the Spyro audience has come to expect and hopefully bring some new players into the fold. a

will be collecting gems to free his

SOO SOC ONE OR ECONO ESOS

2.001000

3 TIME

[UNLIMITED ENABLED |] ENABLED

GAME BOY ADVANCE

Mario vs. Donkey Kong

> STYLE 1-PLAYER ACTION > PUBLISHER NINTENDO > DEVELOPER NINTENDO > RELEASE MAY 24

RIVAL REUNION

rawing inspiration from

Nintendo's full stable of

favorites, Mario vs. Donkey

Kong is most closely tied to the 1994 Game Boy version of Donkey Kong and is looking like it will become quite a time sucker for portable devotees. In this GBA title, our ape has gone crazy about the new Mini-Mario toys stocked in Toad's shop. In a rage, he decides to cut out the middleman and steal all of the baubles directly from the factory. Mario has no choice but to get them back by traversing a series of puzzle- orientated stages.

The game's look resembles Nintendo's Super Mario Advance series of platformer updates, but the characters, music, enemies, environment interactions, and moves pull from every corner of Mario and Donkey Kong's combined adven-

tures. This, it seems, is turning out to |

be a very, very good thing.

We had the opportunity to play through some of the game's six worlds (each of which has eight areas) and were impressed by Mario's moveset and the speed of play. Besides the expected jump

Some levels make you get a key to a door, while others end when you grab the Mini-Mario toy. Don't go for it right away, though, as the three presents hidden in the level will earn bonus points and unlockables if they're grabbed first

000000 wm OF and run, our plumber has a set of

B These Mini-Marios follow the plumber around like Lemmings, but can’t go up ladders. You have to get as many of them as possible to the toy box to beat the level and earn extra lives for the upcoming boss encounter

f In this WarioWare-looking segment, Mario

switches the boxes (which contain prizes) to try id save the one he wants from Donkey Kong's

big, fat fist. These segments have different

play mechanics, but happen regularly during

the game

special jumps to master these stages. For a medium height jump, players can maneuver into a handstand position and then spring up (which appeared, in part, during the Donkey Kong GB game). The high jump is a very Prince of Persia-like maneuver requiring Mario to grab a pole, spin to gain momentum, and then fling off like a wee Olympic gymnast. In addition, the long-distance backflip introduced in Mario 64 comes in quite handy and looks great, even in this portable size.

While the Donkey Kong Game Boy title led gamers through some get-the- key-to-unlock-the-door levels, followed by a boss encounter with Kong, Mario vs. Donkey Kong throws in a little more goal variety. Grabbing a Mini-Mario toy will end some levels, and others are randomly chosen minigames which offer your choice of prizes. In addition, the Lemmings-like levels where Mario leads a troop of toys to their toy box are an interesting change of pace.

Nintendo was tightlipped about unlock- ables, but made it clear that this game would be packed full of them when in releases at the end of Мау. INI

The colored switches, like in Super Mario World, determine which outlined blocks turn solid - a strategy element used extensively in the game that requires surgical precision from players

Maximize Your Xbox"

Sound Systems

Wireless Controllers

ие =

| L

`

Gaming Screens

Maximum Gaming

inteclink.com

o 288. | 0 | H | L k Mini Previews With Big Pictures

ff. сабышу: Д

Е. * UN понинин: UNLIMITED ENABLED ныг. 3 ream PC

Many a franchise has suffered badly in the transition between two and three dimensions, but have no fear about Atari's RollerCoaster Tycoon making the foray into the brave new world of real-time 3D graphics this holiday season. The gameplay is such that it would be almost impossible to break anything by changing the perspective. The best part about it, though? You can finally ride the ‘coasters that have been inducing nausea in your guests. And, obviously, you own the park so no standing in lines! The standard sequel improvements (greater guest diversity and Al, among others) are en route of course, but we all know what the main attraction is: Motion-sickness competitions.

Track: Tha Chuuuch Studio Style: Rap Length: 2m 50s Channel Master Files Menu 7 21 7 uas NUNT 25 = Р I

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a Stop - Select ^ Cancel © Demo R2 Help š UNS ы) 4 PLAYSTATION 2 | XBOX ae | PLAYSTATION 2 | XBOX | GAMECUBE | PC MTV Music Generator 3: This is the Remix NHL 2005 After a brief hiatus, and a split with original developer Jester Interactive,

the MTV Music Generator franchise will be back on the wheels of steel this June. The team at Mixmax is crafting this to incorporate an even greater array of features into the music creation title, including the ability to sample from your CD collection. Also, a host of high profile hits will be available for you to remix including Outkast's "The Way You Move” and dancehall champion Sean Paul's ubiquitous “Get Busy” As always, upgrades to the interface abound, making this what looks to be the best entry in the series to date.

The NHL and the players’ association may be threatening to rob us of professional hockey next season, but over at EA Sports, it's business as usual making a great hockey title. Here's an early look at NHL 2005, and what the company has got cooking will floor you like a...uh...pat on the head from Todd Bertuzzi. New to this year will be Open Ice Control, which lets you position players without the puck to set up the perfect attack. You can even select your face-off strategies. Add in the World Cup of Hockey and skills drills, and we imagine that whether you're a dedicated gamer or an NHL player on strike, you'll be plenty busy come September.

88 GAME INFORMER

GAME BOY ADVANCE

Mario Golf Advance Tour

Nintendo's favorite golf-game developer, Camelot Software (responsible for Mario Golf and Toadstool Tour, among others), will be back in action this June. The team is building a jam-packed cartridge that lets up to four golfers play the links or connect with the GameCube for extra unlockable options and character building. RPG-like features include allocating experience points between a handful of attributes and making sure that your doubles partner is equally upgraded if you want to win tournaments. Look for it at the end of June.

L n1 у

PLAYSTATION 2 | XBOX | GAMECUBE

Nascar Thunder 2005

If you can't beat ‘em, join ‘em. EA Sports is using former rival Dirt to Daytona's career structure this year in NASCAR Thunder 2005 (coming this fall), letting you start out as a driver with nothing but a can cozy to your name. Build your way up through the modified circuit, Craftsman Truck series, and Busch cars to the promised land of the Nextel Cup. Expanding the rivalries of last year, you can even race drivers through city streets in production cars or tangle it up with a hothead like Tony Stewart after a heated race! In the meantime, watch as owners and sponsors reward your skills, and the fans worship you like a god or cast you as the track villain. The game even features new driving controls to make it everything a NASCAR fan could want.

Maximize а Your GameCube

NBA Ballers i il: Pool Paradise Splinter Cell: Pandora Tomorrow

GAME, ТОРМЕН

Splinter Cell: Pandora Tomorrow

The second title in a franchise is critical, as it can make or break a series, and the new Splinter Cell game knocks it out of the

park. Featuring tighter gameplay and improved graphics, Pandora Tomorrow is everything you loved Ld about the original with none of the stuff you didn't. In addition to a killer single-player game, Pandora

Tomorrow features a multiplayer mode that will change the way you think about online gaming. To check it out, sneak on over to page 102.

Ой crack (ot crackhead; we can THE SCORING SYSTEM 4 НИЕ And Бар the game brings to the table апа how

never decide which) review team

i 10 Outstanding. A truly elite title that is nearly perfect in every way. This score is given > Graphics: How good a game looks, taking into account any flaws rates games in a number of cat- out rarely and indicates a game that cannot be missed. such as bad collision or pop-up. egories to help you sort out the Superb. Just shy of gaming nirvana, this score is a high recommendation because > Sound: Does the game's music and sound effects get you great from the stuff you'll hate. the game reviewed is head-and-shoulders above its competition involved or do they make you resolve to always play with the vol- ume down?

Most games are reviewed by two staff members, and you will find both their opinions on each review. To make things a little easier we have put together some definitions of what the numbers mean, what we look for in a game, and also a cheat sheet so the newbies can understand our advanced video game jargon. It is important to note that the Game of the Month is determined only by the main review score, not an average of the two opinions.

Very Good. Innovative, but perhaps not the right choice for everyone. This score indicates that there are many good things to be had, but arguably so. > Playability: Basically, the controller to human interface. The less

you think about the hunk of plastic in your hands, the better the

Average. The game's features may work, but are nothing that even casual players lavabil haven't seen before. A decent game from beginning to end. playability. > Entertainment: Flat out, just how fun the game is to play. The most important factor in rating a game.

> Replay Value

Limited Appeal. Although there may be fans of games receiving this score, many will be left yeaming for a more rewarding game experience.

Passable. It may be obvious that the game has lots of potential, but its most engaging features could be undeniably flawed or not integrated into the experience.

High You'll still be popping this game in five years from now.

Bad. While some things may work as planned, the majority of this title either Kuah i Г ^ malfunctions to varying degrees or it is so dull that the game falls short as a whole, кее High - Good for a long while, but the thrills won't last

Painful. If there is anything that's redeeming in a game of this caliber, it's buried Moderate - Good for a few months or a few times through

beneath agonizing gameplay and uneven execution in its features or theme Moderately Low - After finishing it, there's not much reason to give

Broken. Basically unplayable. This game is so insufficient in execution that any value ita second go.

would be derived in extremely small quantities, if at all. à

Low - You'll quit playing before you complete the game.

Apocalyptic. End-of-the-world-as-we-know-it bad. Unquestionably awful, this game will mark itself as an example of terrible for years to come.

= NI Co | & ی‎ O = | Co | cO

90 САМЕ INFORMER

REVIEWS INDEX

NBA Ballers .

Judge Dredd: Dredd vs. Death. Samurai Jack The Shadow of Aku Scooby Doo: Mystery Mayhem. Serious Sam: The Next Encounter Resident Evil: Outbreak

Samurai Warriors.

Siren

Syphon Filter: The Omega Strai Destruction Derby Arenas

Final Fantasy XI..

World Tour Soccer 2005

Seven Samurai 20XX.

X-Files: Resist or Serve

Pool Paradis:

Unreal Tournament 2004

You've lont the match

Splinter Cell: Pandora Tomorrow (Xbox) Steel Battalion: Line of Contact TOCA Race Driver 2: Ultimate Racing Simulator Unreal Tournament 2004

Far Cry

Battlefield Vietnam Gangland Rainbow Six 3: Athena Sword R-Type III: The Third Lightning... Splinter Cell: Pandora Tomorrow (GBA) Wade Hixton's Counter Punch .. Yu-Gi-Oh! World

Championship Tournament 2004

Unreal Tournament 2004

Just when you think that a new installment in a beloved franchise will never get it all right, something like UT 2004 comes along and blows your mind. It's like the developers launched an alien mind probe to find out what gamers wanted, came up with some completely awesome new features on top of that, and put it all

- into UT 2004. If you for some reason passed on checking the demo out, read on and learn why it was the most downloaded PC demo in history. pg 104

For our newer readers, here is a glossary of terms and acronyms that commonly appear in the magazine. Video game veterans should move along (these aren't the droids you are looking for).

5 10801 - А resolution specification used for HDTV. : cel shading - А technique used to create 3D : ISP Internet Service Provider. The company that 2 MMORPGs or shooting their teammates in d PE š З This is where GI breaks down multi-plat- 10801 stands for resolution of 1920x1080 pixels. : rendered objects that resemble hand-drawn + provides you with access to the Intemet + games like Counter-Stnke form games, So whenever you see this The "i" means that the video is being interlaced ; animation себ І jaggies Graphical lines that are jagged when © platform A term we use for games like Super ‘arate at 480p Progressive scanning this option (‘p"= : CG - Computer-Generated graphics 1 еу should be straight t Mario and Crash Bandicoot logo, there is important multi-system infor. р Ров р pi $ y g! 2 mation regarding that product Progressive), creates a picture signal with double £ E - Electronic Entertainment Expo. The world's + LAN - Local Area Network. Connecting computers : pop-up When onscreen objects, usually distant, d the scan lines of a conventional interlaced Í largest convention for video games : or consoles together within a small spaceto suddenly appear А А erum = AE dais Үч n } Fanboyism - A disease that afflicts devotees of allow communication between them. Provides : ps2. Sony PlayStation 2 noticeably sharper image. The 480p image + anyone particular system. Extremely common ` fast simultaneous gameplay PSone Sony PlayStation offers higher picture resolution and eliminates Е Tutus Veh ii Я virtually all motion artifacts in a 640x480 pixel : „О gaming forums. > ; minigame A small, simple game within а : puzzle - A term we use for games like Tetris and resolution setting ; fighting A term we use for games like Street : larger one i^ Chu Chu Rocket

Fighter and Dead or Alive

720p A resolution specification used for HDTV. : i motion-capture Using human models and

racing A term we use for games like Gran

720p stands for resolution of 1280%720 pixels. | РМУ- Ful Motion Video, Usually refers to an £ infrared cameras to record movement for game : Turismo and Майо Kart The ‘р’ means that the video is in progressive animated CG cutscene ЕН Ate 1 RPG - Role-Playing Game. A game that involves Content suitable Content suitable format ; FPS Frames Per Second. How many animation : motion blur - Phantom n follow an object + character improvement through collecting and for persons 17. | “action A term we use for games like Zone of | frames happen in one second, Also used о apie seed i spending points. A term we use for games like ages and cider the Enders and Gauntlet : e ed gne Spe like Doom, ; N64 - Nintendo 64 I Final Fantasy and Dragon Warrior adventure A term we use for games like Myst fa sid dea та sma- Nintendo Entertainment System ; shooter A term we use for games like Mars Иа and Escape From Monkey Island : НЕ i кый, used to : NPC- Nonlayer (e: Tos people ; Matrix and Gradius AES Content suitable | А1 Artifical Intelligence. Usually used to refer | Е Д and creatures you see wandering om ; SNES Super Nintendo Entertainment System only for adults. to how well the computer reacts to a human : game's menus and options ; in games that are not being controlled by actual sports А term we use for games like Madden 6 and older. opponent 1 GBA - Game Boy Advance io humans m board - A term we use for games like Jeopardy! GBC Game Boy Color i particle effects Things like smoke or sparks strategy A term we use for games like Content suitable Product is and Mario Party 1 GC- GameCube. 1 created in real-time : Command & Conquer and Fallout Tactics for persons ages awaiting final bump mapping А technique where varying HDTV High Definition Television БОЛАН, шен me Bo pen who thrives third-party - Something made for a console Буа [3 and older. papa] rating. light effects simulate depth on textures isometric Three-quarters top down view, like : on killing newbie or vulnerable characters in I company other than the console manufacturer

StarCraft or Red Alert 2 GAME INFORMER 91

maneuver risa a button- mashing good time

prizes You just won a bonus 199501 Pick out some extra stuff;

Friend

NIS

W As you progress through Rags кае BA

mode, you'll win cash, clothing, cars, friends, and even your own crib. Pictured here, we chose CJ to be our courtside gal

Buse move kboard a

And you thought the lampshade on the head was funny?

A. REIN

ав

92 САМЕ INFORMER

га es, but will eventually face тт Kio fone and legends like Larry Bird x

UNLIMITED ENABLED PLAYSTATION 2 | XBOX

NBA Ballers

> STYLE 1 OR 2-PLAYER SPORTS (2-PLAYER VIA PS2 BROADBAND) > PUBLISHER MIDWAY > DEVELOPER MIDWAY

> RELEASE APRIL 5 > ESRB T

ABSOLUTELY OFF THE HIZZLE

his isn't just a game about basketball. It's about

T he NBA lifestyle and the pursuit of becoming h and obnoxious. Through a mode dubbed

Rags to Riches, gamers will make the journey from no-name street baller to the king of the NBA court. Whether you're dropping dimes at Kevin Garnett's residence, breaking ankles on Scottie Pippen's yacht, or making legends look like punks at the Naismith Basketball Hall of Fame, you'll gain respect and the ever important bling bling that comes with it. By win- ning tournaments, you'll procure cash that can be used to purchase clothing, tattoos, and vehicles.

Going into this review, | really didn't know what to expect from this lifestyle angle. Truth be told, | was convinced that it was going to be one of the cheesi- est things I've ever laid eyes on. Thankfully, Midway went out of its way to make this experience thor- oughly engrossing, highly interesting, and above all, rewarding to the player. Not only does it give you а glimpse of the players’ lives, it delivers a story (yes, this is a sports game with plot), and brings out the collector in you. The number of unlockable items isn't nearly as extensive as | would have hoped (especially in character and crib customization), but you usually find yourself unearthing things of value like hidden players and videos that give y a behind-the-scenes look at the NBA.

The action on the court is equally as impressive. Basically take the setting of Julius Erving and Larry Bird Go One-on-One and insert the high-flying gameplay of NBA Street into the mix. The controls are silky smooth, the computer opponents prove to

W If you have a friend;courtside, you Can pass the ball to them and set up an alley oóp

сало"

be extremely skilled, and the moves that you сап perform would make a Globetrotter stare in amaze- ment. Not only can you bounce the ball off of your opponent's face (which gives you a split second

to break for the hoop), you can use their back as a springboard, and toss the ball to a friend stationed courtside to set up an alley oop.

From a technical standpoint, | absolutely love how the ball cursor is used for rebounding. The realism that accompanies stealing is equally as handy. In other hoops titles, | always find myself jamming on the steal button to try to knock a ball out of a players hands. In this game, loose balls are not ran- domly decided. If you get your hand on the rock at

the opportune time, you'll strip it free. On a negative.

note, | don't like how the Act a Fool dekes are ran- domly produced. | often found that the moves my player would perform would go against my drive. All told, my complaints are few and my praise is high. NBA Ballers is a fresh spin on the NBA that brings great depth, dynamic gameplay, and fevered тшше to the video game court. —REINER

Both versions of Ballers excel in different w

is exclusive to the PlayStation 2. Given th: sity of the опе on-one play, talking trash through the headset is sweet thing. While the Xbox lacks online, it lights up the screen with amazing HDTV support. It’s a beautiful game to begin with, but viewing it in 480p ог 720p is truly a sight to behold.

jun

D4a J

The animations and. variety of dunks truly are spectacular

BOTTOM LINE

> Concept: Combine the grit of street ball with the flash of MTV Cribs to create a unique and rewarding one-on-one basketball experience

> Graphics: A visual slam dunk that features realistic character models and unbelievable animations

> Sound: An excellent collec- tion of underground rap tracks and a catchy theme song by DJ Supernatural

> Playability: Finely tuned, perfectly balanced, and incredibly responsive. Ballers’ gameplay is right where it needs to be

> Entertainment: It's a great multiplayer experience, and the bevy of unlockable content gives single player legs

> Replay Value: High

little wary of a b-ball game only featured one-on- but Midway's NBA

XBOX

Judge Dredd: Dredd vs. Death

> STYLE | TO 4-PLAYER ACTION > PUBLISHER EVOLVED GAMES > DEVELOPER REBELLION

> RELEASE MARCH 25 > ESRB M

BLOWING UP BALBOA

ou might expect у Sylvester Stallone to get his ham-assed meat

hooks all over this one, but developer Rebellion largely gets this game right, unlike Sly’s movie. It hits the funda- mentals of the comic letting you cut loose as Judge Dredd to decide who gets jammed in an isocube and who gets stuffed in a pine box. Along the way you'll get some doses of the comic's black humor and be covered in lots of red goo.

Judge Dredd is charged to go after the four Dark Judges who have returned to Mega- City One, a story inspired by the comic. However, it is the game's arrest mechanic that draws a more direct paral- lel with the series. Capture enough perps and you'll gain rank and unlock models to shoot up in the multiplayer modes. Of course, you can outright kill them or even go after civilians if you choose

6000 COP...BAD COP

(which will cause other Judges to come after you). As Dredd himself famously says, "| am the law”

Fans of the comic will be relieved to get their hands on а game that doesn't reek of Italian Stallion, but those look- ing for innovative gameplay will have to be satisfied with "average" | found everything pretty much in order for an FPS, and | was glad that you could co-op through the game. More environmental interaction and a less linear structure (although missions are lengthy) would have instantly jumped this game up in my estimation. The only things that stand out visually are some of the flickering lights and shadows. It's not Doom 3, but it's something.

Judge Dredd scores a minor victory in its ability to let its roots show through amid the usual indistinguishable mess of guns and guts.—KATO

Perps can be arrested by getting them to surrender or shooting the guns out

of their hands. Then slap the cuffs on and advise them of their new change of address. Or, use an enemy's prone position to your sick advantage.

BOTTOM LINE

> Concept: Judge Dredd injects your basic FPS with a little color - mainly blood red

> Graphics: Can be as bland as а dirt sandwich and the rag doll animations are overzealous

? Sound: The ambient voices, although repeated, are humor- ous and irreverent

> Playability: | missed having a reference map, but that’s about it. Otherwise, Judge toes the FPS line, The simple arrest mechanic is about all that will catch your eye here

> Entertainment: Judge Dredd cuts through its own limitations to make “your average FPS” worth playing. Non-fans wouldn't be too ill-served to pick this up

> Replay Value: Moderately High

Second Opinion 6.25

While | can honestly say that | have more vested interest in a game based оп Campbell's Chicken Noodle Soup than Judge Dredd, | have to tip my hat to Rebellion for creating

а game that is incredibly faithful to the long-running comic book series. The level of detail and wealth of player-initiated options that went into judging crimi- nals are both particularly impressive. Outside of this interesting play mechanic, the remainder of content can best be summed up as a repetitious snoozefest that gives new meaning to generic FPS.—REINER

Samurai Jack: The Shadow of Aku

> STYLE 1-PLAYER ACTION > PUBLISHER SEGA OF AMERICA > DEVELOPER ADRENIUM GAMES/AMAZE ENTERTAINMENT > RELEASE MARCH 16 > ESRB T

AIN'T GOT JACK

enndy Tartakovsky's

Samurai Jack cartoon

has a lot of cool things going for it: a unique look, smart stories, good sound design, and tons of action. The Samurai Jack game, however, has none of the above. The conversion of Tarakovsky's two- dimensional characters to three dimensions makes for graph- ics that look familiar, yet still crappy. Where the show looks lush, the game looks bland. But the graphics aren't the only dull aspect of this title,

As with the show, The Shadow of Aku follows Samurai Jack's quest to defeat the evil demon Aku by travel- ling back in time to thwart him before he can rise to power. Before he can head into the past, Jack has to free those Aku has enslaved. In each stage, Jack must seek out caged villagers and ancient relics to earn power-ups. Freeing villagers can earn Jack new swords, while relics can be exchanged for more life, power, or Zen (which allows Jack to enter “sakai mode” basically a simplified bullet time). The trouble is that none of these power- ups have any

teal effect on gameplay. The various swords all appear to dish out basically the same amount of damage.

Like most licensed games, The Shadow of Aku is a collect-a-thon with simple combat, basic platforming, and little innovation. This isn't a truly bad game, just a very uninspired one. The various combat systems all work perfectly, they're just shallow and a bit counter-intuitive. The difficulty level is hilariously low; on the hardest setting, it's still à cakewalk, on the lowest, it can be easily completed by someone in a coma. Strangely, young kids don't seem to be this title's target audience, based on the Teen rating. Overall, The Shadow of Aku

Comes across as an amaz- ingly generic action title. It's

a shame, as Samurai Jack is easily one of the most unique cartoons on the air today, so this could have been so much more.—JEREMY

Hey, weren't you in Tron?”

w 6

> Concept: Take a Cartoon Network hero, dumb him down, and shove him in a generic third- person action title

> Graphics: The look is pretty faithful to the show, which sadly doesn't make for a good-look- ing game

> Sound: The music, sound effects, and voiceovers are all pretty minimal and forgettable

? Playability: The slightly bizarre control scheme works just fine, but it isn't exactly deep.

> Entertainment: Even Samurai Jack fans will find them- selves yawning through this one

? Replay Value: Low

Second Opinion 4

Every single one of the four points I'm giving this game is for the animations seen in sakai mode. Sakai, apparently, makes time slow down and allows Jack to execute some really nice kung fu-inspired moves, But to be kind, the rest

of Samurai Jack's latest outing is less than inspir- ing. There are hub worlds. | really thought that we. were past all of that some- time back in 2001. | don't want my missions doled out by ungrateful villagers in such a predictable and linear fashion. In addition, although the look of the game kind of resembles the show, it ends up just look- ing gross.—LISA

GAME INFORMER 93

PLAYSTATION 2 | GAMECUBE

Serious Sam: The Next Encounter

> STYLE PS2: 1 OR 2-PLAYER ACTION (UP TO 8-PLAYER VIA BROADBAND), GC: 1 TO 4-PLAYER ACTION > PUBLISHER GLOBAL STAR > DEVELOPER CLIMAX > RELEASE APRIL 13 > ESRB M

IT'S TIME TO GET SERIOUS

franchise for knowing exactly what

it is, and never mucking up its run-and-gun style with other consid- erations. With no stealth, few puzzles, and a very light story, Sam is about shooting stuff. Lots of stuff. Pretty much everything you see is there to be mowed down by the might of Sam's various guns.

The core gameplay works really well. The weapons are fun to use, Sam's movement speed is nice and fast, and the sense of humor (the title for this game was originally Word to the Mothership) fits perfectly. To make the hordes of enemies more excit- ing to plow through, the new Killing Spree speeds you up if you kill 20 aliens in a short time frame. Plus you score double points, which makes the unlockables far easier to obtain.

Hidden levels, new features, and cheats all await the dedicated gamer. However, it will take a seri- ously patient player to not only finish the game, but to go back and earn the gold medals. Almost all of the enemies can be defeated handily by strafing around them until they drop. The only tough parts are when you get swarmed by a flood of aliens (which hap- pens all the time, of course), since it's difficult to maintain a situational awareness with baddies continu- ally spawning behind you. This formula makes most fights feel very similar,

| have to respect the Serious Sam

94 GAMEINFORMER

despite the variety of weapons and enemies. Even with the new vehicles, it felt like | was whaling on the same enemies over and over.

Multiplayer on either system does help to keep this vital, though there's nothing really innovative about it. It's still brainless shooting, except that it's your friends (or random strangers, on the PS2) that you're gunning down.

Taking all of its flaws into account, the final tally still comes up in favor of Sam. Sure, it gets old, but $20 for a decently long single-player and well-done multiplayer is more than reasonable —ADAM

There are two differenc graphics and multiplayer. The GameCube has the visual department firmly under control, with smoother play and various don’t show up on the PS2. Multiplaye g, PS2 is the way

to go. The ‘Cube de the four-player (as opposed to two-player) split-screen going on,

sally up to personal pri

9/25 9 = Run over enemies уе and they explode, of course

BOTTOM

LINE 7.75

> Concept: Circle-strafe to your heart's content, blowing up aliens all the while

> Graphics: Surprisingly smooth and crisp for a budget title

> Sound: Repetitive, but not too annoying, Some of the effects make me giggle even after hearing them over and over

> Playability: Being able to re-map the controls would've been really nice, given the wonky defaults

> Entertainment: Mindless shooting at its finest. Don’t expect anything more, though

> Replay Value: Moderate

Second Opinion 7.75

Life is cheap in Serious Sam's world, and luck-

ily so is this game. An absolute steal at $20, Sam dishes out a good time

in bloody chunks of flesh and a humorous tone. The only problem | had was

that it is hard to distinguish enemies that spawn behind you. | was surprised by this because sound detection

of your foes is a huge part of the game's charm (it doesn't support surround. sound). The vehicles | could. take or leave, but the Super Combo ling hoot, This is fittin

PLAYSTATION 2 | ХВОХ | GAMECUBE

Scooby Doo!: Mystery Mayhem

> STYLE 1-PLAYER ACTION > PUBLISHER THQ > DEVELOPER ARTIFICIAL MIND AND MOVEMENT > RELEASE MARCH | > ESRB E

TASTES LIKE DOG FOOD $ cooby-doobie-doo, where are you? In а

BOTTOM LINE

> Concept: Fulfill a federal law that any kid-targeted major motion picture must be accom- panied Буа video game

crappy video game, that's where. Honestly, |

just don't know where to start with this title, as its lack of any compelling features make it a bit difficult to write about.

In the face of such banality, I'll dispense with any attempt at analysis and just give you the basics.

As Scooby and Shaggy, you'll traverse around vari- ously themed levels to complete the most rudi- mentary of puzzles. These challenges are all things you've done a million different times in a million different ways, and trust me when | tell you noth- ing has been done to make them any more fun or interesting. There is really no platforming at all, but you can switch between having Shaggy and Scooby in the lead of the tandem, but again this element doesn't really do much to enhance the gameplay. You can also use an occult book to trap various ghosts and monsters.

In terms of gameplay, design, and execution, Mystery Mayhem is as uninspired a game as you're likely to play this year. As you complete the seemingly endless series of dreary switch puzzles and fetch quests, not once will you be

entertained. During my playtime, my emotions always registered тюе) РА

between mildly annoyed and just plain bored.

МАТ

> Graphics: Renderware: How are you mediocre? Let me count the ways!

> Sound: Great if you like Casey Kasem impersonators! (And, no Sara Michelle didn't get within a mile of this clunker!)

> Playability: Are you familiar with the concept of controlling the direction in which a character is walking with a controller?

> Entertainment: Unless you're very, very young (or just simple), skip this.

> Replay Value: Low

f

The environments in Scooby's Furi Ire inventive, at least

namco'--Ts

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m Another gasoline fight

leads to tragedy

“Of course, you could use a pesticide, but | prefer shooting them in the eyes”

= A single player modes ` available, but it's nof nearly. = 1

THERE'S NO ‘I’ IN TEAMWORK

THE MAIN DRAW OF RE: OUTBREAK IS THE MULTIPLAYER INTERACTION. HERE ARE A FEW EXAMPLES OF HOW TWO > Concept: A highly creative, yet slightly flawed approach to

PLAYERS CAN WORK TOGETHER...

Loading times are an issue, (but the PS2 hard drive can be used to partially reduce this annoyance)

as rewarding as т ie : Al hes

PLAYSTATION 2

Resident Evil: Outbreak

> STYLE 1-PLAYER ACTION (1 TO 4-PLAYER VIA BROADBAND) > PUBLISHER CAPCOM > DEVELOPER CAPCOM

> RELEASE APRIL | > ESRB М

LOG ON TO HORROR

he virus has spread online, and Resident T Evil's gameplay has never been so infectious.

Fighting for life with three human-controlled characters at your side definitely adds an element of unfamiliarity to the survival horror mix, but make no mistake, this is still Resident Evil. Whether you find yourself jumping out of your seat as a zombie crashes through a window, marveling at the action in the cutscenes, or complaining about the stiffness of control and awkwardly placed camera angles, this is just another trip to Raccoon City. Only this time, you're with friends.

| really have to hand it to Capcom for making teamwork the comerstone of gameplay. In every room that you reach, this game hammers home the message that you have to stick together and work as a group. When jumping from one rooftop to another, you may misjudge the distance and fall short. Thankfully, a teammate can pull you up.

Even before the game commences, you'll find yourself coordinating tactics with your soon-to-be companions at the character selection screen. In a similar vein to an RPG, each of the eight playable characters that you can select brings completely different abilities to the table that you must factor in. Do you bring a lock-picker? Someone with extra inventory spots? Or rely on firepower with a weap- ons expert?

Unlike the other games in the series, zombies can pass from room to room and are often found in packs. Taking this newfound hunting prowess into

96 САМЕ INFORMER

account, Capcom has implemented a handful of new techniques that players can use to survive. You can slide under beds, hide in lockers, and even repel a zombie attack by forcing their head away from your neck with enough breathing room to raise your pistol and shoot them directly between the eyes. You'll even find strategy in the reloading of weapons. For instance, a box of shells takes more time to

load than a clip. As annoying as it is to watch your character get munched because he couldn't load the rounds quick enough, | really like this aspect. It makes you keep an eye on every little detail.

Where Outbreak excels in engrossing multiplayer and creative gameplay, the overall design of the game is very odd. Rather than creating one lengthy quest that players can really sink their teeth into, Capcom opted to break up the game into five separate scenarios that are roughly 45 minutes each. If you die, you'll turn into a zombie for a brief extent (and yes, you can attack your team- mates if you like), then will be dropped out of the game. Sadly, you can't re-spawn. You either have to wait for your friends to finish up, or find another game to enter. While scripted controller commands are offered, it doesn't support voice chat at all or keyboard functionality in-game. Someone's head should roll for this!

All told, this is a surprisingly enjoyable online venture that showcases some amazing gameplay concepts, yet a lack of foresight in the delivery of multiplayer. —REINER

m You can give each other items

1 Ў еат up to move this

car quicker. =

W ...assist in pulling

someone up from a ledge...

№... ап lead the injured

to safety Ра

multiplayer survival horror

> Graphics: Not as lavish as the recent GameCube releases, yet impressive nonetheless

> Sound: Great ambiance, but it sure would be nice to communi- cate with other players. Where's the voice chat?!

> Playability: Familiar RE controls with innovative team- mate techniques and newfound environment interaction

> Entertainment: Entertaining, yet lacking all the elements that would keep you hooked

> Replay Value: Moderately Low

Second Opinion 8

Why isn’t there voice chat in Resident Evil: Outbreak? For the love of all that is holy, J want to give this game a ` good score for its thought- ful level design, nice graph- ics, intense gameplay, and smart mission structure but that missing headset support throws the whole experience out of whack. These levels are fast-paced and frantic, almost like an. _FPS, and what you want is to make some sort of strat- egy. This just isn't possible with the canned commands available, as "You two check ‘out the locker room and we're going to search the owners office. Meet back here and we'll go up to ‚Аве 3rd floor,” weirdly isn't mapped to the right analog stick. So, this game gets the backhanded compliment of being “high concept” like Crystal Chronicles and Steel Battalion, for example. My ideal setup is playing this game with four friends, four TVs, and four PS2s all in the same room. Get this setup, and the game is a real gem.—LISA

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PLAYSTATION 2

Siren

> STYLE 1-PLAYER ACTION > PUBLISHER SONY COMPUTER ENTERTAINMENT AMERICA > DEVELOPER SONY COMPUTER

ENTERTAINMENT > RELEASE MARCH 20 > ESRB M

GREAT EXPECTATIONS

he creepy tale of a possessed T Japanese village (Hanuda) told

through the eyes of ten playable characters in combination with some impressively innovative gameplay fea- tures should totally make my day but playing Siren tums out to be sadly different than | was expecting.

The game's two big features: sight- jacking (where you see through the eyes of other characters) and the Link Navigator (which manages the plot's order of events) sadly don't add to the players experience enough to justify their problematic existence.

Sightjacking is more fun to mess around with than it is helpful to the player. Watching the paths of roaming enemies can offer useful information, but the stealth mechanic is so sim- plistic that the data is rarely necessary. In many situations, being seen by enemies is something that you can't avoid or recover from they will find you, and they will kill you. This is fine by me, but when the only stealth orientated skill that is offered is a painfully slow crawl (and a distracting yell, which had little to no effect that | could perceive), it doesn't make me want to be all that sneaky. There isn't a sound meter, no real way to know if enemies can see you or not (like a vision cone or shadow meter), and very little chance of distracting them with diversions. It is more fun and more efficient to just run through levels and see what happens than to use the sightjacking feature to suss out a plan of attack.

Which leads to discussion of the game's other big feature, the Link Navigator. Siren's storytelling plan sounds like a survival horror Real

World season: Pick 10 characters to escape the apocalypse and find out what happens over 5 days through 78 missions you could call it Siren: Hanuda. The complication is that the order of events is jumbled and the Link Navigator is supposed to help you keep track. What this means, from a player's point of view, is that the game's story doesn't really get its hook into you not even in the first few hours. The tales are too dis- jointed, the characters too many, and the plot too slow in getting going.

The more conventional aspects of this game like sound design and graphics are also something that people will have mixed feelings about. The creatures' insane, mania- cal laughs are honestly unnerving, and therefore good for this game. The graphics look to be actual pictures of the characters' faces and lend a realistic, but still skewed version of each person they're detailed, but strangely flat. | think that this is a nice subtle touch, but others may disagree.

| really, really wanted to like Siren, but in the end, | just didn't have much fun or feel like the innovative parts of the game were used to their advantage. It has good ideas, and I'm glad to see experimentation in survival horror, but this should be chalked up as a failed test in the genre. HUSA

BOTTOM LINE

6.25 > Concept: Navigate a horrific village as ten different characters > Graphics: Muddy and jerky but it fits with the disjointed feel of the gameplay

> Sound: The best part of this game, the sound effects are creepy and (for lack of a better word) icky

> Playability: The context-sen- sitive menu system is counter- intuitive and the stealth mechan- ics are pretty archaic and basic

> Entertainment: | really need a reason to care in a game this

cerebral and slow-paced, and Siren doesn't give it to me

> Replay Value: Moderate

Second Opinion 5.

PLAYSTATION 2

Samurai Warriors

> STYLE 1 OR 2-PLAYER ACTION > PUBLISHER ELECTRONIC ARTS > DEVELOPER KOEI

> RELEASE MAY 4 > ESRB T

AN AGING WARRIOR FIGHTS ON

ое! continues to find new ways to milk the

Dynasty Warriors engine for all it's worth.

After Dynasty Warriors 4: Extreme Legends tried the “1.5” sequel tactic, this time around the company has changed the title altogether and switched the setting from ancient China to16th century Japan.

There have been some improvements in the gameplay package. The combo system accom- modates a larger variety of tactics, and the different characters have wildly varying styles of combat. In addition, the Musou special moves are devastating and shown in even greater graphical splendor. Still, | doubt even the most ardent Dynasty Warriors fans will be able to claim this is any sort of dramatic reinvention of the well-used combat scheme.

While the missions and levels are no great feat of game design, there are some interesting twists that will keep the experience fresh enough for many. There is now some degree of castle randomizing, which should help add to the replay factor for hardcore players. Yes, many of the mis- Sions are still pretty simplistic, but every once in a while you'll perform a unique task or be surprised by the traps in interior environments.

In the end, Samurai Warriors is not a bad game. In fact, for some people, it might be just what they need solid hack n' slash action that does a great job of making you feel that you're part of a much larger conflict. However, for me, it's obvious that Koei has become complacent. Samurai Warriors is merely mediocre in terms of graphics (including the pitiful draw-distance in multiplayer), and simple problems like the inept camera have yet to be fixed. Its strong gameplay manages to squeak out a passing grade, but | really don't feel this franchise is living up to its potential. —MATT

а Co-op i is fun, but plagued by serious fogging

BOTTOM LINE

> Concept: The same old hack п’ slashin’ in a new setting

> Graphics: | think it's time for Koei to radically upgrade or scrap this engine

> Sound: A nice score with Dolby Pro Logic Il support

> Playability: Does a good jab of providing some depth to the basic combat, but the camera still blows

> Entertainment: Don't be fooled by the new title, this is Dynasty Warriors all over again > Replay Value: Moderately High

setting. Every | : game is basically the same as those that came before it, the combat isn’t too deep,

САМЕ INFORMER 97

$$ reviews

5 All weapons are cosmetically on your

PLAYSTATION 2

Syphon Filter: The Omega Strain

> STYLE 1-PLAYER ACTION (UP TO 4-PLAYER VIA BROADBAND) > PUBLISHER SONY COMPUTER ENTERTAINMENT AMERICA > DEVELOPER SONY BEND > RELEASE MAY 4 > ESRB M

A BOLD NEW DIRECTION FOR TACTICAL ESPIONAGE

ways that players can work through the game.

You can simply play through it as a single player, which offers up an experience that is very sim- ilar to the PSone trilogy, or you can hop online and partner with up to three additional human players for an action-packed extravganza that is quite unlike anything you've come across before. Interestingly, the content for both methods of play is virtually identical. In such, you can bounce back and forth between online and offline play with the same save data. | found this to be extremely beneficial. Of course, I'd prefer to work my way through the game with team- mates, but | did find that if my friends are not logged in and the only people | can partner with give new meaning to the word "annoying," I'll play offline

Sticking to its guns, the gameplay hasn't changed

too much over the years. Headshots are once again highlighted with text, the lower shoulders are used for strafing, and you still have the luxury of tapping into a handy auto targeting system for frenzied fightss. The one area where you will see significant

T his wildly ambitious release offers two different

Ranks. intelligence Agent

Field Officer Investigative Officer

Bonus nem:

ShotHammer

If you make it to the rank of Field Operations Commander, you'll receive the ShotHammer as a reward

98 САМЕ INFORMER

change is in the missions. In past Syphon Filter games, you had to complete most of the objec- tives and be mindful of parameters to progress to the next stage. In The Omega Strain, the theory has changed to "anything goes" Usually, there is only one critical objective on each stage that must be completed to move on. The remainder of the goals (which can number dose to 15 for a level) are more or less optional for the player(s). The game won't come to a screeching halt if you ignore them. You can even finish a level by disregarding all parameters (like don't shoot the good guys) and still move on. So why would you even bother messing with addi- tional feats? Simply because the rewards that they bring couldn't be more delicious.

All of your accomplishments and performances are tracked. Everything from shot accuracy to time you spend in a level are taken into consideration. Much like a role-playing game, your character will gain levels as experience is accumulated. You'll begin the game as a Field Agent and can eventu- ally work your way through 21 additional ranks to

Use the headset to coordinate assaults with your squad

B All of the key traits from the PSone trilogy are intact

E

Agent Rico

оз

HEAD MAIRSTYLE

воо

rATroos Li[ xemsar JRI mancur

AWARDS m

Not all of the rewards are weapons. You'll also obtain gear such as sunglasses, facepaint, and different tattoos

Commander in Chief. Through extensive play, you can also earn medals, commendations from the NPCs, and Special Agency Ratings. Each one of these attainments (which number close to 100) rewards the player with a new weapon or power-up.

The density of unlockable armaments that you can wrap your hands around is truly unheard of, and is reason enough for players to work their way through the game over and over again. Although Omega Strain is the same, playing solo and with a group of friends produces two completely dif- ferent results. Given the gargantuan size of the levels, never before has vocal communication (via the headset) been so necessary and constant. Also, you can reach areas that are not accessible in single player with teamwork.

Some of the missions are a bit ambiguous, the respawn points don't work as well as they should, and the visuals really haven't evolved too much since the previous installment, but as a whole, The Omega Strain emerges as one of the PlayStation 2's most irresistible online titles —REINER

Lian

° Ëeəss Gave Bonus item:

Desert Express 50

@ reven [1

If you perform extremely well, Gabe Logan will give you his commen- dation and will even hand over his truly spiffy Desert Express .50

> Concept: Amusing single- player and four-player co-op mixed with traditional run-and- gun Syphon Filter gameplay and role-playing elements

> Graphics: This game won't win any beauty pageants. Some of the effects are decent, but the lighting, animations, and textur- ing lack significant detail

> Sound: Does a great job of forcing gamers to use voice chat

> Playability: Smooth controls and tons of weapons, but mis- sions can be confusing

> Entertainment: Both meth- ods of play are enjoyable and loaded with unlockable material

> Replay Value: High

8.5

PLAYSTATION 2

World Tour Soccer 2005

> STYLE 1 TO 8-PLAYER SPORTS > PUBLISHER SONY COMPUTER ENTERTAINMENT AMERICA > DEVELOPER 989 SPORTS

> RELEASE APRIL 13 > ESRB E

PLAYSTATION 2

Destruction Derby Arenas

> STYLE 1 OR 2-PLAYER ACTION (UP TO 20-PLAYER VIA PS2 BROADBAND) > PUBLISHER GATHERING > DEVELOPER STUDIO 33

> RELEASE MARCH 29 > ESRB T

STOP THE WORLD, | WANT TO GET OFF

laying this years World р Tour is like stepping into

the shoes of an old, once- great soccer star. He's lost a step and it's painful to watch. The series has tried to adjust to the dominance of Konami's Winning Eleven franchise, which is the best in the business, but it just doesn't have the moves.

Whereas the last installment of World Tour was quick on the headers and in firing the ball into the net, 2005 has none of that zip. In fact, in a copy of Winning Eleven, this game has a power gauge for your shots and long passes. Unfortunately, it's a tad slow at actually pulling the trigger. Not only that, but the game lacks any of the smooth- ness in its dribbles or player movement. Perhaps this is a result of the new gauges and larger player models, which is at least an attempt at progress. However, not only does the game not keep up with the Joneses, it lacks needed internal improvements. The Al for your defenders is horrible. Attacking forwards don't have the plague fellas, just the ball. Go get it; that's what | pay you for. The one thing that | love which hasn't changed is the career structure where you work your team up through the ranks.

Two years ago, World Tour was my favorite. With the onset of Winning Eleven, however, this game's stock has plummeted. I'm getting out faster than Martha Stewart and that ain't no crime, е just good sense. | suggest you do the same until this thing turns around.— KATO

BOTTOM

LINE 6.5

> Concept: The series inex- plicably goes backwards in its pursuit of progress

> Graphics: This year has got larger player models and some improved presentation aspects

> Sound: | like that the announcers worked at pro- nouncing all the non-English player names

> Playability: To alleviate frustration, change the default controller setting to manual player selection

> Entertainment: last year’s game was а solid piece of meat, this is a steak covered in stink sauce

> Replay Value: Moderate

Second Opinion 6

т Success slips though Sony's fingers

SLIGHTLY BENT METAL

t first glance, Destruction А Derby Arenas seems

like it’s got all the mak- ings of a great game. Tons of unlockable cars and drivers, plenty of over-the-top arenas, and a weird mix of smashing and racing sounds pretty awe- some. Unfortunately, once you start digging into this title, you bottom out pretty quickly. Scoring is done in such a fash- ion that your skill as a driver means less than the opportuni- ties you're presented with on the asphalt, which results in the feeling that the outcome is out of your hands.

The idea behind the single- player mode is sound, but it's structured really poorly if you don't qualify for the next tier, you have to make the entire run through the circuit again. Ideally a robust online experience makes up for this it's too bad that playing with other humans simply exacerbates the inherent flaws in the scoring system.

All of its weaknesses aside, DDA is still a good time for a little while. The graphics are crisp and the physics are solid once you get used to how loose they are, but there's nothing to keep you coming back after the initial fun of t-boning someone and watching them explode wears off.—-ADAM

PLAYSTATION 2

Final Fantasy XI

> STYLE MASSIVELY MULTIPLAYER ONLINE ROLE-PLAYING GAME > PUBLISHER SONY COMPUTER ENTERTAINMENT AMERICA > DEVELOPER SQUARE ENIX > RELEASE MARCH 23 > ESRB T

> Concept: Win the Derby by а combination of racing and wrecking your opponents’ rides

> Graphics: Nice detail on the cars and stadiums, and a cool blur effect for nitro use make it the high point of the title

> Sound: You'd be hard- pressed to find a more irritating announcer

> Playability: Except for the idiotic camera pans that break up your flow, it's fine

> Entertainment: There are some good thrills to be had, but Success tends to depend a bit too much on luck

> Replay Value: Moderately High

m Abrupt camera pans are horribly disorienting

ENOUGH THRILL FOR THE GIL?

eeing as how this title S marks the debut of the

PS2's hard drive and Final Fantasy's first venture into the realm of the console MMORPG market, there has been a lot of commotion and anticipation surrounding it. Now that it has hit the shelves, the world of Vana'diel will need to brace itself for the fresh surge of PS2-playing inhabitants, providing enough people shell out the dough.

This is essentially the same game that came out for the PC in October, though it runs at a significantly lower resolution. It offers the same impressive per- sistent world, storyline, and con- tent. It still has beautiful visuals and a gripping score, along with an unfortunately awkward menu interface. Overall, this is a solid game that does a wonderful job of unifying Square Enix's vision of the Final Fantasy world under a multi-platform roof.

This is unquestionably the best MMORPG available for the console, with a high potential to eat away at your free time, and possibly be responsible for some "sick" days at work. Sure, you'll have to pay a hefty sum for the game and peripherals, but if you're the type of person who even considers a purchase like this, you won't be disap- pointed—JOE

BOTTOM

LINE 7.

> Concept: Use Vana'diel in a pernicious ploy to push the PS2's hard drive

> Graphics: The characters and environments have surpris- ing detail, but the animation

is choppy

> Sound: A soundtrack on par with some of the best in the series

> Playability: The interface, designed for both PS2 and PC, doesn't really feel at home on either

> Entertainment: Easy to get sucked in, though things do roll along pretty slowly, even for an MMORPG

> Replay Value: High

Second Opinion Putting T 1

PS2 and PC gamers unite in Мапа’ diel

GAME INFORMER 99

PLAYSTATION 2

X-Files: Resist or Serve

> STYLE i-PLAYER ACTION > PUBLISHER VIVENDI UNIVERSAL > DEVELOPER BLACK OPS ENTERTAINMENT

> RELEASE MARCH 16 > ESRB М

RESIST, PLEASE

esist or Serve is a merely pass- В able survival horror game that

relies on its franchise rather than gameplay to deliver the bulk of the entertainment value. Granted, some of the elements from the TV series are well used, such as the voices and likenesses of David Duchovny and Gillian Anderson, as well as a plot revolving around Black Oil (a familiar menace to fans of the show). Unfortunately, these aspects aren't enough to overcome the uninspired, repetitive puzzle solving required to get the ball rolling.

Whether | was walking the streets

of an eerie town or the halls of psychiatric ward, | was following the same pattern. The path forward was blocked (usually by a locked door) so | had to tromp around until | found the particular key that would let me progress. Along the way, if | saw a zombie, | shot it and it fell down. If it tried to get up, | kicked it until it died (because | usually didn't have enough ammo to shoot it

again). | couldn't just run by it, either,

because often times regular-looking enemies will be carrying a mission-

100 САМЕ INFORMER

critical clue or item.

To the game's credit, it does a good job of capturing the mood of the show, and some of the dialogue is pretty funny (especially when referencing the size of Mulder's adult video collection). It also manages to add some variety by providing alter-

nate paths through missions, depend-

ing on whether you choose to play as Scully or Mulder. They need to accomplish tasks in a different order, and take slightly different approaches to certain situations. As Scully, you have occasional autopsy sequences where you cut up infected individuals to obtain precious zombie-fluids, and as Mulder you rely more on heavy firepower to solve problems.

Unfortunately, regardless of the agent you choose, the basic formula never changes. You spend so much time wandering aimlessly and kick- ing prone undead that you never really have a chance to get wrapped up in the exceptionally intriguing and involved story that was clearly intended to make Resist or Serve stand out—JOE

W Zombie-kicking excitement

чү" 6.5

> Concept: Маке а game based оп а series long past its prime

> Graphics: The scenery looks creepy and foreboding, but character animations are a bit awkward

> Sound: A bright star in the game's dark sky. The voices and music capture the ominous feel of the X-Files perfectly

> Playability: A conspiracy involving poor aiming, confus- ing camera work, and locked doors make it difficult to get comfortable

> Entertainment: | want to believe that this game isn't bor- ing as all get-out

> Replay Value: Moderate

Second Opinion 7

With a vast city to explore, two playable characters

with intertwining stories, an abundance of locked doors, and more zombies than you can shake a bloody New York strip at, this is a surpris- ingly decent amalgamation of survival horror's heavy hitters - primarily Resident Evil and Silent Hill. Truth

be told, | like this game. Sure, it has a fair share of problems - be it the vague- ness of puzzles, or the. frustrations that the camera brings - but | just couldn't. seem to. pu it down. The

PLAYSTATION 2

Seven Samurai 20XX

> STYLE 1-PLAYER ACTION > PUBLISHER SAMMY STUDIOS

> DEVELOPER DIMPS/SAMMY STUDIOS > RELEASE MARCH 23 > ESRB T

SEVEN, NO LONGER THE “LUCKY” NUMBER

classic The Seven Samurai and turning it

into a science-fiction themed video game sounded pretty damn bad on paper. Now, despite the cooperation of Kurosawa's estate and the involvement of both legendary comic artist Moebius and anime writer/translator Marc Handler, the end product turns out to be worse than we could have imagined. Sammy, here's a hint: If you're going to make a “respectful” update of one of cinema's most cherished films, it's probably a bad idea to have a cutscene that features two rapping boy band rejects on roller- blades. But maybe that's just me. Also, | suspect that dialogue like "Bite mel" (which, | swear to God, actually does make its way into the script) might possibly diminish the gamemakers' dra- matic intentions.

Of course, great gameplay makes up for any number of flaws, but unfortunately Seven Samurari offers nothing but mindless button- mashing, boring level design, and horrible pacing. Yes, there is some theoretical "depth" to the combat in the form of a dash move, blocking, combos, and the ability to equip new weapons, but in reality none of these techniques prove any more or less effective than just mind- lessly punching the square button. Really, the only thing you'll have to master is the Nitoh-

Ryu power-up, which lets you decimate your opponents with two swords for a brief period

of time. Other than that it's a dull trek through levels that are alternately painfully linear or just plain confusing. Even worse, | suspect that the only audience that might have truly embraced 20XX's middling action hardcore devotees of Kurosawa's ilms will not only be put off by the juvenile voice- acting and poor dialogue, but will ikely be offended at this affront to his legacy.—MATT

| n all honesty, the idea taking Akira Kurosawa's

BOTTOM LINE

> Concept: Make а sci-fi hack п’ slasher based on Kurosawa's The Seven Samurai

> Graphics: Really this game's only strong point; the characters and particle effects are nice

> Sound: Ridiculous voice acting, and the battle music is horribly repetitive

> Playability: Seriously, press square and you'll be fine

> Entertainment: Falls far short of living up to both its license, and the standards of modern-day hack n’ slash

> Replay Value: Moderately Low

Second Opinion 4

Despite its high production values, Seven Samurai is an absolutely putrid game. The ‘combat is so one-dimen- sional, and yawn-induc-

‘ing that | have enemies | wouldn't recommend this game to. It's so bad, in fact, that | would warm fans of Kurosawa's classic tale to not ruin their love of the movie by playing this pathetic button masher—ANDY _

The dialogue is so inane you'll soon find yourself avoiding conversation with NPCs altogether

This baize says recommended for non-Irish

GAMECUBE

Pool Paradise

> STYLE 1 OR 2-PLAYER SPORTS > PUBLISHER IGNITION ENTERTAINMENT > DEVELOPER AWESOME STUDIOS > RELEASE APRIL > ESRB E

Manos: Hands of Fate

WHIZ IN THE POOL

can only assume that the name i of Pool Paradise's developer,

Awesome Studios, is meant to be ironic. Though the game does have its successes, | would estimate that it is only 10 percent awesome by volume. 15 percent tops.

At its core, | think this game suc- ceeds in its primary goal: It captures the experience of playing pool through slick analog cue control, accurate ball physics, and some cool arcade elements thrown in for fun (like a laser scope and HUD). But if the pool itself 15 the sweet caramel center, everything surrounding it is a moist, fetid sponge.

Regardless of how accurately it plays, the other elements of this game don't come together, and the result is just unpleasant. The graphics are noticeably substandard, the music is ridiculously inappropriate, and a host of other things just feel “not right”

For instance, the game boasts “unique and highly detailed animated hands” Note that it doesn't say anything about the rest of the body,

SPECIAL FEATURES:

+ Creator Commentary

* Original Artwork

* Making of Documentary

* Original Animation Test

because it isn’t there. Each match you play is against a pair of floating disem- bodied hands. It is supposed to add personality to your opponents, but ulti- mately just makes them disturbing.

Pool Paradise simply missed too many opportunities to improve. The competition mode revolves entirely around climbing up a ranking ladder with no real payoff, and all of the things you buy with your winnings either only have aesthetic effects (cues, baizes), or just aren't worth your hard-earned cash (skee-ball, crazy tables).

So, even though the pool itself plays fine, the rest of the game, like the hands with conspicuously absent bodies, simply feels incomplete or unrealized.—JOE

ТШО DiSCS. ONE VERY DETERMINED SaMLIKdi.

SEASON 1, 13 EPISODES

“brilliant animation. We're hooked." -Entertainment Weekly, - sept. 2001

ЗАГДТ О] ЕО

CartoonNetwork.com

BOTTOM LINE 6 > Concept: GameCube and bil- liards, together at long last

> Graphics: My expectations were low, and | was still disap- pointed. Jaggies and bad textur- ing litter every screen

> Sound: The unbefitting synth soundtrack would be more at home in a Lethal Weapon movie > Playability: The ball physics are great, and the analog cue control works remarkably well

> Entertainment: Has all of the excitement of real pool, for better or worse

> Replay Value: Moderate

Second Opinion 6.75 Despite its pool in a paradise theme, Hervé Villechaize wouldn't call this a fantasy island. The phys- ics work well, and there's stuff to blow your money on, but | wanted that EA-like career progression, Hell, the skee-ball minigame didn't even really work! This game is average not because "it's just pool," but because Awesome Studios failed at the chance to make some- thing definitive —KATO

Even daylight shows off the 23

m If we don't bring you a corpse in 30 minutes or less, your pizza's free

Li

£ р

UNLIMITED ENABLED

XBOX

Splinter Cell:

Pandora Tomorrow

> STYLE 1-PLAYER ACTION (UP TO 4-PLAYER VIA XBOX LIVE OR SYSTEM LINK) > PUBLISHER UBISOFT > DEVELOPER UBISOFT SHANGHAI > RELEASE MARCH 25 > ESRB M

GAME INFORMER

Da

АЕ ua n

PLAY IT AGAIN, SAM

fter only his first title, Sam Fisher became an instant video game superstar. The original

Splinter Cell brought the stealth/action genre to the forefront of gaming and became the template for dozens of knockoffs. Well, those imitators are now going to have to work even harder, because Sam's second mission, Pandora Tomorrow, raises the stealth/action bar even higher.

In terms of gameplay mechanics, little has outright changed, but much has been improved. Sam now sports more precise aiming, a handful of additional moves, and a few new gadgets. The enemy Al has also been tweaked, as has the relentless difficulty level. The result is not a quantum leap in gameplay or graphics, just a smoother and more refined play experience. Pandora Tomorrow is a sequel in a more traditional movie sense: The basic setup and charac- ters remain the same, but the story has changed.

As with the original, Pandora Tomorrow places a heavy emphasis on the plot. Without giving too much away, Sam is charged with tracking down a charismatic Indonesian terrorist with a sinister anti- American agenda. Like a Robert Ludlum thriller, the story is dark, intelligent, and mature. The dialogue is sharp and witty, and Sam is easily the most com- plex character in gaming. This is undoubtedly video game storytelling at its finest.

Sam's mission takes him to a variety of stunning locations. Over the course of the story, Sam must brave the jungles of Indonesia, pull himself along the bottom of a speeding train, climb an elevator shaft, and creep through the freezers of a cryo- genics lab. Of course, he faces well-armed thugs everywhere he turns. It's these innovative action sequences that make the single-player quest so compelling.

While the story mode is brilliant in its own right, Pandora Tomorrow's real innovation comes in the form of its multiplayer mode. Cleverly tying into

102 САМЕ INFORMER

“This is undoubtedly video game story- telling at its finest.”

the main story, multiplayer pits teams of spies and mercenaries against each other. The spies play

in third-person like Sam, while the mercs use the traditional first-person view. Using stealth as their main weapon, the spies (a.k.a. Shadow Nets) must sneak past the mercs to their objectives. This truly unique multiplayer mode features a fantastic con- trol scheme for both teams, absolutely addictive gameplay, and graphics that are every bit as gor- geous as the single-player mode.

The original Splinter Cell is still one of the most visually impressive console games ever, and Pandora Tomorrow is even prettier. Character models have improved, and the famous shadows feel even deeper and richer, but it's the little details that really stand out. In one level, a passing subway train blows newspapers and trash around, while

Here comes the tickle monster!”

Wi Are you ready for some completely awesome graphics? This is your game

ФА.

emm

т Finding shadows is still the best way to complete a mission

As the Shadow Nets, teamwork and stealth are the only way to survive

in another rain pours down around you in a full- fledged thunderstorm. It is these extra touches that make Sam Fisher's world seem like a living, breath- ing place. Several times during this game, | had to stop playing and drag a witness over to my desk to share the amazing sights unfolding on my screen. Other times | had to stop and praise the intelligent, surprising plot points. And others, | simply had to gloat about how many times | snapped Joe's neck in multiplayer. This, my friends, is a game that keeps on giving —JEREMY

"Man, it stinks like dead Ninja Turtles down here!”

4 gorgeous lighting effects

BOTTOM LINE

> Concept: The legendary agent returns with an all-new adventure and a groundbreaking online mode

> Graphics: The dark, realistic look and lifelike animations can only be described as “freakin’ awesome"

> Sound: The voice work is great, but the score is a tad forgettable

> Playability: Whether you're playing as Sam, a Shadow Net agent, or a merc, control is spot- on and will make you feel like a total badass

> Entertainment: If you like stealth/action, you must, must play this game

> Replay Value: Moderate

Second Opinion 9.5

Playing hide and seek has never been so cool, Raising the standards for stealth gaming for a second time, Ubisoft has forged a sequel that has the uncanny abil- ity to knock your socks

off through every second

of play. Whether you find yourself mesmerized by the

and massive amounts of particles that dance across the screen, sweating bul- lets within the taut action sequences, or compelled by the expertly penned story, Pandora Tomorrow is a gripping and unforgettable experience. The gameplay is much tighter, targeting is no longer questionable, and you're continually asked to use Sam's entire arsenal of moves. The online compo- nent is just as remarkable. Not only is Ка departure - from multiplayer as you know it, it has a clever tie to Pandora Tomorrow's story and adds serious replay to. a game that you'd probably only play through once or twice.—REINER.

UNLIMITED ENABLED

XBOX

TOCA Race Driver 2: Ultimate Racing Simulator

> STYLE 1 OR 2-PLAYER RACING (UP TO 12-PLAYER VIA XBOX LIVE OR LAN) > PUBLISHER CODEMASTERS > DEVELOPER CODEMASTERS > RELEASE APRIL 20 > ESRB E

CALLING FOR MCKANE

odemasters struck gold when C it merged story elements with

racing in the first Pro Race Driver. Between now and then, how- ever, the series has gone through much more than a name change, and I'm very disappointed by the transfor- mation. The racing, in fact, has gotten better on several fronts, but TOCA has changed up its story structure and lost all the magic and appeal that once made the franchise stand out.

The story cutscenes are now seen through your eyes instead of Ryan McKane's (the protagonist of the original). That's fine, but the devel- oper has also done away with the hub world with its separate email and garage areas. Sounds like a small thing, but it's better than the simple and boring menu interface now in its place. Worst of all, there is little choice because the original's tier structure (and its pool of races) is gone. At times in TOCA you'll be asked to pick from different circuits. You can go race pick-up trucks at an oval or semis on a road course, for example. I'm glad that the franchise has retained its variety and racing versatility, but without a good story context, the magic of the first Race Driver is lost. Also, because the tier structure and email challenges are gone, the game is more linear. In the end, I felt like the cutscenes were driving the story, and not my choices.

Codemasters has dialed down the difficulty, which is welcome, but has not sacrificed the intricacy of cars'

handling. The more high performance cars and rally races are good cases in point. You have to know both when and how to slam on the throttle in order to get the most out of a car. Visually, the details abound and the sensation of speed is good. If you've got a high-def TV, you have to take advantage of the game's support

of 480p, as it adds an extra dimen- sion that must be experienced. You can make your car a sight to see by beating the living hell out of it, but | was hoping that TOCA would make vehicle damage a more meaningful aspect than in the first Race Driver.

The game's peripheral importance on being able to damage your car is a good example of why this sequel isn't as fun as the original. It doesn't spur you to do better. If | had to earn money to pay for my wrecked cars or had to purchase and develop new tides, then my ambition would have made this a more engaging title. Add in my disappointment with the new story structure, and this series has lost its driving edge for me.

I think people liked Pro Race Driver because its story produced an allure that was more charming than the stiffness of Gran Turismo. Codemasters has got the racing aspect of the game down that's not in question. But you aren't going to beat Gran Turismo in the car department, and | don't want TOCA to. Instead, | want to feel that I'm in control of tale worth telling, and | just didn't get that impression here.—KATO

BOTTOM

LINE 7 5 > Concept: Codemasters takes а second stab at the "CaRPG" and fails where the first succeeded

> Graphics: Everything runs at a good clip and the draw distance is excellent no matter the number of cars. Split-screen is another story

> Sound: The dialogue is fairly well written and all the right car sounds are captured

> Playability: The difficulty balance has been made easier without cheapening the cars’ handling

> Entertainment: | never thought I'd miss corny Ryan McKane, but he makes all the difference

> Replay Value: Moderately High

7.5

Steel Battalion: Line of Contact

> RELEASE FEBRUARY 26 > ESRB T

on so many levels. First and foremost, you

can't play this unless you have purchased the original Steel Battalion (which retails for a beefy 200 dollars), as that is the only way to get your hands on the required 40-button controller that features three foot pedals and two joysticks. Secondly, the game can only be played online or on a local area network, so unless you have nine other friends with the title and the time to lug their gaming rig to your house, an Xbox Live account is also required to play.

Like the original game, there is nothing pick-up- and-play about Line of Contact. The user interface is still lumsy and mastering the controller takes a couple of hours. And, like the original, you really have to love starting up your mech, because you are going to do it a lot and its a process that takes about a minute each and every time you hop into a new machine.

Line of Contact offers four different modes of online play: Battle Royale (deathmatch), Capture the Container (LoC's answer to Capture the Flag), Campaign, and Conquest. The latter two being the most interesting, as they allow teams of players to + eam battle power points by blowing crap up, cap- i turing bases, or completing various objectives.

: If you loved the original Steel Battalion, | can't

: recommend this purchase enough (even though it is more an expansion pack than a full game). But be forewarned that there aren't exactly a ton of people online and the quality of the experience suffers for it —ANDY

L ine of Contact is an interesting game offering

While you spend a lot of the game looking through your HUD, it really is gorgeous to look at.

> STYLE 2 ТО 10-PLAYER ACTION (ONLINE ONLY) > PUBLISHER CAPCOM > DEVELOPER CAPCOM

THE CADILLAC OF MECH VIDEO GAMES

BOTTOM LINE

> Concept: Give players an online option for using that expensive controller they bought a year ago > Graphics: The addition of 720p makes an already graphi- cally impressive game stand out even more for HDTV users > Sound: The sounds of battle drip with realism, but the rest of the soundtrack is only acceptable > Playability: Understanding and mastering the monstrous controller takes time, but it is a treat once you get it down > Entertainment: If you love realistic mech simulators, this is the game for you > Replay Value: Moderate

Second Opinion 8.5

GAME INFORMER 103

Se reviews

ЕР йа р. TEHNA EEGs under

EE

The AVRiL makes short work of enemy armor

Unreal Tournament 2004

> STYLE 1-PLAYER ACTION (UP TO 32-PLAYER VIA INTERNET OR LAN) > PUBLISHER ATARI > DEVELOPER EPIC GAMES / DIGITAL EXTREMES > RELEASE MARCH 16 > ESRB M

THE CHAMPION RETURNS

L ast year's Unreal Tournament 2003 was

criticized by fans for many reasons. Rest

assured, fragmeisters UT 2004 is all you could ask for and more. Beyond the stun- ning presentation, the fast-paced core of UT's gameplay is better than ever before. And besides, what other FPS can offer you the instant gratification of the announcer shouting “Head shot!" when you snipe some unsuspecting fool?

Graphically, the Unreal engine has made miles of progress since last we saw it. Incredible detail is present on every model and texture, and the explosive and dismemberment effects are gor- geous. The most impressive feat the developers have wrought, though, is the fact that even with 32 players slugging it out with every weapon imagined by man, there's no slowdown mean- ing you have nobody but yourself to blame when you get gibbed.

In terms of content, UT 2004 delivers in spades. All of the maps from 2003 are available, as well as a whole drop- ship full of new ones. You can literally play the same mode for ten hours and not repeat a map. And that's just out of the box you can be sure that UT's robust mod community will be increasing the pool of levels in short order. Considering that there are ten modes to try, there's no reason for UT 2004 to ever get stale; especially since the brand new Battlefield- esque Onslaught mode

104 GAME INFORMER

Many of the maps are anything but vertically challenged

AUDACIA APARA

is such a work of art. It takes all of the frantic combat of classic UT and introduces a whole new level of teamwork while seamlessly integrating the vehicles. It's easily my new favorite thing to do online, period.

There are really only two things | can think of that are wrong with this title. First, the single-player is boring. Expected, yes, but | have to say it. Second, finding people of your skill level to play with can be a chore at times. While racking up the kills by mowing down newbies is fun for a little while, it quickly becomes only slightly more entertaining than getting obliterated by the hardcore masters yourself. However, neither of these ever make it past the realm of minor annoyance you'll forget about them entirely when you find a good group to get down with. The speed and polish of UT

4 cannot be denied.— ADAM

m Character skins are jaried and very detailed

= The weapons feel more balanced than before

" rhe Unb ee, repair

vehicles and turrets

Ah, the vehicles. From the lightly armed but agile Manta hovercraft to the enormous, transforming Leviathan tank, every ride in the game is fun to pilot, yet not impossible to overcome while on foot - mostly thanks to the new AVRIL rocket launcher, which locks onto vehicles and can lay them out in a very short time. Onslaught mode wouldn't be pos- sible without the quick transport these mechanical monsters provide, and they serve to radically diversify both combat itself and the strategic element of the game. Plus, what use would a ‘chopped-in-half death animation be without scything blades of death protruding from a little buggy?

ШИГЕ

> Concept: Take Unreal to the next level with new modes, vastly improved visuals, and more maps than National Geographic > Graphics: Better than choco- late. Very scaleable, too - you can play this on just about any machine

Rampage!” Also, the 3D audio helps to find the action

> Playability: Adding voicechat support makes talking smack (and coordinating assaults) so much better

> Entertainment: This is the smoothest, fastest, most addict- ing multiplayer shooter around

> Replay Value: High

9.5

m Variants Же Low-G spice up the shooting è

Раг Cry

> STYLE 1-PLAYER ACTION (UP TO 16-PLAYER VIA LAN OR INTERNET) > PUBLISHER UBISOFT > DEVELOPER CRYTEK

> RELEASE MARCH 23 > ESRB M

A DIAMOND IN THE ROUGH

ts not often that an upstart developer comes out | with a new engine along with an incredibly pol-

ished game. Far Cry, though, is not only notable for being the first entry by Crytek into the crowded PC first-person shooter market it is quite possibly the best one-player, action-intensive shooter ever. Yes, the multiplayer is good, but the true strength of this title is in the solo experience,

Of all the incredible things | could bring up about the offline experience, the enemy Al is my absolute favorite the best I've ever seen by a long shot. They react realistically to seeing or hearing things, use cover better than most human players, and call in backup when they're in trouble. To top it all off, different bad guys have distinct Al there's nothing so awesome (and frustrating) as coming up against better-trained troops who know just how to counter the tactics you've been using to great effect against the grunts.

The variety to be found as you progress through the approximately 20-hour campaign is another unparalleled achievement on Crytek's part. Not once, even for a moment, did | feel that it was a chore to tackle whatever challenge was in front of me. Whether it's the environment, the weapons and gadgets available, new enemies to defeat, or non- standard objectives to accomplish, Far Cry continu- ally innovates even after ten hours into the quest, something new was constantly causing my jaw to drop in awe. The vehicles integrate seamlessly into the action, whether you're flying across a crystal-clear bay in a speedboat (with a mounted minigun, of course) or evading enemy choppers trying to hunt you down. Additionally, all of the weapons (and the several different grenades) react nicely, including their reload times, rate of fire, and accuracy.

Graphically, Far Cry is right up there with the triple-A titles coming out. The most impressive thing,

GUERILLA TACTICS

Silence the emplaced heavy guns<.

Piggybacking on the stellar Al is the concept of truly integrated stealth. Rather than the standard two types of completing a mission (sneak around or kill everyone), Far Cry allows players far more freedom. Slip unnoticed into the camp and take out a couple of the guards before they can react, then fade back into the concealing jungle and invite them to follow you for a deadly game of hide-and-seek. Everything is so well-executed on a technical level, especially the detection algorithms for

the enemies, that strategies impossible in other games work flawlessly, such as the one you see illustrated here. Of course, when you're fighting mutants that can leap 40 feet in about two seconds, this doesn't necessarily always work.

еп hide from the brute squad

“Tag! You're f

| vista

Mutants are mortal, just like everyone else

“...Емеп after ten hours into the quest, something new was constantly causing my jaw to drop in awe."

though, is the draw distance. You can literally see the trees on an island a kilometer away, and fully animated water out to the horizon. Also, lighting is very nice (mottled sunlight filtering through foliage is my new favorite graphical effect), and shadows are quite detailed. The icing on the cake is the incidental effects, which will continually surprise you as you go on. For instance, take a big hit and your vision and hearing will momentarily get all funky.

Between three multiplayer modes and 11 maps, as well as a choice of three kits with weapon choices within those, there's quite a bit of fragalicious fun to be had playing with friends, but the real draw is in the solo play. If you have any desire at all for nigh- perfect solo action, Far Cry is for you.— ADAM

|55 reviews | BOTTO! 9 25

> Concept: Escape a gorgeous island paradise while stopping a mad scientist's evil schemes

LINE

> Graphics: An insane amount of foliage provides ample cover, though textures are kind of basic

? Sound: Not the best voices ever, but every other aspect is brilliant

> Playability: Grenade button! Lean functions! Good vehicle control! For once, | don't get to complain about any of it

> Entertainment: The best, most polished single-player FPS in a heckuva long time (maybe ever) - and the multiplayer ain't half bad, either

> Replay Value: High

Second Opinion

{ had no idea what to expect from Far Cry, but only min- utes in | was hit upside the _ head with just how good this game is. And that feel- ing returned time and time again. Do not take the free- dom Far Cry gives you for

ing them all superbly, For instance, the pacing perfectly balances the adaptable and fluid enemy Al to not only cater to your playing style, but to constantly replicate

ing of unloading a dip while emptying your bowels. A well-crafted game that is effortless to enjoy. —KATO

In-game cutscenes tell the story

GAME INFORMER 105

°° reviews

Being part of a big assault

ILLUSIONS > RELEASE MARCH 16 > ESRB T

Battlefield Vietnam

> STYLE 1-PLAYER ACTION (UP TO 64-PLAYER VIA ONLINE OR LAN) > PUBLISHER ELECTRONIC ARTS > DEVELOPER DIGITAL

Battlefield 2. Battlefield Vietnam is more of

a standalone expansion with better graphics and a different setting; there's nowhere near the amount of enhancement present to consider this a true sequel. Yes, BF 1942 was and is a great game, but BF Vietnam feels like it was pushed out the door without the tweaking and tuning necessary to give it the polish we expect out of a brand-new triple-A title.

Almost every aspect of BF Vietnam plays identi- cally to BF 1942. It's like the core game was ripped out and implanted into the jungles of southeast Asia. The one mode that anybody plays (Conquest) works precisely the same, save for the new flag-cap- turing timer. Great addition that it is, this isn't exactly a genre-defining revolution. The server-browsing interface is as primitive as ever, and trying to drive a vehicle (especially aircraft) is still on par with attempting to steer a cow through a minefield. Of course, if you're a Battlefield person already, these won't bother you, but they leave a lot to be desired in a new game.

Though the number of maps is a bit low (there are only 14), the kits especially Engineers are a lot of fun to play. Booby-trap vehicles, lug your portable mortar out to a better position, or cut down everyone in your path with a big ol' M60.

DEAR DIARY a

February 16, 1967

0900:00 Well, here we are in Kwang Tri. Hope the VC doesn't = 0900:15 Whoops, should've picked a better spawn point. That one was abit- 0901:32 Aack. They must be a bit closer to our base than | ехрес- 0901:53 Wow! This guy knows exactly where we spawn! What a talent! If only - 0904:21 Haha, surprised the sucker. One down, 20 to go. On to the 0904:49 Okay, seriously. This is getting dumb. If | can't even - YOUR SPAWN POINT HAS BEEN LOST. PLEASE CHOOSE A NEW SPAWN POINT 0905:12 Great. Just what | need. Maybe if | could get off a shot - US 41, NVA 0. MINOR VICTORY! -- 0905:58 Ah, the glories of teamwork. Better than a body bag, | guess.

L et's get one thing straight right now: This is not

106 САМЕ INFORMER

WARNING: NOT THE SEQUEL YOU WANTED

Which, incidentally, is one of the most unbal- anced things l've ever seen. It's a heavy machine gun you know, the kind that you need to go prone and kick the legs out to use properly yet it works just like an assault rifle in run-and-gun combat, but with a 100-shot clip and twice the rate of fare. Also, the kit that gets it as the pri- mary weapon gets a rocket launcher as the sec- ondary. This is the most glaring balance issue, but it's hardly the only one. Most maps seem to favor one side or the other, and half of the games | was in had lopsided teams.

Despite distance fogging that limits your visibility rather sharply on most maps, the graphics are cer-

“Ап incredibly good time if you can find an amicable crew of fellow soldiers."

They fought the L.A.W., and the LAW. won

m Using the M60 is a lot like mowing the lawn

Air support is a huge. advantage

W It takes a sharp eye to spot enemies hiding in the jungle

tainly passable. The heavy foliation provides nice cover for infantry, and the levels capture the feeling of a war zone quite well. The sound design, on the other hand, is probably the best I've ever heard, and makes being under fire downright intimidating. Brilliant is the only word for it.

All of the imbalances and similarities to BF 1942 aside, BF Vietnam is still an incredibly good time if you can find an amicable crew of fellow soldiers. The strategies that are possible with the map design and different abilities of vehicles and kits are numerous, and successfully assaulting or defend- ing a fortified position with good teamwork is very rewarding. | just can't recommend this rough of a product too highly to people who aren't already Battlefield junkies —ADAM

W USA ог NVA, hiding in the hills is wise when on foot

BOTTOM LINE

> Concept: Pretend that this isn't just a BF 1942 port to the Vietnam era

> Graphics: Much better than its predecessor, but not competi- tive with its contemporaries

> Sound: The whistle of shells and whine of bullets makes the battlefield a scary, intense place

> Playability: Coordinating an assault with 12 people and no voicechat is a lot like having an aneurysm

> Entertainment: Finding a good server (and good people) to play with is worth it, but without those this is an exercise in pain and misery

> Replay Value: High

а. al sette Ml NC tobe the underdogwho fights overwhelming odds TS scenarios just end

и ‘voice-chal (instead of но

commands mapped

made the effort less pain- ful, If you want to enjoy BFV, take it online with

some friends and be sure to pay attention to the sound design = both the effects and the soundtrack are outstand- | ing. did it sies

ленот пато. 1942 а success JOE

Gangland

> STYLE 1-PLAYER STRATEGY/SIMULATION (UP TO 8-PLAYER VIA LAN OR INTERNET) > PUBLISHER WHIPTAIL INTERACTIVE > DEVELOPER MEDIAMOBSTERS > RELEASE MARCH 4 > ESRB M

AN OFFER EASILY REFUSED

innovates within a genre and fails

to tighten up the final product to the point where its creativity can be enjoyed to the fullest. Gangland is chock-full of great new ideas, but | couldn't get into its world of violence, wealth, and power.

The idea behind this title is bril- liant: Captain an organized crime family to dominance through clever strategy, shrewd business dealings, and plenty of violence against those who oppose you. These elements fit snugly together, and impact one another in logical fashion. Ignore any one facet of your criminal empire, and it'll all come crashing down around you the mark of a well-

| t irks me when a developer

conceived strategy game.

Although its core concepts are well executed, the little things bring Gangland down. In particular, the Al leaves a bit to be desired. Regular civilians to whom I'd done no wrong would frequently open fire on me, completely breaking the game fic- tion. Also, combat feels more like a slugfest than an intense tactical experience; not once was | able to recover from bad odds through stra- tegic expertise.

If your desire to be a criminal mas- termind isn't enough to get you over a steep learning curve and overlook some flaws, you'd be well-advised to look to other, more polished titles for your strategy fix.—ADAM

E The vehicle controls are worse than you can possibly imagine

"x" 6.5

> Concept: Become the godfa- ther of Paradise City through an odd RTS-style interface

> Graphics: Smooth and flavorful. Seeing the same 20 or so character models gets awfully old, though

> Sound: | had no idea that

mobsters listened to both nü- metal and techno

> Playability: For a complex game, nothing is explained par ticularly well - the learning curve isa bit much

> Entertainment: It's defi- nitely unique and interesting, but somehow fails to really come together in the end

> Replay Value: Moderately High

Second Opinion

Too much of your time is spent in transit between jobs (the vehicles, which do help save time, are abysmally difficult to control), and the combat itself doesn't really have much in the way of depth or strategy, a problem that’s exacerbated by the lack of unit variety. Like so many Mafia epics, Gangland reaches a predictable condu- sion: great concept, spotty execution. —MATT

Tom Clancy’s Rainbow Six 3:

Athena Sword

> STYLE 1-PLAYER ACTION (UP TO 16-PLAYER VIA LAN OR INTERNET) > PUBLISHER UBISOFT > DEVELOPER RED STORM ENTERTAINMENT > RELEASE MARCH 9 > ESRB M

A FRIEND IN NEED

his add-on for last year's Raven Shield is so T stereotypical of an expansion that it boggles

the mind. New content (maps, weapons, etc.) is all you get here; there's no technological improvement to be found anywhere. Of course, many would argue that none are needed.

The good news is that nothing is broken from the original R6 aficionados will find everything they love intact, from planning to execution. However, nothing has really been fixed either. The new campaign falls prey to the same issues that have plagued every R6 game I've ever played namely, much of the time the outcome of a mission is decided by the Al rather than player actions. On some missions, it's not all that uncommon for one of your squads to get wiped out in the first minute. And with no voicechat or voice command support, you can't even curse your dying moron allies. To top it off, it's pretty short five hours should get you through it. Multiplayer gets a significant boost with Athena Sword, though. With five extra maps, seven addi- tional weapons, and three new modes, the replay value of R6 is higher than ever.

Nothing here is really going to change anyone's mind about the franchise if Rainbow Six isn't your thing, then don't bother with this. If you still find yourself playing Raven Shield instead of the newer FPSs though, Athena Sword will only make you fall in love with it all over again.—ADAM

BOTTOM LINE

.29

> Concept: Give the Tom Clancy fandub some new missions and maps to do their thing with

> Graphics: No better than those of Raven Shield, Textures are pretty basic

> Sound: The only thing it's good for is locating terrorists around corners

> Playability: Strangely enough, the squad control is worse than the recent Xbox edi- tion of Rainbow Six 3

> Entertainment: |f you don't like R6 in the first place, nothing here will change your mind

> Replay Value: Moderately High

Second Opinion 7 Athena Sword makes no contribution to improving the elements that make Rainbow Six titles unique, The mission planning and team setup are still great ideas, but they remain ulti- mately useless since your Al allies often get gunned down after their first two steps. Sure, you could just tell everyone to stay put while you do the mission yourself, but that sort of defeats the whole "team- based operation” concept. Your meat-shield comrades make the solo campaign frustrating, but there are enough additions to the set of multiplayer options to hold the attention of current R6 fans.—JOE

GAME INFORMER 107

GAME BOY ADVANCE

Splinter Cell:

SIDE SCROLLIN’ CELL

ho hasn't wished to be a W spy? | know | sure have. Of

course, when | was a kid, my spy missions mostly involved trying to successfully sneak past the neighbor's dog. Fortunately, Rex was old and couldn't run very fast. Even more fortunately, spy games now have some more challenging tasks, thanks to Pandora Tomorrow. This handheld version of Sam Fisher's latest adventure stays true to the solid formula of the first GBA Splinter Cell, and features the plot of the new con- sole version.

In this new iteration, players must guide Sam through side-scrolling levels filled with guards, civilians, security cameras, and spotlights. Stealth is his greatest weapon, and he can press up against walls, crouch behind bushes, and dimb drainpipes to avoid being seen. It goes without saying that this release isn't as deep as the console version, but it's still one of the most complex side-scrollers out there. Several minigames are incorporated into the quest, including rappelling, computer hacking, and lock picking. These seg- ments add a lot of atmosphere to the game and keep things diverse.

While the simple controls work well and the missions are mostly enjoyable, the frustration MHZ level is pretty high. The enemy Al is unpredict- able; at some times they appear blind and deaf, while at others they seem to have eyes on the back of their heads. Since many missions end after a single alarm sounds, be prepared

108 GAME INFORMER

Pandora Tomorrow

to play the same sections over and over. Certain enemies must not be killed in order to get information from them, but these foes sadly look the same as everyone else. Several times my mission ended simply because I punched the wrong guy. Obviously, | found this hugely annoying.

While this title did make me swear like a sailor on several occasions, there is still much to praise. The environments are a little on the plain side, but character animation is simply stunning. The first time Sam grabs a hapless guard and shoves his face into a retinal scanner, you can't help but marvel at the fluid motions. Each move in Sam's deep repertoire looks great, and lends a realism to the game that helps it feel like a mature spy thriller. And although neither the sound effects or music is all that impressive, the voiceovers from the guards make up for that They may only shout "hey," but it's still refreshing to hear actual voices on the GBA.

Splinter Cell: Pandora Tomorrow is much like how | imagine real espio- nage (that doesn't involve sneak- ing past elderly canines) must be: often it's frustrating, but overall it's a worthwhile experience that's unlike anything else. —JEREMY

m "It's okay buddy, sick it out”

> STYLE 1-PLAYER ACTION > PUBLISHER UBISOFT > DEVELOPER UBISOFT > RELEASE MARCH 23 > ESRB T

BOTTOM LINE 8 > Concept: Sam Fishers latest

adventure is recast as a 2D side- scrolling handheld title

> Graphics: Character anima- tions are easily some of the best to ever appear on the GBA

> Sound: Like the recent Max

Payne, it features actual voices.

on the GBA!

> Playability: Sam's move set gets a lot of mileage out of the

GBAs small button selection

> Entertainment: Alternately engaging and supremely frustrat- ing Pandora Tomorrow is a fun, yet mixed experience

> Replay Маше: Low

Second Opi ion

GAME BOY ADVANCE QUICKIES

Yu-Gi-Oh! "we 6.5 World Championship 2004

> STYLE 1-PLAYER STRATEGY (2-PLAYER МА LINK CABLE) > PUBLISHER KONAMI

> DEVELOPER KONAMI > RELEASE FEBRUARY 10 > ESRB E uel Monsters, the card game at the core of the

Yu-Gi-Oh! franchise, involves a surprising level of strategy and skill, and World Championship 2004 does an excellent job of bringing those elements to life. Unfortunately, it's about on par with a video poker machine in terms of graphics and sound. You will zm have a more sensory-enriching experience playing Duel Monsters with real cards than on your GBA. Plus, unlike previous iterations, you can't manually input your physical cards to unlock them in-game, which means the only edge this edition has over its predecessors is that it will be the standard for this summer's Yu-Gi-Oh! World Championship = and if

that's a deciding factor for you, then you're beyond any help | can offe.—JOE Wade Hixton’s

Counter Punch

> STYLE 1-PLAYER FIGHTING > PUBLISHER DSI GAMES > DEVELOPER INFERNO GAMES > RELEASE MARCH 15 > ESRB T

chemical imbalance, but with the gameplay that'll happily remind you

of Punch-Out!! Although Wade has less than 10 opponents (and you'll have to fight many more than once if you want to make some dough), the game's open structure is inviting. Roam around town and fight for cash, answer the call of your beeper (where you get money for winning under certain condi- tions), or pay off allies to intercede on your behalf during the middle of a bout. Along the way, Wade Hixton will entertain you with its colorful art style and amusing dialog. It's not often these days that a developer treats the GBA not as an afterthought, but gives us a title that's solidly entertaining —KATO

W ho's Wade Hixton? Think of him as Mike Tyson without the psychotic

R-Type lli: The Third Lightning

> STYLE 1-PLAYER ACTION > PUBLISHER DSI GAMES > DEVELOPER RAYLIGHT STUDIOS > RELEASE FEBRUARY 17 > ESRB E

his port of the 1994 SNES

T title of the same name is РА just about as old school as it gets. The graphics have translated nicely to the GBA, and the control works just dandy, but the level design drives me absolutely insane. Cheapness abounds to the point where the gameplay is far more about memorizing where each enemy spawns and what sort of bizarre patterns the walls move around in than plowing through with skill and reflexes. Couple that cheapness with the facts that foreground layers often obscure deadly hazards and your ship has a truly molasses-like speed both of which boost the dif- ficulty of the tougher encounters into the stratosphere. If you've got a burning desire to throw your GBA through a wall in frustration, R-Type III should satisfy it; otherwise you're well advised to stick to games that won't make your head explode.— ADAM

С НАВ і S An In-depth Listing Of The Best Selling Games

ТОР 20

Listings Based Upon NPD Data For February 2004 Based On Units Sold

1 FINAL FANTASY: CRYSTAL CHRONICLES Й

асирог т Бис of what па ame ame Informer victorious.

Football ean that y comme

to drink: meatballs. Mmm.. fitne

3 METROID ZERO MISSION

he Contra T

ourself this t we thought

etire to your т »-called "technology"

5 JAMES BOND 007: EVERYTHING OR NOTHING

ame form, all Bond charac ed in youthful ith more bikini exhibits attack each other. Culture at its finest.

and the

tation chamber to ponder the limits

Rank Title L. Mo. | System] Score |Release| Price Final Fantasy: Ў МА | ес | 7 | 2/04 $49 Crystal Chronicles NFL Street 1 | PS2 | 7.75 | 01/04] $50 Metroid Zero Mission МА | GBA | 95 |02/04| $29 Need for Speed: 3 |PS2| 95 |02/03| $48 Underground James Bond 007: N/A | PS2 | 85 |02/04| $50 Everything or Nothing Rise to Honor МА | Ps2 | 7 |02/04| $40 Champions of Norrath: МА | PS2 | 8.75 |02/04| $50 Realms of EverQuest Halo т [xBox] 95 |11/01] $30 Mafia N/A | PS2 | 7.75 |01/04| $50 James Bond 007: : МА |XBOX| 85 |02/04| $50 Everything or Nothing Sonic Heroes N/A | PS2 | 7.75 |01/04| $50 Mario Kart: 6 | GC |925 |11/03| $49 Double Dash!! Sonic Heroes 2 | GC | 7.75 |01/04| $49 Super Mario Advance 4: |, nal de ур be Super Mario Bros. 3 Madden NFL 2004 9 | ps2 | 925 [08/03] $48 MX Unleashed МА | PS2 | 8 |02/04| $39 True Crime: Streets of LA | š | PS2 | 85 |1103| $48 N . Baldur's Gate: 10 | PS2 | 85 |02/04| $48 Dark Alliance Il NFL Street 4 |XBOX| 7.75 |01/04| $50 Yu-Gi-Oh! World а š МА | GBA} 7 |02/04| $35 Championship 2004 Source: The NPD Group/NPD Funworld */TRSTS ® + David Riley 516-625-2277

TOP 10 JAPAN

Rank Title L. Mo. System ЕЙ custom Roto NA [ Ж onimusna 3 NA PS2 ПЕ] Pokémon Fire Red/Leaf Green 2 GBA Ж Famicom Mini: Super Mario Bros. NA GBA Ж Sengoku Musou МА PS2 Е winning Eleven 7 МА PS2

жоюш the Shell: Stand Alone МА PS2 Е sp Gundam 6 Generation Seed МА PS2 Е Famicom Mini: Ice Climber NA GBA

[EG] Famicom Mini: The Legend of Zelda

Source: Game lapan Based On Monthly Unis Sold

Rank Title L. Mo. System Splinter Cell: Pandora Tomorrow N/A Xbox Unreal Tournament 2004 NA PC

| 3 | Far Cry NA PC ЕЮ Ninja Gaiden 1 Xbox Metal Gear Solid: The Twin Snakes 2 GC Syphon Filter: The Omega Strain NA PS2 Steel Battalion: Line of Contact N/A Xbox metroid zero Mission 3 GBA MVP Baseball 2004 4 Multi Fight Night 2004 5 Multi

The Staff's Favorite Picks

OP 10 PC

Rank Title Price

$29 $34 $20 [5| Zoo Tycoon: Complete Collection 6 $30 $32 $23

ПЕ The sims: Makin’ Magic 3 Е Hoyle Casino 2004 N/A The Sims: Unleashed 9 $28 Delta Force: Black Hawk Down - Team Sabre N/A $20 | 10 | The Sims Double Deluxe 5 $0

GAME INFORMER 109

Play the дате that's right for you!

You can give Tiger Woods a tennis racket, but he knows that golf is the game that's right for him. So how does Tiger know which computer and video games are OK to play? He checks the rating on every game box...And so should you!

Computer and video game ratings have two parts: rating symbols, which tell you what age group the game is appropriate for and content descriptors, which tell you about specific content elements that may be of interest or concern.

So the next time you're choosing a game, check the rating and the content descriptors. And like Tiger Woods, play the game that's right for you.

ENTERTAINIVIENT SOFTWARE RATING BOARD

is

Е

CHECK THE RATINGS ON EVERY VIDEO GAME BOX

| EARLY cro || EVERYONE KO [ошл HE я EVERYONE

| | | ‚№ Comic Mischief | ie ' Mild Lyrics PET [PET HEEL ВЕ LELI š ESRB CONTENT RATING www.esrb.org

ARCHIVE

Airforce Delta Strike Alias All-Star Baseball 2005

Alter Echo Amencan Idol Backyard Wrestling:

Don't Try This at Home Baldur's Gate: Dark Alliance II Batman: Rise of Sin Tzu Battlestar Galactica Beyond Good And Evil Bloody Roar 4 Bombastic Butt-Ugly Martians: Zoom or Doom! Cabela's Dangerous Hunts Carmen Sandiego: The.

Secret of the Stolen Drums Castlevania: Lament of Innocence. Celebrity Deathmatch Champions of Norrath:

Realms of EverQuest Conflict Desert Storm И:

Back to Baghdad Crash Nitro Kart Crimson Sea 2 Crouching Tiger, Hidden Dragon

Culdcept Cy Girls DDR Max 2 7 Disney Extreme Skate Adventure 775 Dot Hack Vol. 3: Outbreak 75 L 75

Dragon Ball Z: Budokai 2 75 Drakengard 75 Dynasty Tactics 2 75 Dynasty Warriors 4: Xtreme Legends 7 ESPN College Hoops 825 ESPN Major League Baseball 75 ESPN NBA Basketball 95 ESPN NHL Hockey 85 EverQuest Online

‘Adventures: Frontiers 75 EyeToy: Play 8: Fallout: Brotherhood of Steel 8 Fatal Frame 2: Crimson Butterfly 9 FIFA Soccer 2004 85 Fight Night 2004 9 Final Fantasy X-2 875 Firefighter FD. 18 5 Freedom Fighters 8 Fugitve Hunter 55

Futurama Ghost Recon: Jungle Storm 75 Gladiator: Sword of Vengeance. Gladius. 9 Goblin Commander:

Unleash the Horde 8 Great Escape, The 65

Hany Potter and the Sorcerer's Stone 5 Harry Potter:

Quidditch World Cup 775 Hot Wheels World Race 6 Hunter: The Reckoning - Wayward 6.25 HNinja. 75 Intellivision Lives 5 Jak t 925 James Bond 007:

Everything or Nothing 85 Karaoke Revolution. 85 Kill. Switch T. King of Fighters 2000/2001 775 Kya: Dark Lineage 75

Legacy of Kain: Defiance 8 Lethal Skies 6 Lifeline

Looney Tunes: Back in Action 5 Lord of the Rings:

The Retum of the King The 825 Lowrider 5 Lupin the 3rd: Treasure

of the Sorceror King 575 Madden NFL 2004 925 Mafia 775

Magic Pengel: The Quest for Союг 8 Manhunt Max Payne 2: The Fall of Max Payne 8

Maximo VS. Army of Zin 825 Medal of Honor: Rising Sun 775 Mega Man X7 75 Metal Arms: Glitch in the System 8 Midway Arcade Treasures. 9 Mission Impossible:

Operation Surma 775 MLB 2005 85 Mobile Suit Gundam:

Encounters in Space 65 Mojo! 775

Monster 4X4: Masters of Metal 65 Monster Rancer 4

MTX: Mototrax 75 MVP Baseball 2004 925 MX Unleashed 8 NASCAR Thunder 2004 875 Naval Ops: Commander 6 NBA Jam 65 NBA Live 2004 85 NBA Shootout 2004 8 NCAA Gamebreaker 2004 7

NCAA March Madness 2004 825

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Prince of Persia: The Sands of Time 5 R: Racing Evolution

Rainbow Six 3 ; Ratchet and Clank:

Going Commando 95 Rise to Honor 7 Risk: Global Domination 7 Roadkill 6 Robin Hood:

Defender of the Crown 525 Rogue Ops 75

Romance of the Three Kingdoms МИ 7

Romance of the Three Kingdoms IX 7 RPG Maker I 55 R-Type Final 675 Rugby 2004 6 Secret Weapons Over Normandy 75 Sims: Bustin’ Out, The 925 SOCOM II: US. Navy SEALs 9 Sonic Heroes 775 Soul Calibur II 85 Space Channel 5: Special Edition 8.25 Spawn: Armageddon 65 Sphinx and the Cursed Mummy 775 Solon: Rides Gone Wild 325 Spore SquarePants:

le for Bikini Bottom 4.25 s Hunter 2 6 SSX3 95 Starsky And Hutch 535 Suffering, The 825 Super Trucks Racing 675 SWAT: Global Strike Team 7 Tak and the Power of Juju 675 Teenage Mutant Ninja Turtles 775

Terminator 3: Rise of the Machines 5.75

Tiger Woods PGA Tour 2004 95 Time Crisis 3 75 ‘Tokyo Xtreme Racer 3 675 Tony Hawk's Underground 925 True Crime: Streets of LA 85 Virtual-On Marz 5 Wallace & Gromit in Project Zoo 75 Warhammer 40,000: Fire Warrior 8.25 Whiplash 4 Winning Eleven 7 925 Worms 3D 8 Wiath Unleashed 6

WWIE Smackdown: Here Comes The Pain

XIII

XGRA

1080* Avalanche 6.2! ‘Aquaman: Battle for Atlantis 2 Batman: Rise of Sin Tzu 5 Beyond Good And Evil 8 Billy Hatcher and the Giant Egg 7 Bionicle 6 Bomberman Jetters 8 Charlie's Angels 2 Custom Robo 5.7: Disney Extreme Skate Adventure 8 Disneys Hide and Sneak 35 Disney's Party 25 Dragon Ball Z: Budokai FIFA Soccer 2004 Final Fantasy: Crystal Chronicles 7 F-Zero GX Gladius 9 Со! Go! Hypergrind! Goblin Commander: Unleash the Horde 8 Gotcha Force 7 Harvest Moon: A Wonderful Life 8 Hobbit, The James Bond 007: Everything or Nothing Kirby Air Ride

Lord of the Rin

The Return of the King, The 825 Madden NFL 2004 875 Mario Golf: Toadstool Tour 8 Mario Kart: Double Dash 925 Mario Party 5 2 Medal of Honor: Rising Sun 75

Metal Arms: Glitch in the System Metal Gear Solid: The Twin Snakes Monster 4X4: Masters of Metal

NFL Street NHL 2004

NHL Hitz Pro

Pac-Man Vs.

Phantasy Star Online Episode Pitfall Hary

PN. 03

Pokémon Channel

Pokémon Colosseum

R: Racing Evolution

Rogue Ops

Simpsons: Hit and Run

Sims: Bustin’ Out The

Sonic Heroes

Soul Calibur И

Spirit and Spells SSX3

Star Wars Rogue Squadron ill: Rebel Strike

Tiger Woods PGA Tour 2004

Tony Hawk's Underground

True Сите: Streets of LA

Viewtiful Joe

Warioware, Inc: Mega Party Games 1

Worms 3D

Wrestlemania XIX 3

Yu-Gi-Oh! The Falsebound Kingdom 65

Dec-03 Ѕер-05 Sep-05 Оесоз Dec-03 Dec-03 Nov-03 Mar-04 Feb-04 Apr-04 Dec-03 Deco Mar-04 Ооз Oct-03

Jan-04

Alias 75 All-Star Baseball 2005 1 Alter Echo 8 Amped 2 6.75 Aquaman: Battle for Atlantis 2 Armed and Dangerous 8 Arx Fatalis 25 Auto Modellista 75 Backyard Wresting:

Don't Try This at Home 55 Batman: Rise of Sin Tzu 5 Battlestar Galactica 65 Beyond Good and Evil 8 Big Mutha Truckers 725 Blowout 6.5 Breakdown 75 Broken Sword: The Sleeping Dragon а Buffy: Chaos Bleeds Cabela's Deer Hunt: 2004 Season ЕЗ Carve 6.5 Celebrity Deathmatch 275 Colin McRae Rally 4 85 Counter-Strike 75

High Road to Revenge 9

Curse: The Eye of isis Dance Dance Revolution Ultramix 8

Dead Man's Hand 775 Deus Ex: Invisible War 9

Dino Crisis 3 625 Dinosaur Hunting 7

Dinotopia: The Sunstone Odyssey 525 Disney Extreme Skate Adventure 775 Drake of the 99 Dragons 125

Dungeons and Dragons Heroes 8

Dynasty Warriors 4 7 Elder Scrolls Ill: Morrowind

GOTY Edition, The 775 ESPN Major League Baseball 75 ESPN NBA Basketball 95 ESPN NFL Football 925 ESPN NHL Hockey 85 Fallout: Brotherhood of Steel 8 Fight Night 2004 9 Freedom Fighters 8 Freestyle Street Soccer 4 Gladiator: Sword of Vengeance 5.75 Gladius 925 Goblin Commander:

Unleash the Horde 8 Grabbed by the Ghoulies 45 Grand Theft Auto M/Vice City 10 Great Escape, The 7 Grooverider 2 Group $ Challenge 675 Haunted Mansion, The 7

James Bond 007:

Everything or Nothing 85 Kill Switch 75 Legacy of Kain: Defiance 8 Links 2004 7 Lord of the Rin

The Retum of the King, The 825 Madden NFL 2004 9 Magic: The Gathering Battlegrounds 6.5 Maximum Chase 7 Max Payne 2: The

Fall of Max Payne 875 Medal of Honor: Rising Sun 775

Metal Arms: Glitch in the System 8.5

Mission Impossible:

‘Operation Surma 775 MTX: Mototrax 75 MVP Baseball 2004 925 MX Unleashed. 8 NASCAR Thunder 2004 85 МВА Inside Drive 2004 65 NBA Jam 65 NBA Live 2004 825 Need For Speed: Underground 925 NFL Fever 2004 75 NFL Street 775 NHL 2004 9 NHL Hitz Pro 8 NHL Rivals 2004 575 Ninja Gaiden 95 ‘Otogi: Myth of Demons 675 Outlaw Volleyball 825 Pitfall Harry 6 Prince of Persia: The Sands of Time 9.5 Pro Cast Fishing 55 Rainbow Six 3 85 Roadkill 65 Robin Hood:

Defender of the Crown 675 Rogue Ops 75 Secret Weapons Over Normandy 75 Sega GT Online 775 Silent Scope Complete 8 Simpsons Hit & Run 85 Soul Calibur Il 85 Spawn: Armageddon 65 Spy Hunter 2 6 55Х 5 95 ‘Star Trek: Shattered Universe 55 Star Wars: Jedi Academy 8 Starsky And Hutch 575 Suffering, The 825 SWAT: Global Strike Team 75 Syberia 7 Tenchu: Retum From Darkness 725 Tennis Masters Series 2003 8 Tiger Woods PGA Tour 2004 925 Tony Hawk's Underground 875 Top Spin 9 True Crime: Streets of LA 85 Unreal Il: The Awakening 8 Voodoo Vince 85 Whiplash 4 World Championship Pool 2004 675 Worms 3D 8 Wrath Unleashed 75 WWE Raw 2 725 Xil 7

Secret Weapons of WW Il Black Mirror, The Call of Duty. Civilization lll: Conquest Command & Conquer Generals: Zero Hour Commandos 3: Destination Berlin

Contract JACK. 55 Counter-Strike: Condition Zeo 775 Dark Age of Camelot: Trials of Atlantis 8 Delta Force Black

Hawk Down: Team Sabre 8 Deus Ex: Invisible War 95 Dungeon Siege: Legends of Aranna 75 Empires: Dawn of the Modem World 8.25 Final Fantasy XI Ghost Master Halo: Combat Evolved Hidden & Dangerous 2 Homeworld 2

Horizons: Empire of Istaria Korea: Fogotten Conflict Lionheart: Legacy of the Crusader Lord of the Rings:

The War of the Ring, The

Lords of EverQuest

The Really Ugly Page Where You Can See Lots Of Old Review Scores

Max Payne 2: The Fall of Max Payne925 Medal of Honor Allied Assault:

Neverwinter Nights

Hordes of the Underdark 85 Northland 8 Nosferatu: The Wrath of Malachi 3 Patrician И 7 One Must Fall: Battlegrounds 8 Pirate Hunter: Seize and Destroy 6 Pirates of the Caribbean 77 PlanetSide: Core Combat 2 Republic: The Revolution 6 Runaway: A Road Adventure Savage: The Battle for Neweth 85

Silent Storm 775 SimCity 4: Rush Hour 75 Sims: Makin’ Magic, The 775 Space Colony 7 SpellForce: The Order of Dawn 775 Star Wars: Jedi Academy 85 Star Wars: Knights

of the Oid Republic 95 Syberia Il 675 Temple of Elemental Evil 7 Tron 20 875 UFO: Aftermath 825 Uru: Ages Beyond Myst 825 Warcraft 3: Frozen Throne 3 Wars and Warriors: Joan of Arc 75 Worms 3D 8 X2: The Threat 7

GAME BOY ADVANCE

Aladdin 8 Baldur's Gate: Dark Alliance 825 Banjo-Kazooie: Gruntys Revenge 525 Batman: The Rise of Sin Tzu 7 Blackthome 8 Boktai: The Sun is in Your Hand

Buffy the Vampire Slayer: Wrath of Darkhul King

Ота: The Enemy

Crouching Tiger, Hidden Dragon Demikids Light/Dark

Disney Extreme Skate Adventure

Disney's Magical Quest 2 Dragon Ball Z Taiketsu Final Fantasy Tactics Advance Fire Emblem Harvest Moon:

Friends of Mineral Town Ice Nine James Bond 007:

Everything or Nothing Jet Grind Radio Justice League Chronicles King of Fighters EX2.

Howling Blood, The Lord of the Ring

The Retum of the King The Mario & Luigi: Superstar Saga Max Payne Medal of Honor Infitrator Mega Man Battle Chip Challenge Mega Man Zero 2 Mission Impossible:

Operation Surma Monster Truck Madnees Oddworld: Munch's Oddysee Onimusha Tactics Pirates of the Caribbean Pitfall: The Lost Expedition Pokémon Pinball Ruby and Sapphire 8.5 Prince of Persia: The Sands of Time 825 Rock "n Roll Racing 875 Scooby Doo! Mystery Mayhem 6 Shining Soul 65 Shining Soul И 75 Sims: Bustin’ Out, The 85 Sonic Battle 6 Sound of Thunder, A 45 Space Channel 5:

Ulala's Cosmic Attack 7 Spyro: Attack of the Rhynocs 55 SSK3 4 Star Wars: Flight of the Falcon 225 Stuntman 875 Super Duper Sumos 6

Advance 4: rhe Mario Bros. 3 95 Sword of Mana 775 Tek and the Power of Juju 5 Teenage Mutant Ninja Turtles 725

Terminator 3: Rise of the Machines 75 Tony Hawk's Underground 25 Top Gear Rally 8 Yu-Gi-Oh!: The Sacred Cards 25

GAME INFORMER 111

Fight Night 2004 ©

Strategies From The Main Man, Executive Producer Kudo Tsunoda

The skills and tactics that win boxers professional the same tools necessary to be successful this game. Listed below are some of my favorite

keys to dominating in the ring.

Б Keep Your Guard Up

u are not punching or moving, you'd better linking defense. When your opponent moves range, get your guard up. Start preemptively gnize your opponent's rns and move your hands to defend vhere he likes to strike. Keep your head

ing by bobbing and weaving with your upper body. A moving target is always harder to hit. Fight Night's analog control system allows you to move your upper torso in any direction you can move the analog stick. You can quickly lean out

T punches. You also have 360 degree rol of your boxer's upper body. No t, do not sit still and let your opponent on you. Punches that miss cost a lot more yto throw, so if you are и well, us

land opi. of your own

2. Use Counter Punches

The most powerful punch in boxing is a clean unch. Boxers are most vulnerable as they nching. When they throw a punch, boxers open a hole in their own defense. A counter punch is when you can use your defense to

avoid your opponent's punch and land a punch

of your own. Counter punches often land clean

in an open area on an unsuspecting opponent Counter punches are easy to do after leaning out е мау of a punch. As you see your opponent g to punch, lean left or right to avoid the Then throw a power punch with the same 5 the direction you just leaned. So if you

ле left to avoid the punch, counter with a left hook. If you lean to the right, counter with a hook. By constantly bobbing back and forth e throwing punches from the side you can get

112 GAME INFORMER

a nice counter punching rhythm going and really hurt the opposing boxers.

Blocking also gives you a great opportunity to land a counter punch. A perfect block is called a parry. A parry will throw your opponent temporarily off balance and make them completely vulnerable. This gives you the perfect opportunity to tee off and really drive some punches home.

3. Set Up Your Punches

You will have to start setting up your punches effectively if you want them to connect. An opponent who's good on defense, and is an effective counter puncher, will start picking up

on what types of blows you like to throw. If you always come in and throw a left jab as your first punch, they will start to defend against that. Unlike other games’ button punch pressing, which forced you to throw an entire punch from beginning to end, with Total Punch Control you can set up your punches using feints. If you notice your opponent is regularly blocking your left jab, fake a left jab

by starting to throw the punch with the analog stick. Then immediately pull the punch back and throw a right hook to the body. Your opponent will move to block your left jab and be wide open for the right. Another great tactic is using three

or four feints in a row before throwing a power combination. Your opponent will be spastically trying to block multiple punches at the same time leaving them wide open for a devastating attack.

4. Go To the Body Mercilessly

Many a boxing trainer will tell you... .you gotta chop

the tree down before it will fall. That basically means that a great way to score a knockout is to work the

body early on in a fight to tire boxers out and make them weak. While body punches don’t do as much immediate damage as head shots, they have a much larger impact on a boxer later on in the fight As you work a boxer's body over time, the boxer will get tired. He will move slower. His hand speed will go down. His punches will be weaker and he becomes more susceptible to damage. Going to the body is а great tactic to use if you find the guy you are fighting has an advantage early on.

For instance, if you are in a fight where your opponent has fast hand and foot speed, and you have a power advantage, you might find him hard to hit with your big punches. Stick-and-move guys float around the ring and will quickly pop in and out with flurries of punches. By going to the body early on in the fight, the stick-and-move boxer will slow down over time. He won't be able to land as many punches on you or get out of the way of as many

of your punches, He might beat you in points in the early rounds, but your power punches will take their toll in the middle and later rounds. If you had kept going to the head, the stick-and-move boxer would have had the advantage throughout the entire fight. Remember, it is a 12 round fight. You don't have to win it in the first three.

5. Win The Fight Late

Going to the body is something you can do to tire your opponent out. But there are also other ways to get your opponent to tire themselves out. When a boxer's energy is low, all of their abilities will go down. The best way to tire somebody out is to make him miss. The most obvious tactic for doing this is to use your blocking and leaning ability (see tip #1). But there are other things you can do. One of my favorites is to quickly dart in on an opponent and then dart out throwing no punches. Your opponent will see you coming in and almost always try and hit you with a punch. By time the punch is thrown, you will be out of range and he will have lost some energy. You can start mixing it up. ..punching when you come in or when you just dart out. This will start messing with your opponent's head and confuse them. | also try and bait my opponent into getting mad and throwing wild series of punches. If | am fighting а tougher boxer, | will try and keep away from them mostly and quickly jab if they come in range and then move away. Not being able to successfully land punches gets people to start throwing a lot of punches without landing many. Once your opponent is tired, you can take him out.

6. Make Your Opponent Come To You Boxing is warfare. Just like in any clash of armies, the boxer holding a defending position always has an advantage over the person attacking. It is better to have your opponent be the person who moves towards you from out of punch range into punch range. While he is thinking about moving into punch range, you are standing and waiting for him already throwing your punch. You will be able to hit him before he hits you. If you notice the opposing boxer following you around the ring, backpedal some then stop short and already be throwing a punch. He will walk right into it.

7. Cuts Slow Defense

Our damage system is not just a visual effect;

it also affects gameplay. As boxers’ eyes start to swell and bleed, their ability to see incoming punches is hampered by their injuries. The more they get hurt, the harder it is for them to defend

=>

themselves. If your ability to block and lean is impaired you are in big trouble. During a fight, when damage shows up on your opponent, take advantage of it! If his left is starting to swell, keep driving punches into that eye. Open up a cut there and his defense will get even worse. By directing your punching power and concentrating on damaged areas, you can make it harder for your opponent to protect himself.

8. Hit The Guy On The Way Down How a boxer falls to the canvas is controlled by the type of punch he is hit with, the power of

the punch, the angle of the punch, and the way the two boxers' bodies were moving at the time of the punch. Once the physics Kick in, a boxer falling to the canvas is unable to defend himself. A skilled boxer can move in and get some free shots as the opposing boxer is on his way down These extra punches cause facial damage and also make it harder for your opponent to get up from the knockdown. Try and land your knockout blow while the other boxer is trapped in a corner. Your punches will bounce him off the ropes right into another awaiting punch from you. You can hit him repeatedly all the way down.

9. Building Your Boxer

Most people, in customizing their boxer's ratings and attributes, focus on power or hand speed. But two of the most important ratings your boxer has are his heart and his chín. Your heart rating determines how easy it is for you to get up from a knockdown. Your chin rating determines how well you take a punch to your head. Having an advantage in these areas over your opponent means you will get knocked down less and get up from knockdowns more. This can overcome a big disadvantage in other ratings like power, speed, and agility.

10. Staying Alive

In case your opponent hits you with a lucky punch and you find yourself in trouble, don't panic - you can survive and maybe even use your injured state to your advantage. If you're

hurt, chances are the guy who hurt

you will be aggressively moving

in and trying to finish you off.

Many boxers will try and fend off the

attacker with punches. You are

urt mixing it up at that point will only get you more hurt. Frustrate

your opponent by keeping on the move

and not letting him hit you. You can use the other

skills you have learned so far to enefit from this time. Tire your opponent out. Make him miss with your footwork. As he is chasing you, stop quickly, land

a punch, and then move

out of range. This tactic

will really irritate your

opponent and he will

swing all the wilder the

next time. If you are

winning on points, don’t

let somebody corner | \ you and knock you out

to take your title.

4

Bis pi.

ә

Attention All Cheaters! Cheat codes, by their very nature, are in many cases buggier than Virginia in August. So, unless you don't mind re-doing those 70 hours you put into the latest game, do yourself a favor and back up your save before using any codes.

On a lighter note, you can send your codes to secretaccess@gameinformer.com for a chance to be featured here and win a very special prize!

MULTI-PLATFORM

> PLAYSTATION 2, XBOX

From the main menu, go to the Options menu, and from there to the Extras menu. Enter these codes there, and a voiceover will confirm correct entry. Each of the bonus codes unlocks different stuff.

Starbuck and Apollo as Wingmen - Down (x2), Left, Down (x2), Up, Right (x2)

Bonus Art, Mini-Series Stills, And Renders Left, Up, Left (x2), Down, Left, Up, Down

Up (x2), Down (x2), Right, Up, Right, Down Right (x2), Down (x2), Left (x2), Up (x2)

Down (x4), Left (x4)

Up (3), Down (x3), Left, Right

Up, Left, Up, Right, Up, Left, Up, Right

Right (x4), Down (x2), Left (x2)

Right (x2), Up (x2), Left (x2), Up (x2)

> PLAYSTATION 2, XBOX Faster Bikes - In the options menu, enter JIH345 as a cheat.

MX Unleashed е > PLAYSTATION 2, ХВОХ

In the Cheats menu, enter these as the appropriate cheat codes.

Unlock 50cc Bikes - SQUIRRELDOG Unlock Career Completion - CLAPPEDOUT Unlock Pro Physics - SWAPPIN

PLAYSTATION 2

At the title screen (where it says “Press Start”), enter these codes while holding L Button + R Button. A confirmation message will appear after you release the triggers.

Canteen Always Full - Left, C, X uo

Play As Nicole - Left, Up, Down, Up, ©, Up (x2) Super Punches - Left, Right, O, Up, O, Right, Left

Down, O,

Unlock Original Pitfall - © (x2), Left, Right, C, L1 X, Up, Mission Impossible: Operation Surma

Unlock All Levels - Go to the Profiles menu, highlight Jasmine Curry, then press L1 + КІ + Д + (at the same time)

At the title screen (where it says “Press Start”), enter these codes while holding L Button + R Button. A confirmation message will appear after you release the triggers.

Canteen Always Full - Left, B, X, Down, B, А, B, X Play As Nicole - Left, Up, Down, Up, X, Up, (x2) Super Punches - Left, Right, X, Up, X, Right, Left Unlock Original Pitfall - X (x2), Left, Right, X, B, A, Up, X

Star Wars Rogue Squadron Ill:

Вере! Зе 1 1 In the Passcodes screen, enter these codes. For the cheats with two codes, enter the first and choose “Enter Passcode” and then immediately enter the second and choose “Enter Passcode” again. If you did it correctly, the code will stay up on the screen and you'll have to exit and return to enter another one.

Black & White Mode - NOCOLOR? (Note: You'll have to reset the game to go back to color) Infinite Lives - IIOUAOYE, WIMPIAM!

Level Select (Co-op) - SWGRCQPL, UCHEATED Level Select (Single-player) - HYWSCIWS, NONGAMER

Level Select With Bonus Missions (Single- player) - EEQQ?YPL, CHEIATER.

Unlock Asteroid Field Level (Co-op) - RWALPIGC, NOWAYOUT

Unlock Beggar's Canyon Level (Co-op) - FRLLICSF, FARMBOY?

Unlock Death Star Escape Level (Co-op) - YFCEDFRH, DSAGAIN?

Unlock Endurance Level (Co-op) - WPXFGCI, EXCERSIZ

Unlock Jedi Starfighter - BBGMYWSX, JEDIWHO? Unlock Millennium Falcon - QZCRPTG!, HANSRIDE

Unlock Naboo Starfighter - RTWCVBSH, BFNAGAIN

Unlock Slave I - TGBCWLPN, ZZBOUNTY Unlock TIE Advance - VDX?WK!H, ANOKSHIP Unlock TIE Bomber - JASDJWFA, IDABOMB! Unlock TIE Fighter - MCKEMAKD, ONESHOT! Unlock TIE Hunter - FRRVBMJK, LOOKOUT!

Extras Menu Cheats

To access these cheats, after entering the passcodes, go to the “Extras” menu and from there to the “Special Features” screen.

Ace Mode - YNMSFY?P, YOUDAMAN

Art Gallery 'KOOLART

Credits - LOOKMOM!

Documentary - THEDUDES

Music Hall - HARKHARK

Original Star Wars Arcade Game - RTJPFCIG, TIMEWARP

Original The Empire Strikes Back Arcade Game - !H!F?HXS, KOOLSTUF

Unlock All Levels - Go to the Profiles menu, highlight Jasmine Curry, then press L Button + R Button + В + Y (at the same time)

Play With Original Blue Costume - At the main menu, highlight "New Game," hold down the L Button + R Button, then press the A button. A sound will confirm correct entry.

Press the ~ key during gameplay to open the console, then type in these codes. Note that you have to patch Gangland to version 1.1 (available at www.mediamobsters.com) for these to work.

$100,000 cheat youbetterpay 1,000 Of Each Bullet Type cheat needmorelead Invincibility cheat wowitsgreattobetheboss Free Characters

Assassin cheat youwillbestunned

Bazooka Soldier cheat yourliverlandedoverthere

Big Momma cheat iwilltakecareofyou Black Widow cheat youhadbetterwearkevlar Bodyguard cheat trustmewithyourlife Bomber cheat likeatonofbricks Businessman cheat pocketsfullofdough Crazy Gunslinger cheat loonies Enforcer cheat iwillripyourarmsoff Fake Cops cheat alienprophets Lawyer cheat iwillmakethefamilyrich Ninja cheat iknowodintoo Seductress cheat youlittlehottieyou Sniper cheat thegreatvassilizaitsev Super Bouncer cheat ihavetenpoundfists Thief cheat whatwasbrieflyyoursisnowmine

Press Left Control + ] (right bracket) to open the console, then input the code.

Any Amount Of All Resources - Application: GiveMeGoods(Amount)

secret access

- ' your enjoy nwn.bioware.com. Head over there to find

Over 450 new creatures, two new playable

races, 121 new NPC portraits, and

else you could | possibly imagine for building

custom campaigns. Get it now, and you'll

be able to take full advantage | | the best

forthcoming n mods for one of the biggest onli les around. We hear that part of the task

-force is even working on an epic adventure

that takes advantage of all the cool content available in the CEP. 3

x

STARWARS

agre

Content Downloads via Xbox Live

Yeah, we all know about the whole downloadable content on Live thing, but some things bear repeating. Especially now, when there's finally an add-on for Knights of the Old Republic! A whole new area Yavin awaits those with the means to

| connect to Live. New, high-powered weapons

and armor will be available there. An entirely new race to KOTOR, the Trandoshans, is also included. How can you not dig on this?

Even if KOTOR isn't your thing, there's lots of

| great stuff for other games available, including

new maps and a different plane for Crimson ‘Skies, two bonus stages of Counter-: Strike adion, two more maps and a campaign mission for Brute Force, extra Return to Castle Wolfenstein levels, and of course а whole boatload of additions to MechAssault.

GAME INFORMER 113

secret access

GAME BOY ADVANCE Metroid: Zero Mission

Enter these on the Password screen of the original Metroid (which you unlock by beating Zero Mission).

111 Missiles, 4 Energy Tanks, Ice Beam, And No Suit - BOMBS MISSLE SCREW_ АТАСК_ All Upgrades, Unlimited Missiles, And Health - NARPAS SWORDO 000000 000000 Morph Ball And Bombs - 000000 000000 4G0000 00000H

No Suit - 000000 000020 000000 000020

No Suit And Wave Beam ~ 999999 999999 KKKKKK KKKKKK

No Suit, In Norfair, Infinite Missiles, And No Upgrades - SAMUS8 RIDLEY 444444 444444 No Suit, 255 Missiles, And Fully Upgraded - JUSTIN BAILEY ——-

On Track To Finish With Best Ending -

Х—— --NIWO dV-Gm9 WOIGMI

Ridley's Lair, Not Very Well-Equipped - GamelN FORMEKMagazi ne000W

Ridley's Lair, Well-Equipped - AndyMc Namara GiEdit or 03Y

Zero Mission Endings

Fulfill these requirements to unlock the corresponding art of Samus.

Blue Jumpsuit - Beat Normal or Hard in under two hours with more than 15% completion Close-Up On Her Face - Beat Hard with less than 15% completion

In Shorts At A Bar - Beat Normal in under two hours with 100% completion

In Shorts At A Window - Beat Normal with less than 15% completi

In Shorts In A City ~ Beat Normal or Hard in over two hours with 100% completion

In Shorts Overlooking A City - Beat Hard in under two hours with 100% completion

No Helmet Enjoying A Sunset - Beat Normal

or Hard in three hours with more than 15% completion

On A Rock - Beat Easy, or beat Normal or Hard in over four hours with 100% completion

Code of the Month ( )

Tenchu:

Return From Darkness

If being a master ninja with magical powers just isn't enough to excite your cynical gamer palate anymore, check these out. Enter these cheats in the indicated place

Pause Screen Display Score - Right (x3), Left

Enable Special Abilities - While holding R Button + Black, enter Up (x2), Down (x2), release R

Button + Black, then enter X (x2), L Button, R Button

Extra Damage - While holding R Button + White, enter Up, Down, Up, Down Increase Score While holding White + Black, enter Right (x3), Left

Free Kanji - Left (x3), Right, X Full Health - Up, Down, Up, Down, X (x3)

Full Кий Meter - While holding R Button + L Button, enter Left (x3), Right, X

Item Select Screen (before mission)

10 Of Each Item Available - While holding R Button + L Button, enter Up, Left, Down, Right, X (x3) Max Capacity - While holding R Button + L Button, enter Up (x2), Down (x2), Left, Right, Left,

Right, release White, then enter X (x3)

Unlock All Ninja Items - While holding R Button + L Button, enter Up, Down, Up, Down, X (x3),

Left, Right, Left, Right, X (x3)

Mission Select Screen

Unlock All Layouts ~ R5, L5, L Button, К Button, White, Black Unlock All Missions - White (x2), L Button, R Button, Right, X, 13, R3

Title Screen (where it says “Press Start”) Unlock Alternate Audio - While holding L Button + R Button, enter Down, X (x2), Up, X (x2), Left, X (x2), Right, X (x2) (Note: Must be turned on in the Language menu)

Unlock Tesshu - While holding White + Black, enter Up, Right, Left, Down, release White + Black, then enter L Button, R Button

114 GAME INFORMER

Jackson Reynolds Norfolk, VA

Mini-Walkthrough

Splinter Cell: Pandora Tomorrow

Sam Fisher's latest adventure isn't quite as frustrating as the original Xbox release, but it still has quite a few tricky moments. We won't walk you through the entire game, but this should get you through the harder bits. Beware: if you don't want story elements revealed, turn back now, Otherwise, get ready for your mission.

The Embassy

This early mission is pretty simple, but things get dicey when you get to the courtyard. Shetland will instruct you to stay in the light until you get to the far wall. Wait until the spotlight comes close and creep into the cone of light, Move with it until you reach the far side. Once there, climb the pipe after you see Ingrid's light flash. Keep an eye on the guard on the balcony; if you move fast enough he shouldn't see you. Climb up over Ingrid's balcony and drop down when the guard's head is turned.

The Cryo Lab The lab is also pretty simple until you reach the auditorium room. Soon after you enter, three guards will come in through the far door, and the middle of the room is pretty bright. Wait in the dark corner by the door until one of the three leaves. Then climb the pipe near you, shimmy across, and drop down on the guard when he walks underneath you. The final guard will be alerted, but can be taken out easily now that he's alone. Shortly after you get through the auditorium, the terrorists will plant a bomb, and you only have a minute to disarm it. Wait around the corner until you see the two guards leave, then head down to the second door. There may be a guard near the end of the hall, but he'll leave if he doesn't see. you. Pick the lock, then head inside and disarm the omb. It will be close, but you should have enough time. Then head upstairs. There are motion sensors in the stairs that can alert the guards, but they won't pick you up if you move slowly.

When you head upstairs, you will see three guards. Either take them all out with your frag grenade, or just wait until two leave, then whistle to lure the third and knock him out. Head around the corner, sneaking past the motion sensors. Deal with

the guards in the security room, then pick the lock to the data room. There are a ton of cameras in this room. Take out all the ones in the middle of the

room and along the left side, and you should be able to proceed to the computer terminal unseen The remainder of the level is pretty straightforward

Jerusalem

This entire level is pretty tricky, and there are several ways to do it. Here is one way to get through the rougher patches. First talk to your contact, then sneak up the stairs. Wait until the guard tums his back, then knock him out, Remember, one alarm on this stage will end your mission, Head down the alley on the left, use the SWAT turn to pass the door, then follow the road. You'll see a cop head into a lit tunnel. Take out the light and knock him out, luring him into the shadows if necessary.

After taking out the cop, you'll see a bright courtyard with two civilians sitting on benches. Grat а nearby bottle and toss it into the courtyard, They'll investigate, and you can creep behind them in the shadows. In the next corner is а pipe. Climb it up to a zipline, which will deposit you on a window ledge on the other side of the street. Drop down to the awning below, shoot the nearby light, then take out the cop below you. Proceed through the courtyard to Saul's shop. He's being robbed, so you'll need to knock out one thug, then shoot the guy holding Saul hostage. He'll then give you a gun and lead you to a “shooting range.” Follow him quietly and you'll have no problems.

After you reach the range, head back the way you came and turn right, following the street. There will be both cops and civilians to deal with, but they all appear alone, so they should be no problem. Remember that lethal attacks result in mission failure, though. When you reach the checkpoint, you'll see two well-lit cops at the end of a sloping street. Shoot out the light on the wall, climb the pipe to the roof, and run to the far side, Drop down and you'll grab a window ledge. Climb in the window, creep through the room, and crawl out the window on the other side, bypassing the two cops completely. Soon after you'll meet your contact, and she'll lead you to the warehouse. If you follow her instructions, you should finish the level easily.

Inside the warehouse, aggression is the best policy. Run and gun through this small area, and take the elevator. It will open up to a long hall Shoot out the lights, because there are snipers in the courtyard ahead. With nightvision, you'll see two on the balcony ahead, and with thermal, you'll see a third on the scaffolding to your left. Snipe them and head through the yard.

)

Terrorist Camp

When you first reach the camp, you'll need to take out a couple of guards quietly. Then creep along the fence until you hear two guards talking. Get your rifle

‘out and watch them through the scope. One will trip а landmine and kill himself. Snipe the second and hide the bodies in the grass. The field ahead is full of booby traps, so proceed slowly, disabling them as you go. You'll have to KO a guard at the far end of the field, Keep checking for traps until you reach the hangar. Take out the guards with sticky shockers, then plant the explosive on Sadono's plane by putting it in the engine compartment on the left side. Head out of the hangar. There are two guards that you need to deal with in the guard booth in order to open the gate. Again, sticky shockers аге a good choice if you have any left Once through the gate, hide behind the sheet metal and wait until the guard passes. Sticky shocker him, shoot the dog, and drag the body back to your iding place, Creep up into the camp. In this area there are two guards and a sniper in the tower. If you wait, one guard will go take a nap, then you can KO the second guard when he walks into the shadows.

This part can be really tricky, because the sniper will spot you unless you're well hidden. But once you've deall with the guard, he can be sniped easily from the shadows. Head up the guard tower to the zip: line to clear the area

The Submarine Installation

The submarine installation starts off easy, but gets pretty tough after you raise the sub. To raise it, sneak through the installation, taking out the guards using your standard methods. When you reach the control room, grab the technician and interrogate him, When пе raises the sub, make him respond to his friend's radio communication, Then knock him out and

lead out into the sub bay. Walk along the catwalk until you reach the small transporter car. Before you activate it, snipe any guards you can along the side catwalks, Then shoot out the light in the car and

iit the button. It will take you to the far side of the sub bay, and you'll need to snipe a few guards as it

moves to make it to the other side. When you reach it, follow the catwalks into the submarine,

Inside the sub, you'll need to knock out a few guards silently. One alarm will end the mission. If you move slowly and carefully they should be no problem. But once you reach the square room that а crew member walks into, don't knock him out Instead, grab him, bring him to the next room, and force him to use the retinal scanner. Knock him out once the door opens. Another crew member will head out, and he can be easily dealt with by waiting in the shadows. Then enter the control room, take out the final guard, then get the data you need off the computer. Leave the sub the same way you came in.,

Leaving the sub facility is much harder than entering it. A guard will head towards you as you leave, but he can easily be knocked out. When you head down the stairs, though, you'll be in for a nasty surprise. Several guards are waiting for you. Throw smoke grenades at them and move for cover (there аге some grenades and a first aid station at the top of the stairs if you need them). From a dark place, try to snipe the gasoline drums. If you hit them, they will explode and take out а few guards. Be prepared to run up the stairs to heal yourself, as you'll probably take a few hits, But once you kill these guards, simply proceed straight ahead to finish the level

The TV Station

Getting to the TV station is easy; getting inside is hard. The trouble starts in the parking lot, where two guards are patrolling. Take out all the lights you see, but stick to cover, because they may see you

when lightning flashes. If you're wearing night vision when it does, you'll be temporarily blinded,

50 switch it off frequently. Knocking out the

guards is easy if you're extremely cautious,

After taking them out, you'll need to head `

down the center pathway to the station

There are lights along the side and a machine

gun turret. Take out the lights and throw a flare. The gun will aim for the heat, so you can sneak around and disable it, When you reach the far side, two more guards will approach from the left. Use sticky shockers on them if possible, or you'll be drawn

into a fire fight. Once you've dealt with them, go through the gate and follow the path. There is one more guard ahead, but he can be avoided easily by shooting out all the lights, including the van's headlights. There is a sewer entrance in front of the van that you must climb into. The sewers are cake if you take it slow and watch for cameras.

When you emerge from the sewer in front of the TV station, simply duck under the automatic turrets and climb onto the roof. There is a pane of glass

Y Г ыл

on the skylight that is cracked. Shoot it and you're їп. Making your way through the station is another

pretty standard matter. Take it slow, use stealth to

take out the guards, and watch out for cameras.

The first real challenge comes from when you

locate Ingrid, who is again being held hostage.

She'll lead you through the security doors and to a

7. = b А / S NN

divided hallway. Take the left path, and she'll take the right. As she heads down the hall, the terrorists. will get orders to kill her, so snipe them as they run toward her. After you kill all the guards, you'll head up into the vents and emerge in the auditorium where Sadono is taping a video. Sneak around the perimeter of the room and behind him. Rush in and grab him from behind. The guards will see you, but won't shoot while you're holding him. Drag him up the ramp to the security door and force him to use the retinal scanner. Once you're out on the roof, you can KO him as soon as Ingrid sees you, then carry his body over to her. That's the end of the level, as well as the charismatic terrorist.

The Airport The final stage takes place in the Los Angeles International airport. Sneaking in on the back of

a truck is easy, as is infiltrating the luggage facility by hiding behind piles of bags as they head down the conveyer, Once inside, you must take out the terrorists posing as employees by reading their higher body temperatures with your thermal lenses. They

are mingling with real employees in the two baggage sorting rooms

e

4 Ir. $

p

\

secret access

and aren't too tough to dispatch if yourare careful. It helps to knock out civilians so they don't get in the way. But you must, on the other hand, kill the terrorists. Sticky shockers are a good way to take them down quickly, but since they are non-lethal, make sure you put a bullet in them while they are down. If you don't kill every terrorist, you cannot complete the mission.

After you take out the terrorists in the sorting rooms, you will head out into an office to see another terrorist and a civilian. Use the sticky shockers on both and kill the terrorist. Then head out into the hall, create some darkness for yourself by shooting the lights, and knock out the. two airport workers. Then head down the hall (avoiding the camera) to the balcony overlooking the lobby. Locate rogue CIA agent Norman Soth with your binoculars and thermal vision. Then turn around and take out all the lights in the elevator lobby so you can slip past the cameras. Head to the elevator on the far right, go in, and prepare for the final challenge.

The elevator will stop halfway up, so you'll have to shoot out the hatch and climb up the cables to the platform leading out to the catwalks. In this room, there are three levels of catwalks. On the first, there are a handful of airport maintenance workers; on the third, Soth and his two henchmen are planting a

^^

smallpox bomb. You must make your way up to the third level and take out all three bad guys before the bomb goes off. As soon as you enter the room, tum fight and head for the ladder near you. Climb it, then jump up to the pipe above. Use the pipe to get to the other side of the room. Pull your legs up or you'll be seen. On the other side, drop down behind the pillar, and then climb down the ladder. You should be able to do this without being seen by the nearby worker, but take him out if you have to and hide his body. If the terrorists see or hear you, they will trigger the bomb, and you will have just one minute to finish the level. Head down the catwalk until you see the ladder attached to a concrete post. Take it, and you'll find a little nook in the post you can pass through. When the coast is dear, drop down on the other side and head to the right, then turn left on the perpendicular path. Move slowly and you won't be seen ог heard. Take this path to the ladder leading to the second level. Once you reach the second level, you'll see a ladder leading to the third a few feet away. As soon as you grab the ladder or fire a shot, the one minute countdown begins. The best way is to wait for the patrolling guard to come near, and give him a headshot with the sniper scope. You'll then need to limb the ladder and unload on the final two, then head to the bomb. This part is extremely tough and will probably require many attempts. All three are wearing kevlar, so don't be afraid to hold down the trigger. Once you've killed them and touched the bomb, you've finished the game. “GI Droid” (location unknown - last seen learning how to make origami swans out of sheets in the prison laundry room with Martha Stewart)

NFORMER 115

any of the success

stories in the modern

video game industry are built from the humble begin- nings of the 8- and 16-bit eras. From the highly anticipated Altered Beast (scheduled to arrive sometime in 2004) to Zelda, there are dozens of franchises that have survived and prospered all the way up to the current generation. On the other hand, there are plenty of well-loved classics moldering in dusty boxes in the back of closets around the world, weeping silent tears at being forgotten by the companies that created them. Here's a look at some of the titles that we at Game Informer feel could have found a home in the new millen- nium, but have been denied the chance to shine on the sparkly new consoles of today.

116 САМЕ INFORMER

Where The Past Comes Alive

BIONIC COMMANDO (NES)

Release: 1988 BIONIC COMMANDO: ELITE FORCES (GBC) Release: 2000

Cyborgs don't get enough love. Remember RoboCop? He was awesome, but has fallen com- pletely off the radar. Darth Vader has been replaced with whiny little Hayden Christensen. Bionic Commando is just gone, though plenty of gamers, when asked to name something totally sweet for the NES, Will come up with Bionic Commando. The elements that made this title stand out back in 1988 could very well fit into the modern espionage genre. Think about it it'd be a lot like Metal Gear Solid, but with a bion- ic grappling hook on your arm. The verticality of level design possible in a new Bionic Commando alone would make it stand out. How much freedom would that arm give players and designers alike? You could zip up to the ceiling to avoid detection, bring down environmental objects to block doorways, and pull all sorts of insane acrobatic stunts. Talk about adding a third dimension to stealth! Dual-wield the arm with melee weapons, firearms, or gadgets in your flesh hand, and let players com- bine them for some crazy attacks. Pick up a guard with the arm, swing him around, and toss him up in the air before unloading your SMG into him. Sweet. An upgrade system could be added, too find new attach- ments to put on the arm, like tasers or spinning saw blades. Incorporate a strong storyline and character development (how can you not love a character named Super Joe?), and the whole genre would have to stand aside to make way for the awesomeness of Bionic Commando.

MIKE TYSON'S PUNCH-OUT!! (NES) Release: 1987 SUPER PUNCH-OUT!! (SNES)

Release: 1994

Probably the only boxing game for the NES that anybody remembers, Punch-Out was more akin in gameplay to rhythm titles like Gitaroo Man than any next-gen fisticuffs like Fight Night. And who's to say that's a bad thing? Punch-Out went over well enough back then, why has the big N withheld it from this generation of gamers? Its huge popular-

ity and name recognition make this possibly the most mind-boggling entry on our list. If so many people loved these titles so much, how could updating the formula with all of the flavor and goodness pos- sible on the new machines fail? Punch-Out's style of simple gameplay is something that it seems the industry has largely lost, and it's a niche that must be filled. The games are so well executed and entertaining, we've been known to dust off the old cartridges and lay down the smack on that whimsical Don Flamenco even now, in 2004. It'd be so easy to update the franchise. Bring in some cel-shaded graphical flavor to give it that cartoony look that fits so well with the premise. Throw in some completely over-the-top opponents of Super Macho Man caliber. Promise unlockables to give it some replay value. Earn new super- punches and abilities as you progress through the game. And, for the love of all that's holy, do something about the pink jumpsuit training interludes. You hear us, Nintendo? That wasn't cool even in 1987.

As any fan of either sci-fi or fantasy will tell you, the two

genres tend not to mix very well. Shadowrun, set in a futuris-

tic Earth where elves and dragons have been integrated into a

cyberpunk, noir-style world (think Blade Runner meets William

Gibson's Neuromancer), is the exception to the rule. We

know it sounds weird, but trust us and everyone else who's

ever played the games: Shadowrun is awesome. Imagine

what a developer these days could do with it if BioWare can

make Star Wars exciting and fresh again, the gaming potential

in this setting is immense. Action, RPG, or both Shadowrun

lends itself equally well to pretty much any sort of gameplay. There's more than enough established material in the Shadowrun universe to craft a stellar story- driven title, but there are also any number of elements that could be used to create an enthralling action game. Playing as a half-dragon street samurai with cybernetic eyes and a suit that makes him invisible sounds pretty sweet. Choosing whether to work for the giant corporations that rule the world or an underground movement of neo-Druids with the power to command nature would be awesome. Fighting against nightmarish guard dogs with retractable steel claws, armor plating, and electronically enhanced reflexes would be incredible. But leveling up that half- m Ў : dragon and developing magic powers? Coolest thing ever. © Waking up from cryogenic sleep only to face zombies would suck

В Release: 1991

We're well aware that the words ‘baseball’ and ‘extreme’ don't really belong апу- where near each other, but when the sport is being played by robots, it works out better than you'd think. If baseball is too boring for you, try crossing it with Mortal Kombat. The fact that in order to tag out a runner you have to defeat him in one- on-one combat adds a whole new dimension to America's favorite pastime, and should satiate those with a need for a little more pep to their games than the sport traditionally offers. Integrate several different types of mechanical sluggers, each with their own strengths, and an upgrade system, and you've got a heck of a game. Wait, the original NES title had all those. Okay, so fix the combat so it's not just button mashing and give the different ‘bots some special moves, weapon upgrades, and Street Fighter-esque attacks. Work in a front-end, too; command your crew of elite robots through multiple seasons, earning new parts as you go. The ability to make your squad into either unstoppable butt-kicking machines or quick, skillful finesse players could really push this to the next level. As with all sports games, it'd have to be online. And, the title could separate itself from the pack by having a hardcore option so that if one of your players got trashed, he was gone forever especially for persistent online leagues. We know the XFL was lame, but the nature of video games would let BaseWars do it right.

LEE NORMAL E Not even Pudge

could stand up to this

JACKSON NC 1

RUS (NE Release: 1987 Probably known for its obscene difficulty more than anything else, Kid Icarus is certainly one of the more recognizable NES titles. And why wouldn't it be? For 1987, it was as good a mix of action and RPG flavors as you could find outside of Zelda and offered a unique vertical style of play. With Greek mythology powering the story, Kid Icarus seems like one of those franchises that need never die. Look no farther than the recently released trailer for God of War to see how cool mythi- cal monsters can be in action games. On a next-gen console, so much would be possible within this framework а meld of not only action and RPG elements, but also a blend of flying and on-foot vertical platforming. The distinctive feature of the hero, his wings, could open up a whole new dimension of mobility and level design, as well as combat maneuvers. Instead of dodging left to avoid a swing, launch straight up and pincushion the sucker with arrows or dive-bomb him into oblivion with a spear. Throw in a plot that plays to the strengths of the old legends of the ancient Greeks, perhaps involving Icarus’ father Daedalus and his famous Labyrinth on the island of Crete. It could even be made into a superhero- esque tale set in the modern day with the old stories coming alive, and only a hero called out of legend would be able to vanquish the horrors of the past. Now that would be a suitably epic adventure for a guy with wings.

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classic gi feature

A NIGHTMARE ON ELM STREET (NES) Release: 1989

Talk about name rec- ognition. A Nightmare On Elm Street came back into cineplexes with Freddy vs. Jason, but the Springwood Slasher can't get a next-gen video game. How many SpongeBob titles must we endure before an actually interesting license gets picked up? With the huge popularity of survival-horror franchises like Resident Evil and Silent Hill, you'd think that someone would get the clue that the interactive nature of our favorite hobby lends itself particularly well to fright-fests, and do something with this license. As opposed to those block- buster series, however, Freddy Krueger seeing as he's

the leading man of the whole story could get a starring role in his video game as well. Take some of the simula- tion technology of a title like The Sims, and make it the players mission to use Freddy to avenge his horrible death at the townsfolk's hands, or frighten them into becoming as feral and evil as himself. Or, for that matter, give the player a choice to either make the world into Freddy's own twisted image, or try to expiate his sins so he can finally

go away for good. How much fun would it be to unleash terror on the unsuspecting citizenry using all the horror- movie tricks yourself, and balance that with actual deeds of dark purpose to let the people know you mean business? Gruesome, certainly. M-rated without a doubt. But with the fantastical nature of the whole Nightmare mythos, we'll bet that it wouldn't be as disturbing as certain other, more bru- tally realistic titles.

MANIAC MANSION (PC) Release: 1988

MANIAC MANSION: DAY OF THE TENTACLE (PC)

Release: 1993

From deep within the adventure genre beckons a dim, pulsing, vaguely disconcerting glow. Overlooked by many, it richly rewards those who heed its hypnotic call with an experience that only phrases like "zany madcap antics" and "freakin' hysterical" can accurately describe. This is Day of the Tentacle, a puzzle-based adventure game that man- aged to combine clever design with a distinctive brand of humor into what is possibly the funniest game of all time. Somewhat like the Monkey Island series, but wackier and with more sci-fi elements, DotT has a flavor all its own. With the technology available in the newer machines, the kinds of sight gags and puzzles that defined this title could be expanded to truly ludicrous proportions. Especially given the relatively low hardware demands of a typical adventure game, all that extra processing power could be channeled into mayhem of a whole new scale. Look at Viewtiful Joe side-scrolling action, but all the more gorgeous because of it. Not only that, but the amount of available memory on DVD media would allow for some actual branching plot- lines. Who could possibly deny the allure of a title where you could either save the world form the evil command of an insane science-experiment-gone-wrong, turn the whole of humanity into purple invertebrate monsters, or claim the title of Dictator- For-Life for yourself and shape the Earth into your own image?

Release: 1992 JUNGLE STRIKE (SNES/GENESIS) Release: 1993 URBAN STRIKE (SNES/GENESIS) Release: 1994

DESERT STRIKE: RETURN TO THE GULF (SNES/GENESIS)

Assault helicopters are simply designed for video games, and we can't get a decent update of these classic isometric shooters. Come on these choppers are hovering gun platforms, loaded so heavily with armaments that they can more or less take over a small country by themselves, and nobody in the last nine years has said, "Hey, we should make a next-gen shooter out of this!” Such laxity on the part of the industry doesn't really compute. If ever there was a more fit- ting subject for a fly-around-and-shoot-things action game, we've certainly never seen it.

Put the player in a huge, free-roaming map (the trademark of the Strike series, for those who don't remember), give them the ability to customize their weapons load, supply a bunch of objectives, and let them go. How many

! people love GTA just for the wandering around and random violence? A new title in this vein would be a lot like that, except in the most heavily armed aircraft ever. Tanks are your kid brother's Tonka trucks compared to these bad boys the amount of destruction they can hand out is almost ludicrous. The best part, though, would be the multiplayer. So many modes could be done: co-op, deathmatch,

Stealth sub? Aren't subs stealthy by

nature?

GREATEST GAME OF ALL TI

William

CHRONO TRIGGER

> FORMAT SNES > PUBLISHER SQUARE

This game originally appeared on the SNES in 1995, but it was not until three years ago that my cousin, a fan from the begin- ning, introduced it to me. It was the first RPG | had ever really played and | fell in love with it.

The story starts out as the classic, “guy with a crazy hairdo meets a girl who's actually the princess and he must save her from monsters.” The brilliant twist on the story is that he must go back in time to save her - and that's just the beginning. After that, they must escape into the future where they find out that an alien life form known as Lavos destroys the world and turns it into a barren wasteland. The noble (but extremely quiet) hero and his friends journey through five different time periods - from the dinosaur populated past to а forgotten magical civilization.

One of the defining points of the game is the odd ensemble of characters. These very different friends include a futuristic robot, a medieval frog, a wild cave woman, and even one of the main bad guys. Their double and triple battle techniques are devastating and beautiful. Speaking of battle, it is based on ATB meters (similar to many Final Fantasy games) which, once filled, allow the characters to attack, use special tech skills, or combine their techs with other active characters as mentioned before. One of my favorite moments in Chrono Trigger is the trial. Once you save the princess, you come back to your own time to be accused of kidnapping. Every insignificant detail at the beginning of the game is used either for or against you in this hilarious scene.

Chrono» Trigger had top graphics in its time and | think the music is some the best RPG music around. With such a memorable story, the great characters, and the awesome battle techniques, everyone will find something to love in Chrono Trigger.

THIS MONTH IN GAMING HISTORY

In May of 1997, the machines moved one step closer to wrest- ing control of the world out of our inefficient, fleshy grasp. IBM's silicon-based think tank, Deep Blue, defeated the merely organic world champion of chess, Garry Kasparov, 3.5 to 2.5 in a six-game match. Fortunately, no assassins from the future were reported at IBM's research and development facilities.

Of course, that might just mean

blow up more stuff than the other guy. It could be better than Crimson Skies. A little freedom goes a long way in making a game awesome, and between that and the level of pain you could bring in an attack chopper, this would

| rock the house like few others. 8 №8

that us meat- bags have no

118 САМЕ INFORMER

Se classic gi

DR. JEKYLL AND MR. HYDE

> STYLE |-PLAYER ACTION > PUBLISHER BANDAI > DEVELOPER ADVANCED COMMUNICATION > RELEASE 1989

his game gets one thing right from Robert Louis x: Stevenson's original story: Dr. Jekyll is a total wuss. Under UN ۹ any normal circumstances, the concept of walking through W the park to get to a wedding would not be the premise „ҖЫ {ог an action game. However, Jekyll is such an inviting target that this casual stroll across town becomes a deathtrap. Jekyll needs to avoid such authentic Victorian hazards as women out for an afternoon stroll, playful dogs, and bird crap. Should you come into contact with these threats, your Agitation Meter increases. Your only defense against such terrors is to slowly jump over them or poke them with your walking stick (which isn't much of a defense, since successful jabs only result in an agitation boost for you, and does no harm to your foe). When the meter fills up entirely, Dr. Jekyll transforms into Mr. Hyde and you need to battle through some auto-scrolling levels with random, game-ending lightning strikes. Repeat until you reach the church. Flawed on every fundamental level, Dr. Jekyll and Mr. Hyde is possibly the most unplayable garbage available on the NES.

SNES

BRAM STOKER'S DRACULA

> STYLE |-PLAYER ACTION > PUBLISHER SONY IMAGESOFT > DEVELOPER SONY IMAGESOFT > RELEASE 1992 ike its nosferatu namesake, this game is an unholy abomination. Think of it like store-brand cola: upon first glance it seems like it might stack up against its competitors, but as soon as you

gain first-hand experience, you recognize its myriad

failings. You play as Jonathan Harker heading to, and subsequently escaping from, Castle Dracula. Your main weapon is a Strider-esque sword which Harker swings with about as much enthusiasm and bravado as one would use to water the garden. The enemy design is equally exciting; along the way you encounter such innovative creatures as spiders, zombies, and wolves. And there's the fact that

the levels simply don't make a whole lot of sense remember that part in the book

(or even the movie, for that matter) where Harker battles the fire-breathing Dragon

down in the Mines? Neither do we. Though it is fun to take shots at a digital likeness

of Gary Oldman, this title is so generic and sloppy that you will find yourself frantically

scrambling to select “no” when given the option to continue. There are generations of

Belmonts weeping at what this game does to the noble profession of vampire hunting.

r 095065199

SEGA CD

SHERLOCK HOLMES CONSULTING DETECTIVE VOLUME II

> STYLE |-PLAYER ADVENTURE > PUBLISHER SEGA > DEVELOPER ІСОМ SIMULATIONS > RELEASE 1993

hough officially authorized by the estate of Sir Arthur Conan

Doyle, this game lacks the adventure and charm that people

have come to associate with the great detective Sherlock

Holmes. It actually helps to think of this title as more of an Е assignment and less of a game. It “plays” like а research paper: you are given a topic to work with, such as “The Murdered Munitions 5 р Magnate,” and then you use a central menu screen to peruse the London directory, gather clues, and visit numerous people associated with your investigation. When you Pay someone a visit, the game cuts to a digitized video cutscene where they drop hints as to who you should talk to next. To the game's credit, it doesn't hold your hand the whole way through; it gives you a nudge in the right direction, but it is entirely up to you to write down the clues and determine the killer, motive, and method. It certainly isn't fast paced or engaging, but the interface is well done, and in a world before Myst, it was a good chance to explore and gather clues, even though by current standards it is a bit...elementary.

GAME INFORMER 119

games is undeniable. Heck, without a TV, you'd have nothing to play your games on! Take our TV- themed triva challenge, and see how your knowl- edge compares to these game-based shows.

1. What was the name of the critically acclaimed live-action Mortal Kombat television series?

A. Mortal Kombat: Defenders of

the Realm

B. Mortal Kombat: The Series

C. Mortal Kombat: Conquest

D. Mortal Kombat: Crap

3. The TV-themed game Smash TV featured ultra-violence and some pretty bizarre bosses. Which of the following is NOT a real Smash TV boss?

A. Game Show Host

B. Mutoid Man

C. Death Bot

D. Scarface

4. In the movie WarGames -

сое seem on broadcast Е 8. оп the cult classic sitcom : what is the name of the "video- : NewsRadio, what was the name : : of the arcade game that Dave

TV every Sunday afternoon -

120 GAME INFORMER

i game" that nearly starts World } War III?

1 5. In his recent animated

: series, the voice of Sonic the

: Hedgehog was provided by

: which washed-up sitcom actor (who apparently needed cash)? :

A. Global Thermonuclear War

B. Scorched Earth

с. Nuclear War Simulator

D. Nuke ‘Em

A. Danny Pintaro (Jonathan on Who's the Boss?) Н

в. Кіт Fields (Tootie on The Facts : of Life) H

С. Tina Yothers (Jennifer on Family Ties)

D. Jaleel White (Urkel on Family Matters)

E B. Tia Carrera starred in a TV і show called Relic Hunter, which : i is in no way a ripoff of Tomb і Raider (*snicker*). She also

} starred in а 3DO game. What

: was it called?

A. ESPN Step Aerobics

B. The Daedalus Encounter

C. Escape From Monster Manor D. The Horde

: 7. The cable network G4 is the

: only TV station solely devoted

} to video games. Which of these : : shows is a real G4 program?

A. Save! B. Blaster C. Platform D. Sweat

} was obsessed with?

i А. Star Command B. Defense Commander C. Stargate Defender D. Head Crusher

: 9. Mark “Please Don't Call Me : Luke" Hamill has made a living i as a TV and video : actor in the years following

i George Lucas’ last good Star

: Wars movie. Which of the fol- i lowing games did NOT feature ; voice work by Hamill?

ame voice

A. Batman: Dark Tomorrow

B. Scorpion King: The Rise of the Akkadian

C. Dark Cloud 2

D. Soldier of Fortune Il: Double Helix

: 10. In 1989, a weekly half-hour : commercial went on the air.

i Entitled Captain N: The Game : Master, the show was the

: story of a regular kid who was : sucked into a world of video

i games, featuring familiar faces : like Simon Belmont, Mother

: Brain, Mega Man, and тоге.

; What was the name of the

: world in which the show took i place?

A. The United States of Nintendo B. Videoland

C. Nintendonia

D. The Mushroom Kingdom

BREAKDOWN

50% of stores in the US are currently sold out of GameCubes, according to Nintendo. The shortage is attrib- uted to the increase of sales after the price drop and the

LU

12.5% The percentage of games reviewed this month with the word "samurai" in the title И 5% The amount Take-Two Interactive's stock increased the

day Grand Theft Auto: San Andreas was announced БШШ Luc DETTE RU 01 HG IRIS RA

87% is how efficiently Matt rocks while on stage.

ПЛАНА - энш SSSR LE ESS Д

12% The amount TV viewing has decreased among males 18-34 since last season. Increased video game playing is considered one of the central causes. à J

0-2 The Sims’ Gone Wild Everybody Loves Blinx the

Time Sweeper

CSI: Chocobo Scam Investigators

7-8

Survivor: Mushroom Kingdom

9-10

American Idol Solid

Video Game Trivia Answers: 2.8 5C 4A 5D 68 7D 8C 9A 108

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